=Paper=
{{Paper
|id=Vol-2600/paper13
|storemode=property
|title=Cognitive Twin: A Cognitive Approach to Personalized Assistants
|pdfUrl=https://ceur-ws.org/Vol-2600/paper13.pdf
|volume=Vol-2600
|authors=Sterling Somers,Alessandro Oltramari,Christian Lebiere
|dblpUrl=https://dblp.org/rec/conf/aaaiss/SomersOL20
}}
==Cognitive Twin: A Cognitive Approach to Personalized Assistants==
Cognitive Twin: A Cognitive Approach to Personalized Assistants Sterling Somers, Alessandro Oltramari and Christian Lebiere Psychology Department, Carnegie Mellon University, Pittsburgh, PA Bosch Research and Technology Center, Pittsburgh, PA {sterling@sterlingsomers.com,Alessandro.Oltramari@us.bosch.com, cl@cmu.edu} Abstract enables advanced monitoring, predictive analytics, and ubiquitous computing. The benefits of digital This paper presents and evaluates an early pro- twins are evident in different domains, from indus- totype of a cognitive twin: a digital reflection of the user, intended to make decisions and carry trial manufacturing (Kritzinger et al. 2018), where out tasks on the user’s behalf. The intention of anticipating machine failures through digital simu- the cognitive twin is to model the cognitive pro- lations can dramatically reduce maintenance costs, cesses underlying the user’s decisions. To that end, to healthcare, where the growing number of inter- we implemented the twin in a computational cog- connected health-monitoring systems (e.g, wear- nitive architecture. The model specifically uses ables) is prompting providers to create personal- an Instance-Based Learning approach to modeling ized digital solutions for their patients. Healthcare human decision making that leverages the architec- is a perfect example of an area where IoT virtual- ture’s memory mechanisms. The task of this pro- ization also factors the human in, e.g., by creating totype model is to help organize a social gather- digital twins of the human body that can be used ing. Data is generated in a discrete simulation that we are developing to freely experiment with issues for real-time remote-monitoring of physiological ranging from environment structure to data avail- functions (Bruynseels, Santoni de Sio, and van den ability. We implement two versions of the cogni- Hoven 2018). Beyond modeling the human as an tive twin and show that it provides an effective per- organism, digital twins can expand to cover social sonalized assistant with limited data availability. dimensions of human life, which are characterized by our daily interactions with portable electronics, digital services, social networks, etc. Accordingly, Introduction in this paper we introduce the notion of cognitive In the context of the Internet of Things (IoT), a (digital) twin, to highlight the key role that cogni- digital twin is the virtual replica of a sensor-based tive mechanisms play in modeling human decision connected device and of the processes that are as- making in the IoT digital space. sociated with it. A network of digital twins can then be conceived as a virtual space that mirrors The aim of the cognitive twin is to make the de- the physical properties of IoT entities, and that cisions that a user would would make and to deal with those aspects of life that can be handled over Copyright c 2020 held by the author(s). In A. Mar- the internet. Much of our social lives are planned tin, K. Hinkelmann, H.-G. Fill, A. Gerber, D. Lenat, R. over the internet and a cognitive twin would be Stolle, F. van Harmelen (Eds.), Proceedings of the AAAI 2020 Spring Symposium on Combining Machine Learn- able to handle tasks such as the planning of so- ing and Knowledge Engineering in Practice (AAAI- cial events: who should attend, when it should take MAKE 2020). Stanford University, Palo Alto, Califor- place, what activities should occur, etc. With an in- nia, USA, March 23-25, 2020. Use permitted under Cre- crease in the use of IoT devices, we can imagine a ative Commons License Attribution 4.0 International cognitive twin that not only knows when to turn (CC BY 4.0). on the dishwasher, when to buy the soap, where to buy the soap, but actually buy the soap, and even act as well (for instance the guest list might deter- turn on the dishwasher. mine when the party can take place and vice versa) We propose a hybrid data-driven and resulting in a potential complex process with mul- knowledge-based approach. Because our con- tiple cycles of replanning. text is human decision making, we implement If the cognitive twin is going to plan a party for our digital twin in a computational cognitive a user, it has to know who that user would want architecture. Our approach is to take advantage to attend. From a practical perspective, the twin of existing knowledge ontologies, and structured likely has to learn about that user’s friendships, procedural knowledge, but also learn decisions professional relationships, etc. One could imagine from data. We believe this approach can bal- a twin that works by asking about attendees but, ance domain generality while maintaining a low then, such a twin has less utility because it requires implementation and data