ANALYSIS OF REWARD MECHANISM FOR QUIZMARKET

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Title: Analysis of reward mechanism for quizmarket

Author: Noorul H. Ali (computer science and engineering), Indian Institute of Information Technology Vadodara, Gujarat, India

Correspondence: 201851078@iiitvadodara.ac.in

Abstract
Introduction
Results
Discussion
Methods
References
Appendix

Abstract

A reward algorithm is needed for games which rewards risk, i.e. early play, and extends the longevity of a reward pool. This would allow a higher number of players and greater engagement. I created a reward mechanism that rewards risk, lasts longer, and is more profitable than existing mechanisms. I also implemented an algorithm within the mechanism to self-correct in outlier performance. This reward mechanism was used in TURBLAZE, a mobile game designed for high school students. The game has quizzes. Gamers pay a fixed fee to participate in a quiz and win a reward if their score is above a certain threshold.

Introduction

This algorithm was designed specifically with a mobile game in mind. TURBLAZE is a mobile game I designed to increase student participation in curriculum by making a mobile video game for high school education. Quizmarket is a marketplace in this game for quizzes, where details such as reward, participation fee, difficulty level, reward history etc. are shown to the gamer.

Each quiz has a fixed prize pool which is to be distributed appropriately to winners. The reward mechanism we have made is such that the number of winners is maximized, while maintaining hierarchy in winners. Hierarchy is such that being early is rewarded. The quiz also has to ensure that all expenses incurred, including prize pool and hosting expenses, are less than the money made from the fee. The mechanism takes into account all kinds of expenses and delivers a way to host a profitable quiz while maximizing the number of participants. It is also fair to all participants.

Existing reward mechanisms for games

Other games that have reward mechanisms use randomness to create fairness in gambling. Examples of these include fantasy sports games [1], online rummy [2], and betting sites [3]. Pre-set probabilities ensure that the game makes money. This simplifies the game significantly, as randomness within range introduces luck, which works in favor for these games. These games are not just about skill, and their algorithms reflect that. But we need knowledge to be source of rewards,

and believe luck should not deter a knowledgeable person.

Algorithms in casinos

A normal odd-even betting game in which getting an even

number is a win and an odd number is a loss has a probability

of 50-50. Roulette adds two numbers into the losing pile

and shifts the probability slightly to ensure the casino always

makes money. Almost all games are ultimately designed to

make the casino a profit, when the game is played at scale.

Casinos build their foundations on luck. It is always the

element of randomness and luck that makes it money. From

small village gambles ( satta) to large casinos in Vegas, games

are always rigged to make the house money. We are inspired

by these algorithms but the randomness of a dice roll too often

overpowers skill.

C. Blockchain gambling pools

Betting pools have emerged on blockchain technology [4]–

[6]. These bets are made with many people in a pool, and upon

completion of bet condition, a winner is chosen at random.

There is an inherent lack of instant personal feedback, due to

randomized distribution of prize.

Bitcoin reward for each mined block halves roughly every

4 years, when a particular number of blocks is mined. This

ensures that the overall supply of bitcoin tokens remains fixed

at 21,000,000. Inspiration is taken from this infinite geometric

progression, because prize pool for every quiz is also fixed.

III. P ROBLEM FORMULATION

Each game is a 10 minute quiz. Score above threshold, win

reward. Else, get online resources to learn what you got wrong.

Each quiz has a fixed prize pool (pp). This is initial capital.

The reward (r) for winners comes from this pool. This pool

is distributed in such a way that numbers of winners are

maximized and early winners score more. Number of winners

is directly proportional to number of registrations, and hence

directly proportional to profitability of quiz.

A. Constants

Registration fee (f) is constant. This is the fee that a user

gambles on and pays to participate in quiz. This used to

make quiz profitable, all expenses are less than the total fee

collected.

Cost/user (c): this is the cost incurred per game per user.

Registration, cloud expenses, etc. are included in this. It is

formulated as a fixed percentage of prize pool.

Hosting cost (h): this is company expenses for hosting

quiz, formulating questions etc. Also formulated as a fixed

percentage of prize pool

Initial prize pool (ipp): This is the total prize pool allotted

to quiz before it starts. It is fixed and rewards are subtracted

from it. Its use needs to be maximized.

B. V ariables

Threshold (t): every quiz has a winning score. If a student

scores above this score, they win the reward. This is variable

so that the difficulty of quiz varies as per the performance of

gamers.

Prize pool (pp): this is the prize pool left after subtracting

rewards.

Cost-percentage (cp): this is the percentage of registration

fee kept by game. This is used to meet expenses and make

quiz profitable. It is variable according to the party hosting

the quiz. A higher percentage allows quicker cost recovery

but limits the number of winners, hence longevity of quiz.

Reward(r): this is the reward given to a user upon scoring

higher than the threshold. It is variable such that risk taking

of early winners is rewarded. This is deducted from prize pool

(pp).

C. Core Ideas

• Threshold depends on success rate and existing prize

pool, so that more difficult quizzes are incentivized

• Prize pool varies as registrations increase, since a per-

centage of fee goes to pool. This means cp less than 1.

• Reward must be based on success rate and current prize

pool

• Quiz is viable only till reward greater than fee

IV. P ROPOSED SOLUTION

A. Case 1 algorithm: Limited case with simple GP

Prize pool (pp) is assumed to be constant. Cp=100%, the

entire registration fee (f) of every user is taken by quiz as

expense. Upon winning,

pp = pp–r (1)

Follows GP for reward, sum of rewards = prize pool

Rewards : a, ar, ar2. . . arn (2)

Reward(nth) = arn (3)

n → inf inity (4)

For r = 0.9695, n is maximum while r (reward) greater than f

(fee)

n = 37 (5)

B. Limitations of case 1 algorithm

Constant prize pool limits number of winners. This is

problematic since longevity and consequent profitability of

quiz is affected.

