2010年7月13日火曜日

"Collective Intelligence" VS "Wisdom of Crowds"

Collective Intelligence vs. The Wisdom of Crowds (集合知 VS 群衆の知恵)

David Edery, who was until recently part of the CMS staff and now works for Microsoft, has been generating some interesting discussion over on his blog, Game Tycoon, about how games might harness "the wisdom of crowds" to solve real world problems. It's an idea he's been promoting for some time but I only recently had a chance to read through all of his discussion. He starts by describing the growing academic interest that has been generated by James Surowiecki's The Wisdom of Crowds and then suggesting some of the challenges of applying these concepts in a real world context:

Despite a lasting surge in media, business, and academic interest, proven mechanisms via which to harness the wisdom of crowds remain in short supply. Idea markets have existed for many years, as have the "opinion aggregation" systems in websites (i.e. the user-generated product rankings found in Amazon.com). The chief obstacle is and always has been: how to properly incentivize the participants in a system, such that they generate meaningful, unbiased input.

There is, however, one well-known mechanism that does an amazing job of incentivizing people to think seriously and passionately about a given set of problems. A mechanism that compels people to meaningfully compete, against other people or against themselves, for no monetary benefit whatsoever. That's right -- video games.

For many years now, developers have been creating games that revolve around real-world problems such as resource development, political maneuvering, etc. One of the most famous of these is called SimCity; in it, players are taught to grapple with zoning issues, tax rates, etc. What if games that encouraged people to solve real-world problems (as a means of accomplishing larger objectives) were developed in tandem with corporate or government sponsors? Not "business games", but commercially-viable, entertaining games that consumers might not even recognize as out of the ordinary?

Imagine a SimCity-esq game in which the player is given the financial reins to a region. The game could be set in a real location (i.e. California), incorporate real world constraints (i.e you can't indulge in deficit spending forever), and could dynamically import the latest available real-world regional data via the Internet (i.e. demographic figures, current spending levels, etc). That way, when players begin a new game, they are immersed in a situation that closely resembles whatever situation California's politicians are currently grappling with. But here's the catch: once players get out of the tutorial phase, the game can begin recording their decisions and transmitting them to a central database, where they are aggregated into a form of "collective vote" on what actions to take (i.e. raise the sales tax or lower the sales tax). If the Wisdom of Crowds is correct, the collective choices of 100,000 game players in California (which would include knowledgeable people as well as many less-knowledgeable people) may very well be better than the choices of 1,000 Californian policy experts.

The idea of using games to collect the shared wisdom of thousands of players seems a compelling one -- especially if one can develop, as Edery proposes, mechanisms for linking game play mechanics with real world data sets. Indeed, Raph Koster -- another games blogger who has been exploring these ideas -- does Edery one better, pointing to a project which actually tested this concept:

What [Byron Reeves] showed was a mockup of a Star Wars Galaxies medical screen, displaying real medical imagery. Players were challenged to advance as doctors by diagnosing the cancers displayed, in an effort to capture the wisdom of crowds. The result? A typical gamer was found to be able to diagnose accurately at 60% of the rate of a trained pathologist. Pile 30 gamers on top of one another, and the averaged result is equivalent to that of a pathologist -- with a total investment of around 60-100 hours per player.

At the risk of being annoyingly pedantic, however, this debate keeps getting muddied because participants are blurring important distinctions between Surowiecki's notion of the Wisdom of Crowds and Pierre Levy's notion of Collective Intelligence. Edery uses the two terms interchangeably in his discussion (and to some degree, so does Koster), yet Surowiecki and Levy start from very different premises which would lead to very different choices in the game design process. Surowiecki's model seeks to aggregate anonymously produced data, seeing the wisdom emerging when a large number of people each enter their own calculations without influencing each other's findings. Levy's model focuses on the kinds of deliberative process that occurs in online communities as participants share information, correct and evaluate each other's findings, and arrive at a consensus understanding.


