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  • MALE SPEAKER: Today we're very pleased, very happy, to have

  • Luis Von Ahn here today, from Carnegie Mellon University.

  • His talk is on human computation.

  • Luis is a very new assistant professor in computer science

  • at the School of Computer Science at Carnegie Mellon

  • University.

  • He received his Ph.D. in 2005, and I'm told he was the

  • hottest new graduate on the market, with offers from just

  • about every university out there, including corporate

  • offers, too.

  • He received his B.S. from Duke University.

  • He received a Microsoft Research Fellowship Award.

  • His research interests include encouraging people to work for

  • free, as well as catching and thwarting cheaters in online

  • environments.

  • His work has appeared in over a hundred news publications

  • around the world.

  • New York Times, CNN, USA Today, BBC, and

  • the Discovery Channel.

  • Luis holds four patent applications and has licensed

  • technology to major internet companies.

  • Please join me in welcoming Luis Von Ahn.

  • [APPLAUSE]

  • LUIS VON AHN: Can you hear me now?

  • OK.

  • So, I want to start by asking a question to the people in

  • the audience.

  • How many of you have had to fill out a registration form

  • for something?

  • Like Yahoo, Hotmail, or Gmail, or some sort of web form where

  • you've been asked to read a distorted sequence of

  • characters or a distorted word such as this one?

  • How many of you found it annoying?

  • Awesome.

  • OK, well, that was part of my thesis.

  • That thing is called a CAPTCHA, and the reason it's

  • there is to make sure that you, the entity filling out

  • the web form, are actually a human, and not some sort of

  • computer program that was written to submit the form

  • millions and millions of times.

  • The reason it works is because humans--

  • at least non-visually impaired humans--

  • have no trouble reading distorted characters, whereas

  • computer programs simply can't do it as well yet.

  • More generally, a CAPTCHA is just a program that can tell

  • whether its user is a human or a computer.

  • OK, let me say that another way.

  • A CAPTCHA is a program that can generate and grade tests

  • that most humans can pass, but current computer

  • programs can not.

  • Notice the paradox here.

  • A CAPTCHA is a program that can generate and grade tests

  • that it itself cannot pass.

  • So in that way, CAPTCHAs are a lot like some professors.

  • [LAUGHTER]

  • Just to make things crystal clear, let me give you an

  • example of one of these programs that can generate and

  • grade tests that most humans can pass, but current computer

  • programs cannot.

  • Here's how the program works.

  • First, the program picks a random string of letters.

  • O-A-M-G, in this case.

  • Then the program renders the string into a randomly

  • distorted image, and then the program generates a test,

  • which consists of the randomly distorted image and the

  • question, "What are the characters in this image?"

  • CAPTCHAs are used all over the place, for all kinds of

  • things, and I could spend the next hour talking about all

  • the different applications of CAPTCHAs.

  • But since I don't want to do that, I want to illustrate one

  • of the applications through a little story.

  • So a few years ago, Slashdot--

  • which is a very popular website--

  • put up this poll in their site, asking which is the best

  • computer science graduate school in the United States?

  • This is a very dangerous question to ask over the web.

  • As with most online polls, IP addresses of voters were

  • recorded to make sure that each person could only vote,

  • at most, once.

  • However, as soon as the poll went up, students at CMU wrote

  • a program that voted for CMU thousands and

  • thousands of times.

  • The next day, students at MIT wrote their own program.

  • And a few days later, the poll had to be taken down with CMU

  • and MIT having, like, a gazillion votes and every

  • other school having less than 1,000.

  • I guess the poll worked in this case.

  • [LAUGHTER]

  • I'm just kidding.

  • But in general, this is a huge problem.

  • You simply cannot trust the results of an online poll,

  • because anybody could just write a program to vote for

  • their favorite option thousands and

  • thousands of times.

  • One solution is to use a CAPTCHA to make sure that only

  • humans can vote.

  • CAPTCHAs have many, many other applications.

  • Another one is in free email services.

  • For instance, there are several companies that offer

  • free email services--

  • Yahoo, Microsoft, Google--

  • and up until a few years ago, all of them were suffering

  • from a very specific type of attack.

  • It was people who wrote programs to obtain millions of

  • email accounts every day, and the people who wrote these

  • programs were usually spammers.

  • So if you're a spammer and you want to send spam from, say,

  • Yahoo, you run into the problem that each Yahoo

  • account only allows you to sound, like,

  • 100 messages a day.

  • So if you want to send millions of messages a day

  • from Yahoo accounts, you have to own

  • millions of Yahoo accounts.

  • And this is why spammers wrote programs to obtain millions of

  • Yahoo accounts.

  • And the solution--

  • or one solution-- and this is what we originally suggested

  • to Yahoo-- was to use a CAPTCHA to make sure that only

  • humans can obtain free email accounts.

  • Now, since CAPTCHAs are used all over the place to stop

  • spammers from doing bad things, spammers have started

  • coming up with all kinds of dirty hacks to get around the

  • CAPTCHAs that are being used in practice.

  • So let me explain a couple of them.

  • Here's one.

  • I'm sure a lot of you have heard of this.

  • CAPTCHA sweatshops.

  • Spam companies actually are hiring people to solve

  • CAPTCHAs all day long.

  • And they are usually being hired in other countries where

  • the minimum wage is a lot lower, and this

  • is currently happening.

  • But there's at least two consolations.

  • First, it's at least costing them some.

  • So whereas before, they could get the accounts for free, now

  • it costs them a fraction of a cent per account, so they

  • can't get that many.

  • Second, CAPTCHAs are actually generating jobs in

  • underdeveloped countries.

  • [LAUGHTER]

  • So this is one dirty hack.

  • There's an even dirtier hack, and I'm sure a lot of you have

  • heard of it, and this is what some porn companies are

  • allegedly doing.

  • And I'm going to emphasize the word "allegedly." So, porn

  • companies also want to send spam.

  • They also want to break CAPTCHAs, and here's how they

  • are allegedly doing it.

  • They write a program the fills out the entire registration

  • form, say, at Yahoo.

  • And whenever the program gets to the CAPTCHA,

  • it can't solve it.

  • So what it does is it copies the CAPTCHA

  • back to the porn page.

  • Now, back at the porn page, there's a lot of people

  • looking at porn.

  • And suddenly, one of them gets this screen saying, "If you

  • want to see the next picture, you got to tell me what word

  • is in the box below." And you know what people do?

  • They type the word as fast as possible.

  • [LAUGHTER]

  • And by doing so, they are effectively solving the

  • CAPTCHA for the porn company bot.

  • That is, they're effectively obtaining a free

  • email account for them.

