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2020


A Gamified App that Helps People Overcome Self-Limiting Beliefs by Promoting Metacognition
A Gamified App that Helps People Overcome Self-Limiting Beliefs by Promoting Metacognition

Amo, V., Lieder, F.

SIG 8 Meets SIG 16, September 2020 (conference) Accepted

Abstract
Previous research has shown that approaching learning with a growth mindset is key for maintaining motivation and overcoming setbacks. Mindsets are systems of beliefs that people hold to be true. They influence a person's attitudes, thoughts, and emotions when they learn something new or encounter challenges. In clinical psychology, metareasoning (reflecting on one's mental processes) and meta-awareness (recognizing thoughts as mental events instead of equating them to reality) have proven effective for overcoming maladaptive thinking styles. Hence, they are potentially an effective method for overcoming self-limiting beliefs in other domains as well. However, the potential of integrating assisted metacognition into mindset interventions has not been explored yet. Here, we propose that guiding and training people on how to leverage metareasoning and meta-awareness for overcoming self-limiting beliefs can significantly enhance the effectiveness of mindset interventions. To test this hypothesis, we develop a gamified mobile application that guides and trains people to use metacognitive strategies based on Cognitive Restructuring (CR) and Acceptance Commitment Therapy (ACT) techniques. The application helps users to identify and overcome self-limiting beliefs by working with aversive emotions when they are triggered by fixed mindsets in real-life situations. Our app aims to help people sustain their motivation to learn when they face inner obstacles (e.g. anxiety, frustration, and demotivation). We expect the application to be an effective tool for helping people better understand and develop the metacognitive skills of emotion regulation and self-regulation that are needed to overcome self-limiting beliefs and develop growth mindsets.

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A gamified app that helps people overcome self-limiting beliefs by promoting metacognition [BibTex]


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Model-Agnostic Counterfactual Explanations for Consequential Decisions

Karimi, A., Barthe, G., Balle, B., Valera, I.

Proceedings of the 23rd International Conference on Artificial Intelligence and Statistics (AISTATS), 108, pages: 895-905, Proceedings of Machine Learning Research, (Editors: Silvia Chiappa and Roberto Calandra), PMLR, August 2020 (conference)

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arXiv link (url) [BibTex]

arXiv link (url) [BibTex]


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Fair Decisions Despite Imperfect Predictions

Kilbertus, N., Gomez Rodriguez, M., Schölkopf, B., Muandet, K., Valera, I.

Proceedings of the 23rd International Conference on Artificial Intelligence and Statistics (AISTATS), 108, pages: 277-287, Proceedings of Machine Learning Research, (Editors: Silvia Chiappa and Roberto Calandra), PMLR, August 2020 (conference)

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link (url) [BibTex]

link (url) [BibTex]


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How to navigate everyday distractions: Leveraging optimal feedback to train attention control

Wirzberger, M., Lado, A., Eckerstorfer, L., Oreshnikov, I., Passy, J., Stock, A., Shenhav, A., Lieder, F.

Annual Meeting of the Cognitive Science Society, July 2020 (conference)

Abstract
To stay focused on their chosen tasks, people have to inhibit distractions. The underlying attention control skills can improve through reinforcement learning, which can be accelerated by giving feedback. We applied the theory of metacognitive reinforcement learning to develop a training app that gives people optimal feedback on their attention control while they are working or studying. In an eight-day field experiment with 99 participants, we investigated the effect of this training on people's productivity, sustained attention, and self-control. Compared to a control condition without feedback, we found that participants receiving optimal feedback learned to focus increasingly better (f = .08, p < .01) and achieved higher productivity scores (f = .19, p < .01) during the training. In addition, they evaluated their productivity more accurately (r = .12, p < .01). However, due to asymmetric attrition problems, these findings need to be taken with a grain of salt.

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How to navigate everyday distractions: Leveraging optimal feedback to train attention control DOI Project Page [BibTex]


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Leveraging Machine Learning to Automatically Derive Robust Planning Strategies from Biased Models of the Environment

Kemtur, A., Jain, Y. R., Mehta, A., Callaway, F., Consul, S., Stojcheski, J., Lieder, F.

CogSci 2020, July 2020, Anirudha Kemtur and Yash Raj Jain contributed equally to this publication. (conference)

Abstract
Teaching clever heuristics is a promising approach to improve decision-making. We can leverage machine learning to discover clever strategies automatically. Current methods require an accurate model of the decision problems people face in real life. But most models are misspecified because of limited information and cognitive biases. To address this problem we develop strategy discovery methods that are robust to model misspecification. Robustness is achieved by model-ing model-misspecification and handling uncertainty about the real-world according to Bayesian inference. We translate our methods into an intelligent tutor that automatically discovers and teaches robust planning strategies. Our robust cognitive tutor significantly improved human decision-making when the model was so biased that conventional cognitive tutors were no longer effective. These findings highlight that our robust strategy discovery methods are a significant step towards leveraging artificial intelligence to improve human decision-making in the real world.

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Project Page [BibTex]

Project Page [BibTex]


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ACTrain: Ein KI-basiertes Aufmerksamkeitstraining für die Wissensarbeit [ACTrain: An AI-based attention training for knowledge work]

Wirzberger, M., Oreshnikov, I., Passy, J., Lado, A., Shenhav, A., Lieder, F.