cost. significant effort on the part of the user. The architecture we are working with is a hybrid From a practical perspective, there are a num- cognitive architecture, ACT-R (Anderson 2007). ber of tasks we would expect the digital twin to The ACT-R architecture, discussed more thor- learn and a number of tasks that are more prac- oughly below, consists of both symbolic elements: tically represented as knowledge. Between these declarative knowledge and procedural knowledge; two extremes of pure data-driven learning, and as well as sub-symbolic elements that support sta- pure knowledge acquisition and authoring, there tistical learning at a human-timescale. The tight in- are cases where we would expect a balanced hy- tegration of these two levels of the architecture en- brid approach to be the most practical. ables the combination of knowledge representation Knowledge-based Party planning is a complex and reasoning with statistical machine learning in process. There are a number of sub-tasks that are every aspect of decision making rather than arti- required and the ordering of the sub-tasks is impor- ficially segregating them into one or the other. In tant. The knowledge of how to plan a party, how- this project we use a cognitive modeling approach, ever, would be difficult to learn from data because Instance-Based Learning (IBL), in which past de- the steps are not necessarily performed in any fixed cisions are used to inform future decisions by di- sequence, the patterns of occurrence are abstract, rectly leveraging the mechanisms of the cognitive and requires tying together different facets of in- architecture. formation that are rarely explicitly exhibited in be- havior (therefore, would be difficult to collect data Dinner Party Planning for). Instead those processes are typically commu- We have chosen as our proof-of-concept scenario nicated at least in part explicitly as instructions, to implement the planning of a dinner party. We in a process known as Interactive Task Learning chose this scenario for a number of reasons. (Laird et al. 2017). Perhaps one of the most obvious reasons for us- Data-Driven There are plenty of aspects to the ing a party planning scenario is that it is such a party planning task that can be purely data-driven. strong use-case for a cognitive twin. Party plan- For example, preferences in diets (e.g. vegetarian) ning requires back and forth negotiation between are exhibited in behavior and, therefore, leaves a the potential attendees with respect to scheduling trace that can plausibly be learned from. Other and also requires information about the social dy- regularities like schedules, party sizes, and social namics of possible attendees (avoid having people preferences, could all be plausibly learned from that do not like each other at a party), food prefer- available data. ences or diet restrictions, etc. Some of that infor- mation is sensitive, such as personal likes and dis- Hybrid We believe that the party-planning sce- likes. These are the the sort of tedious details that nario can benefit from a balanced, hybrid ap- not only require time of the host but time of the proach. There are some aspects that can be and potential guests. Planning a party requires a great should be data-driven (e.g. who your friends are), deal of structured knowledge and systematic pro- while other aspects can benefit from both struc- cess in order to make decisions about the various ture and data while others can largely be repre- facets that need to be planned. Those facets inter- sented as structured knowledge (e.g. the process of planning itself, diet categories, etc). An integra- chunks depending on how close their similarity is tive framework that can combine both process as- to the requested pattern. Finally, chunk activation pects is therefore required. Previous attempts have includes a stochastic component that makes mem- been made at integrating cognitive architectures ory retrieval a probabilistic process. and knowledge ontologies (Oltramari and Lebiere For this project we make use of the Instance- 2013). Based Learning methodology (IBL), which lever- ages declarative memory by making decisions ACT-R based on retrieval from memory of previous deci- sions rather than through heuristics or production ACT-R is a hybrid (symbolic, sub-symbolic) com- rules (Gonzalez, Lerch, and Lebiere 2003). putational cognitive architecture. The components of the architecture represent a unified, neurally in- spired theory of cognition (Anderson 2007). The Data / Simulation architecture is comprised of a set of modules, each In order to collect data for a cognitive twin we of which are constrained by the biological pro- have chosen to implement a discrete simulation. cesses and limitations of the brain. While the archi- The simulation is currently under development but tecture does include modules for vision, audition, produces sufficient data to test the cognitive twin. and motor activity, the core of the system is com- Our aim, currently, with the simulation is a vehi- prised of a central production system and a declar- cle for generating data in liue of human data. The