Dynamic Decision Making Laboratory
RESEARCH
home people research links

Current Projects

Selected Publications

In Press
2012
2011
2010
2009
2008
2007
2006
2005
2004
2003
2002
2000

Before 2000

Former Sponsored Projects

Facilities, Methods, & DMGames

Facilities & Methods
DMGames
IBLTool

 

 

 

All our research revolves around the topics of learning and decisions from experience. We study situations involving repeated and interdependent decisions, that allow us to examine how learning occurs and experience is used in making decisions. We address questions such as: How does experience influence our decisions? What kinds of experiences would produce better decisions and better adaptation? How does experience transfer to new situations? Our research has multiple practical applications, most prominently to training in complex, dynamic environments.

We use multiple research methods including laboratory experiments using complex, dynamic simulations (MicroWorlds or DMGames). Our experiments often involve extended practice to understand how experience develops, changes, and transfers.

Our main research framework is the Instance-Based Learning Theory (IBLT) (Gonzalez, Lerch & Lebiere, 2003). IBLT has been implemented into computational models based on ACT-R architecture. IBLT models help to explain and predict human behavior in dynamic decision making environments.

 

Current Projects (Sorted Chronologically)

Usable Automated Data Inference for End Users

Project Researcher(s): Cleotilde Gonzalez (Co-PI)

External Collaborators:
Iliano Cervesato (PI), Associate Teaching Professor in Computer Science, Carnegie Mellon University Qatar
Funding Source: Qatar National Research Fund (QNRF)

Overview

Nowadays, data are more easily accessible than ever, yet support for deriving interesting consequences from base data is often unavailable, too expensive, or too technical for many users. In this project, we propose to develop an advanced prototype for NEXCEL and perform extensive usability studies to understand how to best present the extended functionalities to interested users. Specific objectives include developing a user-oriented language that supports an intuitive use of common data inference operations, seamlessly integrating the added functionalities within the interface elements of a spreadsheet, and achieving a performance that is subjectively comparable to spreadsheet operations of intermediate complexity.

top

 

Understanding Conflict with a Socio-Cognitive Computational Approach

Project Researcher(s): Cleotilde Gonzalez (PI) & Muniba Saleem (Post-Doctoral Fellow)

External Collaborators:
Christian Lebiere (Co-PI), Research Scientist in Department of Psychology, Carnegie Mellon University
Ion Juvina, Post-Doctoral Fellow in Department of Psychology, Carnegie Mellon University
The Peres Center for Peace in Israel
Ronit Kampf, Tel Aviv University

Funding Source: Defense Threat Reduction Agency (DTRA)

Overview

The goals of this project are to determine, behaviorally and computationally, the socio-cognitive factors that lead to conflict between two constituencies, and those factors that help lead to conflict resolution. Our research focus will contribute to a theoretical model involving socio-cultural factors. We will validate the theoretical model using experimental data in situations of conflict and use computational cognitive theories (ACT-R and IBL) to make predictions that will lead to understanding the potential use of weapons of mass destruction. The cognitive model of conflict resolution will be scaled from simple 2x2 competitive games to PeaceMaker, a video game developed by ImpactGames.

top

 

Training Dynamic Decision Making in Mine Emergency Situations

Mine Refuge Chamber Project Researchers: Cleotilde Gonzalez (PI) & Mike Yu (Doctoral Student)
External Collaborators: None
Funding Source: National Institute of Occupational Safety and Health (NIOSH)

Overview

The research will integrate the theoretical knowledge of human decision making in dynamic situations with the practical aspects of training miners. The research will result in the improved science of decision making and practical guidelines and tools that demonstrate how to best train decision making in the unique conditions of accidents when under workload, uncertainty, and time constraints.

top

 

Hypothesis Generation & Reasoning in Dynamic Cyber SA Decision Making

Project Researchers: Cleotilde Gonzalez (Co-PI), Varun Dutt (Post-Doctoral Fellow), Noam Ben-Asher (Post-Doctoral Fellow), & Young-Suk Ahn Park (Master's Student)
External Collaborators:
Peng Liu (PI)
, Associate Professor of Information Sciences and Technology at Penn State University
Nancy Cooke, Professor of Applied Psychology at Arizona State University
Sushil Jajodia, International Professor of Information Technology at George Mason University
Peng Ning, Associate Professor of Computer Science at North Carolina State University
Michael Young, Associate Professor of Computer Science at North Carolina State University
V. S. Subrahmanian, Professor of Computer Science and the Director of the Institute for Advanced Computer Studies (UMIACS) at the University of Maryland

