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International Journal of Research in Computer Science
eISSN 2249-8265 Volume 3 Issue 3 (2013) pp. 1-7
www.ijorcs.org, A Unit of White Globe Publications
doi: 10.7815/ijorcs. 33.2013.062
www.ijorcs.org
THE DESIGN OF COGNITIVE SOCIAL SIMULATION
FRAMEWORK USING STATISTICAL METHODOLOGY
IN THE DOMAIN OF ACADEMIC SCIENCE
V. Maniraj1
, R. Sivakumar2
*
Associate Professor, Computer Science, A.V.V.M Sri Pushpam College (Autonomous), Poondi, Thanjavur, INDIA
E-mail: 1
maniraj_vee@yahoo.co.in, 2
rskumar.avvmspc@gmail.com
Abstract: Modeling the behavior of the cognitive
architecture in the context of social simulation using
statistical methodologies is currently a growing
research area. Normally, a cognitive architecture for
an intelligent agent involves artificial computational
process which exemplifies theories of cognition in
computer algorithms under the consideration of state
space. More specifically, for such cognitive system
with large state space the problem like large tables
and data sparsity are faced. Hence in this paper, we
have proposed a method using a value iterative
approach based on Q-learning algorithm, with
function approximation technique to handle the
cognitive systems with large state space. From the
experimental results in the application domain of
academic science it has been verified that the
proposed approach has better performance compared
to its existing approaches.
Keywords: Cognitive architecture, Social Simulation,
Reinforcement learning, Function approximation.
I. INTRODUCTION
A cognitive architecture specifies the underlying
infrastructure for an intelligent system. Briefly,
architecture includes those aspects of a cognitive agent
that are constant over time and across different
application domains. These typically include:
1. The short-term and long-term memories that store
content about the agent’s beliefs, goals, and
knowledge;
2. The representation of elements that are contained in
these memories and their organization into larger-
scale mental structures;
3. The functional processes that operate on these
structures, including the performance mechanisms
that utilize them and the learning mechanisms that
alter them.
Because the contents of an agent’s memories can
change over time, one would not consider the
knowledge and beliefs encoded therein to be part of
that agent’s architecture. As different programs can run
on the same computer architecture, so the different
knowledge bases and beliefs can be interpreted by the
same cognitive architecture. There is also a direct
analogy with a building’s architecture, which consists
of permanent features like its foundation, roof, and
rooms, rather than its furniture and appliances, which
one can move or replace.
II. EXAMPLES OF COGNITIVE ARCHITECTURES
A. ACT -R
ACT-R [7][8] is the latest in a family of cognitive
architectures, concerned primarily with modeling
human behavior, that has seen continuous development
since the late 1970s. ACT-R is organized into a set of
modules, each of which processes a different type of
information. These include sensory modules for visual
processing, motor modules for action, an intentional
module for goals, and a declarative module for long-
term declarative knowledge. Each module has an
associated buffer that holds a relational declarative
structure (often called ‘chunks’, but different from
those in Soar). Taken together, these buffers comprise
ACT-R’s short-term memory.
B. SOAR
Soar [4][5][1] is a cognitive architecture that has
been under continuous development since the early
1980s. Procedural long-term knowledge in Soar takes
the form of production rules, which are in turn
organized in terms of operators associated with
problem spaces. Some operators describe simple,
primitive actions that modify the agent’s internal state
or generate primitive external actions, whereas others
describe more abstract activities. For many years, Soar
represented all long-term knowledge in this form, but
recently separate episodic and semantic memories
have been added. The episodic memory [2] holds a
history of previous states, while semantic memory
contains previously known facts.
C. ICARUS
ICARUS is a more recent architecture [14] that
stores two distinct forms of knowledge. Concepts
2 V. Maniraj, R. Sivakumar
www.ijorcs.org
describe classes of environmental situations in terms of
other concepts and percepts, whereas skills specify how
to achieve goals by decomposing them into ordered sub
goals. Both concept and skills involve relations among
objects, and both impose a hierarchical organization on
long-term memory, with the former grounded in
perceptions and the latter in executable actions.
Moreover, skills refer to concepts in their heads, their
initiation conditions, and their continuation conditions.
D. PRODIGY
PRODIGY [6] is another cognitive architecture that
saw extensive development from the middle 1980s to
the late 1990s. This framework incorporates two main
kinds of knowledge. Domain rules encode the
conditions under which actions have certain effects,
where the latter are described as the addition or deletion
of first-order expressions. These refer both to physical
actions that affect the environment and to inference
rules, which are purely cognitive. In contrast, control
rules specify the conditions under which the
architecture should select, reject, or prefer a given
operator, set of operator bindings, problem state, or
goal during the search process.
PRODIGY’s explanation-based learning module
constructs control rules based on its problem-solving
experience [20]. Successful achievement of a goal after
search leads to creation of selection or preference rules
related to that goal and to the operators whose
application achieved it. In addition, PRODIGY
includes separate modules for controlling search by
analogy with earlier solutions [11] learning operator
descriptions from observed solutions or
experimentation [21], and improving the quality of
solutions [12]. Although most research in this
framework has dealt exclusively with planning and
problem solving, PRODIGY also formed the basis for
an impressive system that interleaved planning and
execution for a mobile robot that accepted
asynchronous requests from users [10].
E. THE CLARION
CLARION is an integrative cognitive architecture
consisting of several distinct sub systems [16][18][15].
These include the action-centred subsystem (ACS), the
non-action-centred subsystem (NACS), the
motivational subsystem (MS), and the metacognitive
subsystem (MCS). The ACS controls actions, whether
for external physical movements or internal mental
operation. The NACS maintains general knowledge,
either implicit or explicit. The MS provides under-lying
motivations for perception, action, and cognition in
terms of impetus and feedback (for example, indicating
whether outcomes are satisfactory or not). The MCS
monitors, directs, and modifies the operations of the
ACS dynamically, as well as the operations of all the
other subsystems.