ative memory. simulation represents human agents going about The central production system represents proce- their lives, while personal data is being collected dural knowledge (skills). Each production ‘fires’ and stored. The agents in the simulation are dis- in response to particular patterns or ‘chunks’ of in- tinct from cognitive agents. In a sense, the simu- formation held in buffers that constitute the cog- lated agents represent ‘real’ human beings (in liue nitive architecture’s working memory. Skill acqui- of human data) and the cognitive agents represent sition, response competition, and multitasking ca- their cognitive twins. Long-term, we aim to expand pacity are among the cognitive capacities modeled on the simulation, making the ‘lives’ of the agents in the production system. more veridical, the properties of the network to re- Declarative memory is a long-term knowledge flect human social networks, etcetera. Also, as we storage and retrieval system. Declarative knowl- develop the simulation further, we hope to make edge is represented as chunks, that are proposi- the data collected about users reflect more closely tional compositions of other chunks or more basic the quality of data potentially collectable from real values. Each chunk in declarative memory has an humans. In the following we describe the simula- activation that modulates its retrieval. The history- tion in its current form, including aspects we are based activation component is called base-level ac- not currently using in development and evaluation tivation, which reflects the chunk’s recency (when of the cognitive twin. it was encoded or recited) and frequency (number The simulation creates a population of n agents of times it has been recited) to capture regulari- that carry out both scheduled (e.g. work) and un- ties of human behavior such as the power laws of scheduled events (socializing, eating) over a period practice and forgetting. Furthermore a chunk’s ac- of days. For this paper we simulate 720 days of tivation is affected by spreading activation, such simulation. As our simulation is generated stochas- that related chunks (e.g., context information) can tically, for this analysis we set a random seed, and boost the activation of chunks in memory, depend- all analysis is performed on a single, generated ing on their degree of co-occurrence. Chunks can world. Relevant information about the activities in- be retrieved through a pattern-matching process cluding the time, the event type, and specific de- in which a sub-pattern is requested and a com- tails about the event are recorded in data files. plete pattern is (potentially) returned. Importantly, The simulation is controlled by a number of pa- memory retrieval in ACT-R is not perfect. Chunks rameters. To generate a ‘world’, a user specifies a with a low activation can fail to be retrieved population of n size. The simulation then generates (forgetting) while a partial-matching process can families, where the member-size is controlled by a generalize to similar but not perfectly matching weighted distribution parameter. Although family dynamics is not captured in the simulation at this of which is a free parameter. Values for the social early stage of development, we have designed the links are real numbers ranging from -1 to 1. The simulation to accommodate more complex interac- social links are both incoming and outgoing and, tions in the future. as a result, can be asymmetric (i.e., one agent may Since our main proof-of-concept case is the favor another, but may not be favored in return). party planning scenario, we have developed the We consider a negative connection between per- simulation such that activities include social activ- son A and person B to represent tension or nega- ities, to track positive and negative social interac- tive feelings of A towards B. Large negative values tions; food preparation, to track diet restrictions; represent strong dislike. Positive values represent a and daily activities, to track an individual’s sched- positive relation and we define values greater than ule. 0.75 as friendship. When the simulation is running, the social links are used when setting up social in- Schedule The simulation ticks by the hour teractions in the simulation. The social links be- and, currently, events have a 1-hour resolution. tween agents change over time as they interact with Implementation-wise, there is no known restric- one another (see Figures 4 and 5). Roughly, friends tions on resolution. Days of the week are soft- become more likely to interact and enemies less coded into the simulation (by dividing hours of likely, as described below. simulation time) and are used to design the sched- Social interactions (parties) are created during ule. Each individual is assigned a static work and run-time at the start of each simulation day. Social sleep schedule, reflecting real-world schedules (9- interactions, on any given day, are potentially cen- 5 Monday to Friday). Eating can occur nested tered around randomly selected individuals. The within another event (i.e. eating at work), and the parameter s is set