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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>How can Subjective Impulsivity play a role among Information Sources in Weather Scenarios?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rino Falcone</string-name>
          <email>rino.falcone@istc.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandro Sapienza</string-name>
          <email>alessandro.sapienza@istc.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Cognitive Sciences and Technologies, ISTC - CNR</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>19</fpage>
      <lpage>24</lpage>
      <abstract>
        <p>- The topic of critical hydrogeological phenomena, due to flooding, has a particular relevance given the risk that it implies. In this paper we simulated complex weather scenarios in which forecasts coming from different sources become relevant. Our basic idea is that agents can build their own evaluations on the future weather events integrating these different information sources also considering how trustworthy each single source is with respect to each individual agent. These agents learn the sources' trustworthiness in a training phase. Moreover, agents are differentiated on the basis of their own ability to make direct weather forecasts, on their possibility to receive bad or good forecasts from the authority, and on the possibility of being influenced by the neighbors' behaviors. Quite often in the real scenarios some irrational behaviors rise up, whereby individuals tend to impulsively follow the crowd, regardless of its reliability. To model that, we introduced an impulsivity factor that measures how agents are influenced by the neighbors' behavior, a sort of “crowd effect”. The results of these simulations show that, thanks to a proper trust evaluation of their sources made in the training phase, the different kinds of agents are able to better identify the future events.</p>
      </abstract>
      <kwd-group>
        <kwd>trust</kwd>
        <kwd>social simulation</kwd>
        <kwd>cognitive agents</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        The role of the impulsivity in human behaviors has relevant
effects in the final evaluations and decisions of both
individuals and groups. Although we are working in the huge
domain of social influence [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ][
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] we consider here
impulsivity as an attitude of taking a decision just basing on a
partial set of evidence, although further evidence is easily
reachable and acquirable. Sometimes this kind of behavior
can produce unpredictable consequences that were not taken
in consideration while deciding [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Impulsivity is a
multifactorial concept [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], however we are interested in
identifying the role that it can play in a specific set of
scenarios.
      </p>
      <p>In particular, in this paper we simulated complex weather
scenarios in which there are relevant forecasts coming from
different sources. Our basic idea is that agents can build their
own evaluations on the future weather events integrating these
different information sources, also considering how
trustworthy the single source is with respect to each
individual agent. These agents learn the sources’
trustworthiness in a training phase. They are differentiated i)
on the basis of their ability to make direct weather forecasts,
ii) on their possibility to receive bad or good forecasts from
an authority, and iii) on the possibility of being influenced by
the neighbors’ behaviors.</p>
      <p>So given this picture, our simulations inquired several
interactions among different kinds of agents, testing different
weather scenarios with different levels of impulsivity. We
also considered the role that both expertise and information
play on the impulsivity factor.</p>
      <p>The results of these simulations show that, thanks to a proper
trust evaluation of their sources made through the training
phase, the different kinds of agents are able to better identify
the future events. Some particular and interesting result
concerns the fact that impulsivity can be considered, in
specific situations, as a rational and optimizing factor, in
some way contradicting the nature of the concept itself. In
fact, as in some human cases, it can be possible that we have
learned specific behaviors based on just one information
source that is enough for the more efficient behavior although
we could access to other different and trustworthy sources. In
that case we consider as impulsive a behavior that is in fact
fully effective.</p>
      <p>
        According to the literature [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref10">10</xref>
        ][
        <xref ref-type="bibr" rid="ref11">11</xref>
        ][
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] trust is a
promising way to deal with information source. In particular
in this work we are going to use the computational model of
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], which is in turn based on the cognitive model of trust of
Castelfranchi and Falcone [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. It exploits the Bayesian theory,
one of the most used approaches in trust evaluation
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ][
        <xref ref-type="bibr" rid="ref12">12</xref>
        ][
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], representing all the information as a probability
distribution function (PDF).