  • So pornographers, they're really, really smart.

  • So CAPTCHAs take advantage of human processing power in

  • order to differentiate humans from computers, and it turns

  • out that being able to do so has some very, very nice

  • applications in practice.

  • Now that I've told you about CAPTCHAs, now I can tell you

  • what this talk really is about.

  • This talk is not about CAPTCHAs.

  • This talk is about human computation.

  • Sort of the flipside of CAPTCHAs.

  • The idea is there's a lot of things that humans can easily

  • do that computers cannot yet do.

  • I want to show you how we can solve some of these problems

  • by just making good use of human processing power.

  • And I think the best way to introduce the rest of the talk

  • is with a little statistic, and the statistic is that over

  • 9 billion human hours of Solitaire were played in 2003.

  • 9 billion.

  • Now, some people talk about wasted computer cycles.

  • What about wasted human cycles?

  • Just to give you an idea of how large this number really

  • is, let me give you two other numbers.

  • First is the number of human hours that it took to build

  • the Empire State Building.

  • Turns out it took 7 million human hours to build the

  • entire Empire State Building.

  • That's equivalent to about 6.8 hours of people playing

  • Solitaire around the world.

  • Now, in case you don't think the Empire State Building is a

  • monumental enough task, let me give you another number.

  • The Panama Canal.

  • It turns out it took 20 million human hours to build

  • the entire Panama Canal, and that's equivalent to a little

  • less than a day of people play Solitaire around the world.

  • I want to show how we can make good use of these

  • wasted human cycles.

  • And that is what I mean by human computation.

  • In this talk, we're going to consider the human brain as an

  • extremely advanced processing unit that can solve problems

  • that computers cannot yet solve.

  • Even more, we're going to consider all of humanity as an

  • extremely advanced and large scale distributed processing

  • unit that can solve large scale problems that computers

  • cannot yet solve.

  • I claim that the current relationship between humans

  • and computers is extremely parasitic.

  • We're parasites of computers.

  • What I want to advocate for in this talk is more of a

  • symbiotic relationship, a symbiosis.

  • One in which humans solve some problems, computers solve some

  • other problems, and together we work to

  • create a better world.

  • [LAUGHTER]

  • OK, I'm getting freaky.

  • But more seriously, I want to talk about some problems that

  • computers cannot yet solve, and I want to show you how we

  • can easily solve a lot of these problems by just making

  • good use of human processing power.

  • The first problem that I'm going to talk about is that of

  • labeling images with words.

  • So the problem is as follows.

  • When inputting an arbitrary image, we want to output a set

  • of key words that properly and correctly describe this image.

  • [LAUGHTER]

  • As you should all probably know, this is still a

  • completely open problem in computer vision and artificial

  • intelligence, in the sense that computer programs simply

  • can't do this.

  • However, a method that could accurately label images with

  • words would have several applications, one of which

  • you've probably already seen, and that is image

  • search on the web.

  • So Google, for instance, has Google Images.

  • You can go there, type a word like "dog," and get back a lot

  • of images related to the word "dog." Now, it is the case

  • that there's no computer program out there that can

  • tell you whether an arbitrary image from the web contains a

  • dog or not, so the way Google Images works-- and image

  • search on the web works, roughly--

  • is by using file names in html text.

  • So if you search for "dog," you get back a lot of images

  • named dog.jpg or dog.gif, or that have the word

  • "dog" very near them.

  • Of course, the problem with this method is that it doesn't

  • always work very well.

  • For instance, this is not any more, but it used to be the

  • first page of results for the query "dog" on Google Images.

  • There is an image of a rabbit, there.

  • There's a guy in a blue suit.

  • What the hell?

  • But if we have methods such that for every image on the

  • web could give us accurate textual descriptions of those

  • images, we could potentially improve the accuracy of image

  • search on the web.

  • Such a method would have many other applications.

  • Another one is inaccessibility.

  • So it turns out that the majority of the web is not

  • fully accessible to visually impaired individuals, and one

  • of the biggest reasons is images.

  • So blind people actually surf the web.

  • The way they do it is they use screen readers, programs that

  • read the entire screen to them out loud.

  • But whenever a screen reader reaches an image, it can't do

  • anything other than read the caption of that image.

  • Of course, the majority of images on the web don't have

  • proper captions associated to them.

  • So again, if we had a method such that for every image on

  • the web could give us accurate, textual descriptions

  • of those images, we could improve the

  • accessibility of the web.

  • Such a method would have many other applications, and so

  • what we want-- and what I'm going to tell you right now--

  • is a method that can label all images on the web.

  • Not only that, it's a method that can label all images on

  • the web in a way that's fast and cheap.

  • How are we going to do it?

  • Well, we're going to use humans, but we're going to use

  • them cleverly.

  • So normally, if you ask people to label images for you, you'd

  • have to pay them to do so.

  • And if you wanted to label all images on the web by paying

  • people, you'd have to pay a lot of money.

  • And even if you had a lot of money, if you wanted to label

  • all images on the web by paying people fast, you'd have

  • to find a lot of people who were willing to label images

  • for living.

  • Good luck with that.

  • My approach is much better.

  • Rather than paying people to label images for me, I get

  • them to want to label the images for free.

  • And in fact, they want to label the images so much that

  • in some cases they're even willing to pay me to label the

  • images for me.

  • How do I do that?

  • Well, I have an extremely, extremely enjoyable,

  • multiplayer online game called the ESP game that people

  • really, really like to play, and as people play, sort of as

  • a side effect, they actually label images for me.

  • Now, the ESP game has two very nice properties.

  • First, as people play the game, the labels that they

  • generate for images are accurate even if the players

  • don't want them to be so.

  • Second, as people play the game, they actually label

  • images very, very fast. And in fact, using a conservative

  • estimate, I'm going to show you later in the talk that if

  • the ESP game is put on a popular gaming site, we could

  • actually label all images on Google Image Search

  • in just a few weeks.

  • So how does the game work?

  • Well, first and foremost, the ESP game is a two player

  • online game.

  • So there's a web site.

  • You can go there to try to play the website.

  • Whenever you go to the website, you get randomly

  • paired with somebody else wanting to play the game.

  • That's your partner.

  • Now, you're not allowed to communicate with them, and

  • you're not told who they are.

  • It's just a complete stranger from the web.

  • And the goal of the game is for both you and your partner

  • to type the exact same word, given that the only thing you

  • two have in common is an image.

  • So you can both see the same image.

  • You know you can both see the same image, and now you're

  • told to type whatever the other guy's typing.

  • Turns out that what people do, the best strategy, is just to

  • type a lot of words related to the common image.

