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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification for Machine Learning: The Classification Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giorgio Maria Di Nunzio</string-name>
          <email>dinunzio@dei.unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Maistro</string-name>
          <email>maistro@dei.unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Zilio</string-name>
          <email>daniel.zilio.3@studenti.unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Inf. Eng. (DEI), University of Padua</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>The creation of a labelled dataset for machine learning purposes is a costly process. In recent works, it has been shown that a mix of crowdsourcing and active learning approaches can be used to annotate objects at an a↵ordable cost. In this paper, we study the gamification of machine learning techniques; in particular, the problem of classification of objects. In this first pilot study, we designed a simple game, based on a visual interpretation of probabilistic classifiers, that consists in separating two sets of coloured points on a two-dimensional plane by means of a straight line. We present the current results of this first experiment that we used to collect the requirements for the next version of the game and to analyze i) what is the 'price' to build a reasonably accurate classifier with a small amount of labelled objects, ii) and compare the accuracy of the player to the state-of-the-art classification algorithms.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Supervised machine learning algorithms require
labelled examples to be trained and be evaluated
properly. However, the labelling process is a costly,
timeconsuming and non-trivial task. Manual annotation
by experts is the obvious choice [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], but it is slow and
expensive. In the last years, mixed approaches that
use crowd-sourcing [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and active learning [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] have
shown that it is possible to create annotated datasets
at a↵ordable costs. In this paper, we want to apply
game mechanics to the problem of classification of
objects, a supervised machine learning problem, with a
two-fold goal in mind: i) how the gamification of a
classification problem can be used to understand what
is the ‘price’ of labelling a small amount of objects
for building a reasonably accurate classifier, ii) to
analyze the classification performance given the presence
of small sample sizes and little training [
        <xref ref-type="bibr" rid="ref10 ref3">3, 10</xref>
        ].
      </p>
      <p>
        In this first pilot study, we designed a simple game
based on a visual interpretation of probabilistic
classifiers [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">6, 5, 7</xref>
        ]. The game consists in separating two
sets of coloured points on a two-dimensional plane by
means of a straight line. Despite its simplicity, this
very abstract scenario can be, and will be in the next
version of the game, substituted with more captivating
ones (see Section 5.1). At the beginning of the game,
players know nothing about the type of objects that
they have to separate (in our case the objects are text
documents), but they know that the points they see
on the plane are a small subset of the total and their
position on the plane is not accurate. Players have a
limited amount of resources that can be used to
improve the position of the points and/or visualize more
points (see Section 3 for a detailed explanation of the
game).
      </p>
      <p>To summarize, this experiment has been designed
to study:
• how the gamification of a classification problem
can be used to understand what is the ‘price’ a
user is willing to pay to build a classifier;
• how the performance of a ‘human’ classifier
compares to the state-of-the-art algorithms on a small
scale training dataset.</p>
      <p>
        The first goal is related to the problem of minimizing
the cost of labelling the dataset and at the same time
building a reasonably accurate classifier. The second
goal is related to the problem of classification
performance given the presence of small sample sizes and
little training [
        <xref ref-type="bibr" rid="ref10 ref3">3, 10</xref>
        ].
      </p>
      <p>The paper is organized as follows: in Section 2, we
present some background literature on gamification in
Information Retrieval (IR). In Section 3, we describe
in detail the game, the rules and the interactive
application. Section 4 discusses the pilot study and the
initial results. Section 5 is dedicated to the
requirements and suggestions for future improvements
collected from the players during this study. In Section 6,
we give our final remarks.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        Gamification is defined as “the use of game design
elements in non-game contexts” [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], i.e. tipical game
elements are used for purposes di↵erent from their
normal expected employment. In this context, we can
define our web application as a Game with a
Purpose (GWAP), that is a game which presents some
purposes, usually boring and dull for people, within
an entertaining setting, in order to make them
enjoyable and to use human computation to solve problems.
Nowadays, gamification spreads through a wide range
of disciplines and its applications are implemented in
di↵erent and various aspects of scientific fields of study.
For instances, gamification is applied to learning
activities [
        <xref ref-type="bibr" rid="ref15 ref16">16, 15</xref>
        ], business and enterprise [
        <xref ref-type="bibr" rid="ref14 ref22 ref23">14, 22, 23</xref>
        ] and
medicine [
        <xref ref-type="bibr" rid="ref2 ref9">9, 2</xref>
        ].
      </p>
      <p>
        In recent years, also IR has dealt with
gamification, as witnessed by the Workshop on Gamification
for Information Retrieval (GamifIR) in 2014, 2015 and
2016. In [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] the authors describe the fundamental
elements and mechanics of a game and provide an
overview of possible applications of gamification to the
IR process. Moreover, [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] investigates possible
approaches to properly gamify web search, i.e. making
the search of information and the scanning of results a
more enjoyable activity. Actually, many proposals of
game applied to di↵erent aspects of IR have been
presented. For example, [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] describes a game that turns
document tagging into the activity of taking care of
a garden, with the aim of managing private archives.