Here, for example, is how Surowiecki describes the contexts where his ideas about the wisdom of crowds apply:

There are four key qualities that make a crowd smart. It needs to be diverse, so that people are bringing different pieces of information to the table. It needs to be decentralized, so that no one at the top is dictating the crowd's answer. It needs a way of summarizing people's opinions into one collective verdict. And the people in the crowd need to be independent, so that they pay attention mostly to their own information, and not worrying about what everyone around them thinks.

Raph Koster picks up on this aspect of Surowiecki's model in his blog discussion:

The problems with this sort of approach, of course, are that people influence each other. When monolithic blocks appear within the group, you'll start to get inaccuracies. When apparently authoritative sources of information start broadcasting their impressions of reality, it'll distort the result. The results in markets are bubbles and crashes. The result, perhaps, in democracies, is ideological partisanship.

Koster extends this key point in a subsequent blog post:

Technically, Surowiecki's conception of "wisdom of crowds" is ONLY applicable to quantifiable, objective data. The very loosey-goosey way of using it to discuss any sort of collective discussion and opinion generation is a misrepresentation of the actual (and very interesting) phenomenon.

You can summarize the core phenomenon as "given a large enough and varied population offering up their best estimates of quantity or probability, the average of all responses will be more accurate than any given individual response."

But this is of very narrow application -- the examples are of things like guessing weight, market predictions, oddsmaking, and so on. The output of each individual must be in a form that can be averaged mathematically. What's more, you cannot use it in cases where one person's well-expressed opinion can sway another, as that introduces a subsequent bias into everything (which is why the wisdom of crowds doesn't always work for identifying the best product on the market, or the best art, or the like).

Using it for subjective things, such as opinions on politics, is a mistake for sure. And using it as a shorthand to describe the continuous editing and revision that appears on Wikipedia is also a mistake.

Wikipedia does not operate by wisdom of crowds. It operates by compromise and consensus, which is a very old mechanism (whereas the wisdom of crowds phenomenon is of relatively recent vintage).

The Wikipedia, as I discuss in Convergence Culture, depends on what Pierre Levy calls "collective intelligence." In the classic formulation, collective intelligence refers to a situation where nobody knows everything, everyone knows something, and what any given member knows is accessible to any other member upon request on an ad hoc basis. Levy is arguing that a networked culture gives rise to new structures of power which stem from the ability of diverse groups of people to pool knowledge, collaborate through research, debate interpretations, and through such a collaborative process, refine their understanding of the world. If Koster is suggesting that the "wisdom of crowds" works badly when confronted with the challenges of politics in a democratic society, Levy sees "collective intelligence" as a vehicle for democratization, feeling that it provides a context through which diverse groups can join forces to work through problems. As I suggest throughout Convergence Culture, there are all kinds of ethical and intellectual issues to be resolved before we can say we really inhabit the knowledge culture Levy describes.

The Wisdom of Crowds model focuses on isolated inputs: the Collective Intelligence model focuses on the process of knowledge production. The gradual refinement of the Wikipedia would be an example of collective intelligence at work.

In terms of games, think about Jane McGonigal's discussion of ARGS and the ways that a community of gamers can solve problems of enormous complexity simply by tapping expertise of individual members as needed. Here's how McGonigal defines the Alternate Reality Game:


An Alternate Reality Game is an interactive narrative or immersive drama, played out both online and in real world spaces, taking place over several weeks or months, in which hundreds, thousands, or tens of thousands of players come together online to real play, not role-play, forming unusually collaborative social networks, and working together to solve a mystery or problem, that would be impossible to solve alone.

McGonigal's essays and talks have identified a number of design techniques which insure that people need to collaborate in order to play the game and discuss the various mechanisms which have emerged to allow players to pool their knowledge as they work through complex challenges.

