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自组织的认知分工。

Self-organized division of cognitive labor.

机构信息

School of Engineering, Science and Technology, Universidad del Rosario, Bogotá, Colombia.

Department of Psychological and Brain Sciences and Program in Cognitive Science, Indiana University, Bloomington, Indiana, United States of America.

出版信息

PLoS One. 2021 Jul 19;16(7):e0254532. doi: 10.1371/journal.pone.0254532. eCollection 2021.

Abstract

Often members of a group benefit from dividing the group's task into separate components, where each member specializes their role so as to accomplish only one of the components. While this division of labor phenomenon has been observed with respect to both manual and cognitive labor, there is no clear understanding of the cognitive mechanisms allowing for its emergence, especially when there are multiple divisions possible and communication is limited. Indeed, maximization of expected utility often does not differentiate between alternative ways in which individuals could divide labor. We developed an iterative two-person game in which there are multiple ways of dividing labor, but in which it is not possible to explicitly negotiate a division. We implemented the game both as a human experimental task and as a computational model. Our results show that the majority of human dyads can finish the game with an efficient division of labor. Moreover, we fitted our computational model to the behavioral data, which allowed us to explain how the perceived similarity between a player's actions and the task's focal points guided the players' choices from one round to the other, thus bridging the group dynamics and its underlying cognitive process. Potential applications of this model outside cognitive science include the improvement of cooperation in human groups, multi-agent systems, as well as human-robot collaboration.

摘要

通常,群体成员可以从将群体任务划分为单独的组件中受益,其中每个成员专门从事自己的角色,以便仅完成其中一个组件。虽然已经观察到手动和认知劳动都存在这种劳动分工现象,但对于允许其出现的认知机制还没有明确的理解,特别是当存在多种可能的分工并且通信受到限制时。实际上,预期效用的最大化通常不会区分个人划分劳动的替代方式。我们开发了一个迭代的双人游戏,其中有多种划分劳动的方式,但不可能明确协商分工。我们以人类实验任务和计算模型的形式实现了该游戏。我们的结果表明,大多数人类对子可以通过有效的劳动分工来完成游戏。此外,我们将我们的计算模型拟合到行为数据中,这使我们能够解释玩家的行为与任务重点之间的感知相似性如何引导玩家从一轮到另一轮做出选择,从而弥合了群体动态及其潜在的认知过程。该模型在认知科学之外的潜在应用包括改善人类群体、多代理系统以及人机协作中的合作。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a140/8289079/b93dd77e7ee8/pone.0254532.g001.jpg

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