      </p>
      <p>
        In this model each information source S is represented by a
trust degree called TrustOnSource [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], with 0
≤TrustOnSource ≤ 1, plus a bayesian probability distribution
PDF that represents the information reported by S. The
TrustOnSource parameter is used to smooth the information
referred by S: the more I trust the source, the more I consider
the PDF; the less I trust it, the more the PDF is flattened.
Once an agent gets the contribution from all its sources, it
aggregates the information to produce the global evidence
(GPDF), estimating the probability that each event is going to
happen.
      </p>
      <sec id="sec-1-1">
        <title>A. Feedback On Trust</title>
        <p>
          We want to let agents adapt to the context in which they
move. This means that, starting from a neutral trust level (that
does not imply trust or distrust) agents will try to understand
how much to rely on each single information source
(             ), using direct experience for trust evaluations
[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ][
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. To do that, they need a way to perform feedback on
trust. We propose to use weighted mean. Given the two
parameters α and β1, the new trust value is computed as:
                =α∗             +β∗                    
(1)
α+β=1
TrustOnSource is the previous trust degree and
performanceEvaluation is the objective evaluation of the
source performance. This last value is obtained comparing
what the source said with what actually happened.
Considering the PDF reported by the source (that will be split
into five parts as we have 5 possible events), we will have that
the estimated probability of the event that actually occurred is
completely taken into account and the estimated probability of
the events immediately near to it is taken into account for just
1/3. We in fact suppose that even if the evaluation is not right,
it is not, however, entirely wrong. The rest of the PDF is not
considered. Let’s suppose that there was the most critical
event, which is event 5. A first source reported a 100%
probability of event 5, a second one a 50% probability of
event 5 and a 50% of event 4 and a third one asserts 100% of
event 3. Their performance evaluation will be:
Source1=100%; Source2=66.67% (50% + (50/3)%); Source3:
0%. Figure 1 shows the corresponding PDFs.
        </p>
        <p>
          Exploiting NetLogo [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], we created a very flexible
platform, where a lot of parameters are taken into account to
model a variety of situations.
        </p>
        <p>Given a population distributed over a wide area, some weather
phenomena happen in the world with a variable level of
criticality.</p>
        <p>The world is made by 32x32 patches, which wraps both
horizontally and vertically where agents are distributed in a
random way and is populated by a number of cognitive agents
(citizens) that have to evaluate which will be the future
1 Of course changing the values of α and β will have an impact on the
trust evaluations. With high values of α/β, agents will need more time
to get a precise evaluation, but a low value (below 1) will lead to an
unstable evaluation, as it would depend too much on the last
performance. We do not investigate these two parameters in this
work, using respectively the values 0.9 and 0.1. In order to have good
evaluations, we let agents make a lot of experience with their
information sources.
weather event on the basis of the information sources they
have and of the trustworthiness they attribute to these different
sources.</p>
        <p>We provided the framework with five possible events, going
from 1 to 5, with increasing level of criticality: level 1 stands
for no events, there is no risk at all for the citizens; level 5
means that there will be a tremendous event due to a very high
level of rain, with possible risks for the agents sake. The other
values represent intermediate events with increasing
criticality.</p>
        <p>In addition to citizens, there is another agent called authority.
Its aim is to inform promptly the citizens about the weather
phenomena. The problem is that, for their nature, weather
forecasts improve their precision nearing to the event.
Consequently, while the time passes the authority is able to
produce a better forecast, but it will not be able to inform all
the citizens, as there will be less time to spread information.</p>
      </sec>
      <sec id="sec-1-2">
        <title>A. Information Sources</title>
        <p>To make a decision, each citizen can consult a set of
information sources, reporting to it some evidence about the
incoming meteorological phenomenon.</p>
        <p>We considered the presence of three kinds of information
sources (whether active or passive) for citizens:
1.
2.</p>
        <p>Their personal judgment, based on the direct observation
of the phenomena. Although this is a direct and always
true (at least in that moment) source. In general, a
common citizen is not always able to understand the
situation, maybe because it is not able, it does not possess
any instrument or it is just not in the condition to properly
evaluate a weather event. So we have introduced two
kinds of agents: the expert ones and the inexpert ones.