Modeling the behavior of the cognitive architecture
in the context of social simulation using statistical
methodologies is currently a growing research area.
Normally, a cognitive architecture for an intelligent
agent involves artificial computational process which
exemplifies theories of cognition in computer
algorithms under the consideration of state space.
More specifically, for such cognitive system with large
state space the problem like large tables and data
sparsity are faced. Hence in this paper we have
proposed a method using a value iterative approach
based on Q-learning method with function
approximation to handle the cognitive systems with
huge state space. From the experimental results in the
domain of academic science it has been proceeded that
to proposed approach results better performance
compared to its existing approach.
III. CAPABILITIES OF COGNITIVE
ARCHITECTURES
Any intelligent system is designed to engage in
certain activities that, taken, together, constitute its
functional capabilities. This section, discusses the
varied capabilities that a cognitive architecture can
support. Although only a few abilities, such as
recognition and decision making, are strictly required
to support a well-defined architecture, the entire set
seems required to cover the full range of human-level
intelligent activities.
• Recognition and Categorization
• Decision Making and Choice
• Perception and Situation Assessment
• Prediction and Monitoring
• Reasoning and Belief Maintenance
• Execution and Action
• Interaction and Communication
• Remembering, Reflection and Learning
• Problem solving and Planning
IV. COGNITIVE MODELS
Cognitive models attempt to represent the users as
they interact with a system, modeling aspects of their
understanding, knowledge, intentions or processing.
Cognitive models are divided into three categories.
• The first described the hierarchical structuring of
the user’s task and goal structure. Eg. GOMS
(Goals, Operators, Method, Selection) CCT
(Cognitive Complexity Theory).
• The second model concerned with Linguistic and
grammatical models, which emphasized the user’s
understanding of the user system – dialog. Eg. BNF
(Backus Naur Form), TAG (Task Action
Grammar).
The Design of Cognitive Social Simulation Framework using Statistical Methodology in the Domain of Academic Science 3
www.ijorcs.org
• Third model based on the more solid understanding
of the Human Motor System. Eg. KLM (Keystroke
– Level Model).
V. EXISTING A COGNITIVE ARCHITECTURE IN
SOCIAL SIMULATION
One application of CLARION to social simulation
is in understanding organizational decision making and
the interaction between organizational structures and
cognitive factors in affecting organizational decision
making [Sun, 04].
In terms of organizational structures, there are two
major types: (1) teams, in which agents act
autonomously, individual decisions are treated as
votes, and the organizational decision is the majority
decision; and (2) hierarchies, which are characterized
by agents organized in a chain of command, such that
information is passed from subordinates to superiors,
and the decision of a superior is based solely on the
recommendations of his/her subordinates. In addition,
organizations are distinguished by the structure of
information accessible by each agent. Two varieties of
information access are: (1) distributed access, in which
each agent see a different subset of attributes (no two
agents see the same sub-set of attributes), and (2)
blocked access, in which several agents see exactly the
same subset of attributes.
Several simulation models were considered in [9].
The experiments by [9] were done in a 2 x 2 fashion
(organization x information access). In addition,
human data for the experiment were compared to the
results of the four models [9].
In their work, the agent models used were very
simple, and the “intelligence” level in these models
was low. Moreover, learning in these simulations was
rudimentary: there was no complex learning process as
one might observe in humans. With these
shortcomings in mind, it is worthwhile to undertake a
simulation that involves more complex agent models
that more accurately capture human performance.
Moreover, with the use of more cognitively realistic
agent models, one may investigate individually the
importance of different cognitive capacities and
process details in affecting organizational performance
[19].
Hence, a simulation with CLARION used for
modelling individual agents in an organization was
conducted [19]. The results closely accord with the
patterns of the human data, with teams outperforming
hierarchical structures, and distributed access proving
superior to blocked access.
Also, as in humans, performance is not grossly
skewed towards one condition or the other, but is
roughly comparable across all conditions, unlike some
of the simulation results from [9]. The match with the
human data is far better than in the simulations
conducted in [9]. The better match is due, at least in
part, to a higher degree of cognitive realism in this
simulation. See [19] for further details, including the
interesting effects of varying cognitive parameters.
Another application of CLARION to social
simulation is in capturing and explaining the essential
process of publication in academic science and its
relation to cognitive processes [3]. Science develops in
certain ways. In particular, it has been observed that
the number of authors contributing a certain number of
articles to a scientific journal follows a highly skewed
distribution, corresponding to an inverse power law. In
the case of scientific publication, the tendency of
authorship to follow such a distribution was known as
Lotka’s law.
Herbert Simon developed a simple stochastic
process for approximating Lotka’s law. One of the
assumptions underlying this process is that the
probability that a paper will be published by an author
who has published i articles is equal to a/ik
, where a is
the constant of proportionality. Using Simon’s work as
a starting point, [13] attempted to model Lotka’s law.
He obtains his simulation data based on some very
simplified assumptions and a set of mathematical
equations. To a significant extent, Gilbert’s model is
not cognitively realistic. The model assumes that
authors are non-cognitive and interchangeable; it
therefore neglects a host of cognitive phenomena that
characterize scientific inquiry (e.g., learning,
creativity, evolution of field expertise, etc.).
Using a more cognitively realistic model, one can
address some of these omissions, as well as exploring
other emergent properties of a cognitively based model
and their correspondence to real-world phenomena.
The results of the simulation based on CLARION [3]
are shown along with results (reported by [13]) for
Chemical Abstracts and Econometrica, and estimates
obtained from previous simulations by [3]. The tables
indicate number of authors contributing to each
journal, by number of papers each has published. More
specifically, for such cognitive system with large state
space the problem like large tables and data sparsity
are faced. Hence in this paper we have proposed a
method using a value iterative approach based on Q-
learning algorithm with function approximation
technique to handle the cognitive systems with large
state space.
