Human-based computation

Last updated

Human-based computation (HBC), human-assisted computation, [1] ubiquitous human computing or distributed thinking (by analogy to distributed computing) is a computer science technique in which a machine performs its function by outsourcing certain steps to humans, usually as microwork. This approach uses differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human–computer interaction. For computationally difficult tasks such as image recognition, human-based computation plays a central role in training Deep Learning-based Artificial Intelligence systems. In this case, human-based computation has been referred to as human-aided artificial intelligence. [2]

Contents

In traditional computation, a human employs a computer [3] to solve a problem; a human provides a formalized problem description and an algorithm to a computer, and receives a solution to interpret. [4] Human-based computation frequently reverses the roles; the computer asks a person or a large group of people to solve a problem, [5] then collects, interprets, and integrates their solutions. This turns hybrid networks of humans and computers into "large scale distributed computing networks". [6] [7] [8] where code is partially executed in human brains and on silicon based processors.

Early work

Human-based computation (apart from the historical meaning of "computer") research has its origins in the early work on interactive evolutionary computation (EC). [9] The idea behind interactive evolutionary algorithms has been attributed to Richard Dawkins; in the Biomorphs software accompanying his book The Blind Watchmaker (Dawkins, 1986) [10] the preference of a human experimenter is used to guide the evolution of two-dimensional sets of line segments. In essence, this program asks a human to be the fitness function of an evolutionary algorithm, so that the algorithm can use human visual perception and aesthetic judgment to do something that a normal evolutionary algorithm cannot do. However, it is difficult to get enough evaluations from a single human if we want to evolve more complex shapes. Victor Johnston [11] and Karl Sims [12] extended this concept by harnessing the power of many people for fitness evaluation (Caldwell and Johnston, 1991; Sims, 1991). As a result, their programs could evolve beautiful faces and pieces of art appealing to the public. These programs effectively reversed the common interaction between computers and humans. In these programs, the computer is no longer an agent of its user, but instead, a coordinator aggregating efforts of many human evaluators. These and other similar research efforts became the topic of research in aesthetic selection or interactive evolutionary computation (Takagi, 2001), however the scope of this research was limited to outsourcing evaluation and, as a result, it was not fully exploring the full potential of the outsourcing.

A concept of the automatic Turing test pioneered by Moni Naor (1996) [13] is another precursor of human-based computation. In Naor's test, the machine can control the access of humans and computers to a service by challenging them with a natural language processing (NLP) or computer vision (CV) problem to identify humans among them. The set of problems is chosen in a way that they have no algorithmic solution that is both effective and efficient at the moment. If it existed, such an algorithm could be easily performed by a computer, thus defeating the test. In fact, Moni Naor was modest by calling this an automated Turing test. The imitation game described by Alan Turing (1950) didn't propose using CV problems. It was only proposing a specific NLP task, while the Naor test identifies and explores a large class of problems, not necessarily from the domain of NLP, that could be used for the same purpose in both automated and non-automated versions of the test.

Finally, Human-based genetic algorithm (HBGA) [14] encourages human participation in multiple different roles. Humans are not limited to the role of evaluator or some other predefined role, but can choose to perform a more diverse set of tasks. In particular, they can contribute their innovative solutions into the evolutionary process, make incremental changes to existing solutions, and perform intelligent recombination. [15] In short, HBGA allows humans to participate in all operations of a typical genetic algorithm. As a result of this, HBGA can process solutions for which there are no computational innovation operators available, for example, natural languages. Thus, HBGA obviated the need for a fixed representational scheme that was a limiting factor of both standard and interactive EC. [16] These algorithms can also be viewed as novel forms of social organization coordinated by a computer, according to Alex Kosorukoff and David Goldberg. [17]

Classes of human-based computation

Human-based computation methods combine computers and humans in different roles. Kosorukoff (2000) proposed a way to describe division of labor in computation, that groups human-based methods into three classes. The following table uses the evolutionary computation model to describe four classes of computation, three of which rely on humans in some role. For each class, a representative example is shown. The classification is in terms of the roles (innovation or selection) performed in each case by humans and computational processes. This table is a slice of a three-dimensional table. The third dimension defines if the organizational function is performed by humans or a computer. Here it is assumed to be performed by a computer.

Division of labor in computation
Innovation agent
ComputerHuman
Selection
agent
Computer Genetic algorithm Computerized tests
Human Interactive genetic algorithm Human-based genetic algorithm

Classes of human-based computation from this table can be referred by two-letter abbreviations: HC, CH, HH. Here the first letter identifies the type of agents performing innovation, the second letter specifies the type of selection agents. In some implementations (wiki is the most common example), human-based selection functionality might be limited, it can be shown with small h.

