The Quitter's Quest

Embarking on a Quest

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.

Sorcerer's Deception Icon

The Bias Enchantress icon appears whenever potential biases could skew analysis, reminding us to look deeper in search of the truth.

The Dataset

A Chronicle of Victors and Vanquished

The objective of the quest is clear; given a source article reach the specified target article , using as few clicks as possible. Every article is linked to others through hyperlinks.

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.

The Difficulty Conundrum

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.

Level 1: Adventuring into the Kingdom

Intuitively, one might resort to the target to explain the difficulty of a game; specially its category, the area of knowledge it belongs to.

Key Insights

Level 2: Traversing the Dark Forest

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.

The Survivor's Tale

Sorcerer's Deception Icon

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?

Surprisingly, no. A considerable portion of articles in Recent History have high dropout rates (e.g., Hannibal Barca, Jyllands-Posten Muhammad cartoons controversy). In the few games that have been finished, the articles may appear deceptively easy because only the most determined or knowledgeable managed to complete them-skewing the difficulty rating.

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!

Key Insights

Similarly to before:

While variability remains, we've uncovered an important insight: concepts with more connections-easier to link- provide a less challenging path to navigate through.

Level 3: Delving into the Labyrinth

To evaluate the linkability of articles:

  1. We model a graph, where articles are represented as nodes, and links between them form the edges.
  2. We then calculate the shortest path length between all source and target combinations played in the game.

Character
Hint: The shortest path length is the number of nodes connecting the two articles along the shortest possible route!

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.

At last, we have uncovered a metric that allows us to compare games based on their 'objective' difficulty. With this newfound knowledge, the maze begins to take shape, and we quickly arrive at the oracle's lair.

Level 4: The Oracle's Counsel

Oracle Portrait
Oracle

Your path is not defined by its length alone. The power lies within the nodes you tread. Seek them, and master the labyrinth, you shall.

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.

Unlocking the Labyrinth's Secrets

Key Insights

Into the Depths of the Labyrinth

The differences between the metrics highlight how finding the target becomes increasingly challenging as the shortest path lengthens.

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.

The Homogeneity Mirage

Sorcerer's Deception Icon

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.

However, this assumption is misleading. These metrics' evolutions only represent median attributes along the path, and, as such, do no reflect all possible cases:
  • Some shorter paths arise because the source and target are close to each other in a locally connected region of the network.
  • Others are short because both source and target lie near a global hub.

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 .

Level 5: The Knight’s Assembly

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.

The Illusion of Numbers

Sorcerer's Deception Icon

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.

When we examine the data, we find a significant imbalance in the number of games played for each shortest path length (sampling bias):
  • There are far more games with shortest path length 4 than with 5; and with length 5 than 6.
  • This increases the probability of encountering games with unusually long completed paths, making longer paths seem more common than they truly are for path length 4.

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.

Level 6: The Battle Royale

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!

PageRank and Closeness Centrality: The Critical Node

  • Common Strategy
    • All players progress from low-ranked nodes (source) to higher-ranked ones, before advancing to nodes with lower values for both metrics.
  • Victors
    • Key to Success
      • Successful players locate a critical article/node—a node with sufficiently low closeness centrality and PageRank that leads directly to the target; often the penultimate or antepenultimate node.
      • Once this node is found, conceptual connections to the target seem to become relatively simple.
    • Good vs Mediocre Players
      • Good players (those completing the game in fewer steps) reach the critical node quicker.
      • For mediocre players the metrics of the nodes visited decrease more or less steadily along the path.
    • Quitters
      • Unsuccessful players are able to locate influential nodes and begin decreasing in metrics.
      • They fail to find the critical node that leads to the target.

    The Enigma of the Vanquished: Lost on the Path to the Target

    The steady decrease in metrics along the paths of unsusccesful players suggests that, had they continued searching, they might have eventually found the target. Or perhaps, they may have explored paths that, while more specialized, were not conceptually connected to the target.

    To understand this dynamic better, we analyze the distance to the target along the paths:

    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:

    • Successful players eventually locate the critical node. From that node on, the distance to the target decreases steadily.
    • Unsusccesful players simply circle near the target without identifying the critical node.

Level 7: The Victor's Banquet

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:

  • Efficient navigation
  • Persistence
  • 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.

    Preparing for the Next Quest

    The next quest invites us to study how players' knowledge influence their ability to navigate different thematic areas.

    Warrior

    Warrior

    The Warrior is strong, driven by a strong grasp on reality; but may fail when faced with abstract topics.

    • Strengths: Geography, History
    • Weaknesses: Religion, Phylosophy

    Healer

    Healer

    The Healer lacks an artistic sensibility that she compensates by excelling in scientific disciiplines

    • Strengths: Biology, Chemistry
    • Weaknesses: Religion, Music