Investigating Human Learning and Decision-Making in Navigation of Unknown Environments

被引:4
|
作者
Verma, Abhishek [1 ]
Mettler, Berenice [1 ]
机构
[1] Univ Minnesota, Minneapolis, MN 55455 USA
来源
IFAC PAPERSONLINE | 2016年 / 49卷 / 32期
基金
美国国家科学基金会;
关键词
Decision-Making; Directed Graph; Learning; Navigation; Visibility; COGNITIVE MAPS;
D O I
10.1016/j.ifacol.2016.12.199
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Humans often navigate in unknown and complex environments. As they gain experience, they can eventually determine near-optimal (e.g., minimum-time) paths between two locations from memory. The goal of this research is to understand the heuristics that humans use to solve path-planning problems in unknown environments. This paper presents a modeling and analysis framework to investigate and evaluate human learning and decisionmaking while learning to navigate unknown environments. This approach emphasizes the agent (a vehicle with a human driver on board) dynamics, which is not typical in navigation studies. The framework is based on subgoals that are defined as intrinsic patterns in interactions between agent dynamics and task environment. Subgoals represent nodes in a graph representation of the task space. The evaluation framework uses Dijkstra's algorithm to find minimum-time paths in the subgoal graph. To account for limited working memory in humans, the shortest-path search in the graph is terminated at a specified maximum depth. The cost beyond the maximum depth is approximated using learned cost-to-go values at subgoals. The graph framework is applied to evaluate human data from simulated guidance experiments in which subjects were asked to find minimum-time routes from pre-specified start to goal states, over multiple trials. (C) 2016, IFAC (International Federation of Automatic Control) Hosting by Elsevier Ltd. All rights reserved.
引用
收藏
页码:113 / 118
页数:6
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