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Solving Pictorial Jigsaw by Stigmergy-inspired Internet-based Human Collective Intelligence

Bo Shen Wei Zhang Haiyan Zhao Peking University, Beijing, China Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China Beijing, China [email protected] [email protected] [email protected] Zhi Jin Yanhong Wu Peking University, Beijing, China Peking University, Beijing, China Beijing, China Beijing, China [email protected] [email protected] ABSTRACT 1 INTRODUCTION The pictorial jigsaw (PJ) puzzle is a well-known leisure for hu- Pictorial jigsaw (PJ) puzzle is a well-known leisure game for people mans. Usually, a PJ puzzle game is played by one or several human from children to adults. In a PJ puzzle game, the goal is to recover an players face-to-face in the physical space. In this paper, we focus on image with human-sensitive contents from n different pieces of the how to solve PJ in the cyberspace by a group of physically image, as fast as possible. Besides the appearance of a leisure game, distributed human players. We propose an approach to solving PJ PJ puzzle has a deep metaphorical meaning. It embodies perfectly puzzle by stigmergy-inspired Internet-based human collective intel- a kind of complex problems that can not be resolved in a top-down ligence. The core of the approach is a continuously executing loop, manner, but only in a bottom-up, exploring and growing manner. named the EIF loop, which consists of three activities: exploration, That is, such a problem usually can not be pre-decomposed into a integration, and feedback. In exploration, each player tries to solve set of simpler sub-problems and then be resolved by synthesizing the PJ puzzle alone, without direct interactions with other players. solutions to the sub-problems. The problem solver has to explore a At any time, the result of a player’s exploration is a partial solution large (even open) set of possible information pieces, find different to the PJ puzzle, and a set of rejected neighboring relation between ways to combine these pieces, and make one or several partial solu- pieces. The results of all players’ exploration are integrated in real tions continually grow by integrating more and more pieces until time through integration, with the output of a continuously updated finding an acceptable solution. This kind of complex problems can collective opinion graph (COG). And through feedback, each player be found in many research and practical fields, including geology is provided with personalized feedback information based on the [65], medicine [7], biology [41][5], sociology [68], and complex current COG and the player’s exploration result, in order to acceler- information synthesis [26] [8]. ate his/her puzzle-solving process. Exploratory experiments show Usually, a PJ puzzle game is played by one single human player, that: (1) supported by this approach, the time to solve PJ puzzle is or by several human players face-to-face in the physical space. Mo- nearly linear to the reciprocal of the number of players, and shows tivated by the metaphorical meaning of PJ puzzle, in this paper, better scalability to puzzle size than that of face-to-face collabora- we focus on the problem of how to efficiently solve PJ puzzle in tion for 10-player groups; (2) for groups with 2 to 10 players, the the cyberspace by a group of physically distributed human play- puzzle-solving time decreases 31.36%-64.57% on average, compared ers. In particular, we propose an approach to solving PJ puzzle by with the best single players in the experiments. stigmergy-inspired Internet-based human collective intelligence. When it is firstly proposed, stigmergy [64][30][61][16] denotes CCS CONCEPTS a kind of mechanism about environment-mediated indirect interac- tion between insects, and makes it possible to explain the seemingly arXiv:1812.02559v2 [cs.AI] 11 Dec 2018 • Human-centered computing → Computer supported coop- paradoxical phenomena observed in an insect colony: individual erative work; Web-based interaction; Asynchronous editors; insects work as if they were alone, whereas their collective behav- iors appear to be well coordinated. These phenomena are usually KEYWORDS called collective intelligence (CI) or swarm intelligence (SI) in social Collective intelligence, stigmergy, human-computer interaction, insects. From the viewpoint of stigmergy, the CI phenomenon of an pictorial jigsaw puzzle, complex insect colony emerges in the following way: individuals leave their traces in or made modifications to the environment; then traces and modifications are perceived by individuals (others or themselves) in the colony, and trigger them to further leave new traces in or make new modifications to the environment; therefore, individual behav- iors coordinate with each other and form a positive feedback loop, Conference’17, July 2017, Washington, DC, USA © 2018 Copyright held by the owner/author(s). leading to the appearance of intelligent self-organizing collective ACM ISBN 123-4567-24-567/08/06. behaviors. https://doi.org/10.475/123_4 Conference’17, July 2017, Washington, DC, USA BoShen et al.

The concept of stigmergy reveals a key component in CI, namely, Feedback N: , the environment. It is the environment (in particular, the dynamics Feedback 2: , Feedback 1: , of the environment) that enables the environment-mediated large- a Exploration scale indirect interactions among individuals in a group. One impor- b d tant characteristic of stigmergy-enabled CI is the good scalability Player 1 Partial Solution 1 L-R of collaboration: a large scale group of individuals can participant a c c T Exploration T -

in the environment-mediated collaboration, without sacrificing the - B Integration B group’s and any individual’s working efficiency. b d L-R Guided by the concept of stigmergy, one of the keys to design an Player 2 Partial Solution 2 b d artificial stigmergy-enabled CI system is to construct an artificial Collective Opinion Graph

