erated in previous rounds of the game
itself. It is important for the game’s designer to randomize which taboo outputs are presented in order to account
for potential output-priming effects
(in which the particular taboo outputs
shown to the players influence the
guesses they enter) and ensure wide
coverage of all potential outputs for a
given input.
other Design Guidelines
The general schemes we’ve presented
here for designing GWAPs rely on the
participation of two players per game
session. Now we show that the games
can be modified to accommodate single or more than two players.
Prerecorded games. Paired game play
makes GWAPs social, meaning that
players are able to validate each other’s
computation. However, two-player
games present logistical challenges.
For instance, there may be times when
an odd number of people want to play a
particular game, meaning at least one
of them cannot play. In addition, when
a game is just beginning to gain popularity, it is difficult for game adminis-
trators to guarantee that many people
will be able to play at the same time. We
thus recommend that game developers
apply a technique—prerecorded game
play—introduced by the ESP Game. 22 A
dyadic game, normally played by multiples of two players, can be transformed
into a single-player game by pairing a
single player with a prerecorded set of
actions.
In the case of an input-agreement
game or output-agreement game (such
as the ESP Game), implementing automated players is relatively easy. When
two people are playing, the game
should simply record every action they
make, along with the relative timing of
each action. Then, when a single player
wishes to play, the system can pair that
single player with a prerecorded set of
moves.
In inversion-problem games, implementing prerecorded game play
is more complex because one of the
players (the guesser) must dynamically
respond to the other (human) player’s
actions. Peekaboom, Phetch, and Verbosity have each implemented a single-player version using techniques cus-
tomized to each game. 23–25
More than two players. The three
GWAP templates can be extended to
include more than two players; for
example, output-agreement games
can be extended to incorporate more
players by modifying the winning
condition such that the first two players who agree on the output are the
winners of the round (and granted
a higher number of points than the
nonwinners). Similarly, the template
for inversion-problem games can
be extended to incorporate multiple
players by substituting an individual
guesser with an arbitrary number of
players in the role of guesser, all racing to be first to correctly guess the
input (winning condition).
These extensions change the nature
of the games considerably. Whereas
the two-player versions of each template are cooperative in nature (
players work together to obtain points), the
multiplayer versions are competitive.
Cooperative, as well as competitive,
games involve advantages and disadvantages. For certain players, competitive games may be more enjoyable than
A Sampling of GWAPs
The ESP Game and Verbosity
Two of the most popular
GWAPS—ESP and Verbosity—
can be played online at
www.gwap.com.
The ESP Game has generated
millions of labels for random
images located throughout
the Web. In it, two players are
randomly paired for two-and-a-half minutes as they are shown
a series of images to label. The
game does not directly ask them
to label the images. Rather, both
players must try to enter the same
word as their partner for each
image on the screen; neither
player can see the partner’s
words. When both players agree
on a word, each is given a new
image. The goal is to agree with
the partner on words for as many
images as possible. The words the
players agree on for each image
are extremely accurate labels that
can be used to improve image
search throughout the Web.
To increase the quality of these
labels, as well as to motivate
player engagement, the game
forbids the use of “taboo words”
from being entered. In the
screenshot (see Figure a), players
cannot use the words “dog” or
“pillow” when trying to agree on a
word with their partner.
Verbosity is a word-guessing
game in which two players
alternate roles. The describer is
given a secret word the guesser
must figure out as quickly as
possible. The describer helps
the guesser by providing clues
about the secret word using
sentence templates that must
be completed without using the
secret word itself. In the example
here (see Figure b), the secret
word is “sock,” and the sentence
template “It is a kind of _____”
has been instantiated to the clue
“It is a kind of clothing.” The
describer sees all of the guesser’s
inputs and indicates which ones
are “hot” and which are “cold.”
The computational purpose of
the game is to collect a database
of commonsense facts about the
secret words (such as “Sock is a
kind of clothing”).
figure a: Players of the esP Game try to guess
what their partner is typing on each image.
figure b: Players of Verbosity enter commonsense
facts to help their partner guess a secret word.