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INVISIBLE COMPUTING

Games with Unfortunately, the text near an image


is often scarce or misleading and can
be hard to process.
Manual labeling is traditionally the

a Purpose only method for obtaining precise


image descriptions, but this tedious
and labor-intensive process is
Luis von Ahn extremely costly.
The ESP Game (www.espgame.org)
Carnegie Mellon University accomplishes the same task through a
simple online game that randomly
pairs players together. Players don’t
know who their partner is, nor can
Through online games, they communicate with each other.
people can collectively The only thing partners have in com-
mon is an image they can both see.
solve large-scale The games’ goal is to guess what
computational problems. label your partner would give to the
image. Players type a word or phrase
and then press the enter key to submit
it to the game. Once both players have
typed the exact same string, a new

E
ach year, people around the can be analyzed, a more efficient ver- image appears; they don’t have to type
world spend billions of hours sion can supersede a less efficient one, the string at the same time, but each
playing computer games. and so on. Instead of using a silicon must type the same string at some
What if all this time and processor, these “algorithms” run on point while the image is onscreen.
energy could be channeled into a processor consisting of ordinary Players can submit as many words
useful work? What if people playing humans interacting with computers or phrases as they want; in fact, the
computer games could, without con- over the Internet. more strings they submit, the better
sciously doing so, simultaneously “Games with a purpose” have a their chance of getting a match.
solve large-scale problems? vast range of applications in areas as The process of typing the same
Despite colossal advances over the diverse as security, computer vision, string is called “agreeing on an
past 50 years, computers still don’t Internet accessibility, adult content fil- image,” illustrated in Figure 1.
possess the basic conceptual intelli- tering, and Internet search. Two such Partners strive to agree on as many
gence or perceptual capabilities that games under development at Carnegie images as they can up to a total of 15
most humans take for granted. If we Mellon University, the ESP Game and in two and one-half minutes, receiv-
treat human brains as processors in a Peekaboom, demonstrate how hu- ing a certain number of points for
distributed system, each can perform mans, as they play, can solve problems each match as well as a bonus for
a small part of a massive computation. that computers can’t yet solve. matching all 15. A meter at the bot-
Such a “human computation” para- tom of the screen indicates the part-
digm has enormous potential to LABELING RANDOM IMAGES ners’ progress.
address problems that computers Several important online applica- Some images have “taboo words”
can’t yet tackle on their own and even- tions such as search engines and acces- that players can’t use; the more taboo
tually teach computers many of these sibility programs for the visually words an image has, the more points
human talents. impaired require accurate image a string match is worth. Players can
Unlike computer processors, humans descriptions. However, there are no also choose to pass on difficult images.
require some incentive to become part guidelines about providing appropri- To increase the chances of coming
of a collective computation. Online ate textual descriptions for the mil- up with the same string for images
games are a seductive method for lions of images on the Web, and over the course of a game, partners
encouraging people to participate in computer vision can’t yet accurately must learn to “think like each
the process. Such games constitute a determine their content. other”—thus the name ESP. It turns
general mechanism for using brain Current techniques used to catego- out that the string on which the two
power to solve open problems. rize images for these applications are players agree is typically a good label
In fact, designing such a game is inadequate, largely because they for the image.
much like designing an algorithm—it assume that image content on a Web The ESP Game is extremely popu-
must be proven correct, its efficiency page is related to adjacent text. lar, with many people playing more