as a proportion of the total start and end times are chosen from a weighted population and we used a value of 25 to ensure distribution of pre-selected hours. For example, that we generate sufficient data for testing. This breakfast can occur between 6 am and 9 am with value was qualitatively assessed to maintain steady different weights for different hours (free parame- world statistics and, as described below, we evalu- ter). ate the model with different ranges of history. Once At generation, agents are assigned scheduled centers (hosts) are selected, attendees are selected events. These events are mandatory and are called to attend. ‘sports’, ‘clubs’, and ‘hobbies’. The intention is to create regularly-occurring events that should Attendees to each social interaction are selected be considered when scheduling a social event. from the population such that their likelihood of The events are selected from a weighted random being selected is weighted by the outgoing social list, with the possibility of repeats reduced for link from the ‘center’ to the potential attendees. each by re-weighting the events. For example, the The outgoing links between the center and the at- likelihood of sports being selected is reduced if tendees are transformed to produce a probability sports is selected once. There is also a placeholder distribution, and non-uniform random samples are ‘None’ event. Events are selected, scheduled, and selected. A free parameter which is set to con- re-weighted; the process repeats until an event fails trol the minimum social interaction connection re- to be scheduled on randomly selected days or until quired to attend is set to a minimum value of -0.1, the None event is selected. It is, therefore, possi- so that people with slight dislike for each other ble (though low probability) that some people will might attend. A small bias is also added to the have no activities for which they are committed. weights of connections above the friend threshold (how we separate friends and close friends). The All times, event types, and event details are bias is set to 0.3 and the friend threshold is set to recorded in an individual’s log-file as well in a 0.75. We use the values to help control the patterns global log-file. of interactions. These values were set qualitatively Social Interactions When a ‘world’ is gener- to produce steady world statistics. ated, social links between every pair of individual Not all centers will result in a social interaction. agents in the simulation are generated randomly Once attendees are picked, the social interaction from a truncated normal distribution, the variance then has to be scheduled. Scheduling may fail due to firm commitments by attendees. The minimum with the gray area showing one standard deviation. size of social interactions are selected randomly As can be seen from those two figures, the rela- from a truncated normal distribution between 4 and tionships in the simulation are fairly stable. These 10. The shape of that distribution is also a free can be modified using the free parameters but we parameter. If an insufficient number of people are have chosen to keep the relationships rather stable, able to attend, the social interaction is canceled. as we assume this reflects the nature of relation- Furthermore, social interactions are resolved in ships in the real world. a queue, which is ordered by the original selection of centers. Attendees that are in the queue for mul- tiple events (lots of friends) may become busy, po- Figure 1: Social Connections tentially becoming unavailable for events further down the queue. During a social interaction, all agents in atten- dance receive an interaction score with the other guests. The interaction scores are selected from a truncated normal distribution between -1 and 1, and the shape of the distribution is a free param- eter. The total score that an interaction receives is a linear combination of: the random score (-1 to Figure 2: Friendship With Party Centre 1), the link from person A to person B, and the link from person B to person A. For this paper, those factors are all weighed the same as we have yet to analyze the impact of these values on the social dynamics across time. Values above 1 or below -1 are truncated. As a result, it is possible for the quality of relationships to change: friend- Figure 3 represents the average connection be- ship links between agents may go from positive to tween all guests in attendance at the social inter- negative after interactions and, likewise, negative actions. Note that the simulation does not try to links can become positive after interaction. Nega- maximize all the social links of a social interaction, tive links becoming positive are most likely to oc- as attendees are chosen stochastically, weighted by cur in social interactions not centered by the agent the outgoing social link from the party center. with outgoing negative links. Either the attendees show up at a mutual friends party or there is an im- balance in their outgoing and incoming links. Al- Figure 3: Average Connection Between Party though crude, this is meant to