1,587 research outputs found
Fictitious Play Outperforms Counterfactual Regret Minimization
We compare the performance of two popular algorithms, fictitious play and
counterfactual regret minimization, in approximating Nash equilibrium in
multiplayer games. Despite recent success of counterfactual regret minimization
in multiplayer poker and conjectures of its superiority, we show that
fictitious play leads to improved Nash equilibrium approximation over a variety
of game classes and sizes.Comment: Fixed a bug in the 5-player CFR implementation from prior version and
reran the 5-player experiment
On the Convergence of Model Free Learning in Mean Field Games
Learning by experience in Multi-Agent Systems (MAS) is a difficult and
exciting task, due to the lack of stationarity of the environment, whose
dynamics evolves as the population learns. In order to design scalable
algorithms for systems with a large population of interacting agents (e.g.
swarms), this paper focuses on Mean Field MAS, where the number of agents is
asymptotically infinite. Recently, a very active burgeoning field studies the
effects of diverse reinforcement learning algorithms for agents with no prior
information on a stationary Mean Field Game (MFG) and learn their policy
through repeated experience. We adopt a high perspective on this problem and
analyze in full generality the convergence of a fictitious iterative scheme
using any single agent learning algorithm at each step. We quantify the quality
of the computed approximate Nash equilibrium, in terms of the accumulated
errors arising at each learning iteration step. Notably, we show for the first
time convergence of model free learning algorithms towards non-stationary MFG
equilibria, relying only on classical assumptions on the MFG dynamics. We
illustrate our theoretical results with a numerical experiment in a continuous
action-space environment, where the approximate best response of the iterative
fictitious play scheme is computed with a deep RL algorithm
The matching law and melioration learning: From individual decision-making to social interactions
Das Thema dieser Dissertation ist die Anwendung des „Matching Law” als Verhaltensannahme bei der Erklärung sozialer Phänomene. Das „Matching Law” ist ein Modell der behavioristischen Lerntheorie und sagt aus, dass die relative Häufigkeit der Wahl einer Handlung mit der relativen Häufigkeit der Belohnung dieser Handlung übereinstimmt.
In der Dissertation werden verschiedene Probleme in Bezug auf die soziologische Anwendung des „Matching Law” erörtert. Aufbauend auf diesen Erkenntnissen wird das Entsprechungsgesetz in die ökonomische Entscheidungstheorie integriert und mit bestehenden Verhaltensprognosen theoretisch verglichen.
Anschließend wird das Entsprechungsgesetz auf mehrere soziale Situationen angewandt. Dabei kommt ein Lernmodell zum Einsatz, welches als „Melioration Learning” bezeichnet wird und unter bestimmten Bedingungen zum Entsprechungsgesetz führt. Mit Hilfe dieses Lernmodells und agentenbasierter Simulationen werden Hypothesen zu sozialem Verhalten hergeleitet.
Zunächst werden einfache Situationen mit nur zwei interagierenden Akteuren betrachtet. Dabei lassen sich durch das Entsprechungsgesetz einige Lösungskonzepte der Spieltheorie replizieren, obwohl weniger Annahmen bezüglich der kognitiven Fähigkeiten der Akteure und der verfügbaren Informationen gesetzt werden.
Außerdem werden Interaktionen zwischen beliebig vielen Akteuren untersucht. Erstens lässt sich die Entstehung sozialer Konventionen über das Entsprechungsgesetz erklären. Zweitens wird dargestellt, dass die Akteure lernen, in einem Freiwilligendilemma oder einem Mehrpersonen-Gefangenendilemma zu kooperieren
Learning, evolution and price dispersion
Defence date: 4 March 1996Examining board: Prof. Ken Binmore, University College London ; Prof. Alan Kirman, EUI, Supervisor ; Prof. Mark Salmon, EUI, Co-supervisor ; Prof. John Sutton, London School of Economics ; Prof. Lerry Salmuelson, University of WisconsinFirst made available online: 5 September 201
Testing the Mere Exposure Effect in Videogaming
Due to proliferation of media and platforms it is becoming increasingly difficult for
marketers to reach and engage consumers using traditional forms of mass media
such as advertising. Marketers are turning to alternate forms of communication,
such as brand placement in videogames as the games industry continues to grow.
