Title: Dimensions of Scalability in Cognitive Models
1- Dimensions of Scalability in Cognitive Models
- Research Team
- Carnegie Mellon University - Psychology
Department - Dr. Christian Lebiere
- Dr. David Reitter
- Dr. Jerry Vinokurov
- Michael Furlong
- Jasmeet Ajmani
2Overview
- Goal Scaling up high-fidelity cognitive models
by - Composing models
- Abstracting models
- Running large networks of models
- ACT-UP a toolkit view of cognitive architectures
- Same validated functionality, different form
- Lemonade game Reusing and integrating models
- Language learning Scaling up to network
cognition - The Geo-Game Bringing it all together
- Platform for experimentation and integration
3Dimensions of Scaling
4ACT-R Cognitive Architecture
- Computational implementation of unified theory of
cognition - Commitment to task-invariant mechanisms
- Modular organization
- Parallelism but strong attentional limitations
- Hybrid symbolic/ statistical processes
5Issues with Cognitive Modeling
- High-fidelity cognitive models provide very
accurate models of all observable dimensions of
cognition (time, accuracy, gaze, neural) but - They are computationally intensive as they
simulate all cognitive processes in full detail - They are labor intensive to specify all aspects
of cognitive performance (knowledge, strategies) - They are specialized to a given task in a way
that makes them difficult to compose and reuse - They usually focus on single-agent cognition
6Scaling Up Cognitive Modeling
- Enable the implementation of more complex
cognitive models in a more efficient manner - Scale up the application of cognitive models to
simulate learning and adaptation in communities
(e.g., 1,000 models in parallel) - Enable reuse and composition of cognitive models
similar to software engineering view - Facilitate integration of cognitive models with
other modeling and simulation platforms - Improve maintenance, update and validation
7The Approach
- Difficulties ACT-R is heavily constrained
already, and models are difficult to develop,
reuse and exchange - Constraints Architectural advances require
further constraints, e.g. more representational
constraints - Scaling it up Complex tasks, broad coverage of
behavior, multi-agent cognition and predictive
modeling may motivate further architectural
changes - Solution produce models at a higher abstraction
level - Retain and emphasize key cognitive mechanisms
- Abstract purely mechanistic model aspects
- Precisely specify model claims, underspecify/fit
rest - Benefits of abstraction in efficiency,
scalability, reuse
8Cognitive Strategy
Symbolic
deterministic
Subsymbolic (Learning / Adaptation)
non-deterministic
explains empirical variance
9Underspecified Models
underspecify
deterministic
specify
non-deterministic
explains empirical variance
10(Lisp Functions)
11ACT-UP vs ACT-R 6
- Declarative memory chunks as objects
- Explicit context specification all activation
computations - Procedural memory productions as functions
- Explicit conflict set groups utility
reinforcement learning - ACT-UP is synchronous with serial execution
- Parallelism in process of being implemented
- Perceptual-motor modules being planned
12Validation
- Against canonical ACT-R tutorial models data
13Efficiency
- Sentence production (syntactic priming) model
- 30 productions in ACT-R, 720 lines of code
- 82 lines of code in ACT-UP (3 work-days)
- ACT-R 6 14 sentences/second
- ACT-UP 380 sentences/second
14Scalability
- Language evolution model
- Simulates domain vocabulary emergence (ICCM
2009, JCSR 1010) - 40 production rules in ACT-R
- Complex execution paths could not prototype
- 8 participants interacting in communities
- In larger community networks
- 1000 agents
- 84M interactions (about 1 min. sim. Each)
- 37 CPU hours
15Related Work
- Douglass (2009 2010) on large declarative
memories - Implementation through Erlang threads
- Focus on scalability
- Salvucci (2010) work on supermodels
- Integrating and validating independent models
- Focus on instruction interpretation for
generality - Stewart and West (2007) work on Python-ACT-R
- Similar deconstructive view of architecture
- Integration with neural constructs
16Future Work
- Complete validation against canonical model set
currently in beta testing full release planned
for spring 2011 - Possible collaboration with AFRL Mesa on
implementation of finite-state-based systems - Potential use in other projects (Minds Eye,
Robotics CTA) - Allow optional parallelism where needed and
desired - Implement perceptual and motor modules
- Potential implementation in other languages (C,
Java) to facilitate code-level integration with
common frameworks - Reitter, D., Lebiere, C. (2010). Accountable
Modeling in ACT-UP, a Scalable, Rapid-Prototyping
ACT-R Implementation. In Proceedings of the 2010
International Conference on Cognitive Modeling.
