<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-19T08:06:45Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/139470" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/139470</identifier><datestamp>2022-01-15T04:01:07Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor">Shrobe, Howard</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author">Yang, Zhutian</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2022-01-14T15:13:18Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2022-01-14T15:13:18Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued">2021-06</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="submitted">2021-06-24T19:42:55.390Z</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">https://hdl.handle.net/1721.1/139470</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract">To create socially intelligent artificial assistants for humans in complex, naturalistic search environments, we need to develop algorithms that build models of human planning given their past decisions. In this thesis project, I focused on modeling human planning in Maze Orienteering Problems (MOP), an optimization problem with the objective to maximize collected rewards within a time limit in a partially known maze.&#xd;
&#xd;
The project has two main components: developing planning algorithms to find approximate solutions to the MOP and using those algorithms to model human behavior with Bayesian inference.&#xd;
&#xd;
For the planning part, I designed a hierarchical planning framework to solve the MOP as a room-level orienteering problem and a Partially Observable Markov Decision Process (POMDP) inside each room. My evaluation of algorithms shows that a Closest-Room heuristic model for room-level planning performs comparable to Branch-and-Bound exhaustive search while bearing a much smaller computational cost.&#xd;
&#xd;
For the inference part, I implemented an online Bayesian inverse planning framework to fit candidate hierarchical planners to individual human traces. My experiments of human modeling shows that Closest-Room heuristic model also outperforms BnB in fitting humans’ room-level decisions and predicting their next rooms to visit.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree">S.M.</dim:field>
   <dim:field mdschema="dc" element="publisher">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights">In Copyright - Educational Use Permitted</dim:field>
   <dim:field mdschema="dc" element="rights">Copyright MIT</dim:field>
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   <dim:field mdschema="dc" element="title">Modeling Human Planning in Maze Orienteering Problems</dim:field>
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   	&lt;Title>Modeling Human Planning in Maze Orienteering Problems&lt;/Title>
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   	&lt;PublicationDate>2021-06&lt;/PublicationDate>
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        	&lt;DisplayName>Yang, Zhutian&lt;/DisplayName>
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   	&lt;Abstract>To create socially intelligent artificial assistants for humans in complex, naturalistic search environments, we need to develop algorithms that build models of human planning given their past decisions. In this thesis project, I focused on modeling human planning in Maze Orienteering Problems (MOP), an optimization problem with the objective to maximize collected rewards within a time limit in a partially known maze.&#xd;
&#xd;
The project has two main components: developing planning algorithms to find approximate solutions to the MOP and using those algorithms to model human behavior with Bayesian inference.&#xd;
&#xd;
For the planning part, I designed a hierarchical planning framework to solve the MOP as a room-level orienteering problem and a Partially Observable Markov Decision Process (POMDP) inside each room. My evaluation of algorithms shows that a Closest-Room heuristic model for room-level planning performs comparable to Branch-and-Bound exhaustive search while bearing a much smaller computational cost.&#xd;
&#xd;
For the inference part, I implemented an online Bayesian inverse planning framework to fit candidate hierarchical planners to individual human traces. My experiments of human modeling shows that Closest-Room heuristic model also outperforms BnB in fitting humans’ room-level decisions and predicting their next rooms to visit.&lt;/Abstract>
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