VI. PROPOSED WORK
Function approximation and feature based method
A. Problem Specification
We consider the following form of RL task for the
learning agent.
4 V. Maniraj, R. Sivakumar
www.ijorcs.org
What is given?
• Set S of possible states.
• Set A of possible actions.
• Unknown transition function δ: S X A  S
• Reward function R, which is 1 in goal state and o
else where goal states are terminal.
What to find?
An optimal policy ∏ ∗ = 𝑆 → 𝐴 for selecting the
next action ai based on current observed states.
It may be generally very difficult to learn a Q-
Function perfectly. We often expect learning
algorithms to set only some approximation to the
target function.
B. Proposed Architecture
Figure 1: Clarion Architecture with Function Approximation
We will use function approximation here and learn
a representation of the Q-Function as a linear function
of combinations of features, where the features
describe a state. In other words, we will translate a
state S into the set of features f1, f2,….fn. Where n is
the number of features.
We have set of Q- functions:
𝑄 𝑎(𝑠, 𝑎) = 𝜃1 𝑎𝑓1 + ⋯ + 𝜃 𝑛 𝑎𝑓𝑛
The update rule is
θa
k= θa
k + α[r + γ max a’ Q a
( s’ , a’) - Q a
(s,a)] dQa
(s , a )
dθa
k
(1)
Algorithm The RL Algorithm with Function
Algorithm
initialize all thetas to 0
repeat
Generate a starting state s0
i = 0
repeat
Choose an action ai, using the policy obtained from
The current values of thetas
Execute action ai, observe R and si+1
i=i+1
until si is terminal(i.e., a goal state)
for j = i – 1 to 0 do
Update the value of θa
k for all taken actions using (1)
end for
until no more episodes
VII. EVALUATION AND RESULTS
Science develops itself in particular ways. In particular
the number of authors contributing a certain number of
articles to scientific journals tends to follow a highly
skewed distribution, corresponding to an inverse
power law. In the case of scientific publications, the
tendency of authorship to follow such a distribution is
known as Lotka’s law. Herbert Simon developed a
simple stochastic process for approximating Lotka’s
Law. One of the assumptions underlying this process is
that the probability that a paper will be published by an
author who has publiched i articles is alik
, where a is a
constant of proportionality. Using Simon’s work as a
The Design of Cognitive Social Simulation Framework using Statistical Methodology in the Domain of Academic Science 5
www.ijorcs.org
starting point, Gilbert attempted to model Lotka’s
Law. He obtained his simulation data on the basis of
some simplified assumptions and a set of mathematical
equations. To a significant extent, Gilbert’s model was
not cognitively realistic. The model assumed that
authors were non-cognitive and interchangeable; it
therefore neglected a host of cognitive phenomena that
characterized scientific inquiry.
In clarion simulation they have introduced a
cognitive approach by comparing the previous results.
In our model the number of articles per author
reflected the cognitive ability of an author, as opposed
to being based on auxiliary assumptions such as those
made by Gilbert.
Our model is using learning and function
approximation is able to give a good match to the
results of clarion simulation. Using function
approximation we have got better output than the
previous results. That is, we put more distance
between mechanisms and outcomes which made it
more difficult to obtain a match with the human data.
Even though, being able to match the human data
reasonably well shows the power of our approach.
The proposed method data for the two journals
could be fit to the power curve f(i) = a/ik
, resulting in
an excellent match. Table 1 and Table 2 clearly show
the good results achieved from the proposed method.
Table 1: Number of Authors Contributing to Chemical Abstracts.
No. of Papers Actual Simon’s Estimate Gilbert’s simulation CLARION simulation Proposed Method
1 3991 4050 4066 3803 3850
2 1059 1160 1175 1228 1238
3 493 522 526 637 646
4 287 288 302 436 444
5 184 179 176 245 252
6 131 120 122 200 206
7 113 86 93 154 160
8 85 64 63 163 168
9 64 49 50 55 60
10 65 38 45 18 20
11 or more 419 335 273 145 150
Table 2: Number of authors contributing to Econometrica
No. of Papers Actual Simon’s Estimate Gilbert’s simulation CLARION simulation Proposed approach
1 436 453 458 418 430
2 107 119 120 135 138
3 61 51 51 70 72
4 40 27 27 48 50
5 14 16 17 27 28
6 23 11 9 22 23
7 6 7 7 17 19
8 11 5 6 18 19
9 1 4 4 6 9
10 0 3 2 2 4
11 or more 22 25 18 16 20
6 V. Maniraj, R. Sivakumar
www.ijorcs.org
Figure 2: Proposed method result for different setting
Figure 3: Proposed method with CLARION
Figure 4: Proposed method result for different setting
Figure 5: Proposed method with clarion.
Note that, in this simulation, the number of papers
per author reflected the cognitive ability of an author,
as opposed to methods based on auxiliary assumptions
such as those made by [13]. This explains, in part, the
greater divergence of these results from the human
data: whereas Gilbert’s simulation consists of equations
selected to match the human data. This approach relies
on much more detailed and lower-level mechanisms
namely, a cognitive agent model that is generic rather
than being task-specific. The result of the CLARION
based simulation is therefore emergent, and not a result
of specific and direct attempts to match the human data.
That is, one put more distance between mechanisms
and outcomes, which makes it harder to obtain a match
with the human data. Thus, the fact that it was able to
match the human data reasonably well shows the power
of this cognitive architecture based approach.
VIII. CHALLENGES FACING COGNITIVE
SOCIAL SIMULATION
An important development in the social science has
been that of agent-based social simulation (ABSS).
This approach consists of instantiating a population of
agents, allowing the agents to run, and observing the
interactions between them. The use of agent-based
social simulation as a means for computational study of
societies mirrors the development of cognitive
architectures in cognitive science.
