233 research outputs found

    Analyzing Social Network Structures in the Iterated Prisoner's Dilemma with Choice and Refusal

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    The Iterated Prisoner's Dilemma with Choice and Refusal (IPD/CR) is an extension of the Iterated Prisoner's Dilemma with evolution that allows players to choose and to refuse their game partners. From individual behaviors, behavioral population structures emerge. In this report, we examine one particular IPD/CR environment and document the social network methods used to identify population behaviors found within this complex adaptive system. In contrast to the standard homogeneous population of nice cooperators, we have also found metastable populations of mixed strategies within this environment. In particular, the social networks of interesting populations and their evolution are examined.Comment: 37 pages, uuencoded gzip'd Postscript (1.1Mb when gunzip'd) also available via WWW at http://www.cs.wisc.edu/~smucker/ipd-cr/ipd-cr.htm

    Evolutionary Game Theory

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    Articl

    Agent-Based Computational Laboratories for the Experimental Study of Complex Economic Systems

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    Computational laboratories (CLs) are computational frameworks that facilitate the study of complex system behaviors by means of controlled and replicable experiments. CLs permit students to engage in open-ended creative research, to explore interesting questions of their own devising for which answers are not known in advance. Students can tweak key parameters and get immediate run-time feedback of results through tables, charts, and other forms of graphical visualization with no original programming required. Moreover, students with programming backgrounds can modify and extend CL features to adapt them more closely to their desired applications. This talk will discuss the development of CLs as computer-based instructional materials for an agent-based computational economics (ACE) course, Econ 308, offered each Spring as part of the undergraduate economics curriculum at Iowa State University. ACE is the computational study of economies modeled as dynamic systems of interacting agents. Topics covered in this ACE course include: the complexity of decentralized market economies; learning and the embodied mind; network economics; and the experimental study of specific types of market processes (labor, financial, electricity, and general auction markets). CLs have been successfully used in this ACE course for take-home exercises, for in-class exercises, and as the basis for student course projects. REFERENCES: On-Line Syllabus for ACE Course (Econ 308): www.econ.iastate.edu/classes/econ308/tesfatsion/syl308.htm L. Tesfatsion, "Computational Laboratories for the Experimental Exploration of Complex System Behaviors: Phase II," Preliminary Project Report for LASCAS Grant, October 2004, available at www.econ.iastate.edu/tesfatsi/LASCAC.PrelRep2.pdfComputational laboratory; Agent-based; Complex economic systems; Computer-aided instruction

    Simulating Evolutionary Games: A Python-Based Introduction

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    This paper is an introduction to agent-based simulation using the Python programming language. The core objective of the paper is to enable students, teachers, and researchers immediately to begin social-science simulation projects in a general purpose programming language. This objective is facilitated by design features of the Python programming language, which we very briefly discuss. The paper has a 'tutorial' component, in that it is enablement-focused and therefore strongly application-oriented. As our illustrative application, we choose a classic agent-based simulation model: the evolutionary iterated prisoner's dilemma. We show how to simulate the iterated prisoner's dilemma with code that is simple and readable yet flexible and easily extensible. Despite the simplicity of the code, it constitutes a useful and easily extended simulation toolkit. We offer three examples of this extensibility: we explore the classic result that topology matters for evolutionary outcomes, we show how player type evolution is affected by payoff cardinality, and we show that strategy evaluation procedures can affect strategy persistence. Social science students and instructors should find that this paper provides adequate background to immediately begin their own simulation projects. Social science researchers will additionally be able to compare the simplicity, readability, and extensibility of the Python code with comparable simulations in other languages.Agent-Based Simulation, Python, Prisoner's Dilemma

    Gale-Shapley Matching in an Evolutionary Trade Network Game

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    This study investigates the performance of Gale-Shapley matching in an evolutionary market context. Computational experimental findings are reported for an evolutionary match-and-play trade network game in which resource constrained traders repeatedly choose and refuse trade partners in accordance with Gale-Shapley matching, participate in risky trades modeled as two-person prisoner's dilemma games, and evolve their trade behavior over time. Particular attention is focused on correlations between ex ante market structure and the formation of trade networks, and between trade network formation and the types of trade behavior and social welfare outcomes that these trade networks support. Related work can be accessed here: http://www.econ.iastate.edu/tesfatsi/tnghome.htmGale-Shapley matching; partner choice; agent-based modeling; evolutionary market game; Trade Network Game (TNG)

    ACE Models of Endogenous Interactions

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    Various approaches used in Agent-based Computational Economics (ACE) to model endogenously determined interactions between agents are discussed. This concerns models in which agents not only (learn how to) play some (market or other) game, but also (learn to) decide with whom to do that (or not).Endogenous interaction, Agent-based Computational Economics (ACE)

