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102 lines
3.7 KiB
TeX
102 lines
3.7 KiB
TeX
\section{Adaptive Gamification Engine}
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\label{sec:gamification}
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\subsection{Challenge Generation}
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The gamification engine generates personalized challenges for each
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observer. A challenge $c$ specifies: target taxon group, geographic
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area, time window, and observation protocol. Challenges are designed
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to fill gaps in the existing data coverage.
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\subsection{Reinforcement Learning Formulation}
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We model challenge generation as a contextual bandit problem. The
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\textbf{state} $s_t$ for observer $i$ at time $t$ comprises:
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\begin{itemize}
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\item Observer profile: skill level, taxonomic expertise, location,
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historical observation patterns.
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\item Data gap map: spatial-temporal-taxonomic cells with low
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observation density.
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\item Environmental context: season, weather, habitat accessibility.
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\end{itemize}
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The \textbf{action} $a_t$ is a challenge parameterized by
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$(\text{taxon}, \text{location}, \text{time}, \text{difficulty})$.
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The \textbf{reward} $r_t$ combines:
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\begin{equation}
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r_t = w_1 \cdot \text{DataValue}(a_t) + w_2 \cdot \text{Engagement}(a_t)
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+ w_3 \cdot \text{Quality}(a_t)
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\label{eq:reward}
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\end{equation}
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where DataValue measures the scientific value of filling the targeted
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gap, Engagement measures whether the observer attempted and completed
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the challenge, and Quality measures the reliability of the resulting
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observation.
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\subsection{Optimization}
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We use a contextual Thompson sampling algorithm
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\citep{agrawal2013thompson} with a neural network reward model:
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\begin{equation}
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\hat{r}(s, a; \theta) = \text{MLP}_\theta([\mathbf{s} \| \mathbf{a}])
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\end{equation}
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The reward model is updated daily on the previous day's challenge
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outcomes. Posterior uncertainty is maintained through an ensemble of
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5 models with different random initializations.
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\subsection{Challenge Types}
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\begin{table}[H]
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\centering
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\caption{Challenge types and their gamification mechanisms.}
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\label{tab:challenges}
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\begin{tabular}{p{2.5cm}p{4cm}p{4.5cm}}
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\toprule
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\textbf{Challenge} & \textbf{Objective} & \textbf{Gamification} \\
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\midrule
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Explorer & Visit undersampled 1\,km grid cell & Map reveal, territory
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badge \\
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Species Quest & Find target species in area & Progressive difficulty,
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species album \\
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Survey Sprint & Complete structured survey & Streak bonuses, team
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competitions \\
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Night Watch & Nocturnal survey in target area & Exclusive night badge,
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bonus multiplier \\
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Seasonal Tracker & Document phenological events & Season completion
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progress bar \\
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Data Rescue & Verify/correct historical records & Accuracy leaderboard \\
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\bottomrule
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\end{tabular}
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\end{table}
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\subsection{Bias Reduction Results}
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\begin{table}[H]
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\centering
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\caption{Sampling bias metrics: ZooPlatform vs.\ unguided observation.}
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\label{tab:bias}
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\begin{tabular}{lcc}
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\toprule
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\textbf{Bias metric} & \textbf{Unguided} & \textbf{ZooPlatform} \\
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\midrule
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Spatial Gini coefficient & 0.83 & 0.44 \\
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Weekend/weekday ratio & 3.7:1 & 1.8:1 \\
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Bird/invertebrate obs.\ ratio & 14.2:1 & 5.1:1 \\
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Distance from road (median km) & 0.4 & 1.8 \\
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\% of 1\,km cells with $\geq$1 obs. & 8.3\% & 22.7\% \\
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\bottomrule
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\end{tabular}
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\end{table}
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Adaptive gamification reduces spatial Gini coefficient by 47\% (0.83 to
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0.44), taxonomic bias by 64\% (14.2:1 to 5.1:1), and increases spatial
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coverage by 2.7x.
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