| Literature DB >> 28970545 |
Han Yu1, Chunyan Miao2,3, Yiqiang Chen4,5, Simon Fauvel6, Xiaoming Li7, Victor R Lesser8.
Abstract
Crowdsourcing systems are complex not only because of the huge number of potential strategies for assigning workers to tasks, but also due to the dynamic characteristics associated with workers. Maximizing social welfare in such situations is known to be NP-hard. To address these fundamental challenges, we propose the surprise-minimization-value-maximization (SMVM) approach. By analysing typical crowdsourcing system dynamics, we established a simple and novel worker desirability index (WDI) jointly considering the effect of each worker's reputation, workload and motivation to work on collective productivity. Through evaluating workers' WDI values, SMVM influences individual workers in real time about courses of action which can benefit the workers and lead to high collective productivity. Solutions can be produced in polynomial time and are proven to be asymptotically bounded by a theoretical optimal solution. High resolution simulations based on a real-world dataset demonstrate that SMVM significantly outperforms state-of-the-art approaches. A large-scale 3-year empirical study involving 1,144 participants in over 9,000 sessions shows that SMVM outperforms human task delegation decisions over 80% of the time under common workload conditions. The approach and results can help engineer highly scalable data-driven algorithmic management decision support systems for crowdsourcing.Entities:
Mesh:
Year: 2017 PMID: 28970545 PMCID: PMC5624899 DOI: 10.1038/s41598-017-12757-x
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1Experiment settings: the distribution of the reliability and the maximum productivity values of the 1,000 agents.
Figure 2Simulation results: (a) task failure rates achieved by SMVM averaged over all simulation time steps under different LF and σ settings; (b) task expiry rates achieved by SMVM averaged over all simulation time steps under different LF and σ settings; (c) the task expiry rates vs. the task failure rates averaged over all LF settings and over all simulation time steps for all five approaches; (d) the task success rate averaged over all time steps for all five approaches under different LF settings.
Game Level Settings.
| QQ Trade-off | +1 | −1 |
|---|---|---|
| LF | ||
| Medium | Game Level 1 | Game Level 2 |
| High | Game Level 3 | Game Level 4 |
| Overload | Game Level 5 | Game Level 6 |
Figure 3Distributions of scores lost by human players and SMVM (scores are in the range of 0 to 100): (a,c,e,g,i,k) illustrate the distributions of the scores lost by the participants due to low quality of work and failure to meet deadlines in game levels 1–6, respectively. (b,d,f,h,j,l) Illustrate the distributions of the scores lost by SMVM due to low quality of work and failure to meet deadlines in game levels 1–6, respectively. The higher the game level, the more challenging it is for decision-making.
Figure 4Summary of results comparing SMVM with human strategies: (a) the average scores achieved by SMVM and the players across the 6 game levels; (b) the relative performance between SMVM and players across the 6 game levels; (c) the average difference in scores in game sessions in which SMVM outperforms/underperforms players across the 6 game levels; (d) the number of game sessions in which players adopt each of the major categories of strategies: Rep(H), LB(H), Rep + LB(H) and Others(H); (e) the relative performance between SMVM and players adopting Rep(H); (f) the relative performance between SMVM and players adopting LB(H); (g) the relative performance between SMVM and players adopting Rep + LB(H); (h) the relative performance between SMVM and players adopting Others(H).