77,447 research outputs found

    An Interaction Game Framework for the Investigation of Human–Agent Cooperation

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    Kulms P, Mattar N, Kopp S. An Interaction Game Framework for the Investigation of Human–Agent Cooperation. In: Brinkman WP, Broekens J, Heylen DKJ, eds. Intelligent Virtual Agents. Lecture Notes in Computer Science: Vol. 9238. Springer; 2015: 399-402.Success in human-agent interaction will to a large extent depend on the ability of the system to cooperate with humans over repeated tasks. It is not yet clear how cooperation between humans and virtual agents evolves and is interlinked with the attribution of qualities like trustworthiness or competence between the cooperation partners. To explore these questions, we present a new interaction game framework that is centered around a collaborative puzzle game and goes beyond commonly adopted scenarios like the Prisoner’s dilemma. First results are presented at the conference

    Learning in Repeated Games: Human Versus Machine

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    While Artificial Intelligence has successfully outperformed humans in complex combinatorial games (such as chess and checkers), humans have retained their supremacy in social interactions that require intuition and adaptation, such as cooperation and coordination games. Despite significant advances in learning algorithms, most algorithms adapt at times scales which are not relevant for interactions with humans, and therefore the advances in AI on this front have remained of a more theoretical nature. This has also hindered the experimental evaluation of how these algorithms perform against humans, as the length of experiments needed to evaluate them is beyond what humans are reasonably expected to endure (max 100 repetitions). This scenario is rapidly changing, as recent algorithms are able to converge to their functional regimes in shorter time-scales. Additionally, this shift opens up possibilities for experimental investigation: where do humans stand compared with these new algorithms? We evaluate humans experimentally against a representative element of these fast-converging algorithms. Our results indicate that the performance of at least one of these algorithms is comparable to, and even exceeds, the performance of people

    Predicting Human Cooperation

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    The Prisoner's Dilemma has been a subject of extensive research due to its importance in understanding the ever-present tension between individual self-interest and social benefit. A strictly dominant strategy in a Prisoner's Dilemma (defection), when played by both players, is mutually harmful. Repetition of the Prisoner's Dilemma can give rise to cooperation as an equilibrium, but defection is as well, and this ambiguity is difficult to resolve. The numerous behavioral experiments investigating the Prisoner's Dilemma highlight that players often cooperate, but the level of cooperation varies significantly with the specifics of the experimental predicament. We present the first computational model of human behavior in repeated Prisoner's Dilemma games that unifies the diversity of experimental observations in a systematic and quantitatively reliable manner. Our model relies on data we integrated from many experiments, comprising 168,386 individual decisions. The computational model is composed of two pieces: the first predicts the first-period action using solely the structural game parameters, while the second predicts dynamic actions using both game parameters and history of play. Our model is extremely successful not merely at fitting the data, but in predicting behavior at multiple scales in experimental designs not used for calibration, using only information about the game structure. We demonstrate the power of our approach through a simulation analysis revealing how to best promote human cooperation.Comment: Added references. New inline citation style. Added small portions of text. Re-compiled Rmarkdown file with updated ggplot2 so small aesthetic changes to plot

    Evolutionary prisoner's dilemma games on the network with punishment and opportunistic partner switching

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    Punishment and partner switching are two well-studied mechanisms that support the evolution of cooperation. Observation of human behaviour suggests that the extent to which punishment is adopted depends on the usage of alternative mechanisms, including partner switching. In this study, we investigate the combined effect of punishment and partner switching in evolutionary prisoner's dilemma games conducted on a network. In the model, agents are located on the network and participate in the prisoner's dilemma games with punishment. In addition, they can opportunistically switch interaction partners to improve their payoff. Our Monte Carlo simulation showed that a large frequency of punishers is required to suppress defectors when the frequency of partner switching is low. In contrast, cooperation is the most abundant strategy when the frequency of partner switching is high regardless of the strength of punishment. Interestingly, cooperators become abundant not because they avoid the cost of inflicting punishment and earn a larger average payoff per game but rather because they have more numerous opportunities to be referred as a role agent by defectors. Our results imply that the fluidity of social relationships has a profound effect on the adopted strategy in maintaining cooperation.Comment: 10 pages, 1 table, 8 figures; Figs 6 and 7 are appended to reflect reviewers' suggestions. Accepted for publication in EPL (Europhysics Letters

    Evolution of Cooperation among Mobile Agents

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    We study the effects of mobility on the evolution of cooperation among mobile players, which imitate collective motion of biological flocks and interact with neighbors within a prescribed radius RR. Adopting the prisoner's dilemma game and the snowdrift game as metaphors, we find that cooperation can be maintained and even enhanced for low velocities and small payoff parameters, when compared with the case that all agents do not move. But such enhancement of cooperation is largely determined by the value of RR, and for modest values of RR, there is an optimal value of velocity to induce the maximum cooperation level. Besides, we find that intermediate values of RR or initial population densities are most favorable for cooperation, when the velocity is fixed. Depending on the payoff parameters, the system can reach an absorbing state of cooperation when the snowdrift game is played. Our findings may help understanding the relations between individual mobility and cooperative behavior in social systems.Comment: 15 pages, 5 figure
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