Fvsoomm a Fuzzy Vectorial Space Model and Method of Personality, Cognitive Dissonance and Emotion in Decision Making †
Abstract
:1. Introduction
2. State of the Art of Knowledge and Time Modeling with Fuzzy Logic
3. Materials and Methods
3.1. Object Oriented Time Fuzzy Vectorial Space
- P1:
- associativity.
- P2:
- the neutral element is the vector .
- P3:
- the opposite vector.
- P4:
- Commutativity of + in E.
- P5:
- , and are scalars
- P6:
- Neutral element.
- P7:
- , the result is generally outside of .
- P8:
- , the result is generally outside of .
- -
- Separation: ;
- -
- Homogeneity: .
- -
- Sub-additivity or triangular inequality: .
3.1.1. Calculation of the Resultant Vector of Three Fuzzy Forces
3.1.2. Properties of f(x), g(y) and h(z)
3.1.3. Generalization in n Parameters
3.1.4. Consideration of Time
3.1.5. Kinematic of a Point in the Fuzzy Vector Space
3.1.6. Velocity and Speed in the Vector Space
3.1.7. Acceleration
3.1.8. Derivative of the Sigmoid Fuzzy Membership Function
3.2. Method to Implement Fuzzy Vector Space in an Object Oriented Model
3.3. The EPICE Model
3.3.1. The Emotion Layer E
- -
- “Emotional behaviour” (time scale expressed in minutes),
- -
- “Fast primary emotions” (time scale experessed in seconds),
- -
- “Cognitively generated emotions” like cognitive dissonance (time scale expressed in minutes or hours),
- -
- “Emotional experience (which is expressed in cognitive awareness, physiological awareness and subjective feelings)”,
- -
- Body mind Interactions (time scale is the day or more).
3.3.2. The Personality Layer P
- -
- Psychotic pathology has attributes and characteristics relating to the functioning of the psychism, which are interesting to consider from the perspective chosen here. Let us quote:
- -
- The alteration of the relationship to reality ranging from cognitive errors (multiple and of very variable importance) to the delirium constituted involving a reconstruction of reality. A decision-making process based on a delusional ideation is likely to lead to a delirious, or at least inadequate, outcome.
- -
- Disorders of the formal organization of thought (we can include here most of the psychotic defense mechanisms), affecting the logical capacity will leave their mark also. It should be noted, however, that certain delusions (particularly certain purely paranoid constructions) are not accompanied by any alteration in a formal capacity and that, on the basis of false and/or delusional assumptions, decisions can be drawn up which retain all the appearances of the most rigorous and effective logic. Here, despite appearances, can manifest a massive pathology. A seminal work in psychosis modelling and simulation is artificial paranoia [46].
- -
- Neurotic pathology also affects the decision—the symptomatology of obsessive neurosis very often involves an inability to stop a decision. In the field of hysteria, the needs of “appearing" are often such in the pathology register that decisions are less important because of their actual content and effects than because of what appears to be involved. Distortions of a nature different from those of delirium can be considerable and certainly pathological.
- -
- Constitutional factors like personality and temperament may well be marked by pathology. There are certainly, within the limits of normal, daring temperaments that are prone to quick decisions, as there are cautious temperaments that take them less easily. But even if it is very difficult to draw a clear boundary between the normal and the pathological, at the approaches of extremes, the pathology is manifest and indisputable. Character disorders where they are of some importance, uncontrolled impulsivity can give rise to decisional commitments that are clearly pathological. On the other hand, too poorly constituted objectality can lead to inhibition of engagement, which impairs the ability to make decisions in an awkward way. Finally, let us quote, the very considerable scope of perversion and perverse functioning as determining and often highly pathological elements affecting all decision-making processes. During the decision process we are influenced by the mood and emotions (stress) as well as traits or character structures conducive to or unfavourable to decision-making. The time scale of constitutional factors is expressed in years and they often remain permanent during the whole life or evolve very slowly.
3.3.3. The Interaction Layer I
3.3.4. The Knowledge Layer K (Connaissance C)
- -
- Factual knowledge: it is about data describing an object of the world real and generally admitted by all. The observed facts are confidentially connected to the truth and classified according to their degree of certainty and precision. It is about a statistical argument—for example, the majority of people have a similar perception of a characteristic of an object, for example its color is red.
- -
- Knowledge heuristics: if a situation S is then observed we have knowledge which are relevant and valid in this situation S. It can be properties of objects or a usually applicable method successfully in this situation. The causes of the validity of a knowledge heuristics are not always available.
- -
- Procedural knowledge: how it acts on the world—know the chains of tasks to be made to reach an expected result. It is about all the procedures or the courses to follow expressed by a list of tasks realized to be effective in a given situation.
- -
- Dynamic or behavioral knowledge: they concern the spontaneous variation of the facts, or a behavior in time which is usually observed (for example, the earth rotates around its axis once every 24 h). They are useful for the simulation of natural phenomena. It is about the perception of the various states spontaneously taken by objects during given period, of their interactions. The behavioral knowledge have a major importance in sociology, in economy, in botany, in medicine and in physics where we observe the behavior of a system.
- -
- Deep learning is the new type of knowledge that can be now implemented in systems. System knowledge modelling relies on operators detecting the similarity of knowledge objects.
