Simulation of Human Behavior
Towards a Cognitive Model for Human Wayfinding Behavior in Regionalized Environments
Nayak, Sushobhan (Indian Institute of Technology) | Mishra, Varunesh ( Indian Institute of Technology ) | Mukerjee, Amitabha ( Indian Institute of Technology )
Human wayfinding operates very very differently from traditional deterministic algorithms owing to a) restrictions in working memory resulting in subjective regionalized maps, and b)flexible adoption of different navigation strategies. While a number of cognitive strategies have been proposed for human wayfinding, these have been hard to evaluate thoroughly owing to a lack of computational simulation. In this work, we propose a stochastic approach for capturing these aspects, and argue for a memoryless, stationary implementation. In two longitudinal experiments on the same group of subjects, we first estimate the subjective regionalized maps for each subject on the same familiar spatial domain. Later, based on their wayfinding responses, we can estimate the stationary probabilities for different strategies. We apply this algorithm to evaluate three wayfinding strategies proposed in the literature, and repudiate the previously held suggestion that they are followed equiprobably.
Murder in the Arboretum: Comparing Character Models to Personality Models
Walker, Marilyn (University of California, Santa Cruz) | Lin, Grace (University of California, Santa Cruz) | Sawyer, Jennifer (University of California, Santa Cruz) | Grant, Ricky (University of California, Santa Cruz) | Buell, Michael (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz)
Interactive Narrative often involves dialogueย with virtual dramatic characters. In this paper we compareย two kinds of models of character style: one based on models derived fromย the Big Five theory personality, and the other derived from a corpus-basedย method applied to characters and films from the IMSDb archive.ย We apply these models to character utterances for a pilotย narrative-based outdoor augmented reality gameย called Murder in the Arboretum . We use an objectiveย quantitative metric to estimate the quality of a character model, with theย aim of predicting model quality without perceptual experiments.ย We show that corpus-based characterย models derived from individual characters are often more detailedย and specific than personality based models, but that there is a strongย correlation between personality judgments of original character dialogueย and personality judgments of utterances generated for Murder in theย Arboretum that use the derived character models.
Testing Cyber Security with Simulated Humans
Blythe, Jim (USC Information Sciences Institute) | Botello, Aaron (University of Southern California) | Sutton, Joseph (University of Southern California) | Mazzocco, David (University of Southern California) | Lin, Jerry (University of Southern California) | Spraragen, Marc (University of Southern California) | Zyda, Michael
Human error is one of the most common causes of vulnerability in asecure system. However it is often overlooked when these systems aretested, partly because human tests are costly and very hard torepeat. We have developed a community of agents that test securesystems by running standard windows software while performingcollaborative group tasks, mimicking more realistic patterns ofcommunication and traffic, as well as human fatigue and errors. Thissystem is being deployed on a large cyber testing range. One keyattribute of humans is flexibility of response in order to achievetheir goals when unexpected events occur. Our agents use reactiveplanning within a BDI architecture to flexibly re-plan if needed.Since the agents are goal-oriented, we are able to measure the impactof cyber attacks on mission accomplishment, a more salient measure ofprotection than raw penetration. We show experimentally how the agentteams can be resilient under attacks that are partly successful, andalso how an organizational structure can lead to emergent propertiesof the traffic in the network.
Accommodating Human Variability in Human-Robot Teams through Theory of Mind
Hiatt, Laura M. (Naval Research Laboratory) | Harrison, Anthony M. (Naval Research Laboratory) | Trafton, J. Gregory (Naval Research Laboratory)
The variability of human behavior during plan execution poses a difficult challenge for human-robot teams. In this paper, we use the concepts of theory of mind to enable robots to account for two sources of human variability during team operation. When faced with an unexpected action by a human teammate, a robot uses a simulation analysis of different hypothetical cognitive models of the human to identify the most likely cause for the human's behavior. This allows the cognitive robot to account for variances due to both different knowledge and beliefs about the world, as well as different possible paths the human could take with a given set of knowledge and beliefs. An experiment showed that cognitive robots equipped with this functionality are viewed as both more natural and intelligent teammates, compared to both robots who either say nothing when presented with human variability, and robots who simply point out any discrepancies between the human's expected, and actual, behavior. Overall, this analysis leads to an effective, general approach for determining what thought process is leading to a human's actions.