Compare this with what Edery says about tapping the wisdom of crowds through game play:

Crowd intelligence can fail (and fail spectacularly) when there's too much information passed between members of the crowd. Members start to alter their opinions based on the opinions of others, which skews the results. The online communities that build up around any popular game would seem to promote exactly this kind of skew.

In other words, one model sees the emergence of online communities as a bug which threatens the value of the game's research while the other sees online communities as a feature which enable us to process information in more complex ways than could be managed by any individual member. To tap the "wisdom of crowds", Edery has to find ways around all of those things which McGonigal and other advocates of "collective intelligence" are building into their ARGs:

* Use competition to discourage group-think. The scope of information-sharing is typically more limited when players (in any game genre) are working to best other players. Of course, blocks of information-sharing players will still form (in formal teams or otherwise) but that's not necessarily a critical problem.
* Online game communities typically form (the most persuasive) opinions about the objective aspects of a design mechanic; i.e. "you're better off using the shotgun than the pistol, except when you're fighting at a great distance." But if a challenge and its feedback mechanism both incorporate real-world data, as I suggested in my earlier article, it becomes harder for any individual (or the community as a whole) to form clear strategies around.
* Encouage population diversity to decrease the likelihood of groupthink. Distributing a game in different countries and courting players of different ages are both examples.

Both "collective intelligence" and "the wisdom of crowds" offer productive models for game design but we will get nowhere if we confuse the two. They represent very different accounts for knowledge production in the digital age and they will result in very different design choices.




BTW,
GovTechGuy writes with some harsh words from Fark.com founder Drew Curtis, speaking at a conference Tuesday in Washington, DC:"'The "wisdom of the crowds" is the most ridiculous statement I've heard in my life. Crowds are dumb,' Curtis said. 'It takes people to move crowds in the right direction, crowds by themselves just stand around and mutter.' Curtis pointed to his own experience moderating comments on Fark, which allows users to give their often humorous take on the news of the day. He said only one percent of Web comments have any value and called the rest 'garbage.' Another example Curtis pointed to is the America Speaking Out website recently launched by House Republicans to allow the public to weigh in on the issues and vote for policy positions they support. Curtis called the site an 'absolute train wreck.' 'It's an absolute disaster. It's impossible to tell who was kidding and who wasn't,' Curtis said."

要約:
「群衆の知恵」と「集団的知性」は、まったく違った前提からスタートしている。「群衆の知恵」モデルでは、多くの人々がお互いの知識に影響されることなく、個別に自らのデータを生み出す。そして、その個別データを匿名で集計することで、知恵が得られると考える。対して、「集団的知性」モデルは、コミュニティの中で、参加者が情報を共有しお互いの知識を評価・修正しあいながら一定のコンセンサスに至るような、討議的なプロセスにフォーカスしている。
「群衆の知恵」モデルは、多様性をもった参加者が、個々に自律していて、まわりの人々の考えに影響を受けないことが前提となっている。参加者がお互いに影響を与え、同質なグループができあがってしまうと、結果がゆがめられてしまうからだ。しかし、現実には、参加者はお互いに影響を与えあうため、「群集の知恵」モデルは問題をかかえている。
加えて、「群集の知恵」モデルは、技術的に、個別のアウトプットを数値として平均化できる質量推測/市場予測/オッズのような、客観データにしか適用できない。政治的オピニオンのような主観的なものに「群集の知恵」モデルを使うのは間違いだし、Wikipediaをこれで説明しようとするのも適切ではない。
Wikipediaを説明するのに適しているのは(「群集の知恵」モデルよりも古典的な)「集団的知性」のモデルである。これは、すべての知識を持っているメンバーはおらず、個々人が断片的な知識しか持ち合わせていない状態で、メンバーによってもたらされた知識に、他のメンバーが自由にアクセスしながら、多様なメンバーが協力して世界の理解を洗練させてゆくモデルだ。
「群集の知恵」モデルは独立した入力にフォーカスし、「集団的知性」モデルは知識生成のプロセスにフォーカスしている。「集団的知性」モデルの働きは、Wikipediaの漸進的な進化に見ることができる。


Reference from:
http://henryjenkins.org/2006/11/collective_intelligence_vs_the.htm

http://walrus.vox.com/library/post/邦訳collective-intelligence-vs-the-wisdom-of-crowds.html

http://blog.keiichimaeda.com/archives/97

2010年7月2日金曜日

Image for how Google Search work

It is a good summary for Google search engine indexing and query. Hope it can give you an image for how Google works.

