Professional Documents
Culture Documents
NeurIPS 2022 Revised
NeurIPS 2022 Revised
Applied Cognitive Science Lab, Indian Institute of Technology Mandi, HP, India – 175075
shashankuttrani@gmail.com
1 Introduction
Prediction of human action in complex and high demand cognitive tasks has been a
topic of great interest in the neuroscience, psychology, and machine learning
community [1]. In simple terms, the problem of predicting human actions can be looked
as a n-class classification problem [2]. Numerous classification algorithms have been
2
2 Methodology
2.1 Participants
Fifty participants were recruited from the Indian Institute of Technology Mandi to
perform as human agents in the search-and-retrieve simulation experiment.
Participants’ age ranged between 18 and 31 years and the mean age of the recruited
participants was 25.5 years with a standard deviation of 3.4 years. Out of fifty recruited
participants, 70% were males and the rest were females. More than 90% of the
participants were pursuing postgraduate degrees while the rest were pursuing
bachelor’s degrees. About 90% of the participants had a major in STEM related subjects
while the rest belonged to Arts and Humanities. Upon successful completion of the
study, participants were thanked and renumerated a base payment of INR 40 (USD
0.22) for their participation in the study. The top three scorers of the experiment were
provided a bonus of INR 20 each.
2.3 Procedure
The search-and-retrieve environment was developed to collected human data in a
cognitive challenging and complex search-and-retrieve task. Later, human participants
were recruited to participate in the study to perform as human agents in the search-and-
retrieve environment. The collected data along with recorded gameplay video across
the training phase was used to train machine learning models and data collected in the
test phase was used to evaluate the performance of trained models.
4
2.4 Dataset
Upon completion of data collection, the dataset of the gameplay of all participants was
prepared consisting of timestamps, actions, coordinates, and 1000 principal component
values of screen grab. The recorded gameplay videos of each participant were divided
into frames corresponding to timestamps against each action. Next, each captured frame
was converted into its vectorized form, and its dimensions were reduced by taking 1000
major components using Principal Component Analysis (PCA) technique [19]. Thus,
the final training and test datasets had 1005 features, namely, timestamp, x-coordinate,
y-coordinate, z-coordinate, and 1000 PCA values against each timestamp. The training
dataset corresponds to data collected during the training session of the gameplay for all
the participants. Similarly, the test dataset corresponds to data collected during the test
session of the gameplay for all the participants.
3 Models
The random forest algorithm is also a supervised machine learning technique [4]. It
extends on the on the works of decision tree algorithm and develops an ensemble of
many individual decisions trees [4]. The main concept behind using an ensemble of
different tree lies in the fact that relatively uncorrelated decision trees combined
together as an ensemble can outperform any individual tree [4]. Bootstrap aggregation
is employed to ensure low correlation between individual tree by making each tree to
sample from the dataset with replacement [4]. Also, a major difference between a
decision tree and a random forest is that in a decision tree all features are considered
before making a decision node [4]. However, in a random forest each individual tree
has to pick only a random subset of available feature set. All the hyperparameters of a
random forest remain the same except one, i.e., the number of individual trees in the
forest.
Support Vector Classifier (SVC) is also a supervised machine learning algorithm based
on the support vector machines [5]. The objective of the SVC algorithm is to classify
the dataset by mapping the input to a higher dimensional feature space and fit a
hyperplane in that feature space in such a way that the margin between each class is
maximum [5]. The objective function penalizes the model for each misclassification
[5]. The accuracy of this model may vary due to the following hyperparameters: kernel,
gamma, and degree of regularization [5]. The shape of the hyper-plane is determined
by the kernel and the gamma is the kernel coefficient [5]. The overfitting is controlled
by the degree of regularization.
target value “k” for its nearest neighbors [7]. The calculation of nearest neighbor among
the training dataset is made using the distance from the test data point [7]. Any one of
the distances among several distance metrics such as Euclidean distance, Manhattan
distance, and Minkowski distance can be used for this algorithm [7]. Thus, distance
metric and the number of nearest neighbors are the two hyperparameters for this
algorithm [7].
All the models, supervised and unsupervised, were trained using the training dataset,
and their performance was evaluated using the test dataset. During model training,
different hyperparameters associated with respective models were calibrated using the
grid search algorithm [22]. Upon calibration using the training dataset, the calibrated
parameters were fixed and test data were used to evaluate the accuracy of each model
using eq. 1.
For the decision tree algorithm, Gini impurity and Entropy criterion were used while
ranging the maximum depth of the decision tree between 1 and 50. Also, the minimum
number of samples for a split at each decision node were varied between 2 and 10.
Similarly, for the random forest algorithm, both Gini impurity and Entropy criterion
were used while the number of estimators were ranged between 2 and 512 (in the steps
of 2i, where i = 1, 2, 3 ... 9). Moreover, for calibrating the support vector classifier,
linear, poly, and rbf kernels were used with different values of gamma and degree of
regularization. Also, we calibrated the MLP for different number of hidden layers and
number of nodes in each layer along with different activation functions such as sigmoid,
tanh, and ReLu. Furthermore, the KNN algorithm was calibrated using different values
of nearest ranging between 1 to 100 and different distance metrics.