Methods of human-based computation

Incentives to participation

In different human-based computation projects people are motivated by one or more of the following.

Many projects had explored various combinations of these incentives. See more information about motivation of participants in these projects in Kosorukoff, [36] and Von Hippel. [37]

Human-based computation as a form of social organization

Viewed as a form of social organization, human-based computation often surprisingly turns out to be more robust and productive than traditional organizations. [38] The latter depend on obligations to maintain their more or less fixed structure, be functional and stable. Each of them is similar to a carefully designed mechanism with humans as its parts. However, this limits the freedom of their human employees and subjects them to various kinds of stresses. Most people, unlike mechanical parts, find it difficult to adapt to some fixed roles that best fit the organization. Evolutionary human-computation projects offer a natural solution to this problem. They adapt organizational structure to human spontaneity, accommodate human mistakes and creativity, and utilize both in a constructive way. This leaves their participants free from obligations without endangering the functionality of the whole, making people happier. There are still some challenging research problems that need to be solved before we can realize the full potential of this idea.

The algorithmic outsourcing techniques used in human-based computation are much more scalable than the manual or automated techniques used to manage outsourcing traditionally. It is this scalability that allows to easily distribute the effort among thousands (or more) of participants. It was suggested recently that this mass outsourcing is sufficiently different from traditional small-scale outsourcing to merit a new name: crowdsourcing. [39] However, others have argued that crowdsourcing ought to be distinguished from true human-based computation. [40] Crowdsourcing does indeed involve the distribution of computation tasks across a number of human agents, but Michelucci argues that this is not sufficient for it to be considered human computation. Human computation requires not just that a task be distributed across different agents, but also that the set of agents across which the task is distributed be mixed: some of them must be humans, but others must be traditional computers. It is this mixture of different types of agents in a computational system that gives human-based computation its distinctive character. Some instances of crowdsourcing do indeed meet this criterion, but not all of them do.

Human Computation organizes workers through a task market with APIs, task prices, and software-as-a-service protocols that allow employers / requesters to receive data produced by workers directly in to IT systems. As a result, many employers attempt to manage worker automatically through algorithms rather than responding to workers on a case-by-case basis or addressing their concerns. Responding to workers is difficult to scale to the employment levels enabled by human computation microwork platforms. [41] Workers in the system Mechanical Turk, for example, have reported that human computation employers can be unresponsive to their concerns and needs [42]

Applications

Human assistance can be helpful in solving any AI-complete problem, which by definition is a task which is infeasible for computers to do but feasible for humans. Specific practical applications include:

Criticism

Human-based computation has been criticized as exploitative and deceptive with the potential to undermine collective action. [45] [46]

In social philosophy it has been argued that human-based computation is an implicit form of online labour. [47] The philosopher Rainer Mühlhoff distinguishes five different types of "machinic capture" of human microwork in "hybrid human-computer networks": (1) gamification, (2) "trapping and tracking" (e.g. CAPTCHAs or click-tracking in Google search), (3) social exploitation (e.g. tagging faces on Facebook), (4) information mining and (5) click-work (such as on Amazon Mechanical Turk). [48] [49] Mühlhoff argues that human-based computation often feeds into Deep Learning-based Artificial Intelligence systems, a phenomenon he analyzes as "human-aided artificial intelligence".

See also

Related Research Articles

In the field of artificial intelligence, the most difficult problems are informally known as AI-complete or AI-hard, implying that the difficulty of these computational problems, assuming intelligence is computational, is equivalent to that of solving the central artificial intelligence problem—making computers as intelligent as people, or strong AI. To call a problem AI-complete reflects an attitude that it would not be solved by a simple specific algorithm.

<span class="mw-page-title-main">Genetic algorithm</span> Competitive algorithm for searching a problem space

In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, causal inference, etc.

Computer science is the study of the theoretical foundations of information and computation and their implementation and application in computer systems. One well known subject classification system for computer science is the ACM Computing Classification System devised by the Association for Computing Machinery.

A CAPTCHA is a type of challenge–response test used in computing to determine whether the user is human in order to deter bot attacks and spam.

In computer science, evolutionary computation is a family of algorithms for global optimization inspired by biological evolution, and the subfield of artificial intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character.