capture the influence Guests of past interactions. The time of interaction and the scores between attendees is recorded in the log-file for the individual as well as a global log-file. To get a sense of what the socialization looks like, we have plotted some basic statistics of the interactions over 720 days of simulation. Figure 1 shows the percent of people who have a To have a sense of the social networks over time, zero or greater (i.e., positive) outgoing social link Figures 4 and 5 represent the steadiness of people between them (blue), with the shaded area (gray) that have positive connections with a target over showing one standard deviation. In orange is il- time. It shows the percent of change of people in lustrated the percent of people who are above the the positive social network per day (blue), as well ‘close-friend’ threshold, with the orange shaded as the change since time zero. Figure 5 shows the area showing one standard deviation. Figure 2 same stats (blue vs orange) but where the members shows the percent of people at a party who are of the social network are above the friend threshold close friends with the party center (or host) (blue) (0.75). integrate with simulations, and ultimately to de- Figure 4: Positive Social Network Over Time velop and distribute on portable platforms with limited footprint and computing power, as well as real-time performance and network-size scaling requirements. The key equations leveraged were those for declarative memory, as it reflects trade- offs in recency vs frequency in generalizing pat- terns of user activity, as well as generalization in continuous spaces such as high-dimensional vec- tors used in distributional semantics. Figure 5: Friend Social Circles Over Time In the current model, batch activity data is loaded into memory. We will discuss later the type of protocol that could be used to request informa- tion from peer cognitive twins, and their impact on the algorithm used by the main cognitive twin planning the activity. Finding the most compatible set of guests re- lies on ratings of past joint social activity. Those Diet and Food are represented as chunks in memory consisting of Individual agents in the simulation are either om- the user who provided the rating, the agent with nivores, vegetarians, or vegans, and consume food whom that user interacted, and the rating of the in- according to their diets. The ontology of diets is teraction. Those ratings are not necessarily sym- modeled from ConceptNet (Liu and Singh 2004) metrical, so each pairwise interaction might result and the foods in the simulation are, therefore, in two separate chunks with distinct values. Those structurally consistent with that knowledge. Build- memory chunks have associated a base-level ac- ing the structure into the simulation is important tivation that reflect the recency (and frequency for what we are trying to achieve, as we expect that if the same rating between the same agents has a learning system should recover that structure. We been provided multiple times) of the rating. Each propose that a system like the cognitive twin can chunk activation can therefore be interpreted as take advantage of existing knowledge graphs like the relative importance of that rating among com- ConceptNet to take advantage of known structure peting ones, and factored accordingly by memory but should also be able to learn that structure, or retrieval processes. Specifically, the blending re- any combination thereof. In this work, we are not trieval process (Lebiere 1999) is used to produce not learning diet restrictions but intend to do so for a consensus estimate of social rating between two future work. agents by retrieving and aggregating individual rat- ings weighted according to their activation. These social compatibility ratings are used in a greedy al- Cognitive Twin Model gorithm that starts with the central user organizing At a high-level, the cognitive twin is intended as the gathering. The rating of all potential guests are an automated decision maker. It uses your data to evaluated against the current set of invitees (start- make the kinds of decisions you would make. In ing with the host) and the guest with the highest the party-planning scenario, your cognitive twin is rating is selected. The process is repeated until the intended to do some of the leg work of party plan- guest list is full. It is possible that this process does ning for you. The cognitive twins, described below, not yield an optimal outcome because of the se- use the personal data from the simulation agents to quential selection process could lead to a local op- plan their next party for them (given an existing timum. An optional second phase (not yet imple- history of social interactions). mented) would consist of computing the social rat- The cognitive twin was developed in ACT-UP ing of each guest with respect to all other guests, (Reitter and Lebiere 2010), a toolkit implemen- then swapping out the guest with the lowest rating tation of ACT-R developed to make it easier to if another guest with a higher rating with the re- maining guests could be found. This