Mark A. Neerincx

HC
h-index45
11papers
249citations
Novelty35%
AI Score25

11 Papers

3.9AIApr 5, 2023
Persuading to Prepare for Quitting Smoking with a Virtual Coach: Using States and User Characteristics to Predict Behavior

Nele Albers, Mark A. Neerincx, Willem-Paul Brinkman

Despite their prevalence in eHealth applications for behavior change, persuasive messages tend to have small effects on behavior. Conditions or states (e.g., confidence, knowledge, motivation) and characteristics (e.g., gender, age, personality) of persuadees are two promising components for more effective algorithms for choosing persuasive messages. However, it is not yet sufficiently clear how well considering these components allows one to predict behavior after persuasive attempts, especially in the long run. Since collecting data for many algorithm components is costly and places a burden on users, a better understanding of the impact of individual components in practice is welcome. This can help to make an informed decision on which components to use. We thus conducted a longitudinal study in which a virtual coach persuaded 671 daily smokers to do preparatory activities for quitting smoking and becoming more physically active, such as envisioning one's desired future self. Based on the collected data, we designed a Reinforcement Learning (RL)-approach that considers current and future states to maximize the effort people spend on their activities. Using this RL-approach, we found, based on leave-one-out cross-validation, that considering states helps to predict both behavior and future states. User characteristics and especially involvement in the activities, on the other hand, only help to predict behavior if used in combination with states rather than alone. We see these results as supporting the use of states and involvement in persuasion algorithms. Our dataset is available online.

13.9AIDec 5, 2022Code
A Machine with Short-Term, Episodic, and Semantic Memory Systems

Taewoon Kim, Michael Cochez, Vincent François-Lavet et al.

Inspired by the cognitive science theory of the explicit human memory systems, we have modeled an agent with short-term, episodic, and semantic memory systems, each of which is modeled with a knowledge graph. To evaluate this system and analyze the behavior of this agent, we designed and released our own reinforcement learning agent environment, "the Room", where an agent has to learn how to encode, store, and retrieve memories to maximize its return by answering questions. We show that our deep Q-learning based agent successfully learns whether a short-term memory should be forgotten, or rather be stored in the episodic or semantic memory systems. Our experiments indicate that an agent with human-like memory systems can outperform an agent without this memory structure in the environment.

2.9HCOct 5, 2022
Exploring Effectiveness of Explanations for Appropriate Trust: Lessons from Cognitive Psychology

Ruben S. Verhagen, Siddharth Mehrotra, Mark A. Neerincx et al.

The rapid development of Artificial Intelligence (AI) requires developers and designers of AI systems to focus on the collaboration between humans and machines. AI explanations of system behavior and reasoning are vital for effective collaboration by fostering appropriate trust, ensuring understanding, and addressing issues of fairness and bias. However, various contextual and subjective factors can influence an AI system explanation's effectiveness. This work draws inspiration from findings in cognitive psychology to understand how effective explanations can be designed. We identify four components to which explanation designers can pay special attention: perception, semantics, intent, and user & context. We illustrate the use of these four explanation components with an example of estimating food calories by combining text with visuals, probabilities with exemplars, and intent communication with both user and context in mind. We propose that the significant challenge for effective AI explanations is an additional step between explanation generation using algorithms not producing interpretable explanations and explanation communication. We believe this extra step will benefit from carefully considering the four explanation components outlined in our work, which can positively affect the explanation's effectiveness.

4.5AIApr 4, 2022Code
A Machine With Human-Like Memory Systems

Taewoon Kim, Michael Cochez, Vincent Francois-Lavet et al.

Inspired by the cognitive science theory, we explicitly model an agent with both semantic and episodic memory systems, and show that it is better than having just one of the two memory systems. In order to show this, we have designed and released our own challenging environment, "the Room", compatible with OpenAI Gym, where an agent has to properly learn how to encode, store, and retrieve memories to maximize its rewards. The Room environment allows for a hybrid intelligence setup where machines and humans can collaborate. We show that two agents collaborating with each other results in better performance than one agent acting alone.

0.5CLNov 9, 2023
Modelling prospective memory and resilient situated communications via Wizard of Oz

Yanzhe Li, Frank Broz, Mark Neerincx

This abstract presents a scenario for human-robot action in a home setting involving an older adult and a robot. The scenario is designed to explore the envisioned modelling of memory for communication with a socially assistive robots (SAR). The scenario will enable the gathering of data on failures of speech technology and human-robot communication involving shared memory that may occur during daily activities such as a music-listening activity.

3.9HCMay 12, 2023
Designing for Meaningful Human Control in Military Human-Machine Teams

Jurriaan van Diggelen, Karel van den Bosch, Mark Neerincx et al.