<span class="mw-page-title-main">Particle swarm optimization</span> Iterative simulation method

In computational science, particle swarm optimization (PSO) is a computational method that optimizes a problem by iteratively trying to improve a candidate solution with regard to a given measure of quality. It solves a problem by having a population of candidate solutions, here dubbed particles, and moving these particles around in the search-space according to simple mathematical formula over the particle's position and velocity. Each particle's movement is influenced by its local best known position, but is also guided toward the best known positions in the search-space, which are updated as better positions are found by other particles. This is expected to move the swarm toward the best solutions.

Bio-inspired computing, short for biologically inspired computing, is a field of study which seeks to solve computer science problems using models of biology. It relates to connectionism, social behavior, and emergence. Within computer science, bio-inspired computing relates to artificial intelligence and machine learning. Bio-inspired computing is a major subset of natural computation.

Collaborative intelligence characterizes multi-agent, distributed systems where each agent, human or machine, is autonomously contributing to a problem solving network. Collaborative autonomy of organisms in their ecosystems makes evolution possible. Natural ecosystems, where each organism's unique signature is derived from its genetics, circumstances, behavior and position in its ecosystem, offer principles for design of next generation social networks to support collaborative intelligence, crowdsourcing individual expertise, preferences, and unique contributions in a problem solving process.

Swarm intelligence (SI) is the collective behavior of decentralized, self-organized systems, natural or artificial. The concept is employed in work on artificial intelligence. The expression was introduced by Gerardo Beni and Jing Wang in 1989, in the context of cellular robotic systems.

In computer science and mathematical optimization, a metaheuristic is a higher-level procedure or heuristic designed to find, generate, tune, or select a heuristic that may provide a sufficiently good solution to an optimization problem or a machine learning problem, especially with incomplete or imperfect information or limited computation capacity. Metaheuristics sample a subset of solutions which is otherwise too large to be completely enumerated or otherwise explored. Metaheuristics may make relatively few assumptions about the optimization problem being solved and so may be usable for a variety of problems.

In evolutionary computation, a human-based genetic algorithm (HBGA) is a genetic algorithm that allows humans to contribute solution suggestions to the evolutionary process. For this purpose, a HBGA has human interfaces for initialization, mutation, and recombinant crossover. As well, it may have interfaces for selective evaluation. In short, a HBGA outsources the operations of a typical genetic algorithm to humans.

Interactive evolutionary computation (IEC) or aesthetic selection is a general term for methods of evolutionary computation that use human evaluation. Usually human evaluation is necessary when the form of fitness function is not known or the result of optimization should fit a particular user preference.

<span class="mw-page-title-main">Multi-agent system</span> Built of multiple interacting agents

A multi-agent system is a computerized system composed of multiple interacting intelligent agents. Multi-agent systems can solve problems that are difficult or impossible for an individual agent or a monolithic system to solve. Intelligence may include methodic, functional, procedural approaches, algorithmic search or reinforcement learning.

The expression computational intelligence (CI) usually refers to the ability of a computer to learn a specific task from data or experimental observation. Even though it is commonly considered a synonym of soft computing, there is still no commonly accepted definition of computational intelligence.

In artificial intelligence, artificial immune systems (AIS) are a class of computationally intelligent, rule-based machine learning systems inspired by the principles and processes of the vertebrate immune system. The algorithms are typically modeled after the immune system's characteristics of learning and memory for use in problem-solving.

<span class="mw-page-title-main">Meta-optimization</span>

In numerical optimization, meta-optimization is the use of one optimization method to tune another optimization method. Meta-optimization is reported to have been used as early as in the late 1970s by Mercer and Sampson for finding optimal parameter settings of a genetic algorithm.

This glossary of artificial intelligence is a list of definitions of terms and concepts relevant to the study of artificial intelligence, its sub-disciplines, and related fields. Related glossaries include Glossary of computer science, Glossary of robotics, and Glossary of machine vision.

Rainer Mühlhoff is a German philosopher, mathematician and full professor for ethics of artificial intelligence at Osnabrück University, Germany.