  • So basically, both players are going to be typing a lot of

  • words related to the common image until one of player

  • one's words is equal to one of player two's words.

  • They agree, they get points, and then they get happy.

  • That's the basic idea of the game.

  • Now, this word that the two players agree on is usually a

  • very, very good label for the image, because it comes from

  • two independent sources.

  • Let me give you a better idea of the basic move of the game.

  • Imagine you have two players, player one and player two.

  • And they're both paired, so they can both

  • see the same image.

  • And now they're told, "Type whatever the other guy's

  • typing." Notice, the players are not told, "Label the

  • image," or even what labeling an image might mean.

  • They're just told, type whatever

  • the other guy's typing.

  • So say at first, player one types "car," player two types

  • "boy." It's not the same word, so the game still goes on.

  • Say then, player one types "hat" and then "kid." Still

  • none of player one's words is equal to one of player two's

  • words, so the game's still going on.

  • By the way, player one cannot see any of player two's

  • guesses, and vice versa.

  • So they're just typing words completely independently,

  • until, say, player two types a word that player one had

  • already entered.

  • They agree and then they get a lot of points.

  • This is the basic move of the game.

  • The actual game looks a little more like this.

  • Basically, both players have a certain amount of time to

  • agree on as many images as they can.

  • So in 2 and 1/2 minutes, they have to agree on as many

  • images as they can.

  • That's basically the game.

  • Each time they agree on an image, they get a certain

  • number of points.

  • There's also a thermometer at the bottom that measures how

  • many images the two players have agreed on, and if you

  • fill the thermometer, you get like a gazillion points.

  • There's also a pass button, so players can agree to pass on

  • difficult images.

  • And another really important component of the game is this

  • thing we call "taboo words." If you've ever played the game

  • Taboo, you should be able to guess what these are.

  • Taboo words are words that are related to the image the

  • players cannot use when trying to agree on that image.

  • So in this case, for instance, you can't use "hat" or

  • "sunglasses," or any plural or singular of these words.

  • Now, where do taboo words come from?

  • They come from the game itself.

  • The taboo words are words that two other players have already

  • agreed on for this particular image.

  • So the nice thing about taboos words is that they guarantee

  • that each time an image passes through the game, it gets a

  • brand new, different label.

  • The other nice thing about taboo words is they make the

  • game more difficult, and therefore more fun.

  • I'm not talking about fun.

  • Is this game fun?

  • Well, amazingly, it really is a lot of fun.

  • So far, we've gotten over 15 million agreements-- that's

  • over 15 million labels-- with about 75,000 players.

  • Let me say that another way.

  • 75,000 players have given us over 15 million agreements.

  • That means that on average, each player is playing a lot.

  • We have many people that play over 20 hours a week.

  • That's like a full time job.

  • We've had playing streaks that are longer

  • than 15 hours straight.

  • [LAUGHTER]

  • I feel a little bad about this.

  • So by now, the game has a mechanism that if you've been

  • playing for longer than 15 hours, it will cut you off.

  • And as a promise to my department head, it's 10 hours

  • if you're from a .edu domain.

  • [LAUGHTER]

  • So, so far, over 15 million agreements.

  • What if you wanted to label the entire web?

  • Well, 5,000 people playing the game simultaneously could

  • label all images on Google Images in about two months.

  • The striking thing here is that 5,000 is not

  • a very large number.

  • In fact, individual games in popular gaming sites, such as

  • Yahoo, Polo.com, or MSN average over 5,000

  • players at a time.

  • So if you put the ESP game on a popular gaming site, you

  • could potentially label a lot of the images on the web in

  • just a few months.

  • A few more things about the game.

  • There's also a single player version of the game.

  • It's important to have a single player version of the

  • game for several reasons.

  • For one of them is the number of people playing the game is

  • not always even.

  • But also, whenever a player drops, it's important to just

  • basically have them keep on playing the single version

  • player of the game.

  • And how do you get a single player game?

  • Well, you simply can pair up a single person with a

  • prerecorded set of moves.

  • The idea is as follows.

  • Whenever you have two people playing, you record everything

  • that they do and when they do it.

  • So you record all the words they enter, along with timing

  • information.

  • And whenever we want to have a single player play, we simply

  • pair them up with a prerecorded set of moves.

  • So that single player is playing with somebody else,

  • just not at the same time.

  • One nice thing about this, notice this actually doesn't

  • stop the labeling process.

  • That single player is playing with somebody else, just not

  • the same time, so everything that I've said about labeling

  • remains true.

  • In fact, we can even go one step further.

  • We can do the zero player game.

  • We can also pair up prerecorded games with each

  • other to get more labels, and if you count all the extra

  • labels that the ESP game has collected so far, you get that

  • so far the ESP game has collected over 39 million

  • labels for images on the web, if you count all these.

  • Now, one thing that some of you may be wondering about is

  • what about cheating?

  • So for instance, could you try to cheat to

  • screw up the labels?

  • Something like, my office maid and I could try to log in to

  • the game at exactly the same time.

  • Maybe we'll get paired with each other, and if we get

  • paired with each other, we can agree on any word we

  • want for any image.

  • Or even worse, somebody could go to Slash.dot and type,

  • "Hey, everybody, let's all play the ESP game, and let's

  • all agree on the word 'A' for every image." Could happen.

  • Fortunately I've thought about this, and the ESP game has

  • several mechanisms that fully prevent cheating.

  • Let me tell you a few of the things that we

  • do to prevent cheating.

  • Here's one.

  • At random, we actually give players test images.

  • These are just images that are just there to test whether the

  • players are playing honestly or not.

  • And what they are is they are images for which we know all

  • the most common things that people enter for them.

  • And we only store a player's guesses and the words they

  • agree on if they successfully label the test images.

  • So if you think about it, in a way, this sort of gives a

  • probabilistic guarantee that a given label is not corrupt.

  • What's the probability that a given label is corrupt, given

  • that the players successfully label all

  • of their test images?

  • And this probability can be boosted by using the next

  • strategy, which is repetition.

  • So we only store a label after n pairs of players have agreed

  • on it, where it is a parameter that can be tweaked.

  • So every now and then, we actually delete all the taboo

  • lists for the images, and we put the image back into the

  • game afresh.

  • And we only store a label after n pairs of players have

  • agreed on it.

  • So if we let x be the probability of a label being

  • corrupt given that players successfully labeled all of

  • their test images, than after n repetitions, the probability

  • of corruption is x to the n.

  • This is assuming that the n repetitions are independent of

  • each other, but if x is very small, x to the n is really,

  • really small.

  • I'm going to say so far, we've collected lots and lots of

  • labels, and we have not seen cheating be able to screw up

  • our labels.