The two fields of social simulation and cognitive
architectures can be profitably integrated. This is an
important challenge. As it has been argued before,
social processes ultimately rest on the choices and
decisions of individuals, and thus understanding the
mechanisms of individual cognition can lead to better
theories describing the behavior of aggregates of
individuals.
At the same time, by integrating social simulation
and cognitive modeling, one can arrive at a better
understanding of individual cognition. Traditional
approaches to cognitive modeling have largely ignored
the potentially decisive effects of socially acquired and
disseminated knowledge (including language, norms,
and so on). By modeling cognitive agents in a social
context, one can learn more about the socio cultural
processes that influence individual cognition.
The most fundamental challenge in this regard is to
develop better ways of conducting detailed social
simulation based on cognitive architectures as basics.
Although some cognitive details may ultimately prove
to be irrelevant, this cannot be determined a priori, and
thus simulations are useful in determining which
aspects of cognition can be safely abstracted away
building blocks. This is not an easy task. Although
some initial work has been done (e.g., [17][19] much
more work is needed.
There is also the challenge of computational
complexity. Social simulation could involve a large
number of agents, up to thousands. Computational
complexity is thus already high, even without involving
cognitive architectures as agent models. To incorporate
cognitive architectures into social simulation, one has
to deal with a great deal of added complexity.
0
1000
2000
3000
4000
5000
Simon’s
Estimate
Gilbert’s
simulation
CLARION
simulation
Function Approx
0
1000
2000
3000
4000
5000
CLARION
simulation
Function Approx
0
100
200
300
400
500
Simon’s
Estimate
Gilbert’s
simulation
CLARION
simulation
Function Approx
0
100
200
300
400
500
CLARION
simulation
Function Approx
The Design of Cognitive Social Simulation Framework using Statistical Methodology in the Domain of Academic Science 7
www.ijorcs.org
IX. CONCLUSION
We have proposed here a method using a
value iterative approach based on Q-learning algorithm
with function approximation to handle the cognitive
systems with large state space. From the experimental
results in the domain of academic science it has been
proved that the results of proposed approach are better
as compared to its existing approach. These results and
algorithms can be very useful to the researchers those
who are in academic science and cognitive
architecture.
X. FUTURE WORK
Emotions play a central role in human
behavior, yet few systems offer any account of their
purpose or mechanisms. There is a need of new
architectures that exhibit emotion in ways that link
directly to other cognitive processes and that modulate
an intelligent behavior. Most architecture incorporate
some form of learning, but none have shown the
richness of improvement that humans demonstrate.
There is a need of more robust and flexible learning
mechanisms that are designed for extended operation
in complex, unfamiliar domains.
XI. REFERENCES
[1] Newell, “The Knowledge level”, Artificial Intelligence,
18, 87 – 127, 1982. doi: 10.1016/0004-3702(82)90012-
1
[2] A.M. Nuxoll and J.E. Laird, “Extending cognitive
architecture with episodic memory”, Proceedings of the
Twenty-Second AAAI Conference on Artificial
Intelligence, Vancouver, BC: AAAI Press, 2007.
[3] I. Naveh and R.Sun, “A cognitively based simulation of
academic science”, Computational and Mathematical
Organization Theory, 12, 4, 313-337, 2006. doi:
10.1007/s10588-006-8872-z
[4] J.E. Larid, “Extending the Soar cognitive architecture”,
Proceedings of the Artificial General Intelligence
Conference. Memphis, TN: IOS Press, 2008.
[5] J.E. Larid, A. Newell and P.S.Rosenbloom, “Soar: An
architecture for general intelligence”, Artificial
Intelligence, 33, 1- 64, 1987. doi: 10.1016/0004-
3702(87)90050-6
[6] J.G. Carbonell, C.A. Knoblock, and S. Minton,
“PRODIGY: An integrated architecture for planning
and learning”, In K. Van Lehn (Ed.), Architectures for
intelligence, Hillsdale, NJ: Lawrence Erlbaum, 1990.
[7] J.R. Anderson, “How can the human mind exist in the
physical universe?”, New York: Oxford University
Press, 2007.
[8] J.R. Anderson, and C. Lebiere, “The atomic
components of thought”, Mahwah, NJ: Lawrence
Erlbaum ,1998.
[9] K. Carley, M. Prietula, and Z. Lin, “Design versus
cognition: The interaction of agent cognition and
organizational design on organizational performance”,
Journal of Artificial Societies and Social Simulation, 1
3, 1998.
[10] K. Haigh and M. Veloso, “Interleaving planning and
robot execution for asynchronous user requests”,
Proceedings of the International Conference on
Intelligent Robots and Systems, Osaka, Japan: IEEE
Press, 148-155, 1996. doi: 10.1109/IROS.1996.570649
[11] M. Velso and J.G. Carbonell, “Derivational analogy in
PRODIGY: Automating case acquisition, storage”, and
utilization, Machine Learning, 10, 249-278, 1993. doi:
dx.doi.org/10.1007/978-1-4615-3228-6_3
[12] M.A. Perez and J.G. Carbonell, “Control knowledge to
improve plan quality”, Proceedings of the Second
International Conference on AI Planning Systems,
Chicago: AAAI Press, 323-328, 1994.
[13] N. Gilbert, “A simulation of the structure of academic
science”, Sociological Research Online, 2,2, Available
online at http://ww.socresonline.org.uk/socresonline/2/
/2/3.html, 1997.
[14] P. Langley, K. Cummings, K and D. Shapiro,
“Hierarchical skills and cognitive architectures”,
Proceedings of the Twenty-Sixth Annual Conference of
the Cognitive Science Society, 779 – 784, Chicago, IL,
2004.
[15] R. Sun “A Tutorial on CLARION 5.0”, tech report,
Cognitive Science Dept., rensselaer Polytechnic Inst.,
22, www.cogsci.rpi.edu/~rsun/sun.tutorial.pdf, July,
2003.
