9,373 research outputs found

    Society-in-the-Loop: Programming the Algorithmic Social Contract

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    Recent rapid advances in Artificial Intelligence (AI) and Machine Learning have raised many questions about the regulatory and governance mechanisms for autonomous machines. Many commentators, scholars, and policy-makers now call for ensuring that algorithms governing our lives are transparent, fair, and accountable. Here, I propose a conceptual framework for the regulation of AI and algorithmic systems. I argue that we need tools to program, debug and maintain an algorithmic social contract, a pact between various human stakeholders, mediated by machines. To achieve this, we can adapt the concept of human-in-the-loop (HITL) from the fields of modeling and simulation, and interactive machine learning. In particular, I propose an agenda I call society-in-the-loop (SITL), which combines the HITL control paradigm with mechanisms for negotiating the values of various stakeholders affected by AI systems, and monitoring compliance with the agreement. In short, `SITL = HITL + Social Contract.'Comment: (in press), Ethics of Information Technology, 201

    Cognitive modeling of social behaviors

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    To understand both individual cognition and collective activity, perhaps the greatest opportunity today is to integrate the cognitive modeling approach (which stresses how beliefs are formed and drive behavior) with social studies (which stress how relationships and informal practices drive behavior). The crucial insight is that norms are conceptualized in the individual mind as ways of carrying out activities. This requires for the psychologist a shift from only modeling goals and tasks —why people do what they do—to modeling behavioral patterns—what people do—as they are engaged in purposeful activities. Instead of a model that exclusively deduces actions from goals, behaviors are also, if not primarily, driven by broader patterns of chronological and located activities (akin to scripts). To illustrate these ideas, this article presents an extract from a Brahms simulation of the Flashline Mars Arctic Research Station (FMARS), in which a crew of six people are living and working for a week, physically simulating a Mars surface mission. The example focuses on the simulation of a planning meeting, showing how physiological constraints (e.g., hunger, fatigue), facilities (e.g., the habitat’s layout) and group decision making interact. Methods are described for constructing such a model of practice, from video and first-hand observation, and how this modeling approach changes how one relates goals, knowledge, and cognitive architecture. The resulting simulation model is a powerful complement to task analysis and knowledge-based simulations of reasoning, with many practical applications for work system design, operations management, and training

    Reflections on Modern Macroeconomics: Can We Travel Along a Safer Road?

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    In this paper we sketch some reflections on the pitfalls and inconsistencies of the research program - currently dominant among the profession - aimed at providing microfoundations to macroeconomics along a Walrasian perspective. We argue that such a methodological approach constitutes an unsatisfactory answer to a well-posed research question, and that alternative promising routes have been long mapped out but only recently explored. In particular, we discuss a recent agent-based, truly non-Walrasian macroeconomic model, and we use it to envisage new challenges for future research.Comment: Latex2e v1.6; 17 pages with 4 figures; for inclusion in the APFA5 Proceeding

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Aerospace Medicine and Biology: A continuing bibliography with indexes, supplement 217, March 1981

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    Approximately 130 reports, articles, and other documents introduced into the NASA scientific and technical information system in February 1981 are included in this bibliography. Topics include aerospace medicine and biology