  • In fact, the quality of the labels that the ESP game has

  • collected so far is very high.

  • Let me now show you some search results.

  • Let me show you what happens when we search for the word

  • "dog," for instance.

  • Here's some dogs.

  • More dogs.

  • More dogs.

  • More dogs.

  • And I could go on forever.

  • Here's what happens when you sit for "Brittney Spears." You

  • got to show this whenever you show search results.

  • Here's what happens when you search for "Google." I

  • prepared this for this talk.

  • You get the founders.

  • And one really nice thing about this is that this slide

  • constitutes a proof that the word "Google" and the word

  • "search" really are synonyms. On input that,

  • people agreed on Google.

  • OK.

  • So let me now show you some sample labels.

  • So what I'm going to show you right now are some images,

  • along with the labels at the ESP game has collected for

  • them so far.

  • So here's an image, and here are the labels that the ESP

  • game has collected for it so far.

  • By the way, these could be ordered in terms of frequency.

  • They're not.

  • This is just the list of all the words that the ESP game

  • has collected for this image so far.

  • You should notice two things about this list of words.

  • First of all, it's extremely accurate, meaning all of these

  • words actually make sense with respect to the image.

  • Second, it's extremely complete, meaning almost

  • anything that you can imagine to describe something in this

  • image is in this list. Not everything, but

  • a lot of the things.

  • And in fact, this is true in general of the word lists

  • generated by the ESP game.

  • They are as accurate and as complete as those generated by

  • participants who are just paid to label images.

  • Let me show you more sample labels.

  • Here's another image.

  • Anybody know who this is?

  • Walter Matthau.

  • He's an actor.

  • And just to prep you for one of the labels, Walter Matthau

  • was in the movie Dennis The Menace, and he played the

  • character of Mr. Wilson.

  • Some of the labels that the ESP game has collected for

  • this image so far are--

  • [LAUGHTER]

  • So that first one seems a little wrong, but actually, if

  • you look carefully, you realize it's

  • really not that bad.

  • I like to tell people the ESP game has uncovered a major

  • conspiracy.

  • Now that we're on this topic, here's another image.

  • By the way, I have no political affiliations

  • whatsoever.

  • I'm not a US citizen, and what I'm about to show you are

  • simply the scientific results of what happens when you put

  • this image on the ESP game.

  • So some of the labels that the ESP game has collected for

  • this image so far are--

  • [LAUGHTER]

  • That last one, can you imagine how awesome the two players

  • must have felt when they agreed on that last one?

  • It must have felt great.

  • And in fact, this brings us to one of the reasons why people

  • really like the ESP game.

  • It's because they can feel a special connection with their

  • partner, especially when they agree on an off the wall word

  • like "yuck" for an image of President Bush.

  • In fact, it gets even better.

  • A lot of the emails we get actually suggest that players

  • feel a very, very, very special

  • connection with their partner.

  • Players like playing with partners of the

  • opposite sex better.

  • They want to know whether their partner's of the

  • opposite sex, and a lot of the emails say things like, "My

  • partner and I, we look at the world in exactly the same way.

  • Can you tell me their email address?" This is great

  • because, because I'm going to be rich soon.

  • More seriously, this brings us to the question of why do

  • people like the ESP game?

  • I mean, it's true that the game was designed to be

  • enjoyable, but what are the reasons that people like the

  • ESP game so much?

  • And to address that question, let me show you some of the

  • most common things that people have said of why

  • they like the game.

  • Here's what one person said.

  • By the way, I'm just going to let you read.

  • So this is the sense of connection with your partner.

  • Here are some of the other most common

  • things that people said.

  • [LAUGHTER]

  • That last one, if you think about it, it

  • makes perfect sense.

  • Although that was not expected, it

  • makes perfect sense.

  • The ESP game helps people learn English, because you've

  • got an image, you've got to say what it is in English.

  • And that brings up the question, could you have the

  • ESP game in multiple languages?

  • The answer is sure, but I don't want to talk about that.

  • So that's some of the most common things that people have

  • told us of why they like the game.

  • In addition, let me show you some of the things that people

  • have said about the game in blogs.

  • It was, at some point, in literally hundreds of blogs.

  • Here's a couple of them.

  • Here's what one guy said.

  • Sense of achievement.

  • But the best is the way this guy ends.

  • [LAUGHTER]

  • Here's another one.

  • So this guy actually likes the concept of the game, but

  • again, the best is the way this guy ends.

  • So not everybody likes their partner, and it completely

  • depends on whether you do well with them or not.

  • If you do well with them, you fall in love with them.

  • If you do badly, you think they're an idiot.

  • Of course, you're not the idiot.

  • They're an idiot.

  • Even though the game is symmetric.

  • But in addition to all those things that people have told

  • us, we continually do measurement to try to figure

  • out what are the things that make people play longer.

  • So let me explain one of these measurements to you.

  • At some point in the history of the game, I added this very

  • small message in the corner of the screen alerting you

  • whether your partner have already

  • entered a guess or not.

  • It's a very tiny message.

  • This is just a magnification of it.

  • It just tells you when your partner has already entered a

  • guess or not.

  • When this was added to the game, it wasn't added to all

  • the players.

  • It was just added to a small, random subset of the players.

  • And then we measured whether the players who had this

  • feature played longer than those who didn't.

  • And it turns out that those who had this feature played a

  • whopping 4% longer than those who didn't.

  • Now, you might not think that 4% is very large, but

  • actually, it's a statistically significant difference, and if

  • you think about it, just a very tiny message in the

  • corner of the screen makes people play 4% longer.

  • Now, in a way, the ESP game is kind of like an algorithm.

  • Much like an algorithm, it has an imput/output behavior.

  • Its input is an image.

  • It's output is a set of key words that properly

  • describe the image.

  • Much like an algorithm, you can analyze its efficiency.

  • You can prove that its output is not corrupt with high

  • probability, et cetera.

  • So what I want to do now is I want to refer to all games--

  • like the ESP game, that are kind of like algorithms--

  • I want to refer to them as games with a purpose.

  • And the idea that I want you to have in your mind is that

  • games with a purpose is like running a computation in

  • people's brains instead of silicon processors.

  • And what do I do now is I want to give you other examples of

  • games of a purpose.

  • So the next problem that I'm going to talk about is that of

  • locating objects in images.

  • On input an arbitrary image, the ESP game tells us what

  • objects are in the image, but it does not tell us where in

  • the image each object is located.

  • So what we would like to know is, we would like to know,

  • yes, there's a man in the image, but the

  • man is right there.

  • There's a plant in the image, but the plant is right there.

  • And not only that.

  • We would like to know precisely which pixels belong

  • to the man, which pixels belong to plant, et cetera.