[16] R. Sun, “Duality of the Mind”, Mahwah, NJ: Lawrence
Erlbanm Associates, 2002.
[17] R. Sun, “Prolegomena to integrating cognitive
modelling and social simulation”, R. Sun (ed.),
Cognition and Multi-Agent Interaction: From Cognitive
Modelling to Social Simulation. Cambridge University
Press, New York, 2006. doi:
10.1017/CBO9780511610721.002
[18] R. Sun.R, E. Merrill and T. Peterson, “From Implicit
Skills to Explicit Knowledge: A Bottom-up Model of
Skill Learning”, Cognitive science, 25, 2, 203-244,
2001. doi: 10.1207/s15516709cog2502_2
[19] R.I. Sun and I. Naveh, “Simulating organization
decision-making using a cognitively realistic agent
model”, Journal of Articificial Societies and Social
Simulation, Vol.7, No.3, June, 2004.
http://jasss.soc.surrey.ac.uk/7/3/5.html
[20] S.N. Minton, “Quantitative results concerning the utility
of explanation-based learning”, Artificial Intelligence,
42, 363-391, 1990. doi: 10.1016/0004-3702(90)90059-9
[21] X. Wang, “Learning by observation and practice: An
incremental approach for planning operator
acquisition”, Proceedings of the twelfth International
Conference on Machine Learning , Lake Tahoe, CA:
Morgan Kaufmann, 549-557, 1995.
How to cite
V. Maniraj, R. Sivakumar, "The Design of Cognitive Social Simulation Framework using Statistical Methodology in
the Domain of Academic Science". International Journal of Research in Computer Science, 3 (3): pp. 1-7, May 2013.
doi: 10.7815/ijorcs. 33.2013.062

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Activity 2-unit 2-update 2024. English translation
 

Cognitive Social Simulation Using Statistical Methods

  • 1. International Journal of Research in Computer Science eISSN 2249-8265 Volume 3 Issue 3 (2013) pp. 1-7 www.ijorcs.org, A Unit of White Globe Publications doi: 10.7815/ijorcs. 33.2013.062 www.ijorcs.org THE DESIGN OF COGNITIVE SOCIAL SIMULATION FRAMEWORK USING STATISTICAL METHODOLOGY IN THE DOMAIN OF ACADEMIC SCIENCE V. Maniraj1 , R. Sivakumar2 * Associate Professor, Computer Science, A.V.V.M Sri Pushpam College (Autonomous), Poondi, Thanjavur, INDIA E-mail: 1 maniraj_vee@yahoo.co.in, 2 rskumar.avvmspc@gmail.com Abstract: Modeling the behavior of the cognitive architecture in the context of social simulation using statistical methodologies is currently a growing research area. Normally, a cognitive architecture for an intelligent agent involves artificial computational process which exemplifies theories of cognition in computer algorithms under the consideration of state space. More specifically, for such cognitive system with large state space the problem like large tables and data sparsity are faced. Hence in this paper, we have proposed a method using a value iterative approach based on Q-learning algorithm, with function approximation technique to handle the cognitive systems with large state space. From the experimental results in the application domain of academic science it has been verified that the proposed approach has better performance compared to its existing approaches. Keywords: Cognitive architecture, Social Simulation, Reinforcement learning, Function approximation. I. INTRODUCTION A cognitive architecture specifies the underlying infrastructure for an intelligent system. Briefly, architecture includes those aspects of a cognitive agent that are constant over time and across different application domains. These typically include: 1. The short-term and long-term memories that store content about the agent’s beliefs, goals, and knowledge; 2. The representation of elements that are contained in these memories and their organization into larger- scale mental structures; 3. The functional processes that operate on these structures, including the performance mechanisms that utilize them and the learning mechanisms that alter them. Because the contents of an agent’s memories can change over time, one would not consider the knowledge and beliefs encoded therein to be part of that agent’s architecture. As different programs can run on the same computer architecture, so the different knowledge bases and beliefs can be interpreted by the same cognitive architecture. There is also a direct analogy with a building’s architecture, which consists of permanent features like its foundation, roof, and rooms, rather than its furniture and appliances, which one can move or replace. II. EXAMPLES OF COGNITIVE ARCHITECTURES A. ACT -R ACT-R [7][8] is the latest in a family of cognitive architectures, concerned primarily with modeling human behavior, that has seen continuous development since the late 1970s. ACT-R is organized into a set of modules, each of which processes a different type of information. These include sensory modules for visual processing, motor modules for action, an intentional module for goals, and a declarative module for long- term declarative knowledge. Each module has an associated buffer that holds a relational declarative structure (often called ‘chunks’, but different from those in Soar). Taken together, these buffers comprise ACT-R’s short-term memory. B. SOAR Soar [4][5][1] is a cognitive architecture that has been under continuous development since the early 1980s. Procedural long-term knowledge in Soar takes the form of production rules, which are in turn organized in terms of operators associated with problem spaces. Some operators describe simple, primitive actions that modify the agent’s internal state or generate primitive external actions, whereas others describe more abstract activities. For many years, Soar represented all long-term knowledge in this form, but recently separate episodic and semantic memories have been added. The episodic memory [2] holds a history of previous states, while semantic memory contains previously known facts. C. ICARUS ICARUS is a more recent architecture [14] that stores two distinct forms of knowledge. Concepts
  • 2. 2 V. Maniraj, R. Sivakumar www.ijorcs.org describe classes of environmental situations in terms of other concepts and percepts, whereas skills specify how to achieve goals by decomposing them into ordered sub goals. Both concept and skills involve relations among objects, and both impose a hierarchical organization on long-term memory, with the former grounded in perceptions and the latter in executable actions. Moreover, skills refer to concepts in their heads, their initiation conditions, and their continuation conditions. D. PRODIGY PRODIGY [6] is another cognitive architecture that saw extensive development from the middle 1980s to the late 1990s. This framework incorporates two main kinds of knowledge. Domain rules encode the conditions under which actions have certain effects, where the latter are described as the addition or deletion of first-order expressions. These refer both to physical actions that affect the environment and to inference rules, which are purely cognitive. In contrast, control rules specify the conditions under which the architecture should select, reject, or prefer a given operator, set of operator bindings, problem state, or goal during the search process. PRODIGY’s explanation-based learning module constructs control rules based on its problem-solving experience [20]. Successful achievement of a goal after search leads to creation of selection or preference rules related to that goal and to the operators whose application achieved it. In addition, PRODIGY includes separate modules for controlling search by analogy with earlier solutions [11] learning operator descriptions from observed solutions or experimentation [21], and improving the quality of solutions [12]. Although most research in this framework has dealt exclusively with planning and problem solving, PRODIGY also formed the basis for an impressive system that interleaved planning and execution for a mobile robot that accepted asynchronous requests from users [10]. E. THE CLARION CLARION is an integrative cognitive architecture consisting of several distinct sub systems [16][18][15]. These include the action-centred subsystem (ACS), the non-action-centred subsystem (NACS), the motivational subsystem (MS), and the metacognitive subsystem (MCS). The ACS controls actions, whether for external physical movements or internal mental operation. The NACS maintains general knowledge, either implicit or explicit. The MS provides under-lying motivations for perception, action, and cognition in terms of impetus and feedback (for example, indicating whether outcomes are satisfactory or not). The MCS monitors, directs, and modifies the operations of the ACS dynamically, as well as the operations of all the other subsystems. Modeling the behavior of the cognitive architecture in the context of social simulation using statistical methodologies is currently a growing research area. Normally, a cognitive architecture for an intelligent agent involves artificial computational process which exemplifies theories of cognition in computer algorithms under the consideration of state space. More specifically, for such cognitive system with large state space the problem like large tables and data sparsity are faced. Hence in this paper we have proposed a method using a value iterative approach based on Q-learning method with function approximation to handle the cognitive systems with huge state space. From the experimental results in the domain of academic science it has been proceeded that to proposed approach results better performance compared to its existing approach. III. CAPABILITIES OF COGNITIVE ARCHITECTURES Any intelligent system is designed to engage in certain activities that, taken, together, constitute its functional capabilities. This section, discusses the varied capabilities that a cognitive architecture can support. Although only a few abilities, such as recognition and decision making, are strictly required to support a well-defined architecture, the entire set seems required to cover the full range of human-level intelligent activities. • Recognition and Categorization • Decision Making and Choice • Perception and Situation Assessment • Prediction and Monitoring • Reasoning and Belief Maintenance • Execution and Action • Interaction and Communication • Remembering, Reflection and Learning • Problem solving and Planning IV. COGNITIVE MODELS Cognitive models attempt to represent the users as they interact with a system, modeling aspects of their understanding, knowledge, intentions or processing. Cognitive models are divided into three categories. • The first described the hierarchical structuring of the user’s task and goal structure. Eg. GOMS (Goals, Operators, Method, Selection) CCT (Cognitive Complexity Theory). • The second model concerned with Linguistic and grammatical models, which emphasized the user’s understanding of the user system – dialog. Eg. BNF (Backus Naur Form), TAG (Task Action Grammar).
  • 3. The Design of Cognitive Social Simulation Framework using Statistical Methodology in the Domain of Academic Science 3 www.ijorcs.org • Third model based on the more solid understanding of the Human Motor System. Eg. KLM (Keystroke – Level Model). V. EXISTING A COGNITIVE ARCHITECTURE IN SOCIAL SIMULATION One application of CLARION to social simulation is in understanding organizational decision making and the interaction between organizational structures and cognitive factors in affecting organizational decision making [Sun, 04]. In terms of organizational structures, there are two major types: (1) teams, in which agents act autonomously, individual decisions are treated as votes, and the organizational decision is the majority decision; and (2) hierarchies, which are characterized by agents organized in a chain of command, such that information is passed from subordinates to superiors, and the decision of a superior is based solely on the recommendations of his/her subordinates. In addition, organizations are distinguished by the structure of information accessible by each agent. Two varieties of information access are: (1) distributed access, in which each agent see a different subset of attributes (no two agents see the same sub-set of attributes), and (2) blocked access, in which several agents see exactly the same subset of attributes. Several simulation models were considered in [9]. The experiments by [9] were done in a 2 x 2 fashion (organization x information access). In addition, human data for the experiment were compared to the results of the four models [9]. In their work, the agent models used were very simple, and the “intelligence” level in these models was low. Moreover, learning in these simulations was rudimentary: there was no complex learning process as one might observe in humans. With these shortcomings in mind, it is worthwhile to undertake a simulation that involves more complex agent models that more accurately capture human performance. Moreover, with the use of more cognitively realistic agent models, one may investigate individually the importance of different cognitive capacities and process details in affecting organizational performance [19]. Hence, a simulation with CLARION used for modelling individual agents in an organization was conducted [19]. The results closely accord with the patterns of the human data, with teams outperforming hierarchical structures, and distributed access proving superior to blocked access. Also, as in humans, performance is not grossly skewed towards one condition or the other, but is roughly comparable across all conditions, unlike some of the simulation results from [9]. The match with the human data is far better than in the simulations conducted in [9]. The better match is due, at least in part, to a higher degree of cognitive realism in this simulation. See [19] for further details, including the interesting effects of varying cognitive parameters. Another application of CLARION to social simulation is in capturing and explaining the essential process of publication in academic science and its relation to cognitive processes [3]. Science develops in certain ways. In particular, it has been observed that the number of authors contributing a certain number of articles to a scientific journal follows a highly skewed distribution, corresponding to an inverse power law. In the case of scientific publication, the tendency of authorship to follow such a distribution was known as Lotka’s law. Herbert Simon developed a simple stochastic process for approximating Lotka’s law. One of the assumptions underlying this process is that the probability that a paper will be published by an author who has published i articles is equal to a/ik , where a is the constant of proportionality. Using Simon’s work as a starting point, [13] attempted to model Lotka’s law. He obtains his simulation data based on some very simplified assumptions and a set of mathematical equations. To a significant extent, Gilbert’s model is not cognitively realistic. The model assumes that authors are non-cognitive and interchangeable; it therefore neglects a host of cognitive phenomena that characterize scientific inquiry (e.g., learning, creativity, evolution of field expertise, etc.). Using a more cognitively realistic model, one can address some of these omissions, as well as exploring other emergent properties of a cognitively based model and their correspondence to real-world phenomena. The results of the simulation based on CLARION [3] are shown along with results (reported by [13]) for Chemical Abstracts and Econometrica, and estimates obtained from previous simulations by [3]. The tables indicate number of authors contributing to each journal, by number of papers each has published. More specifically, for such cognitive system with large state space the problem like large tables and data sparsity are faced. Hence in this paper we have proposed a method using a value iterative approach based on Q- learning algorithm with function approximation technique to handle the cognitive systems with large state space. VI. PROPOSED WORK Function approximation and feature based method A. Problem Specification We consider the following form of RL task for the learning agent.
