scholarly journals Play for Real(ism) - Using Games to Predict Human-AI interactions in the Real World

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-17
Author(s):  
Rotem D. Guttman ◽  
Jessica Hammer ◽  
Erik Harpstead ◽  
Carol J. Smith

AI-enabled decision support systems have repeatedly failed in real world applications despite the underlying model operating as designed. Often this was because the system was used in an unexpected manner. Our goal is to enable better prediction of how systems will be used prior to their implementation as well as to improve existing designs, by taking human behavior into account. There are several challenges to collecting such data. Not having access to an existing prediction engine requires the simulation of such a system's behavior. This simulation must include not just the behavior of the underlying model but also the context in which the decision will be made in the real world. Additionally, collecting statistically valid samples requires that test subjects make repeated choices under slightly varied conditions. Unfortunately, in such repetitious conditions fatigue can quickly set in. Games provide us the ability to address both of these challenges by providing both systems context and narrative context. Systems context can be used to convey some or all of the information the player needs to make a decision in the game environment itself, which can help avoid the onset of fatigue. Narrative context can provide a broader environment within which the simulated system operates, adding a sense of progress, showing the effect of decisions, adding perceived social norms, and setting incentives and stakes. This broader environment can further prevent player fatigue while replicating many of the external factors that might affect choices in the real world. In this paper we describe the design of the Human-AI Decision Evaluation System (HADES), a test harness capable of interfacing with a game environment, simulating the behavior of an AI-enabled decision support system, and collecting the results of human decision making based upon such a system's predictions. Additionally, we present an analysis of data collected by HADES while interfaced with a visual novel game focused on software cyber-risk assessment.

2001 ◽  
Vol 16 (4) ◽  
pp. 295-329 ◽  
Author(s):  
ANTHONY HUNTER

Numerous argumentation systems have been proposed in the literature. Yet there often appears to be a shortfall between proposed systems and possible applications. In other words, there seems to be a need for further development of proposals for argumentation systems before they can be used widely in decision-support or knowledge management. I believe that this shortfall can be bridged by taking a hybrid approach. Whilst formal foundations are vital, systems that incorporate some of the practical ideas found in some of the informal approaches may make the resulting hybrid systems more useful. In informal approaches, there is often an emphasis on using graphical notation with symbols that relate more closely to the real-world concepts to be modelled. There may also be the incorporation of an argument ontology oriented to the user domain. Furthermore, in informal approaches there can be greater consideration of how users interact with the models, such as allowing users to edit arguments and to weight influences on graphs representing arguments. In this paper, I discuss some of the features of argumentation, review some key formal argumentation systems, identify some of the strengths and weaknesses of these formal proposals and finally consider some ways to develop formal proposals to give hybrid argumentation systems. To focus my discussions, I will consider some applications, in particular an application in analysing structured news reports.


2020 ◽  
pp. 25
Author(s):  
Konstantinos Papageorgiou ◽  
Demetrios Lekkas

In this work, we undertake the task of laying out some basic considerations towards straightening out the foundations of an abstract logical system. We venture to explain what theory is as well as what is not theory, to discriminate between the roles of truth in theory and in reality, as well as to open the road towards clarifying the relationship between theory and the real world. Etymological, cultural and conceptual analyses of truth are brought forth in order to reveal problems in modern approaches and to set the stage for more consistent solutions. One such problem addressed here is related to negation per se, to its asymmetry towards affirmative statements and to the essential ramifications of this duality with respect to the common perceptual and linguistic aspects of words indicating concepts akin to truth in various languages and to attitudes reflected and perpetuated in them and to their consequent use in attempted informal or formal logic and its understanding. Finally, a case study invoking the causes or “causes” of gravity both clarifies and reinforces the points made in this paper.


1970 ◽  
Vol 63 (2) ◽  
pp. 133-134
Author(s):  
Philip Peak

If you wonder why more progress has not been made in mathematics education, you should read t this article. The author is concerned with questions that he feels should he met, such as: How is mathematics related to science and reality? Why should mathematics be taught? How does a creative mathematician generate mathematical ideas? The article proceeds to discuss some of the positions taken by various people and groups who have worked on the im provement of mathematics education. The following questions were considered: Do leaders in one group tend to take over groups other than their own and thus confuse the issues? Is experimentation being defined in too many ways to make it realistic? Are too many rnathematical concepts left to intuition? Is there somewhere intuition plays little if any part? Is it necessary to re-create mathematics in order to understand it? If mathematics is tied too closely to the real world, are we endangering the attitude of inquiry for its own sake? Have we too long ignored the real goals of mathematics and have we failed to provide an interaction between content and method? I think you and your students will be interested in reading this reaction from Professor Brown.


