INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
How to Use Games
to Mitigate Cognitive Bias in Analysis
Dr. Rita M. Bush
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Coast Guard
Central Intelligence Agency
Army
Navy
Air Force
National Reconnaissance Office
National Geospatial-Intelligence
Agency
National Security Agency
Defense Intelligence Agency
Department of State
Department of Energy
Department of the Treasury
Department of Homeland Security
Federal Bureau of Investigation
Drug Enforcement Administration
Marine Corps
Office of the Director of National Intelligence
3
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
IARPA Mission and Method
• Bring the best minds to bear on our problems
– Full and open competition to the greatest possible extent
– World-class, rotational, Program Managers
• Define and execute research programs that:
– Have goals that are clear, measureable, ambitious and credible
– Employ independent and rigorous Test & Evaluation
– Involve IC partners from inception to finish
– Run from three to five years
4
To envision and lead high risk/high payoff research
that delivers innovative technology
for future overwhelming intelligence advantage.
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Sirius Goal
Use serious games to train analysts to
recognize and mitigate their cognitive
biases
5
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Why Games?
• Serious Games provide
– Experiential learning
– Freedom to fail
– Repetition, repetition, repetition
• Game/simulation based training is
common in military, business,
medicine, etc.
• New analysts have likely grown up
playing videogames
6
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Cognitive Bias
• Decision making relies on simple, fast, heuristics
– “rules of thumb”
• Heuristics gone astray = Cognitive Bias
• Affects all decision-makers: medical
professionals, law enforcement officers,
intelligence analysts… you, me…
• Examples in the IC
– The Commission on the Intelligence Capabilities of the United
States Regarding Weapons of Mass Destruction (2005)
– Lessons Not Learned: Postmortems on Intelligence Failures,
1950-2004, Kent Center for Analytic Tradecraft (2005)
7
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Biases Examined by Sirius Program
8
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Why Conduct this Research?
• Cognitive biases are very hard to
overcome
• Studies of game-based learning treat the
game as a “black box”
• Limited research on game-based
learning effects over time
• No other research using games to
mitigate cognitive biases
• Very few successful examples of
developing valid tests of cognitive bias
9
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) 10
SUNY Albany “CYCLES”
Leidos “Missing”
Example Screen Shots
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Assessment of Biases in Cognition
(ABC) Instrument
• Developed by ETS, an industry leader in
assessment development and validation
• Web-based assessment measuring susceptibility
to cognitive biases
• Extensive literature review available
11
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Independent Validation & Verification (IV&V)
Research Design (Johns Hopkins APL)
12
IARPA Supplied
Training Video
IARPA Supplied
Training Video
Best & Final
Versions of
Performer Games
ETS/MITRE
Pretest
Participants
ETS/MITRE
Immediate
Posttest
ETS/MITRE Delayed
Online Posttest
Phase 1: 8 weeks
Phase 2: 12 weeks
Demographics
ETS/MITRE
Standardized
Measures of
Cognitive Bias
and Bias
Knowledge
RandomAssignment
ETS/MITRE
Standardized
Measures of
Cognitive Bias
and Bias
Knowledge
ETS/MITRE
Standardized
Measures of
Cognitive Bias
and Bias
Knowledge
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) 13
If yes, how much will the training effect
decay,
8-12 weeks after final game-play?
Do games work as training tools?
Sirius Answers 3 Questions
Do games work as well as a video?
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) 14
Sirius Phase 1 game 8-week posttest scores
stayed the same or improved!
The video shows the expected
decay after 8 weeks
All games showed
significant improvement in
bias mitigation scores
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Phase 2 Student Study Results
15
All games & video improved bias mitigation from pre-test to post-test across biases – larger improvements
for Missing & Cycles. Game bias mitigation dropped at 12 weeks but still improved over pre-test
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Active vs Passive Learning
(N = 305)
Playing the game was better than watching the game, which was better than watching the video
16
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Myth-Busting
• Myth: Games only work well for gamers, or
younger analysts, or males
– “Non-gamers” learned just as much
– No age or gender differences
• Myth: High fidelity (close match to physical or
organizational features of the job) is
important
– Simple graphics and game style worked just as
well (or better)
– “Cognitive fidelity” did matter
17
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Point of Contact
• Sirius Program Manager
– Dr. Rita Bush
– rita.bush@iarpa.gov
• For more information, see:
– www.iarpa.gov
18
INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA)
Thank You!
19

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Rita Bush - How to Use Games to Mitigate Cognitive Bias in Analysis

