Secciones
Secciones
Barcelona, November 3-5, 2014
Web del Congreso: http://ecsi.sintelnet.eu/
Proceedings: http://ceur-ws.org/Vol-1283/
Organizado por European Network for Social Intelligence (SINTELNET)
Social intelligence is a general term at the intersection between different disciplines including philosophy, social science - sociology, economics, legal science, etc. - and computer science. Broadly speaking, social intelligence is the capacity to understand others and to act rationally and emotionally in relations with others. This is an ability that not only human but also artificial agents have, as modelled in artificial intelligence and agent-based research in particular.
The interactions between philosophy, social sciences and computer science around social intelligence are manifold, and many concepts and theories from social science have found their way into artificial intelligence and agent-based research. In the latter, coordination and cooperation between largely independent, autonomous computational entities are modelled. Conversely, logical and computational models and their implementations have been used in the social sciences to help improve simulations, hypotheses and theories. Among the most prominent subjects at the interface are action and agency, communicative interaction, group attitudes, socio-technical epistemology and social coordination. In computer science, these concepts from social science are sometimes deployed at a more metaphorical level rather than in the form of rigorous implementations of the “genuine” concepts and their corresponding theories. Equally, the computer models used in social science are not always convincing.
The aim of the European Network for Social Intelligence (SINTELNET, 2011-2014) is to help build a shared perspective at the intersection of the above fields, to identify challenges and opportunities for cross-disciplinary collaboration, to provide guidelines for research and policy-making and to kindle partnerships among participants. The aim of the European Conference on Social Intelligence is to provide a productive meeting ground for researchers from the above fields. Topics of interest include but are not limited to:
http://personal.lse.ac.uk/LIST/
Dependencia del contexto por parte del agente.
Deviations from classical rationality: Bounded (framing effects) vs sophisticated rationality (politeness)
Distinguish between the context and the array of options from this context.
Properties: (x,K) option-context pairs Property System: all the options an agent has available
REASON-BASED MODEL explain an agent choice function pair of
Contexts with the same context properties induce the same motivationally salient properties This model explains
Ability to predict future choices
CAPTURE THE COGNITIVE PROCESSES BEHIND THOSE DECISIONS
El estado de animo del agente puede caracterizarse como una opcion mas del contexto
Este modelo se propone con un esqueleto formal (formal shell) que puede ser rellenado con elementos procedentes de la sociologia y la psicologia
Mel Slater, ICREA Universidad de Barcelona
VR: Respond to events and situations in immersive virtual reality. Sirve para estudiar el uso del cuerpo y su papel en la percepcion porque no estas moviendo un raton con los dedos sino que como la experiencia es inmersiva mueves todo el cuerpo porque estas dentro de la situacion.
Hay ciertos aspectos de la mente/cerebro que no conocen la diferencia entre entornos simulados y reales y actuan como si fuera real aunque el individuo sepa que es simulado. Entornos de VR se usan para estudiar la respuesta ante la violencia, algo imposible con experimentos reales (ej. violencia en el futbol o estudios clasicos eticamente problematicos electroshock). VR es eficaz para estudiar dilemas morales aunque la representacion visual no sea realista.
Seminal Milgram paper. El problema del experimento de Milgram es que hacía pensar a la gente que era real y por tanto el experimento incluía más factores de los que se pretendían estudiar. En VR todo el mundo sabe que el experimento es simulado y aún así actúan COMO SI fuera real. Este hecho elimina aspectos morales complejos del que se somete al experimento y se estudian solo aquellos aspectos más intrínsecos.
Body Ownership: induced by multisensory contradictory data
EMBODIMENT IN A ROBOT, BEAMING (Star Trek), se puede hacer mediante VR. Poseer el cuerpo de un robot en un lugar distante hace pensar al que lo posee que efectivamente está en ese lugar distante.
Peliculas: Código fuente, Avatar
La tesis de Andy Clark de la mente extendida se relaciona con esta capacidad de la mente de incorporar elementos externos al cuerpo como si fueran propios y a usarlos en los procesos cognitivos.
Body ownership
THESIS: the body has a semantics
The issue of AGENCY crucial to understand as we become replaced more and more by avatars and robots.
Computer games related to violence? literature very divided. Falta investigación sobre la posible relación entre videojuegos inmersivos y violencia. Con la aparición de Oculus Rift se va a facilitar este estudio.
Socio-tecchnial systems require new skills, conventions, a new view on almost everything. Physical and virtual intermixed. Requires augmented body and augmented mind because we live in an augmented reality living at the same time in two worlds.
This organisation cannot be planned, it is an espontaneous order, it emerges.
We need a new Simon for explaining rationality at the collectivelevel
1. GENERAL PERSPECTIVE
The COGNITIVE MEDIATORS of Social phenomena, richer cognitive models for “artificial intelligences”
COGNITIVIZING: cooperation, conflict, power, social values, commitmentnorms rights, social order, trust
Pareto, Garfinkel: social sciences as opposed top psichology. We need to go back.
We need MIND READING because agents behaviours are due to the mental mechanisnm creating and controlling them.
Una teoria del cerebro que evita la mente no permite entender las inteligencias artificiales.
Social interactions are artifacts not only for coordination but to predict and prescribe the mental states of participants. THE CENTRAL DEVICE IS MIND PRESUPOSING AND MODIFICATION.
BUT MIND IS NOT ENOUGH
MIND NOT ENOUGH - SELF ORGANIZATION
2. THEORY OF FUNCTION
theory of eemerging functions among cognitive agents NEEDED
In an hybrid world we can reduce guman affective handicap providing more reliable data
Social functions require an aextracognitive emergence working the efectiveness of social function is independent of agents understanding of this function on their own behaviour
Two finalistic systems
Functional OK, teleological no.
KAKO-FUNCTIONS POSSIBLE?
3. BLIND SOCIALITY
Obey norms blindly make norms work because the issuer see norm as a tool for a problem. We trust that norm is for social good. Socrates taking the poison. But there is a part of the norm that has to be understood partially.
We blindly reify, objectify power. We dress theking with our eyes.
The “mistakes”, like the idea of god, works very well socially. Doesn't depend on existence.
Social Control
We need adjustable autonomy
CONCLUDING REMARKS
The book Computational intelligent data analysis for sustainable development: shows how predicting without understanding is possible in this area also
Science will be computational or will not be
The Goal-Oriented Agents Lab (GOAL) is an interdisciplinary group that carry out research on finalistic behavior in intelligent agents. Key areas of activity are Cognitive Systems, Social Cognition, Action Control, Decision Making, and Emotions. Since the 70s, members of the group developed a novel approach to cognition, known as goal theory. www.istc.cnr.it/group/goal
Q&A