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1 A Probabilistic Model of Social Working Memory for Information Retrieval in Social Interactions Liyuan Li, Member, IEEE, Qianli Xu, Member, IEEE, Tian Gan, Member, IEEE, Cheston Tan, and Joo-Hwee Lim, Member, IEEE Abstract—Social Working Memory (SWM) plays an important role in navigating social interactions. Inspired by studies in psychology, neuroscience, cognitive science and machine learning, we propose a probabilistic model of social working memory to mimic human social intelligence for personal information retrieval in social interactions. First, we establish a semantic hierarchy as social long-term memory to encode personal infor- mation. Next, we propose a semantic Bayesian network as the social working memory, which integrates the cognitive functions of accessibility and self-regulation. One sub-graphical model implements the accessibility function to learn the social consensus about information retrieval based on social information concept, clustering, social context, and similarity between persons. Beyond accessibility, one more layer is added to simulate the function of self-regulation to perform the personal adaptation to the consensus based on human personality. Two learning algorithms are proposed to train the probabilistic SWM model on a raw dataset of high uncertainty and incompleteness. One is an efficient learning algorithm of Newton’s method, and the other is a genetic algorithm. Systematic evaluations show that the proposed social working memory model is able to learn human social intelligence effectively and outperforms the baseline Bayesian cognitive model. Toward real-world applications, we implement our model on Google Glass as a wearable assistant for social interaction. Index Terms—Cognitive modeling, artificial social intelligence, social working memory, personality model, probabilistic model, generative model, Bayesian cognitive model, statistical learning, machine learning, computational social intelligence. I. I NTRODUCTION N AVIGATING social interactions requires the cognitive ability to retrieve, maintain and manipulate social in- formation about people’s characteristics, personal profile, and relationships among people [1], [2]. Such social information is helpful to predict another person’s perspective, social identity, and intention under certain social situations [3]. However, psychological research has shown that people may frequently encounter difficulties to recall the name and personal identity information when meeting a person in real world [4], [5]. When that happens, if one could get some relevant social information about the guest at the moment, it will help him/her to navigate through a social interaction more effectively [3]. Social memory plays an important role for accessing and managing information in social interactions [6]. Memory con- sists of long-term memory and working memory [7]. The L. Li, Q. Xu, C. Tan, and J.H. Lim are with the Department of Visual Computing, Institute for Infocomm Research (I 2 R), Singapore, 138632. E- mail: {lyli,qxu,cheston-tan,joohwee}@i2r.a-star.edu.sg. T. Gan is now with Shandong University, China. E-mail: [email protected]. Manuscript received April 19, 2005; revised August 26, 2015. former refers to the cognitive capability to represent, organize and store information, and the latter refers to the cognitive ability to retrieve, temporarily store, and manipulate relevant information in the current situation [6]. In terms of functional- ity, working memory can be thought of as a mental workspace which links long-term memory, perception and action. Prior re- search focuses on understanding and interpretation of how the human brain processes social information. Existing cognitive models of social memory focus on general-purpose memory structures and operations [8]. Less effort has been made to develop computational models of social memory to perform human-like social intelligence in real-world scenarios. There has been persistent interest in integrating cognitive and computer science to develop computational cognitive models. The outcome can provide deep insights into human intelligence, quantitative assessment of an individual’s mental capability. It may also lead to practical applications in areas such as healthcare and robotics [9]. In this paper, we propose a probabilistic model of social working memory (SWM) for personal information retrieval. First, based on the clustering of social information, a semantic hierarchy of biographical information is established to embody the social long-term memory. Next, combining psychology and Bayesian approach, we propose a Bayesian network model for social working memory. It integrates cognitive functions of accessibility and self-regulation, where the former represents cognitive con- sensus (or “wisdom of crowd” [10], [11]) about information retrieval and the latter characterizes the effect of human personality on information selection. The function of acces- sibility is to combine social context, information hierarchy, and inter-person similarity to perform Bayesian inference for information retrieval. The function of self-regulation is to enable personal adaption on the consensus. To train the SWM model, we develop an efficient algorithm using Newton’s method and a global optimization algorithm based on genetic algorithm. Through a user study, it is shown that our model is effective in learning human social cognition and achieves human-like social information retrieval, which is superior to a baseline cognitive model. In a social encounter, retrieving related social informa- tion about a person is the first step to engage in a social interaction [12]. In this regard, some external support for instantaneous retrieval of the biographical information of an unfamiliar person would be very helpful [8], [13]. Similarly, for friends or acquaintances who have not met for a while, retrieving and displaying relevant social media posts may also help enhance the social interaction. Recently, wearable

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A Probabilistic Model of Social Working Memoryfor Information Retrieval in Social Interactions

Liyuan Li, Member, IEEE, Qianli Xu, Member, IEEE, Tian Gan, Member, IEEE, Cheston Tan,and Joo-Hwee Lim, Member, IEEE

Abstract—Social Working Memory (SWM) plays an importantrole in navigating social interactions. Inspired by studies inpsychology, neuroscience, cognitive science and machine learning,we propose a probabilistic model of social working memoryto mimic human social intelligence for personal informationretrieval in social interactions. First, we establish a semantichierarchy as social long-term memory to encode personal infor-mation. Next, we propose a semantic Bayesian network as thesocial working memory, which integrates the cognitive functionsof accessibility and self-regulation. One sub-graphical modelimplements the accessibility function to learn the social consensusabout information retrieval based on social information concept,clustering, social context, and similarity between persons. Beyondaccessibility, one more layer is added to simulate the functionof self-regulation to perform the personal adaptation to theconsensus based on human personality. Two learning algorithmsare proposed to train the probabilistic SWM model on a rawdataset of high uncertainty and incompleteness. One is an efficientlearning algorithm of Newton’s method, and the other is agenetic algorithm. Systematic evaluations show that the proposedsocial working memory model is able to learn human socialintelligence effectively and outperforms the baseline Bayesiancognitive model. Toward real-world applications, we implementour model on Google Glass as a wearable assistant for socialinteraction.

Index Terms—Cognitive modeling, artificial social intelligence,social working memory, personality model, probabilistic model,generative model, Bayesian cognitive model, statistical learning,machine learning, computational social intelligence.

I. INTRODUCTION

NAVIGATING social interactions requires the cognitiveability to retrieve, maintain and manipulate social in-

formation about people’s characteristics, personal profile, andrelationships among people [1], [2]. Such social information ishelpful to predict another person’s perspective, social identity,and intention under certain social situations [3]. However,psychological research has shown that people may frequentlyencounter difficulties to recall the name and personal identityinformation when meeting a person in real world [4], [5].When that happens, if one could get some relevant socialinformation about the guest at the moment, it will help him/herto navigate through a social interaction more effectively [3].

Social memory plays an important role for accessing andmanaging information in social interactions [6]. Memory con-sists of long-term memory and working memory [7]. The

L. Li, Q. Xu, C. Tan, and J.H. Lim are with the Department of VisualComputing, Institute for Infocomm Research (I2R), Singapore, 138632. E-mail: {lyli,qxu,cheston-tan,joohwee}@i2r.a-star.edu.sg. T. Gan is now withShandong University, China. E-mail: [email protected].

