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CPS-TaskForge: Generating Collaborative Problem Solving Environments for Diverse Communication Tasks

Nikita Haduong, Irene Wang, Bo-Ru Lu, Prithviraj Ammanabrolu, Noah A. Smith

TL;DR

A CPS task generator that can produce environments for studying CPS under a wide array of conditions is developed, and a CPS task design checklist grounded in the theoretical PISA 2015 CPS framework is released to help facilitate the development of CPS corpora with more agents.

Abstract

Teams can outperform individuals; could adding AI teammates further bolster performance of teams solving problems collaboratively? Collaborative problem solving (CPS) research commonly studies teams with two agents (human-human or human-AI), but team research literature finds that, for complex tasks, larger teams are more effective. Progress in studying collaboration with more than two agents, through textual records of team interactions, is hindered by a major data challenge: available CPS corpora are predominantly dyadic, and adapting pre-existing CPS tasks to more agents is non-trivial. We address this data challenge by developing a CPS task generator, CPS-TaskForge, that can produce environments for studying CPS under a wide array of conditions, and releasing a CPS task design checklist grounded in the theoretical PISA 2015 CPS framework to help facilitate the development of CPS corpora with more agents. CPS-TaskForge takes the form of a resource management (tower defense) game, and different CPS tasks can be studied by manipulating game design parameters. We conduct a case study with groups of 3-4 humans to validate production of diverse natural language CPS communication in a game instance produced by CPS-TaskForge. We discuss opportunities for advancing research in CPS (both with human-only and human-AI teams) using different task configurations. We will release data and code.

CPS-TaskForge: Generating Collaborative Problem Solving Environments for Diverse Communication Tasks

TL;DR

A CPS task generator that can produce environments for studying CPS under a wide array of conditions is developed, and a CPS task design checklist grounded in the theoretical PISA 2015 CPS framework is released to help facilitate the development of CPS corpora with more agents.

Abstract

Teams can outperform individuals; could adding AI teammates further bolster performance of teams solving problems collaboratively? Collaborative problem solving (CPS) research commonly studies teams with two agents (human-human or human-AI), but team research literature finds that, for complex tasks, larger teams are more effective. Progress in studying collaboration with more than two agents, through textual records of team interactions, is hindered by a major data challenge: available CPS corpora are predominantly dyadic, and adapting pre-existing CPS tasks to more agents is non-trivial. We address this data challenge by developing a CPS task generator, CPS-TaskForge, that can produce environments for studying CPS under a wide array of conditions, and releasing a CPS task design checklist grounded in the theoretical PISA 2015 CPS framework to help facilitate the development of CPS corpora with more agents. CPS-TaskForge takes the form of a resource management (tower defense) game, and different CPS tasks can be studied by manipulating game design parameters. We conduct a case study with groups of 3-4 humans to validate production of diverse natural language CPS communication in a game instance produced by CPS-TaskForge. We discuss opportunities for advancing research in CPS (both with human-only and human-AI teams) using different task configurations. We will release data and code.
Paper Structure (29 sections, 8 figures, 5 tables)

This paper contains 29 sections, 8 figures, 5 tables.

Figures (8)

  • Figure 1: In-game screenshot of a game produced by CPS-TaskForge, used in our case study. Enemies spawn from (1) and can only move on the brown path. Towers can only be placed on the green spaces. (2) is the timer used during the planning phase, indicating how much time players have to set the board before the attack phase starts. (3) tracks base health---players lose if it drops to zero due to enemies reaching the base, the amount of money available to purchase towers and upgrades, and a running score. (4) is the set of towers this player can build. Different towers have different abilities and costs. (5) previews the enemy sequence of a spawn point. (6) is the text chat players use to communicate with each other. (7) is the base players must defend. (8) is an upgrade menu for a selected tower. (9) is an information panel about a tower. A coordinate grid is provided so players can refer to specific spaces on the map when communicating with each other.
  • Figure 2: Different strategies that succeeded in level 2. Players in (a) spent less and placed fewer towers. They concentrated their towers where the two paths converged, while players in (b) used the full map.
  • Figure 3: System overview illustrating 3 different research questions that CPS-TaskForge supports. Players authenticate through Nakama, join game sessions with different experimental environment designs driven by research questions, and generate CPS data while playing the game. Player interactions and communication are collected using REST APIs.
  • Figure 4: Game levels and tower deployment in the CPS-TaskForge case study.
  • Figure 5: Money remaining for every team, higher is better. The task goal was to minimize expenditures and still win.
  • ...and 3 more figures