References

  1. Shahaf, Dafna; and Eyal Amir (March 28, 2007). "Towards a Theory of AI Completeness" (PDF). Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  2. Mühlhoff, Rainer (November 6, 2019). "Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning". New Media & Society. 22 (10): 1868–1884. doi: 10.1177/1461444819885334 . ISSN   1461-4448. S2CID   209363848.
  3. the term "computer" is used the modern usage of computer, not the one of human computer
  4. Turing, Alan M. (1950). "Computer Machinery and Intelligence" (PDF). Retrieved May 12, 2022.
  5. Fogarty, Terence C. (August 20, 2003). "Automatic concept evolution". The Second IEEE International Conference on Cognitive Informatics, 2003. Proceedings. p. 89. doi:10.1109/COGINF.2003.1225961. ISBN   0-7695-1986-5. S2CID   30299981 . Retrieved June 21, 2021.
  6. von Ahn, Luis, Human Computation, vol. Google Tech Talk July 26, 2006, archived from the original on December 19, 2021, retrieved November 22, 2019. Cited after Mühlhoff, Rainer (2019). "Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning". New Media & Society: 146144481988533. doi:10.1177/1461444819885334. ISSN 1461-4448.
  7. Gentry, Craig; Zulfikar Ramzan, and Stuart Stubblebine. "Secure Distributed Human Computation" (PDF). Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  8. Gentry, Craig; Ramzan, Zulfikar; Stubblebine, Stuart (2005). "Secure Distributed Human Computation". Secure Distributed Human Computation. Lecture Notes in Computer Science. Vol. 3570. pp. 328–332. doi:10.1007/11507840_28. ISBN   978-3-540-26656-3 . Retrieved May 12, 2022.
  9. Herdy, Michael (1996). Evolution strategies with subjective selection. Basic Concepts of Evolutionary Computation. Volumen 1141, pp. 22-31. pp. 22–31. doi:10.1007/3-540-61723-X_966. ISBN   9783540706687 . Retrieved May 12, 2022.
  10. Dawkins, Richard. "The Blind Watchmaker" . Retrieved May 12, 2022.
  11. Johnston, Victor. "Method and apparatus for generating composites of human faces" . Retrieved May 12, 2022. U.S. patent 5,375,195
  12. Sims, Karl P. "Computer system and method for generating and mutating objects by iterative evolution" . Retrieved May 12, 2022. U.S. patent 6,088,510
  13. Naor, Moni. "Verification of a human in the loop or Identification via the Turing Test" . Retrieved May 12, 2021.
  14. Kosorukoff, A. (2001). "Human based genetic algorithm". Human-based genetic algorithm. Vol. 5. pp. 3464–3469. doi:10.1109/ICSMC.2001.972056. ISBN   0-7803-7087-2. S2CID   13839604 . Retrieved May 12, 2022.
  15. Hammond, Michelle O.; and Terence C. Fogarty. "Co-operative OuLiPian (Ouvroir de littérature potentielle) Generative Literature Using Human-Based Evolutionary Computing" (PDF). Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  16. Takagi, Hideyuki (September 2001). "Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation, pp. 1275-1296". Proceedings of the IEEE. 89 (9): 1275–1296. doi:10.1109/5.949485. hdl: 2324/1670053 . S2CID   16929436 . Retrieved May 12, 2022.
  17. "Evolutionary Computation as a Form of Organization, pp. 965-972" (PDF). Archived from the original (PDF) on July 7, 2011. Retrieved May 12, 2022.
  18. Unemi, Tastsuo (1998). "A Design of Multi-Field User Interface for Simulated Breeding, pp. 489-494". Proceedings of the Korean Institute of Intelligent Systems Conference: 489–494. Retrieved May 12, 2022.
  19. Yu, Lixiu; and Jeffrey V. Nickerson (May 7, 2011). Cooks or cobblers?: Crowd creativity through combination. pp. 1393–1402. doi:10.1145/1978942.1979147. ISBN   9781450302289. S2CID   11287874 . Retrieved May 12, 2022.{{cite book}}: CS1 maint: multiple names: authors list (link)
  20. von Ahn, Luis; Benjamin Maurer, Colin McMillen, David Abraham, and Manuel Blum. "reCAPTCHA: Human-Based Character Recognition via Web Security Measures" (PDF). Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  21. Burgener, Robin. "20Q . net. Twenty Questions. The neural-net on the Internet. Play Twenty Questions". Archived from the original on February 29, 2000. Retrieved May 12, 2022.