A A human ofgroupplayers a c (COG) Exploration environment that matches the characteristics of the problem to d A bird view be resolved. We think that the environment in stigmergy should of the EIF loop Feedback Player N Partial Solution N undertake two kinds of responsibility. The first is integration: the If a player has found start the correct solution Exploration Integration environment should integrate all the information pieces provided start by individuals in the group into a well-structured collective-level ? A PJ puzzle EXIT exit artifact. The second is feedback: the environment should provide personalized feedback information for each individual in the group based on the collective-level artifact and the individual’s charac- Figure 1: An illustration of using the EIF loop to solve PJ teristics. In those natural stigmergy-enabled CI phenomena occur- puzzle by a group of physically distributed human players. ring in the physical space, the integration responsibility is carried out by physical laws. For example, it is the physical properties of pheromone that enable pheromone placed by different insects at in physical-space based stigmergy is a kind of passive feedback, the same location to be merged together, increasing the density of while in EIF, the feedback is active; that is, related information is pheromone at that location. And in these natural CI phenomena, the automatically pushed to an individual. feedback information for each individual is personalized according We have implemented an on-line platform, called Crowd Jig- to the individual’s location in the physical environment. But in the saw Puzzle 1, to demonstrate the proposed approach. Based on this cyberspace, physical laws do not have direct effects on information platform, we have conducted a set of controlled experiments to in- processing, and physical locations also become meaningless. To vestigate the feasibility and effectiveness of the proposed approach. develop an artificial stigmergy-enabled CI system in the cyberspace, Our experiments show that: we need to construct a problem-specific virtual environment with (1) Given a PJ puzzle, supported by this approach, the time to integration and feedback mechanisms suitable for the cyberspace. solve PJ puzzle is nearly linear to the reciprocal of the number The core of the proposed approach in this paper is a continu- of players, and shows a better scalability to puzzle size than ously executing loop, named the EIF loop, which consists of three that of resolving PJ puzzle by face-to-face collaboration. asynchronously connected activities: exploration, integration, and (2) In particular, for groups with 2 to 10 players, the puzzle- feedback (see Fig. 1). In exploration, each player tries to solve the solving time decreases 31.36%-64.57% on average, compared PJ puzzle alone (not really alone), without direct interactions with with the best single players involved in the experiments. other players. At any time, the result of a player’s exploration is a partial solution to the PJ puzzle, as well as a set of rejected neigh- The main contributions of this paper include four points. boring relation between image pieces. The results of all players’ (1) A general model inspired by stigmergy to enable human exploration are integrated in real time through intergation, with the collective intelligence in solving PJ puzzle. We name this output of a continuously updated collective opinion graph (COG). model the EIF (exploration-integration-feedback) loop. And through feedback, each player continuously receives person- (2) A structured way to integrate each player’s opinion in the alized feedback information based on the current COG and the player group when solving PJ puzzle. We name the output player’s current result, in order to accelerate her/his puzzle-solving of integration the collective opinion graph (COG). process. Each player independently decides whether to accept or (3) An on-line platform that supports a group of human players reject the feedback information. When any player find the correct to solve PJ puzzle in a collaborative and decentralized way. solution, it means that the PJ puzzle is resolved and then the EIF (4) An empirical quantitative model that shows the cause-and- loop will be terminated. effect relation from the two factors of group size and puzzle The EIF loop is a refinement of stigmergy for human CI in the size to the collective performance of solving PJ puzzle. cyberspace. In particular, the EIF loop refines stigmergy in two The rest of the paper is structured as follows. Section 2 intro- points. First, the integration in EIF is not carried out by physical duces the related work of the proposed approach. Section 3 presents laws as in physical-space based stigmergy, but by human-defined the stigmergy-inspired approach to solving PJ puzzle by a group software and algorithm, which gives sufficient flexibility when of physically-distributed players. Section 4 evaluates the feasibility applying stigmergy to different artificial problem-solving situations. and effectiveness of the proposed approach through a set ofcon- Second, instead of basing on an individual’s physical location, the trolled experiments. Section 5 discusses some elementary problems feedback in EIF depends on the current collective-level artifact and an individual’s current exploration result. In addition, the feedback 1Available at http://www.pintu.fun, and currently only supports the Chrome browser. Solving Pictorial Jigsaw Puzzle by Collective Intelligence Conference’17, July 2017, Washington, DC, USA related to the proposed approach, and highlights our future work. • The compatibility value of two pieces can be fully derived Finally, Section 6 concludes this paper with a short summary. from the outermost one or two columns/rows of pixels in pieces. This assumption is counterintuitive from the view- 2 RELATED WORK point of human players, since they depend much on the 2.1 Automatic Solvers for Jigsaw Puzzle contents of two pieces to evaluate the compatibility value. In our experiments, we erased the outermost 2 columns/rows As a formal research problem, jigsaw puzzle was introduced into of pixels of each piece, but no players even notice this fact. the academic community in 1964 by Freeman and Garder [19]. In their research, the two scholars focused on apictorial jigsaw puzzle As far as we know, our work is the first attempt to solve PJ puzzle (i.e., puzzle in which all pieces contain no chromatic but shape by stigmergy-inspired Internet-based human collective intelligence. information), and proposed a pattern-recognition based automatic However, our goal is not to show that our approach can outperform approach to solving a special kind of apictorial jigsaw puzzle. automatic solvers for any kinds of PJ puzzle; for those PJ puzzles The essential difficulty of jigsaw puzzle has been formally in- satisfying the two assumptions above, the state-of-the-art solvers vestigated. Berger [2] proved that a general edge-matching puzzle have done well. What we are really interested in is the kind of can not be solved by any algorithms in general. Demaine et al. [14] complex problems that are embodied by jigsaw puzzle in general. proved that three kinds of jigsaw puzzle (i.e., classic apictorial jig- Our long-term goal is to show that human beings, if being organized saw puzzle, edge-matching puzzle, and polyform packing puzzle) appropriately, do possess some distinctive capabilities that can not are all NP-complete, and can be converted with each others. be easily substituted by machines. In general, research on automatic solvers for jigsaw puzzle can be largely classified into three categories. The first category focuses on 2.2 Stigmergy and Collective Intelligence apictorial jigsaw puzzle [24][34][50][70]. In this category, apicto- Many scholars use the concept of stigmergy to explain human CI rial jigsaw puzzles are treated as computational geometry problems phenomena or design artificial human CI systems. Parunak47 [ ] [24]. The second category adds chromatic information into pieces pointed out that stigmergy is not a mechanism specific to insects, in apictorial jigsaw puzzle [35][38][45][75], which decreases the and human-human stigmergy is pervasive in both pre-computer difficulty of jigsaw puzzle in some degree since additional clues and computer-enabled social systems. Furthermore, Parunak [47] are provided. The third category focuses on pictorial jigsaw (PJ) proposed a general architecture of stigmergy, consisting of four puzzle [11][48][73][21][55][56][58]. In a PJ puzzle, all pieces basic components: agent’s state, agent’s dynamics, environment’s have identical shapes, and if correctly composed, all pieces together state, and environment’s dynamics. Heylighen [27] showed how to will show an image with human-sensitive contents. PJ puzzle is design algorithms to develop a collective mental of an Internet- usually treated as computer vision problems [55] [56]. based human group to resolve complex problems that can not be Most of the existing automatic solvers for PJ puzzle include well resolved by individuals. Here, the algorithms correspond to two basic components: (1) a compatibility metric to quantitatively the environment’s dynamics, and the collective mental map to the evaluate how well two pieces fit together, and (2) an assembly environment’s state, in the architecture of stigmergy proposed by strategy to find high-quality candidate solutions. Parunak [47]. Malone et al. [40] reported a set of reusable elements • For example, in the state-of-the-art solver for PJ puzzle with in those successful Internet-based CI phenomena, elements about known piece-orientation [55][56], the compatibility metric how information pieces provided by individuals are integrated, and is calculated by summing the squared color difference along elements about how to stimulate individual’s involvement. the abutting edges of two pieces; this metric is proposed by We have observed two successful artificial CI systems in the Cho et al. [11]. And the assembly strategy is incarnated in a cyberspace that perfectly embodies the EIF loop proposed in this genetic algorithm, in which, a crossover operator is defined paper. One is the UNU system [52][53], an online platform that to obtain a child solution from two parents, partly using the enables a large group of players to solve a question by collectively best-buddy metric proposed by Pomeranz et al. [48]. selecting an answer from a set of candidates. In the virtual environ- • For another example, in the state-of-the-art solver for PJ puz- ment of UNU, the question-solving process can be understood as zle with unknown piece-orientation [58], the compatibility an instance of the EIF loop: (1) each player shows her/his opinion metric called MGC is used, which is proposed by Gallagher by placing a virtual magnet at an appropriate position relative to [21]. And the assembly strategy is incarnated in a two-step a virtual puck (i.e., exploration); (2) all the forces exerted on the algorithm: step (1) bottom-up recovering puzzle loops with puck from magnets are integrated into a single force, making the different dimensions in the puzzle, and step (2) top-down puck move in a specific direction (i.e., integration); (3) the puck’s merging puzzle loops identified in the first step. movement is observed by all the players (i.e., feedback), and stimu- lates them to adjust the positions of their magnets accordingly (i.e., It should be pointed out that, the effectiveness of the two state-of- exploration again). The second is the EteRNA system [36], a multi- the-art PJ solvers heavily depend on the following two assumptions: player on-line game that engages non-scientists in solving protein • There is a high positive correlation between a high compati- structure problems. The problem-solving process in EteRNA can bility value of two pieces and the fact that the two pieces are also be viewed as an instance of the EIF loop: (1) players design adjacent in the correct solution. This assumption is wrong in their solutions in their own workspaces (i.e., exploration); (2) play- general, since we can easily construct a PJ puzzle that breaks ers review and vote for the best solutions, and a set of top-voted this assumption (i.e., the edge-matching puzzle [14]). solutions are synthesized and verified by chemical measurements Conference’17, July 2017, Washington, DC, USA BoShen et al.

