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Crowdsourcing and AllPay Auctions

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contests require similar skills or skill. determined by player's opportunity cost) ... For large systems, what matters is which contests are selected for given skill ... – PowerPoint PPT presentation

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Title: Crowdsourcing and AllPay Auctions


1
Crowdsourcing and All-Pay Auctions
  • Milan Vojnovic
  • Microsoft Research
  • Joint work with Dominic DiPalantino

UC Berkeley, July 13, 2009
2
Examples of Crowdsourcing
  • Crowdsourcing soliciting solutions via open
    calls to large-scale communities
  • Coined in a Wired article (06)
  • Taskcn
  • 530,000 solutions posted for 3,100 tasks
  • Innocentive
  • Over 3 million awarded
  • Odesk
  • Over 43 million brokered
  • Amazons Mechanical Turk
  • Over 23,000 tasks

3
Examples of Crowdsourcing (contd)
  • Yahoo! Answers
  • Lunched Dec 05
  • 60M users / 65M answers (as of Dec 06)
  • Live QnA
  • Lunched Aug 06 / closed May 09
  • 3M questions / 750M answers
  • Wikipedia

4
Incentives for Contribution
  • Incentives
  • Monetary
  • Non-momentarySocial gratification and
    publicityReputation pointsCertificates and
    levels
  • Incentives for both participation and quality

5
Incentives for Contribution (contd)
  • Ex. Taskcn

Contest duration Number of submissions Number of
registrants Number of views
Reward range (RMB)
100 RMB ?? 15 (July 09)
6
Incentives for Contribution (contd)
  • Ex. Yahoo! Answers

Levels
Points
Source http//en.wikipedia.org/wiki/Yahoo!_Answer
s
7
Questions of Interest
  • Understanding of the incentive schemes
  • How do contributions relate to offered rewards?
  • Design of contests
  • How do we best design contests?
  • How do we set rewards?
  • How do we best suggest contests to players and
    rewards to contest providers?

8
Strategic User Behavior
  • From empirical analysis of Taskcn by Yang et al
    (ACM EC 08) (i) users respond to incentives,
    (ii) users learn better strategies
  • Suggests a game-theoretic analysis

9
Outline
  • Model of Competing Contests
  • Equilibrium Analysis
  • Player-Specific Skills
  • Contest-Specific Skills
  • Design of Contests
  • Experimental Validation
  • Conclusion

10
Single Contest Competition
c1
c2
R
c3
c4
contest offeringreward R
players
ci cost per unit effort or quality produced
11
Single Contest Competition (contd)
c1
b1
c2
b2
c3
R
b3
c4
b4
12
All-Pay Auction
v1
b1
v2
b2
v3
b3
v4
b4
Everyone pays their bid
13
Competing Contests
14
Incomplete Information Assumption
Each user u knows
total number of users
his own skill
skills are randomly drawn from F
We assume F is an atomless distribution with
finite support 0,m
15
Assumptions on User Skill
1) Player-specific skill random i.i.d.
across u (ex. contests require similar skills
or skill determined by players
opportunity cost)
2) Contest-specific skill random
i.i.d. across u and j (ex. contests require
diverse skills)
16
Bayes-Nash Equilibrium
  • Mixed strategy
  • Equilibrium
  • Select contest of highest expected profit
    where expectation with respect to beliefs
    about other user skills

prob. of selecting a contest of class j
bid
Contest class set of contests that offer same
reward
17
User Expected Profit
  • Expected profit for a contest of class j

prob. of selecting a contest of class j
distribution of user skill conditional on
having selected contest class j
18
Outline
  • Model of Competing Contests
  • Equilibrium Analysis
  • Player-Specific Skills
  • Contest-Specific Skills
  • Design of Contests
  • Experimental Validation
  • Conclusion