Notification from authority: the authority distributes into
the world weather forecast, trying to prepare citizens to
what is going to happen. While the time pass, it is able to
produce a better forecast, but it will not be able to inform
everyone. In this sense we have two kinds of agents: the
well-informed ones and the ill-informed ones.</p>
        <p>Others’ behavior: agents are in some way influenced by
community logics, tending to partially or totally emulate
their neighbors’ behavior (other agents in the radius of 3
NetLogo patches). The probability of each event is
directly proportional to the number of neighbors making
each kind of decision. This source can have a positive
influence if the neighbors behave correctly, otherwise it
represents a drawback.</p>
        <p>None of these sources is perfect. In any situation there is
always the possibility that a source reports wrong information.</p>
      </sec>
      <sec id="sec-1-3">
        <title>B. Agents’ Description</title>
        <p>At the beginning of the simulation, the world is populated by a
number of citizens, having the same neutral trust value 0.5 for
all their information sources. This value represents a situation
in which citizens are not sure if to trust or not a given source
(a value of 1 represents complete trust and 0 complete
distrust).</p>
        <p>There are two main differences between citizens. The first one
relies on how able they are in seeing and reading the
phenomena. In fact, in the real world not all the agents have
the same abilities. For representing these different abilities we
associated to the citizens’ evaluations different values of
standard deviation related to the meteorological events.
In order to shape this, we divided agents in two sets:
1. Class 1: good evaluators; they have good capabilities to
read and understand what is going to happen. They will
be quit always able to detect correctly the event (90% of
times; standard deviation of 0.3), and then we expect
them to highly trust their own opinion.
2. Class 2: bad evaluators; they are not so able to understand
what is going on (20% of times, that is the same
performance of a random output; standard deviation of
100). In order to understand which weather event is going
to happen in the near future they have to consult other
information sources.</p>
        <p>The second difference is due to how easily they are reached by
the authority. The idea is that the authority reaches everyone,
but while the time passes it produces new updated
information. There will be agents able to get update
information, but not all of them will be able to do it. To model
this fact, we defined two agent classes:
1.
2.</p>
        <p>Class A: they possess the newest information produced
by the authority; the information they receive has a 90%
probability to be correct;
Class B: they are only able to get the first prevision of the
authority; the information they receive has a 30%
probability to be correct.</p>
      </sec>
      <sec id="sec-1-4">
        <title>C. The authority</title>
        <p>The authority’s aim is to inform citizens about what is going
to happen. The best case would be the one in which it is able
to produce a correct forecast and it has the time to spread this
information through all the population. However reaching
everyone with correct information is as desirable as unreal.
The truth is that weather forecast’s precision increases while
the event is approaching.</p>
        <p>In the real world the authority does not stop making prediction
and spreading it. As already said, in the simulations we
modeled this dividing the population into two classes. Agents
belonging to the class B will just receive the old information.
This is produced with a standard deviation of 1.5, which
means that this forecast will be correct in the 30% of times.
Then the authority will spread updated information. Being
closer to the incoming event, this forecast has a higher
probability to be correct. It is produced with a standard
deviation of 0.3, so that it will be correct in the 90% of times.
As a choice, we made that in the simulation it is more
convenient to use as a source the authority rather than personal
evaluations, except for experts that are as good as a reliable
authority.</p>
      </sec>
      <sec id="sec-1-5">
        <title>D. Citizens’ Impulsivity</title>
        <p>Sometimes impulsivity overcomes logic and rationality. This
is more evident in case of critical situations, but it is still
plausible in the other cases. Maybe the authority reports a light
event, but the neighbors are escaping. In this case it is easy to
be influenced by the crowd decision, to make a decision solely
based on the social effect, letting “irrationality” emerge. Let us
explain better this concept of "irrationality": in fact we
consider that an agent follow an "irrational" behavior when it
takes a decision considering just one of its own information
sources although it has also other available sources to consult.