(i.e., integration); (3) the results are published on-line (i.e., feedback), 3.1 The Focused PJ Puzzle and stimulate players to start the next cycle of problem solving. There are many variants of jigsaw puzzle [19][21], according to the Many scholars also investigate CI without using stigmergy. Levy shape and chromatic information of pieces, whether the puzzle size and Bononno [37] discussed the ideal form of CI in the cyberspace or the orientation of each piece is known, whether the complete and analyzed its influence on human societies. Woolley et71 al.[ ] picture is known, and other related information. showed the evidence of CI in small face-to-face human groups in In this paper, we focus on a special kind of PJ puzzle that has the the physical space and proposed a quantitative factor to evaluate following characteristics. CI. Nielsen [43] thought that the of CI in the cyberspace is a (1) The complete picture is a rectangle image with human- kind of designed serendipity: from a large group of individuals, it is sensitive contents. more possible to find a group of people who collectively possess (2) The complete picture is unknown for the players. the right information to resolve a problem. Maleszka and Nguyen (3) The puzzle size M × N (i.e. the number of pieces in row and [39] focused on one characteristic of CI (that is, the whole is greater column) is unknown for the players. than the sum of its parts), and propose a mathematical model to in- (4) There is no overlap between any two pieces. tegrate knowledge with hierarchical structures in order to find new (5) All pieces in a PJ puzzle have jagged-square (with rounded knowledge that doesn’t exist in the knowledge being integrated. tab or slot on the four sides) shapes with the same size. (6) The orientation of each piece is fixed and same with its 2.3 Crowdsourcing orientation in the complete picture. As a model for problem solving [4], the term crowdsourcing can In our approach, we use labeled graphs to represent candidate be understood in two senses. In the narrow sense, crowdsourcing solutions or players’ partial solutions (see Section 3.2) of PJ puzzle. represents “the act of a company or institution taking a function Fig. 2 (a) shows a candidate solution to a PJ puzzle of size 3×4, and once performed by employees and outsourcing it to an undefined (and Fig. 2 (b) shows the corresponding labeled graph representation. In generally large) network of people in the form of an open call” (or the labeled graph, each vertex represents a distinct piece in the PJ more concisely, the act of “outsourcing to the crowd”)[28][29], which puzzle, and each edge represents a neighboring relation between is the original meaning the term is coined to represent. In the broad two pieces. There are two kinds of edge label: the L-R (left-right) sense, crowdsourcing covers any activities that utilize the crowd’s label, and the T-B (top-bottom) label. A L-R labeled edge capability to resolve problems [15], which greatly generalizes the means the right-side neighbor of a is d (or, the left-side neighbor term’s original meaning, making it a near-synonym for CI [18]. of d is a). A T-B labeled edge means the bottom-side Currently, there are two kinds of dominant crowdsourcing prac- neighbor of a is b (or, the top-side neighbor of b is a). tice. The first kind focuses on resolving the problem that manifests itself as or can be easily decomposed into a large set of easy-for- human but difficult-for-computer tasks (usually called micro-tasks) 1 2 3 N=4 L-R L-R L-R [32][67]. The second kind focuses on resolving puzzles that are a d g j 1 a d g j T T T T - - - - B B indecomposable or not easy to decompose: an institution makes an B B open call for the puzzle in a public media to attract experts, and b e h k 2 b L-R e L-R h L-R k T T offers an award to whomever comes up with the best solution. T T - - - - B B B B Compared with the two kinds of prevailing crowdsourcing prac- c f i l tice, our approach can be viewed as a kind of more intelligent M=3 c L-R f L-R i L-R l crowdsourcing, at the following two points. First, in our approach, (a). A candidate-solution of (b). The labeled graph representation there is no need to pre-decompose the to-be-resolved problem into a PJ puzzle of size 3 X 4 of this candidate-solution a set of sub-tasks, since the problem will be resolved in a bottom-up manner. Second, our approach depends much on the self-organized Figure 2: A candidate solution to a PJ puzzle and the corre- collaboration among a group of individuals, while in the two kinds sponding labeled graph representation. of crowdsourcing practice, collaboration is relatively weak. Kittur et al. [33] have pointed out that collaboration will be one of the ele- mentary characteristics in the future of crowd work. Furthermore, It should be pointed out that the human players of PJ puzzle are if we understand crowdsourcing in the broad sense, then artifical CI agnostic to the labeled graph representation: it is only used by the systems like UNU and EteRNA can also be viewed as crowdsourcing virtual environment of collective PJ puzzle solving, for information systems, in which collaboration becomes a key factor. In this sense, integration and feedback. the two kinds of crowdsourcing practice are just a rudimentary Definition 3.1 (Candidate Solution to a PJ Puzzle). Given a PJ form of artificial CI systems. puzzle of size M × N , a candidate solution to this puzzle is a graph S = (V(S), E(S)) that satisfies the following two conditions. 3 METHODOLOGY (1) |V(S)| = M · N . In this section, we first introduce a special kind of PJ puzzle focused (2) There exists a row-column based encoding to all vertices in our approach, and then describe the key concepts related to the in V(S), that is V(S) = {vij |1 ≤ i ≤ M, 1 ≤ j ≤ N }, exploration, integration, and feedback activities when using the EIF satisfying E(S) = { | 1 ≤ i ≤ M, 1 ≤ j < loop to resolve PJ puzzle. N } ∪ { | 1 ≤ i < M, 1 ≤ j ≤ N }. Solving Pictorial Jigsaw Puzzle by Collective Intelligence Conference’17, July 2017, Washington, DC, USA

