A computational model of second-order social reasoning
2010, Proceedings of the 10th International Conference on Cognitive Modeling
…
6 pages
Sign up for access to the world's latest research
Abstract
This paper presents the first computational cognitive model of second-order social reasoning. The model uses a decision tree strategy to reason about the opponent's behavior. We hypothesize that a decision tree strategy requires (1) declarative memory, and (2) working memory. Declarative memory is required to retrieve successive reasoning steps, while working memory is required to temporarily store these reasoning steps while the next step is retrieved from memory. The model fit on data from a social reasoning game supports the validity of the model. This initial result leads to an explicit prediction for an experiment in which the reasoning game is combined with another task that requires the same cognitive resources as hypothesized by the model. This work is a first step towards understanding higher-order social reasoning from a cognitive modeling perspective.
Related papers
1995
If originally case-based reasoning was a totally empirical arti cial intelligence methodology, more recent case-based reasoning systems have studied how to take advantage from theoretical knowledge to constrain the case-based reasoning whenever such knowledge is available. Nevertheless, a look back to the precursor theory of dynamic memory shows the path to a memory model where experimental and theoretical knowledge are integrated. Such a memory model is presented here. It is composed of two parts, an experimental and a theoretical memory, expressed in a uni ed representation language, and organization. The components of the memory are cases and concepts, in the experimental part, and prototypes and models, in the theoretical part. The reasoning supported by this memory model can be various, and takes advantage of all the components, whether experimental or theoretical. It is strongly constrained by some specialized models in theoretical memory, called the points of view. It has been conceived for a complex real-world application, eating disorders in psychiatry, and examples from this application permit to appreciate this memory model contribution towards the integration of experimental and theoretical knowledge for case-based reasoning.
Scai, 1995
If originally case-based reasoning was a totally empirical arti cial intelligence methodology, more recent case-based reasoning systems have studied how to take advantage from theoretical knowledge to constrain the case-based reasoning whenever such knowledge is available. Nevertheless, a look back to the precursor theory of dynamic memory shows the path to a memory model where experimental and theoretical knowledge are integrated. Such a memory model is presented here. It is composed of two parts, an experimental and a theoretical memory, expressed in a uni ed representation language, and organization. The components of the memory are cases and concepts, in the experimental part, and prototypes and models, in the theoretical part. The reasoning supported by this memory model can be various, and takes advantage of all the components, whether experimental or theoretical. It is strongly constrained by some specialized models in theoretical memory, called the points of view. It has been conceived for a complex real-world application, eating disorders in psychiatry, and examples from this application permit to appreciate this memory model contribution towards the integration of experimental and theoretical knowledge for case-based reasoning.
Reasoning about false beliefs of others develops with age. We present here an ACT-R model in order to show the developmental transitions. These start from a child's reasoning from his/her own point of view (zero-order) to taking into consideration another agent's beliefs (first-order), and later to taking into consideration another agent's beliefs about again other agents' beliefs (second-order). The model is based on a combination of rule-based and simulation approaches. We modeled the gradual development of reasoning about false beliefs of others by using activation of declarative knowledge instead of utility learning. Initially, in addition to the story facts, there is only one strategy chunk, namely a zero-order reasoning chunk, in declarative memory. The model retrieves this chunk each time it has to solve a problem. Based on the feedback, the model will strengthen a successful strategy chunk, or it will add or strengthen an alternative strategy if the current one failed.
Journal of Logic, Language and Information, 2014
This paper presents an attempt to bridge the gap between logical and cognitive treatments of strategic reasoning in games. There have been extensive formal debates about the merits of the principle of backward induction among game theorists and logicians. Experimental economists and psychologists have shown that human subjects, perhaps due to their bounded resources, do not always follow the backward induction strategy, leading to unexpected outcomes. Recently, based on an eye-tracking study, it has turned out that even human subjects who produce the outwardly correct 'backward induction answer' use a different internal reasoning strategy to achieve it. The paper presents a formal language to represent different strategies on a finer-grained level than was possible before. The language and its semantics help to precisely distinguish different cognitive reasoning strategies, that can then be tested on the basis of computational cognitive models and experiments with human subjects. The syntactic framework of the formal system provides a generic way of constructing computational cognitive models of the participants of the Marble Drop game.