Manuscript received April 19, 2005; revised August 26, 2015.

former refers to the cognitive capability to represent, organizeand store information, and the latter refers to the cognitiveability to retrieve, temporarily store, and manipulate relevantinformation in the current situation [6]. In terms of functional-ity, working memory can be thought of as a mental workspacewhich links long-term memory, perception and action. Prior re-search focuses on understanding and interpretation of how thehuman brain processes social information. Existing cognitivemodels of social memory focus on general-purpose memorystructures and operations [8]. Less effort has been made todevelop computational models of social memory to performhuman-like social intelligence in real-world scenarios.

There has been persistent interest in integrating cognitiveand computer science to develop computational cognitivemodels. The outcome can provide deep insights into humanintelligence, quantitative assessment of an individual’s mentalcapability. It may also lead to practical applications in areassuch as healthcare and robotics [9]. In this paper, we proposea probabilistic model of social working memory (SWM) forpersonal information retrieval. First, based on the clusteringof social information, a semantic hierarchy of biographicalinformation is established to embody the social long-termmemory. Next, combining psychology and Bayesian approach,we propose a Bayesian network model for social workingmemory. It integrates cognitive functions of accessibility andself-regulation, where the former represents cognitive con-sensus (or “wisdom of crowd” [10], [11]) about informationretrieval and the latter characterizes the effect of humanpersonality on information selection. The function of acces-sibility is to combine social context, information hierarchy,and inter-person similarity to perform Bayesian inference forinformation retrieval. The function of self-regulation is toenable personal adaption on the consensus. To train the SWMmodel, we develop an efficient algorithm using Newton’smethod and a global optimization algorithm based on geneticalgorithm. Through a user study, it is shown that our modelis effective in learning human social cognition and achieveshuman-like social information retrieval, which is superior to abaseline cognitive model.

In a social encounter, retrieving related social informa-tion about a person is the first step to engage in a socialinteraction [12]. In this regard, some external support forinstantaneous retrieval of the biographical information of anunfamiliar person would be very helpful [8], [13]. Similarly,for friends or acquaintances who have not met for a while,retrieving and displaying relevant social media posts mayalso help enhance the social interaction. Recently, wearable

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cameras such as Google Glass, provide an opportunity toeasily acquire information in real-world social interactions. Inthis work, we develop a prototype on Google Glass and asmart phone, which is tested for real-time assistance in socialinteractions [14].

The main contribution of this paper is the developmentof a computational model of social memory for personalinformation retrieval. The core novelty lies in the probabilisticmodel of SWM. In particular, we propose (a) a computationalframework of social memory which consists of a semantichierarchy as social long-term memory and a probabilisticmodel as SWM; (b) a Bayesian network model of SWMthat integrates a Bayesian function to accommodate humanpersonality patterns and a Bayesian approach for learningsocial consensus and performing online inference; (c) twoefficient learning algorithms to train the SWM model.

A. Related Work

Remembering information about a person, called personmemory, has long been an interesting topic in psychology [15].It is partially related to the situation when one encounters afamiliar person but cannot recall his/her name or other relevantpersonal information [4], [5], [16]. Researchers try to under-stand what information we remember about others and why weremember it [15]. There is vast amount of work in psychologyfocusing on person memory [17], [18], [19]. The science ofperson memory pursues a comprehensive understanding on theelements about another person being remembered; the cogni-tive process of information acquisition, encoding, storage, andretrieval in person memory; the structure of person memory;and the evolution of person memory [15]. A few cognitivemodels have also been proposed for social memory, such as aserial model [20], a separate store model [21], a connectionistmodel [4], and semantic encoding of name and faces [22]. Thepsychological and cognitive research on person memory hasgreatly increased our knowledge of social memory. However,they do not provide computational models of person memorywhich can carry out human-like social information retrieval inreal-world social interactions.

There has been increasing amount of work in applyingBayesian models to understand human cognition. More andmore evidence has shown that Bayesian probabilistic compu-tations play an important role both in functional and structural(neural circuit) level of cognition [23], [24], [25], [26], [27].At the functional level, human cognitive behavior in everydayactivity demonstrates a form of Bayesian computing, whichintegrates the perception related uncertainty with the priorknowledge to produce an optimal prediction [28]. Bayesianprobabilistic models provide a flexible and principled frame-work to bridge the gap between traditional cognitive modelsthat are based on symbolic representations and statisticalapproaches that are based on behavioral data [9], [29]. ManyBayesian models of cognition have been developed for a broadspectrum of human cognition, including perception, inference,memory, learning, language, and motor control [9], [30]. Fora comprehensive review of Bayesian models of cognitivescience, readers can refer to [9], [29], [30], [31].

Our model is different from state-of-the-art Bayesian modelsof cognition in three aspects. First, existing Bayesian methodsfor cognition focus on validating the assumptions on cognitivemodels, explaining mechanisms or experimental data abouthuman cognition, and assessing individuals’ cognitive abil-ity [31]. Our model is developed to perform human cognitivetask in real-world applications. Second, the Bayesian mod-els of cognition are typically implemented as a hierarchicalBayesian model [29], [32]. At the top of the hierarchy arethe distributions of parameters, or hyperprior, which gov-ern the distributions of prior parameters at the lower levelsof the hierarchy. Computational expensive MCMC (MarkovChian Monte Carlo) algorithm is employed to learn fromexperimental data. We develop a semantic Bayesian networkmodel to perform probabilistic inference for social informationretrieval. Third, only a few Bayesian models are proposedfor social cognition, including a Bayesian model to predictthe goal of a person from the observed behavioral data [33],Hierarchical Bayesian model to learn the expertise knowledgeon a ranking problem and assess individual difference in thecognitive ability [11], [34], Bayesian computing to predictthe words of a speaker from utterance under the prior aboutworld state and information access for language understandingin social cognition [35], and Bayesian approaches to analyzethe experimental data on human behavior of “mentalizing”in social interaction [36] and assess the trait-related differencefor autism identification [37]. Bayesian models have also beenextensively employed in computational cognitive models totackle the complexity, dynamics and uncertainty in real-worldtasks [38], [39], [40]. To our knowledge, our model is thefirst Bayesian model of SWM for information retrieval towardsreal-world applications.

In psychology, long-term memory and working memoryconstruct the cognitive model of memory [7], [41], [42]. Es-pecially for working memory, psychologists have investigatedit from many angles, including information organization [43],strategies for information maintenance and manipulation [44],[45], neural mechanisms [44], [46], and relationship betweendifferences in working memory processes and that in generalintelligence and reasoning [47]. Social intelligence of humanbeings relies on SWM [12]. Recent neuroscience investigationson fMRI scanning suggest that there are two neurocogni-tive networks supporting working memory systems: lateralfrontoparietal system and medial frontoparietal system [48].Cognitive working memory (CWM) and SWM may both relyon the former network supporting generic working memoryprocesses, but only SWM may specifically recruit the lat-ter network [49]. Behavioral evidence suggests that socialworking memory is a limited capacity system [50]. In [8]the authors suggest that chunking might be the mechanismof social working memory. They inspire us to establish thecomputational framework of social memory in this paper.