Given a PJ puzzle, the following notations are used in subsequent simultaneously. Condition 6 says that if an edge can be sections. deduced from the existing edges of a connected graph, then the •P : the group of human players. deduced edge should also be added to this connected graph. •V : the vertex set consisting of all pieces in the puzzle. Fig. 3 shows an example of how edges are deduced from existing •S : the set of all candidate solutions of the puzzle. edges. From edges in the left graph, two edges and •E : the set of all edges appearing in any element in S. can be deduced and thus should be added to the graph. • taд(e): the label of an edge e ∈ E. L-R L-R L-R L-R • e.L, e.R: the vertex playing the L and R role, respectively, in a e i a e i T T T T T T

∈ E - - a L-R edge e . - - - - B B B B B B • e.T, e.B: the vertex playing the T and B role, respectively, in L-R L-R L-R a T-B edge e ∈ E. b f j b f j T T T - - - B B Proposition 3.2. Given a PJ puzzle of size M × N , the follow- B |S| ( ) ∈ S · |E( )| L-R L-R ing propositions are true: (1) = MN !; (2) S S = c g c g 2MN -M-N ; and (3) |E| = 2MN (MN -1). ∀ (a). A connected graph (b). The connected graph That is, given a PJ puzzle of size M × N , (1) there are totally adding two deduced edges (MN )! candidate solutions, (2) each candidate solution contains 2MN -M-N neighboring relations between pieces, and (3) there Figure 3: Deducing edges from existing edges. are totally 2MN (MN -1) neighboring relations in all the candidate solutions. Solving the puzzle means locating the correct solution It should be clarified the six conditions in Definition 3.3 impose from (MN )! candidate solutions, or locating the 2MN -M-N correct no constraints on a human player’s exploration activity, since these neighboring relations from 2MN (MN -1) candidate neighboring conditions are the basic essentials for a valid partial solution. How- relations. ever, when the virtual environment tries to modify a player’s partial 3.2 Exploration solution (for example, in the feedback activity), it should ensure that the modification will not violate any of the six conditions. In the exploration activity, each human player tries to resolve the The following notations are used in subsequent sections. PJ puzzle alone 2 in her/his own workspace, without any direct • e (v,p, t): the edge connected to the left side of vertex v in interaction with other players. At any time, the result of a player’s L PS(p, t); that is, e (v,p, t).R = v. If v’s left side connects exploration consists of two artifacts: a partial solution to the puzzle, L no edge, then e (v,p, t) will return a null value. Similarly, and a rejected edge set (that is, a set of rejected neighboring relations L e (v,p, t), e (v,p, t), and e (v,p, t) can be defined. between pieces). R T B •PS : the set consisting of all partial solutions to the puzzle. Definition 3.3 (A Player’s Partial Solution at Any Time). Given a • C(v,p, t): the connected graph in PS(p, t) that includes ver- PJ puzzle, for any player p ∈ P, at time t, p’s partial solution to the tex v. puzzle is a set of connected graphs, denoted as PS(p, t), satisfying Definition 3.4 (A Player’s Rejected Edge Set at Any Time). Given the following six conditions. a PJ puzzle, for any player p ∈ P, at time t, the player’s rejected (1) C ∈ PS(p, t)·V(C) ⊆ V ∧ E(C) ⊂ E. edge set, denoted as R(p, t), is defined as ∀ (2) v ∈ V · C ∈ PS(p, t)· v ∈ V(C).   ∀ ∃ C ∈ PS(p, t)· e < E(C), (3) C0,C1 ∈ PS(p, t)· C0 , C1 ⇒ V(C0) ∩ V(C1) = œ. R(p, t) = e ∀ ∀ u < t · C ∈ PS(p,u)· e ∈ E(C) (4) C ∈ PS(p, t)· e, f ∈ E(C)·((e , f )∧(taд(e) = taд(f ))) ⇒ ∃ ∃ (((∀ taд(e) = L-R∀) ∧ (e.L , f .L) ∧ (e.R , f .R)) ∨ ((taд(e) = That is, a player’s rejected edge set at time t consists of all those T-B) ∧ (e.T , f .T ) ∧ (e.B , f .B))). edges that are not included in the player’s current partial solution, (5) C ∈ PS(p, t)· there exists no loop consisting of edges with but were included in the player’s partial solution at a previous time. ∀the same label. We use R(e,p, t) to denote the connected graph from which the (6) C ∈ PS(p, t)· no other edges can be deduced from edges edge e in R(p, t) was latest removed by the player p before time t. ∀   in E(C). e ∈ E(C),C ∈ PS(p,u),u < t, {R(e,p, t)} = C ′ ′ ′ ′ u < t ≤ t · C ∈ PS(p, t )· e < E(C ) Condition 1 says that a connected graph should be formed by ∀ ∀ vertices in V and edges in E. Condition 2 and 3 say that all the Proposition 3.5. Given a PJ puzzle, for any player p ∈ P and PS( ) V any time t, C ∈ PS(p, t)·E(C) ∩ R(p, t) = œ connected graphs in p, t form a partition to vertices in . ∀ Condition 4 says that for any vertex in a player’s partial solution, That is, an edge cannot be included in a player’s partial solution at each of the four sides (i.e., left, right, top, bottom) of the vertex, at and rejected edge set at the same time. most one edge can be connected. Condition 5 says that, for example, given three vertices i, j,k, it is impossible for a connected graph in 3.3 Integration PS(p, t) to include the three edges of , , and At any time, through the integration activity, all players’ partial 2Players are not really alone. There are indirect interactions between players, supported solutions and rejected edge sets are integrated in real time into an by the integration and feedback activities (see the next two subsections). artifact called the collective opinion graph (COG). Conference’17, July 2017, Washington, DC, USA BoShen et al.