4 Results
All the machine learning models (decision tree, random forest, SVC, MLP, and KNN)
were trained using the training dataset and calibrated using the hyperparameters as
discussed above. Table 1 shows the performance (accuracy) of each model along with
their best calibrated hyperparameters. In the decision tree model, entropy criterion
produced better results compared to Gini impurity and the accuracy stagnated at the
maximum depth of 6. Similarly, for the random forest algorithm, entropy criterion
produced higher accuracy with 256 estimators. Thus, random forest model performed
better than decision tree model. However, the support vector classifier could not
perform accurately compared to the decision tree or random forest models. Moreover,
the best results produced by the MLP model had an accuracy of 60.02% with 3 hidden
layers and tanh activation function. The first, second, and third layers had 10, 30, and
10 neuron units, respectively. The best performance was shown by KNN algorithm
using Euclidean distance metric and K=49. The KNN algorithm produced an accuracy
of 61.43% in predicting the actions using the calibrated hyperparameters.
7
Therefore, the rank of the machine learning as per their performance would be KNN,
random forest, decision tree, MLP and SVC.
References
1. Fong, R. C., Scheirer, W. J. and Cox, D. D. Using human brain activity to guide machine
learning. Scientific Reports, 8, 1 (2018/03/29 2018), 5397.
2. Vrigkas, M., Nikou, C. and Kakadiaris, I. A. A Review of Human Activity Recognition
Methods. Frontiers in Robotics and AI, 2 (2015-November-16 2015).
3. Quinlan, J. R. Learning decision tree classifiers. ACM Computing Surveys (CSUR), 28, 1
(1996), 71-72.
4. Pal, M. Random Forest classifier for remote sensing classification. International journal of
remote sensing, 26, 1 (2005), 217-222.
5. Lau, K. and Wu, Q. Online training of support vector classifier. Pattern Recognition, 36, 8
(2003), 1913-1920.
6. Rosenblatt, F. The perceptron: a probabilistic model for information storage and
organization in the brain. Psychological review, 65, 6 (1958), 386.
7. Keller, J. M., Gray, M. R. and Givens, J. A. A fuzzy k-nearest neighbor algorithm. IEEE
transactions on systems, man, and cybernetics, 4 (1985), 580-585.
8. Fan, L., Wang, Z. and Wang, H. Human Activity Recognition Model Based on Decision
Tree. City, 2013.
9. Chathuramali, K. G. M. and Rodrigo, R. Faster human activity recognition with SVM. City,
2012.
10. Vohra, I., Uttrani, S., Rao, A. K. and Dutt, V. Evaluating the Efficacy of Different Neural
Network Deep Reinforcement Algorithms in Complex Search-and-Retrieve Virtual
Simulations. Springer International Publishing, City, 2022.
11. Hester, T., Vecerik, M., Pietquin, O., Lanctot, M., Schaul, T., Piot, B., Horgan, D., Quan, J.,
Sendonaris, A. and Osband, I. Deep q-learning from demonstrations. City, 2018.
12. Mnih, V., Kavukcuoglu, K., Silver, D., Graves, A., Antonoglou, I., Wierstra, D. and
Riedmiller, M. Playing atari with deep reinforcement learning. arXiv preprint
arXiv:1312.5602 (2013).
13. Haarnoja, T., Zhou, A., Hartikainen, K., Tucker, G., Ha, S., Tan, J., Kumar, V., Zhu, H.,
Gupta, A. and Abbeel, P. Soft actor-critic algorithms and applications. arXiv preprint
arXiv:1812.05905 (2018).
14. Berner, C., Brockman, G., Chan, B., Cheung, V., Dębiak, P., Dennison, C., Farhi, D.,
Fischer, Q., Hashme, S. and Hesse, C. Dota 2 with large scale deep reinforcement learning.
arXiv preprint arXiv:1912.06680 (2019).
9
15. Serafim, P. B. S., Nogueira, Y. L. B., Vidal, C. and Cavalcante-Neto, J. On the development
of an autonomous agent for a 3d first-person shooter game using deep reinforcement
learning. IEEE, City, 2017.
16. Anderson, J. R., Matessa, M. and Lebiere, C. ACT-R: A theory of higher level cognition
and its relation to visual attention. Human–Computer Interaction, 12, 4 (1997), 439-462.
17. Stevens, C., Fisher, C. R. and Morris, M. B. Toward Modeling Pilot Workload in a Cognitive
Architecture. City, 2021.
18. Xie, J. Research on key technologies base Unity3D game engine. City, 2012.
19. Abdi, H. and Williams, L. J. Principal component analysis. Wiley interdisciplinary reviews:
computational statistics, 2, 4 (2010), 433-459.
20. Grabmeier, J. L. and Lambe, L. A. Decision trees for binary classification variables grow
equally with the Gini impurity measure and Pearson's chi-square test. International journal
of business intelligence and data mining, 2, 2 (2007), 213-226.
21. Van Ooyen, A. and Nienhuis, B. Improving the convergence of the back-propagation
algorithm. Neural networks, 5, 3 (1992), 465-471.
22. Liashchynskyi, P. and Liashchynskyi, P. Grid search, random search, genetic algorithm: a
big comparison for NAS. arXiv preprint arXiv:1912.06059 (2019).
23. Gonzalez, C. and Dutt, V. Instance-based learning: Integrating sampling and repeated
decisions from experience. Psychological Review, 118, 4 (2011), 523-551.
24. Lyons, J. B., Wynne, K. T., Mahoney, S. and Roebke, M. A. Trust and human-machine
teaming: A qualitative study. Elsevier, City, 2019.