Psychologists have long been fascinated with understanding the nature of Aha! moments, moments when we transition from not knowing to suddenly realizing the solution to a problem. In this work, we present a theoretical framework that explains why we experience Aha! moments. Our theory posits that during problem-solving, in addition to solving the problem, people also maintain a metacognitive model of their ability to solve the problem as well as a prediction about the time it would take them to solve that problem. Aha! moments arise when we experience a positive error in this metacognitive prediction, i.e. when we solve a problem much faster than we expected, signaling to ourselves that we are more competent than we had realized. We posit that this metacognitive error is analogous to a positive reward prediction error thereby explaining why we feel so good after an Aha! moment. We provide support to our theory across two large-scale pre-registered experiments on problem solving, demonstrating a link between metacognitive prediction errors and Aha! moments. These results highlight the importance of metacognitive prediction errors and deepen our understanding of human metareasoning.
Recent research from economics, psychology, cognitive science, computer science, and marketing is increasingly interested in the idea that people face cognitive costs when making decisions. Reviewing and synthesizing this research, we develop a framework of cognitive costs that organizes concepts along a temporal dimension and maps out when costs occur in the decision-making process and how they impact decisions. Our unifying framework broadens the scope of research on cognitive costs to a wider timeline of cognitive processing. We identify implications and recommendations emerging from our framework for intervening on behavior to tackle some of the most pressing issues of our day, from improving health and saving decisions to mitigating the consequences of climate change.
A good teacher should not only be knowledgeable, but should also be able to communicate in a way that the student understands -- to share the student's representation of the world. In this work, we introduce a new controlled experimental setting, GRADE, to study pedagogy and representational alignment. We use GRADE through a series of machine-machine and machine-human teaching experiments to characterize a utility curve defining a relationship between representational alignment, teacher expertise, and student learning outcomes. We find that improved representational alignment with a student improves student learning outcomes (i.e., task accuracy), but that this effect is moderated by the size and representational diversity of the class being taught. We use these insights to design a preliminary classroom matching procedure, GRADE-Match, that optimizes the assignment of students to teachers. When designing machine teachers, our results suggest that it is important to focus not only on accuracy, but also on representational alignment with human learners.
Human cognition is distinguished by our ability to adapt to different environments and circumstances. Yet the mechanisms driving adaptive behavior have predominantly been studied in separate asocial and social contexts, with an integrated framework remaining elusive. Here, we use a collective foraging task in a virtual Minecraft environment to integrate these two fields, by leveraging automated transcriptions of visual field data combined with high-resolution spatial trajectories. Our behavioral analyses capture both the structure and temporal dynamics of social interactions, which are then directly tested using computational models sequentially predicting each foraging decision. These results reveal that adaptation mechanisms of both asocial foraging and selective social learning are driven by individual foraging success (rather than social factors). Furthermore, it is the degree of adaptivity-of both asocial and social learning-that best predicts individual performance. These findings not only integrate theories across asocial and social domains, but also provide key insights into the adaptability of human decision-making in complex and dynamic social landscapes.
Modern reinforcement learning has been conditioned by at least three dogmas. The first is the environment spotlight, which refers to our tendency to focus on modeling environments rather than agents. The second is our treatment of learning as finding the solution to a task, rather than adaptation. The third is the reward hypothesis, which states that all goals and purposes can be well thought of as maximization of a reward signal. These three dogmas shape much of what we think of as the science of reinforcement learning. While each of the dogmas have played an important role in developing the field, it is time we bring them to the surface and reflect on whether they belong as basic ingredients of our scientific paradigm. In order to realize the potential of reinforcement learning as a canonical frame for researching intelligent agents, we suggest that it is time we shed dogmas one and two entirely, and embrace a nuanced approach to the third.
Human behavior is often assumed to be hierarchically structured, made up of abstract actions that can be decomposed into concrete actions. However, behavior is typically measured as a sequence of actions, which makes it difficult to infer its hierarchical structure. In this paper, we explore how people form hierarchically structured plans, using an experimental paradigm with observable hierarchical representations: participants create programs that produce sequences of actions in a language with explicit hierarchical structure. This task lets us test two well-established principles of human behavior: utility maximization (i.e. using fewer actions) and minimum description length (MDL; i.e. having a shorter program). We find that humans are sensitive to both metrics, but that both accounts fail to predict a qualitative feature of human-created programs, namely that people prefer programs with reuse over and above the predictions of MDL. We formalize this preference for reuse by extending the MDL account into a generative model over programs, modeling hierarchy choice as the induction of a grammar over actions. Our account can explain the preference for reuse and provides better predictions of human behavior, going beyond simple accounts of compressibility to highlight a principle that guides hierarchical planning.