Definition 3.6 (Collective Opinion Graph). Given a PJ puzzle, the 3.4 Feedback collective opinion graph of the group of human players P at time Through the feedback activity, player-specific recommendations t, is a graph Qt = (V(Qt ), E(Qt )) that is defined as are calculated for each player, according to the current COG and (1) V(Qt ) = V, a player’s current partial solution, in order to improve players’ hÐ i Ð hÐ i solving efficiency. We focus on three aspects of feedback: when, (2) E(Qt ) = p ∈P,C ∈PS(p,t) E(C) p ∈P R(p, t) . what, and how. For every edge e ∈ E(Qt ), we maintain two sets of human 3.4.1 When, What, and How. Two kinds of time point (when) of players: the set of players who support e, denoted as Psup (e, t); and feedback are identified: after-operation, and into-stagnation. The the set of players who reject e, denoted as Pre j (e, t). after-operation denotes those time points that are just after the •P sup (e, t) = {p | p ∈ P, C ∈ PS(p, t)· e ∈ E(C)}, finish of some operations conducted by players (for example, con- ∃ •P re j (e, t) = {p | p ∈ P, e ∈ R(p, t)}. necting two pieces together). The into-stagnation denotes those time points players enter into the state of stagnation (that is, the ∈ E( ) For every edge e Qt , we also maintain two weights: the player’ partial solution and rejected edge set stays unchanged for +( , ) −( , ) positive weight w e t , and the negative weight w e t . at least a predefined time period). • +( ) Í ( ∈ E( )) · |E( )| w e, t = p ∈Psup (e,t),C ∈PS(p,t) 1 e C C , The contents (what) of feedback to a player are one or more • −( ) Í |E( ( ))| edges that are not included in the player’s current partial solution, w e, t = p ∈Pr e j (e,t) R e,p, t . but in certain (ϕ, ϵ)-strong effective edge sets. 1(x) Here, is an indicator function that returns 1 if its argument We employ two ways (how) to recommend the contents of feed- x is true, and 0 otherwise. It should be noticed that the positive back to a player: connecting-action and edge-hint. Recommending weight of an edge is not the number of players who support the an edge through connecting-action means that the two pieces in the edge, but the sum of the number of edges of all those connected edge are automatically connected together in the player’s current graphs that include the edge in players’ current partial solutions; partial solution. Recommending an edge through edge-hint means it’s a weighted form of the the number of supporting players. It is that the two corresponding sides of two pieces in the edge are the similar for the negative weight of an edge. highlighted with the same distinct color in the player’s workspace. e ∈ E(Q ) confidence factor φ(e, t) For an edge t , its is defined as Based on different combinations of when, what, and how, we w+(e, t) design two kinds of feedback policy: responsive, and stimulative. φ(e, t) = . w+(e, t) + w−(e, t) 3.4.2 Responsive Feedback. Responsive feedback is triggered at the after-operation time points. Given such a time point of a player, For every vertex v ∈ V(Q ), the set of edges connected to the t the what and how of feedback are decided as follows. left side of v, denoted as E (v, t), is defined as L First, obtain the focused connected graph of the operation, that is, the connected graph the player’s mouse cursor is on when the EL(v, t) = {e | e ∈ E(Qt ), e.R = v}. operation is finished. Then, for each of the vertices in the focused The ϕ-effective edge set ofv at the left side, denoted as EL(v, t | ϕ), connected graph whose degree is less than 4, and for each of the is defined as empty sides (i.e., sides connecting no edge) of the vertex, check its (ϕ, ϵ)-strong effective edge set: if this set contains only one edge, EL(v, t | ϕ) = {e | e ∈ EL(v, t), φ(e, t) ≥ ϕ}, and adding the edge into the player’s current partial solution will not cause violation to Definition 3.3, then this edge is recommended where, ϕ is a constant ratio value (i.e., a real value in [0, 1]). through connecting-action (as a result, the player’s current partial The (ϕ, ϵ)-strong effective edge set of v at the left side, denoted solution is changed). If after traversing, no edge is recommended, as EL(v, t | ϕ, ϵ), is defined as then randomly select a (ϕ, ϵ)-strong effective edge set being tra- versed, and all the edges in the set are recommended through edge-  e is the top k edges in E (v, t | ϕ)   L  hint (this will not change the player’s current partial solution). EL(v, t | ϕ, ϵ) = e according to their positive weights, , ϵ  k = |⌈WL(v, t | ϕ)⌉ |  3.4.3 Stimulative Feedback. Stimulative feedback is triggered at   the into-stagnation time points. Give such a time point t of a player, where, ϵ is a constant ratio value near or equal to 0, WL(v, t | ϕ) the what and how of feedback are decided as follows. is the descending-ordered sequence of all the edges in EL(v, t | ϕ) First, get all best-buddy edges related to the player’s current par- ϵ according to their positive weights, and ⌈WL(v, t | ϕ)⌉ is the ϵ- tial solution. A best-buddy edge is an edge, for example, , distinguished prefix of WL(v, t | ϕ) (see Definition A.1 in Appendix). that satisfies two conditions: (1) this edge is not included inthe Similarly, we can define the (ϕ, ϵ)-strong effective edge sets of player’s partial solution; (2) ER (u, t | ϕ, ϵ) = EL(v, t | ϕ, ϵ) = a vertex v ∈ V(Qt ) at the right, top, and bottom sides, denoted as {}. Then, traverse all the best-buddy edges using a ran- ER (v, t | ϕ), ET (v, t | ϕ), and EB (v, t | ϕ), respectively. dom order: for each best-buddy edge, if adding it into the player’s The purpose of (ϕ, ϵ)-strong effective edge sets is to filter out a current partial solution will not cause violation to Definition 3.3, set of edges with high probability of being included in the correct then this edge is recommended through connecting-action. If af- solution to the PJ puzzle. These edges will be recommended to ter traversing, no edge is recommended, then randomly select a players at appropriate time through the feedback activity. best-buddy edge and recommend it through edge-hint. Solving Pictorial Jigsaw Puzzle by Collective Intelligence Conference’17, July 2017, Washington, DC, USA