    The influence of evolutionary selection schemes on the iterated prisoner's dilemma

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    Many economic and social systems are essentially large multi-agent systems. By means of computational modeling, the complicated behavior of such systems can be investigated. Modeling a multi-agent system as an evolutionary agent system, several important choices have to be made for evolutionary operators. Especially, it is to be expected that evolutionary dynamics substantially depend on the selection scheme. We therefore investigate the influence of evolutionary selection mechanisms on a fundamental problem: the iterated prisoner's dilemma (IPD), an elegant model for the emergence of cooperation in a multi-agent system. We observe various types of behavior, cooperation level, and stability, depending on the selection mechanism and the selection intensity. Hence, our results are important for (1) The proper choice and application of election schemes when modeling real economic situations and (2) assessing the validity of the conclusions drawn from computer experiments with these models. We also conclude that the role of selection in the evolution of multi-agent systems should be investigated further, for instance using more detailed and complex agent interaction models

    Computing Nash equilibria and evolutionarily stable states of evolutionary games

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    Stability analysis is an important research direction in evolutionary game theory. Evolutionarily stable states have a close relationship with Nash equilibria of repeated games, which are characterized by the folk theorem. When applying the folk theorem, one needs to compute the minimax profile of the game in order to find Nash equilibria. Computing the minimax profile is an NP-hard problem. In this paper we investigate a new methodology to compute evolutionary stable states based on the level-k equilibrium, a new refinement of Nash equilibrium in repeated games. A level-k equilibrium is implemented by a group of players who adopt reactive strategies and who have no incentive to deviate from their strategies simultaneously. Computing the level-k equilibria is tractable because the minimax payoffs and strategies are not needed. As an application, this paper develops a tractable algorithm to compute the evolutionarily stable states and the Pareto front of n-player symmetric games. Three games, including the iterated prisoner’s dilemma, are analyzed by means of the proposed methodology

    From evolutionary ecosystem simulations to computational models of human behavior

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    We have a wide breadth of computational tools available today that enable a more ethical approach to the study of human cognition and behavior. We argue that the use of computer models to study evolving ecosystems provides a rich source of inspiration, as they enable the study of complex systems that change over time. Often employing a combination of genetic algorithms and agent-based models, these methods span theoretical approaches from games to complexification, nature-inspired methods from studies of self-replication to the evolution of eyes, and evolutionary ecosystems of humans, from entire economies to the effects of personalities in teamwork. The review of works provided here illustrates the power of evolutionary ecosystem simulations and how they enable new insights for researchers. They also demonstrate a novel methodology of hypothesis exploration: building a computational model that encapsulates a hypothesis of human cognition enables it to be tested under different conditions, with its predictions compared to real data to enable corroboration. Such computational models of human behavior provide us with virtual test labs in which unlimited experiments can be performed. This article is categorized under: Computer Science and Robotics > Artificial Intelligence

    Analysis of game playing agents with fingerprints

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    Evolutionary computation (EC) can create a vast number of strategies for playing simple games in a short time. Analysis of these strategies is typically more time-consuming than their production. As a result, analysis of strategies produced by an EC system is often lacking or restricted to the extraction of superficial summary Statistics and Probability; This thesis presents a technique for extracting a functional signature from evolved agents that play games. This signature can be used as a visualization of agent behavior in games with two moves and also provides a numerical target for clustering and other forms of automatic analysis. The fingerprint can be used to induce a similarity measure on the space of game strategies. This thesis develops fingerprints in the context of the iterated prisoner\u27s dilemma; we note that they can be computed for any two player simultaneous game with a finite set of moves. When using a clustering algorithm, the results are strongly influenced by the choice of the measure used to find the distance between or to compare the similarity of the data being clustered. The Euclidean metric, for example, rates a convex polytope as the most compact type of object and builds clusters that are contained in compact polytopes. Presented here is a general method, called multi-clustering, that compensates for the intrinsic shape of a metric or similarity measure. The method is tested on synthetic data sets that are natural for the Euclidean metric and on data sets designed to defeat k-means clustering with the Euclidean metric. Multi-clustering successfully discovers the designed cluster structure of all the synthetic data sets used with a minimum of parameter tuning. We then use multi-clustering and filtration on fingerprint data. Cellular representation is the practice of evolving a set of instructions for constructing a desired structure. This thesis presents a cellular encoding for finite state machines and specializes it to play the iterated prisoner\u27s dilemma. The impact on the character and behavior of finite state agents of using the cellular representation is investigated. For the cellular representation resented a statistically significant drop in the level of cooperation is found. Other differences in the character of the automaton generated with a direct and cellular representation are reported
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