Social intelligence is the ability to get along with others andget them to co-operate with you [3], [13], [51]. Artificial socialintelligence (ASI) has been an important and challengingtopic in artificial intelligence (AI) since 1990’s [52], [53].Sociologists and AI researchers have explored various artificialintelligence technologies, such as symbolic processors, expert

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systems, neural networks, genetic algorithms, and classifiersystems, to establish working systems of artificial social in-telligence [54], [55]. Computational intelligence models in-spired by biological and cognitive mechanisms have becomeactive research topics in the science community due to theireffectiveness and efficiency for intelligent systems [38], [56],[57], [58], [59], [60], [61], [62], [63]. Recently, AI for mobileintelligence has become an attractive topic with great potentialfor mobile applications [64], [65], [66], [67]. Our model is alsoinspired by cognitive models of social memory, and we extendASI to SWM for mobile applications on Google Glass.

Graphical models have been successfully used in informa-tion retrieval (IR) applications, where given a user query, themost relevant documents are required to be retrieved from acollection according to the relevance on topic, URL, rank, andhistory of user’s clicks. The problem statement and data formatare quite different from our task. In the approaches based onBayesian Nets [68], a complete document network has to bebuilt first. For each query, a best query network is constructed.It is then attached to the document network to compute theprobabilities of retrieval. It is formulated as a NP-hard com-putational problem, which does not match the understandingof human working memory. Recently, hierarchical Bayesianmodels for IR are proposed [69], [70], [71], [72], which aresimilar to those used in studies of cognition aforementioned. Inthis paper, we implemented a cognitive hierarchical Bayesianmodel [11] as a baseline for evaluation on our problem.

II. THE COMPUTATIONAL MODEL OF SOCIAL MEMORY

In cognitive psychology, various models of memory sys-tems, such as working memory, procedural memory, andsemantic memory, have been proposed to explain how hu-man memory works [42]. However, little is known abouthow human memory system actually operates for real-worldtasks [73]. When facing a new problem, memory does notsimply reload intact records of the past. Memory is able toperform inference actions to fit the new task [73], [74]. Thereis substantial evidence that remembering is an adaptive activityrequiring learned knowledge and mental skills [75].

For real-world task, social memory should have mechanismsto represent knowledge and perform inference [75]. Funda-mental researches have shown that: (a) knowledge in humanbrain is represented on a hierarchical structure [76], and (b)graphical models provide a computational form for reasoningand inference in cognition [24], [77], [78]. Inspired by thesefindings, we propose a computational model of social memoryfor personal information retrieval. It consists of a long-termmemory and a working memory. The long-term memoryincludes a semantic hierarchy to represent how the personalsocial information is encoded and stored. A Bayesian workingmemory model is developed to perform online inference forretrieval of the most related personal information for a socialinteraction. The long-term memory contains static knowledgeon personal information organization and database of personalinformation, while the working memory is a dynamic part ofmemory. Once the working memory is activated, it configuresthe Bayesian network dynamically, exploiting the structure of

Identity

Age Company Position Nationality

Personal Professional Leisure

Hobby Dietary

… …

TYPE

ITEM

CL

T

I S

CR

Self-Regulation

Accessibility

Fig. 1. Left: The semantic hierarchy in long-term memory for personalinformation encoding, where the conceptual clusters of types serve as retrievalcues; Right: The probabilistic model of social working memory which isrepresented by a Bayesian network model composed of two embedded sub-graphical models of Accessibility and Self-Regulation.

semantic hierarchy and scans the information items one byone to select a few most related information items.

A. Long-Term Memory of Social Information

Remembering identity and personal information of some-body is critical for successful social interaction. Various as-pects of biographical information are helpful for social interac-tion under different contexts, such as name, nationality, career,working interests, most distinctive achievements, hobby, andfavorite food. From the viewpoint of memory studies [4],[20], [21], there are two major points of long-term memorymodeling. One is how the information items are encoded andthe other is how they are associated with conceptual cues forefficient and adaptive retrieval. Studies in cognitive scienceand psychology have shown that hierarchical structures areprerequisite for different cognitive activities, which organizedifferent concepts and information entities based on theirsemantic association and level of abstraction [76]. In thisstudy, a simple and effective semantic hierarchy is establishedfor personal information encoding, which is anticipated tobe effective for both cognitive knowledge representation andBayesian modeling and computing [76].

According to psychology studies, the social informationitems are associated with each other and clustered into differ-ent cognitive concepts as cues for retrieval, where the closelyrelated information items have a strong connection [4]. Mo-tivated by this observation, we establish a semantic hierarchyof person’s biographical information as shown in the leftin Figure 1. The hierarchical structure has three layers. Attop level, a root node represents person’s Identity. For eachperson, the information items attached to this root node aremugshot face image, name and the pronunciation. The secondlayer consists of nodes of conceptual cues (types). Each noderepresents a type cluster of biographical information items,such as ‘Personal’, ‘Professional’, etc. The third layer containsnodes of personal information items. The long-term memoryis a database of the hierarchical representations for all peoplein the memory. In the future, such people can be connectedto construct a social network according to their relationships,like family, relatives, friends, colleagues, etc.

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TABLE ITYPES AND CLUSTERED ITEMS OF BIOGRAPHICAL INFORMATION.

Type ItemsPersonal Name, Nationality, Age, Language, Residence, Home-

town, Religion, Birthday.Professonal Company, Position, Expertise, Achievements.Education Major, Highest degree, Unversity, Year of graduation,

Year of enrollment, Supervisor.Leisure Hobby, Dietary, Favorite music, Favorite sport, Favorite

movie, Favorite food.Family Marriage, Child(ren), Age(s) of child(ren), Spouse’s job.

TABLE IIITEMS AND VALUES OF BIOGRAPHICAL INFORMATION.

Item Value CategoryName Peter TextAge 28 NumberPosition Software Engineer TextMarriage Married Binary...

......

We employ the classic card sorting approach [79] to groupthe biographical information items into type clusters accordingto cognitive concepts and contextual relevance. Twenty-fourparticipants were recruited and joined in five sessions of cardsorting processes. Twenty-eight items of biographical infor-mation are identified as useful in social encountering with anunknown person. The twenty-eight biographical informationitems are clustered into five types of cognitive concepts. Thetypes and clustered items of biographical information are listedin Table I. In database, for a person, each information item isassigned a specific value, as illustrated in Table II. It should benoted that the biographical information items are dependent onthe social and cultural context. As such, the set of twenty-eightitems is not intended to be exhaustive.

B. The Bayesian Model of Social Working MemorySocal working memory is the brain system that performs

social cognitive information processing [12]. Recent findingssuggest that SWM may rely on both social cognition andcanonical working memory brain networks [49]. Due to lim-ited space and capacity of SWM, under different context(situation) of social interaction and personal motivation, aperson retrieves a few most related information in memoryfor current social activity.

From the viewpoint of social psychology, the cognitiveactivity of personal information retrieval in a social interactioncan be considered as a social behavior. Such social behavioris best predicted from a comprehensive understanding of thepersonality trait, the situation, and the interaction between aperson and the situation [80]. Two major and integral factorsinfluence human social behaviors, namely personality andsituation, which is further governed by two general psycho-logical principles i.e., accessibility and regulatory focus [81].Accessibility is a general ‘cognitive’ principle of knowledgeactivation, which describes the activation potential of availableknowledge in memory. Regulatory focus is a general ‘mo-tivational’ principle of self-regulation, which represents thepersonal motivation towards the potential social interaction.

