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Evolutionary Robustness Checking in the Artificial Anasazi Model

AAAI Conferences

Using the well-known Artificial Anasazi simulation for a case study, we investigate the use of genetic algorithms (GAs) for performing two common tasks related to robustness checking of agent-based models: parameter calibration and sensitivity analysis. In the calibration task, we demonstrate that a GA approach is able to find parameters that are equally good or better at minimizing error versus historical data, compared to a previous factorial grid-based approach. The GA approach also allows us to explore a wider range of parameters and parameter settings. Previous univariate sensitivity analysis on the Artificial Anasazi model did not consider potentially complex/nonlinear interactions between parameters. With the GA-based approach, we perform multivariate sensitivity analysis to discover how greatly the model can diverge from historical data, while the parameters are constrained within a close range of previously calibrated values. We show that by varying multiple parameters within a 10% range, the model can produce dramatically and qualitatively different results, and further demonstrate the utility of sensitivity analysis for model testing, by the discovery of a small coding error. Through this case study, we discuss some of the issues that can arise with calibration and sensitivity analysis of agent-based models.


Crisis as Reconfiguration of the Economic Complex Adaptive System.

AAAI Conferences

MAMmodels are inherent in CAS as a holistic System. Multi-agent modeling is based on "down-up" Many surprising properties of the Economic Systems (such methodology, starting from the interaction of a multitude as sudden crises, jumps of macro-indices, catastrophe-like of "agents" to revealing the emergent properties of the changes of the system) can be understood deeper on the integral system.


An Analysis of the Robustness and Fragility of the Coagulation System

AAAI Conferences

The coagulation system (CS) is a complex, inter-connected biological system with major physiological and pathological roles. Adaptive mechanisms such as ubiquitous feedback and feedforward loops create non-linear relationships among its individual components and render the study of this biology at a molecular and cellular level nearly impossible. Computational modeling aims to overcome limitations of current analytical methods through in silico simulation of these complex interplays. We present herein an Agent Based Modeling and Simulation (ABMS) approach for simulating these complex interactions. Our ABMS approach utilizes a subset of 48 rules to define the interactions among 24 enzymes and factors of the CS. These rules simulate the interaction of each โ€œagentโ€, such as substrates, enzymes, and cofactors, on a two-dimensional grid of ~3,000 cells and ~500,000 agents. Our ABMS method demonstrates the robustness of the physiologic CS system over large ranges of tissue factor (TF) concentrations. The system also demonstrates fragility as complete coagulation occurs at sufficiently high concentrations of TF. Removal of individual coagulation inhibitors from the physiologic system results in system fragility at relatively lower TF concentrations. The complete removal of coagulation inhibitors leads to a system that is incapable of controlling coagulation at all TF concentrations. The synergistic effects of the inhibitory pathways create an intricate regulatory mechanism that allows sufficient clot formation while preventing system wide activation of the CS; a robust system emerges.


A Cognitive-Consistency Based Model of Population Wide Attitude Change

AAAI Conferences

Attitudes play a significant role in determining how individuals process information and behave. In this paper we have developed a new computational model of population wide attitude change that captures the social level: how individuals interact and communicate information, and the cognitive level: how attitudes and concept interact with each other. The model captures the cognitive aspect by representing each individuals as a parallel constraint satisfaction network. The dynamics of this model are explored through a simple attitude change experiment where we vary the social network and distribution of attitudes in a population.


Robustness Across the Structure of Sub-Networks: The Contrast Between Infection and Information Dynamics

AAAI Conferences

In this paper we make a simple theoretical point using a practical issue as an example. The simple theoretical point is that robustness is not 'all or nothing': in asking whether a system is robust one has to ask 'robust with respect to what property?' and 'robust over what set of changes in the system?' The practical issue used to illustrate the point is an examination of degrees of linkage between sub-networks and a pointed contrast in robustness and fragility between the dynamics of (1) contact infection and (2) information transfer or belief change. Time to infection across linked sub-networks, it turns out, is fairly robust with regard to the degree of linkage between them. Time to infection is fragile and sensitive, however, with regard to the type of sub-network involved: total, ring, small world, random, or scale-free. Aspects of robustness and fragility are reversed where it is belief updating with reinforcement rather than infection that is at issue. In information dynamics, the pattern of time to consensus is robust across changes in network type but remarkably fragile with respect to degree of linkage between sub-networks. These results have important implications for public health interventions in realistic social networks, particularly with an eye to ethnic and socio-economic sub-communities, and in social networks with sub-communities changing in structure or linkage.