To date academic research appears inconclusive in terms of validating the use of
videogames as a promotional tool. Moreover, there is a lack of empirical evidence
concerning the effects on consumers and brands of marketing messages in the
videogame environment.
This aim of this study was to investigate whether exposure to brand placement
affects unknown brand likeability as a result of mere exposure for game players and
game watchers in videogames. The study adopted a quasi-experiment between
group design, with a Control, Watch Group and Play Group (300 participants in total)
and a post exposure questionnaire. Results suggest some support a mere exposure
effect which is that a frequently presented brand placement in a videogame can
have a positive effect on players and watchers’ brand attitudes, although they do
not recall the brand.
This is the first empirical study to investigate brand placement and mere exposure
effects in videogames. Theoretically, the study contributes to knowledge concerning
brand placement processing in videogames and builds on the existing paradigms of
MEE, low-involvement processing, implicit and explicit processing and brand
attitude formation. For game developers and brand owners, the study has
implications for marketing communications strategy, and graphic design elements
for the placements, design of videogames and the most effective position for
placements in a game
MAGRITTE: a new multidimensional accelerated general-purpose radiative transfer code
Magritte is a new deterministic radiative transfer code. It is a ray-tracing code that computes the radiation field by solving the radiative transfer equation along a fixed set of rays for each grid cell. Its ray-tracing algorithm is independent of the type of input grid and thus can handle smoothed-particle hydrodynamics (SPH) particles, structured as well as unstructured grids. The radiative transfer solver is highly parallelized and optimized to have well scaling performance on several computer architectures. Magritte also contains separate dedicated modules for chemistry and thermal balance. These enable it to self-consistently model the interdependence between the radiation field and the local thermal and chemical states. The source code for Magritte will be made publically available at github.com/Magritte-code
Out-of-equilibrium economic dynamics and persistent polarisation
Most of economics is equilibrium economics of one sort or another. The study of outof-
equilibrium economics has largely been neglected. This thesis, engaging with ideas and
techniques from complexity science, develops frameworks and tools for out-of-equilibrium
modelling. We initially focus our attention on models of exchange before examining methods
of agent-based modelling. Finally we look at a set of models for social dynamics with nontrivial
micro-macro interrelationships.
Chapter 2 introduces complexity science and relevant economic concepts. In particular
we examine the idea of complex adaptive systems, the application of complexity
to economics, some key ideas from microeconomics, agent-based modelling and models of
segregation and/or polarisation.
Chapter 3 develops an out-of-equilibrium, fully decentralised model of bilateral exchange.
Initially we study the limiting properties of our out-of-equilibrium dynamic, characterising
the conditions required for convergence to pairwise and Pareto optimal allocation
sets. We illustrate problems that can arise for a rigid version of the model and show how
even a small amount of experimentation can overcome these. We investigate the model
numerically characterising the speed of convergence and changes in ex post wealth.
In chapter 4 we now explicitly model the trading structure on a network. We derive
analytical results for this general network case. We investigate the e�ect of network structure
on outcomes numerically and contrast the results with the fully connected case of chapter
3. We look at extensions of the model including a version with an endogenous network
structure and a versions where agents can learn to accept a `worthless' but widely available
good in exchanges.
Chapter 5 outlines and demonstrates a new approach to agent-based modelling
which draws on a number techniques from contemporary software engineering. We develop
a prototype framework to illustrate how the ideas might be applied in practice in order to
address methodological gaps in many current approaches. We develop example agent-based
models and contrast the approach with existing agent-based modelling approaches and the
kind of purpose built models which were used for the numerical results in chapters 3 and 4.
Chapter 6 develops a new set of models for thinking about a wide range of social
dynamics issues including human capital acquisition and migration. We analyse the models
initially from a Nash equilibrium perspective. Both continuum and �nite versions of the
model are developed and related. Using the criterion of stochastic stability we think about
the long run behaviour of a version of the model. We introduce agent heterogeneity into
the model. We conclude with a fully dynamic version of the model (using techniques from
chapter 5) which looks at endogenous segregation
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