Game Development Reference
In-Depth Information
From the player's point of view, it is a simple question answering game: the player
hears a music track and has to decide, which of the presented tag sets was originally
assigned to that music. By tracking his behavior and behavior of other players at the
same question, the game is able to assess the correctness of tag assignments.
6.1 CityLights: Method Overview
The CityLights is a SAG and a method for metadata validation. Though we demon-
strate it for a music domain, it can be analogically used for other types of multimedia
metadata validation (e.g. tags assigned to images) or for validation of multimedia
relationships to other multimedia (e.g. images assigned to music). As input it takes
the multimedia (music tracks) with existing metadata with uncertain quality (textual
tags), and outputs the validity ratings for the provided input metadata.
The basic task that player solves in the game, has a form of a choice question:
the player is presented with the multimedia sample (he hears the music) and a set
of choices, one of which he is asked to pick. The choices are sets of tags. One of
the choices (the “correct” choice) is composed of tags that have been assigned to
the actual music track in the input corpus. Other choices consist of tags assigned to
different music tracks in the corpus. The player is asked to pick the “correct” tag set
(i.e. the one that originally belongs to the music track). If he succeeds, he receives
points, if he picks a wrong one, he looses them (he bets score points).
By answering the music questions described above, the player gives us the infor-
mation on the validity of the presented tag assignments: if he answers a question
correctly, it can be assumed that some of the tags of the choice he picked somehow
describe the track that he hears. If he answers incorrectly, then the descriptive value
of the tags in the “correct” choice is limited. By consecutively repeating the same
(or similar) question for multiple players, the personal views of the player become
the crowd “wisdom”, ruling out or confirming individual tags.
The game uses a simple storyline metaphor: the player travels through a city
(depicted in the Fig. 6.1 ) and at each crossroad, he has to choose the right way. This
pick is represented by the musical question. In the simple game interface, the player
has a music playback controller (left), a map of the city (center) and a choice viewer
(right), where he can review the choices by hovering over the alternative ways in
the map. Before each choice pick, the player must bet a certain number of points in
Fig. 6.2 . After the correct choice, the player doubles the bet points and continues to
the next crossroad (question), until he reaches the end of his way through the city.
6.1.1 A Music Question Example
Consider the following example: the player hears a well-known sample of the
Beethoven's 5th symphony . Along with it, he is presented with three choices (each
composed of a random subset of tags found in the input corpus):
 
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