Philadelphia, PA. - Lebiere, C., Reitter, D. (2010). ACT-UP A
Cognitive Modeling Toolkit for Composition, Reuse
and Integration. In Proceedings of the 2010
MODSIM conference. Hampton, VA. - Lebiere, C., Stocco, A., Reitter, D., Juvina,
I. (2010). High-fidelity cognitive modeling to
real-world applications. In Proceedings of the
NATO Workshop on Human Modeling for Military
Application, Amsterdam, NL, 2010.
17Cognitive principles in cooperative and
adversarial gamesMetacognition transfers via
ACT-UP
Networks (Distributed Knowledge)
Communities (Teamwork)
Dyads (Dialogue)
Individuals
Complex Tasks, Broad-Coverage Models
Controlled Tasks, High-Fidelity Models
18ACT-UP Rapid prototyping/Reuse
- Dynamic Stocks Flows ACT-UP model
- Winning modeling competition entry
- Model written in lt 1 person-month
- Free parameters (timing) estimated from example
data - Model generalized to novel conditions
- Reuse of Metacognitive Strategy in the Lemonade
Stand Game (BRIMS 2010) - Kevin A. Gluck, Clayton T. Stanley, Jr. L.
Richard Moore, David Reitter, and Marc Halbrügge.
Exploration for understanding in model
comparisons. Journal of Artificial General
Intelligence (to appear), 2010. - David Reitter. Metacognition and multiple
strategies in a cognitive model of online
control. Journal of Artificial General
Intelligence (to appear), 2010. - David Reitter, Ion Juvina, Andrea Stocco, and
Christian Lebiere. Resistance is futile Winning
lemonade market share through metacognitive
reasoning in a three-agent cooperative game. In
Proceedings of the 19th Behavior Representation
in Modeling Simulation (BRIMS), Charleston, SC,
2010.
19Multi-agent Games
- 2x2 games such as the Prisoners Dilemma
- Evolution of cooperation vs. competition
- Memory-based expectations (Lebiere et al, 2001)
- Adversarial games (Paper Rock Scissors, Baseball)
- Zero-sum competition where predictability is
fatal - Sequence-based expectations (Lebiere et al, 1998
2003) - Lemonade game (3 players)
- Simultaneous cooperation and competition
- Predictability can be desirable for cooperation
20The Lemonade Stand Game
Zinkevich (2010, unpublished)
- In each iteration, each of three players chooses
a location 1..12 - Payoff is proportional to the distance to left
and right neighbors. - Hidden moves (blind choice)
- 1 game 100 iterations, then reset (no state
across games)
21Basic Strategies
- Random (unpredictable) choose random loc.
- Sticky (predictable) choose same location
- Roll, SquareRoot
- Tournament with those four agents
- Equal performance
22Strategy Elements
- Offer Cooperation Be predictable
- Predict Learn patterns of opponents
- Maximize Utility Choose highest expected payoff
- Cooperate Pick friendly opponent whose payoff
is also maximized - Monitoring analyzing own/others performance,
keep history
23Strategies
offer Coop Predict maxPayoff Coop MonitorSelf MonitorOpp
Sticky
StickySmart
StickySharp
CopyCat
Statistician
Cooperator
Strategist
24Metacognition
- Facility to constantly monitor performance, and
to adapt behavior accordingly - Choose the best-performing strategy out of a set
of strategies (Flavell 1979, Brown 1987) - Strategy-shifting assumed in Dynamic Stocks
Flows data (DSF Challenge)
25General Metacognition
- Prediction of each opponents next move
- Learn from agents history in this game
- Multiple possible representations and
pattern-matching - Action Making a move
- Optimize Utility
- Suggest cooperation
- Cooperate
- Hurt the worst adversaries
26Evaluating Strategies
- Prediction and Action strategies are learned as
episodes (instances) - Each prediction strategy per iteration, per
opponent - one action strategy per iteration
- Instance-based learning (GonzalesLebiere 2003)
- Objective Prediction quality/Action payoff
- Blending weighted mean (recency, frequency,
objective as above)
27Metacognition in Prediction
as in Reitter (2010) - DSF model
- Each prediction strategy suggests a next location
for each opponent - All past predictions are stored throughout the
game ltt,l,pgt (time, actual location, predicted
probability of that location)
ACT-R Activation (recency, frequency)
Expected success of strategy s and agent a
Episode in memory time t, actual chosen location
l of agent a, predicted probability p for l,a by
strategy s
Metacognition for Actions is similar
28Evaluation
- Outcome of each strategy depends on configuration
of players - Some strategies will cooperate
- Metacognitive strategy is flexible, achieves
consistently high results - Bigger circle higher winnings. Darker circle
consistent results.