  • And we would like to have this information for a large

  • percentage of the images on the web.

  • If we could have this information, we could do a lot

  • of really cool things.

  • For instance, we could have an image search engine were the

  • results are highlighted.

  • It tells you this is where the man is in

  • each one of your images.

  • That would be pretty cool.

  • But even better, if we have this information for a lot of

  • images, we could use this for training computer vision

  • algorithms. So computer vision has advanced significantly

  • over the last 20 or 40 years, but so far, it hasn't been

  • able to create a program that can, with high probability,

  • figure out where in the image each object is located.

  • And one of the major stumbling blocks is the

  • lack of training data.

  • But if we had this data for a lot of images on the web, we

  • could use it to train better computer vision algorithms.

  • So this is what the next game is going to do, and the next

  • game is called Peekaboom.

  • And here's how it works.

  • It's a two player game.

  • Much like the ESP game, both players don't know anything

  • about each other, and they can't

  • communicate with each other.

  • At the beginning of every round-- oh, by the way, the

  • player on the left, we're going to call him "Peek." The

  • player on the right, we're going to call him "Boom" So

  • Peek and Boom.

  • At the beginning of every around, Boom gets an image

  • along with a word.

  • In this case, it's the image of a butterfly and the word is

  • "butterfly." That image word pair comes directly

  • from the ESP game.

  • Peek, at the beginning of every round, gets nothing.

  • Just a completely blank screen.

  • And the goal of the game is for Boom to get Peek to guess

  • the word "butterfly." And the only thing that Boom can do to

  • help Peek guess the word "butterfly" is he can take his

  • mouse, put it somewhere in the image, and click.

  • And whenever Boom clicks, a circular area around that

  • click is revealed to Peek.

  • The actual circular area is a lot smaller

  • than the one I revealed.

  • I just didn't want to go through all the clicks.

  • But basically, when Boom clicks, a circular area around

  • the click is revealed to Peek.

  • And then Peek, given only the circular areas, has to guess

  • what word Boom is trying to make them guess.

  • Whenever Peek guesses the correct word, both players get

  • a lot of points, and then they switch roles.

  • Peek becomes Boom, and Boom become Peek.

  • Now notice, in this case the word was "butterfly," so Boom

  • clicked on the butterfly.

  • But had the word been "flower," Boom would have

  • clicked on the flower.

  • So by just watching where Boom clicks, we get information

  • about where each object is located in every image.

  • By the way, I'm brushing over a lot of details.

  • For instance, there's also hints.

  • So Boom can give hints to Peek about whether the word is a

  • noun, is it a verb, is it text in the image, et cetera.

  • Now, just to make things more clear, let's play a couple

  • rounds of Peekaboom.

  • So you guys have to guess what I'm trying to make you guess.

  • Here we go.

  • So now?

  • "Bush," awesome.

  • OK, you got it.

  • Bush.

  • Here's another one.

  • It's a verb.

  • "Pick." OK, very nice.

  • I love this image.

  • So, imagine we were back here, and I gave

  • you a different hint.

  • I told you it was a noun, and not only that, I started

  • pointing there.

  • What would you say this?

  • Hair, exactly.

  • So this is another mechanism of Peekaboom, and it's

  • something called pings.

  • So not only can Boom reveal part of the image.

  • After something has been revealed, he can also point to

  • somewhere, saying it's this, it's this.

  • This gives us extra information about where each

  • object is located in the image.

  • So this is the basic idea of Peekaboom.

  • This is what the Peekaboom screen looks like for one of

  • the players.

  • This is for the Boom player.

  • And now the first question is, is this game fun?

  • Well, it turns out it really is a lot of fun.

  • By the way, the statistics I'm going to show you right now

  • are a little outdated.

  • This is just for the first four months of gameplay.

  • So in the first four months of gameplay, 27,000 players gave

  • us 2.1 million pieces of data.

  • By a piece of data, I mean an image along with a word

  • correctly analyzed by a pair of players.

  • In the first 10 days after release, actually many people

  • played over 120 hours.

  • That's an average of over 12 hours a day.

  • So it's a lot of fun.

  • Here's the top scores list of Peekaboom, just to put things

  • in perspective.

  • This is for the first four months of gameplay.

  • Each time you play Peekaboom, you get on average 800 points.

  • So the top player there has 3.3 million points.

  • Even the lowest player in this list, in the first four

  • months, have played at least 270 hours of gameplay.

  • So people really love this game.

  • Now what about the data that it produces?

  • Is it any good, or how do we get

  • good data out of Peekaboom?

  • So let me explain how we get good data out of Peekaboom.

  • This is an image of Ronald.

  • The word is "Ronald." By the way, I love this image.

  • And the last three images were collected by searching for the

  • word "funny" using the ESP game.

  • So we get an image of Ronald, a word "Ronald," here's what

  • we do to get good data out of this.

  • We give the same image word pair to a

  • bunch of pairs of players.

  • And from each pair of players, we get a region of the image

  • that is related to the word.

  • Now we take all of these regions and intelligently

  • combine them, and get a really good idea of where the object

  • is located in the image.

  • And on top of that, we can add sort of where the pings are to

  • get more information about what the most

  • salient parts are.

  • And we can go even one step further.

  • We can take this information and combine it with image

  • segmentation algorithms to get pretty much the precise

  • outline of where the object is in the image.

  • Now I'll, say, this doesn't work for all

  • objects in the images.

  • It works like that perfectly for about 50% of the objects

  • in the images that we have data for.

  • For the rest, it works mostly, but it can miss

  • like a foot or something.

  • But even without using segmentation, we could just

  • use the Peekaboom data in a really, really boneheaded way

  • to come up with a search engine in which the results

  • are sort of highlighted.

  • And we've done this.

  • We have a search engine where you can search for "man,"

  • "dog." And for each image, it tells you here's the man,

  • here's the dog, here's the man, here's the dog.

  • And more man, more dog.

  • OK.

  • Forget about Peekaboom.

  • Brand new gain, Verbosity.

  • So this next game that I'm going to talk about, by the

  • way, has not yet been released, so I'm not going to

  • be able to show you any statistics.

  • But I'm just going to quickly explain what the idea is.

  • So what does Verbosity do?

  • The idea is it collects common-sense facts.

  • So what's a common-sense fact?

  • Here's an example of a common-sense fact.

  • Water quenches thirst. It's a true fact

  • that everybody knows.

  • Here's another common-sense fact.

  • Cars usually have four wheels.

  • Now, the thing about common-sense facts is that it

  • is estimated that each one of us has literally hundreds of

  • millions of them in our head.