Funding Source: Multidisciplinary University Research Initiative (MURI), sponsored by the U.S. Army Research Office

Overview

This project is devoted to the understanding of basic human mechanisms in cue learning and utility-based decision making. We investigate how people use different similarity functions, and how individuals use different pieces of information (cues) in making decisions such as classifying visual targets, and deciding of how to address them. The purpose of this project is to integrate the concepts of hypothesis generation and instance-based learning in dynamic decision making situations, towards the development of a theory of dynamic cyber SA decision making.

top

 

Training Decision Making Skills

Project Researchers: Cleotilde Gonzalez (Co-PI) & Varun Dutt (Post-Doctoral Fellow)
External Collaborators:
Alice Healy (PI)
, Professor of Psychology at the University of Colorado at Boulder
Lyle Bourne (Co-PI), Professor of Psychology Emeritus and Faculty Fellow of Institute of Cognitive Science at the University of Colorado at Boulder

Robert Proctor, Professor of Psychology at Purdue University
Funding Source: Multidisciplinary University Research Inititative (MURI), sponsored by Army Research Office

Overview

Our goal in this project is to create ACT-R computational models that will be used as predictive tools for the different effects resulting from the application of empirically-based training principles. We have worked on three main themes involving the ACT-R architecture and the Instance-Based Learning Theory:

  1. Models of Fatigue Effects in a data entry task
  2. Models of Stimulus-Response compatibility
  3. Models of Dynamic Visual Detection in complex tasks

A major conclusion from this work is the robustness of IBLT, which provides a general approach to modeling decisions from experience.

top

 

Hypothesis Generation & Feedback in Dynamic Decision Making

Project Researchers: Cleotilde Gonzalez (PI), & Varun Dutt (Post-Doctoral Fellow)
External Collaborators:
Rickey Thomas (Co-PI)
, Assistant Professor of Cognitive Psychology at the University of Oklahoma
Robert Hamm (Co-PI), Professor of Family and Preventive Medicine and Director of Clinical Decision Making Program at the University of Oklahoma Health Sciences Center

John Sterman, Jay W. Forrester Professor of Management and Director of MIT System Dynamics Group at the Massachusetts Institute of Technology
Matt Cronin, Assistant Professor of Management at George Mason University
Angela Brunstein, Professor of Psychology at Carnegie Mellon University in Qatar
Funding Source: National Science Foundation (NSF), Human and Social Dynamics Priority Area.

Overview

This research will improve our theoretical understanding of the dynamics of human behavior through laboratory studies using artificial and realistic task domains, and through computational cognitive modeling. This research contributes directly to understanding the dynamics of two very basic mechanisms of decision making: how people come to generate hypotheses from cues while those cues and the situation evolve over time and how feedback of different kinds changes individuals’ dynamic decision making behavior.

We are investigating human understanding of stocks and flows. Stock and flows— resources that accumulate or deplete and the flows that alter them— are ubiquitous, and understanding them is fundamental in business, our personal life, and society. Our work shows that many find stocks and flows unintuitive and rely on incorrect assumptions to solve these problems. This project aims at determining why people find the basic stock and flows difficult. Specifically, we study how experience may help people learn to detect the correct cause-effect relationships.

top

 

Learning & Adaptation in Complex Decision Making Situations

Project Researchers: Cleotilde Gonzalez (PI)

Overview

The Instance-Based Learning Theory (IBLT) (Gonzalez, Lerch, & Lebiere, 2003) proposes that in dynamic environments, learning occurs through the accumulation and refinement of decision instances and that decision making is based on the retrieval of solutions stored in similar memory instances. Our experimental results suggest practical ways to facilitate successful supply chain management learning. An example of a dynamic decision making problem used in this project is the Beer Game: a supply chain management task.

top

 

Neural Basis of Dynamic Decision Making

Project Researchers: Cleotilde Gonzalez (PI), Sara Levens (Post-Doctoral Fellow), & Hau-yu Wong (Research Associate)
External Collaborators: Eric Walden, Assistant Professor at the Rawls College of Business, Texas Tech University
Funding Source: Internal funding