Recent successes in artificial intelligence and machine learning have been largely driven by methods for sophisticated pattern recognition, including deep neural networks and other data-intensive methods. But human intelligence is more than just pattern recognition. And no machine system yet built has anything like the flexible, general-purpose commonsense grasp of the world that we can see in even a one-year-old human infant. I will consider how we might capture the basic learning and thinking abilities humans possess from early childhood, as one route to building more human-like forms of machine learning and thinking. At the heart of human common sense is our ability to model the physical and social environment around us: to explain and understand what we see, to imagine things we could see but haven't yet, to solve problems and plan actions to make these things real, and to build new models as we learn more about the world. I will focus on our recent work reverse-engineering these capacities using methods from probabilistic programming, program induction and program synthesis, which together with deep learning methods and video game simulation engines, provide a toolkit for the joint enterprise of modeling human intelligence and making AI systems smarter in more human-like ways.
Board, card, or video games have been played by virtually every individual in the world population, with both children and adults participating. Games are popular because they are intuitive and fun. These distinctive qualities of games also make them ideal as a platform for studying the mind. By being intuitive, games provide a unique vantage point for understanding the inductive biases that support behavior in more complex, ecological settings than traditional lab experiments. By being fun, games allow researchers to study new questions in cognition such as the meaning of "play'' and intrinsic motivation, while also supporting more extensive and diverse data collection by attracting many more participants. We describe both the advantages and drawbacks of using games relative to standard lab-based experiments and lay out a set of recommendations on how to gain the most from using games to study cognition. We hope this article will lead to a wider use of games as experimental paradigms, elevating the ecological validity, scale, and robustness of research on the mind.
People use language to influence others’ beliefs and actions. Yet models of communication have diverged along these lines, formalizing the speaker’s objective in terms of either the listener’s beliefs or actions. We argue that this divergence lies at the root of a longstanding controversy over the Gricean maxims of truthfulness and relevance. We first bridge the divide by introducing a speaker model which considers both the listener’s beliefs (epistemic utility) and their actions (decision-theoretic utility). We show that formalizing truthfulness as an epistemic utility and relevance as a decision-theoretic utility reconciles the tension between them, readily explaining puzzles such as context-dependent standards of truthfulness. We then test a set of novel predictions generated by our combined model. We introduce a new signaling game which decouples utterances’ truthfulness and relevance, then use it to conduct a pair of experiments. Our first experiment demonstrates that participants jointly maximize epistemic and decision-theoretic utility, rather than either alone. Our second experiment shows that when the two conflict, participants make a graded tradeoff rather than prioritizing one over the other. These results demonstrate that human communication cannot be reduced to influencing beliefs or actions alone. Taken together, our work provides a new foundation for grounding rational communication not only in what we believe, but in what those beliefs lead us to do.
How are people able to plan so efficiently despite limited cognitive resources? We aimed to answer this question by extending an existing model of human task decomposition that can explain a wide range of simple planning problems by adding structure information to the task to facilitate planning in more complex tasks. The extended model was then applied to a more complex planning domain of spatial navigation. Our results suggest that our framework can correctly predict the navigation strategies of the majority of the participants in an online experiment.
Value alignment is essential for building AI systems that can safely and reliably interact with people. However, what a person values -- and is even capable of valuing -- depends on the concepts that they are currently using to understand and evaluate what happens in the world. The dependence of values on concepts means that concept alignment is a prerequisite for value alignment -- agents need to align their representation of a situation with that of humans in order to successfully align their values. Here, we formally analyze the concept alignment problem in the inverse reinforcement learning setting, show how neglecting concept alignment can lead to systematic value mis-alignment, and describe an approach that helps minimize such failure modes by jointly reasoning about a person's concepts and values. Additionally, we report experimental results with human participants showing that humans reason about the concepts used by an agent when acting intentionally, in line with our joint reasoning model.
All biological and artificial agents must act given limits on their ability to acquire and process information. As such, a general theory of adaptive behavior should be able to account for the complex interactions between an agent's learning history, decisions, and capacity constraints. Recent work in computer science has begun to clarify the principles that shape these dynamics by bridging ideas from reinforcement learning, Bayesian decision-making, and rate-distortion theory. This body of work provides an account of capacity-limited Bayesian reinforcement learning, a unifying normative framework for modeling the effect of processing constraints on learning and action selection. Here, we provide an accessible review of recent algorithms and theoretical results in this setting, paying special attention to how these ideas can be applied to studying questions in the cognitive and behavioral sciences.