We propose methods for analysis, design, and evaluation of Meaningful Human Control (MHC) for defense technologies from the perspective of military human-machine teaming (HMT). Our approach is based on three principles. Firstly, MHC should be regarded as a core objective that guides all phases of analysis, design and evaluation. Secondly, MHC affects all parts of the socio-technical system, including humans, machines, AI, interactions, and context. Lastly, MHC should be viewed as a property that spans longer periods of time, encompassing both prior and realtime control by multiple actors. To describe macrolevel design options for achieving MHC, we propose various Team Design Patterns. Furthermore, we present a case study, where we applied some of these methods to envision HMT, involving robots and soldiers in a search and rescue task in a military context.

3.7HCOct 8, 2021
Core Elements of Social Interaction for Constructive Human-Robot Interaction

Mike E. U. Ligthart, Mark A. Neerincx, Koen V. Hindriks

We present a discovery-based, first version, explicit model of social interaction that provides a basis for measuring the quality of interaction of a human user with a social robot. The two core elements of the social interaction model are engagement and co-regulation. Engagement emphasizes the \textit{qualitative nature} of social interaction and the fact that a user needs to be drawn into the interaction with the robot. Co-regulation emphasizes the interaction process and the fact that a user and a robot need to be acting together. We argue that the quality of social interaction with a robot can be measured in terms of how efficiently engagement and co-regulation are established and maintained during the interaction and how satisfied the user is with the interaction.

5.8HCAug 27, 2020
A Blast From the Past: Personalizing Predictions of Video-Induced Emotions using Personal Memories as Context

Bernd Dudzik, Joost Broekens, Mark Neerincx et al.

A key challenge in the accurate prediction of viewers' emotional responses to video stimuli in real-world applications is accounting for person- and situation-specific variation. An important contextual influence shaping individuals' subjective experience of a video is the personal memories that it triggers in them. Prior research has found that this memory influence explains more variation in video-induced emotions than other contextual variables commonly used for personalizing predictions, such as viewers' demographics or personality. In this article, we show that (1) automatic analysis of text describing their video-triggered memories can account for variation in viewers' emotional responses, and (2) that combining such an analysis with that of a video's audiovisual content enhances the accuracy of automatic predictions. We discuss the relevance of these findings for improving on state of the art approaches to automated affective video analysis in personalized contexts.

5.7ROMay 4, 2020
Robotic Self-Assessment of Competence

Gertjan J. Burghouts, Albert Huizing, Mark A. Neerincx

In robotics, one of the main challenges is that the on-board Artificial Intelligence (AI) must deal with different or unexpected environments. Such AI agents may be incompetent there, while the underlying model itself may not be aware of this (e.g., deep learning models are often overly confident). This paper proposes two methods for the online assessment of the competence of the AI model, respectively for situations when nothing is known about competence beforehand, and when there is prior knowledge about competence (in semantic form). The proposed method assesses whether the current environment is known. If not, it asks a human for feedback about its competence. If it knows the environment, it assesses its competence by generalizing from earlier experience. Results on real data show the merit of competence assessment for a robot moving through various environments in which it sometimes is competent and at other times it is not competent. We discuss the role of the human in robot's self-assessment of its competence, and the challenges to acquire complementary information from the human that reinforces the assessments.

20.3LGJul 23, 2018
Contrastive Explanations for Reinforcement Learning in terms of Expected Consequences

Jasper van der Waa, Jurriaan van Diggelen, Karel van den Bosch et al.

Machine Learning models become increasingly proficient in complex tasks. However, even for experts in the field, it can be difficult to understand what the model learned. This hampers trust and acceptance, and it obstructs the possibility to correct the model. There is therefore a need for transparency of machine learning models. The development of transparent classification models has received much attention, but there are few developments for achieving transparent Reinforcement Learning (RL) models. In this study we propose a method that enables a RL agent to explain its behavior in terms of the expected consequences of state transitions and outcomes. First, we define a translation of states and actions to a description that is easier to understand for human users. Second, we developed a procedure that enables the agent to obtain the consequences of a single action, as well as its entire policy. The method calculates contrasts between the consequences of a policy derived from a user query, and of the learned policy of the agent. Third, a format for generating explanations was constructed. A pilot survey study was conducted to explore preferences of users for different explanation properties. Results indicate that human users tend to favor explanations about policy rather than about single actions.

21.9MLJun 19, 2018
Contrastive Explanations with Local Foil Trees

Jasper van der Waa, Marcel Robeer, Jurriaan van Diggelen et al.

Recent advances in interpretable Machine Learning (iML) and eXplainable AI (XAI) construct explanations based on the importance of features in classification tasks. However, in a high-dimensional feature space this approach may become unfeasible without restraining the set of important features. We propose to utilize the human tendency to ask questions like "Why this output (the fact) instead of that output (the foil)?" to reduce the number of features to those that play a main role in the asked contrast. Our proposed method utilizes locally trained one-versus-all decision trees to identify the disjoint set of rules that causes the tree to classify data points as the foil and not as the fact. In this study we illustrate this approach on three benchmark classification tasks.