  This paper presents a new use case for continuous crowdsourcing, where
multiple players collectively control a single character in a video game.
Similar approaches have already been proposed, but they suffer from certain
limitations: (1) they simply consider static time frames to group real-time
inputs from multiple players; (2) then they aggregate inputs with simple
majority vote, i.e., each player is uniformly weighted. We present a continuous
crowdsourcing multiplayer game equipped with our Crowdsourcing Controller. The
Crowdsourcing Controller addresses the above-mentioned limitations: (1) our
Dynamic Input Frame approach groups incoming players' input in real-time by
dynamically adjusting the frame length; (2) our Continuous Reliability System
estimates players' skills by assigning them a reliability score, which is later
used in a weighted majority vote to aggregate the final output command. We
evaluated our Crowdsourcing Controller offline with simulated players and
online with real players. Offline and online experiments show that both
components of our Crowdsourcing Controller lead to higher game scores, i.e.,
longer playing time. Moreover, the Crowdsourcing Controller is able to
correctly estimate and update players' reliability scores.