In [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], the authors propose a method to obtain
ranking of images by utilizing human computation through
a gamified web application. Finally, [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] introduces a
strategy to gamifying the annotation of a French
corpora. Although a lot of gamified applications were
presented in the IR field in the last few years, to the
best of our knowledge there are no applications to
machine learning and in particular to machine classifiers.
      </p>
    </sec>
    <sec id="sec-3">
      <title>The Classification Game</title>
      <p>
        The game is based on the two-dimensional
representation of probabilities [
        <xref ref-type="bibr" rid="ref21 ref6">6, 21</xref>
        ] which is a very intuitive
way of presenting the problem of classification on a
two-dimensional space. Given two classes c1 and c2,
an object o is assigned to category c1 if the following
inequality holds:
      </p>
      <p>P (o|c2) &lt; m P (o|c1) +q
| {yz } | {xz }
(1)
where P (o|c1) and P (o|c2) are the likelihoods of the
object o given the two categories, while m and q are
two parameters that depend on the misclassification
costs that can be assigned by the user to compensate
for either the unbalanced classes situation or di↵erent
class costs.</p>
      <p>
        If we interpret the two likelihoods as two
coordinates x and y of a two dimensional space, the problem
of classification can be studied on a two-dimensional
plot. The decision of the classification is represented
by the ‘line’ y = mx + q that splits the plane into
two parts and all the points that fall ‘below’ this line
are classified as objects that belong to class c1 (see
Figure 1 for an example). Without entering into the
mathematical details of this approach [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the basic
idea of the game is that players can adapt the two
parameters m and q in order to optimize the separation
of points and, at the same time, can use their resources
to improve the estimate of the two likelihoods by
buying training data, and/or add more points to the plot
by buying validation data.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Rules of the game</title>
        <p>The game is organized in 10 levels, which are presented
from the easiest to the most dicult and which
correspond to the di↵erent classification tasks of the top 10
classes of the Reuters 21578 dataset1. A level is
difficult when it is hard to linearly separate the positive
and the negative class (class c1 and c2 in Equation 1),
i.e. when the positive and negative class partially
overlap, and/or when there are few examples of objects
in the positive class. We used the standard Reuters
ModApte split to obtain the training and test
documents for the ten classes. An objects in the training
set can be used during the game either as a training
example or a validation sample, but not both. In this
way we are setting the machine learning problem in
terms of a hold-out method that, despite being not
very accurate compared to a cross-validation, is much
easier to use in a game.</p>
        <p>1http://www.daviddlewis.com/resources/
testcollections/reuters21578/</p>
        <p>The goal of each level (an in general of the game)
is to find the best classifier, i.e. the one which
maximizes the F1 score, with the least amount or resources.
Resources (we intentionally did not use the word
credits or money) can be spent to increase the training
and the validation set. At the beginning of the game,
the players has already a free 10% of the collection
annotated: 5% used for training and 5% used for
validation. At any point in the game, the player can
use some resources to buy additional training or
validation objects. When he/she selects the training
option, an additional 5% of the collection is added to
the training, this action will set the points more
precisely (because probabilities are estimated more
accurately), while when he/she chooses the validation
option, an additional 5% is included in the validation
set and more points will appear in the plot. Notice
that, when the player starts the game, he/she is
provided with a sucient amount of resources to ‘buy’ the
whole dataset for each level. In this way, the player
does not have to think about saving resources for
difficult levels. There is no limit to the time the user
can spend in a level since the important part of the
game is to understand the amount of resources that
the player consider sucient to solve the problem, not
how fast he/she can do it. Once the player has found
what he/she considers the best classifier, he/she can
proceed with the test, thus the classifier is tested on
the test set and the F1 score is computed. At this
point, the level is completed and the player is forced
to go to the next level or conclude the game.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Interactive Application</title>
        <p>
          We have implemented the game of classification with
the Shiny package in R [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], and the source code of
the application is freely available for download2. This
interactive Web application can be used as a show case
online, but we had to use a local version in order to
avoid lagging and server disconnection that would have
made the game very annoying for our players. The
objects plotted on the two-dimensional space are news
agencies from the Reuters newswires dataset.
        </p>
        <p>In Figure 1, you can see the layout of the web
application for this pilot study. The interface can be
divided in three main areas: the left panel, which
contains buttons and controls to adjust the parameters
of the classifier, the top right panel, which displays
the plot of the two classes, and the bottom right area,
which summarizes the employed resources and the F1
scores.</p>
        <p>In the left side panel, there is a text field that allows
the player to choose a username, and two buttons to
start the game and to move to the next category.