2021
Throughout the years, the question how humans reason with conditionals has been extensively researched by various disciplines due to its importance not only in science, but also our everyday life. A vast amount of cognitive models have been developed in order to get a better insight into how individuals interpret and reason with ‘If’. Todorovikj and Ragni [21] proposed a predictive modeling testing paradigm for probabilistic conditional reasoning models. Instead of evaluating models based on their ability to fit aggregate data, the focus was shifted to the individual by challenging cognitive models to predict a participant’s answer on a scale from 0 to 100. In this work, we continue the challenge of predicting probabilistic endorsements by taking data from Singmann and Klauer [19] who examine the influence of deductive vs. inductive instructions. We evaluate an established probabilistic cognitive model by Oaksford and Chater [11] and a proposed probabilistic approach based on mental...
Proceedings of the 43rd Annual Meeting of the Cognitive Science Society, 2021
Reasoning about what other people know is an important cognitive ability, known as epistemic reasoning, which has fascinated psychologists, economists, and logicians. In this paper, we propose a computational model of humans' epistemic reasoning, including higher-order epistemic reasoning—reasoning about what one person knows about another person's knowledge—that we test in an experiment using a deductive card game called "Aces and Eights". Our starting point is the model of perfect higher-order epistemic reasoners given by the framework of dynamic epistemic logic. We modify this idealized model with bounds on the level of feasible epistemic reasoning and stochastic update of a player's space of possibilities in response to new information. These modifications are crucial for explaining the variation in human performance across different participants and different games in the experiment. Our results demonstrate how research on epistemic logic and cognitive models can inform each other.
Cognitive Systems Research, 2011
Deductive reasoning is an essential part of complex cognition. It occurs whenever human beings (or machines) draw conclusions that go beyond what is explicitly provided. Reasoning about spatial relations is an excellent testbed for the assessment of competing reasoning theories. In the present paper we show that such competing theories are often less diverse than one might think. We introduce an approach for how relational reasoning can be conceived as verbal reasoning. We describe a theory of how humans construct a onedimensional mental representation given spatial relations. In this construction process objects are inserted in a dynamic structure called a "queue" which provides an implicit direction. The spatial interpretation of this direction can theoretically be chosen freely. This implies that choices in the process of constructing a mental representation influence the result of deductive spatial reasoning. To derive the precise rules for the construction process we employ the assumption that humans try to minimize their cognitive effort, and two cost measures are compared to judge the efficiency of the construction process. From this we deduce how the queue should be constructed. We discuss empirical evidence for this approach and provide algorithms for a computational implementation of the construction and reasoning process.
Proc. 33rd Conf. Cogn. Sci. Soc, 2011
This paper is about higher-order theory of mind such as “I think that you think that I think…”. Previous studies have argued that using higher-order theory of mind in the context of strategic games is difficult and cognitively demanding. In contrast, we claim that performance depends on task properties such as instruction, training, and procedure of asking for social reasoning. In an experiment based on a twoplayer game, we manipulated these task properties and found that higher-order theory of mind improved by providing ...
Proceedings of the …, 2004
kuleuven.ac.be) Walter Schaeken ([email protected]) Gery.d'Ydewalle (Gery.d'[email protected])
Recent generations of frontier language models have introduced Large Reasoning Models (LRMs) that generate detailed thinking processes before providing answers. While these models demonstrate improved performance on reasoning benchmarks, their fundamental capabilities, scaling properties, and limitations remain insufficiently understood. Current evaluations primarily focus on established mathematical and coding benchmarks, emphasizing final answer accuracy. However, this evaluation paradigm often suffers from data contamination and does not provide insights into the reasoning traces' structure and quality. In this work, we systematically investigate these gaps with the help of controllable puzzle environments that allow precise manipulation of compositional complexity while maintaining consistent logical structures. This setup enables the analysis of not only final answers but also the internal reasoning traces, offering insights into how LRMs "think". Through extensive experimentation across diverse puzzles, we show that frontier LRMs face a complete accuracy collapse beyond certain complexities. Moreover, they exhibit a counterintuitive scaling limit: their reasoning effort increases with problem complexity up to a point, then declines despite having an adequate token budget. By comparing LRMs with their standard LLM counterparts under equivalent inference compute, we identify three performance regimes: (1) lowcomplexity tasks where standard models surprisingly outperform LRMs, (2) medium-complexity tasks where additional thinking in LRMs demonstrates advantage, and (3) high-complexity tasks where both models experience complete collapse. We found that LRMs have limitations in exact computation: they fail to use explicit algorithms and reason inconsistently across puzzles. We also investigate the reasoning traces in more depth, studying the patterns of explored solutions and analyzing the models' computational behavior, shedding light on their strengths, limitations, and ultimately raising crucial questions about their true reasoning capabilities.
References (26)
- Anderson, J. R. (2007). How can the human mind occur in the physical universe? New York: Oxford UP.