Infographic by PPC Blog

中国落后惊人 没有经济奇迹 (睿智 - Wisdom of 105 years old ) [转自《财经》]

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中国“汉语拼音之父”:中国落后惊人 没有经济奇迹 《财经》

汉语拼音之父周有光:中国落后惊人 没有经济奇迹

周有光(资料图)

【《财经》记者 马国川】“最近两大新闻,一个是富士康的新闻,一个是悟本堂,说明中国落后是惊人的,我们的现代化没法说”。

这话出自一位105岁的老人周有光之口。

周有光被称为“汉语拼音之父”,他主持编制的国际通用的“汉语拼音方案”泽被亿万人。但很少有人知道,周有光老人的前半生是一个经济学家。他在银行供职二十多年,和几个著名经济学家在上海主办刊物《经济周报》,还在复旦大学经济研究所和上海财经学院讲授经济学。

直到1955年,周有光才奉命改行从事语言文字研究。这让他逃脱了两年后的一场劫难。在1957年的反右运动中,上海经济学界几乎全军覆没,著名经济学家、复旦大学经济研究所所长沈志远自杀,周有光的一个学生王世璋也自杀了。

虽然离开经济学界半个多世纪,但周有光老人对现实问题依然保持着清醒的认识。在接受《财经》记者采访时,他对中国经济的发展作出了自己的判断。在他看来,不存在“中国奇迹”,“没有奇迹,只有常规”,“中国要建立一个模式,我想可能性不是很大。”

《财经》:近年来,您提出社会发展的三大规律:经济,从农业化到工业化再到信息化;政治上,从神权到君权再到民权;文化,从神学到玄学再到科学。在您看来,现阶段的中国经济处于什么阶段呢?

周有光:在经济方面,中国已经进入工业化,同时进入信息化,但是水平非常低。中国的工业化是廉价劳动和外包经济,这是低水平的工业化。最近的“富士康事件”就是一个很好的例证。工人一个月正常工作只能拿到几百块钱,生活都不够,工会不能保护工人的利益。你去看看英国工业发展史,富士康这样的企业跟英国最落后时代的血汗工厂差不多。

至于信息化,我们的信息化水平也是很低的。罗斯福讲四大自由,现在我们要超越“四大自由”的自由,第五大自由就是网络自由。

网络自由是头等重要的问题,中国还没有了解自由的重要,原来“四大自由”都没有,第五大更谈不上。全球化时代是透明化的,反对透明化就是逆历史潮流而动。苏联经不起透明,一透明就垮掉了,我们难道害怕透明吗?

《财经》:随着中国经济实力的增长,这两年不断有人鼓吹“中国模式”,认为中国为世界提供了一个榜样。您怎么评价所谓的“中国模式”呢?

周有光:据我看到的资料,关于“中国模式”国内外有两种讲法。第一种讲法,是社会主义国家发展经济的中国模式。中国原来是一个社会主义国家,搞计划经济,反对市场经济。后来放弃计划经济,实行市场经济,于是经济就发展了。还有人想模仿我们,越南模仿,也很成功。

第二种讲法,认为美国的民主模式不行了,美国在慢慢衰弱下去,要衰亡,中国的模式起来了,大国崛起嘛。这种说法鼓吹说,将来世界中国模式代替美国模式。那么我就找一找,哪个国家学习我们?没有。所以我想这不是真的。

中国改革不是一步一步走的,是半步半步走的,走了半步,大家已经很满意了。外国人研究中国的社会,认为中国已经发展到日本的明治维新时代,简单来讲,就是“半封建半资本”,在政治权力高度集中的制度之下发展经济。

《财经》:政治权力高度集中的制度之下也能够发展经济?

