525 research outputs found

    Hot Streaks in Artistic, Cultural, and Scientific Careers

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    The hot streak, loosely defined as winning begets more winnings, highlights a specific period during which an individual's performance is substantially higher than her typical performance. While widely debated in sports, gambling, and financial markets over the past several decades, little is known if hot streaks apply to individual careers. Here, building on rich literature on lifecycle of creativity, we collected large-scale career histories of individual artists, movie directors and scientists, tracing the artworks, movies, and scientific publications they produced. We find that, across all three domains, hit works within a career show a high degree of temporal regularity, each career being characterized by bursts of high-impact works occurring in sequence. We demonstrate that these observations can be explained by a simple hot-streak model we developed, allowing us to probe quantitatively the hot streak phenomenon governing individual careers, which we find to be remarkably universal across diverse domains we analyzed: The hot streaks are ubiquitous yet unique across different careers. While the vast majority of individuals have at least one hot streak, hot streaks are most likely to occur only once. The hot streak emerges randomly within an individual's sequence of works, is temporally localized, and is unassociated with any detectable change in productivity. We show that, since works produced during hot streaks garner significantly more impact, the uncovered hot streaks fundamentally drives the collective impact of an individual, ignoring which leads us to systematically over- or under-estimate the future impact of a career. These results not only deepen our quantitative understanding of patterns governing individual ingenuity and success, they may also have implications for decisions and policies involving predicting and nurturing individuals with lasting impact

    Motor Preparatory Activity in Posterior Parietal Cortex is Modulated by Subjective Absolute Value

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    For optimal response selection, the consequences associated with behavioral success or failure must be appraised. To determine how monetary consequences influence the neural representations of motor preparation, human brain activity was scanned with fMRI while subjects performed a complex spatial visuomotor task. At the beginning of each trial, reward context cues indicated the potential gain and loss imposed for correct or incorrect trial completion. FMRI-activity in canonical reward structures reflected the expected value related to the context. In contrast, motor preparatory activity in posterior parietal and premotor cortex peaked in high “absolute value” (high gain or loss) conditions: being highest for large gains in subjects who believed they performed well while being highest for large losses in those who believed they performed poorly. These results suggest that the neural activity preceding goal-directed actions incorporates the absolute value of that action, predicated upon subjective, rather than objective, estimates of one's performance

    Decision-Making in Research Tasks with Sequential Testing

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    Background: In a recent controversial essay, published by JPA Ioannidis in PLoS Medicine, it has been argued that in some research fields, most of the published findings are false. Based on theoretical reasoning it can be shown that small effect sizes, error-prone tests, low priors of the tested hypotheses and biases in the evaluation and publication of research findings increase the fraction of false positives. These findings raise concerns about the reliability of research. However, they are based on a very simple scenario of scientific research, where single tests are used to evaluate independent hypotheses. Methodology/Principal Findings: In this study, we present computer simulations and experimental approaches for analyzing more realistic scenarios. In these scenarios, research tasks are solved sequentially, i.e. subsequent tests can be chosen depending on previous results. We investigate simple sequential testing and scenarios where only a selected subset of results can be published and used for future rounds of test choice. Results from computer simulations indicate that for the tasks analyzed in this study, the fraction of false among the positive findings declines over several rounds of testing if the most informative tests are performed. Our experiments show that human subjects frequently perform the most informative tests, leading to a decline of false positives as expected from the simulations. Conclusions/Significance: For the research tasks studied here, findings tend to become more reliable over time. We also find that the performance in those experimental settings where not all performed tests could be published turned out to be surprisingly inefficient. Our results may help optimize existing procedures used in the practice of scientific research and provide guidance for the development of novel forms of scholarly communication.Engineering and Applied SciencesPsycholog

    Are groups more rational than individuals? A review of interactive decision making in groups

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    Many decisions are interactive; the outcome of one party depends not only on its decisions or on acts of nature but also on the decisions of others. In the present article, we review the literature on decision making made by groups of the past 25 years. Researchers have compared the strategic behavior of groups and individuals in many games: prisoner's dilemma, dictator, ultimatum, trust, centipede and principal-agent games, among others. Our review suggests that results are quite consistent in revealing that groups behave closer to the game-theoretical assumption of rationality and selfishness than individuals. We conclude by discussing future research avenues in this area

    Moral Dilemmas for Artificial Intelligence: a position paper on an application of Compositional Quantum Cognition