29Tournament
30Adaptive Multi-Agent Behavior
- Offering cooperation and cooperating with the
right opponent are crucial to doing well - Metacognitive layer allows an agent to trump all
others through generality and adaptivity - Research questions
- Human performance in cooperative games issues of
trust, social and cultural biases - Memory activation and rational retrieval
expectations as proxy for weighing past strategy
success limits of metacognition
31Future Work
- ACT-R/ACT-UPs learning vs. more basic Bayesian
models is cognitive learning more robust through
open-endedness? - Break down current limits of cognitive models
generality - Are canonical architectural parameters optimal
through coevolution for empirical clustering
factors and degrees? - Key part of environment is social interactions
- Automatic acquisition of rules, strategies,
structural representations rather than modeler
specification - Metacognition accumulation of micro-strategies
library into reusable, general-purpose
metacognitive layer - Combination of above provide way of breaking out
of task-specific models and their assumptions
beyond task-specific parameters,
representation, strategies
32Scaling Up Cognitive Models from Individuals to
Large NetworksThe case of communication in human
communities
Dr. Christian Lebiere Dr. David Reitter Carnegie
Mellon University
Networks (Distributed Knowledge)
Communities (Teamwork)
David Reitter and Christian Lebiere. Towards
explaining the evolution of domain languages with
cognitive simulation. Cognitive Systems Research
(in press), 2010.
Dyads (Dialogue)
Individuals
Complex Tasks, Broad-Coverage Models
Controlled Tasks, High-Fidelity Models
33Interactive Alignment
from Garrod Pickering, BBS 2004
34Adaptation in Language
- Rapid decay within 8-10 secondsexperimentally,
for selected constructions Levelt Kelter
(1982),Branigan et al. (2000) - Long-term adaptation effects, which do not decay,
have also been observed (Comprehension
Mitchell et al. 1995. Production BockGriffin
2000) - ACT-Rs declarative memory decay explains the
repetition probability decay
Reitter (2008)
(Switchboard corpus)
35Interactive Alignment
Syntactic and Lexical Adaptation Predict Task
Success! (Reitter Moore 2007)
Lexical Representation
Lexical Representation
from PickeringGarrod, BBS 2004
36Domain Language Experiment
- Vocabulary Signs as meaning-signifier
combinationSimple Communication System Lewis
1989, Hurford 1989, OliphantBatali 1996 - Naming game an idealized transaction between two
players - Pictionary a director draws a given target
concept using elementary drawings a matcher has
to guess the concept. - 20 target concepts, repeated
- Director/Matcher receive no explicit feedback
Brad Pitt
- Fay et al., Cognitive Science 34(3), 2010. Kirby
et al., PNAS 2008 Fay et al. PhilTransRoySoc-B
2008
37Pictionary Performance
(empirical)
partner switch (communities)
partner switch (communities)
partner switch (communities)
ID accuracy proportion of signs retrieved
From data by Fay et al. 2010
38Broad Questions
- How does the architecture of human cognition
interact with social structure? - Have the human mind and large-scale social
structures co-evolved? - Can modeling predict the kinds of team structures
that will yield optimal communication and
collaboration?
39Pictionary Model in ACT-UP
- Ontology shared betweendirector and matcher
- abstract target concepts
- concrete drawings
- link weight distribution acquired from Wall
Street Journal collocations - Director chooses three related drawings to
convey a target concept - Choice is conventionalized
- Decision-making and memory retention modeled with
ACT-UP
Ontology
weighted link
40Lexicon
- Conventionalized Sign Domain Sign
- Held in memory, retrievable for drawing and
recognition - Director and Matcher acquire domain signs
- Director based on uni-lateral decision about how
to draw the target concept - Matcher based on un-verified guess
- Domain Signs are used when available otherwise,
ontology is used
41Cognitive Architecture
- ACT-R (Anderson 2007)
- Declarative Memory
- learning domain signs
- rational behavior activation recency
frequency - contextualization
- stochasticity in access (retrieval activation)
42Pictionary and Networks
(ACT-UP model)
partner switch (communities)
partner switch (communities)
partner switch (communities)
ID accuracy proportion of signs retrieved 100
rep.
