Time-Varying Optimization of Networked Systems With Human Preferences
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Experiments are indispensable for developing models of complex systems. Carefully designed experiments can provide substantial savings for these expensive data-acquisition opportunities. However, designs based on heuristics are often suboptimal for systems with multiphysics, nonlinear dynamics, and uncertain and noisy environments. Optimal experimental design, while leveraging predictive models, seeks to systematically quantify and maximize the value of experiments. In this project, we focused on the design of multiple experiments, where current approaches are largely suboptimal: batch-design does not adapt to new data acquired during the experiment campaign (no feedback), and greedy/myopic design ignores future dynamics and consequences (no lookahead). We developed the mathematical framework and computational methods for sequential optimal experimental design (sOED) for complex systems. We enabled tractable model-based sOED in a rigorous manner through novel algorithms based on reinforcement learning, and investigated the effects of human experimenters on the design process. Our methods are fully Bayesian, able to quantify and update uncertainty in a principled manner. The traits aimed by our approach—mathematical rigor and optimality, human effects and uncertainty quantification, computational practicality—are crucial for elevating the standards of artificial intelligence (AI) to support decision-making in scientific domains, and contribute toward trust and realistic adoption of AI in experimental design practice.
Testing gloved hand performance involves work from several disciplines. Evaluations performed in the course of reenabling a disabled hand, designing a robotic end effector or master controller, or hard-suit design have all yielded relevant information, and, in most cases, produced performance test methods. Most times, these test methods have been primarily oriented toward their parent discipline. For space operations, a comparative test which would provide a way to quantify pressure glove and end effector performance would be useful in dividing tasks between humans and robots. Such a test would have to rely heavily on sensored measurement, as opposed to questionnaires, to produce relevant data. However, at some point human preference would have to be taken into account. This paper presents a methodology for evaluating gloved hand performance which attempts to respond to these issues. Glove testing of a prototype glove design using this method is described.
The process of time-series forecasting such as predicting trajectories of silicon content in blast furnaces is a difficult task. Most time-series approaches today focus on scalar-type MSE loss optimization. This optimization approach, while widely common, could benefit from the use of human expert or process-level preferences. In this paper, we introduce a novel alignment and fine-tuning approach that involves learning from a corpus of preferred and dis-preferred time-series prediction trajectories. Our contributions include (1) a preference annotation pipeline for time-series forecasts, (2) the application of Score-based Preference Optimization (SPO) to train decoder-only transformers from preferences, and (3) results showing improvements in forecast quality. The approach is validated on both proprietary blast furnace data and the UCI Appliances Energy dataset. The proposed preference corpus and training strategy offer a new option for fine-tuning sequence models in industrial settings.
Robotic systems provide a means of performing many of the operations required to establish and maintain a lunar base. They form a synergistic system when properly used in concert with human activities. This paper discusses the various areas where robotics and automation may be used to enhance lunar base operations. Robots are particularly well suited for surface operations (exterior to the base habitat modules) because they can be designed to operate in the extreme temperatures and vacuum conditions of the Moon (or Mars). In this environment, the capabilities of semi-autonomous robots would surpass that of humans in all but the most complex tasks. Robotic surface operations include such activities as long range geological and mineralogical surveys with sample return, materials movement in and around the base, construction of radiation barriers around habitats, transfer of materials over large distances, and construction of outposts. Most of the above operations could be performed with minor modifications to a single basic robotic rover. Within the lunar base habitats there are a few areas where robotic operations would be preferable to human operations. Such areas include routine inspections for leakage in the habitat and its systems, underground transfer of materials between habitats, and replacement of consumables. In these and many other activities, robotic systems will greatly enhance lunar base operations. The robotic systems described in this paper are based on what is realistically achievable with relatively near term technology. A lunar base can be built and maintained if we are willing.
