Related papers: Go left or right? Explore the side preference beha…
The aim of this paper is to show the relationship that lies in the fact of a person being right or left handed, in their skateboarding stance. Starting from the null hypothesis that there is no relationship, the Pearson's X^2 with Yates…
Direct Preference Optimization (DPO) and its variants are increasingly used for aligning language models with human preferences. Although these methods are designed to teach a model to generate preferred responses more frequently relative…
In many social dilemmas, individuals tend to generate a situation with low payoffs instead of a system optimum ("tragedy of the commons"). Is the routing of traffic a similar problem? In order to address this question, we present…
The pedestrian gait features - body sway frequency, amplitude, stride length, and speed, along with pedestrian personal space and directional bias, are important parameters to be used in different pedestrian dynamics studies. Gait feature…
Pedestrians in crowds frequently move as part of small groups, constituting up to 70% of individuals. Dyads (groups of two) are the most frequent. Understanding quantitatively the dynamics of dyads walking in crowds is therefore an…
Confidence intervals (CIs) are instrumental in statistical analysis, providing a range estimate of the parameters. In modern statistics, selective inference is common, where only certain parameters are highlighted. However, this selective…
Pedestrian congestion at corridor intersections often originates from localized fluctuations in motion rather than from a macroscopic collapse of flow. Understanding pedestrian instability at corridor intersections remains challenging…
We consider (random) strategic interactions in a large population consisting of a variety of players. A rational player chooses actions that maximize certain utility functions, while a behavioral player chooses actions based on preferences…
We provide a probabilistic approach to modeling the movements of subjects through multiple stages, with "stays" or survival at each stage for a random length of time, and ending at a desired final stage. We use conditional Markov chains…
This article presents an interdisciplinary study of physical and social psychological effects on crowd dynamics based on a series of bottleneck experiments. Bottlenecks are of particular interest for applications such as crowd management…
The preference graph is a combinatorial representation of the structure of a normal-form game. Its nodes are the strategy profiles, with an arc between profiles if they differ in the strategy of a single player, where the orientation…
Random walks are powerful tools to analyze spatial-temporal patterns produced by living organisms ranging from cells to humans. At the same time, it is evident that these patterns are not completely random but are results of a convolution…
To determine the welfare implications of price changes in demand data, we introduce a revealed preference relation over prices. We show that the absence of cycles in this relation characterizes a consumer who trades off the utility of…
Human behavior is a dynamic process that evolves with experience. Understanding the evolution of individual's risk propensity is critical to design public health interventions to propitiate the adoption of better biosecurity protocols and…
In human crowds, interactions among individuals give rise to a variety of self-organized collective motions that help the group to effectively solve the problem of coordination. However, it is still not known exactly how humans adjust their…
Three theories offer competing predictions about how people respond to growing diversity in their social environment. Contact theory suggests more exposure to out-groups reduces prejudice; conflict theory predicts a stronger in-group…
In this survey we consider mathematical models and methods recently developed to control crowd dynamics, with particular emphasis on egressing pedestrians. We focus on two control strategies: The first one consists in using special agents,…
In an earlier experiment, participants played a perfect information game against a computer, which was programmed to deviate often from its backward induction strategy right at the beginning of the game. Participants knew that in each game,…
Robot controllers are often optimised for a single robot in a single environment. This approach proves brittle, as such a controller will often fail to produce sensible behavior for a new morphology or environment. In comparison, animal…
We study active preference learning as a framework for intuitively specifying the behaviour of autonomous robots. In active preference learning, a user chooses the preferred behaviour from a set of alternatives, from which the robot learns…