4 EXPERIMENT AND EVALUATION 4.3.2 Experimental Procedure. Before the experiment, each partici- In this section, we evaluate the proposed approach through a set pant was asked to register an account, take a tutorial and finish at of controlled experiments. Three research questions are particu- least one PJ puzzle on the platform to get familiar with the game larly focused, and statistical findings about the three questions are environment. In the experiment, each participant is required to per- presented and briefly analyzed. form following tasks in sequence: (1) sign in, waiting for a new game round; (2) when the number of players reaches the pre-assigned 4.1 Research Questions group size of a game round, begin to solve the puzzle in her/his own workspace; (3) when any player resolves the puzzle, complete • RQ1: Collective Performance a questionnaire about the puzzle-solving process, and then quit the How do the two factors of puzzle size and group size influence current game round. the collective performance of PJ puzzle solving? • RQ2: Feedback Precision and Ratio 4.3.3 Parameter Settings. All pieces in a PJ puzzle game have the How do the two factors of puzzle size and group size influence same jagged-square shape, including pieces at the borders of the feedback precision and feedback ratio in PJ puzzle solving? picture to be recovered. The outermost 2 row/column pixels of each • RQ3: Stigmergy-based Collaboration vs. Face-to-Face piece are erased. The puzzle size (ps) ranges from 4×4 to 10×10, Collaboration and Automatic PJ Puzzle Solvers and the group size (gs) from 1 to 10; as a result, there are totally Will stigmergy-based collaboration outperform face-to-face 70 different combinations of ps and gs. More than 80 images are collaboration and automatic solvers in PJ puzzle solving? collected as the to-be-recovered pictures. The two parameters of ϕ and ϵ (see Section 3.3) are assigned with 0.618 and 0.02, respectively. 4.2 Experiment Platform The experiments are carried out on Crowd Jigsaw Puzzle, an on-line 4.4 Task and Design platform (available at http://www.pintu.fun) developed to support 4.4.1 RQ1: Collective Performance. The ps and gs are taken as the proposed approach. The platform runs on a web server with 4- independent variables, and the collective performance cp as the core CPU, 8GB RAM, and CentOS 7. The experiments are organized induced variable. The cp of a game round is defined as the time as a set of game rounds, each of which consists of a PJ puzzle and a of the best performing player to solve the PJ puzzle (measured in player group. In a game round, each player tries to solve the puzzle seconds) in the player group. For each combination of ps and gs, 5 in her/his own workspace. Fig. 4 shows the screenshot of a player’s different game rounds were carried out. Totally 350 game rounds workspace at the beginning of a game round. were carried out in 3 months by the 52 participants. The 350 game rounds were partitioned into 7 batches (see Fig. 5). Game rounds in batch 1 were carried out firstly, then that in batch 2, 3, until batch 7. For all the game rounds in batch i ∈ [1, 7], (18−2·i)·5 different pictures were randomly selected, each of which served as the picture in a game round. For every 5 game rounds with same ps and gs, 5 groups of player were randomly selected without replacement, each of which served as the player group in a game round.

gs ps 1 2 3 4 5 6 7 8 9 10 4x4 7 7 7 7 6 5 4 3 2 1 5x5 6 6 6 6 6 5 4 3 2 1 6x6 5 5 5 5 5 5 4 3 2 1 7x7 4 4 4 4 4 4 4 3 2 1 8x8 3 3 3 3 3 3 3 3 2 1 Figure 4: Screenshot of a player’s puzzle-solving workspace. 9x9 2 2 2 2 2 2 2 2 2 1 10x10 1 1 1 1 1 1 1 1 1 1

4.3 Method Figure 5: The 7 batches of 350 game rounds. The number in a cell (i.e., a combination of ps and gs) is the batch number. 4.3.1 Participants. Fifty-two participants (aged range: 19-45 years; Maдe = 24.23; SDaдe = 21.87; 30 males) were recruited through campus BBS and social networks. Among them, 32 (61.5%) are post- The 7-batch based process is designed to alleviate the influence of graduates, 15 (28.9%) are undergraduates, and 5 (9.6%) are college players’ familiarity with pictures on cp. If a player firstly participates staff. Payments were contingent on participants’ performance, con- in a game round as a single-player group, and then in a game sisting of a base payment and a bonus payment. At the beginning of round with the same picture but in a 10-player group, the player’s a game round, each participant received a fixed amount of money familiarity with the picture will make the cp observed in the latter as the base payment, and after the game round, each participant round higher than its real value. The 7-batch based process ensures further received a varying amount of bonus according to her/his that if a picture appears in two game rounds, the latter will always performance in the game round. have a gs value less than the former. Therefore, the experiment Conference’17, July 2017, Washington, DC, USA BoShen et al. results, although not accurate absolutely, are an underestimation of the improvement of cp brought by increasing the gs value.

4.4.2 RQ2: Feedback Precision and Ratio. • Feedback Ratio. Given a game round, the feedback ratio fr evaluates the percentage of edges recommended through connecting-action in the best performing player’s solution. • Feedback Precision. The feedback precision fp evaluates the percentage of correctly recommended edges in all the rec- ommended edges through connecting-action in the best per- forming player’s solving process. Besides the two quantitative metrics, we also analyzed players’ qualitative evaluations to the feedback activities in their solving processes. These qualitative evaluations were collected through a questionnaire before a player quited a game round.