C. Case 2 algorithm: optimized GP

Prize pool (pp) is assumed to be variable. Cp = 75%.

Thus 25% of f (registration fee) is added to prize pool to

increase longevity. 75% of f (fee) is taken as expense. For

every registration,

pp = pp + 0.25f (6)

Upon winning,

pp = pp–r (7)

In geometric progression of reward

pp = a(1 − xn)/1 − x (8)

Constant = pp (9)

V ariables = x, n (10)

Result:

n = 46 (11)

Changing cp increases the maximum number of winners by

24%, allowing a comfortable profitability ratio for standard

20% win-ratio.

D. Limitations of case 2 algorithm

Algorithm does not modify itself to account for everyone

winning, can lead to losses

E. Case 3 algorithm: self optimizing GP

This builds on case 2 algorithm. Threshold (t) corrects

itself based on success rate. A quiz with too many winners

has a higher threshold, becoming more difficult to win, and

effectively decreasing the number of winners to maintain the

pre-set win-ratio.

Initial threshold is t 0, which is the standard pre-set thresh-

old that is to be maintained. t is the updated threshold, which

updates itself after every 5 quiz completions. For a 70%

success ratio,

t 0 = 0 .7 (12)

Correcting factor (cf):

cf = (1/5 − s)sf (13)

1/5 = 0.2 = average success rate needed

s = success rate, changes after every 5 quiz completions

sf = perturbation rate (scaling factor)

For sf = 10,

t = 10(1/5 − s) + 70 (14)

Threshold lies between 60% and 95%

Case 3 algorithm varies difficulty within reasonable limits

to account for all types of users, ensuring game keeps making

money

V. I NTERPRETATIONS

A. Basic assumptions

If ipp is set to $100, with f = $1 for every user,

B. Case 1 results

cp = 100%, all of f (fee) is taken as expense. The maximum

number of winners achieved in this case is 37. For a 20%

success ratio, this allows for 185 registrations.

C. Case 2 results

cp = 75%, $0.75 of f (fee) is taken as expense. $0.25 is

added to pp on each registration. The maximum number of

winners achieved in this case is 46. This is a 24% increase.

For a 20% success ratio, this allows for 250 registrations.

These winners must be interspersed to allow 250 registrations.

In case they occur together, the prize pool will get exhausted

quickly.

D. Case 3 results

In this, threshold optimizes itself to ensure scalability. It

maintains 46 winners no matter how they occur in registra-

tions. Winners need not be interspersed. Ensures profitability

at scale (20 gamers to 20000 gamers).

VI. E XPERIMENTAL DISCUSSIONS

Scalability of this algorithm has been tested. It works

to generate rewards in appropriate geometric progressions,

from 20 users to 20000. Various tools to generate backend

infrastructure were discussed upon.

VII. F URTHER DEVELOPMENTS

This reward mechanism can be used in any kind of

task/game where there is a limited resources have to be

effectively distributed on the basis of a certain parameter like

skill. Using this, the architecture for mobile game TURBLAZE

was created.

VIII. C ONCLUSIONS

Inspired from casinos and Bitcoin [4], [7], rewards are

a geometric progression that ensures maximum number of

winners for a particular pool. This allows for maximum

utilization of pool, while reward is profitable compared to

registration fee. The reward also fluctuates on the basis of

success rate of quiz (which determines quiz difficulty in real-

time). Finally, in the spirit of casinos, the game is always

rigged to make TURBLAZE money. No matter the number

of winners, the quiz difficulty and innate (by design) structure

that fluctuates reward on the basis of success rate, ensures

profitability at every scale, from 20 players to 20000.

IX. T HANKS

I am extremely grateful to Pratik Shah sir for listening

patiently as I rambled on and on about far off goals, while I

delayed my submissions. Thank you for the clarity and giving

me insights. They helped me a lot. The discussions with you

were extremely fruitful and helped me achieve important goals

I was unaware of. I used to only write code, but this internship

taught me what it means to make a project, and I am very

thankful for that. Thank you once again sir.

REFERENCES

[1] “Dream11 website: Simplistic fantasy sports gambling

game.” (), [Online]. Available: https : / / www. dream11 .

com/.

[2] “Teen patti website: Card game gambling.” (), [Online].

Available: https://www.teenpatti.co.in/.

[3] “Bet365 website: Online betting website.” (), [Online].

Available: https://www.bet365.com.

[4] S. Nakamoto, “Bitcoin: A peer-to-peer electronic cash

system,” Bitcoin.org, 2008. [Online]. Available: https://

bitcoin.org/bitcoin.pdf.

[5] V . Buterin. “A next-generation smart contract and de-

centralized application platform,” Ethereum Foundation.

(2013), [Online]. Available: https : / / ethereum . org / en /

whitepaper/ (visited on 04/28/2023).

[6] “Kryptium website: Blockchain betting pool website.” (),

[Online]. Available: https://kryptium.io/.

[7] J. Matonis, “Bitzino and the dawn of ’provably fair’

casino gaming,” F orbes Magazine, 2012. [Online]. Avail-

able: https://www.forbes.com/sites/jonmatonis/2012/08/

31/%20bitzino-and-the-dawn-of-provably-fair-casino-

gaming/?sh=6d31601e7593.






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