  • And these are what allow us to act normal and navigate our

  • world successfully.

  • The other thing about common-sense facts is that

  • computers don't yet have them.

  • But if we could somehow put common-sense facts into

  • computers, we could potentially make them more

  • intelligent.

  • And I'm not even talking about making computers as

  • intelligent as humans.

  • Just a little more intelligent.

  • Like for instance, transforming our search query

  • into something better, that works better, or

  • something like that.

  • So if we could somehow collect a lot of common-sense facts

  • and put them into a computer, we could potentially use this

  • to make computers more intelligent.

  • And in fact, there's been a lot of projects that have

  • tried to do this, including one at MIT, and so far they

  • haven't been able to collect enough common-sense facts in

  • order to really make a difference, because the

  • process of entering common-sense facts into a

  • computer is extremely tedious.

  • So we're going to turn this into a game.

  • So for the next game that I'm going to talk about, the

  • input-output behavior of this game is as follows.

  • On input a word, this game is going to output a set of

  • common-sense facts about that word.

  • By the way, I'm oversimplifying here.

  • These common-sense facts are not just going to be

  • common-sense facts in English.

  • They're going to have some structure to them.

  • So there's going to be logical operators

  • inside them, et cetera.

  • So this is the input-output behavior.

  • On input a word, it's going to give common-sense

  • facts about that word.

  • And the way the game is going to work--

  • game called Verbosity--

  • and the way it's going to work is as follows.

  • It's a two-player word guessing game.

  • There's two players, a Narrator and a Guesser.

  • Same idea as the ESP game.

  • Basically, both players can't communicate with each other.

  • They don't know anything about each other.

  • At the beginning of every round, the Narrator gets a

  • word and has to get the Guesser to guess that word.

  • And what the Narrator can do to get to Guesser to guess

  • that word is he can pick one among many sentence templates

  • that they have. Which sentence templates are available to

  • them at the time vary depending on the word.

  • So he can pick one among many sentence templates, and fill

  • it with an appropriate word.

  • What's an appropriate word is a word that's not "milk," and

  • it's also a word that fits in grammatically with the

  • sentence template.

  • Whenever the sentence template is filled in,

  • it's sent to the Guesser.

  • Then the Narrator can pick another sentence template,

  • fill it with an appropriate keyword, and

  • send it to the Guesser.

  • And the Guesser, given enough hints about it, eventually has

  • to guess what word it is, and whenever the Guesser guesses

  • the correct word, both players get points.

  • The way we get common-sense facts out of this game is by

  • just watching what the Narrator says for each word.

  • By the way, I'm brushing over a lot of

  • details for this game.

  • This is just the basic idea, so high level idea is it's a

  • two-player game.

  • Player one and player two.

  • At the beginning of every round, player one gets a word,

  • and because of the rules of the game, has to give some

  • common-sense facts about the word.

  • Then those common-sense facts are sent to player two, and

  • player two, given only the common-sense facts, has to

  • guess what word player one got as input.

  • And if player two can guess the correct word, both players

  • get points.

  • This is the core mechanism of Verbosity.

  • Now, I want you to notice two things

  • about this core mechanism.

  • First, it's fun.

  • This is very similar to the core mechanism of a lot of

  • popular party games.

  • Basically, just word guessing games.

  • Second, this core mechanism actually gives output that is

  • already, in a way, verified.

  • Notice, we're getting all the common-sense

  • facts from player one.

  • But what's player two doing?

  • In a way, player two is verifying the output.

  • Because if player two can guess the word given only the

  • common-sense facts, then those common-sense facts must have

  • something to do with the word.

  • So in a way, it's giving output

  • that is already verified.

  • And the same core mechanism is exactly the same core

  • mechanism that was used in Peekaboom.

  • So in the case of Peekaboom, it's a two-player game.

  • Player one and player two.

  • At the beginning of every round, player one gets an

  • image along with a word, then has to give a region of the

  • image that is related to the word.

  • Then that region is sent to player two, and player two,

  • given only the region, has to guess what word

  • player one got as input.

  • The same mechanism as Verbosity.

  • And again, it's fun, and also gives output that is, in a

  • way, verified.

  • We're going to call all games that satisfy this mechanism,

  • we're going to call them asymmetric verification games.

  • So this is a general mechanism for building

  • games with a purpose.

  • So in general, for an arbitrary input-output

  • behavior, we could define a game as follows.

  • It's a two-player game.

  • We give the input to player one and have

  • them give an output.

  • Then we send the output to player two, and given only the

  • output, player two has to guess what

  • input player one got.

  • If player two can guess the correct input, both players

  • get points.

  • This mechanism has two very nice properties, that for a

  • lot of input-output behaviors, it's fun, and also, it gives

  • output that is, in a way, verified.

  • Of course, this doesn't work for all input-output

  • behaviors, but it works for a large class of them.

  • And these are asymmetric verification games, and it's

  • asymmetric because both players are doing something

  • slightly different than each other.

  • And it's also asymmetric, as supposed to symmetric

  • verification games, where you've already seen an example

  • of a symmetric verification game, and that's the ESP game.

  • So this is another general mechanism for creating games

  • with a purpose.

  • So for an arbitrary input-output behavior, you can

  • give both players the same input, and ask them to guess

  • what output the other player is going to give.

  • So if they both give the same output, they get points.

  • Again, this mechanism is fun for a lot of input-output

  • behaviors, and also has the property that the output it

  • gives is, in a way, verified because it comes from two

  • independent sources.

  • And now, we can start looking at the differences between

  • symmetric and asymmetric verification games.

  • So for instance, symmetric verification games, I claim,

  • put a constraint on the number of inputs per output.

  • The number of outputs per input, sorry.

  • If a given input has too many outputs, than a symmetric

  • verification game is never going to work, because both

  • players are never going to agree on the same output.

  • Asymmetric verification games put a constraint on the number

  • of inputs that yield the same output.

  • If there's too many inputs that yield the same output,

  • then given only the output, you'll never be able to guess

  • what input it came from.

  • I'm going to finish, now.

  • Hopefully, I've been able to convince you that there's a

  • lot of power into looking for clever ways of

  • utilizing human cycles.

  • In fact, if you think about it, this talk hints at a

  • paradigm for dealing with open problems in artificial

  • intelligence.

  • If you have something that you really can't solve in

  • artificial intelligence, then maybe you can turn the problem

  • into a test that distinguishes humans from computers.

  • Turns out that being able to do so has some very nice

  • applications in practice.

  • Or alternatively, maybe you can turn the problem into a

  • game, in which case you don't even need to solve your

  • problem anymore.

  • People will solve it for you.