process would according to two measures, displayed in Figure 6. be repeated until no such guest would be found. The first measure is the average percentage of each The time scheduling process operates in a simi- party that is made of close friends to the host. The lar manner. All considered time slots are generated centered version of the cognitive twin (69.75%) by a process that combines user input with knowl- outperforms the distributed version of the cogni- edge constraints (e.g., social events are not sched- tive twin (56.75%) because it is more narrowly fo- uled in the middle of the night, or during regular cused on optimizing compatibility with the host work hours). Past and scheduled activities of each social connections rather than mutual guest con- potential guest are represented in memory, each as nections. They both outperform the simulation al- a chunk including identity of the agent, day, time gorithm (49.25%) because of the built-in stochas- and nature of activity. For each potential time slot, ticity of that algorithm. the availability of each guest is generated through The second measure is the average connection a blending process that generalizes from past and strength between each pair of guests (including future activities to infer regularities such as typi- the host). By that measure, the distributed version cal activities for a particular day/time slot without of the cognitive twin (0.680) outperforms the cen- needing to represent them explicitly, such as by ac- tered version of the twin (0.464) because it factors cessing a calendar. The time slot with the highest the mutual guests connections instead of strictly expected availability is selected. An optional pro- those from the host. Both outperform the simula- cess (not yet implemented) would trigger another tion algorithm (0.358) because of its combination guest selection process if enough guests cannot at- of narrow focus on the host and stochasticity. tend at a given time slot. Results Figure 6: Ratio Of Friends and Average Score at Social Event The model was evaluated against a simulation of 100 different agents run for two years of simulated time. At the end of that time, the model consists of 100 distinct cognitive twins, each loaded with the history of its specific agent. That results in about 16,000 chunks in the memory for each twin, about 150 per week, corresponding to a mix of social events and interaction values. The model is run to generate a party for each of the 100 agents. Two versions of the model were run. Recall, this simulation is a set random seed of possible worlds. The distributed version, as de- scribed above, factors in the social interactions The data requirements of the model were also with all current scheduled guests when adding a evaluated. For that purpose, the model was run in new guest. The centered version, however, only the same settings as above, but with a more limited selects guests based upon their social interactions history of social interactions. The length of history with the host, as is the case for the simulation. was varied from 1 week to the full 2 years. Re- The parameters of the model are set to provide sults for both measures describe above are plotted fairly accurate performance, including a mismatch in Figure 7. penalty parameter (scaling the partial matching For both model versions and both measures, per- process) of 5.0 and an activation noise parame- formance actually increases with decreasing his- ter (scaling the stochastic activation factor) of 0.1 tory length. This results because changing social as well as the usual time-based decay parameter connections means that historical data becomes in- (weighting recency against frequency) of 0.5. creasingly inaccurate over time. Cognitive mech- This evaluation focuses on the guest selection anisms such as blending are usually able to gen- process rather than the time scheduling. The mod- eralize quite well with limited data. The optimum els are evaluated against the simulation baseline history length is between 2 and 4 weeks depending upon the measure and model version. privacy of the guests. Developing an infrastructure that can optimize those trade-offs while safeguard- ing user data is an essential goal of the cognitive Figure 7: Ratio of Friends and Average Connection twin approach. by Weeks of Data References Anderson, J. R. 2007. How Can The Human Mind Occur In The Physical Universe? New York, NY: Oxford University Press. Bruynseels, K.; Santoni de Sio, F.; and van den Hoven, J. 2018. Digital twins in health care: ethical implications of an emerging engineering paradigm. Frontiers in genetics 9:31. Corbett, A. T., and Anderson, J. R. 1995. 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In Proceedings of the 10th stance, the centered version of the model does not International Conference on Cognitive Modeling, rely on any social information from other cogni- ICCM 2010, 199–204. tive twins, while the distributed version does re- quire information from invited guests regarding fu- ture potential guests. This leads to a trade-off be- tween overall quality of the social gathering and