10.2196/14369 ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. e14369
Author(s):  
Lee Cadieux ◽  
Mickey Keenan

In this paper, we outline opportunities within the video game environment for building skills applicable to real-world issues faced by some children. The game Minecraft is extremely popular and of particular interest to children diagnosed with autism spectrum disorder. Although the game has been used by support communities to facilitate the social interaction of children and peer support for their parents, little has been done to examine how social skills developed within the game environment generalize to the real world. Social Craft aims to establish a framework in which key social communication skills would be rehearsed in-game with a view to facilitating their replication in a similarly contained real-world environment. Central to this approach is an understanding of the basic principles of behavior and the engagement of a sound methodology for the collection of data inside and outside the respective environments.


2014 ◽  
Vol 4 (2) ◽  
pp. 1-14 ◽  
Author(s):  
Maria Cipollone ◽  
Catherine C. Schifter ◽  
Rick A. Moffat

Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game world. The authors demonstrate that Minecraft offers a unique opportunity for students to display their creativity and understanding of concepts in ways that are more feasible than if they were attempted in the “real” world. It is also relevant to point out that the epistemology associated Minecraft is constructionist in its nature, which implicates a different style of instruction than is typically employed in the U.S. classroom. The authors pose some questions about the diffusion of games like Minecraft in the future, based on their discussion of similar technologies in the past.


2020 ◽  
Vol 32 (4) ◽  
pp. 589-600
Author(s):  
Shigeru Inui ◽  
Yuko Mesuda ◽  
Yosuke Horiba

PurposeThe final goal of this study is to virtualize draping. Draping which is one of the methods to design paper patterns for clothing requires much labor and time. The sub-goal of this study is to construct a system in which the fundamental functions of draping are equipped.Design/methodology/approachThe system is realized in the virtual world by integrating the virtualized elements of real draping. The cloth is modeled by mechanical formulation, and the shape is determined by numerical calculation. The hand is geometrically modeled, and the captured motions of the hand and fingers are applied to the model. The model dress form is made from the data by measurement. The system in which darts can be made in the virtual space is constructed by integrating the models.FindingsIt is confirmed that the cloth model in the virtual world can be manipulated by the motions of the fingers in the real world. And it is suggested that it is possible to design practical paper patterns for clothing by adding functions to the system.Originality/valueWe are aiming at the system to design paper patterns by the movements of the fingers. With this system, it is expected that the efficiency in designing paper patterns is much improved, and it becomes possible to design clothing that fits individuals efficiently.


2020 ◽  
Vol 12 (6) ◽  
pp. 2391 ◽  
Author(s):  
Giulio Caldarelli ◽  
Cecilia Rossignoli ◽  
Alessandro Zardini

Blockchain implications within the sustainability domain are rapidly arousing the interest of researchers and institutions. However, despite the avalanche of articles, papers, and recently published books, innovation in the blockchain domain is still heavily influenced by light literature, such as news, articles, opinion posts, and white papers. Lacking a homogeneous literature background, case studies often fall into storytelling, providing mere descriptions of the facts according to the writers’ impressions and opinions. We therefore investigate blockchain adoption for sustainable purposes through a case study while remaining firmly grounded in three main theoretical literature streams: knowledge management, knowledge infrastructure, and trust. Since blockchain interaction with the real world is managed by oracles, addressing the oracle problem is essential in order to evaluate the effectiveness of blockchain for sustainability issues. However, to the best of the authors’ knowledge, no other paper has efficiently addressed this subject or even mentioned it. Recognizing its scarce consideration in the literature, the oracle problem will be analyzed in both theoretical and practical terms, thereby providing a way to solve the issues related to non-fungible products in the supply chain. Choice over the selected case study was made in light of the divergence in motives for the adoption of blockchain (economic over social), which makes the results more inferable at a broader scale and offers an insight into how sustainable innovations can also be economically viable.


2019 ◽  
Author(s):  
Lee Cadieux ◽  
Mickey Keenan

UNSTRUCTURED In this paper, we outline opportunities within the video game environment for building skills applicable to real-world issues faced by some children. The game Minecraft is extremely popular and of particular interest to children diagnosed with autism spectrum disorder. Although the game has been used by support communities to facilitate the social interaction of children and peer support for their parents, little has been done to examine how social skills developed within the game environment generalize to the real world. Social Craft aims to establish a framework in which key social communication skills would be rehearsed in-game with a view to facilitating their replication in a similarly contained real-world environment. Central to this approach is an understanding of the basic principles of behavior and the engagement of a sound methodology for the collection of data inside and outside the respective environments.


1988 ◽  
Vol 6 (2) ◽  
pp. 153-158
Author(s):  
W Brög

Policy analysis is an important element in the communication process between planner and administrator, researcher and adviser, and decisionmaker and politician. Its impact on this process depends, to some degree, upon the intelligibility of its presentation. In policy analysis, however, one often tends to use specific language which is not (or not easily) understood by decisionmakers/politicians. This paper is based on the assumption that the use of every day language and of real-world examples would significantly improve the attention given policy analysis, and thus improve its impact on the decisions to be made. In order to achieve this an unusual approach has been adopted: A new Minister takes office in a hypothetical state and is immediately exposed to ‘conventional’ advice. His attempts to relate this advice to the real world fail all too often. Finally, he quits.


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