NPCEditor: Creating Virtual Human Dialogue Using Information Retrieval Techniques
Leuski, Anton (Institute for Creative Technologies) | Traum, David (Institute for Creative Technologies)
See Leuski et al. (2006) and to the same question -- for example, "What Leuski and Traum (2008) for more details. is your name?" -- depending on who the interactor The final parameter is the classification threshold is looking at. NPCEditor's user interface allows the on the KL-divergence value: only answers that designer to define arbitrary annotation classes or score above the threshold value are returned from categories and specify which of these annotation the classifier. The threshold is determined by tuning categories should be used in classification.
Simulating Human Ratings on Word Concreteness
Feng, Shi (University of Memphis) | Cai, Zhiqiang (University of Memphis) | Crossley, Scott (Georgia State University) | McNamara, Danielle S ( University of Memphis )
However, word concreteness is not an attribute that a A single word in the human language has many complex computer can directly compute. One means of assessing dimensions such as semantics, parts of speech, lexical type, the characteristics of words is by having humans rate them imagability, concreteness, familiarity, etc. It is important to on the dimensions of interest. Humans are proficient in know the dimensions of words in languages so that we can categorizing words into linguistic dimensions, but it is develop a better theoretical understanding of language and impractical to have humans rating tens of thousands of also to build tools that simulate human intelligence and words that we would need for psycholinguistic research.
From a Cognitive Model Towards an Assistive and Augmentative Written Language
Abraham, Maryvonne (Institut TELECOM)
This paper presents a discussion about assistive and augmentative natural language processing designed for certain disabled persons unable to communicate. Several approaches have been proposed, according to abilities of the writer. Here we distinguish two cases in the writerโs capacities: the writer knows alphabetic writing, or (s)he does not know it. In the first case, the idea is to assist the writer by completing the words or the group of words which are initially written. In the second case, pictograms are used instead of characters, but it must be decided if these pictograms represent concepts or words in a new writing system. If the pictograms represent concepts, the produced text may not correspond exactly to the wishes of the writer; whereas when the pictograms represent words, the writer has to change his (her) mental approach to write the words that (s)he has chosen in another way.
Practical Language Processing for Virtual Humans
Leuski, Anton (Institute for Creative Technologies) | Traum, David (Institute for Creative Technologies)
NPCEditor is a system for building a natural language processing component for virtual humans capable of engaging a user in spoken dialog on a limited domain. It uses a statistical language classification technology for mapping from user's text input to system responses. NPCEditor provides a user-friendly editor for creating effective virtual humans quickly. It has been deployed as a part of various virtual human systems in several applications.
Community-Guided Learning: Exploiting Mobile Sensor Users to Model Human Behavior
Peebles, Daniel (Dartmouth College) | Lu, Hong (Dartmouth College) | Lane, Nicholas D. (Dartmouth College) | Choudhury, Tanzeem (Dartmouth College) | Campbell, Andrew T. (Dartmouth College)
Modeling human behavior requires vast quantities of accurately labeled training data, but for ubiquitous people-aware applications such data is rarely attainable. Even researchers make mistakes when labeling data, and consistent, reliable labels from low-commitment users are rare. In particular, users may give identical labels to activities with characteristically different signatures (e.g., labeling eating at home or at a restaurant as "dinner") or may give different labels to the same context (e.g., "work" vs. "office"). In this scenario, labels are unreliable but nonetheless contain valuable information for classification. To facilitate learning in such unconstrained labeling scenarios, we propose Community-Guided Learning (CGL), a framework that allows existing classifiers to learn robustly from unreliably-labeled user-submitted data. CGL exploits the underlying structure in the data and the unconstrained labels to intelligently group crowd-sourced data. We demonstrate how to use similarity measures to determine when and how to split and merge contributions from different labeled categories and present experimental results that demonstrate the effectiveness of our framework.
EMPATHICA: A Computer Support System with Visual Representations for Cognitive-Affective Mapping
Thagard, Paul (University of Waterloo)
EMPATHICA is a computer program under development to facilitate cognitive-affective mapping using visual representations. A cognitive-affective map is a concept graph that includes information about the positive and negative emotional values of what is represented. Potential applications include conflict resolution, literary analysis, cross-cultural understanding, ethical assessment, authoring systems, and cognitive modeling.