If we were designing a human-carrying starship that could be launched in the not-too-distant future, it would almost certainly not use a warp drive to instantaneously bounce around the universe, as is done in Isaac Asimov's classic Foundation series or in episodes of Star Trek or Star Wars. Sadly, those starships that seem to be within technological reach could not even travel at high relativistic speeds, as does the interstellar ramjet in Poul Anderson's Tau Zero. Warp-speeds seem to be well outside the realm of currently understood physical law; proton-fusing ramjets may never be technologically feasible. Perhaps fortunately in our terrorist-plagued world, the economics of antimatter may never be attractive for large-scale starship propulsion. But interstellar travel will be possible within a few centuries, although it will certainly not be as fast as we might prefer. If humans learn how to hibernate, perhaps we will sleep our way to the stars, as do the crew in A. E. van Vogt's Far Centaurus. However, as discussed in a landmark paper in The Journal of the British Interplanetary Society, the most feasible approach to transporting a small human population to the planets (if any) of Alpha Centauri is the worldship. Such craft have often been featured in science fiction. See for example Arthur C. Clarke's Rendezvous with Rama, and Robert A. Heinlein's Orphans of the Sky. Worldships are essentially mobile versions of the O Neill free-space habitats. Constructed mostly from lunar and/or asteroidal materials, these solar-powered, multi-kilometer-dimension structures could house 10,000 to 100,000 humans in Earth-approximating environments. Artificial gravity would be provided by habitat rotation, and cosmic ray shielding would be provided by passive methods, such as habitat atmosphere and mass shielding, or magnetic fields. A late 21st century space-habitat venture might support itself economically by constructing large solar-powered satellites to beam energy back to Earth.
The unique habitats at the Laboratory support a diverse community of wildlife. The habitat types that include Pinon Juniper, Ponderosa Pine, and Mixed-conifer forests each provide different resources important for a variety of species. Wildlife monitoring for large game animals can be challenging because they avoid interactions with humans, and prefer undeveloped areas. This study was conducted to analyze the distribution of predators and other game animals seasonally across the Laboratory. The data gathered will be used to make recommendations regarding wildlife management for conservation and protection. Utilizing game cameras to remotely monitor wildlife was determined to be the most effective, noninvasive method to gather the necessary data. As camera technology has advanced, game cameras have become adequate for documenting individuals, and are commonly used in wildlife studies on predation, abundance, occupancy, diversity, and endangered species detection. Twenty cameras were placed across the LANL landscape using a modified systematic sampling design. They were deployed in February 2018 and retrieved in January 2019, thus each camera sampled for one full year. All images were reviewed and the species, number, age, and sex of all animals in the photo were recorded. Here we present data for the most abundant species encountered: deer, elk, coyote, bear, bobcat, mountain lion, and fox respectively. The data were summarized by species and season. Future work will include occupancy modelling for each species. This will allow the development of heat maps showing species distributions across the Laboratory.
The unique habitats at the Laboratory support a diverse community of wildlife. The habitat types that include Pinon Juniper, Ponderosa Pine, and Mixed-conifer forests each provide different resources important for a variety of species. Wildlife monitoring for large game animals can be challenging because they avoid interactions with humans, and prefer undeveloped areas. This study was conducted to analyze the distribution of predators and other game animals seasonally across the Laboratory. This research informs decisions regarding wildlife management recommendations for conservation and protection. This study utilized game cameras to remotely monitor wildlife. As camera technology has advanced, game cameras have become adequate for documenting individuals, and are commonly used in wildlife studies on predation, abundance, occupancy, diversity, and endangered species detection. Twenty cameras were placed across the LANL landscape using a modified systematic sampling design. They were deployed in February 2018 and retrieved in January 2019, thus each camera sampled for one full year. All images were reviewed and the species, number, age, and sex of all animals in the photo were recorded. Here we present data for the most abundant species encountered: deer, elk, coyote, bear, bobcat, mountain lion, and fox respectively. The data were summarized by species and season. Future work will include occupancy modelling for each species. This will allow the development of heat maps showing species distributions across the Laboratory.
Categorization and concept formation are critical activities of intelligence. These processes and the conceptual structures that support them raise important issues at the interface of cognitive psychology and artificial intelligence. The work presumes that advances in these and other areas are best facilitated by research methodologies that reward interdisciplinary interaction. In particular, a computational model is described of concept formation and categorization that exploits a rational analysis of basic level effects by Gluck and Corter. Their work provides a clean prescription of human category preferences that is adapted to the task of concept learning. Also, their analysis was extended to account for typicality and fan effects, and speculate on how the concept formation strategies might be extended to other facets of intelligence, such as problem solving.
Bacterial binding to host receptors underlies both commensalism and pathogenesis. Many streptococci adhere to protein-attached carbohydrates expressed on cell surfaces using Siglec-like binding regions (SLBRs). The precise glycan repertoire recognized may dictate whether the organism is a strict commensal versus a pathogen. However, it is currently not clear what drives receptor selectivity. Here, we use five representative SLBRs and identify regions of the receptor binding site that are hypervariable in sequence and structure. We show that these regions control the identity of the preferred carbohydrate ligand using chimeragenesis and single amino acid substitutions. We further evaluate how the identity of the preferred ligand affects the interaction with glycoprotein receptors in human saliva and plasma samples. As point mutations can change the preferred human receptor, these studies suggest how streptococci may adapt to changes in the environmental glycan repertoire.