ReitterLebiereJournal of Cognitive Systems
Research, in press
43Scaling up to Networks
Dr. Christian Lebiere Dr. David Reitter Carnegie
Mellon University
Networks (Distributed Knowledge)
Communities (Teamwork)
Reitter, D., Lebiere, C. (2010). Did social
networks shape language evolution? A multi-agent
cognitive simulation. In Proc. Cognitive Modeling
and Computational Linguistics Workshop (CMCL
2010), Uppsala, Sweden.
Dyads (Dialogue)
Individuals
Complex Tasks, Broad-Coverage Models
Controlled Tasks, High-Fidelity Models
44Research Questions
- Does network structure affect convergence towards
a common community vocabulary? - Or Is declarative memory robust w.r.t. a variety
of network structures? - The small-scale, empirical and modeling data
suggest that extreme networks (fully vs.
disconnected) arrive at similar performance, but
converge differently. How? Why? - Larger communities that differ in their
connectivity are needed to answer these
questions.
45Network Types
- In a network, only network neighbors play the
naming game - Social Small-World network (low path length,
high clustering coefficient, assortatively mixed
by degree) - Grid (torus)
- Random Graph
- Organizational Trees
- Controlled mean degree (except trees), number
of nodes - Here 512 nodes, mean deg. 6., 50 rep. per
condition
46ID Accuracy Neighbors
dyads receive no feedback after each trial
preliminary results
47ID Accuracy Neighbors
preliminary results
48ID Accuracy Random Pairs
Indication of convergence towards common
vocabulary across network (measured after round
35)
Small World
Random
Grid
Tree
preliminary results
Tree vs. others n.s. (p0.14, MCMC on LMER
log(IDacc) cond (1sequence))
49Summary
- Online Linguistic Adaptation is a known
phenomenon - syntactic, lexical. Between two and more
participants. - Nodes can adapt to their immediate surroundings
- Tree hierarchies function very well when stable,
but are not robust to structural change - Tree hierarchies represent contemporary
organizational hierarchies and generalize typical
command structures - Small-World structures are more robust to change.
50Future Work
- Which advantages do non-tree network
organizational structures have in situations
where environment/ground truth changes, where
adversarial elements are present? - How can temporal dynamics in network structure
(gradual ramp-up in connectivity) support
information convergence (domain vocabulary
acquisition)? - Do cognitive models require explicit information
processing policies in non-tree hierarchies, such
that accountability and reliability are
preserved? - Integration of communication with planning,
control and decision-making in complex dynamic
domains.
51Information Exchange in Networks
- Simulation at cognitive level Language Evolution
Model - Simulation with Bayesian LearnersWang et al.
(CMU Robotics), for a Bayesian Belief Update
network - Empirical validation is rare
- Real-time communication networks are rarely
studied - Most empirical datasets contain asynchronously
produced communication, lacking control over
exchanged information (e.g., Enron or Twitter
corpora)
52Human Networks Empirical Experiments with the
Geo Game
Dr. Christian Lebiere Dr. David
Reitter Psychology, Carnegie Mellon
University Dr. Katia Sycara Antonio Juarez Dr.
Paul Scerri Dr. Robin Glinton Robotics Institute,
Carnegie Mellon University Dr. Michael
Lewis University of Pittsburgh
Networks (Distributed Knowledge)
Communities (Teamwork)
Dyads (Dialogue)
Individuals
Complex Tasks, Broad-Coverage Models
Controlled Tasks, High-Fidelity Models
53MURI Team The Geo Game
CMU Psychology
Pitt
CMU Robotics
Cornell
GMU
MIT
Level 1,3
Level 2
Level 1,2
Level 1
Scaling of cognitive performance and workload
Level 1-2.5
Level 1-3
Level 1,3
Level 1
Task allocation among humans/agents
Probabilistic models of human decision-making in
network situations
Level 1,2
Level 1-2.5
Level 3
Level 2
Level 1-3
Decentralized control search and planning
Level 1,2
Level 2
Level 1,2
Information fusion
Level 1,2
Level 1,3, 4
Level 1-3
Network performance as a function of topology
Level 4
Level 2
Communication, evolution, language
Level 3
Level 2, 3
Adaptive automation
Level 1,2
Level 1
54The Geo Game
- Information exchange in human networks
- On-line (real-time) communication
- Medium to large networks (15 to 1,000 nodes)
- Defined information needed to execute given task
- Information is spread throughout the network
- Natural language as a means to exchange
communication - Often task-specific, controlled language (e.g.
