=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== https://ceur-ws.org/Vol-2600/paper13.pdf
   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
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agents could be set to reflect the degree of overlap   Ontologies. Berlin, Heidelberg: Springer Berlin
in their activities or social connections.             Heidelberg. 135–154.
   The structure of the various versions of the cog-   Reitter, D., and Lebiere, C. 2010. Accountable
nitive twin also has implications for communica-       modeling in act-up, a scalable, rapid-prototyping
tion protocols between cognitive twins. For in-        act-r implementation. 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.
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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