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Inferring Mathematical Equations Using Crowdsourcing

Crowdsourcing, understood as outsourcing work to a large network of people in the form of an open call, has been utilized successfully many times, including a very interesting concept involving the implementation of computer games with the objective of solving a scientific problem by employing users...

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Autores principales: Wasik, Szymon, Fratczak, Filip, Krzyskow, Jakub, Wulnikowski, Jaroslaw
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4701001/
https://www.ncbi.nlm.nih.gov/pubmed/26713846
http://dx.doi.org/10.1371/journal.pone.0145557
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author Wasik, Szymon
Fratczak, Filip
Krzyskow, Jakub
Wulnikowski, Jaroslaw
author_facet Wasik, Szymon
Fratczak, Filip
Krzyskow, Jakub
Wulnikowski, Jaroslaw
author_sort Wasik, Szymon
collection PubMed
description Crowdsourcing, understood as outsourcing work to a large network of people in the form of an open call, has been utilized successfully many times, including a very interesting concept involving the implementation of computer games with the objective of solving a scientific problem by employing users to play a game—so-called crowdsourced serious games. Our main objective was to verify whether such an approach could be successfully applied to the discovery of mathematical equations that explain experimental data gathered during the observation of a given dynamic system. Moreover, we wanted to compare it with an approach based on artificial intelligence that uses symbolic regression to find such formulae automatically. To achieve this, we designed and implemented an Internet game in which players attempt to design a spaceship representing an equation that models the observed system. The game was designed while considering that it should be easy to use for people without strong mathematical backgrounds. Moreover, we tried to make use of the collective intelligence observed in crowdsourced systems by enabling many players to collaborate on a single solution. The idea was tested on several hundred players playing almost 10,000 games and conducting a user opinion survey. The results prove that the proposed solution has very high potential. The function generated during weeklong tests was almost as precise as the analytical solution of the model of the system and, up to a certain complexity level of the formulae, it explained data better than the solution generated automatically by Eureqa, the leading software application for the implementation of symbolic regression. Moreover, we observed benefits of using crowdsourcing; the chain of consecutive solutions that led to the best solution was obtained by the continuous collaboration of several players.
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spelling pubmed-47010012016-01-13 Inferring Mathematical Equations Using Crowdsourcing Wasik, Szymon Fratczak, Filip Krzyskow, Jakub Wulnikowski, Jaroslaw PLoS One Research Article Crowdsourcing, understood as outsourcing work to a large network of people in the form of an open call, has been utilized successfully many times, including a very interesting concept involving the implementation of computer games with the objective of solving a scientific problem by employing users to play a game—so-called crowdsourced serious games. Our main objective was to verify whether such an approach could be successfully applied to the discovery of mathematical equations that explain experimental data gathered during the observation of a given dynamic system. Moreover, we wanted to compare it with an approach based on artificial intelligence that uses symbolic regression to find such formulae automatically. To achieve this, we designed and implemented an Internet game in which players attempt to design a spaceship representing an equation that models the observed system. The game was designed while considering that it should be easy to use for people without strong mathematical backgrounds. Moreover, we tried to make use of the collective intelligence observed in crowdsourced systems by enabling many players to collaborate on a single solution. The idea was tested on several hundred players playing almost 10,000 games and conducting a user opinion survey. The results prove that the proposed solution has very high potential. The function generated during weeklong tests was almost as precise as the analytical solution of the model of the system and, up to a certain complexity level of the formulae, it explained data better than the solution generated automatically by Eureqa, the leading software application for the implementation of symbolic regression. Moreover, we observed benefits of using crowdsourcing; the chain of consecutive solutions that led to the best solution was obtained by the continuous collaboration of several players. Public Library of Science 2015-12-29 /pmc/articles/PMC4701001/ /pubmed/26713846 http://dx.doi.org/10.1371/journal.pone.0145557 Text en © 2015 Wasik et al http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited.
spellingShingle Research Article
Wasik, Szymon
Fratczak, Filip
Krzyskow, Jakub
Wulnikowski, Jaroslaw
Inferring Mathematical Equations Using Crowdsourcing
title Inferring Mathematical Equations Using Crowdsourcing
title_full Inferring Mathematical Equations Using Crowdsourcing
title_fullStr Inferring Mathematical Equations Using Crowdsourcing
title_full_unstemmed Inferring Mathematical Equations Using Crowdsourcing
title_short Inferring Mathematical Equations Using Crowdsourcing
title_sort inferring mathematical equations using crowdsourcing
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4701001/
https://www.ncbi.nlm.nih.gov/pubmed/26713846
http://dx.doi.org/10.1371/journal.pone.0145557
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