  • 1. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) How to Use Games to Mitigate Cognitive Bias in Analysis Dr. Rita M. Bush
  • 2. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Coast Guard Central Intelligence Agency Army Navy Air Force National Reconnaissance Office National Geospatial-Intelligence Agency National Security Agency Defense Intelligence Agency Department of State Department of Energy Department of the Treasury Department of Homeland Security Federal Bureau of Investigation Drug Enforcement Administration Marine Corps Office of the Director of National Intelligence 3
  • 3. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) IARPA Mission and Method • Bring the best minds to bear on our problems – Full and open competition to the greatest possible extent – World-class, rotational, Program Managers • Define and execute research programs that: – Have goals that are clear, measureable, ambitious and credible – Employ independent and rigorous Test & Evaluation – Involve IC partners from inception to finish – Run from three to five years 4 To envision and lead high risk/high payoff research that delivers innovative technology for future overwhelming intelligence advantage.
  • 4. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Sirius Goal Use serious games to train analysts to recognize and mitigate their cognitive biases 5
  • 5. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Why Games? • Serious Games provide – Experiential learning – Freedom to fail – Repetition, repetition, repetition • Game/simulation based training is common in military, business, medicine, etc. • New analysts have likely grown up playing videogames 6
  • 6. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Cognitive Bias • Decision making relies on simple, fast, heuristics – “rules of thumb” • Heuristics gone astray = Cognitive Bias • Affects all decision-makers: medical professionals, law enforcement officers, intelligence analysts… you, me… • Examples in the IC – The Commission on the Intelligence Capabilities of the United States Regarding Weapons of Mass Destruction (2005) – Lessons Not Learned: Postmortems on Intelligence Failures, 1950-2004, Kent Center for Analytic Tradecraft (2005) 7
  • 7. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Biases Examined by Sirius Program 8
  • 8. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Why Conduct this Research? • Cognitive biases are very hard to overcome • Studies of game-based learning treat the game as a “black box” • Limited research on game-based learning effects over time • No other research using games to mitigate cognitive biases • Very few successful examples of developing valid tests of cognitive bias 9
  • 9. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) 10 SUNY Albany “CYCLES” Leidos “Missing” Example Screen Shots
  • 10. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Assessment of Biases in Cognition (ABC) Instrument • Developed by ETS, an industry leader in assessment development and validation • Web-based assessment measuring susceptibility to cognitive biases • Extensive literature review available 11
  • 11. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Independent Validation & Verification (IV&V) Research Design (Johns Hopkins APL) 12 IARPA Supplied Training Video IARPA Supplied Training Video Best & Final Versions of Performer Games ETS/MITRE Pretest Participants ETS/MITRE Immediate Posttest ETS/MITRE Delayed Online Posttest Phase 1: 8 weeks Phase 2: 12 weeks Demographics ETS/MITRE Standardized Measures of Cognitive Bias and Bias Knowledge RandomAssignment ETS/MITRE Standardized Measures of Cognitive Bias and Bias Knowledge ETS/MITRE Standardized Measures of Cognitive Bias and Bias Knowledge
  • 12. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) 13 If yes, how much will the training effect decay, 8-12 weeks after final game-play? Do games work as training tools? Sirius Answers 3 Questions Do games work as well as a video?
  • 13. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) 14 Sirius Phase 1 game 8-week posttest scores stayed the same or improved! The video shows the expected decay after 8 weeks All games showed significant improvement in bias mitigation scores
  • 14. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Phase 2 Student Study Results 15 All games & video improved bias mitigation from pre-test to post-test across biases – larger improvements for Missing & Cycles. Game bias mitigation dropped at 12 weeks but still improved over pre-test
  • 15. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Active vs Passive Learning (N = 305) Playing the game was better than watching the game, which was better than watching the video 16
  • 16. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Myth-Busting • Myth: Games only work well for gamers, or younger analysts, or males – “Non-gamers” learned just as much – No age or gender differences • Myth: High fidelity (close match to physical or organizational features of the job) is important – Simple graphics and game style worked just as well (or better) – “Cognitive fidelity” did matter 17
  • 17. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Point of Contact • Sirius Program Manager – Dr. Rita Bush – [email protected] • For more information, see: – www.iarpa.gov 18
  • 18. INTELLIGENCE ADVANCED RESEARCH PROJECTS ACTIVITY (IARPA) Thank You! 19

Editor's Notes

  • #6: *Some of the literature that supports this is: Kahneman and Tversky (1974) Judgment Under Uncertainty: Heuristics and Biases Richards J. Heuer Jr., Psychology of Intelligence Analysis, 1999: described cognitive biases in analytic process Jeffrey R. Cooper, “Curing Analytical Pathologies” , 2005 Gilovich, Griffin and Kahneman, Heuristics and Biases: The Psychology of Intuitive Judgment (2002) (Multiple Contributors) Chris Sanchirico (2010) Evidence, Procedure, and the Upside of Cognitive Error, Stanford Law Review. Discusses structured methods and procedures used to elicit or mitigate cognitive biases. Martie Haselton, Daniel Nettle and Paul Andrews (2005) The Evolution of Cognitive Bias. The Handbook of Evolutionary Psychology. Discusses the evolutionary value of heuristics and cognitive biases. Daniel Kahneman (2002) Maps of Bounded Rationality: A perspective on Intuitive Judgment and Choice, Nobel Prize Lecture. Discusses two modes of cognitive function, intuitive and controlled
  • #7: Mario Kart 8 Call Of Duty: Ghosts The Sims Candy Crush Saga World of Warcraft Minecraft Grant Theft Auto V Farm Heroes Saga
  • #8: *Some of the literature that supports this is: Kahneman and Tversky (1974) Judgment Under Uncertainty: Heuristics and Biases Richards J. Heuer Jr., Psychology of Intelligence Analysis, 1999: described cognitive biases in analytic process Jeffrey R. Cooper, “Curing Analytical Pathologies” , 2005 Gilovich, Griffin and Kahneman, Heuristics and Biases: The Psychology of Intuitive Judgment (2002) (Multiple Contributors) Chris Sanchirico (2010) Evidence, Procedure, and the Upside of Cognitive Error, Stanford Law Review. Discusses structured methods and procedures used to elicit or mitigate cognitive biases. Martie Haselton, Daniel Nettle and Paul Andrews (2005) The Evolution of Cognitive Bias. The Handbook of Evolutionary Psychology. Discusses the evolutionary value of heuristics and cognitive biases. Daniel Kahneman (2002) Maps of Bounded Rationality: A perspective on Intuitive Judgment and Choice, Nobel Prize Lecture. Discusses two modes of cognitive function, intuitive and controlled
  • #15: *Added game graphics
  • #16: *Added game graphics