Overview

With the help of the Center for Cognitive Brain Imaging (CCBI) at Carnegie Mellon University, we have used functional MRI to study risk in simple choice problems. Two examples of the research conducted include the Framing Effect and Theory of Mind in trust games. Both projects involve the perception of risk as determined by the information representation. For example, we are interested in the representation of the human or computer as an avatar changes the nature of ToM processing. Specifically, we will study the mPRF (medial prefrontal gyrus), ACC (anterior para-cingulate cortex, and rTPJ (right tempero-parietal junction) regions. The main lesson from this study is that cognition and emotion don't work independently, but rather they clearly interact to determine choice.

top

 

 

Selected Publications

 

 

Former Sponsored Projects

Army Research Laboratory (2002-2009). Cognitive Process Modeling and Measurement in Dynamic Decision Making. In collaboration with Mica Endsley, President at SA Technologies.

Richard Lounsbery Foundation (2007-2008). PeaceMaker-Based Research for Decision Making and Diplomacy. In collaboration with Kiron Skinner, Associate Professor of Social and Decision Sciences and History & Laurie Eisenberg, Associate Teaching Professor of History at Carnegie Mellon University.

Argonne National Laboratory (2008). Determinants of Public Confidence in Government to Prevent Terrorism. In collaboration with Ignacio Martinez-Moyano and Michael Samsa of Argonne National Labs.

U.S. Army Research Laboratory (2001-2006). Cognitive Process Modeling and Measurement in Dynamic Decision Making. In collaboration with Mica Endsley, President of SA Technologies.

Office of Naval Research, Multidisciplinary University Research Initiative (2001-2006). Cognitive, Biological and Computational Analyses of Automaticity in Complex Cognition. In collaboration with Marcel Just, D.O. Hebb Professor of Psychology and Co-Director of Center for Cognitive Brain Imaging (CCBI) at Carnegie Mellon University, Walter Schneider, Professor of Psychology at the University of Pittsburgh, & Poornima Madhavan, Assistant Professor of Psychology at the Old Dominion University

Office of Naval Research, Small Business Innovation Research (2004). Automated Communication Analysis for Interactive Situation Awareness Assessment. In collaboration with Mica Endsley, President of SA Technologies & Cheryl Bolstad, Senior Research Associate at SA Technologies.

Institute for Complex Engineered Systems, Carnegie Mellon University, PITA program (2005-2006). Learning from the Past: Improving Estimation of Future Construction Projects. In collaboration with Burcu Akinci, Associate Professor of Civil and Environmental Engineering at Carnegie Mellon University.

Carnegie Mellon University Berkman Faculty Development Fund (2001). Perception and Attention Effects on Learning Dynamic Decision Making Tasks.

National Institute of Mental Health, training grant (2002-2006). Training in Combined Computational and Behavioral Approaches to Cognition. In collaboration with Lynne Reder, Professor of Psychology and Director of Memory Lab at Carnegie Mellon University.

top

 

 

Facilities, Methods, & DMGames

The Dynamic Decision Making Laboratory has two separate lab facilities. Our main lab facility is located at 4609 Winthrop Street, 1st floor suite. Winthrop Street intersects with Craig Street and is within walking distance of the main CMU campus.

The DDMLab is a network of six Windows machines for data collection. All machines are equipped with a number of devices, graphics, sound cards, and high resolution displays.

Our other lab space is on campus in Baker Hall A55A, in the basement of Baker Hall. Our Baker lab consists of a similar set up to our Winthrop lab.

We employ a wide range of research methods including laboratory experiments, computational modeling, eye-tracking, and fMRI. We use the fMRI scanner available to us through the CCBI in the Brain Imaging Research Center, established in 2002.

top

DMGames

Our main laboratory's research tools are interactive computer simulations of DDM problems. We design and develop these simulations, called Decision Making Games (DMGames), to facilitate the study of learning in dynamic tasks.

