11,703 research outputs found

    Diversity and Adaptation in Large Population Games

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    We consider a version of large population games whose players compete for resources using strategies with adaptable preferences. The system efficiency is measured by the variance of the decisions. In the regime where the system can be plagued by the maladaptive behavior of the players, we find that diversity among the players improves the system efficiency, though it slows the convergence to the steady state. Diversity causes a mild spread of resources at the transient state, but reduces the uneven distribution of resources in the steady state.Comment: 8 pages, 3 figure

    Learning and Predicting Dynamic Behavior with Graphical Multiagent Models

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    Factored models of multiagent systems address the complexity of joint behavior by exploiting locality in agent interactions. History-dependent graphical multiagent models (hGMMs) further capture dynamics by conditioning behavior on history. The challenges of modeling real human behavior motivated us to extend the hGMM representation by distinguishing two types of agent interactions. This distinction opens the opportunity for learning dependence networks that are different from given graphical structures representing observed agent interactions. We propose a greedy algorithm for learning hGMMs from time-series data, inducing both graphical structure and parameters. Our empirical study employs human-subject experiment data for a dynamic consensus scenario, where agents on a network attempt to reach a unanimous vote. We show that the learned hGMMs directly expressing joint behavior outperform alternatives in predicting dynamic human voting behavior, and end-game vote results. Analysis of learned graphical structures reveals patterns of action dependence not directly reflected in the original experiment networks

    Fashion, Cooperation, and Social Interactions

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    Fashion plays such a crucial rule in the evolution of culture and society that it is regarded as a second nature to the human being. Also, its impact on economy is quite nontrivial. On what is fashionable, interestingly, there are two viewpoints that are both extremely widespread but almost opposite: conformists think that what is popular is fashionable, while rebels believe that being different is the essence. Fashion color is fashionable in the first sense, and Lady Gaga in the second. We investigate a model where the population consists of the afore-mentioned two groups of people that are located on social networks (a spatial cellular automata network and small-world networks). This model captures two fundamental kinds of social interactions (coordination and anti-coordination) simultaneously, and also has its own interest to game theory: it is a hybrid model of pure competition and pure cooperation. This is true because when a conformist meets a rebel, they play the zero sum matching pennies game, which is pure competition. When two conformists (rebels) meet, they play the (anti-) coordination game, which is pure cooperation. Simulation shows that simple social interactions greatly promote cooperation: in most cases people can reach an extraordinarily high level of cooperation, through a selfish, myopic, naive, and local interacting dynamic (the best response dynamic). We find that degree of synchronization also plays a critical role, but mostly on the negative side. Four indices, namely cooperation degree, average satisfaction degree, equilibrium ratio and complete ratio, are defined and applied to measure people's cooperation levels from various angles. Phase transition, as well as emergence of many interesting geographic patterns in the cellular automata network, is also observed.Comment: 21 pages, 12 figure

    An explanation of anomalous behavior in models of political participation

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    This paper characterizes behavior with “noisy” decision making for models of political interaction characterized by simultaneous binary decisions. Applications include: voting participation games, candidate entry, the volunteer's dilemma, and collective action problems with a contribution threshold. A simple graphical device is used to derive comparative statics and other theoretical properties of a “quantal response” equilibrium, and the resulting predictions are compared with Nash equilibria that arise in the limiting case of no noise. Many anomalous data patterns in laboratory experiments based on these games can be explained in this manner

    Thereʼs no ʻIʼ in ʻEmergency Management Team:ʼ designing and evaluating a serious game for training emergency managers in group decision making skills

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    Serious games are games that are designed to educate rather than entertain. The game outlined and evaluated here was commissioned and designed as a tool to improve the group decision making skills of people who manage real-world emergencies such as floods, fires, volcanoes and chemical spills. The game design exploits research on decision making groups and applies pedagogically sound games design principles. An evaluation of the game design was carried out based on a paper prototype. Eight participants were recruited and assigned to two groups of four participants each. These groups were video recorded while playing the game and the video was analysed in terms of game actions and member participation. Results indicate that the group who behaved in a more appropriate manner for a decision making group were rewarded with more positive feedback from the game state. These findings suggest that the game itself delivers appropriate feedback to players on their collaborative behaviour and is thus fit for the purposes intended in the current project

    Strategic and Secure Interactions in Networks

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    The goal of this dissertation is to understand how network plays a role in shaping certain strategic interactions, in particular biased voting and bargaining, on networks; and to understand how interactions can be made secure when they are constrained by the network topology. Our works take an interdisciplinary approach by drawing on theories and models from economics, sociology, as well as computer science, and using methodologies that include both theories and behavioral experiments. First, we consider biased voting in networks, which models distributed collective decision making processes where individuals on a network must balance between their private biases or preferences with a collective goal of consensus. Our study of this problem is two-folded. On the theoretical side, we start by introducing a diffusion model called biased voter model, which is a natural extension of the classic voter model. Among other results, we show in the presence of private biases, no matter how small, there exists certain networks where it takes exponential time to converge to a consensus through distributed interaction in networks. This is a stark and interesting contrast to the well-known result that it always takes polynomial time to converge in the voter model, when there are no private biases. On the experimental side, a group human subjects were arranged in various carefully designed virtual networks to solve the biased voting problem. Along with analyses of how collective and individual performance vary with network structure and incentives generally, we find there are well-studied network topologies in which the minority preference consistently wins globally, and that the presence of “extremist” individuals, or the awareness of opposing incentives, reliably improve collective performance Second, we consider bargaining in networks, which has long been studied by economists and sociologists. A basic premise behind the many theoretical study of bargaining in networks is that pure topological differences in agents’ network positions endow them with different bargaining power. As a complementary to these theories, we again conducted a series of highly controlled behavioral experiments, where human subjects were arranged in various carefully designed virtual networks to playing bargaining games. Along with other findings of how individual and collective performance vary with network structures and individual playing styles, we find that the number of neighbors one can negotiate with confers bargaining power, whereas the limit on the number of deals one can close undermines it, and we find that competitions from distant part of the network that are invisible locally also play a significant and subtle role in shaping bargaining powers. And last, we consider the question of how interactions in networks can be made secure. Traditional methods and tools from cryptography, for example secure multi-party computation, can be applied only if each party can talk to everyone else directly; but cannot be directly applied if interactions are distributed over a network without completely eradicating the distributed nature. We develop a general ‘compiler’ that turns each algorithm from a broad class collectively known as message-passing algorithms into a secure one that has exactly the same functionality and communication pattern. And we show a fundamental trade-off between preserving the distributed nature of communication and the level of security one can hope for
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