  • 4. 4 V. Maniraj, R. Sivakumar www.ijorcs.org What is given? • Set S of possible states. • Set A of possible actions. • Unknown transition function δ: S X A  S • Reward function R, which is 1 in goal state and o else where goal states are terminal. What to find? An optimal policy ∏ ∗ = 𝑆 → 𝐴 for selecting the next action ai based on current observed states. It may be generally very difficult to learn a Q- Function perfectly. We often expect learning algorithms to set only some approximation to the target function. B. Proposed Architecture Figure 1: Clarion Architecture with Function Approximation We will use function approximation here and learn a representation of the Q-Function as a linear function of combinations of features, where the features describe a state. In other words, we will translate a state S into the set of features f1, f2,….fn. Where n is the number of features. We have set of Q- functions: 𝑄 𝑎(𝑠, 𝑎) = 𝜃1 𝑎𝑓1 + ⋯ + 𝜃 𝑛 𝑎𝑓𝑛 The update rule is θa k= θa k + α[r + γ max a’ Q a ( s’ , a’) - Q a (s,a)] dQa (s , a ) dθa k (1) Algorithm The RL Algorithm with Function Algorithm initialize all thetas to 0 repeat Generate a starting state s0 i = 0 repeat Choose an action ai, using the policy obtained from The current values of thetas Execute action ai, observe R and si+1 i=i+1 until si is terminal(i.e., a goal state) for j = i – 1 to 0 do Update the value of θa k for all taken actions using (1) end for until no more episodes VII. EVALUATION AND RESULTS Science develops itself in particular ways. In particular the number of authors contributing a certain number of articles to scientific journals tends to follow a highly skewed distribution, corresponding to an inverse power law. In the case of scientific publications, the tendency of authorship to follow such a distribution is known as Lotka’s law. Herbert Simon developed a simple stochastic process for approximating Lotka’s Law. One of the assumptions underlying this process is that the probability that a paper will be published by an author who has publiched i articles is alik , where a is a constant of proportionality. Using Simon’s work as a
  • 5. The Design of Cognitive Social Simulation Framework using Statistical Methodology in the Domain of Academic Science 5 www.ijorcs.org starting point, Gilbert attempted to model Lotka’s Law. He obtained his simulation data on the basis of some simplified assumptions and a set of mathematical equations. To a significant extent, Gilbert’s model was not cognitively realistic. The model assumed that authors were non-cognitive and interchangeable; it therefore neglected a host of cognitive phenomena that characterized scientific inquiry. In clarion simulation they have introduced a cognitive approach by comparing the previous results. In our model the number of articles per author reflected the cognitive ability of an author, as opposed to being based on auxiliary assumptions such as those made by Gilbert. Our model is using learning and function approximation is able to give a good match to the results of clarion simulation. Using function approximation we have got better output than the previous results. That is, we put more distance between mechanisms and outcomes which made it more difficult to obtain a match with the human data. Even though, being able to match the human data reasonably well shows the power of our approach. The proposed method data for the two journals could be fit to the power curve f(i) = a/ik , resulting in an excellent match. Table 1 and Table 2 clearly show the good results achieved from the proposed method. Table 1: Number of Authors Contributing to Chemical Abstracts. No. of Papers Actual Simon’s Estimate Gilbert’s simulation CLARION simulation Proposed Method 1 3991 4050 4066 3803 3850 2 1059 1160 1175 1228 1238 3 493 522 526 637 646 4 287 288 302 436 444 5 184 179 176 245 252 6 131 120 122 200 206 7 113 86 93 154 160 8 85 64 63 163 168 9 64 49 50 55 60 10 65 38 45 18 20 11 or more 419 335 273 145 150 Table 2: Number of authors contributing to Econometrica No. of Papers Actual Simon’s Estimate Gilbert’s simulation CLARION simulation Proposed approach 1 436 453 458 418 430 2 107 119 120 135 138 3 61 51 51 70 72 4 40 27 27 48 50 5 14 16 17 27 28 6 23 11 9 22 23 7 6 7 7 17 19 8 11 5 6 18 19 9 1 4 4 6 9 10 0 3 2 2 4 11 or more 22 25 18 16 20
  • 6. 6 V. Maniraj, R. Sivakumar www.ijorcs.org Figure 2: Proposed method result for different setting Figure 3: Proposed method with CLARION Figure 4: Proposed method result for different setting Figure 5: Proposed method with clarion. Note that, in this simulation, the number of papers per author reflected the cognitive ability of an author, as opposed to methods based on auxiliary assumptions such as those made by [13]. This explains, in part, the greater divergence of these results from the human data: whereas Gilbert’s simulation consists of equations selected to match the human data. This approach relies on much more detailed and lower-level mechanisms namely, a cognitive agent model that is generic rather than being task-specific. The result of the CLARION based simulation is therefore emergent, and not a result of specific and direct attempts to match the human data. That is, one put more distance between mechanisms and outcomes, which makes it harder to obtain a match with the human data. Thus, the fact that it was able to match the human data reasonably well shows the power of this cognitive architecture based approach. VIII. CHALLENGES FACING COGNITIVE SOCIAL SIMULATION An important development in the social science has been that of agent-based social simulation (ABSS). This approach consists of instantiating a population of agents, allowing the agents to run, and observing the interactions between them. The