radio communication) - Trade-off communication vs. task execution
The Geo Game platform is being developed by CMU
Psychology and CMU Robotics
55Geo Game Participants Task
56Geo Game as Platform
- Subjects are organized in a graph
- vertices define communication channelssubjects
can only communicate with network neighbors - Currently small-world network
- The Geo Game is a platform
- Current game foraging task
- Other variants trading agents, varied
information types (stochastic, graded, discrete,
etc.), other networks (trees, adversarial
networks) - Serverweb-browser based system remotely
deployable
57Geo Game Push vs. Pull
- Basic manipulation push vs. pull of information
- Relevant to practical domain and theoretical
cognitive issues - Push condition
- Post all relevant information - items in cities
path efficiency - Maximize information at cost of overloading
attention/memory - Pull condition
- Specify needs and only answer/forward relevant
information - Minimize overload at cost of opportunities
58Push vs. Pull Scalability
- If communication aids task success, does this
effect scale?
One group of 15 participants September 2010
59Geo Game Time-to-Response
- Question-Answer Pairs time (Q to A) is power-law
distributed
cf. Barabasi (2010)
60Publications
- Reitter, D., Lebiere, C. (2009). A subsymbolic
and visual model of spatial path planning. In
Proceedings of the Behavior Representation in
Modeling and Simulation (BRIMS 2009). Best paper
award BRIMS 2009. - Reitter, D., Lebiere, C. (2009). Towards
Explaining the Evolution of Domain Languages with
Cognitive Simulation. In Proceedings of the 9th
International Conference on Cognitive Modeling.
Manchester, England. - Reitter, D., Lebiere, C., Lewis, M., Wang, H.,
Ma, Z. (2009). A Cognitive Model of Perceptual
Path Planning in a Multi-Robot Control System.
In Proceedings of the 2009 IEEE International
Conference on Systems, Man, and Cybernetics. San
Antonio, Texas. - Reitter, D., Juvina, I., Stocco, A., Lebiere,
C. (2010). Resistance is Futile Winning
Lemonade Market Share through Metacognitive
Reasoning in a Three-Agent Cooperative Game. In
Proceedings of the Behavior Representation In
Modeling and Simulations (BRIMS 2010) Conference.
Charleston, SC - Reitter, D., Lebiere, C. (2010). Did social
networks shape language evolution? a multi-agent
cognitive simulation. In Proc. Cognitive Modeling
and Computational Linguistics Workshop (CMCL
2010, at Association for Computational
Linguistics ACL 2010), Uppsala, Sweden. - Reitter, D., Lebiere, C. (2010). Accountable
Modeling in ACT-UP, a Scalable, Rapid-Prototyping
ACT-R Implementation. In Proceedings of the 2010
International Conference on Cognitive Modeling.
Philadelphia, PA. - Reitter, D., Lebiere, C. (2010). On the
influence of network structure on language
evolution. In R. Sun, editor, Proc. Workshop on
Cognitive Social Sciences Grounding the Social
Sciences in the Cognitive Sciences (at Cognitive
Science CogSci 2010), Portland, Oregon. - Lebiere, C., Reitter, D. (2010). ACT-UP A
Cognitive Modeling Toolkit for Composition, Reuse
and Integration. In Proceedings of the 2010
MODSIM conference. Hampton, VA. - Lebiere, C., Stocco, A., Reitter, D., Juvina,
I. (2010). High-fidelity cognitive modeling to
real-world applications. In Proceedings of the
NATO Workshop on Human Modeling for Military
Application, Amsterdam, NL, 2010. - Reitter, D. Lebiere, C. (in press). Towards
explaining the evolution of domain languages with
cognitive simulation. Journal of Cognitive
Systems Research. - Reitter, D. Lebiere, C. (in press). A
cognitive model of spatial path planning.
Journal of Computational and Mathematical
Organization Theory. - Reitter, D. (to appear). Metacognition and
multiple strategies in a cognitive model of
online control. Journal of Artificial General
Intelligence. - Gluck, K. A., Stanley, C. T., Moore, L. R.,
Reitter, D., Halbrügge, M. (in press) .
Exploration for understanding in model
comparisons. Journal of Artificial General
Intelligence.
61Future Work
- The Geo Game can be exploited as an experimental
platform for years to come - Communication Alignment of communication
standards (e.g., vocabulary) - Knowledge Information type and acquisition and
its influence on its distribution across the
network (shared knowledge is not copied
knowledge) - Network structure influence on team performance
- Trust and strategy Adversarial networks
- Mixed human/model/agent networks
- Bootstrapping methodology for model validation
- Information filtering for humans