- -
- Deduction is based on the modus ponens or modus tollens.
- -
- Induction tries to propagate a property observed in one object to all objects that belong to the same class and allow to split the class in two subclasses the one with the property and the other without the property.
- -
- On the contrary, abduction tries to refute a property usually oberved in the objects of a class.
- -
- Subsumption tries to generalise properties to more general concepts—think of the individual under the general (an individual under a species, a species under a genus); consider a fact as understood under a law. General assumption could be applied to implement induction as proposed by Buntine in 1988 [54].
- -
- Analogy transposes the relationships and properties of objects from one universe to another one provided that these universes and object classes are sufficiently similar. The similarity is computed by a distance as in case-based reasoning approach.
3.3.5. The Experience Layer E
3.4. An Artificial Thinking Model (ATM)
Symbolic and Subsymbolic Way of Thinking
4. Results
4.1. Application to Cognitive Dissonance and Decision Making
- -
- Step 1: At the entrance of an antique store a pretty object is exhibited and proposed at a high price x (for example 5000€).
- -
- Step 2: The customer continues to visit the store and discovers objects of no interest to him at average prices.
- -
- Step 3: further in the same store you will find a similar object but half price (2500€) than the previous one. Obviously, the first perception of this object at a very high price leads you to think that it is the usual price for such an object and that the second object is indeed very cheap and you rush to enjoy the bargain and there the trap closes. In fact, the first object was very overvalued and so is the second.You thought you were making a good deal but in fact the real value of the object was only 1000€ and you were fooled.
4.2. TFVS Modelling of Emotion in Buying Decision
4.3. Game Addiction Application
4.3.1. The Game Addiction Model
4.3.2. Decision of the Next Bet
5. Discussion
Future Work
6. Conclusions
7. Patents
Funding
Conflicts of Interest
Abbreviations
AI | Artificial Intelligence |
ATM | Artificial Thinking Model |
CBR | Case-Based Reasoning |
EVF | Espace Vectoriel Flou |
FVS | Fuzzy Vector Space |
FVSOOMM | Fuzzy Vector Space Model and Method |
KADS | Knowledge Analysis and Design Support |
KOD | Knowledge Oriented Design |
MASK | Méthode d’Analyse et de Structuration des (K)Connaissances |
OCC | Ortony Clore and Collins model |
TFVS | Time Fuzzy Vectorial Space |
UML | Unified Modeling Language |
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Fields | Description |
---|---|
aId | Attribute identifier |
aName | unique descriptive name chosen by the expert |
aType | Type of value {Boolean, Character, Integer, Float, Double, String, DateHour, Enum} |
aW | Weight of the attribute in the object |
aV | Current value of the attribute |
aU | Unit of the attribute if any (optional) |
aVmin | Minimum value of the attribute |
aVmax | Maximum value of the attribute |
aConst | The value of the attribute is constant |
aMand | The value of the attribute is mandatory (may be 0) |
aLinLog | Linear, logarithmic scale |
aFuzzy | Fuzzy value computed by the characteristic fuzzy function |
aAccess | attribute accessors (get, set, modify) are functions that control its update |
i | Task to Choose an Object to Buy |
---|---|
1 | Set a list of preferences concerning the object |
2 | Select a set of objects showing some relevant properties in a group of available objects |
3 | Get the specific features of selected objects |
4 | Compare the features of the selected objects with the list of preferences |
5 | Rank the objects by prices and relevancy |
6 | Verify the availability and the warranty of top ranked objects |
7 | Decide what object to buy |
8 | Pay for the object and get the invoice |
Transition | Value | Signification |
---|---|---|
P(B,=) | 100% | Always initial state |
P(=,=) | 25% | Stable, neutral state |
P(=,+) | 25% | Raise, moderate optimism |
P(=,−) | 30% | decrease, moderate pessimism |
P(=,E) | 20% | Cashout discouragement, loss |
P(+,=) | 60% | Decrease, wait for a bright spell |
P(+,+) | 10% | Double increase, euphoria |
P(+,−) | 5% | Brutal decrease, fear, pessimism |
P(+,E) | 5% | Brutal cashout: loss |
P(−,=) | 20% | End of pessimism, moderate attitude |
P(−,+) | 10% | From decrease to increase, optimism |
P(−,−) | 15% | Double decrease, annoyance, anger |
P(−,E) | 12% | Cashout discouragement, loss |
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Colloc, J. Fvsoomm a Fuzzy Vectorial Space Model and Method of Personality, Cognitive Dissonance and Emotion in Decision Making. Information 2020, 11, 229. https://doi.org/10.3390/info11040229
Colloc J. Fvsoomm a Fuzzy Vectorial Space Model and Method of Personality, Cognitive Dissonance and Emotion in Decision Making. Information. 2020; 11(4):229. https://doi.org/10.3390/info11040229
Chicago/Turabian StyleColloc, Joël. 2020. "Fvsoomm a Fuzzy Vectorial Space Model and Method of Personality, Cognitive Dissonance and Emotion in Decision Making" Information 11, no. 4: 229. https://doi.org/10.3390/info11040229
APA StyleColloc, J. (2020). Fvsoomm a Fuzzy Vectorial Space Model and Method of Personality, Cognitive Dissonance and Emotion in Decision Making. Information, 11(4), 229. https://doi.org/10.3390/info11040229