In the past years, we have created DMGames in many diverse contexts. Below you will find some examples of DMGames for dynamic resource allocation, medical diagnosis, supply chain management, and generic dynamic control of accumulations. DMGames represent a compromise between the experimental control of the laboratory and the realism from real-life decision making (Gonzalez, Vanyukov, & Martin, 2005) and are a powerful tool to study DDM.

top

Dynamic Climate Change Simulator (DCCS)

The DCCS was inspired by generic dynamic stocks and flows tasks, and based on a simplified and adapted climate model. The DCCS interface epresents a single stock or accumulation of CO2 in the form of an orange-color liquid in a tank. Deforestation and fossil fuel CO2 emissions, are represented by a pipe connected to the tank, that increase the level of CO2 stock; and CO2 absorptions, also represented as a pipe on the right of the tank, which decreases the level of CO2 stock.

The absorptions are outside the direct control of the participant. The absorptions depend on the change in concentration of the CO2 stock and the rate of CO2 transfer parameter derived from the models in the previous section.

For a free download of the software, please click here.

Click on the image below to download a video of DCCS in action.

top

Dynamic Stocks & Flows (DSF)

DSF is a generic representation of the basic building blocks of every dynamic system: a single stock that represents accumulation; inflows, which increase the level of stock; and outflows, which decrease the level of stock. A user must maintain the stock at a particular level or, at least, within an acceptable range by contrarresting the effects of the environmental flows.

Click on the image below to download a video of DSF in action.

top

The Water Purification Plant (WPP)

A detailed description of this task can be found in Gonzalez, Lerch, & Lebiere (2003).

WPP is a resource allocation and scheduling task. It simulates a water distribution system with 23 tanks arranged in a tree structure and connected with pipes. The goal is to go through the purification process on time before the deadlines expire. Decision makers must manage a limited number of resources (only 5 of the 46 pumps available can be active at a given time) over time to accomplish this goal.

With minor modifications, WPP has been used extensively to study automaticity development, stuation awareness, learning, and adaptation. In addition, we developed an ACT-R cognitive model that reproduces human learning in this task (Gonzalez, Lerch, & Lebiere, 2003).

For a free download of the software, please click here.

Click on the image below to download a video of WPP in action.

top

FIRECHIEF (developed by Mary Omodei & Alex Wearing)

Firechief is a resource allocation task in which the participant's goal is to minimize the damage caused by the fire to landscape. There are a limited number of the two appliance types (helicopters and firetrucks) used to extinguish fires.

The screen shot shows the fire having already consumed a certain percentage of the landscape (black areas of the screen) and continuing to spread (red dots on the screen). The score is the percentage of landscape that has not yet been consumed by fire. The simulation takes place in real-time and is highly dynamic, the environment changing autonomously as well as depending on the actions of the participant. Resources are limited as the appliances eventually run out of water and may need to be refilled, thus causing a delay in their usage. The player needs to learn how and where to concentrate resources in order to save as much of the landscape as possible.

Click on the image to download a video of FIRECHIEF in action.

top

Beer Game

We have created a learning environment that provides users with an interactive experience of supply-chain management. The supply-chain consists of a single retailer who supplies beer to the consumers (simulated as an external demand function), a single wholesaler who supplies beer to the retailer, a distributor who supplies the wholesaler, and a factory that brews the beer (obtaining it from an inexhaustible external supply) and supplies the distributor.

Beer game is used extensively to study the way decision makers perform when confronted by dynamic complexity (Sterman, 2004). We use the beer game to study learning and adaptation in DDM. In addition, we have developed an ACT-R cognitive model that reproduces initial data collected on human learning (Martin, Gonzalez, & Lebiere, 2004).

For a free download of the software, please click here.

Click on the image to download a video of beer game in action.

top

MEDIC

MEDIC is an interactive tool involving presentation of symptoms, generation of diagnoses, tests of diagnoses, treatments, and outcome feedback. The simulation begins with a patient complaining of symptoms. Each patient has a different initial health level, which continues to fluctuate downward until the patient has been treated or until the patient dies. Since each patient is randomly assigned one of many fictitious diseases, participants must test for the presence of symptoms, each having a different probability of being associated with one of the diseases. Each test returns with a definitive diagnosis (absent or present) after a predetermined time delay for the test to run. The participant provides an assessment of the probability of the presence of the disease. Then, participants can either conduct more tests or administer a treatment. Feedback comprises the actual disease present, the disease the participant believed was present, and a score that represents their accuracy throughout the task.

Click on the image to download a video of MEDIC in action.

top

 

The Dynamic Decision Making Laboratory is part of the Social and Decision Sciences DepartmentCarnegie Mellon University. For updates and comments, please email hauyuw@andrew.cmu.edu.