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    Traditionally, the way one evaluates the performance of an Artificial Intelligence (AI) system is via a comparison to human performance in specific tasks, treating humans as a reference for high-level cognition. However, these comparisons leave out important features of human intelligence: the capability to transfer knowledge and make complex decisions based on emotional and rational reasoning. These decisions are influenced by current inferences as well as prior experiences, making the decision process strongly subjective and apparently biased. In this context, a definition of compositional intelligence is necessary to incorporate these features in future AI tests. Here, a concrete implementation of this will be suggested, using recent developments in quantum cognition, natural language and compositional meaning of sentences, thanks to categorical compositional models of meaning.Comment: 15 pages, 3 figures, Conference paper at Quantum Interaction 2018, Nice, France. Published in Lecture Notes in Computer Science, vol 11690, Springer, Cham. Online ISBN 978-3-030-35895-

    “Hot Hand” on Strike: Bowling Data Indicates Correlation to Recent Past Results, Not Causality

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    Recently, the “hot hand” phenomenon regained interest due to the availability and accessibility of large scale data sets from the world of sports. In support of common wisdom and in contrast to the original conclusions of the seminal paper about this phenomenon by Gilovich, Vallone and Tversky in 1985, solid evidences were supplied in favor of the existence of this phenomenon in different kinds of data. This came after almost three decades of ongoing debates whether the “hot hand” phenomenon in sport is real or just a mis-perception of human subjects of completely random patterns present in reality. However, although this phenomenon was shown to exist in different sports data including basketball free throws and bowling strike rates, a somehow deeper question remained unanswered: are these non random patterns results of causal, short term, feedback mechanisms or simply time fluctuations of athletes performance. In this paper, we analyze large amounts of data from the Professional Bowling Association(PBA). We studied the results of the top 100 players in terms of the number of available records (summed into more than 450,000 frames). By using permutation approach and dividing the analysis into different aggregation levels we were able to supply evidence for the existence of the “hot hand” phenomenon in the data, in agreement with previous studies. Moreover, by using this approach, we were able to demonstrate that there are, indeed, significant fluctuations from game to game for the same player but there is no clustering of successes (strikes) and failures (non strikes) within each game. Thus we were lead to the conclusion that bowling results show correlation to recent past results but they are not influenced by them in a causal manner

    First Is Best

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    We experience the world serially rather than simultaneously. A century of research on human and nonhuman animals has suggested that the first experience in a series of two or more is cognitively privileged. We report three experiments designed to test the effect of first position on implicit preference and choice using targets that range from individual humans and social groups to consumer goods. Experiment 1 demonstrated an implicit preference to buy goods from the first salesperson encountered and to join teams encountered first, even when the difference in encounter is mere seconds. In Experiment 2 the first of two consumer items presented in quick succession was more likely to be chosen. In Experiment 3 an alternative hypothesis that first position merely accentuates the valence of options was ruled out by demonstrating that first position enhances preference for the first even when it is evaluatively negative in meaning (a criminal). Together, these experiments demonstrate a “first is best” effect and we offer possible interpretations based on evolutionary mechanisms of this “bound” on rational behavior and suggest that automaticity of judgment may be a helpful principle in clarifying previous inconsistencies in the empirical record on the effects of order on preference and choice

    Reasoning Under Uncertainty: Towards Collaborative Interactive Machine Learning

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    In this paper, we present the current state-of-the-art of decision making (DM) and machine learning (ML) and bridge the two research domains to create an integrated approach of complex problem solving based on human and computational agents. We present a novel classification of ML, emphasizing the human-in-the-loop in interactive ML (iML) and more specific on collaborative interactive ML (ciML), which we understand as a deep integrated version of iML, where humans and algorithms work hand in hand to solve complex problems. Both humans and computers have specific strengths and weaknesses and integrating humans into machine learning processes might be a very efficient way for tackling problems. This approach bears immense research potential for various domains, e.g., in health informatics or in industrial applications. We outline open questions and name future challenges that have to be addressed by the research community to enable the use of collaborative interactive machine learning for problem solving in a large scale

    What Is a Decision Problem? Designing Alternatives

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    International audienceThis paper presents a general framework for the design of alternatives in decision problems. The paper addresses both the issue of how to design alternatives within "known decision spaces" and on how to perform the same action within "partially known or unknown decision spaces". The paper aims at providing archetypes for the design of algorithms supporting the generation of alternatives
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