Title: Crowdsourcing and AllPay Auctions
1Crowdsourcing and All-Pay Auctions
- Milan Vojnovic
- Microsoft Research
- Joint work with Dominic DiPalantino
UC Berkeley, July 13, 2009
2Examples 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
3Examples 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
4Incentives for Contribution
- Incentives
- Monetary
- Non-momentarySocial gratification and
publicityReputation pointsCertificates and
levels - Incentives for both participation and quality
5Incentives for Contribution (contd)
Contest duration Number of submissions Number of
registrants Number of views
Reward range (RMB)
100 RMB ?? 15 (July 09)
6Incentives for Contribution (contd)
Levels
Points
Source http//en.wikipedia.org/wiki/Yahoo!_Answer
s
7Questions 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?
8Strategic 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
9Outline
- Model of Competing Contests
- Equilibrium Analysis
- Player-Specific Skills
- Contest-Specific Skills
- Design of Contests
- Experimental Validation
- Conclusion
10Single Contest Competition
c1
c2
R
c3
c4
contest offeringreward R
players
ci cost per unit effort or quality produced
11Single Contest Competition (contd)
c1
b1
c2
b2
c3
R
b3
c4
b4
12All-Pay Auction
v1
b1
v2
b2
v3
b3
v4
b4
Everyone pays their bid
13Competing Contests
14Incomplete 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
15Assumptions 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)
16Bayes-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
17User 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
18Outline
- Model of Competing Contests
- Equilibrium Analysis
- Player-Specific Skills
- Contest-Specific Skills
- Design of Contests
- Experimental Validation
- Conclusion
19Equilibrium Contest Selection
contestclasses
skill levels
20Threshold Reward
- Only K highest-reward contest classes selected
with strictly positive probability
number of contests of class k
21Partitioning over Skill Levels
- User of skill v is of skill level l if
where
22Contest Selection
- User of skill l, i.e. with skill
selects a contest of class j with probability
23Participation Rates
- A contest of class j selected with probability
- Prior-free independent of the distribution F
24Large-System Limit
- For positive constants
- where K is a finite number of contest classes
25Skill Levels for Large System
- User of skill v is of skill level l if
where
26Participation Rates for Large System
- Expected number of participants for a contest of
class j
- Prior-free independent of the distribution F
27Contest 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
28Proof 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
29Outline
- Model of Competing Contests
- Equilibrium Analysis
- Player-Specific Skills
- Contest-Specific Skills
- Design of Contests
- Experimental Validation
- Conclusion
30Contest-specific Skills
- Results established only for large-system limit
- Same equilibrium relationship between
participation and rewards as for player-specific
skills
31Proof Hints
- Limit expected payoff For each
- Asserted relations for follow from above
32Outline
- Model of Competing Contests
- Equilibrium Analysis
- Player-Specific Skills
- Contest-Specific Skills
- Design of Contests
- Experimental Validation
- Conclusion
33System Optimum Rewards
SYSTEM
maximise
over
subject to
- Set the rewards so as to optimize system welfare
34Example 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
35Example 1 (contd)
- Assume are increasing strictly concave
functions. Under player-specific skills, system
optimum rewards
- for any c gt 0 where ? is unique solution of
36Example 2 optimum effort
Utility
exerted effort
Cost
cost of giving Rj (budget constraint)
prob. contest attended
37Outline
- Model of Competing Contests
- Equilibrium Analysis
- Player-Specific Skills
- Contest-Specific Skills
- Design of Contests
- Experimental Validation
- Conclusion
38Taskcn
- 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
39Taskcn (contd)
reward
number of views
number of registrants
number of submissions
40Submissions vs. Reward
Graphics
Characters
Miscellaneous
- Diminishing increase of submissions with reward
linear regression
41Submissions 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
42Same for the Subcategory 2-D
any rate
once a month
every fourth day
every second day
model
43Conclusion
- 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
44More Information
- Paper ACM EC 09
- Version with proofs MSR-TR-2009-09
- http//research.microsoft.com/apps/pubs/default.as
px?id79370