SLIDE 1 Human Learning in Dynamic Human Learning in Dynamic Environments
Cleotilde (Coty) Gonzalez
Dynamic Decision Making Laboratory d /DDML b www.cmu.edu/DDMLab Social and Decision Sciences Department Carnegie Mellon University Research supported by the National Science Foundation : Human and Social Dynamics: Decision, Risk, and Uncertainty
SLIDE 2 Dynamic Environments
- Combat missions, Production scheduling, Fire fighting,
Emergency dispatch, Air-traffic control
- Complex
- Number of components: alternatives, events, courses of
action, outcomes
- Uncertainty: All possible states of the world and
- utcomes are unavailable, incomplete, and difficult to
imagine g
- Constraints: limited time, knowledge, resources, human
capacity
- Dynamic Complexity
- Dynamic Complexity
- Arises from the interactions of components over time
- Environment is autonomous. All is change at many
g y different time scales
- Learning from our actions: feedback delays
SLIDE 3 Dynamic Decision Making: A Closed-Loop view
Hypothesize illnesses and Symptoms
delay
run tests
delay delay
Test results Health
External event
results Health Diagnosis Treatment
delay delay
Diagnosis Treatment
delay
SLIDE 4 Learning in dynamic systems is hard
- People remain suboptimal in these systems even
with repeated trials, unlimited time and performance incentives (Sterman,1994; Diehl & Sterman 1995) Sterman, 1995).
- We have difficulty processing feedback.
F db k d l bl f l Feedback delay is a problem for learning (Brehmer, 1992; Sterman, 1989).
SLIDE 5 But… how do we learn in dynamic environments? environments?
- Decision Makers recognize typical situations and typical
D i i k th i t k l d
- responses. Decision makers use their past knowledge
and adapt their strategies “on the fly”.
Chess studies Expertise: Chase & Simon 1973
- Chess studies, Expertise: Chase & Simon, 1973
- Adaptive Decision Making: Payne, Bettman, & Johnson, 1993
- Decision making under uncertainty: “Case-Based Decision
- Decision making under uncertainty Case Based Decision
Theory” , Gilboa and Schmeidler, 1995
- Theory of automaticity: Logan, 1988
- “Recognition-Primed Decision Making” (RPDM): Intuition, Mental
simulations, Klein et al., 1993; Klein, 1998
SLIDE 6
SLIDE 7
SLIDE 8
SLIDE 9
SLIDE 10
Pattern recognition is easier if you have i experience
SLIDE 11 Instance Based Learning Theory (Gonzalez, Lerch, &
Lebiere, 2003)
- RECOGNITION OF FAMILIAR PATTERNS
- Determining the similarity between a situation and past
experience
- Identifying ‘typical’ situations and responses
y g yp p
- ACQUIRING CAUSE-EFFECT KNOWLEDGE
Q
- Accumulation of instances with practice in a task
- Improvement of decision making by bootstrapping on previous
k l d knowledge
Implemented in ACT-R (Anderson and Lebiere, 1988)
SLIDE 12 IBLT: WHAT do we learn?
Situation Decision Outcome
Situation- Decision Cycle Action- Outcome Cycle Cycle Cycle
Future Decisions
S O D S D O S D O
Blending
Outcomes Similarity
S D O S D O
Time
Outcomes F db k
Environment
Feedback
SLIDE 13
IBLT: HOW do we learn?
SLIDE 14
ACT-R
(A d & L bi 1998) (Anderson & Lebiere, 1998)
h l l f
Declarative Memory Procedural Memory
The 2x2 levels of ACT-R
Chunks: declarative facts Productions: If (cond) Then (action) Symbolic facts (cond) Then (action) A ti ti f h k S bS b li Activation of chunks (likelihood of retrieval) Conflict Resolution (likelihood of use) SubSymbolic
SLIDE 15 IBLT models compare to human decision making:
- In dynamic resource allocation tasks (Gonzalez et
making:
al., 2003)
- In supply chain management control (Martin,
Gonzalez & Lebiere 2004) Gonzalez & Lebiere, 2004)
- In repeated choice tasks (Lebiere, Gonzalez & Martin,
2007) 2007)
- But there is long way to go to demonstrate:
generalizability and utility of IBLT g y y
SLIDE 16 Decision Making Games (DMGames) used for experimentation for experimentation
- DMGames embody the essential characteristics of
- DMGames embody the essential characteristics of
real-world decision environments
- Interactive
- Interactive
- Repeated and interrelated decisions
E t l t d t i t ti
- External events and team interactions
- Help compress time and space – speed up learning
- Help manipulate experience - learn from simulated
cases and on-demand repeated practice k d d l d h
- No risk to individuals and they are FUN.
