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result(s) for
"Verbrugge, Rineke"
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Syntactic Recursion Facilitates and Working Memory Predicts Recursive Theory of Mind
by
Verbrugge, Rineke
,
Hohenberger, Annette
,
Arslan, Burcu
in
Analysis
,
Artificial intelligence
,
Biology and Life Sciences
2017
In this study, we focus on the possible roles of second-order syntactic recursion and working memory in terms of simple and complex span tasks in the development of second-order false belief reasoning. We tested 89 Turkish children in two age groups, one younger (4;6-6;5 years) and one older (6;7-8;10 years). Although second-order syntactic recursion is significantly correlated with the second-order false belief task, results of ordinal logistic regressions revealed that the main predictor of second-order false belief reasoning is complex working memory span. Unlike simple working memory and second-order syntactic recursion tasks, the complex working memory task required processing information serially with additional reasoning demands that require complex working memory strategies. Based on our results, we propose that children's second-order theory of mind develops when they have efficient reasoning rules to process embedded beliefs serially, thus overcoming a possible serial processing bottleneck.
Journal Article
What Eye Movements Can Tell about Theory of Mind in a Strategic Game
by
Verbrugge, Rineke
,
Meijering, Ben
,
van Rijn, Hedderik
in
Adolescent
,
Analysis
,
Artificial intelligence
2012
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning.
Journal Article
The Evolution of Different Forms of Sociality: Behavioral Mechanisms and Eco-Evolutionary Feedback
by
Verbrugge, Rineke
,
van der Post, Daniel J.
,
Hemelrijk, Charlotte K.
in
Animal behavior
,
Animals
,
Appetitive Behavior - physiology
2015
Different forms of sociality have evolved via unique evolutionary trajectories. However, it remains unknown to what extent trajectories of social evolution depend on the specific characteristics of different species. Our approach to studying such trajectories is to use evolutionary case-studies, so that we can investigate how grouping co-evolves with a multitude of individual characteristics. Here we focus on anti-predator vigilance and foraging. We use an individual-based model, where behavioral mechanisms are specified, and costs and benefits are not predefined. We show that evolutionary changes in grouping alter selection pressures on vigilance, and vice versa. This eco-evolutionary feedback generates an evolutionary progression from \"leader-follower\" societies to \"fission-fusion\" societies, where cooperative vigilance in groups is maintained via a balance between within- and between-group selection. Group-level selection is generated from an assortment that arises spontaneously when vigilant and non-vigilant foragers have different grouping tendencies. The evolutionary maintenance of small groups, and cooperative vigilance in those groups, is therefore achieved simultaneously. The evolutionary phases, and the transitions between them, depend strongly on behavioral mechanisms. Thus, integrating behavioral mechanisms and eco-evolutionary feedback is critical for understanding what kinds of intermediate stages are involved during the evolution of particular forms of sociality.
Journal Article
Strategic Reasoning: Building Cognitive Models from Logical Formulas
by
Verbrugge, Rineke
,
Ghosh, Sujata
,
Meijering, Ben
in
Backward induction
,
Cognition & reasoning
,
Cognitive models
2014
This paper presents an attempt to bridge the gap between logical and cognitive treatments of strategic reasoning in games. There have been extensive formal debates about the merits of the principle of backward induction among game theorists and logicians. Experimental economists and psychologists have shown that human subjects, perhaps due to their bounded resources, do not always follow the backward induction strategy, leading to unexpected outcomes. Recently, based on an eye-tracking study, it has turned out that even human subjects who produce the outwardly correct 'backward induction answer' use a different internal reasoning strategy to achieve it. The paper presents a formal language to represent different strategies on a finer-grained level than was possible before. The language and its semantics help to precisely distinguish different cognitive reasoning strategies, that can then be tested on the basis of computational cognitive models and experiments with human subjects. The syntactic framework of the formal system provides a generic way of constructing computational cognitive models of the participants of the Marble Drop game.
Journal Article
Stepwise training supports strategic second-order theory of mind in turn-taking games
2018
People model other people's mental states in order to understand and predict their behavior. Sometimes they model what others think about them as well: "He thinks that I intend to stop." Such second-order theory of mind is needed to navigate some social situations, for example, to make optimal decisions in turn-taking games. Adults sometimes find this very difficult. Sometimes they make decisions that do not fit their predictions about the other player. However, the main bottleneck for decision makers is to take a second-order perspective required to make a correct opponent model. We report a methodical investigation into supporting factors that help adults do better. We presented subjects with two-player, three-turn games in which optimal decisions required second-order theory of mind (Hedden and Zhang, 2002). We applied three "scaffolds" that, theoretically, should facilitate second-order perspective-taking: 1) stepwise training, from simple one-person games to games requiring second-order theory of mind; 2) prompting subjects to predict the opponent's next decision before making their own decision; and 3) a realistic visual task representation. The performance of subjects in the eight resulting combinations shows that stepwise training, but not the other two scaffolds, improves subjects' second-order opponent models and thereby their own decisions.
