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 Simulation of Human Behavior


Simulation of Cognitive Processes

AI Classics

He then solves the simpler problem and uses the information obtained in the solution of the simpler problem in the solution of the original complex problem.



Online and Stochastic Learning with a Human Cognitive Bias

AAAI Conferences

Sequential learning for classification tasks is an effective tool in the machine learning community. In sequential learning settings, algorithms sometimes make incorrect predictions on data that were correctly classified in the past. This paper explicitly deals with such inconsistent prediction behavior. Our main contributions are 1) to experimentally show its effect for user utilities as a human cognitive bias, 2) to formalize a new framework by internalizing this bias into the optimization problem, 3) to develop new algorithms without memorization of the past prediction history, and 4) to show some theoretical guarantees of our derived algorithm for both online and stochastic learning settings. Our experimental results show the superiority of the derived algorithm for problems involving human cognition.


Ordering Effects and Belief Adjustment in the Use of Comparison Shopping Agents

AAAI Conferences

The popularity of online shopping has contributed to the development of comparison shopping agents (CSAs) aiming to facilitate buyers' ability to compare prices of online stores for any desired product. Furthermore, the plethora of CSAs in today's markets enables buyers to query more than a single CSA when shopping, thus expanding even further the list of sellers whose prices they obtain. This potentially decreases the chance of a purchase based on the prices outputted as a result of any single query, and consequently decreases each CSAs' expected revenue per-query. Obviously, a CSA can improve its competence in such settings by acquiring more sellers' prices, potentially resulting in a more attractive ``best price''. In this paper we suggest a complementary approach that improves the attractiveness of a CSA by presenting the prices to the user in a specific intelligent manner, which is based on known cognitive-biases.The advantage of this approach is its ability to affect the buyer's tendency to terminate her search for a better price, hence avoid querying further CSAs, without having the CSA spend any of its resources on finding better prices to present.The effectiveness of our method is demonstrated using real data, collected from four CSAs for five products. Our experiments with people confirm that the suggested method effectively influence people in a way that is highly advantageous to the CSA.


Virtual Humans for Learning

AI Magazine

Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.


Virtual Humans for Learning

AI Magazine

Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.


Incorporating Human Relationships Into Path Planning

AAAI Conferences

While pathfinding is ubiquitous in games, it is most often abstracted away fromeverything else that is going on in the game and viewed as a simple point-to-pointshortest path problem. The notable exception to this is work on tactical pathfinding.Tactical pathfinding incorporates tactical elements, most often for battle simulations,into the pathfinding engine in order to improve high-level behavior. This paper looksat how the relationship between characters in a game should influence the pathsthat are taken through the game. We suggest a simple model of character relationshipsand show how this can be used to influence the paths that are taken through theworld. Finally, we discuss design-related issues of how this could be incorporatedinto games.


Causality-Based Reasoning for Cognitive Factories

AAAI Conferences

We propose the use of causality-based formal representation and automated reasoning methods to endow multiple teams of robots in a factory, with high-level cognitive capabilities, such as, optimal planning and diagnostic reasoning. We introduce algorithms for finding optimal decoupled plans and diagnosing the cause of a failure/discrepancy (e.g., robots may get broken or tasks may get reassigned to teams). We discuss how these algorithms can be embedded in an execution and monitoring framework, and show their applicability on an intelligent painting factory scenario.


A Computational Cognitive Model of Mirroring Processes: A Position Statement

AAAI Conferences

In order to fully utilize robots for our benefit and design better agents that can collaborate smoothly and naturally with humans we need to understand how humans think. My goal is to understand the mirroring process and use that knowledge to build a computational cognitive model to enable a robot/agent to infer intentions and therefore collaborate more naturally in a human environment.


Machine Learning, Clustering, and Polymorphy

arXiv.org Artificial Intelligence

This paper describes a machine induction program (WITT) that attempts to model human categorization. Properties of categories to which human subjects are sensitive includes best or prototypical members, relative contrasts between putative categories, and polymorphy (neither necessary or sufficient features). This approach represents an alternative to usual Artificial Intelligence approaches to generalization and conceptual clustering which tend to focus on necessary and sufficient feature rules, equivalence classes, and simple search and match schemes. WITT is shown to be more consistent with human categorization while potentially including results produced by more traditional clustering schemes. Applications of this approach in the domains of expert systems and information retrieval are also discussed.