In this work we consider just the social source as subjected to
the impulsivity conditioning.</p>
        <p>Impulsivity is surely a subjective factor so our citizens are
endowed with an impulsivity threshold, which measures how
prone they are to irrational choice due to the crowd effect.
This threshold is affected by the other two sources, the
authority and the experience, as they add rationality in the
decisional process.</p>
        <p>The threshold goes from 0 to 1, and given a value of this
threshold, being well informed or an expert gives a plus 0.2 to
it (it an agents is both informed and expert, it is a plus 0.4).
Therefore it is important for individual to be informed, so that
they are less sensible to irrationality and they are able to
produce decisions based on more evidence. In our experiments
we consider a common impulsivity threshold (IthCom) that is
the same for all the agents and two additional factors (AddInf
and AddExp) due to the information and the expertise each
agent has that determine the individual impulsivity threshold
(IthAgent). In practice, given an agent A, we can say that:
IthA = IthCom + AddInf + AddExp
(2)
The threshold is compared with the PDF reported by the social
source. If there is one event that has a probability to happen
(according to this source) greater than the impulsivity
threshold, then the agents act impulsively.</p>
      </sec>
      <sec id="sec-1-6">
        <title>E. Platform Input</title>
        <p>The first thing that can be customized is the number of
citizens in the world and how they are distributed between the
performance categories and the reachability categories.
Then, one can set the value of the two parameters α and β,
used for updating the sources’ trust evaluation. It is possible to
change the authority reliability concerning each of the
reachability categories. Concerning the training phase, it is
possible to change its duration. Finally, it is possible to set
the impulsivity threshold and how much it will be modified
by each rational source.</p>
      </sec>
      <sec id="sec-1-7">
        <title>F. Workflow</title>
        <p>The simulation is divided into two steps. The first one is called
“training phase” and has the aim of letting agents make
experience with their information sources, so that they can
determine how reliable each source is.</p>
        <p>At the beginning of this phase, we generate a world containing
an authority and a given number of citizens, with different
abilities in understanding weather phenomena and different
possibility to be informed by the authority. Then citizens start
collecting information, in order to understand which event is
going to happen. The authority gives forecast reporting its
estimated level of criticality. As already explained, it produces
two different forecasts. All the citizens will receive the first
one, but it is less precise as it is not close enough to the event.
The second one is much more precise, but being close to the
event it is not possible for the authority to inform all the
citizens.</p>
        <p>In any case, being just forecasts, it is not sure that they are
really going to happen. They will have a probability linked to
the precision of the authority (depending on its standard
deviation).</p>
        <p>Then citizens evaluate the situation on their own and also
exploit others’ evaluations (by the effect of their decisions).
Remember that the social source is the result of the process
aggregating the agents’ decisions in the neighborhood: if a
neighbor has not yes decided, it is not considered. If according
to the others’ evaluation there is one event that has a
probability to happen greater than the impulsivity threshold,
then they act impulsively. This means that they are not going
to consider the three sources they have, but just the social one.
If this does not happen, then they consider all the information
they can access and they aggregate each single contribution
according to the corresponding trust value. Finally they
estimate the possibility that each event happens and select the
choice that minimizes the risk.</p>
        <p>While citizens collect information they are considered as
“thinking”, meaning that they have not decided yet. When
they reach the decisional phase, the citizens have to make a
decision, which cannot be changed anymore. This information
is then available for the others (neighborhood), which can in
turn exploit it for their decisions. At the end of the event,
citizens evaluate the performance of the source they used and
adjust the corresponding trust values. This phase is repeated
for 100 times (then there will be 100 events) so that agents can
make enough experience to judge their sources.</p>
        <p>After that, there is the “testing phase”. Here we want to
understand how agents perform, once they know how reliable
their sources are. In this phase, we will compute the accuracy
of their decision (1 if correct, 0 if wrong).</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>IV. SIMULATIONS</title>
      <p>In the simulations we tested the effect of impulsivity on a
population with different abilities to interpret the events and
with different possibility to be informed by the authority. It is
worth noting that impulsivity affects everyone, even the more
expert or informed can be misled by their neighbors’
decisions.</p>
      <sec id="sec-2-1">
        <title>A. Simulations’ Outputs</title>
        <p>In this section we describes the metrics we used in order to
understand and analyze each simulation.</p>
        <p>The first one is agents’ performance. Concerning a single
event, the performance of an agent is considered correct (and
assumes value 1) if it correctly identified the event or wrong
(and assumes value 0) if it made a mistake with the events.
