The ESP Game is an idea in computer science for addressing the problem of creating difficult metadata. The idea behind the game is to use the computational power of humans to perform a task that computers cannot yet do (originally, image recognition) by packaging the task as a game. It was originally conceived by Luis von Ahn of Carnegie Mellon University. Google bought a licence to create its own version of the game in 2006 in order to return better search results for its online images.[1] The licence of the data acquired by Ahn's ESP Game, or the Google version, is not clear.
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Idea
Image recognition is currently (as of 2009) a task that computers are almost incapable of. Humans are perfectly capable of it, but not necessarily willing. The ESP Game makes humans willing to perform this task by making a game out of it. Some users reportedly play over 40 hours a week. According to the game's creator, if the ESP Game gains popularity comparable to other online games, all images on Google Images could be labeled using the Google Image Labeler game in just a few months.
The applications and uses of having so many labeled images are significant; for example, more accurate image searching and accessibility for visually-impaired users (by reading out an image's labels).
The idea of partnering two people to label images ensures that entered words will be accurate. Since the only thing the two partners have in common is that they both see the same image, they must enter reasonable labels to have any chance of agreeing on one.
The ESP Game as it is currently implemented encourages players to assign “obvious” labels, which are most likely to lead to an agreement with the partner. But these labels can often be deduced from the labels already present using an appropriate language model and such labels therefore add only little information to the system. A microsoft research project assigns probabilities to the next label to be added. This model is then used in a program, which plays the ESP game without looking at the image.
Rules of the game
Once logged in, a user is automatically matched with a random partner. The partners do not know each other's identity and they cannot communicate. Once matched, they will both be shown the same image. Their task is to agree on a word that would be an appropriate label for the image. They both enter possible words, and once a word is entered by both partners (not necessarily at the same time), that word is agreed upon, and that word becomes a label for the image. Once they agree on a word, they are shown another image. They have two and a half minutes to label 15 images.
Both partners have the option to pass; that is, give up on an image. Once one partner passes, the other partner is shown a message that their partner wishes to pass. Both partners must pass for a new image to be shown.
Some images have “taboo” words; that is, words that cannot be entered as possible labels. This is done automatically by the system: once an image has been labeled enough times with the same word, that word becomes taboo so that the image will get a variety of different words as labels.
Occasionally, the game will be played solo, without a human partner, with the ESP Game itself acting as the opponent and delivering a series of pre-determined labels to the single human player (which have been harvested from labels given to the image during the course of earlier games played by real humans). This is necessary if there are an odd number of people playing the game.[2]
In late 2008, the game was rebranded under the gwap.com domain (for game with a purpose), with a new user interface. Some other games that were also created by Luis von Ahn, such as “Peekaboom” and “Phetch”, were discontinued at that point.
Derivatives
- Matchin, asks players to pick the most beautiful image out of two they are shown, helping to build a database of the web's most attractive pictures.
- verbosity—common sense computing
References
- ^ "Solving the web's image problem". bbc. http://news.bbc.co.uk/1/hi/technology/7395751.stm. Retrieved 2008-12-14.
- ^ Google Tech Talk on Human Computation by creator Luis von Ahn, http://video.google.com/videoplay?docid=-8246463980976635143&q=google+tech+talks, retrieved 2009-10-24
External links
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