Humans are remarkably adaptive instructors who adjust advice based on their estimations about a learner’s prior knowledge and current goals. Many topics that people teach, like goal-directed behaviors, causal systems, categorization, and time-series patterns, have an underlying commonality: they map inputs to outputs through an unknown function. This project builds upon a Gaussian process (GP) regression model that describes learner behavior as they search the hypothesis space of possible underlying functions to find the one that best fits their current data. We extend this work by implementing a teacher model that reasons about a learner’s GP regression in order to provide specific information that will help them form an accurate estimation of the function.
Policies often fail due to distribution shift -- changes in the state and reward that occur when a policy is deployed in new environments. Data augmentation can increase robustness by making the model invariant to task-irrelevant changes in the agent's observation. However, designers don't know which concepts are irrelevant a priori, especially when different end users have different preferences about how the task is performed. We propose an interactive framework to leverage feedback directly from the user to identify personalized task-irrelevant concepts. Our key idea is to generate counterfactual demonstrations that allow users to quickly identify possible task-relevant and irrelevant concepts. The knowledge of task-irrelevant concepts is then used to perform data augmentation and thus obtain a policy adapted to personalized user objectives. We present experiments validating our framework on discrete and continuous control tasks with real human users. Our method (1) enables users to better understand agent failure, (2) reduces the number of demonstrations required for fine-tuning, and (3) aligns the agent to individual user task preferences.
When agents fail in the world, it is important to understand why they failed. These errors could be due to underlying distribution shifts in the goals desired by the end user or to the environment layouts that impact the policy's actions. In the case of multi-task policies conditioned on goals, this problem manifests in difficulty in disambiguating between goal and policy failures: is the agent failing because it can't correctly infer what the desired goal is or because it doesn't know how to take actions toward achieving the goal? We hypothesize that successfully disentangling these two failures modes holds important implications for selecting a finetuning strategy. In this paper, we explore the feasibility of leveraging human feedback to diagnose what vs. how failures for efficient adaptation. We develop an end-to-end policy training framework that uses attention to produce a human-interpretable representation, a visual masked state, to communicate the agent's intermediate task representation. In experiments with human users in both discrete and continuous control domains, we show that our visual attention mask policy can aid participants in successfully inferring the agent's failure mode significantly better than actions alone. Leveraging this feedback, we show subsequent empirical performance gains during finetuning and discuss implications of using humans to diagnose parameter-level failures of distribution shift.
Planning underpins the impressive flexibility of goal-directed behavior. However, even when planning, people can display surprising rigidity in how they think about problems (e.g., "functional fixedness") that lead them astray. How can our capacity for behavioral flexibility be reconciled with our susceptibility to conceptual inflexibility? We propose that these tendencies reflect avoidance of two cognitive costs: the cost of representing task details and the cost of switching between representations. To test this hypothesis, we developed a novel paradigm that affords participants opportunities to choose different families of simplified representations to plan. In two preregistered, online studies (Ns = 377 and 294 adults), we found that participants' optimal behavior, suboptimal behavior, and reaction time were explained by a computational model that formalized people's avoidance of representational complexity and switching. These results demonstrate how the selection of simplified, rigid representations leads to the otherwise puzzling combination of flexibility and inflexibility observed in problem solving.
Human behavior emerges from planning over elaborate decompositions of tasks into goals, subgoals, and low-level actions. How are these decompositions created and used? Here, we propose and evaluate a normative framework for task decomposition based on the simple idea that people decompose tasks to reduce the overall cost of planning while maintaining task performance. Analyzing 11,117 distinct graph-structured planning tasks, we find that our framework justifies several existing heuristics for task decomposition and makes predictions that can be distinguished from two alternative normative accounts. We report a behavioral study of task decomposition (N = 806) that uses 30 randomly sampled graphs, a larger and more diverse set than that of any previous behavioral study on this topic. We find that human responses are more consistent with our framework for task decomposition than alternative normative accounts and are most consistent with a heuristic-betweenness centrality-that is justified by our approach. Taken together, our results suggest the computational cost of planning is a key principle guiding the intelligent structuring of goal-directed behavior.
Psychologists, philosophers, and engineers have long known that the way we think about problems affects the way we solve them. Our recent paper proposes and tests a unifying theory of problem simplification that provides a new perspective on this age-old topic.