Bayesian models and probabilistic computations have beendemonstrated and predicted to be able to learn and implementhuman cognitive capabilities of learning and inference [9]. Ourmodel is inspired by the progresses of Bayesian models forcognition [29] and the power of Bayesian approaches [82],[83]. It integrates the cognitive functions of accessibility andself-regulation.

Due to the limited capacity of working memory, contextualcue plays an important role in accessing and activating a fewmost relevant information items for current social situation.For example, in a professional meeting, when you want to talkwith an expert, you may exploit the most related professionalinformation (e.g, position & expertise) of him to navigatea conversation; whereas in a party, to initiate a chat withsomebody, you may try to recall his/her information on leisure(e.g., hobby). Meanwhile, if there are similarity or commonground between two conversant, such similarity may leadto greater expectations of acceptance [84], [85] and relievecognitive burden [86]. In summary, the following factors affectthe choice of most relevant information items:• Facial identity: who is the guest;• Context: current social situation;• Type: cluster of information items associated with the

current social situation;• Similarity: attributes in common or shared world.

We employ face recognition to perform facial identification.Once the guest is identified by face recognition, his/her bio-graphical information items are scanned to retrieve a few mostrelated items for the potential social interaction.

Assuming that there is a hierarchy of casual relationsbetween the factors listed above, we propose a graphicalmodel for social working memory as shown in the right ofFigure 1. In our model, for an information item I , we computea latent score of I being retrieved by a human subject Hwhen encountering a guest G under a real-world social contextCR. We assume that, for an outside real-world context CR,there is an inner latent context CL inside the user’s mind,which represents the user’s motivation towards the socialinteraction, determined by his/her personality. Besides, giventhe guest G and user H , a similarity measure S betweenthem on information item I can be computed. Our modelconsists of two sub-graphical models for accessibility and self-regulation. In Bayesian approach for cognitive modeling, amental assessing degree of possibility can be represented bya probability value on statistics [9], [45]. Hence, the latentpotential score of item I can be computed as:

PS[I] =∑

CL

PA(I|S, T, CL)PR(CL|CR). (1)

where PA(I|S, T, CL) represents the sub-graphical modelfor accessibility and PR(CL|CR) is for self-regulation. Theaccessibility of item I is expressed as a potential of activatingit given the similarity between G and H on it, the type clusterit belonging, and the inner latent context of the user towardsthe interaction. The self-regulation represents the inner attitudeof the user towards the interaction given the outside real-world context, which is governed by personality pattern. Inthis formulation, I is a discrete random variable whose domain

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is {I1, · · · , I28} which represents the information items listedin the right column in Table I. S is a real random variablewithin [0,1] for similarity. The type of information cluster isrepresented by a discrete random variable T whose domainis {T1, · · · , T5} denoting the 5 categories of the biographicalinformation listed in the left column in Table I. CL and CRare discrete random variables of {C1, C2}, where C1 = workrepresents a formal meeting and C2 = party represents aninformal chat. The details are presented below.Accessibility

The function of accessibility, as a general principle ofknowledge activation [81], characterizes the potential of ac-tivating an information item under a certain social situation. Itrepresents the knowledge of social-cognitive consensus on so-cial behaviors (or “wisdom of crowd”) and is learned from thegeneralization of rewarded behaviors in social activities, whichmeans that it can be learned on the statistics of observations.On the conceptualized memory functions, social information isretrieved by association and inference [4]. Hence, a Bayesianmodel is designed to learn such capability, as shown by thesub-graphical model in the right in Figure 1. According tothe framework of generative model and the structure of theBayesian network, the probability function can be factorizedas (C is used for CL for simplicity)

PA(I|S, T, C) = P (I|S, T )P (T |C)P (S)P (C), (2)

where, P (I|S, T ) is the conditional probability of accessingthe information item I given that the type T is activatedand the similarity between the user (H) and the guest (G)on the attribute is measured as S, P (T |C) is the conditionalprobability of activating the type T given the social contextC, and P (S) and P (C) are priors, which can be assumedas constants. S and T are independent causal factors to I .They can be considered as causally independent [87]. Whenthe “Noisy AND-gate” is employed as the base combinationoperator, one can define

P (I|S, T ) ∝ P (I|S)P (I|T ), (3)

where P (I|T ) is the conditional probability of accessing theinformation item given that the type T is activated, and P (I|S)represents the causal relation for mediating the informationitem I given the similarity S. From another perspective, if weassume that P (I, S) and P (I, T ) are independent due to thatS and T are two-independent causal factors to I , we can alsoobtain (3). Hence,

PA(I|S, T, C) ∝ P (I|S)P (I|T )P (T |C). (4)

Since I , T and C are discrete variables, i.e., I ∈ {Ii}NIi=1,

T ∈ {Tt}NTt=1 and C ∈ {Cc}NC

c=1, and S is defined on I ,combining the hierarchical tree structure of long-term memoryrepresented by the left graph in Figure 1 and the causalityrelationship represented by the generative model described bythe right graph in Figure 1, the probability of accessing anitem Ii can be expressed as

PA(Ii) = P (Ii|Si)P (Ii|Tt)P (Tt|Cc), (5)

where Tt denotes the type cluster including the informationitem Ii, and Si represents the similarity measure between theguest and the user on Ii.

The similarity measure P (Ii|Si) can be considered as amediator when the user and the guest have common personalcharacters or shared interests [88]. There are a large amountof studies on computing similarity since [89], [90] and onsimilarity-based retrieval [91]. In this paper, we focus onBayesian modeling of SWM. Simple and effective measuresof similarities on personal information items are employed.According to the characters of information item values, theinformation items is classified into three categories:• Text: the value is a text string, e.g., “Software Engineer”

for Position, or “football” for Favorite sport;• Number: the value is a number, like “28” for Age;• Binary: the value represents a state, e.g., “Married” or

“Single” for Marriage.The similarity measures for the three categories of informationitem values are then computed as follows.

For a Text information item, let A and B be the two setsof words extracted from the two strings of the item values forthe guest and the user, respectively. The similarity of the guestand the user on the information item can be obtained as

S(A,B) = |A ∩B|/|A ∪B|, (6)

where A ∩B is the intersection of the two sets, A ∪B is theunion of the two sets, and | · | denotes the size of the set.

Let a and b be the values of a Number item for the guest andthe user, the similarity of the two persons on the informationitem is computed as

S(a, b) = exp(−(a− b)2/σ2

I

), (7)

where σI is selected empirically for the corresponding infor-mation item I . It provides a Gaussian-like distance.

The similarity on a Binary information item can be simplycomputed as

S(U, V ) = U ∧ V, (8)

where U ∧ V = 1 if U = V , otherwise, U ∧ V = 0.Due to that the probability measures have transformed as

scalar representations in (4), for simplicity of computing, thequantitative representation of causality relationship P (Ii|Si)can be defined as a linear function

P (Ii|Si) = 1 + βiSi, (9)

where Si comes from one of (6) to (8), and βi is a scaleparameter. The parameter βi can be considered as a tuningscale of mental access on the information item Ii with respectto the neutral attitude when the factor of similarity is takeninto consideration. Combining (3) and (9), one can express

P (Ii|Si, Tt) = P (Ii|Tt) + βiSiP (Ii|Tt). (10)

This indicates that the assumed causal independence is appliedwith “Noise-adder” as the base combination operator [87].In this case, P (Ii|Tt) in the last term in (10) performsa role of mask-gate to filter out less relevant noisy whenP (Ii|Tt) is low. That is, if P (Ii|Tt) is high (≈1), we have

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P (Ii|Si, Tt) ≈ P (Ii|Tt) + βiSi, and if P (Ii|Tt) is low (≈0),we have P (Ii|Si, Tt) ≈ P (Ii|Tt). It is worth investigatingother forms of base combination operator for causal indepen-dence in such real-world situations in the future study.