The second dimension we analyze is the decisional distance.
Suppose that there will be event 5. An agent X foresees event
4, while another agent Y supposes there will be event 1. Both
this decision are wrong, but the decision of agent Y is much
more wrong that the one of X. Practically speaking, in case of
a critical event (represented in fact by event 5) agent X could
take some important measure to prevent damages to it and its
properties, while agents Y just does nothing. Maybe both the
agents suffer damages, but probably X manages to reduce
damages or at least the probability to be damaged, while Y
does not.</p>
        <p>For a single agent its decisional distance is defined as the
difference between the event that is going to happen and the
agent’s forecast. For instance, agent X’s decisional distance is
1, while Y’s is 4. We want this dimension to be the lowest;
ideally in a perfect world it should be 0, meaning that the
agent makes the right prediction.</p>
        <p>A third dimension is represented by the percentage of
impulsive decision.</p>
        <p>The last dimension that we investigate is the trust on the
information sources. The section “Feedback on Trust”
explains how agents produce their trust evaluations, based on
the source performance. They possess a trust value for each of
their three sources.</p>
        <p>We introduced these four metrics for individual agents.
Actually in the results they will be presented aggregating the
values of a category of agents and mediating them for the
number of times that the experiment is repeated (500 times).
In particular, in order to provide a better analysis of the
results, we are not going to simply consider the category of
agents previously described, but their combinations: 1A = well
informed and expert agents; 2A = well informed and not
expert agents; 1B = less informed and expert agents; 2B = less
informed and not expert agents.</p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Simulations’ Scenario</title>
        <p>In the scenarios we investigated, the percentage of
wellinformed citizens and the percentage of expert citizens is the
same, as we are mainly interested in increasing/decreasing the
quantity of good information and expertise that the population
possesses. Of course, as the assignment of citizens to
categories is random, it is possible an overlap between these
categories: a well-informed citizen can also be an expert.
Simulation settings:
1. number of agents: 200;
2. α and β: respectively 0.9 and 0.1;
3. authority reliability: we used a standard deviation of 1.5 to
produce the first forecast reported by the authority (it is
correct about 90% of the time) and 0.3 for the second one
(its forecasts are correct about 30% of the time);</p>
        <sec id="sec-2-2-1">
          <title>4. percentage of well informed citizens and percentage of</title>
          <p>expert citizens: {10-10,20-20,30-30,45-45,60-60,75-75}.</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>5. training phase duration: 100 events;</title>
          <p>6. Impulsivity threshold: we experimented the four cases
{0.3,0.5,0.7,0.9}
For sake of simplicity, as the percentage of well informed
citizens and of expert citizens is the same in each experiment,
we will use this value to identify the specific case. For
instance, the “case 10-10” is the one with 10% of
wellinformed citizens and of expert citizens.
It is worth noting that when the impulsivity threshold (IthCom)
is 0.9 then well informed or expert agents are not impulsive
for sure (given that for those agents IthAgent saturates the max
value 1). When the impulsivity threshold (IthCom) is 0.7, it is
necessary to be both informed and expert to not be impulsive
in any case. In the other cases agents could act impulsively,
according to the modality explained above. This is clearly
visible with an impulsivity threshold of 0.7, especially in
Figure 2a but also in Figure 2b: there is a big difference
between 1A agents’ performance and the others. In practice, in
the given composition of agents showed in Figure 2a and 2b,
impulsive agents are penalized. Let us explain in detail.