Be2https://github.com/gmdn/Classification
low these two buttons, there is a field which indicates
the remaining resources, and the available ‘clicks’, to
training/validate the model for the current level. The
player can utilize the positive and negative check boxes
to visualize only the positive and negative points
respectively. The player can center the line by clicking
directly on the plot image and then shift and rotate it
by using the sliders, which corresponds to the q and m
parameter of Equation 1. Finally, we added a button
that allows the player to go back to the best
parameters setting that he/she has found during the current
level. The color of the button indicates whether it is
active (blue) or disabled (red).</p>
        <p>In the top right panel, there is the main window that
shows the two setsw of points: light blue for the
positive class and red for the negative one. The dark blue
line is the decision line used to split the two classes. In
the left upper corner of the plot, there are three
numbers: the first one in yellow is the current F1 score, the
second one in blue is the best F1 score obtained by the
user in the current class with the amount of training
and validation set, and the red one is the value that
the player should ‘beat’ 3.</p>
        <p>Finally, below the plot area, on the right bottom
box, there is a summary of the user actions and results.
The histogram describes the amount of resources spent
in training actions, with the green color, and
validation actions, with the pink color. For each class, the
F1 score obtained on the test set is reported below
the corresponding column. At the end of the game,
i.e. when the user has completed all the levels, he/she
will see his/her mean F1 score, averaged on each
category, and the mean goal score, which is the average of
the F1 scores obtained by the automatic algorithm on
each category.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Pilot Study</title>
      <p>A pilot study was carried out to test this preliminary
version of the game and to collect opinions and
suggestions regarding possible improvements of the game.
The experiment was conducted on a sample of 20
student and researchers of the University of Padua. As
future work, we aim at spreading this game through
the use of social media in order to collect a bigger and
a more diversified sample of users.</p>
      <p>
        The majority of the users that participate in this
test had just a na¨ıve idea of what machine learning is
and how an automatic classifier operates. Since the
majority of our users were not machine learning
expert, we provided them a brief explanation of the
prob3This value corresponds to the best score of the Bernoulli
Na¨ıve Bayes classifier trained on whole dataset. We used the
results reported in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and we rounded down some values in
order to motivate the players.
      </p>
      <p>In our experiments, for each player we collected the F1
score for each class and the amount of resources used.
For a comparison with the state-of-the-art, we trained
on the exact same training and validation set used by
each player for each class a SVM with linear kernel
using the ‘kernlab’ package in R4 together with the
‘caret’ package5. For a fair comparison, since the
players acted as ‘optimizers’ of the Na¨ıve Bayes classifier
decision, we also optimized the SVM by adjusting the
cost parameter C within the range [0.01, 0.05] (smaller
or larger values of C did not produce any significant
change).</p>
      <p>In Table 1, we report the F1 measure for each player
on each level. The name of the column are the
original names of the top 10 Reuters-21578 classes. The
last three column shows the average of the F1 measure
across the classes for each player, the average F1
measure of the SVM across the data of each player, the
percentage of resources used by each player in a game.
The last two rows represents: the average F1 score for
each class for the players and for the SVM.
4https://cran.r-project.org/web/packages/kernlab/
5https://cran.r-project.org/web/packages/caret/
Together with the users who participated to this pilot
study, we started to sketch some possible scenarios of
• Plants and gardening: we have a field sown with
di↵erent types of seeds, but we do not know
exactly where these seeds are. Some of the seeds
will grow into edible plants, others will grow into
weeds. The goal is to build a fence that separated
the field in a way that “our” part of the field will
contain the most of the edible plants and the least
of the weeds. We can ask some help to our
animal granivore friends (like pigeons and doves) to
fly over and check some part of the fields to see
whether the seeds are good or not.
• Gold mines: there is an area with a lot of gold
nuggets as well as useless common stones and you
are the first explorer to mine this area. Your
resources are limited, and you can only choose one
part of the area while the rest remains untouched.
The goal is to choose the area with loads of gold
and the smallest number of stones. You have a
friend who is an expert in gold mining and can
probe the area to understand whether there is
gold or stone.
• Aerial warfare: in this war scenario, we have an
army that is involved in a military zone, and we
are forced to perform a raid to seize an area in
order to secure the zone. The goal is to send our
air forces to clear the area that contains the most
of the enemies and the least of our ground troops
and civilians. Before the raid, we can send our
helicopters to explore the area and check the current
situation.
• Plastic and Glass Recycling: after a music festival
in a park, you have to collect all the bottles and
5.2</p>
      <sec id="sec-4-1">
        <title>Game Controls</title>
        <p>We received some very good feedback about game
controls and interaction and how to improve them to
obtain a better feeling of the game.
5.2.1</p>
      </sec>
      <sec id="sec-4-2">
        <title>Main Window</title>
        <p>Most of the players would prefer a full screen window
to see the points more clearly without any distraction.
