17,688 research outputs found
Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data
We consider learning, from strictly behavioral data, the structure and
parameters of linear influence games (LIGs), a class of parametric graphical
games introduced by Irfan and Ortiz (2014). LIGs facilitate causal strategic
inference (CSI): Making inferences from causal interventions on stable behavior
in strategic settings. Applications include the identification of the most
influential individuals in large (social) networks. Such tasks can also support
policy-making analysis. Motivated by the computational work on LIGs, we cast
the learning problem as maximum-likelihood estimation (MLE) of a generative
model defined by pure-strategy Nash equilibria (PSNE). Our simple formulation
uncovers the fundamental interplay between goodness-of-fit and model
complexity: good models capture equilibrium behavior within the data while
controlling the true number of equilibria, including those unobserved. We
provide a generalization bound establishing the sample complexity for MLE in
our framework. We propose several algorithms including convex loss minimization
(CLM) and sigmoidal approximations. We prove that the number of exact PSNE in
LIGs is small, with high probability; thus, CLM is sound. We illustrate our
approach on synthetic data and real-world U.S. congressional voting records. We
briefly discuss our learning framework's generality and potential applicability
to general graphical games.Comment: Journal of Machine Learning Research. (accepted, pending
publication.) Last conference version: submitted March 30, 2012 to UAI 2012.
First conference version: entitled, Learning Influence Games, initially
submitted on June 1, 2010 to NIPS 201
Learning Sparse Polymatrix Games in Polynomial Time and Sample Complexity
We consider the problem of learning sparse polymatrix games from observations
of strategic interactions. We show that a polynomial time method based on
-group regularized logistic regression recovers a game, whose Nash
equilibria are the -Nash equilibria of the game from which the data
was generated (true game), in samples of
strategy profiles --- where is the maximum number of pure strategies of a
player, is the number of players, and is the maximum degree of the game
graph. Under slightly more stringent separability conditions on the payoff
matrices of the true game, we show that our method learns a game with the exact
same Nash equilibria as the true game. We also show that
samples are necessary for any method to consistently recover a game, with the
same Nash-equilibria as the true game, from observations of strategic
interactions. We verify our theoretical results through simulation experiments
Iterated Prisoner's Dilemma with Choice and Refusal of Partners
This article extends the traditional iterated prisoner's dilemma (IPD) with round-robin partner matching by permitting players to choose and refuse partners in each iteration on the basis of continually updated expected payoffs. Comparative computer experiments are reported that indicate the introduction of partner choice and refusal accelerates the emergence of mutual cooperation in the IPD relative to round-robin partner matching. Moreover, in contrast to findings for round-robin partner matching (in which the average payoffs of the players tend to be either clustered around the mutual cooperation payoff or widely scattered), the average payoff scores of the players with choice and refusal of partners tend to cluster into two or more distinct narrow bands. Preliminary analytical and computational sensitivity studies are also reported for several key parameters. Related work can be accessed here: http://www.econ.iastate.edu/tesfatsi/tnghome.htmiterated prisoner's dilemma; preferential partner selection; evolutionary game theory
Citizen Social Lab: A digital platform for human behaviour experimentation within a citizen science framework
Cooperation is one of the behavioral traits that define human beings, however
we are still trying to understand why humans cooperate. Behavioral experiments
have been largely conducted to shed light into the mechanisms behind
cooperation and other behavioral traits. However, most of these experiments
have been conducted in laboratories with highly controlled experimental
protocols but with varied limitations which limits the reproducibility and the
generalization of the results obtained. In an attempt to overcome these
limitations, some experimental approaches have moved human behavior
experimentation from laboratories to public spaces, where behaviors occur
naturally, and have opened the participation to the general public within the
citizen science framework. Given the open nature of these environments, it is
critical to establish the appropriate protocols to maintain the same data
quality that one can obtain in the laboratories. Here, we introduce Citizen
Social Lab, a software platform designed to be used in the wild using citizen
science practices. The platform allows researchers to collect data in a more
realistic context while maintaining the scientific rigour, and it is structured
in a modular and scalable way so it can also be easily adapted for online or
brick-and-mortar experimental laboratories. Following citizen science
guidelines, the platform is designed to motivate a more general population into
participation, but also to promote engaging and learning of the scientific
research process. We also review the main results of the experiments performed
using the platform up to now, and the set of games that each experiment
includes. Finally, we evaluate some properties of the platform, such as the
heterogeneity of the samples of the experiments and their satisfaction level,
and the parameters that demonstrate the robustness of the platform and the
quality of the data collected.Comment: 17 pages, 11 figures and 4 table
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