NASA's recent attention and interest in sending a human mission to land on a Near-Earth asteroid raised the question of whether to first send a robotic surveyor. This paper describes a Bayesian approach for comparing the value and cost-risk tradeoffs of sending (versus not sending) surveyor missions prior to a human mission. A multiattribute decision analysis approach was used to account for both mission value and cost in each of 27 hypothetical risk-attitude cases corresponding to an emphasis on mission value; equal priority between mission value and cost; and an emphasis on cost. The decisions implied by the different strategic viewpoints are described.
Traditional human factors contributions to NASA's crewed space programs have been rooted in the classic approaches to quantifying human physical and cognitive capabilities and limitations in the environment of interest, and producing recommendations and standards for the selection or design of mission equipment. Crews then evaluate the interfaces, displays, or equipment, and with the assistance of human factors experts, improvements are made as funds, time, control documentation, and weight allow. We have come a long way from the early spaceflight days, where men with the ' right stuff were the solution to operating whatever equipment was given to them. The large and diverse Shuttle astronaut corps has impacted mission designs to accommodate a wide range of human capabilities and preferences. Yet with existing long duration experience, we have seen the need to address a different set of dynamics when designing for optimal crew performance: critical equipment and mission situations degrade, and human function changes with mission environment, situation, and duration. Strategies for quantifying the critical nature of human factors requirements are being worked by NASA. Any exploration-class mission will place new responsibilities on mission designers to provide the crew with the information and resources to accomplish the mission. The current duties of a Mission Control Center to monitor system status, detect degradation or malfunction, and provide a proven solution, will need to be incorporated into on-board systems to allow the crew autonomous decision-making. The current option to resupply and replace mission systems and resources, including both vehicle equipment and human operators, will be removed, so considerations of maintenance, onboard training, and proficiency assessment are critical to providing a self-sufficient crew. As we 'move in' to the International Space Station, there are tremendous opportunities to investigate our ability to design for autonomous crews. Yet prioritizing the research that can and should be done by NASA will be based on the critical nature of the issues, and the impact of the individual research questions on mission design. The risks to crew health and safety associated with answering critical human factors issues must be properly included and communicated in order to support the Agency's decisions regarding future space programs.
The EVA Physiology, Systems and Performance (EPSP) Project is performing tests in different analog environments to understand human performance during Extravehicular Activity (EVA) with the aim of developing more safe and efficient systems for lunar exploration missions and the Constellation Program. The project is characterizing human EVA performance in studies using several test beds, including the underwater NASA Extreme Environment Mission Operations (NEEMO) and Neutral Buoyancy Laboratory (NBL) facilities, JSC fs Partial Gravity Simulator (POGO), and the NASA Reduced Gravity Office (RGO) parabolic flight aircraft. Using these varied testing environments, NASA can gain a more complete understanding of human performance issues related to EVA and the limitations of each testing environment. Tests are focused on identifying and understanding the EVA system factors that affect human performance such as center of gravity (CG), inertial mass, ground reaction forces (GRF), suit weight, and suit pressure. The test results will lead to the development of lunar EVA systems operations concepts and design requirements that optimize human performance and exploration capabilities. METHODS: Tests were conducted in the NBL and during NEEMO missions in the NOAA Aquarius Habitat. A reconfigurable back pack with repositionable mass was used to simulate Perfect, Low, Forward, High, Aft and NASA Baseline CG locations. Subjects performed simulated exploration tasks that included ambulation, kneel and recovery, rock pick-up, and shoveling. Testing using POGO, that simulates partial gravity via pneumatic weight offload system and a similar reconfigurable rig, is underway for a subset of the same tasks. Additionally, test trials are being performed on the RGO parabolic flight aircraft. Subject performance was assessed using a modified Cooper-Harper scale to assess operator compensation required to achieve desired performance. All CG locations are based on the assumption of a standardized 6 ft 180 lb subject. RESULTS: The modified Cooper-Harper Scale assesses desired task performance described as performance in a reduced gravity environment as compared to a 1G environment. Modified Cooper-Harper ratings of . 3 indicate no improvements are needed, ratings of 4-6 indicate improvements are desirable, and ratings . 7 indicate improvements are mandatory. DISCUSSION: Differences were noted in suited CH results based on environment at the same CG and suit pressure. Additionally, results suggest that CG location affects unsuited human performance. Subjects preferred locations near their natural CG over those that are high, aft, or a combination of high and aft. Further testing and analyses are planned to compare these unsuited results to suited performance.