    Collaborative and adaptive supply chain planning

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    Dans le contexte industriel d'aujourd'hui, la compétitivité est fortement liée à la performance de la chaîne d'approvisionnement. En d'autres termes, il est essentiel que les unités d'affaires de la chaîne collaborent pour coordonner efficacement leurs activités de production, de façon a produire et livrer les produits à temps, à un coût raisonnable. Pour atteindre cet objectif, nous croyons qu'il est nécessaire que les entreprises adaptent leurs stratégies de planification, que nous appelons comportements, aux différentes situations auxquelles elles font face. En ayant une connaissance de l'impact de leurs comportements de planification sur la performance de la chaîne d'approvisionnement, les entreprises peuvent alors adapter leur comportement plutôt que d'utiliser toujours le même. Cette thèse de doctorat porte sur l'adaptation des comportements de planification des membres d'une même chaîne d'approvisionnement. Chaque membre pouvant choisir un comportement différent et toutes les combinaisons de ces comportements ayant potentiellement un impact sur la performance globale, il est difficile de connaître à l'avance l'ensemble des comportements à adopter pour améliorer cette performance. Il devient alors intéressant de simuler les différentes combinaisons de comportements dans différentes situations et d'évaluer les performances de chacun. Pour permettre l'utilisation de plusieurs comportements dans différentes situations, en utilisant la technologie à base d'agents, nous avons conçu un modèle d'agent à comportements multiples qui a la capacité d'adapter son comportement de planification selon la situation. Les agents planificateurs ont alors la possibilité de se coordonner de façon collaborative pour améliorer leur performance collective. En modélisant les unités d'affaires par des agents, nous avons simulé avec la plateforme de planification à base d'agents de FORAC des agents utilisant différents comportements de planification dits de réaction et de négociation. Cette plateforme, développée par le consortium de recherche FORAC de l'Université Laval, permet de simuler des décisions de planification et de planifier les opérations de la chaîne d'approvisionnement. Ces comportements de planification sont des métaheurisciques organisationnelles qui permettent aux agents de générer des plans de production différents. La simulation est basée sur un cas illustrant la chaîne d'approvisionnement de l'industrie du bois d'œuvre. Les résultats obtenus par l'utilisation de multiples comportements de réaction et de négociation montrent que les systèmes de planification avancée peuvent tirer avantage de disposer de plusieurs comportements de planification, en raIson du contexte dynamique des chaînes d'approvisionnement. La pertinence des résultats de cette thèse dépend de la prémisse que les entreprises qui adapteront leurs comportements de planification aux autres et à leur environnement auront un avantage concurrentiel important sur leurs adversaires

    09121 Abstracts Collection -- Normative Multi-Agent Systems

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    From 15.03. to 20.03.2009, the Dagstuhl Seminar 09121 ``Normative Multi-Agent Systems \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general

    The Current State of Normative Agent-Based Systems

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    Recent years have seen an increase in the application of ideas from the social sciences to computational systems. Nowhere has this been more pronounced than in the domain of multiagent systems. Because multiagent systems are composed of multiple individual agents interacting with each other many parallels can be drawn to human and animal societies. One of the main challenges currently faced in multiagent systems research is that of social control. In particular, how can open multiagent systems be configured and organized given their constantly changing structure? One leading solution is to employ the use of social norms. In human societies, social norms are essential to regulation, coordination, and cooperation. The current trend of thinking is that these same principles can be applied to agent societies, of which multiagent systems are one type. In this article, we provide an introduction to and present a holistic viewpoint of the state of normative computing (computational solutions that employ ideas based on social norms.) To accomplish this, we (1) introduce social norms and their application to agent-based systems; (2) identify and describe a normative process abstracted from the existing research; and (3) discuss future directions for research in normative multiagent computing. The intent of this paper is to introduce new researchers to the ideas that underlie normative computing and survey the existing state of the art, as well as provide direction for future research.Norms, Normative Agents, Agents, Agent-Based System, Agent-Based Simulation, Agent-Based Modeling

    Virtual Reality Adaptation Using Electrodermal Activity to Support the User Experience

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    Virtual reality is increasingly used for tasks such as work and education. Thus, rendering scenarios that do not interfere with such goals and deplete user experience are becoming progressively more relevant. We present a physiologically adaptive system that optimizes the virtual environment based on physiological arousal, i.e., electrodermal activity. We investigated the usability of the adaptive system in a simulated social virtual reality scenario. Participants completed an n-back task (primary) and a visual detection (secondary) task. Here, we adapted the visual complexity of the secondary task in the form of the number of non-player characters of the secondary task to accomplish the primary task. We show that an adaptive virtual reality can improve users' comfort by adapting to physiological arousal regarding the task complexity. Our findings suggest that physiologically adaptive virtual reality systems can improve users' experience in a wide range of scenarios
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