The advantage of using linear function is that we can obtaina good initialization for the efficient learning algorithm asshown in the following section. The sigmoid function haswidely been used for parameterizing a probability in Bayesianapproaches [29]. We can define P (Ii|Si) = 1/(1 + e−βiSi).However, we cannot derive a good initialization of βi forthe efficient learning algorithm below. On the other hand, itworks when genetic algorithm is used for learning, but theperformance of the SWM model is slightly poorer than thatusing the linear function (9).

To reduce the ambiguity about information matching causedby the variations in human inputs of item values, a pre-processing step is performed manually to maintain the con-sistency of the information item values.Self-regulation

The regulatory focus is a personality variable of motiva-tional principle [81]. It is proposed that the motivation ofachievement goals is fundamental and integral personality vari-able on self-regulation [81], [92]. It can be described by a fewpatterns. In two-factor model [92], approach motivation andavoidance motivation construct the core of personality temper-ament, and in recent 2×2 achievement goal framework [93],the motivational personality is characterized by four types ofgoals: mastery-approach, performance-approach, performance-avoidance, and mastery-avoidance (see supplementary materialfor formal descriptions). These distinct patterns representdifferent self-regulation strategies.

In our model (1), the function of self-regulation describesthe personal adaption of social behavior over common con-sensus. It results in different choice of inner context underthe same real-world social context. As a starting point, in thisstudy, we categorize the social contexts at a very high andrough level. Two general categories of contexts are considered:formal and informal inter-person interactions. The former isinstantiated as a formal meeting in working and the latter isexemplified as a free chat in a party. Let C ′ denote the reversedcontext of C, e.g., turning formal to informal or work toparty. Similar to [33] on defining the probability for a mentalfunction, the self-regulation is defined as

PR(CL|CR) =

{γ, CL = CR1− γ, CL = C ′R

(11)

In this study, it is found that the strategies of subjectiveselection of personal information for social iteration can berepresented by three patterns:• Pagree(γ = 1): agreeable to general social consensus,

which might be positively related with agreeableness andconscientiousness of personality traits [93];

• Prever(γ = 0): adaption with a reversed sense of contextcue, which might be positively related to neuroticism andnegatively related with agreeableness of personality [93];

• Pother(γ = 0.5): adaption with less sense of context cue,which might be correlated with avoidance motivation andnegatively related with extroversion of personality [93].

C. Learning of Social Working Memory

Conventional learning approaches for Bayesian Networksaim at maximizing the joint probability distribution on thenetwork, like Maximum Likelihood (ML) and Maximum APosteriori (MAP) [82], [83]. In the formulation of our problem,it might be too complicated to optimize a joint probabilityon the full state space. In addition, since we assume thatthe probability value for an information item under certainsocial context could represent the mental assessing degreeof its importance to achieve a successful social interaction,maximizing a joint probability does not mean the solution ofthis problem. Hence, one cannot simply apply conventionalBayesian Network learning algorithms to train the SWMmodel. We propose two learning algorithms for the SWMmodel. The first (Algo-1) is an efficient learning algorithmderived from Newton’s method, and the second (Algo-2) is arandom learning algorithm based on Genetic Algorithm.

To learn the proposed SWM model, we can collect humanannotated training data. Suppose we have N sets of trainingsamples, where each set consists of the detailed biographicalinformation items of a guest and a user, and the scores ofimportance for each item of the guest annotated by the userfor a social interaction with the guest under a certain socialcontext. The details on obtaining the training set from a userstudy are described later in Section III. It is assumed that, ineach set, the annotated potentiality score of an informationitem is the result of self-regulation on the accessibility by theparticipant. However, the personality pattern of the participantis not known. Let sin be the score of information item Ii givenby the nth participant. The normalized potentiality score canbe computed as

rin = sin/SUMn, with SUMn =∑NI

i=1sin, (12)

where NI is the number of information items.The parameters of the SWM model can be described as

follows. Let pit denote the conditional probability P (Ii|Tt),ptc be the conditional probability P (Tt|Cc) (i.e. CL), and pisrepresent P (Ii|Si) in (5), respectively. Meanwhile, we candenote the self-regulation in (1) and (11) as pcn for the nthparticipant. Then, according to the SWM model (1), for a setof model’s parameters, we can define a loss function withrespect to the human annotations as

L =∑

n

∑i

∑c[(pitptcpispcn)− rin]2. (13)

Obviously, learning a SWM model is to find a set of theparameters which lead to the minimum value of the lossfunction on the training set.Algo-1: Learning on Newton’s method

If we know the personality patterns of the participants, wecan build a dataset for the personality pattern Pagree, whichwould cover more than 50% of the whole dataset since themajority of people will follow the general social consensus.Let’s label the selected dataset as SetAG. According to (11),for this dataset, the loss function can be simplified as

L′ =∑

n

∑i[(pitptcpis)− rin]2. (14)

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For an objective function Ψ(x), the solution of Newton’smethod for minimizing Ψ(x) is expressed as

xl+1 = xl − α ∂Ψ(xl)/∂xl

∂2Ψ(xl)/∂(xl)2, (15)

where l denotes the iterative step. According to the formu-lation of Newton’s method, the iterative solution for the lossfunction (14) can be derived as

pl+1tc = pltc − α

∑nc

∑it

(plitpltcp

lis − rin)plitp

lis∑

nc

∑it

(plitplis)

2, (16)

pl+1it = plit − α

∑n(plitp

ltcp

lis − rin)pltcp

lis∑

n(pltcplis)

2, (17)

βl+1i = βli − α

∑n(plitp

ltcp

lis − rin)plitp

ltcSin∑

n(plitpltcSin)2

, (18)

where nc denotes a probe set under social context Cc, itdenotes an information item Ii of the type Tt, and α is thelearning rate (0 < α < 1).

In general, for a function Ψ(x), the algorithm of Newton’smethod converges quadratically [94]. However, in a few cases,Newton’s method will not converge. First, if Ψ′′(xl) (i.e. thedenominator in (15)) is 0 for some xl. In our algorithm, it isnot allowed that all probability values being 0. Hence, the sumof the probability values, i.e. the denominators in (16), (17)and (18), would not be 0. Second, the iterate values xl mightbecome locked into a repeating loop or move farther awayfrom a root. In this study, it depends on the data. If the trainingdata set from multiple persons truly captures some features ofhuman intelligence, or “wisdom of crowd”, the chance of suchdifficulties would be low since the algorithm would convergeto average scores of the information item ranking.

