Once upon a time, noble knights embarked on a legendary journey, known as Wikispeedia . Their quest? Armed only with their wit, they ougth to navigate through a labyrinth of articles to reach their destination.
However, not all of the adventurers emerged victorous; many of them succumbed in the face of adversity and their own frustation. These poors souls became known as quitters .Was their lack of skill and perseverance that sealed their fate? Or was it the sheer difficulty of their quest? This project The Quitter's Quest seeks to not only find answer to these questions, but uncover the tricks of the Bias Enchantress.
The Bias Enchantress icon appears whenever potential biases could skew analysis, reminding us to look deeper in search of the truth.
In the archives of the kingdom lies a record of every adventurer’s journey:
To understand why some fail and others succeed, we must determine whether success is dependent on the player's choices, or on the difficulty of the game he faces?
However, given a specific quest (a source and a target), how can one estimate its difficulty? To answer this, we need a metric to evaluate the true challenge of a path.We began our quest by exploring player-estimated difficulty. Whenever players completed a game, they rated how challenging they found it, but we still lack a metric that can extend to all games, whether completed or abandoned.
To address this, we aim to test potential metrics that capture the difficulty of a path. Our approach is to group all games—both finished and unfinished—according to the metric being tested. For each group, we calculate:By plotting these groups, comparing the estimated difficulty of finished games against the failure ratio, we can evaluate the effectiveness of the metric. A strong correlation between player-estimated difficulty and the failure ratio would indicate that the metric successfully captures the inherent challenge of a path.
This approach allows us to explore not only the nature of difficulty but also how it varies across groups of games.
Intuitively, one might resort to the target to explain the difficulty of a game; specially its category, the area of knowledge it belongs to.
Although a relation has been found between target's category and dificulty, we can one step further and analyze its subcategory in an attempt to find a better correlation.
A curious observation arises: Recent History shows a high proportion of unfinished games but a low difficulty rating, while General History has fewer dropouts. Are adventurers more knowledgeable about General History than Recent History?
To account for this, we filtered target articles with at least two finished games per unfinished one: We do obtain a better fitted regression line!
Similarly to before:
To evaluate the linkability of articles:
What do we observe?
Unfinished games have a higher median and maximum shortest path length compared to finished games!
Could this be the metric we had been searching for?
Indeed, there is almost a perfect correlation between the ratio of unfinished games and estimated difficulty for games according to shortest path length.
The oracle's riddle inspires us to study how the properties of the nodes between the source and target vary across these shortest paths, according to two metrics: PageRank and closeness centrality.
While PageRank remains consistently low for nodes along longer paths, indicating a lack of influential connections; closeness centrality shows a progressive decline.
This reveals that each successive node in the path becomes less connected to the rest of the graph, forcing players onto a more constrained and isolated route.
One might assume that all paths with the same shortest length share similar characteristics. For example, the shortest paths have higher initial and final PageRank and closeness centrality.
Ultimately, the focus is not on these metrics themselves but on understanding how difficult the game feels for players, regardless of the underlying reasons. This is why path length is such a powerful measure—it captures both the effects of local and global connectivity .
Before we face the final challenge, let's take a moment to ensure our analysis makes sense. We’ll study human games, both finished and unfinished, grouped by source-target combinations that have a specific shortest path length.
For example, a path with source and target: 'King Arthur' and 'Root Beer' might have a shortest path of 5. Yet, two players can complete the journey differently—one in 4 steps, the other in 6.For each level of difficulty (shortest path length), we will plot how the players traverse the path's nodes as a function of closeness centrality.
We observe that, in most cases, finished games tend to have longer paths than unfinished ones! This makes sense: players who finish often persist and explore more.
However, something unexpected can be observed for games with shortest path length of 4: these games appear to have longer completed paths than those with a shortest path length of 5. The same occurs for shortest paths of length 5 and 6, rspectively.
We perform a subsample of 1,000 games for both shortest path lengths 4 and 5. Now, the results align with expectations:
More difficult games, as reflected by longer shortest paths, tend to result in longer completed paths.
The final battle is upon us—a test to distinguish the quitters from the conquerors. The battlefield? Shortest path length 5 games, known for their higher difficulty.
Let's analyze the key metrics!
For both type of players, there is often a phase of stagnation—remaining at the same distance to the target. Here is where the key lies:
The labyrinth reaches its conclusion. The Battle Royale has separated true champions from the defeated.
We have seen the the outcome is shaped, not only by the adventurer's qualities, but also by the difficulty of the path he faces .
Nonetheless, success is no accident. The victors relied on one of two strengths—or both:
Their virtues are praised as they are welcomed to the feast of champions. Meanwhile, the quitters are left behind, lost in the heart of the labyrinth. It was their lack of wit and determination that sealed their fate.
The next quest invites us to study how players' knowledge influence their ability to navigate different thematic areas.
The Warrior is strong, driven by a strong grasp on reality; but may fail when faced with abstract topics.
The Healer lacks an artistic sensibility that she compensates by excelling in scientific disciiplines