Because the lunar polar regions permit continuous solar energy collection and adjacent cryogenic temperature, they may be the preferred sites for early human occupation and use of the moon. If permafrost exists in the polar shaded regions, this preference will become dominant. Though not ideal from the point of view of all-sky coverage for astronomical observations, and also possibly subject to terminator-plane particle hazes near the surface, polar sites (especially the south polar region) may offer enough advantages (e.g., constant cryogenic telescope environments and unlimited tracking time) to be preferred sites for the first lunar observatories.
The increasing reliance of state-of-the art, high performance aircraft on high authority stability and command augmentation systems, in order to obtain satisfactory performance and handling qualities, has made critical the achievement of a better understanding of human capabilities, limitations, and preferences during interactions with complex dynamic systems that involve task allocation between man and machine. An analytical and experimental study has been undertaken to investigate human interaction with a simple, multiloop dynamic system in which human activity was systematically varied by changing the levels of automation. Task definition has led to a control loop structure which parallels that for any multiloop manual control system, and may therefore be considered a stereotype.
Source code is a form of human communication, albeit one where the information shared between the programmers reading and writing the code is constrained by the requirement that the code executes correctly. Programming languages are more syntactically constrained than natural languages, but they are also very expressive, allowing a great many different ways to express even very simple computations. Still, code written by developers is highly predictable, and many programming tools have taken advantage of this phenomenon, relying on language model surprisal as a guiding mechanism. Additionally, while surprisal has been validated as a measure of cognitive load in natural language, its relation to human cognitive processes in code is still poorly understood. In this paper, we explore the relationship between surprisal and programmer preference at a small granularity—do programmers prefer more predictable expressions in code? Using meaning-preserving transformations, we produce equivalent alternatives to developer-written code expressions and run a corpus study on Java and Python projects. In general, language models rate the code expressions developers choose to write as more predictable than these transformed alternatives. Then, we perform two human subject studies asking participants to choose between two equivalent snippets of Java code with different surprisal scores (one original and transformed). We find that programmers do prefer more predictable variants, and that stronger language models like the transformer align more often and more consistently with these preferences.
The promise of computer simulations for nuclear reactor designs is the opportunity to speed up the design process while also improving safety, providing more detail and higher fidelity, reducing cost, minimizing schedule risk, and avoiding many other potential problems; because simulations have the potential to be much less expensive and time-consuming than traditional development – where scale models and physical tests require construction and long lead times – it is possible to consider more alternatives and complete more comprehensive assessments before the design is finalized and constructed. As more design scenarios are studied by simulation, the speed that simulations promise is only available as long as bottlenecks are addressed for these scenarios. A frequent bottleneck is the amount of human labor required to describe the shape of the objects being designed and decompose the shape into simple elements, such as hexahedra, that are small enough to capture the physical phenomena of interest without being so small that even fast computers cannot perform the simulation in a reasonable amount of time. Recently, techniques for creating all-hexahedral decompositions have been developed, but they require some human input. Many simulation codes prefer all-hexahedral decompositions, so we proposed to evaluate the feasibility of these techniques on nuclear reactor geometries to see whether they required too much human input to be commercially viable. Our study concluded that they can be made viable with some additional software tools to reduce the amount of user input required.
As the world increasingly adopts renewable and sustainable energy systems, transitionary solutions include nuclear power, which currently provides 20% of the United States’ electricity and is the largest single source of carbon-free electricity generation. Advanced reactors are a critical component of a carbon-free mixed energy portfolio that require careful design of first-of-a-kind control rooms. The application of Human Factors Engineering (HFE) is essential for scientific and iterative testing of novel human–system interface (HSI) concepts to ensure effective, efficient, and safe plant operations. Microworlds are simulators that use simplified physics models and control systems to distill nuclear power operations into essential functions. HFE scientists used the Rancor Microworld Simulator to obtain preference and performance metrics for novel and traditional static HSI design styles. Participants comprised advanced reactor company employees and nuclear industry consultants. A mixture of quantitative and qualitative data was captured. There was a preference for the basic graphical style that included high contrast and traditional color scheme elements. No single HSI design outperformed the others, and the participants did not perform better using their preferred HSI style. We report this experiment is the first in a series of HFE testing for HSIs in advanced reactor control room development. Clear user preferences emerged for elements within static displays. The cutting-edge neumorphic style was the least preferred. Future directions include tests of dynamic displays. HFE is used in evaluating and designing HSI devices that will improve the efficiency and safety of advanced nuclear power operations.