Journal Article
An automated method for building cognitive models for turn-based games from a strategy logic
by
Verbrugge, Rineke
,
Top, Jakob Dirk
,
Ghosh, Sujata
in
Automation
,
Behavior
,
Biological evolution
2018
Whereas game theorists and logicians use formal methods to investigate ideal strategic behavior, many cognitive scientists use computational cognitive models of the human mind to predict and simulate human behavior. In this paper, we aim to bring these fields closer together by creating a generic translation system which, starting from a strategy for a turn-based game represented in formal logic, automatically generates a computational model in the Primitive Information Processing Elements (PRIMs) cognitive architecture, which has been validated on various experiments in cognitive psychology. The PRIMs models can be run and fitted to participants' data in terms of decisions, response times, and answers to questions. As a proof of concept, we run computational modeling experiments on the basis of a game-theoretic experiment about the turn-based game 'Marble Drop with Surprising Opponent', in which the opponent often starts with a seemingly irrational move. We run such models starting from logical representations of several strategies, such as backward induction and extensive-form rationalizability, as well as different player types according to stance towards risk and level of theory of mind. Hereby, response times and decisions for such centipede-like games are generated, which in turn leads to concrete predictions for future experiments with human participants. Such precise predictions about different aspects, including reaction times, eye movements and active brain areas, cannot be derived on the basis of a strategy logic by itself: the computational cognitive models play a vital role and our generic translation system makes their construction more efficient and systematic than before.
Journal Article
Teamwork in Multi-Agent Systems
by
Verbrugge, Rineke
,
Dunin-Keplicz, Barbara
in
Artificial intelligence
,
Communication, Networking and Broadcast Technologies
,
Components, Circuits, Devices and Systems
2010
What makes teamwork tick? Cooperation matters, in daily life and in complex applications. After all, many tasks need more than a single agent to be effectively performed. Therefore, teamwork rules! Teams are social groups of agents dedicated to the fulfilment of particular persistent tasks. In modern multiagent environments, heterogeneous teams often consist of autonomous software agents, various types of robots and human beings. Teamwork in Multi-agent Systems: A Formal Approach explains teamwork rules in terms of agents' attitudes and their complex interplay. It provides the first comprehensive logical theory, TeamLog, underpinning teamwork in dynamic environments. The authors justify design choices by showing TeamLog in action. The book guides the reader through a fascinating discussion of issues essential for teamwork to be successful: What is teamwork, and how can a logical view of it help in designing teams of agents? What is the role of agents' awareness in an uncertain, dynamic environment? How does collective intention constitute a team? How are plan-based collective commitments related to team action? How can one tune collective commitment to the team's organizational structure and its communication abilities?\\ What are the methodological underpinnings for teamwork in a dynamic environment? How does a team and its attitudes adjust to changing circumstances? How do collective intentions and collective commitments arise through dialogue? What is the computational complexity of TeamLog? How can one make TeamLog efficient in applications? This book is an invaluable resource for researchers and graduate students in computer science and artificial intelligence as well as for developers of multi-agent systems. Students and researchers in organizational science, in particular those investigating teamwork, will also find this book insightful. Since the authors made an effort to introduce TeamLog as a conceptual model of teamwork, understanding most of the book requires solely a basic logical background.
Children's Application of Theory of Mind in Reasoning and Language
2008
Many social situations require a mental model of the knowledge, beliefs, goals, and intentions of others: a Theory of Mind (ToM). If a person can reason about other people's beliefs about his own beliefs or intentions, he is demonstrating second-order ToM reasoning. A standard task to test second-order ToM reasoning is the second-order false belief task. A different approach to investigating ToM reasoning is through its application in a strategic game. Another task that is believed to involve the application of second-order ToM is the comprehension of sentences that the hearer can only understand by considering the speaker's alternatives. In this study we tested 40 children between 8 and 10 years old and 27 adult controls on (adaptations of) the three tasks mentioned above: the false belief task, a strategic game, and a sentence comprehension task. The results show interesting differences between adults and children, between the three tasks, and between this study and previous research.
Journal Article
Learning to Apply Theory of Mind
2008
In everyday life it is often important to have a mental model of the knowledge, beliefs, desires, and intentions of other people. Sometimes it is even useful to to have a correct model of their model of our own mental states: a second-order Theory of Mind. In order to investigate to what extent adults use and acquire complex skills and strategies in the domains of Theory of Mind and the related skill of natural language use, we conducted an experiment. It was based on a strategic game of imperfect information, in which it was beneficial for participants to have a good mental model of their opponent, and more specifically, to use second-order Theory of Mind. It was also beneficial for them to be aware of pragmatic inferences and of the possibility to choose between logical and pragmatic language use. We found that most participants did not seem to acquire these complex skills during the experiment when being exposed to the game for a number of different trials. Nevertheless, some participants did make use of advanced cognitive skills such as second-order Theory of Mind and appropriate choices between logical and pragmatic language use from the beginning. Thus, the results differ markedly from previous research.
Journal Article