  • One nice thing about this whole research agenda is that

  • it provides a much better motivation for

  • the movie The Matrix.

  • If you think about it, the motivation for the movie was

  • that in the future, computers become a lot more intelligent

  • than humans.

  • But rather than killing us, they actually have to keep us

  • around, because we generate power.

  • That makes no sense.

  • A much better motivation would be in the future, computers

  • become a lot more intelligent than humans.

  • But rather than killing us, they actually have to keep us

  • around, because there's a couple of problems that we can

  • solve that they cannot yet solve.

  • My ultimate research goal is to transform our human

  • existence to just eating, sleeping, drinking, playing--

  • never mind.

  • [LAUGHTER]

  • Www.captcha.net.

  • Www.espgame.org.

  • Peekaboom.org, and that's it.

  • Thank you.

  • [APPLAUSE]

  • Yes?

  • AUDIENCE: Does it concern you at all that the fact that

  • you're using a game will automatically give you a very

  • biased population of people that are giving us to problems

  • we want answers to?

  • And this population of people are the people that have way

  • more time on their hands, and are not motivated to maybe get

  • a job or do something [UNINTELLIGIBLE]?

  • [LAUGHTER]

  • LUIS VON AHN: Very good question.

  • It's true that the population is biased.

  • There's no question about that.

  • But for a lot of really simple things, I mean,

  • anybody can do it.

  • But it's true that the population is biased.

  • That's definitely true.

  • AUDIENCE: Have you seen any results?

  • LUIS VON AHN: I can tell you that the population is biased,

  • but I have not seen anything that really can tell me

  • because we're using gamers, it's like, this is happening

  • instead of the general population.

  • I have not seen that.

  • Yes?

  • AUDIENCE: I have a concern with asymmetric games where

  • the input is very similar to the [UNINTELLIGIBLE].

  • For example, when you said milk is close to cereal.

  • It's like a fraud question.

  • What if someone types in milk and I come up with pail--

  • P-A-I-L. I think it would be very obvious for his partner

  • to guess which question to ask.

  • LUIS VON AHN: Sure.

  • I didn't mention a lot of the mechanisms that we use to stop

  • that sort of cheating, but there's a lot of mechanisms.

  • For instance, we don't let them type anything that's not

  • a dictionary word.

  • Second, that word has to fit in with the template,

  • grammatically.

  • But still, I mean, there's a lot of mechanisms that try to

  • prevent that.

  • But you're right, that's a concern.

  • AUDIENCE: So I think the popularity of a lot of games

  • and these games in particular are [UNINTELLIGIBLE].

  • They're novel and different.

  • This is a new thing, let's try it out.

  • We might spend 100, 120 hours on this.

  • There was a site I remembered called Am I Hot or Not?

  • a few years ago.

  • Maybe I'm confessing something I shouldn't confess.

  • But you spend a few hours.

  • And 5 years from now the game won't exist. The question is,

  • if you view this as a strategic shift in how we use

  • human cycles, you're kind of hindered by the fact that this

  • will probably die out within a few months.

  • LUIS VON AHN: The answer to that is yes and no.

  • So, there are games whose popularity lasts for

  • thousands of years.

  • And there's a lot of these gaming sites that have games

  • that the popularity only last like six months or a year.

  • And what they do is very simple.

  • They have the same game concept and just redress it

  • with another name and something else, and all the

  • people come back.

  • This is also well known to nightclub designers.

  • Just change the name.

  • But it is true that popularity does die, but that is

  • completely game-dependent.

  • Some games, the popularity lasts longer than others.

  • So the ESP game has been running for well over two

  • years now, and the popularity has not died.

  • I mean, there was definitely an initial surge,

  • but it has not died.

  • So the amount of time that it works varies, and hopefully we

  • can find games that last for thousands of years.

  • Yes?

  • AUDIENCE: Towards the beginning of the talk, you

  • talked about accessibility and how vision impaired people

  • [UNINTELLIGIBLE] screen reader.

  • But I don't really see how these games

  • close the loop on that.

  • LUIS VON AHN: That's a very good question.

  • The way I explained, the ESP game only gives you keywords.

  • That's not quite enough for accessibility.

  • It's better than nothing, but it's not quite enough.

  • AUDIENCE: But you're not putting them

  • back into the websites.

  • LUIS VON AHN: Very good point.

  • I see what you're talking about.

  • But that's an engineering problem.

  • You could actually do that just with a server that they

  • connect to.

  • FEMALE SPEAKER: Plug an extension to the browser.

  • Something like that.

  • LUIS VON AHN: Sure.

  • FEMALE SPEAKER: Some people are better than others in any

  • game, so can you take people from the opposite end of the

  • spectrum, and there will be people who try

  • to disect your brain.

  • And the really bad people, you try to see how they improve.

  • LUIS VON AHN: I don't understand.

  • Say that again?

  • AUDIENCE: There's a spectrum of ability in any game.

  • So we can look at either end of a spectrum, and find the

  • really good people, and study what algorithm they use.

  • The really bad people, when they improve, see if

  • [UNINTELLIGIBLE] to your algorithm.

  • LUIS VON AHN: Right.

  • You can do that.

  • Yes, I agree.

  • Yes?

  • AUDIENCE: So you said you've running ruinning this game for

  • two years now, which means you must have an

  • obscene amount of data.

  • LUIS VON AHN: Yes and no.

  • I do have an obscene amount of data, but I recycle the

  • images, because I just don't want to have that many images.

  • So there are 39 million labels, but it's

  • not that many images.

  • AUDIENCE: You said the facts you get out of Verbosity are

  • not simply English sentences, but have some more logical

  • structure to them.

  • I wonder if you could say a few more words about that.

  • LUIS VON AHN: The reason is because of the templates.

  • We have templates.

  • We don't just let people free flow write English.

  • We have templates.

  • So out of those templates, we know things like, well, this

  • is for purpose.

  • So things like that.

  • AUDIENCE: Let's say I have a really boring job, like I'm

  • looking for defects in a manufacturing process.

  • How do I turn that into a fun game?

  • [LAUGHTER]

  • LUIS VON AHN: That's a very good question.

  • That would be really cool if we could figure out how to do

  • that for everything.

  • I don't know how to do that for everything.

  • I don't even know if it's possible to do it for

  • everything.

  • But that'd be really cool if we could figure out how to do

  • it for everything.

  • I don't know if it's possible to do it for everything.

  • AUDIENCE: From an ethical point of view, is there any

  • problem that people would probably be spending their

  • work hours playing the game, rather than

  • their free time hours?

  • And so you're not really gaining any productivity in

  • society as a whole.

  • LUIS VON AHN: Well, depending.

  • I mean, you're right about that.

