AIDec 24, 2019
Bidding in SpadesGal Cohensius, Reshef Meir, Nadav Oved et al.
We present a Spades bidding algorithm that is superior to recreational human players and to publicly available bots. Like in Bridge, the game of Spades is composed of two independent phases, \textit{bidding} and \textit{playing}. This paper focuses on the bidding algorithm, since this phase holds a precise challenge: based on the input, choose the bid that maximizes the agent's winning probability. Our \emph{Bidding-in-Spades} (BIS) algorithm heuristically determines the bidding strategy by comparing the expected utility of each possible bid. A major challenge is how to estimate these expected utilities. To this end, we propose a set of domain-specific heuristics, and then correct them via machine learning using data from real-world players. The \BIS algorithm we present can be attached to any playing algorithm. It beats rule-based bidding bots when all use the same playing component. When combined with a rule-based playing algorithm, it is superior to the average recreational human.
AIMay 2, 2019
Frustratingly Easy Truth DiscoveryReshef Meir, Ofra Amir, Omer Ben-Porat et al.
Truth discovery is a general name for a broad range of statistical methods aimed to extract the correct answers to questions, based on multiple answers coming from noisy sources. For example, workers in a crowdsourcing platform. In this paper, we consider an extremely simple heuristic for estimating workers' competence using average proximity to other workers. We prove that this estimates well the actual competence level and enables separating high and low quality workers in a wide spectrum of domains and statistical models. Under Gaussian noise, this simple estimate is the unique solution to the MLE with a constant regularization factor. Finally, weighing workers according to their average proximity in a crowdsourcing setting, results in substantial improvement over unweighted aggregation and other truth discovery algorithms in practice.
GTJun 16, 2018
Efficient Crowdsourcing via Proxy VotingGal Cohensius, Omer Ben Porat, Reshef Meir et al.
Crowdsourcing platforms offer a way to label data by aggregating answers of multiple unqualified workers. We introduce a \textit{simple} and \textit{budget efficient} crowdsourcing method named Proxy Crowdsourcing (PCS). PCS collects answers from two sets of workers: \textit{leaders} (a.k.a proxies) and \textit{followers}. Each leader completely answers the survey while each follower answers only a small subset of it. We then weigh every leader according to the number of followers to which his answer are closest, and aggregate the answers of the leaders using any standard aggregation method (e.g., Plurality for categorical labels or Mean for continuous labels). We compare empirically the performance of PCS to unweighted aggregation, keeping the total number of questions (the budget) fixed. We show that PCS improves the accuracy of aggregated answers across several datasets, both with categorical and continuous labels. Overall, our suggested method improves accuracy while being simple and easy to implement.