One important condition for the convergence of Newton’smethod is that the initial point is sufficiently close to the root.We compute the initial parameters p0tc, p

0it and β0

i graduallyin an initialization step. Since the experiment of card sortingwas performed in sessions as described in II-A, we can obtainscores of type clusters and items of the social information onaggregated participants’ voting. Let smtc be the score of type Ttunder context Cc obtained from the mth session, The initialvalue p0tc is computed as

p0tc =1

M

M∑m=1

smtc∑NT

t=1 smtc

(19)

where M is the number of sessions in card sorting experiment.As mentioned in Sec II-A, 5 sessions of card sorting involving24 participants were conducted in the probe.

Suppose the participants take neutral attitude on the simi-larity between the user and guest on information items (i.e.pis = 1), the loss function (14) can be simplified as

L′′ =∑

n

∑i(pitptc − rin)2. (20)

Let ∂L′′/∂pit = 0, we obtain

p0it =

∑n p

0tcrin∑

n(p0tc)2. (21)

Then, applying ∂L′/∂βi = 0 , the initial parameter β0i is

obtained as

β0i = −

∑n(p0itp

0tc − rin)p0itp

0tcSin∑

n(p0itp0tcSin)2

. (22)

These initialization values are obtained on the simplifiedstatistics on the training data, hence, the initial parameter setshould be sufficiently close to the root in the parameter space.

To ensure convergence of the learning procedure, the BlockCoordinate Descent (BCD) method [95] is also implemented,where the parameters of a convex set ((16), (17) or (18))is updated at one iteration. At each iteration step, since theparameters of the other two convex sets are fixed, the objectivefunction (14) becomes a simple quadratic function, so that theconvergence is guaranteed [95]. In this study, the results ofBCD method and Newton’s method are very close due to thegood initialization for Newton’s method.Algo-2: Learning on Genetic Algorithm

The algorithm of Newton’s method is very efficient tolearn the SWM model, however, it depends on a good ini-tialization and might not converge to the global optimumsolution. To find the global optimum solution for SWM model,we also propose a genetic algorithm for learning. It is anadaptive stochastic optimization algorithm involving searchand optimization, which consists of genetic representation,initialization, selection, genetic operators, and replacement.Interested readers may refer to the supplementary material fordetails of the genetic algorithm.The full learning procedure

The last requirement for learning is to estimate the per-sonality pattern of each participant. Let kin be the predictedranking position of the ith item in the nth probe by the SWMmodel, and k∗in be the ranked position of the correspondinginformation item based on human annotation. We comparethe performance of the learned model with human annotationusing the distance measure that is defined as

D(n)mh =

1

NI

∑i|kin − k∗in|, (23)

where the subscript mh denotes the distance between modeland human, and NI is the number of information items. Fordifferent personality pattern, different distance value couldbe obtained according to self-regulation (11). Hence, we canestimate the user’s personality pattern by selecting one whichresults in the minimum distance measure.

The full learning procedure for Algo-1 can be described asbelow. We start by assuming that all participants follow thegeneral social consensus, i.e. Pagree with γ = 1. Hence, allthe probe sets form the training set SetAG. Then, we performthe model learning as described aforementioned. At the endof each learning round, we select one probe set of maximumdistance measure and tune the personality pattern, i.e., wereverse γ = 1− γ, and then perform the next round of modellearning. We repeat this procedure until no significant decreaseof the average difference measure over the whole dataset.

For Algo-2, at each iteration of genetic learning, we com-pute goodness for each probe set under both context C andC ′, and select the best one. In this way, the final output of

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0

2

4

6

8

10

12

14

16

-10 -8 -6 -4 -2 0 2 4 6 8

Dm

h

Dag - Dre

DPagree

DPrever

Linear (DPagree)

Linear (DPrever)

Fig. 2. The difference of measures (Dmh) when the patterns Pagree andPrever are applied.

the GA learning includes the estimation of each participant’spersonality pattern.

In this learning procedure, the pattern Pother is treated asa weak case of the pattern Pagree with large variations. Sincethe population size of this pattern is small, and it is associatedwith the social context weakly, it would not affect the modellearning much.

Once the model parameters (i.e. ptc, pit and βi) are learnedby the full algorithm described above, it can be used toestimate the user’s personality pattern on a probe set. Forthe probe set, we compute the difference measures (i.e. Dmh

in (23)) on three patterns Pagree, Prever and Pother (i.e. on(11)). The user is classified into the pattern of the minimumdifference measure value.

III. EXPERIMENTAL RESULTS

To evaluate our SWM model, we conducted a user studyfocusing on whether it can learn and simulate the human socialintelligence in retrieving the relevant biographical informationitems for social interaction. The user study involves a surveywhereby we obtain human annotated data that serves as theground truth for training our model and evaluating its perfor-mance. A total of 55 adults (Female: 21; Age range from 19 to54; Mean age: 28.1 years with standard deviation of 7.2 years)were recruited to participate in the survey. To our knowledge,the most close approach to our model is the Bayesian cognitivemodel (BCM) [11] for learning human expertise knowledge ona ranking problem and assessing individual cognitive ability onit. It is implemented as a baseline for comparison. Interestedreaders may refer to the supplementary material for details ofthe survey procedure and baseline model. To explore potentialapplications of our model, we also implement it on GoogleGlass as a wearable assistant for social interaction.

In the following subsections III-A, III-B, and III-C, wefirst evaluate if our model is able to assess user’s personalitypattern. Then, we evaluate the effectiveness of our SWM onlearning human social intelligence on full ranking and top itemretrieval. We employ take-k-out protocol, the widely acceptedprotocol of cross-validation, to perform the experiments. Ateach time, we randomly split the dataset into two non-overlapping subsets: (1) a testing set which consists of k setsof probes, and (2) a training set which contains the remainingsets of probes. Without loss of generality, we repeated suchtests for 500 times and the average results of k=3 are reported.We has tested with k=1 to 5 and the results are similar.

A. Estimation of Personality Pattern

First, it is interesting to see whether there are personalitypatterns which affect the social information selection andif our SWM model is able to recognize user’s personalitypattern from raw data set. For this purpose, we plot the pointsof difference measures with respect to different personalitypatterns as shown in Figure 2. The Model-Human differencemeasures (23) are computed when only one personality patternis applied, i.e. Pagree or Prever. Hence, for each probe set,we can obtain two Model-Human difference measures. One isobtained when the personality pattern Pagree is applied (i.e.γ = 1 in (11)), which is denoted as D(n)

ag , and the other isobtained when Prever is applied (i.e. γ = 0) in (11)), which isdenoted as D(n)

re . We plot a pair of points D(n)ag (blue) and D(n)

re

(red) for each probe set with respect to the difference betweenthem, i.e. D(n)

p = D(n)ag −D(n)

re . In Figure 2, the horizontal axisdenotes the value of Dp, and the vertical axis denotes the valueof the Model-Human difference measure (i.e. D(n)

mh). Hence,in the left side, there is D(n)

ag < D(n)re , and in the right side,

there is D(n)ag > D

(n)re . The further the position is away from

the center point to both sides, the larger the difference |Dp|is. This means that the sample in the far left side indicates astrong evidence for personality pattern Pagree and that in thefar right side represents a strong evidence for pattern Prever.The fitted straight lines for D(n)

ag and D(n)re show such tendency

clearly. Empirically, we can find a threshold for |Dp|, e.g. 1.5,we can classify the personality pattern of a user H as:

Pagree, if DHag −DH

re < −1.5;Prever, if DH

ag −DHre > 1.5;

Pother if − 1.5 ≤ DHag −DH

re ≤ 1.5.(24)

When the threshold 1.5 is applied, of all the 55 participants, itis found that the percentage of pattern Pagree is 67.3% (37/55),the percentage of pattern Prever is 23.6% (13/55), and thepercentage of pattern Pother is 9.1% (5/55). One interestingfinding is that the majority (>90%) of the participants belongto the personality patterns Pagree or Prever, which mightindicate that most of people have strong selectivity in personalinformation selection for social interaction, either followingthe “wisdom of the crowd” (≈67%) for a friendly interactionor reversing it (≈24%) for a distinctive impression.