周有光:可以发展经济。归纳起来,有几种社会转型的现象是相似的。第一种是日本的明治维新,四大财阀垄断了日本的资源。第二种是苏联瓦解以后的俄罗斯,今天俄罗斯的大资本家都是苏联原来的官员。第三种是中国,叫做“翻牌公司”,“公营”一翻牌就变成“私营”了。第四种是印尼,苏哈托上台以后经济发展了,搞的是“裙带资本主义”。国外研究认为,这四种转型是同一个模型,都是原始积累。原始积累很难逃过。

《财经》:当前转型中的中国社会矛盾尖锐,贫富分化严重,有人说中国有堕入“权贵资本主义”的危险。您认同这种说法吗?

周有光:国内外部分研究者认为,中国不是有权贵资本主义的危险,而是已经进入权贵资本主义时代。权贵资本主义跟印尼的裙带资本主义、日本明治维新四大财阀是同一个类型,跟苏联官僚摇身变为大资本家是一个模式。俄罗斯学者写了很多文章,可惜我们很少能够看到。

《财经》:那么,权贵资本主义问题怎么解决呢?

周有光:不走民主道路是不可能解决的。专制,有野蛮专制,也有开明专制,走开明专制也可以解决一部分,但是不能彻底解决问题。本来苏联是一个集权模式,中国是学苏联的,许多国家学苏联的。学苏联最厉害的一个高潮,一共有40个国家走社会主义道路,今天还有几个呀?说明苏联这个模式失败了。中国要建立一个模式,我想可能性不是很大。中国的社会结构水平还是很低的。

最近新加坡李光耀发表了一篇很长的谈话,他说,中国是在起来,是在发展,也发展得很快,但是要追上美国,至少要30年,而且这30年美国不是站着不动的。中国是在发展,但是太乐观不行。我觉得李光耀讲得对。

《财经》:一百多年来,中国的现代化道路曲折,教训多多。您认为有哪些教训值得汲取?您理想中的现代化中国是什么样的?

周有光:最大的一个教训就是向苏联“一边倒”,苏联自己不是都垮掉了吗?

我理想的中国的未来是什么呢?我想,很简单,我们必须走全世界共同的发展道路,走这条道路,中国会发展;离开这条道路,中国受灾难。没有第二条道路、第三条道路可走。

《财经》:这些年出现的新情况,有些人觉得中国能够走出一条新路来,好像我们发展经济的方式还挺管用,我们不是创造“中国奇迹”了吗?

周有光:中国搞“社会主义市场经济”,外国朋友开玩笑说,你们不是参加WTO了,有几个WTO?改革开放以后,新加坡大学邀请我去参加国际学术会议。新加坡大学规模不大,各方面非常好。空闲下来,我和一位英国教授到公园散步聊天,我问他,许多人说新加坡是一个奇迹,你是什么看法?英国教授告诉我,世界上没有奇迹,只有常规。什么叫常规呢?按照国际先进的先例来做,但是有一个前提条件,这个国家要是民主的,要是开放的,有这个条件就可以得到国际帮助。新加坡本来是马来西亚的一部分,后来被赶了出来,李光耀大哭,我们又小又穷,又没有人才,又没有资源,怎么建立国家呢?后来召集国际会议,说建设一个新国家很简单,没有就请求帮助。新加坡走民主道路,搞开放,很短时间就“起飞”了,成为“亚洲四小龙”之一。前些年大家都说“大国崛起”,我写了一篇文章叫《小国崛起》,新加坡就是典型。

从经济学上讲,不存在“中国奇迹”。没有奇迹,只有常规。