Weaving the Social Fabric: The Past, Present, and Future of Optimization Problem Solving with Cultural Algorithms

AAAI Conferences

In this paper we investigate the performance of Cultural Algorithms over the complete range of system complexities, from fixed to chaotic.In order to apply the Cultural Algorithm over all complexity classes we generalize on its co-evolutionary nature to keep the variation in the population across all complexities. Based on previous cultural algorithm approaches, we were to extend the existing models to produce a more general one that could be applied across all complexity classes. We produced a new version of the Cultural Algorithms Toolkit, CAT 2.0, which supported a variety of co-evolutionary features at both the Knowledge and Population levels. We then applied the system to the solution of a 150 randomly generated problems that ranged from simple to chaotic complexity classes. As a result we were able to produce the following conclusions: No homogeneous Social Fabric tested was dominant over all categories of complexity. As the complexity of problems increased, so did the complexity of the Social Fabric that was need to deal with it efficiently. In other words, there was experimental evidence that social structure can be related to the frequency and complexity type of the problems that presented to a cultural system.


The Metacognitive Loop: An Architecture for Building Robust Intelligent Systems

AAAI Conferences

What commonsense knowledge do intelligent systems need, in order to recover from failures or deal with unexpected situations? It is impractical to represent predetermined solutions to deal with every unanticipated situation or provide predetermined fixes for all the different ways in which systems may fail. We contend that intelligent systems require only a finite set of anomaly-handling strategies to muddle through anomalous situations. We describe a generalized metacognition module that implements such a set of anomaly-handling strategies and that in principle can be attached to any host system to improve the robustness of that system. Several implemented studies are reported, that support our contention.


The Role of Prompting and Feedback in Facilitating Studentsโ€™ Learning about Science with MetaTutor

AAAI Conferences

An experiment was conducted to test the efficacy of a new intelligent hypermedia system, MetaTutor, which is intended to prompt and scaffold the use of self-regulated learning (SRL) processes during learning about a human body system. Sixty-eight (N=68) undergraduate students learned about the human circulatory system under one of three conditions: prompt and feedback (PF), prompt-only (PO), and control (C) condition. The PF condition received timely prompts from animated pedagogical agents to engage in planning processes, monitoring processes, and learning strategies and also received immediate directive feedback from the agents concerning the deployment of the processes. The PO condition received the same timely prompts, but did not receive any feedback following the deployment of the processes. Finally, the control condition learned without any assistance from the agents during the learning session. All participants had two hours to learn using a 41-page hypermedia environment which included texts describing and static diagrams depicting various topics concerning the human circulatory system. Results indicate that the PF condition had significantly higher learning efficiency scores, when compared to the control condition. There were no significant differences between the PF and PO conditions. These results are discussed in the context of development of a fully-adaptive hypermedia learning system intended to scaffold self-regulated learning.


Dysregulated Learning with Advanced Learning Technologies

AAAI Conferences

Successful learning with advanced learning technologies is based on the premise that learners adaptively regulate their cognitive and metacognitive behaviors during learning. However, there is abundant empirical evidence that suggests that learners typically do not adaptively modify their behavior, thus suggesting that they engage in what is called dysregulated behavior. Dysregulated learning is a new term that is used to describe a class of behaviors that learners use that lead to minimal learning. Examples of dysregulated learning include failures to: (1) encode contextual demands, (2) deploy effective learning strategies, (3) modify and update internal standards, (4) deal with the dynamic nature of the task, (5) metacognitive monitor the use of strategies and repeatedly make accurate metacognitive judgments, and (6) intelligently adapt behavior during learning so as to maximize learning and understanding of the instructional material. Understanding behaviors associated with dysregulated learning is critical since it has implications for determining what they are, when they occur, how often they occur, and how they can be corrected during learning.


Analysing the behaviour of robot teams through relational sequential pattern mining

arXiv.org Artificial Intelligence

This report outlines the use of a relational representation in a Multi-Agent domain to model the behaviour of the whole system. A desired property in this systems is the ability of the team members to work together to achieve a common goal in a cooperative manner. The aim is to define a systematic method to verify the effective collaboration among the members of a team and comparing the different multi-agent behaviours. Using external observations of a Multi-Agent System to analyse, model, recognize agent behaviour could be very useful to direct team actions. In particular, this report focuses on the challenge of autonomous unsupervised sequential learning of the team's behaviour from observations. Our approach allows to learn a symbolic sequence (a relational representation) to translate raw multi-agent, multi-variate observations of a dynamic, complex environment, into a set of sequential behaviours that are characteristic of the team in question, represented by a set of sequences expressed in first-order logic atoms. We propose to use a relational learning algorithm to mine meaningful frequent patterns among the relational sequences to characterise team behaviours. We compared the performance of two teams in the RoboCup four-legged league environment, that have a very different approach to the game. One uses a Case Based Reasoning approach, the other uses a pure reactive behaviour.