By Louis Brann on 14 October 2014

The following is an investigation of the different potential methods for filtering user input on large scale multi-user platforms.

Background

Twitch Plays Pokemon featured two different modes for processing user input. Initially it took into account every input it could, but as more players began to play, it became too chaotic to remain purposeful, so this mode became known as anarchy. Democracy was introduced to allow forward progress in certain parts of the game that required precise user input. It simply recorded only the input with the highest number of votes over a given time interval. Users could input "anarchy" or "democracy" into the IRC to influence which mode was currently active. Based on this, I examined how other modes for considering multi-user input would affect the individual user input.

Different Impulse Responses

Josef suggested representing a vote for an input being represented by different functions. In anarchy mode, each input was essentially an instantaneous impulse, whereas in democracy it acted as a step function for a given time interval.

Since anarchy is a simple queue, there isn't much I can think of to do with regard to having a different impulse filters. However, if we consider different filters on the response from each vote, we can achieve some much more interesting aggregates for democracy.

Democracy with Weighting - Input as a Meta-game

The first two basic ways I thought of was to store usernames and weight each input based on the time that the user has been active. If it was weighted more heavily towards older users, it would encourage long viewership, but could discourage new viewers from getting involved. If it was weighted towards newer viewers, it would encourage new or transient viewers to remain involved, but could discourage long viewership. This would require a lot more overhead if a stream gets a lot of viewers, so it doesn't seem scalable.

Since user-based information doesn't seem scalable, I moved to solely considering time. Instead of each vote counting as a simple step response, there could be a different function acting as a filter. The interesting aspect of having different responses is that with different maxima, user behavior could change in order to maximize the effect of their votes.

An oscillating filter would incline the user to figure out the function being used, and input their command at the time in the interval that it would be one. If it oscillated between 0 and 1, it would decrease the effect of spamming, but it wouldn't make it more interesting. If the oscillating filter allowed negative values, it would discourage spamming, and encourage planning inputs for both desired and undesired commands. I thought about a red-light-green-light system where during the green-light, votes count as positive 1 and during the red-light it would count as negative 1. The phases could switch randomly, so the users would have to pay attention when they're inputting their commands.

So I then considered weighting each input based on collective behavior across a certain time interval. Since democracy already considered total votes during a time period, I thought about breaking up each time interval into smaller time intervals, and then at the end of the total time interval, aggregate votes and consider them as input. For example, consider having a 10 second time interval that is split up into 5 2 second time intervals. Depending on what happens in each of the 2-second time intervals, a certain input is chosen at the end of the 10-second time interval.

One way to consider the subintervals is to only consider the command that had the highest density of user input during a subinterval. This would encourage large-scale collaboration to concentrate user input to a certain subinterval. In addition, this mode could consider more votes, or higher densities in subintervals other than the one with the highest density, negatively against that command. This way would not just encourage, but require localized concentrations of inputs on certain subintervals.

Another way to consider the subintervals is to do the complete opposite of the above, and only allow the input that had the lowest density over a given time interval. This would just encourage no inputs at all, so having a large number of votes during the total time interval counting as a positive bias would be necessary. Then the input with the most distributed, large number of votes would be considered. Alternatively, it could consider the difference between the lowest-density subinterval and the next lowest-density subinterval as a metric. Meaning that users would want to input at high numbers but widely dispersed across the larger time interval.

The problem with the subintervals method is that it could make inputting desired commands more difficult, as there would be more possibility to negatively affect undesired inputs. Although, it seems like it would still be fair game, it would just require more work for the users. Assuming the majority of people want to input a helpful command, they would still be able to, but they would also need to defend against other commands by voting at inopportune times for other

All of these methods of filtering input could add another interesting layer to the mere act of inputting commands, but it could detract from the focus on the gameplay. This could keep repetitive RPGs like Pokemon interesting, or serve as a primary draw to a game.

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