Dynamic decision-making
Dynamic decision-making is interdependent decision-making that takes place in an environment that changes over time either due to the previous actions of the decision maker or due to events that are outside of the control of the decision maker. In this sense, dynamic decisions, unlike simple and conventional one-time decisions, are typically more complex and occur in real-time and involve observing the extent to which people are able to use their experience to control a particular complex system, including the types of experience that lead to better decisions over time.
Overview
Dynamic decision making research uses computer simulations which are laboratory analogues for real-life situations. These computer simulations are also called “microworlds” and are used to examine people's behavior in simulated real world settings where people typically try to control a complex system where later decisions are affected by earlier decisions.The following differentiate DDM research from more classical forms of decision making research of the past:
- The use of a series of decisions to reach a goal in DDM unlike a single decision
- The interdependence of decisions on previous decisions in DDM unlike their independence from previous decisions
- The dynamic nature of a changing environment in DDM unlike a static fixed environment that does not change
- The fact that the decisions are made in real time in DDM tasks unlike no time pressure situations
Examples of dynamic decision making situations include managing climate change, factory production and inventory, air traffic control, firefighting, and driving a car, military command and control in a battle field. Research in DDM has focused on investigating the extent to which decision makers use their experience to control a particular system; the factors that underlie the acquisition and use of experience in making decisions; and the type of experiences that lead to better decisions in dynamic tasks.
Characteristics of dynamic decision-making environments
The primary characteristics of dynamic decision environments are dynamics, complexity, opaqueness, and dynamic complexity. The dynamics of the environments refers to the dependence of the system's state on its state at an earlier time. Dynamics in the system could be driven by positive feedback or negative feedback, examples of which could be the accrual of interest in a saving bank account or the assuage of hunger due to eating respectively.Complexity largely refers to the number of interacting or interconnected elements within a system that can make it difficult to predict the behavior of the system. But the definition of complexity could still have problems as system components can vary in terms of how many components there are in the system, number of relationships between them, and the nature of those relationships. Complexity may also be a function of the decision maker's ability.
Opaqueness refers to the physical invisibility of some aspects of a dynamic system and it might also be dependent upon a decision maker's ability to acquire knowledge of the components of the system.
Dynamic complexity refers to the decision maker's ability to control the system using the feedback the decision maker receives from the system. Diehl and Sterman have further broken down dynamic complexity into three components. The opaqueness present in the system might cause unintended side-effects. There might be non-linear relationships between components of a system and feedback delays between actions taken and their outcomes. The dynamic complexity of a system might eventually make it hard for the decision makers to understand and control the system.
Microworlds in DDM research
A microworld is a complex simulation used in controlled experiments designed to study dynamic decision-making. Research in dynamic decision-making is mostly laboratory-based and uses computer simulation microworld tools. The microworlds are also known by other names, including synthetic task environments, high fidelity simulations, interactive learning environments, virtual environments, and scaled worlds. Microworlds become the laboratory analogues for real-life situations and help DDM investigators to study decision-making by compressing time and space while maintaining experimental control.The DMGames compress the most important elements of the real-world problems they represent and are important tools for collecting human actions DMGames have helped investigate a variety of factors, such as cognitive ability, type of feedback, timing of feedback, strategies used while making decisions, and knowledge acquisition while performing DDM tasks. However, even though DMGames aim to represent the essential elements of real-world systems, they differ from the real-world task in various respects. Stakes might be higher in real-life tasks and expertise of the decision maker has often been acquired over a period of many years rather than minutes, hours or days as in DDM tasks. Thus, DDM differs in many respects from naturalistic decision-making.
In DDM tasks people have been shown to perform below the optimal levels of performance, if an optimal could be ascertained or known. For example, in a forest firefighting simulation game, participants frequently allowed their headquarters to be burned down. In similar DDM studies participants acting as doctors in an emergency room allowed their patients to die while they kept waiting for results of test that were actually non-diagnostic. An interesting insight into decisions from experience in DDM is that mostly the learning is implicit, and despite people's improvement of performance with repeated trials they are unable to verbalize the strategy they followed to do so.
Theories of learning in dynamic decision making tasks
forms an integral part of DDM research. One of the main research activities in DDM has been to investigate using microworlds simulations tools the extent to which people are able to learn to control a particular simulated system and investigating the factors that might explain the learning in DDM tasks.Strategy-Based Learning Theory
One theory of learning relies on the use of strategies or rules of action that relate to a particular task. These rules specify the conditions under which a certain rule or strategy will apply. These rules are of the form if you recognize situation S, then carry out action/strategy A. For example, Anzai implemented a set of production rules or strategies which performed the DDM task of steering a ship through a certain set of gates. The Anzai strategies did reasonably well to mimic the performance on the task by human participants. Similarly, Lovett and Anderson have shown how people use production rules or strategies of the if – then type in the building-sticks task which is an isomorph of Lurchins' waterjug problem. The goal in the building-sticks task is to construct a stick of a particular desired length given three stick lengths from which to build. There are basically two strategies to use in trying to solve this problem. The undershoot strategy is to take smaller sticks and build up to the target stick. The overshoot strategy is to take the stick longer than the goal and cut off pieces equal in length to the smaller stick until one reaches the target length. Lovett and Anderson arranged it so that only one strategy would work for a particular problem and gave subjects problems where one of the two strategies worked on a majority of the problems.Connectionism learning theory
Some other researchers have suggested that learning in DDM tasks can be explained by a connectionist theory or connectionism. The connections between units, whose strength or weighing depend upon previous experience. Thus, the output of a given unit depends upon the output of the previous unit weighted by the strength of the connection. As an example, Gibson et al. has shown that a connectionist neural network machine learning model does a good job to explain human behavior in the Berry and Broadbent's Sugar Production Factory task.Instance-based learning theory
The Instance-Based Learning Theory is a theory of how humans make decisions in dynamic tasks developed by Cleotilde Gonzalez, Christian Lebiere, and Javier Lerch. The theory has been extended to two different paradigms of dynamic tasks, called sampling and repeated-choice, by Cleotilde Gonzalez and Varun Dutt.Gonzalez and Dutt have shown that in these dynamic tasks, IBLT provides the best explanation of human behavior and performs better than many other competing models and approaches. According to IBLT, individuals rely on their accumulated experience to make decisions by retrieving past solutions to similar situations stored in memory. Thus, decision accuracy can only improve gradually and through interaction with similar situations.
IBLT assumes that specific instances or experiences or exemplars are stored in the memory. These instances have a very concrete structure defined by three distinct parts which include the situation, decision, and utility :
- Situation refers to the environment's cues
- Decision refers to decision maker's actions applicable to a particular situation
- Utility refers to the correctness of a particular decision in that situation, either the expected utility or the experienced utility
Necessity is typically determined by the decision maker's “aspiration level,” similar to Simon and March's satisficing strategy. But the necessity level might also be determined by external environmental factors like time constraints. Once that necessity level is crossed, the decision involving the instance with the highest utility is made. The outcome of the decision, when received, is then used to update the utility of the instance that was used to make the decision in the first place. This generic decision making process is assumed to apply to any dynamic decision making situation, when decisions are made from experience.
The computational representation of IBLT relies on several learning mechanisms proposed by a generic theory of cognition, ACT-R. Currently, there are many decision tasks that have been implemented in the IBLT that reproduces and explains human behavior accurately.