Figure 2a shows the case 10-10 (10% of well informed
citizens and 10% of expert citizens). Here the majority of the
citizens, approximately the 81%, belongs to the category 2B
(not well informed and not expert) represented in violet. They
are so many that their evaluation of the events when socially
transmitted to their neighbors will have a negative influence
on them, especially when there is a low value of common
impulsivity threshold. Increasing the percentage of
informed/expert citizens this effect tends to disappear, as
showed by Figure 2b and 2c.</p>
          <p>From Figure 2a, 2b and 2c it clearly results that the
performance of 1A, 1B and 2A agents increases when we
increases the value of the impulsivity threshold (agents are
less impulsive). In fact increasing this component, these
agents will not be influenced by the crowd effect and they will
be able to decide on the basis of all their sources.</p>
          <p>Differently form the others, if we focus on the 2B category
(both bad evaluators and misinformed) we notice an
interesting effect: in all the cases, increasing the impulsivity
threshold the performance of 2B citizens decreases. This is
due to the fact that, being less impulsive will have more
weight on their own information and on their own expertise in
their final evaluations. But not being well informed or experts,
there is a higher probability that they will be wrong.
Concerning agents’ decision, it is interesting not just to see the
percentage of success, but also how they differ from the
correct decision. The decisional distance reports this
information.</p>
          <p>From the graphs in Figure 2d we can clearly see that
increasing the quantity of information in the world (experts
and informed agents) the decisional distance decreases. It also
seems to decrease increasing the impulsivity threshold: in
practice, the forecasts are more correct when the agents are
more informed or expert and less impulsive.</p>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>C. Trust Analysis</title>
        <p>Talking about trust, analyzing the four categories 1A, 1B, 2A
and 2B the components of self-trust and authority trust do not
change. They in fact assume a fixed value in all the cases, not
being influenced by the impulsivity threshold or by the
quantity of information in the world (just by its quality).
Figure 3a, 3b, 3c and 3d show these values respectively to the
categories 1A, 1B, 2A and 2B.
What changes is of course the social trust. In fact, event if it is
completely independent from the agent’s nature, it strictly
depends on its neighborhood: the more performative they are,
the higher the social trust will be. This is clearly visible in
Figure 4. We can see how the social trust increases increasing
the percentage of expert/informed citizens.
In this work we analyzed the effect of subjective impulsivity
inside critical weather scenarios. We proposed some
simulations in which a population of citizens (modeled
through cognitive agents) has to face weather scenarios and
needs to exploit its information sources to understand what is
going to happen. In these situation agents can act “rationally”
(basing their choice in the global evidence they possess) or
impulsively, just emulating their neighbors due to a sort of
“crowd effect”.</p>
        <p>First of all, we proved that even if impulsivity has a strongly
negative impact on informed or expert agents, on the contrary
it is useful for the remaining 2B agents. Further, we showed
that it is not good to have a high percentage of 2B agents, as
they have a negative impact also on the agents belonging to
the other categories. This is a quite predictable effect, even if
it is interesting appreciate the various levels of impulsivity that
determine the different impacts.</p>
        <p>Then we analyzed the role played by social trust. Given a
value for the impulsivity threshold and a percentage of
informed and expert citizens, we showed that it assumes a
fixed value for all the citizens, as it is independent by the
agent’s category. However, it as a positive impact on agents
with less information (2B agents) while it tends to have a
negative effect on the on increasing the correctness of the
information that agents own.</p>
        <p>A last point regards the decisional distance, which provide a
much more precise analysis of the decisions’ correctness. We
saw that it tends to decrease increasing the impulsivity
threshold. This means that less impulsive agents can produce a
better evaluation: even if they are wrong, their decisions are
nearer to the correct decision.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>ACKNOWLEDGMENTS</title>
      <p>This work is partially supported by the project CLARA—
CLoud plAtform and smart underground imaging for natural
Risk Assessment, funded by the Italian Ministry of Education,
University and Research (MIUR-PON).</p>
    </sec>
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