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Alvaro Francisco Huertas-Rosero

dblp:75/2959 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Databases, data management, data science and information retrieval · 3 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
2 papers
Information retrieval · 75% Data mining · 25%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Information retrieval
evaluation
0.822022
A Game Theory Approach for Estimating Reliability of Crowdsourced Relevance Assessments · ACM Trans. Inf. Syst. 2022
Identifying Careless Workers in Crowdsourcing Platforms: A Game Theory Approach · SIGIR 2016
Information retrieval › evaluation
relevance judgment
0.822022
A Game Theory Approach for Estimating Reliability of Crowdsourced Relevance Assessments · ACM Trans. Inf. Syst. 2022
Identifying Careless Workers in Crowdsourcing Platforms: A Game Theory Approach · SIGIR 2016
Information retrieval › evaluation › evaluation methodology
crowdsourced evaluation
0.612022
A Game Theory Approach for Estimating Reliability of Crowdsourced Relevance Assessments · ACM Trans. Inf. Syst. 2022
Data mining › crowdsourcing
worker reliability
0.612022
A Game Theory Approach for Estimating Reliability of Crowdsourced Relevance Assessments · ACM Trans. Inf. Syst. 2022
Information retrieval › evaluation › relevance judgment
crowdsourced relevance judgment
0.212016
Identifying Careless Workers in Crowdsourcing Platforms: A Game Theory Approach · SIGIR 2016
Data mining
crowdsourcing
0.212016
Identifying Careless Workers in Crowdsourcing Platforms: A Game Theory Approach · SIGIR 2016

Methods — techniques the papers use, named apart from their topics

game theory · 0.8weighted majority voting · 0.6task completion time analysis · 0.2
YearPublicationVenuePosition
2022 A Game Theory Approach for Estimating Reliability of Crowdsourced Relevance Assessments
abstract
In this article, we propose an approach to improve quality in crowdsourcing (CS) tasks using Task Completion Time (TCT) as a source of information about the reliability of workers in a game-theoretical competitive scenario. Our approach is based on the hypothesis that some workers are more risk-inclined and tend to gamble with their use of time when put to compete with other workers. This hypothesis is supported by our previous simulation study. We test our approach with 35 topics from experiments on the TREC-8 collection being assessed as relevant or non-relevant by crowdsourced workers both in a competitive (referred to as “Game”) and non-competitive (referred to as “Base”) scenario. We find that competition changes the distributions of TCT, making them sensitive to the quality (i.e., wrong or right) and outcome (i.e., relevant or non-relevant) of the assessments. We also test an optimal function of TCT as weights in a weighted majority voting scheme. From probabilistic considerations, we derive a theoretical upper bound for the weighted majority performance of cohorts of 2, 3, 4, and 5 workers, which we use as a criterion to evaluate the performance of our weighting scheme. We find our approach achieves a remarkable performance, significantly closing the gap between the accuracy of the obtained relevance judgements and the upper bound. Since our approach takes advantage of TCT, which is an available quantity in any CS tasks, we believe it is cost-effective and, therefore, can be applied for quality assurance in crowdsourcing for micro-tasks.
Yashar Moshfeghi, Alvaro Francisco Huertas-Rosero
ACM Trans. Inf. Syst.2
2016 Identifying Careless Workers in Crowdsourcing Platforms: A Game Theory Approach
abstract
In this paper we introduce a game scenario for crowdsourcing (CS) using incentives as a bait for careless (gambler) workers, who respond to them in a characteristic way. We hypothesise that careless workers are risk-inclined and can be detected in the game scenario by their use of time, and test this hypothesis in two steps: first, we formulate and prove a theorem stating that a risk-inclined worker will react to competition with shorter Task Completion Time (TCT) than a risk-neutral or risk-averse worker. Second, we check if the game scenario introduces a link between TCT and performance, by performing a crowdsourced evaluation using 35 topics from the TREC-8 collection. Experimental evidence confirms our hypothesis, showing that TCT can be used as a powerful discrimination factor to detect careless workers. This is a valuable result in the quest for quality assurance in CS-based micro tasks such as relevance assessment.
Yashar Moshfeghi, Alvaro Francisco Huertas-Rosero, Joemon M. Jose
SIGIR2
2016 A Game-Theory Approach for Effective Crowdsource-Based Relevance Assessment
abstract
Despite the ever-increasing popularity of crowdsourcing (CS) in both industry and academia, procedures that ensure quality in its results are still elusive. We hypothesise that a CS design based on game theory can persuade workers to perform their tasks as quickly as possible with the highest quality. In order to do so, in this article we propose a CS framework inspired by then-person Chicken game. Our aim is to address the problem of CS quality without compromising on CS benefits such as low monetary cost and high task completion speed. With that goal in mind, we study the effects of knowledge updates as well as incentives for good workers to continue playing. We define a general task with the characteristics of relevance assessment as a case study, because it has been widely explored in the past with CS due to its potential cost and complexity. In order to investigate our hypotheses, we conduct a simulation where we study the effect of the proposed framework on data accuracy, task completion time, and total monetary rewards. Based on a game-theoretical analysis, we study how different types of individuals would behave under a particular game scenario. In particular, we simulate a population comprised of different types of workers with varying ability to formulate optimal strategies and learn from their experiences. A simulation of the proposed framework produced results that support our hypothesis.
Yashar Moshfeghi, Alvaro Francisco Huertas-Rosero, Joemon M. Jose
ACM Trans. Intell. Syst. Technol.2