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than 40 hours per week. Within a few
months of initial deployment on 25
October 2003, the game collected
more than 10 million image labels; if
hosted on a major site like MSN
Games or Yahoo Games, all images on
the Web could be labeled in a matter
of weeks.
Player 1 guesses: purse Player 2 guesses: handbag
Player 1 guesses: bag
LOCATING OBJECTS IN IMAGES Player 1 guesses: brown
While the ESP Game can determine Player 2 guesses: purse
what objects are in an image, it can’t Success! Agreement on “purse” Success! Agreement on “purse”
determine where in the image each
object is. Such location information is
necessary for training and testing com- Figure 1. Partners agreeing on an image in the ESP Game. Neither player can see the
puter vision algorithms. other’s guesses.
The online game Peekaboom
(www.peekaboom.org) improves on
the data collected by the ESP Game
by obtaining precise location infor-
mation for each object in a given
image. More specifically, it identifies
which pixels belong to which object
in the image.
In this game, two randomly paired
players are assigned the roles of
“Peek” and “Boom.” Peek starts with
a blank screen while Boom sees an
image and a related word, as shown
in Figure 2. All image-word pairs in
Peekaboom come directly from the
ESP Game. Figure 2. Peekaboom.“Peek” tries to guess the word associated with an image slowly
Peek’s goal is to guess the associated revealed by “Boom.”
word as Boom slowly reveals the
image. Each time Boom clicks on the sible. As in the ESP Game, players can POTENTIAL APPLICATIONS
image, a circular area in a 20-pixel pass on difficult images. FOR FUTURE GAMES
radius around that click appears to Intuitively, to maximize points, Many other large-scale open prob-
Peek, who can guess what the word is Boom has an incentive to reveal only lems can be solved using collective
by typing it in the box below the image. the areas of the image necessary for human brainpower in this unique
Boom can see Peek’s guesses and Peek to guess the correct word. For way. Examples include:
indicate whether they are “hot” or example, if the image contains a car
“cold.” To help Peek identify the and a dog and the associated word is • Language translation. A game
word, Boom can also “ping” or point “dog,” Boom would reveal only those could challenge two players who
to part of the image as well as provide parts of the image that contain the dog. don’t speak the same language to
hints indicating whether the word is a Thus, for a given image-word pair, data translate text from one language to
verb or refers to a noun in the image, from multiple games yields the area of the other.
a noun related to the image, or text in the image pertaining to the word. • Monitoring of security cameras.
the image. Since the release of Peekaboom to a The rapidly decreasing cost of dig-
When Peek correctly guesses the general audience on 1 August 2005, ital video cameras is making it fea-
word, the players receive a certain nearly 30,000 different people have sible to install security cameras
number of points—using the hint but- played the game, generating roughly almost everywhere. In the context
tons adds points—and then switch 2 million pieces of data—a “piece of of a game, players could monitor
“booming” and “peeking” roles using data” is a successful round of such cameras and alert authorities
a new image-word pair. Peekaboom in which Peek correctly about suspected illegal activity.
Players have four minutes to go guessed the word given Boom’s • Improving Web search. People
through as many combinations as pos- revealed region. have varying degrees of skill at

June 2006 93
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INVISIBLE COMPUTING

searching for information on the


Web. A game could be designed in
which the players perform searches
for other people.
• Text summarization. Imagine a
game in which people summarize
important documents for the rest
of the world. Solving this problem
would require an intelligent way to
break up such documents into
small “bite-size” chunks.

Any game designed to address


these and other problems must
ensure that game play results in a cor-
rect solution and, at the same time, is
enjoyable. People will play such
games to be entertained, not to solve
a problem—no matter how laudable

REACH the objective.

F
or the first time in human history,
hundreds of millions of people

HIGHER can, via the Internet, easily col-


laborate on the same problem. At
CMU, we continue working on ways
to solve complex computational chal-
lenges through the medium of online
Advancing in the IEEE Computer
entertainment. Two additional “games
Society can elevate your standing
with a purpose” under development
in the profession.
include Phetch, which annotates
Application to Senior-grade mem- images with descriptive paragraphs,
bership recognizes and Verbosity, which collects com-
monsense facts to train reasoning algo-
✔ ten years or more rithms. Log in soon! ■
of professional expertise
Nomination to Fellow-grade mem-
bership recognizes
✔ exemplary Luis von Ahn is a postdoctoral associate
accomplishments at Carnegie Mellon University’s Center
in computer engineering for Algorithm Adaptation, Dissemina-
tion, and Integration (ALADDIN).
Contact him at biglou@cs.cmu.edu.

GIVE YOUR CAREER A BOOST


UPGRADE YOUR MEMBERSHIP


Editor: Bill Schilit, Intel Research
Seattle; bill.schilit@intel.com
www.computer.org/join/grades.htm

94 Computer
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