B. Evaluation on Full Ranking

Guided by social intelligence, a person may apply certainskills and rules in retrieving and ranking the biographicalinformation items for social interactions. Assuming the pro-posed SWM model is able to learn some knowledge of suchsocial intelligence, the ranks generated by our model shouldbe similar with the ranks based on human annotation. Twocommonly used metrics are employed to evaluate the rank-ing performance, namely, Kendall’s tau [96] and Spearman’srho [97]. Interested readers may refer to the supplementarymaterial for details on how these two metrics are calculated.

Meanwhile, as reference, we also compute the inter-personsimilarity of rankings under the same contexts. Hence, fourapproaches are compared, i.e. inter-person similarity (H-H),

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0.2

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H-H BCM-H SWM1-H SWM2-H

Ken

dall

's τ

0.236

0.435

0.607 0.571

-0.2

-0.1

0

0.1

0.2

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0.5

0.6

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H-H BCM-H SWM1-H SWM2-H

Sp

earm

an

's ρ

Fig. 3. The comparison of performance on full rankings over 500 tests, whereH-H refers to Human-Human, BCM-H refers to BCM-Human, SWM1-Hrefers to SWM(algo-1)-Human, and SWM2-H refers to SWM(algo-2)-Human.The left graph shows the evaluation on Kendall’s τ and the right graph showsthat on Spearman’s ρ.

Bayesian cognitive model (BCM), our SWM model on theefficient learning algorithm (SWM1) and genetic algorithm(SWM2). The means and variances of the metrics τ and ρ on500 rounds of tests are shown as bar graphs for comparisonin Figure 3. If a model has no knowledge of human socialintelligence, it should perform as a random selector whichwould result in the values of Kendall’s τ and Spearman’s ρclose to 0. From the graphs in Figure 3, it can be found that themeans of both τ and ρ for H-H are quite low. They are around0.2 for the both metrics, which indicates a quite large diversityof human social behaviors in such social scenarios. Next, onecan find a clear increase of the average τ and ρ values of BCMwith respect to H-H. As suggested in [11], this result indicatesthat there may be cognitive knowledge, or “wisdom of thecrowd”, for such social situation, which may perform betterthan human individuals in average. Comparing our modelswith BCM, it can be found that SWM1 obtains a similarmean of τ values but a clearly better result on ρ (the meanvalue jumping from 0.435 to 0.607), while SWM2 obtains aclear increase on both τ and ρ metrics. This result may showthat our SWM model is better than BCM for learning humansocial intelligence (or “wisdom of the crowd”) and applyingit to predict human social behavior in the novel test socialsituation. When comparing SWM1 with SWM2, it is foundthat the time cost genetic algorithm obtains a clear increaseon τ but results in a slight drop on ρ. We observed clearimprovements on errors on the training set, but when appliedto the test set of k taken out cases, there is a slight drop onρ in average. This may be caused by the effect of a slightextent of over-fitting by the genetic algorithm. In this study, itis found that the Spearman’s ρ is more accurate, reliable andreasonable than Kendall’s τ as a metric measurement since theformer explicitly takes the position in ranks into consideration.It is observed that SWM1 achieves the highest mean value ofρ (0.607) with smallest variance (0.184).

C. Evaluation on Top Item Retrieval

Due to the limited space of human social working memory,it may just maintain a few most related information items [50],[12]. To evaluate the effectiveness of our SWM, we comparethe top K information items with the human annotation oneach test probe set. If the SWM model retrieves the mostrelated information items, the number of shared informationitems in the top K items of the predicted set and annotated setshould be larger. The effectiveness is evaluated on two metrics:

(a) the number of shared items in the top K elements of thetwo sets of ranks; and (b) the cumulative gain (CG) which isa widely used metric in information retrieval (IR) [98] (seethe supplementary material on the calculation of CG).

For two lists of ranked items, let TK be the set of the topK items predicted by a model, and T ∗K be the set of the topK items ranked based on manual annotation of a participant.The number of shared items in the top K elements of the twosets is defined as

AK = |TK ∩ T ∗K |. (25)

This measure focuses on the top K items in two lists and doesnot take the orders between the items into consideration.

We evaluate the number of shared items in a range of Kfrom 5 to 10. The results of the evaluation over 500 timesof tests are shown in the left in Figure 4, where the heightof a bar represents the mean of the shared items in the TopK items of the two compared lists, and the varying rangeat the top of a bar denotes the standard deviation. Again, asreference for comparison, we also compute the shared itemsbetween Human and a Random selector (H-R), that serves asa baseline of no knowledge. First, from all the clusters in theleft graph in Figure 4, it can be observed that the performanceof H-H is clearly higher than the chance H-R. This meansthat, in the user study, human participants exploited theirsocial intelligence for imagined social situations. Second,when comparing the performance of BCM (Bayesian cognitivemodel) with H-H, one can find a significant jump of barheight in all the bar clusters, which indicates that the modelis able to learn the “wisdom of the crowd” to achieve betterperformance than human individuals on average, as expectedin [11]. Third, by comparing the bars of SWM1 and SWM2with those of BCM, a further improvement can be observed,which means our model is more effective than BCM in leaningand applying the related social knowledge to the novel testcases. Finally, if one compare the bars of SWM1 with thoseof SWM2, he/she can observe a slight drop of performancefor SWM2, which might be caused by a slight extent of over-fitting by the genetic algorithm. In additional, when comparingthe shapes of each bar clusters with the performance of fullrankings on ρ in Figure 3, one can find the similar shape ofbar distributions. This observation shows the consistency ofthe evaluation results on both full rankings and top-K shareditems, meanwhile, it also indicates that Spearman’s ρ is moreaccurate as a metric than Kendall’s τ in this study.

The CG value on the 500 rounds of tests for each approachis also computed for H-H, BCM-H, SWM1-H and SWM2-H.The results are plotted as the right graph in Figure 4. Theobservation about models’ performance from this bar graph issimilar with that from the left graph in Figure 4.

D. Implementation on Google GlassTo investigate the possibility for real-world applications, we

implement our SWM model on Google Glass. The systemconsists of three main modules: (a) a state-of-the-art algorithmfor face recognition [99]; (b) the proposed SWM modelfor biographical information retrieval; and (c) a user-friendlyinterface for display on the screen of Google Glass [14].

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f S

ha

red

Ite

ms

H-R H-H BCM-H SWM1-H SWM2-H

20

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Cu

mu

late

d G

ain

s fo

r to

p-K

Ite

ms

H-H BCM-H SWM1-H SWM2-H

Fig. 4. The numbers of shared items (left) and cumulative gains (right) in top K ranks between two compared sets over 500 tests, where H-R refers toHuman-Random, H-H refers to Human-Human, BCM-H refers to BCM-Human, SWM1-H refers to SWM(algo-1)-Human, and SWM2-H refers to SWM(algo-2)-Human.