66th Spring Conference of the German Ergonomics Society, 2020 (conference)

Abstract
Unser digitales Zeitalter lebt von Informationen und stellt unsere begrenzte Verarbeitungskapazität damit täglich auf die Probe. Gerade in der Wissensarbeit haben ständige Ablenkungen erhebliche Leistungseinbußen zur Folge. Unsere intelligente Anwendung ACTrain setzt genau an dieser Stelle an und verwandelt Computertätigkeiten in eine Trainingshalle für den Geist. Feedback auf Basis maschineller Lernverfahren zeigt anschaulich den Wert auf, sich nicht von einer selbst gewählten Aufgabe ablenken zu lassen. Diese metakognitive Einsicht soll zum Durchhalten motivieren und das zugrunde liegende Fertigkeitsniveau der Aufmerksamkeitskontrolle stärken. In laufenden Feldexperimenten untersuchen wir die Frage, ob das Training mit diesem optimalen Feedback die Aufmerksamkeits- und Selbstkontrollfertigkeiten im Vergleich zu einer Kontrollgruppe ohne Feedback verbessern kann.

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link (url) Project Page [BibTex]

2017


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Optimal gamification can help people procrastinate less

Lieder, F., Griffiths, T. L.

Annual Meeting of the Society for Judgment and Decision Making, Annual Meeting of the Society for Judgment and Decision Making, November 2017 (conference)

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Project Page [BibTex]

2017


Project Page [BibTex]


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An automatic method for discovering rational heuristics for risky choice

Lieder, F., Krueger, P. M., Griffiths, T. L.

In Proceedings of the 39th Annual Meeting of the Cognitive Science Society. Austin, TX: Cognitive Science Society, 2017, Falk Lieder and Paul M. Krueger contributed equally to this publication. (inproceedings)

Abstract
What is the optimal way to make a decision given that your time is limited and your cognitive resources are bounded? To answer this question, we formalized the bounded optimal decision process as the solution to a meta-level Markov decision process whose actions are costly computations. We approximated the optimal solution and evaluated its predictions against human choice behavior in the Mouselab paradigm, which is widely used to study decision strategies. Our computational method rediscovered well-known heuristic strategies and the conditions under which they are used, as well as novel heuristics. A Mouselab experiment confirmed our model’s main predictions. These findings are a proof-of-concept that optimal cognitive strategies can be automatically derived as the rational use of finite time and bounded cognitive resources.

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Project Page [BibTex]

Project Page [BibTex]


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A reward shaping method for promoting metacognitive learning

Lieder, F., Krueger, P. M., Callaway, F., Griffiths, T. L.

In Proceedings of the Third Multidisciplinary Conference on Reinforcement Learning and Decision-Making, 2017 (inproceedings)

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Project Page [BibTex]

Project Page [BibTex]


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When does bounded-optimal metareasoning favor few cognitive systems?

Milli, S., Lieder, F., Griffiths, T. L.

In AAAI Conference on Artificial Intelligence, 31, 2017 (inproceedings)

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[BibTex]

[BibTex]


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The Structure of Goal Systems Predicts Human Performance

Bourgin, D., Lieder, F., Reichman, D., Talmon, N., Griffiths, T.

In Proceedings of the 39th Annual Meeting of the Cognitive Science Society, 2017 (inproceedings)

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[BibTex]

[BibTex]


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Learning to (mis) allocate control: maltransfer can lead to self-control failure

Bustamante, L., Lieder, F., Musslick, S., Shenhav, A., Cohen, J.

In The 3rd Multidisciplinary Conference on Reinforcement Learning and Decision Making. Ann Arbor, Michigan, 2017 (inproceedings)

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[BibTex]

[BibTex]


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Mouselab-MDP: A new paradigm for tracing how people plan

Callaway, F., Lieder, F., Krueger, P. M., Griffiths, T. L.

In The 3rd multidisciplinary conference on reinforcement learning and decision making, 2017 (inproceedings)

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[BibTex]

[BibTex]


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Enhancing metacognitive reinforcement learning using reward structures and feedback

Krueger, P. M., Lieder, F., Griffiths, T. L.

In Proceedings of the 39th Annual Meeting of the Cognitive Science Society, 2017 (inproceedings)

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Project Page Project Page [BibTex]

Project Page Project Page [BibTex]


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Helping people choose subgoals with sparse pseudo rewards

Callaway, F., Lieder, F., Griffiths, T. L.

In Proceedings of the Third Multidisciplinary Conference on Reinforcement Learning and Decision Making, 2017 (inproceedings)

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[BibTex]

[BibTex]

2016


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Helping people make better decisions using optimal gamification

Lieder, F., Griffiths, T. L.

In Proceedings of the 38th Annual Conference of the Cognitive Science Society, 2016 (inproceedings)

Abstract
Game elements like points and levels are a popular tool to nudge and engage students and customers. Yet, no theory can tell us which incentive structures work and how to design them. Here we connect the practice of gamification to the theory of reward shaping in reinforcement learning. We leverage this connection to develop a method for designing effective incentive structures and delineating when gamification will succeed from when it will fail. We evaluate our method in two behavioral experiments. The results of the first experiment demonstrate that incentive structures designed by our method help people make better, less short-sighted decisions and avoid the pitfalls of less principled approaches. The results of the second experiment illustrate that such incentive structures can be effectively implemented using game elements like points and badges. These results suggest that our method provides a principled way to leverage gamification to help people make better decisions.

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link (url) Project Page [BibTex]

2016


link (url) Project Page [BibTex]