SLIDE 17 DMGames used in behavioral research in the DDMlab
Military Command and Control Real-time resource allocation Military Command and Control Real-time resource allocation Real time resource allocation Real time resource allocation Medical Medical Supply- Chain ed ca Diagnosis Supply- Chain ed ca Diagnosis Chain Management Fire Fighting Chain Management Fire Fighting
SLIDE 18 MEDIC: Learning tools that represent the dynamics of medical diagnosis (Gonzalez & Vrbin, 2007) y f
g
( , )
- Concepts adapted from Kleinmuntz (1985):
Task complexity (numerous diseases and symptoms)
- Task complexity (numerous diseases and symptoms)
- Disease base rates
- Time pressure
- Test diagnosticity
- Treatment effectiveness
- Treatment risk
- Treatment risk
- Additions:
- Feedback delays (e.g. receiving test results)
- With the potential for:
- Dynamic diagnostic cues
- Dynamic symptoms
SLIDE 19
SLIDE 20
MEDIC demo
SLIDE 21 Factors that influence Learning in dynamic systems y
- Time constraints (Gonzalez, 2004)
- Workload (Gonzalez, 2005)
- The similarity and diversity of experiences (Gonzalez and
y y p
Quesada, 2004; Gonzalez and Madhavan, in preparation)
- Our inherent cognitive abilities (Gonzalez, Thomas and
Vanyukov 2004) Vanyukov, 2004)
- The type of feedback (Gonzalez, 2005)
- Our difficulty in understanding simple stock and flow
Our difficulty in understanding simple stock and flow structures (Cronin and Gonzalez, 2005; Cronin, Gonzalez and Sterman,
2006; Gonzalez, Sterman and Cronin, in preparation)
SLIDE 22 Experiment 1: probabilities
- MEDIC incorporated:
- Symptoms-disease associations from 0.1 to 0.9
- Delay in test results
y
- Time pressure due to patient’s declining health in
real-time
- Deterministic treatment needed to be provided
- N=12, students, paid flat rate
N , students, pa d flat rate
- Each student resolved 56 cases
SLIDE 23
SLIDE 24
Results
SLIDE 25
Treatment
SLIDE 26
Results- test diagnosticity
SLIDE 27
SLIDE 28
Disease base rates
SLIDE 29
Diagnosticity per disease
SLIDE 30
SLIDE 31
SLIDE 32 Experiment 1: Conclusions
- Students did learn – not perfectly
- Showed knowledge of probabilities, tested for the
more diagnostic cues, and diagnosed very closely to the real state of the diseases. f .
- What is the role of feedback and how would that
interact with the symptom-probability matrix?
SLIDE 33 Experiment 2: Probabilities and f db k feedback
- MEDIC:
- Symptomology table: Probability or Certainty
- either detailed feedback or no feedback
- Participants were assigned to one of four conditions:
- probabilities, full feedback (P1) -26
- certainty full feedback (P2)-30
- certainty, full feedback (P2) 30
- certainty, no feedback (P3)-25
- probabilities, no feedback (P4)- 29
- N= 110 Participants were paid a flat dollar amount
SLIDE 34 P b bili Probability C t i t
Disease 1 Disease 2 Disease 3 Disease 4 0.25 0.25 0.25 0.25 Base Rates
Certainty
0.0 0.0 0.0 0.0 Symptom 1 1.0 0.0 0.0 0.0 Symptom 2 1.0 1.0 0.0 0.0 Symptom 3 0.0 0.0 1.0 0.0 Symptom 4
SLIDE 35
Test diagnosticity - probability condition
SLIDE 36
Test diagnosticity – Certainty condition
SLIDE 37
SLIDE 38
Diagnosticity per disease
SLIDE 39 Experiment 2: Conclusions
- Full feedback was helpful in the probabilistic
i t d did t k diff i th environment and did not make a difference in the certain environment
- We now know that: with repeated trials, students
p , learn in probabilistic environments with time constraints and feedback delays
- Feedback helps in probabilistic environments
Feedback helps in probabilistic environments
- Probabilistic environments are not the main reason
for poor learning in dynamic tasks
SLIDE 40 Basic Building Blocks of Dynamic Decision Making Tasks Making Tasks
- Stocks (accumulations)
- Flows that increase (Inflow) or decrease (Outflow) the
stock
- Feedback Delays & multiple relationships
- Environmental or external effects
- Multiple decisions about flows
These problems of dynamic control over time are important to human life: keeping a healthy weight, bank p p g y g accounts, company inventory, stress levels, climate change etc.
SLIDE 41
Humans suffer of poor understanding of accumulation: Stock-Flow failure accumulation: Stock Flow failure
Cronin, Gonzalez & Sterman, 2008 ; Cronin & Gonzalez, 2007; Cronin, Gonzalez and Sterman, 2006; Sweeney & Sterman, 2000 St 2002 2000; Sterman, 2002;
SLIDE 42 Weight as balance between consumed and expended energy expended energy
- 1. When eaten most?
- 2. When exercised most?
- 3. When weight highest?
- 4. When weight lowest?
4 g
SLIDE 43 Blood glucose level as balance between glucagon and insulin production glucagon and insulin production
g g
- 2. When most insulin?
- 3. When glucose level
- 3. When glucose level
highest?
- 4. When glucose level
- 4. When glucose level
lowest?
SLIDE 44
SLIDE 45 Why? (Cronin & Gonzalez, 2007; Cronin, Gonzalez &
Sterman, 2008)
- Not an artifact of the graph
t rman, )
- Not due to the form of graphical presentation
- Not due to motivation
- Not due to motivation
- Not due to familiarity with the context
- Stock Flow failure is one important reason for
- Stock-Flow failure is one important reason for
learning problems in dynamic systems U f h i ti th t i t iti l li
- Use of heuristics that are intuitively appealing
but erroneous
SLIDE 46 Future work
- Further investigate the correlation heuristic
and the Stock Flow failure and the Stock-Flow failure
- Use DMGames of Dynamic Stocks and Flows to
d t d th i d l i bl understand the reasoning and learning problems in dynamic tasks
- Further develop the Instance-Based learning
theory to other dynamic problems, like the St k Fl Stock-Flow
- Further investigate ways to identify and
- vercome the problems in learning in dynamic
systems
SLIDE 47
DDMLab – February,