19
Equilibrium Contest Selection
contestclasses
skill levels
20
Threshold Reward
  • Only K highest-reward contest classes selected
    with strictly positive probability

number of contests of class k
21
Partitioning over Skill Levels
  • User of skill v is of skill level l if

where
22
Contest Selection
  • User of skill l, i.e. with skill
    selects a contest of class j with probability

23
Participation Rates
  • A contest of class j selected with probability
  • Prior-free independent of the distribution F

24
Large-System Limit
  • For positive constants
  • where K is a finite number of contest classes

25
Skill Levels for Large System
  • User of skill v is of skill level l if

where
26
Participation Rates for Large System
  • Expected number of participants for a contest of
    class j
  • Prior-free independent of the distribution F

27
Contest Selection in Large System
  • User of skill l, i.e. with skill
    selects a contest of class j with probability

1/3
  • For large systems, what matters is which contests
    are selected for given skill

1/3
1/3
28
Proof Hint for Player-Specific Skills
g1(v)
g2(v)
g3(v)
g4(v)
v
m
0
v1
v2
v3
  • Key property equilibrium expected payoffs as
    showed

29
Outline
  • Model of Competing Contests
  • Equilibrium Analysis
  • Player-Specific Skills
  • Contest-Specific Skills
  • Design of Contests
  • Experimental Validation
  • Conclusion

30
Contest-specific Skills
  • Results established only for large-system limit
  • Same equilibrium relationship between
    participation and rewards as for player-specific
    skills

31
Proof Hints
  • Limit expected payoff For each
  • Balancing Whenever
  • Asserted relations for follow from above

32
Outline
  • Model of Competing Contests
  • Equilibrium Analysis
  • Player-Specific Skills
  • Contest-Specific Skills
  • Design of Contests
  • Experimental Validation
  • Conclusion

33
System Optimum Rewards
SYSTEM
maximise
over
subject to
  • Set the rewards so as to optimize system welfare

34
Example 1 zero costs(non monetary rewards)
  • Assume are increasing strictly concave
    functions. Under player-specific skills, system
    optimum rewards
  • for any c gt 0 where ? is unique solution of
  • Rewards unique up to a multiplicative constant
    only relative setting of rewards matters

35
Example 1 (contd)
  • For large systems
  • Assume are increasing strictly concave
    functions. Under player-specific skills, system
    optimum rewards
  • for any c gt 0 where ? is unique solution of

36
Example 2 optimum effort
  • Consider SYSTEM with

Utility

exerted effort
Cost


cost of giving Rj (budget constraint)
prob. contest attended
37
Outline
  • Model of Competing Contests
  • Equilibrium Analysis
  • Player-Specific Skills
  • Contest-Specific Skills
  • Design of Contests
  • Experimental Validation
  • Conclusion

38
Taskcn
  • Analysis of rewards and participation across
    tasks as observed on Taskcn
  • Tasks of diverse categories graphics,
    characters, miscellaneous, super challenge
  • We considered tasks posted in 2008

39
Taskcn (contd)
reward
number of views
number of registrants
number of submissions
40
Submissions vs. Reward
Graphics
Characters
Miscellaneous
  • Diminishing increase of submissions with reward

linear regression
41
Submissions vs. Rewardfor Subcategory Logos
  • Conditional on the rate at which users submit
    solutions

any rate
once a month
every fourth day
every second day
  • Conditioning on the more experienced users, the
    better the prediction by the model

model
42
Same for the Subcategory 2-D
any rate
once a month
every fourth day
every second day
model
43
Conclusion
  • Crowdsourcing as a system of competing contests
  • Equilibrium analysis of competing contests
  • Explicit relationship between rewards and
    participations
  • Prior-free
  • Diminishing increase of participation with reward
  • Suggested by the model and data
  • Framework for design of crowdsourcing / contests
  • Base results for strategic modelling
  • Ex. strategic contest providers

44
More Information
  • Paper ACM EC 09
  • Version with proofs MSR-TR-2009-09
  • http//research.microsoft.com/apps/pubs/default.as
    px?id79370
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