- Anderson, J.R., Taatgen, N.A. & Byrne, M.D. (2005). Learning to Achieve Perfect Time Sharing: Architectural Implications of Hazeltine, Teague, & Ivry (2002). Journal of Experimental Psychology: Human Perception and Performance, 31(4), 749-761.
- Borst, J. P., Taatgen, N. A., & Van Rijn, H. (2010). The problem state: A cognitive bottleneck in multitasking. Journal of Experimental Psychology: Learning, Memory, and Cognition, 36(2), 363-382.
- Camerer, C. F. (2003). Behavioral game theory: Experiments in strategic interaction. Princeton: Princeton UP. Flobbe, L., Verbrugge, R., Hendriks, P., & Krämer, I. (2008). Children's application of theory of mind in reasoning and language. Journal of Logic, Language and Information, 17(4), 417-442.
- Hedden, T., & Zhang, J. (2002). What do you think I think you think?: Strategic reasoning in matrix games. Cognition, 85(1), 1-36.
- Hendriks, P., Van Rijn, H., & Valkenier, B. (2007). Learning to reason about speaker's alternatives in sentence comprehension: A computational account. Lingua, 117(11), 1879-1896.
- Lebiere, C., & West, R. L. (1999). A dynamic ACT-R model of simple games, Proceedings of the Twenty-First Annual Conference of the Cognitive Science Society (pp. 296-301): Erlbaum.
- McKelvey, R. D., & Palfrey, T. R. (1992). An experimental study of the centipede game. Econometrica, 60(4), 803- 836.
- Meijering, B., Van Maanen, L., Van Rijn, H., & Verbrugge, R. (2010). The facilitative effect of context on second- order social reasoning. In R. Catrambone & S. Ohlsson (Eds.), Proceedings of the 32nd Annual Conference of the Cognitive Science Society. Austin, TX: Cognitive Science Society.
- Nash, J. (1951). Non-cooperative games. The Annals of Mathematics, 54(2), 286-295.
- Newell, A. (1990). Unified theories of cognition. Cambridge, MA: Harvard UP.
- Osborne, M., & Rubinstein, A. (1994). A course in game theory. Cambridge, MA: MIT Press.
- Perner, J. & Wimmer, H. (1985). "John thinks that Mary thinks that...": Attribution of second-order beliefs by 5-to 10-year old children. Journal of Experimental Child Psychology, 5, 125-137.
- Premack, D., & Woodruff, G. (1978). Does the chimpanzee have a theory of mind? Behavioral and Brain Sciences, 4, 515-526.
- Roberts, S., & Pashler, H. (2000). How persuasive is a good fit? A comment on theory testing. Psychological Review, 107(2), 358-367.
- Rosenthal, R. (1981). Games of perfect information, predatory pricing, and the chain store. Journal of Economic Theory, 25, 92-100.
- Salvucci, D. D., & Taatgen, N. A. (2008). Threaded cognition: An integrated theory of concurrent multitasking. Psychological Review, 115(1), 101-130.
- Van der Hoek, W., & Verbrugge, R. (2002). Epistemic logic: A survey. In L. A. Petrosjan & V. V. Mazalov (Eds.), Game theory and applications (Vol. 8, pp. 53-94). New York: Nova Science.
- Van Ditmarsch, H. P. (2002). The description of game actions in cluedo. In L. A. Petrosian & V. V. Mazalov (Eds.), Game theory and applications (Vol. 8, pp. 1-28). Hauppage, NY: Nova Science Publishers.
- Van Maanen, L., & Van Rijn, H. (2010). The locus of the Gratton effect in picture-word interference. Topics in Cognitive Science, 2(1), 168-180.
- Van Maanen, L., Van Rijn, H., & Borst, J. P. (2009). Stroop and picture-word interference are two sides of the same coin. Psychonomic Bulletin & Review, 16(6), 987-999.
- Van Rij, J., Van Rijn, H., & Hendriks, P. (in press). Cognitive architectures and language acquisition: A case study in pronoun comprehension. Journal of Child Language.
- Verbrugge, R. (2009). Logic and social cognition: The facts matter, and so do computational models. Journal of Philosophical Logic, 38(6), 649-680.
- Verbrugge, R., & Mol, L. (2008). Learning to apply theory of mind. Journal of Logic, Language and Information, 17(4), 489-511.
- West, R. L., Lebiere, C., & Bothell, D. (2006). Cognitive architectures, game playing, and human evolution. In R. Sun (Ed.), Cognition and multi-agent interaction: From cognitive modeling to social simulation (pp. 103-123). New York, NY: Cambridge UP.
- Wickelgren, W. A. (1977). Speed-accuracy tradeoff and information-processing dynamics. Acta Psychologica, 41(1), 67-85.
Rineke Verbrugge