use of agent-based social simulation as a means for computational study of societies mirrors the development of cognitive architectures in cognitive science. The two fields of social simulation and cognitive architectures can be profitably integrated. This is an important challenge. As it has been argued before, social processes ultimately rest on the choices and decisions of individuals, and thus understanding the mechanisms of individual cognition can lead to better theories describing the behavior of aggregates of individuals. At the same time, by integrating social simulation and cognitive modeling, one can arrive at a better understanding of individual cognition. Traditional approaches to cognitive modeling have largely ignored the potentially decisive effects of socially acquired and disseminated knowledge (including language, norms, and so on). By modeling cognitive agents in a social context, one can learn more about the socio cultural processes that influence individual cognition. The most fundamental challenge in this regard is to develop better ways of conducting detailed social simulation based on cognitive architectures as basics. Although some cognitive details may ultimately prove to be irrelevant, this cannot be determined a priori, and thus simulations are useful in determining which aspects of cognition can be safely abstracted away building blocks. This is not an easy task. Although some initial work has been done (e.g., [17][19] much more work is needed. There is also the challenge of computational complexity. Social simulation could involve a large number of agents, up to thousands. Computational complexity is thus already high, even without involving cognitive architectures as agent models. To incorporate cognitive architectures into social simulation, one has to deal with a great deal of added complexity. 0 1000 2000 3000 4000 5000 Simon’s Estimate Gilbert’s simulation CLARION simulation Function Approx 0 1000 2000 3000 4000 5000 CLARION simulation Function Approx 0 100 200 300 400 500 Simon’s Estimate Gilbert’s simulation CLARION simulation Function Approx 0 100 200 300 400 500 CLARION simulation Function Approx
  • 7. The Design of Cognitive Social Simulation Framework using Statistical Methodology in the Domain of Academic Science 7 www.ijorcs.org IX. CONCLUSION We have proposed here a method using a value iterative approach based on Q-learning algorithm with function approximation to handle the cognitive systems with large state space. From the experimental results in the domain of academic science it has been proved that the results of proposed approach are better as compared to its existing approach. These results and algorithms can be very useful to the researchers those who are in academic science and cognitive architecture. X. FUTURE WORK Emotions play a central role in human behavior, yet few systems offer any account of their purpose or mechanisms. There is a need of new architectures that exhibit emotion in ways that link directly to other cognitive processes and that modulate an intelligent behavior. Most architecture incorporate some form of learning, but none have shown the richness of improvement that humans demonstrate. There is a need of more robust and flexible learning mechanisms that are designed for extended operation in complex, unfamiliar domains. XI. REFERENCES [1] Newell, “The Knowledge level”, Artificial Intelligence, 18, 87 – 127, 1982. doi: 10.1016/0004-3702(82)90012- 1 [2] A.M. Nuxoll and J.E. Laird, “Extending cognitive architecture with episodic memory”, Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, Vancouver, BC: AAAI Press, 2007. [3] I. Naveh and R.Sun, “A cognitively based simulation of academic science”, Computational and Mathematical Organization Theory, 12, 4, 313-337, 2006. doi: 10.1007/s10588-006-8872-z [4] J.E. Larid, “Extending the Soar cognitive architecture”, Proceedings of the Artificial General Intelligence Conference. Memphis, TN: IOS Press, 2008. [5] J.E. Larid, A. Newell and P.S.Rosenbloom, “Soar: An architecture for general intelligence”, Artificial Intelligence, 33, 1- 64, 1987. doi: 10.1016/0004- 3702(87)90050-6 [6] J.G. Carbonell, C.A. Knoblock, and S. Minton, “PRODIGY: An integrated architecture for planning and learning”, In K. Van Lehn (Ed.), Architectures for intelligence, Hillsdale, NJ: Lawrence Erlbaum, 1990. [7] J.R. Anderson, “How can the human mind exist in the physical universe?”, New York: Oxford University Press, 2007. [8] J.R. Anderson, and C. Lebiere, “The atomic components of thought”, Mahwah, NJ: Lawrence Erlbaum ,1998. [9] K. Carley, M. Prietula, and Z. Lin, “Design versus cognition: The interaction of agent cognition and organizational design on organizational performance”, Journal of Artificial Societies and Social Simulation, 1 3, 1998. [10] K. Haigh and M. 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Naveh, “Simulating organization decision-making using a cognitively realistic agent model”, Journal of Articificial Societies and Social Simulation, Vol.7, No.3, June, 2004. http://jasss.soc.surrey.ac.uk/7/3/5.html [20] S.N. Minton, “Quantitative results concerning the utility of explanation-based learning”, Artificial Intelligence, 42, 363-391, 1990. doi: 10.1016/0004-3702(90)90059-9 [21] X. Wang, “Learning by observation and practice: An incremental approach for planning operator acquisition”, Proceedings of the twelfth International Conference on Machine Learning , Lake Tahoe, CA: Morgan Kaufmann, 549-557, 1995. How to cite V. Maniraj, R. Sivakumar, "The Design of Cognitive Social Simulation Framework using Statistical Methodology in the Domain of Academic Science". International Journal of Research in Computer Science, 3 (3): pp. 1-7, May 2013. doi: 10.7815/ijorcs. 33.2013.062