Fig. 5. Implementation on Google Glass. Left: a user wearing Google Glass in a social encounter; Middle: first display on Google Glass after face recognition;Right: display for “Leisure” type cluster on Google Glass.

In a social encounter as shown in the left image in Figure 5,when the user wearing a Google Glass looks at a guest, thesystem keeps capturing images from the camera on GoogleGlass and performing face recognition. Once the facial identityis recognized, the social working memory is activated and therelated biographical information of the person is retrieved. Theinformation items are ranked on the estimated score PS[I]according to (1). The top 6 most related information items aredisplayed on the screen of Google Glass with a clean and largefont, as shown in the middle image in Figure 5 (fictitious name& affiliation). Meanwhile, if required, the user can swipe upand down on the touch panel of the Google Glass to checkmore biographical information items on the order ranked onPS[I]. At the same time, a row of buttons representing typeclusters are displayed on the bottom of the screen. The buttonsare ranked on the probabilities of the types under the socialcontext (i.e. P (T |C) or ptc for current social context). Theuser can navigate through the row of type clusters by swipingleft and right on the touch panel of the Google Glass. If theuser selects a type, the biographical information items of thetype cluster will be displayed on the screen on the order rankedon PS[I] (I ∈ T where T denotes the selected type), as shownin the right image in Figure 5 when the type “Leisure” isselected. This function allows the user to search interestinginformation items quickly for different social situations.

We investigated various situations where recruited partici-pants are going to meet unknown guests [14]. It is found thatthe system might be helpful for a new staff or a user attendinga meeting with many unfamiliar guests if the biographical

information are collected in advance since human beings maynot be able to remember many details of unfamiliar persons.It might also be helpful for elderly people with mild dementiawhen they meet relatives, and friends.

E. Discussion

In the experiments in III-B and III-C, we have observed thatthe performance of the models (BCM, SWM1 and SWM2) arebetter than Human-Human matching. There are two possiblereasons for this phenomenon. One is that there might be someform of “wisdom of crowd” [10] in this case that is moreaccurate than individual knowledge. Another is related to thelimited space of human social working memory [50].

One big challenge for real-world applications is how tobuild a database of biographical information for unfamiliarpeople. With progress in computational social science andAI apps [100], it could be established through internet andsocial networks. As an example, one may have over 1000friends in Facebook. He/she may not be able to remembermuch biographical information when he/she meets a friend inFacebook. If he/she can establish a database using Facebook,he/she may benefit from our system on Google Glass for areal-world encounter with one of his/her friends in Facebook.

According to psychological studies, it would be morehelpful if facial identity and biographical information can beretrieved before the engagement of a social interaction. Thismeans the wearable camera should be able to zoom-in tocapture a good face image when the target person is still

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quite far away. The current Google Glass camera is a wide-view camera so that it cannot capture good face images fromdistance, e.g. over 4m, to support natural social interactions.

IV. CONCLUSION

Inspired by understandings of social working memory andhuman memory system from neuroscience, psychology andcognitive science, and the powerful mechanism of Bayesianmodel in knowledge representation, learning and inference,we proposed a probabilistic model of SWM for personalinformation retrieval in social interaction. The computationalframework of social memory consists of a semantic hierarchyas long-term social memory for encoding and storage of socialinformation and a semantic Bayesian network as SWM to learnhuman social knowledge and perform inference for informa-tion retrieval. The Bayesian model of SWM integrates socialcontext, information association, similarity between the guestand user, and user’s personality pattern to perform informationretrieval. Two learning algorithms are developed. Experimentalresults on user study reveal that the proposed model is able tolearn human social cognitive knowledge and skills effectively.It is superior to state-of-the-art Bayesian cognitive model,which provides an evidence for that social memory involvescognitive processes that can be implemented as Bayesianmodels. The model is also implemented on Google Glass anddemonstrates the potential application for real-time assistanceto a user for real-world social interaction.

The computational model of social memory may have awide range of potential applications. It might be helpful topsychological and cognitive science studies for better un-derstanding of human social memory functions, could beemployed in medical and healthcare applications for mentalstate assessment, and applied in service robotics, autonomoussystems and human-computer systems such as customer ser-vice chatbots, intelligent assistants and companion robots. Inthe future, we may incorporate more social cognitive skills(such as emotions, beliefs, genders, and cultures) into themodel for more social tasks and activities.

ACKNOWLEDGMENT

The work is supported by JCO VIP grant 1335h00098, A-STAR, Singapore.

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Liyuan Li (M’96) received the B.E. and M.E.degrees from Southeast University, Nanjing, China,(1985 and 1988), and the Ph.D. degree fromNanyang Technological University, Singapore(2002). From 1988 to 1999, he was with the facultyof Southeast University. Since 2001, he has been aResearch Scientist with the Institute for InfocommResearch, Singapore, where he is currently a SeniorScientist, and the Lab Head of Cognitive VisionLab. His current research interests include cognitivevision, vision & memory, generative models, visual

spatial perception, scene recognition, object detection and tracking, event andbehavior understanding, image classification, etc. Dr. Li is also a member ofthe IEEE Signal Processing Society and Computer Society.

Qianli Xu (M’07) received the B.E. and M.E.degrees from Tianjin University, China, in 1999and 2002, respectively, and the Ph.D. degree fromthe National University of Singapore in 2007. Heworked as a post-doc research fellow in NanyangTechnological University from 2007 to 2010. Cur-rently, he is a Scientist in the Visual ComputingDepartment, Institute for Infocomm Research, Sin-gapore. His main areas of interest are design forhuman factors, human-computer interaction, healthinformatics, and interaction design. His publications

appear in ACM SIGCHI, HRI, IEEE T- SMC-A, IEEE T-CYB IEEE J-BHI,Design Studies, etc.

Tian Gan (M’16) received her B.Sc. from EastChina Normal University in 2010, and the Ph.D.degree from National University of Singapore, Sin-gapore, in 2015. She was a Research Scientist inInstitute for Infocomm Research (I2R), Agency forScience, Technology and Research (A*STAR). Sheis currently an Assistant Professor with the Schoolof Computer Science and Technology, ShandongUniversity. Her research interests include multi-sensor event analysis, social signal processing, andwearable computing.

Cheston Tan received the Ph.D. degree in Computa-tional Neuroscience from the Massachusetts Instituteof Technology in 2012, and the B.Sc. degree inElectrical Engineering and Computer Science fromthe University of California, Berkeley in 2003. Heis currently a scientist at the Institute for InfocommResearch in Singapore. His research interests includecomputational neuroscience, computer vision, cogni-tive science and artificial intelligence.

Joo-Hwee Lim (M’07) received B.Sc. (Hons I) andM.Sc. degrees in Computing from NUS, Singaporeand Ph.D. degree in Computer Science & Engineer-ing from UNSW, Australia. He is the Head, VisualComputing Department, at the Institute for Info-comm Research, A*STAR, Singapore, He has pub-lished more than 220 international refereed journaland conference papers and co-authored 21 patents(awarded and pending) in computer vision and pat-tern recognition.