Videogame Crowdsourcing Approach to Find Strategies Using Repeated Sub-Sequences

dc.audience.educationlevelInvestigadores/Researcherses_MX
dc.contributor.advisorMonroy Borja, Raúl
dc.contributor.authorSilva Gálvez, Arturo
dc.contributor.catalogeremipsanchez
dc.contributor.committeememberMac Kinney Romero, Rene
dc.contributor.committeememberMedina Pérez, Miguel Angel
dc.contributor.mentorRamírez Márquez, José Emmanuel
dc.creatorMONROY BORJA, RAUL; 12232
dc.date.accessioned2022-02-06T02:22:41Z
dc.date.available2022-02-06T02:22:41Z
dc.date.created2020-06
dc.description.abstractCrowdsourcing surged as a new problem-solving model to better knowledge on how to solve a specific problem. The procedure starts by externalizing the problem from the group that is trying to solve it. Then, people with a variety of skills can help design solutions. The motivation for persons to participate is the key that makes the model work. From giving money to socialization, many options exist to encourage people to contribute to a crowdsourcing model. Studies tested the use of videogames to motivate people to participate in the solution to problems from different domains. These studies report that people can provide competitive solutions, against the experts, even for complex problems. Until now, Videogame Crowdsourcing helped to complement the solution space, but mining the strategies from the users is an area of opportunity. This thesis studies the application of Videogame Crowdsourcing for mining strategies from players’ solutions for a problem. It focuses on a specific one: the Housing Development Problem; it is of interest to the architecture community. It is a single objective problem that consists of placing as many houses as possible, given the land, subject to restrictions of connectivity (from the entrance of the land to all houses). We represented a match of our videogame as a sequence of movements. Each move consists of placing a house on a square of the land, represented as a grid, followed by displacement to another square in which the player puts the next one. This representation abstracts out two types of plays: the ones made to fulfill the restrictions of connectivity and the ones that belong to a correction of a previous one. Our underlying hypothesis is that a player strategy lies within a grammar expression; in particular, it is embedded in the recurrent sub-sequences of the expression. We used the videogame to collect 113 matches. With Sequitur, we found recurrent sub-sequences for each match, a larger sequence. Analyzing the sub-sequences, we have successfully identified the following strategies: Bottom-Left, Top-Right, Top-Left, and others that are not found as heuristics for optimization problems like the one on the videogame. Our results show that the strategy of a player is in the grammar expression of his/her movements. They encourage us to think that recurrent sub-sequences can build the strategies people use for the Housing Development Problem and lead to new algorithms.es_MX
dc.description.degreeMaestro en Ciencias Computacionaleses_MX
dc.format.mediumTextoes_MX
dc.identificator7||33||3399||339999es_MX
dc.identificator7||33||3304||120314es_MX
dc.identifier.citationSilva Gálvez, A. (2020). Videogame Crowdsourcing Approach to Find Strategies Using Repeated Sub-Sequences (Tesis de maestría). Instituto Tecnológico y de Estudios Superiores de Monterrey, Monterrey, México. Recuperado de: https://hdl.handle.net/11285/644482es_MX
dc.identifier.cvu920702es_MX
dc.identifier.orcidhttps://orcid.org/0000-0003-0394-5555es_MX
dc.identifier.urihttps://hdl.handle.net/11285/644482
dc.language.isoenges_MX
dc.publisherInstituto Tecnológico y de Estudios Superiores de Monterreyes_MX
dc.relation.impreso2020-10-28
dc.relation.isFormatOfversión publicadaes_MX
dc.relation.isreferencedbyREPOSITORIO NACIONAL CONACYT
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0es_MX
dc.subject.classificationINGENIERÍA Y TECNOLOGÍA::CIENCIAS TECNOLÓGICAS::OTRAS ESPECIALIDADES TECNOLÓGICAS::OTRASes_MX
dc.subject.classificationINGENIERÍA Y TECNOLOGÍA::CIENCIAS TECNOLÓGICAS::TECNOLOGÍA DE LOS ORDENADORES::SISTEMAS DE CONTROL DEL ENTORNOes_MX
dc.subject.keywordCrowdsourcinges_MX
dc.subject.keywordVideogame Crowdsourcinges_MX
dc.subject.keywordSequitures_MX
dc.subject.lcshTechnologyes_MX
dc.titleVideogame Crowdsourcing Approach to Find Strategies Using Repeated Sub-Sequenceses_MX
dc.typeTesis de licenciatura

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