4.4.3 RQ3: Stigmergy-based Collaboration vs. Face-to-Face Collab- oration and Automatic PJ Puzzle Solvers. To compare our approach with traditional collaborative ways to solve PJ puzzle, we conducted a set of experiments, in which player groups tried to solve PJ puzzle through face-to-face collaboration. Five different 10-player groups were randomly selected. For each of them, 7 game rounds were carried out, each of which involved a different picture and a dis- tinct ps ∈ [4×4, 10×10]. In each game round, 10 players sat before a projector screen, on which a PJ puzzle-solving workspace was displayed; one player was responsible for manipulating pieces in the workspace, and others kept telling their opinions to the manip- ulator. To compare our approach with automatic solvers, we selected the state-of-the-art solver for PJ puzzle with known piece-orientation [55, 56], and conducted a set of experiments that used the automatic solver to solve the same set of 10-player PJ puzzles in Section 4.4.1. Figure 6: The average time for player groups with gs ∈ [1, 10] The automatic solver was run on a desktop computer with 3.6GHz to solve PJ puzzle with ps ∈ [4×4,10×10]. Intel Core i7 CPU, 16GB RAM, and Ubuntu 18.04.

4.5 Results and Analysis Fig. 7 shows the puzzle-solving progress for player groups with ∈ [ ] × 4.5.1 RQ1: Collective Performance. Fig. 6 shows the time for a gs 1, 10 to solve a 10 10 PJ puzzle. In this figure, the average player group with gs ∈ [1, 10] to solve PJ puzzles with ps ∈ [4×4,10×10]. puzzle-solving time of 10-player groups is normalized as 100. At The time of each combination of ps and gs is an average value of the any time, a group’s puzzle-solving progress is defined as the ratio ( ) 5 game rounds for this combination. From the results, it can be ob- of the number of correct edges appearing in any ϕ, ϵ -strong effective served in general that: (1) given a PJ puzzle with a fixed ps value, the edge set of the current COG to the number of edges in the correct puzzle-solving time decreases with the increasing of the gs value, solution, a value between 0 and 1. Two observations could be found and (2) given a PJ puzzle with a fixed gs value, the puzzle-solving from the 10 progress curves: (1) the puzzle-solving progress looks time increases with the increasing of the ps value. like a linear function of the time, except when its value is greater Table 1 shows a quantitative analysis to the time improvement than 0.85; (2) the slope coefficient has a significant increase when brought by playing as a group, comparing with the best single play- дs changes from 1 to 2 or 3, which means even playing as a small ers. Column 1 gives the best single-player’s time to solve PJ puzzle group with only 2 or 3 players, the puzzle-solving process could be with ps ∈ [4×4,10×10]. For example, the value of 385.38 in row 4 accelerated significantly (nearly 50% acceleration in our experiments). of column 1 means that, in the 5 game rounds with ps=7×7 and In order to obtain an accurate quantitative relation between gs=1, the minimum puzzle-solving time is 385.38 seconds. Column the puzzle-solving time cp (namely, the collective performance) i ∈ [2, 10] shows the average time improvement when a PJ puzzle and the two factors of gs and ps, we identify 3 kinds of function ( ) game is played by a i-player group, comparing with the correspond- cp = f ps,дs , based on our intuitive understanding of this function. i ing time value in column 1. The last row in column shows the (1) cp = f (ps,дs | µ,υ) = µ · eυ ·ps · дs−1 average time improvement at all 7 ps values. It can be observed υ ·ps −1 that, on average, the time improvement brought by playing as a group (2) cp = f (ps,дs | µ,υ, ω) = µ · e ·(дs + ω) ranges from 31.36% to 64.57%, as the gs value ranges from 2 to 10. (3) cp = f (ps,дs | µ,υ, ω) = µ · eυ ·ps · e−ω ·дs Solving Pictorial Jigsaw Puzzle by Collective Intelligence Conference’17, July 2017, Washington, DC, USA

Table 1: Time improvement brought by playing as a group, comparing with the best single players

gs 1 2 3 4 5 6 7 8 9 10 ps (second) 4*4 108.12 26.93% 47.51% 50.05% 63.01% 51.91% 56.99% 53.76% 65.78% 64.86% 5*5 191.50 26.89% 34.20% 58.23% 31.59% 64.49% 72.32% 51.18% 45.43% 65.83% 6*6 244.67 47.28% 29.56% 16.83% 38.49% 30.11% 41.14% 16.49% 32.56% 64.50% 7*7 385.38 36.69% 19.50% 57.44% 55.37% 43.95% 57.44% 38.76% 53.03% 57.23% 8*8 575.18 20.92% 43.32% 62.62% 40.31% 36.02% 58.62% 43.50% 49.06% 64.88% 9*9 821.17 21.58% 43.80% 40.07% 38.25% 34.35% 42.14% 66.26% 51.89% 62.16% 10*10 1432.12 39.20% 41.17% 55.56% 58.03% 58.90% 68.68% 63.72% 71.44% 72.51% Average 536.88 31.36% 37.01% 48.69% 46.44% 45.68% 56.76% 47.67% 52.74% 64.57%

100% obtains a mean fp of 86.34% with the standard deviation of 11.22%, 90% 10 players which indicates that the integration and feedback mechanism in our 80% 9 players approach is relatively effective and stable. 70% 8 players The fr value shows a trend of increasing in general as gs increases. 60% 7 players gs ∈ [ , ] fr 50% For 8 10 , the mean is around 45%, which means that in 6 players 40% the correct solution of the best performing player, about 45% edges 5 players Group Progress Group 30% come from other players’ partial solutions. However, we do observe 20% 4 players that for gs ∈ [8, 10] the standard deviation of fr becomes bigger 10% 3 players than that of gs ∈ [4, 7], and currently we do not have convincing 0% 2 players explanations to this observation. 0 100 200 300 400 1 player Time Units

Figure 7: The puzzle-solving progress of a player group with gs ∈ [1, 10] to solve a 10×10 PJ puzzle. One time unit is defined as 1% of the average puzzle-solving time of 10-player groups.