The amount of credits used per class is not very
relevant for their game when they play as well as the
score obtained in previous classes. It would be better
to have a window with the ranking of the scores that
players can open when they need to see their status.
5.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Line Control</title>
        <p>Players began to understand the use of the sliders
after a few attempts. In particular, the rotation of the
line was not immediately clear since the plot is
centred around the minimum and maximum values of the
coordinates, while the slope is computed given the
intercept of the line with the y axis. The thing that
puzzled the players was the non-intuitive rotation around
a point far from the plot limits. For this reason they
suggested two alternatives:
• to select a fixed point within the plot (i.e. the
center of the line) and to rotate the line along
this point;
• to maintain the slope fixed and rotate the plane
instead of the line.</p>
        <p>Moreover, the control of the slope of the line would be
easier with a “knob” rather than a slider6. There are
also new ideas about the interactions with the game in
terms of touch screen technologies. In fact, it would be
much easier for the players to interact with the game
with the gestures that are now “natural” on mobile
devices: rotation, swipe, zooming in and out, may
enhance the user experience and bring the game to a
di↵erent level. Finally, line controls should be overlaid
on top of the main window instead of being on one
side, in this way the eye of the player does not have
to move from one side to the other of the screen every
time the line has to be adjusted.
5.4</p>
      </sec>
      <sec id="sec-4-4">
        <title>Game Incentives</title>
        <p>
          From the live interaction with the players during the
game sessions, it was clear that one of the strongest
motivations to replay the game was to have ranking of
the players with the scores obtained, to know whether
the friends/colleagues performed better or worse. At
the time of the pilot experiments, we could give them
hints about their performance compared to the other
players and just that information was enough for them
to sparkle their sense of competition. Some of them
were willing to play a second time to just beat their
competitors. This is in line with the literature on
gamification [
          <xref ref-type="bibr" rid="ref12 ref8">12, 8</xref>
          ]. In addition to the ranking of the scores
of ‘human’ players, we want to introduce the
comparison of scores between each player and a set of
stateof-the-art classification algorithm trained on the exact
same game. We want to see how strong this incentive
would be for a human to know that his performance is
better or worse compared to a computer. We are also
planning a set of virtual goods and badges to motivate
the player during the game and after each session.
        </p>
        <p>Since the competitiveness is one of the main
motivations which encourages the users to play the game
and reach high performances, it is very important to
find the definition of a formal criterion to rate and
rank players by taking into account the F1 score and
the resources spent. As described in section 3.1, the
goal of the game is multiobjective, indeed the main
task consists in defining, at the same time, a classifier
which is e↵ective, i.e. it reaches high values of accuracy
and precision, and ecient, i.e. it uses a few amount
of resources in terms of training and validation.</p>
        <p>Let C = {c1, . . . , ci, . . . , cN } be the set of categories,
we denote with si the F1 score obtained on the test
set of the i-th category by the player, and with gi the
F1 score obtained by the automatic algorithm that we
6See for example the gallery of this type of control realized
with d3js https://radmie.github.io/ng-knob/
called ‘goal’ score on the same category. We indicate
with ti and vi the amount of resources spent by the
user in training and validation documents respectively,
and R is the total amount of resources provided at the
beginning of the game, 1800 in our game. We define
the user rating J as</p>
        <p>N
J = a X si + b 1
i=1 gi</p>
        <p>
          N
1 X(ti + vi)
R
i=1
!
(2)
where a and b are two parameters, which range in
the interval [
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ]. Notice that these parameters
represent the significance assigned to the two di↵erent tasks
which define the game, indeed, a influences the
importance of the e↵ectiveness objective, while b determine
the importance of the eciency purpose. For this
preliminary version of the game, we chose a and b with
equal value, a = b = 1, since we consider both the
eciency and e↵ectiveness task of equivalent significance.
Future work and further applications of this game can
justify the preference for one of the two tasks,
motivating the choice of di↵erent weights for a and b.
6
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Final Remarks</title>
      <p>In this first pilot study of the gamification in machine
learning, we set up a simple game, based on a visual
interpretation of probabilistic classifiers, that consists
in separating two sets of coloured points on a
twodimensional plane by means of a straight line. The
20 players that participated in this study already gave
us important suggestions in order to improve both the
game mechanics and the game controls. We believe
that, with the right game scenario (plants or gold
mine for example), this game could be easily played
by users that do not need any information about
training/validation.</p>
      <p>Moreover, the classification results of the game were
also very high compared to the small amount of
labelled objects and we also found a very promising
relation with the results of the SVM trained on the same
labelled dataset. We are currently study a new version
of the game with some options that implements cross
validation, which would bring the machine learning
aspect to a new di↵erent level.</p>
    </sec>
  </body>
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