  22. von Ahn, Luis, and Laura Dabbish. "Labeling Images with a Computer Game" (PDF). Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  23. von Ahn, Luis; Mihir Kedia, and Manuel Blum. "Verbosity: A Game for Collecting Common-Sense Facts" (PDF). Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  24. von Ahn, Luis; Shiri Ginosar, Mihir Kedia, Ruoran Liu, and Manuel Blum. "Improving Accessibility of the Web with a Computer Game" (PDF). Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  25. von Ahn, Luis (July 19, 2011). "Method for labeling images through a computer game" . Retrieved May 12, 2022. U.S. patent 7,980,953
  26. Rosenberg, Louis B. "Human Swarms: a real-time paradigm for Collective intelligence" (PDF). Retrieved May 12, 2021.
  27. http://sites.lsa.umich.edu/collectiveintelligence/wp-content/uploads/sites/176/2015/05/Rosenberg-CI-2015-Abstract.pdf [ bare URL PDF ]
  28. "Swarms: a real-time paradigm for Collective intelligence". Archived from the original on October 27, 2015. Retrieved May 12, 2022.
  29. Sunstein, Cass R. (August 16, 2006). "Infotopia: How Many Minds Produce Knowledge". SSRN   924249 . Retrieved May 12, 2022.
  30. Malone, Thomas W.; Robert Laubacher, and Chrysanthos Dellarocas (February 3, 2009). "Harnessing Crowds: Mapping the Genome of Collective Intelligence". doi:10.2139/ssrn.1381502. hdl: 1721.1/66259 . S2CID   110848079. SSRN   1381502 . Retrieved May 12, 2022.{{cite journal}}: Cite journal requires |journal= (help)CS1 maint: multiple names: authors list (link)
  31. "Human Swarms, a real-time method for collective intelligence". Archived from the original on October 27, 2015. Retrieved October 12, 2015.
  32. "Swarms of Humans Power A.I. Platform : Discovery News". Archived from the original on June 21, 2015. Retrieved June 21, 2015.
  33. Estrada, Daniel, and Jonathan Lawhead, "Gaming the Attention Economy" in The Springer Handbook of Human Computation, Pietro Michelucci (ed.), (Springer, 2014)
  34. Schriner, Andrew; Oerther, Daniel (2014). "No Really, (Crowd) Work is the Silver Bullet". Procedia Engineering. 78 (2014): 224–228. doi: 10.1016/j.proeng.2014.07.060 .
  35. (Q&A) Your Assignment: Art
  36. Kosorukoff, Alexander. "Social classification structures. Optimal decision making in an organization" (PDF). Archived from the original (PDF) on July 7, 2011. Retrieved May 12, 2022.
  37. Von Hippel, Eric. "Democratizing Innovation" . Retrieved May 12, 2022.
  38. Kosorukoff, Alexander, and David Goldberg (2002). "Evolutionary Computation as a Form of Organization" (PDF). Archived from the original (PDF) on July 7, 2011. Retrieved May 12, 2022.{{cite web}}: CS1 maint: multiple names: authors list (link)
  39. Howe, Jeff (June 2006). "The Rise of Crowdsourcing". Wired. Retrieved May 12, 2022.
  40. Michelucci, Pietro. Handbook of Human Computation . Retrieved May 12, 2022.
  41. Irani, Lilly (2015). "The Cultural Work of Microwork". New Media & Society. 17 (5): 720–739. doi:10.1177/1461444813511926. S2CID   377594.
  42. Irani, Lilly; Silberman, Six (2013). "Turkopticon". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Chi '13. pp. 611–620. doi:10.1145/2470654.2470742. ISBN   9781450318990. S2CID   207203679.
  43. US 7599911,Manber, Udi&Chang, Chi-Chao,"Method and apparatus for search ranking using human input and automated ranking",published 2009-10-06, assigned to Yahoo! Inc.
  44. "Method and apparatus for search ranking using human input and automated ranking" . Retrieved May 12, 2022.
  45. Zittrain, Jonathan (July 20, 2019). "Minds for Sale" . Retrieved May 12, 2022.
  46. Jafarinaimi, Nassim (February 7, 2012). Exploring the character of participation in social media: the case of Google Image Labeler. pp. 72–79. doi:10.1145/2132176.2132186. ISBN   9781450307826. S2CID   7094199 . Retrieved May 12, 2022.
  47. Mühlhoff, Rainer (2020). "Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning". New Media & Society. 22 (10): 1868–1884. doi: 10.1177/1461444819885334 . S2CID   209363848.
  48. Mühlhoff, Rainer (November 6, 2019). "Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning". New Media & Society. 22 (10): 1868–1884. doi: 10.1177/1461444819885334 . ISSN   1461-4448. S2CID   209363848.
  49. Mühlhoff, Rainer. "Human-aided artificial intelligence: Or, how to run large computations in human brains? Toward a media sociology of machine learning" (PDF). Retrieved May 12, 2022.