The term µ·eυ ·ps is based on the fact that the jigsaw puzzle in general is a NP-complete problem, thus cp will increase exponentially as ps increases. The term дs−1 shows a perfect linear collaboration among players: if a single-player group’s cp is t, then a n-player group’s cp will be t/n. The term (дs + ω)−1 shows a variant of the perfect linear collaboration by adding a constant ω: Whether ω is positive (or negative) indicates whether the collaboration is sub-linear (or super-linear). The term e−ω ·дs shows that cp will decrease exponentially as ps increases, indicating the fastest kind of super-linear collaboration. For each of the 3 kinds of function, we use linear regression to get the concrete function having a maximum fitness to the experiment results, and the corresponding r 2 (coefficient of determination) value. Figure 8: Average feedback precision and feedback ratio for 0.381·ps −1 2 (1) 39.661 · e · дs , r = 0.6417 different combinations of puzzle size and group size. (2) 149.50 · e0.362·ps ·(дs + 3.391)−1, r 2 = 0.8982 Fig. 9 shows the qualitative evaluations from players about the (3) 36.307 · e0.361·ps · e−0.130·дs , r 2 = 0.8893 feedback information they have received in the puzzle-solving pro- Based on the former two functions, we believe that in our exper- cess. 64% of players give a rating value over 3.5 (useful help), which iments we observe the sub-linear collaboration among groups with is consistent with the quantitative evaluation. 2 to 10 players. But considering the last function, we don’t know whether the collaboration will keep sub-linear or become super-linear 4.5.3 RQ3: Stigmergy-based Collaboration vs. Face-to-Face Collabo- for groups with more than 10 players. ration and Automatic PJ Puzzle Solvers. Fig. 10 shows the comparison of puzzle-solving time and solution quality among stigmergy-based 4.5.2 RQ2: Feedback Precision and Ratio. Fig. 8 shows the average collaboration (our approach), face-to-face collaboration, and the au- fp and fr values for different combinations of ps and gs. Our approach tomatic solver. The solution quality is defined as the percentage of Conference’17, July 2017, Washington, DC, USA BoShen et al.

No Help at All Better than Nothing (0.5/1) 2% (1.5) 6% approach’s scalability to group size depends on an important factor, Little Help Significant Help (5) that is, the computing capability of the server that supports the (2) 8% 19% virtual environment with integration and feedback mechanisms. Just So So (2.5) 9% As long as the server could process and response a player’s oper- Great Help (4.5) ation without obvious delay, the approach would work well. Our 17% Need to be Better approach’s scalability to puzzle size depends on the size and resolu- (3)11% tion of the computer display used by the player. Reasonable Help Useful Help Quantitative evaluation of CI. We think that human CI systems (4) 15% (3.5)13% could be evaluated by their scalability to group size and problem size. That is, given two human CI systems addressing the same Figure 9: Qualitative evaluations from players about the kind of problems, it can be quantitatively evaluated that which feedback information received in PJ puzzle solving. system is better or more intelligent than the other, according to the decreasing speed of problem-solving time as the group size correct edges in a candidate solution to PJ puzzle. Among the three increases, and the increasing speed of problem-solving time as the approaches, the automatic solver shows minimum puzzle-solving puzzle size increases. time; for 10×10 PJ puzzles, the solver can find a candidate solution The applicability of the EIF loop to other problems. The EIF loop in only 11 seconds. However, the automatic solver shows a relatively clarifies two implicit responsibilities of the environment instig- lower solution quality: it has a mean solution quality of 0.52, while mergy, and points out an engineering framework for artificial CI that value of the other two approaches both are 1. In both of the two systems in the cyberspace. We think that, whether the EIF loop collaboration-based approaches, the solving time increases with the could be used to solve a general set of complex problems depends increasing of puzzle size. However, the face-to-face collaboration on whether the information pieces possessed by individuals about has a more rapid increasing than stigmergy-based collaboration. a problem could be efficiently integrated and then recommended That is, for 10-player groups, our approach shows a better scalability to related individuals; in particular, whether a general mechanism to puzzle size than face-to-face collaboration. for information integration and feedback could be identified. Based on the above discussion, our future work will be conducted in two different senses. In the narrow sense, we will continue our research on CI-based PJ puzzle solving. We plan to recruit more human players to participate in our experiments to resolve more complex PJ puzzles, in order to empirically examine the scalability of our approach. In the broad sense, we will extend our approach to cope with more complex problems in practical situations. Currently, we have located two kinds of complex problem: the knowledge- graph construction problem, and the software development problem. In addition, we plan to develop a general integration and feedback platform based on graph-based representation of information, as suggested by Romero and Valdez [51].

6 CONCLUSION Figure 10: Puzzle-solving time and solution quality of stigmergy-based collaboration (our approach), face-to-face In this paper, we present an approach to solving PJ puzzle by collaboration, and an automatic solver. stigmergy-inspired Internet-based human collective intelligence, that is, by a set of physically distributed human players through a collaborative and decentralized way. The core of this approach is a 5 DISCUSSION AND FUTURE WORK continuously executing loop, named the EIF loop, which consists of three asynchronously connected activities: exploration, integra- In this section, we briefly discuss some elementary problems related tion, and feedback. The key artifact generated by the EIF loop is a to the proposed approach, and highlight some of our future work. continuously-updated collective opinion graph (COG), which inte- Threats to validity. Our experiments involve only a small number grates every human players’ opinions in a structured way and in (52) of human subjects who are mainly college students. Although real time, and also serves as the input to the feedback activity. We we have adopted several methods (like repeating each combination have developed an on-line platform to demonstrate this approach, puzzle size group size of and for 5 times, and alleviating the influence and conducted a set of controlled experiments on the platform to collective performance of players’ familiarity with pictures on by investigate the feasibility and effectiveness of this approach. Ex- using a 7-batch based process) to minimize the possible biases and periments show that: (1) supported by this approach, the time to deviations, it nearly impossible for us to ensure that there is no solve PJ puzzle is nearly linear to the reciprocal of the number of sampling bias and statistical deviation in the experiment results. players, and shows better scalability to puzzle size than that of Scalability to problem size and group size. One essential character- face-to-face collaboration for 10-player groups; (2) for groups with istic of stigmergy-based CI is its good scalability to group size. Our Solving Pictorial Jigsaw Puzzle by Collective Intelligence Conference’17, July 2017, Washington, DC, USA

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