  • But imagine we could turn everybody's work into

  • something fun.

  • That'd be really cool.

  • So, depending.

  • But one thing I should say about ethical is all these

  • games, they don't try to trick you into doing anything.

  • I mean, everybody knows what the purpose is.

  • AUDIENCE: Maybe "ethical" is the wrong word.

  • LUIS VON AHN: Right.

  • Yes?

  • AUDIENCE: A lot of these games are very good at getting basic

  • facts out of people.

  • Have you thought about how to get stuff that's a little bit

  • more nuanced?

  • Like if you leave milk in the fridge for three weeks, it's

  • going to go bad?

  • LUIS VON AHN: That's a very good question.

  • I mean, it depends a lot on the particular domain.

  • I don't know how to do it in general, but for instance, for

  • images, I can tell you.

  • The ESP game for images, most of the stuff that you get out

  • of the general ESP game is very general stuff.

  • I mean, the first word is going to be like "dog." Then

  • once "dog" becomes a taboo word, it's probably going to

  • be the breed of the dog, or something.

  • But very generally, usually things that everybody knows.

  • If you want to start getting things that only a few people

  • know, then you can do a few things.

  • So for instance, you can have people tell you what they want

  • to see images of.

  • So for instance, I like cars.

  • Can I see images of cars?

  • Then I'll be an expert on that sort of thing, and then you

  • can do that better.

  • Or you can use collaborative filtering

  • to try to give people--

  • you figure out what they're good at, and you give them

  • more images like that.

  • And so you can start getting better things like that.

  • But yeah, that's a very good question.

  • Yes?

  • AUDIENCE: It seems like you could also use these games to

  • solve problems that computers are already good at solving,

  • like you could have people add up numbers,

  • of things like that.

  • But those games likely would not be very fun.

  • LUIS VON AHN: They might be.

  • So like Sudoku.

  • AUDIENCE: I guess my question is-- right, but that's like a

  • constraint propagation problem that is a little

  • bit harder to solve.

  • LUIS VON AHN: Sure.

  • But given that Sudoku's human solved, computers are a lot

  • better at those.

  • AUDIENCE: Have you or anyone thought about the cognitive

  • aspects of games that are fun in this

  • model, versus that aren't?

  • And the computational models that are associated with it?

  • It seems like there's a lot of human

  • cognition interests there.

  • LUIS VON AHN: Yeah, definitely.

  • So part of the problem--

  • I should say two things.

  • There's a lot of research on trying to define and figure

  • out how to make things more fun.

  • Non-general computational things, but just how to make

  • games more fun.

  • But nobody really knows the answer to this.

  • I mean, this is an open problem.

  • AUDIENCE: In the future, if the market becomes competitive

  • do you think you'll have to start paying people money?

  • LUIS VON AHN: I don't know.

  • AUDIENCE: It depends on how much you're

  • making out of that.

  • LUIS VON AHN: Yeah, I don't know.

  • Yeah?

  • AUDIENCE: In the asymmetric verification games, how do you

  • eliminate when the first person makes a mistake in the

  • net, that mistaken output is sent to the second player, and

  • then after more output from the first guy that's then sent

  • to the second guy, they get the right answer.

  • How do you know what--

  • LUIS VON AHN: The way to do that is by using the

  • single-player game.

  • We take all these facts that we get and treat them all

  • separately, and sometimes you're just playing with a

  • computer and we're giving you certain facts that

  • we want you to verify.

  • And eventually, you just try to intersect which ones are

  • good and which ones are not, and you try to figure out.

  • Yeah, all the way in back.

  • AUDIENCE: How and when is the concept of the game presented

  • to the players?

  • LUIS VON AHN: How and when?

  • AUDIENCE: Yeah.

  • Like before they start playing or after they finish, you just

  • say, oh, by the way--

  • LUIS VON AHN: Oh, no.

  • Before.

  • Beforehand.

  • Beforehand.

  • Yeah.

  • Yes?

  • AUDIENCE: With the security issues now, with things like

  • Clicker or Picasa Web, where the images are controlled by a

  • specific entity?

  • LUIS VON AHN: What do you mean?

  • AUDIENCE: I could see implications coming from this

  • such that, you know, well, we want to provide all these

  • results, but we're going to basically try and have a

  • monopoly on the best images available.

  • Which seems kind of anti--

  • I don't know.

  • It just seems like it would be more--

  • people trying to get more control over content.

  • LUIS VON AHN: I don't understand what you mean.

  • There are problems with copyright.

  • I mean, Google knows about that.

  • So, yeah, there are problems with that.

  • But I don't know what else.

  • I mean--

  • Yes?

  • AUDIENCE: So, this talk was about generalizing past ESP

  • games to all kinds of things with human computation.

  • So you've looked at a bunch of these now.

  • From what I can tell so far, it's opportunistic.

  • Given a new task where you know people are better than

  • computers, is there some procedure for coming to figure

  • out what the right game is to get at that?

  • LUIS VON AHN: That would be great.

  • But I mean, in the same way that, for instance, if I give

  • you a new task and you have to come up with an efficient

  • algorithm for it, there's no procedure to coming up with an

  • efficient algorithm to solve something.

  • I don't think there will be a procedure, given a problem,

  • here's a game for it.

  • I think it's going to be an art, much like coming up with

  • efficient algorithms.

  • AUDIENCE: What does that mean for your research strategy and

  • research agenda?

  • Is it to just continue to find,

  • opportunistically, more of these?

  • LUIS VON AHN: Yes.

  • So basically, it's similar to what happens

  • in algorithm design.

  • I mean, people try to come up with general things.

  • So there's things like dynamic programming that works for a

  • lot of things.

  • So that's the best you can hope for, and that's sort of

  • what I'm trying to do.

  • But yeah, I don't think there'll ever be--

  • well, I don't know.

  • I'm not holding my breath that there'll ever be a method that

  • will just, given a problem, output a game.

  • MALE SPEAKER: OK, I'll ask if nobody else wants to.

  • So are you worried about the interface

  • between these two things?

  • Like, does the existence of these games and their

  • popularity reduce the value of the CAPTCHAs?

  • LUIS VON AHN: Oh, the CAPTCHA.

  • Yeah, yeah.

  • You can use these games to break the CAPTCHAs.

  • Yeah, definitely.

  • [LAUGHTER]

  • It's good to do research that breaks each other.

  • [LAUGHTER]

  • MALE SPEAKER: Thanks, Luis.

  • [APPLAUSE]

MALE SPEAKER: Today we're very pleased, very happy, to have

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A2 初級

人類計算 (Human Computation)

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    wmh 發佈於 2021 年 01 月 14 日
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