6,578 research outputs found

    Learning and coordinating in a multilayer network

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    We introduce a two layer network model for social coordination incorporating two relevant ingredients: a) different networks of interaction to learn and to obtain a payoff , and b) decision making processes based both on social and strategic motivations. Two populations of agents are distributed in two layers with intralayer learning processes and playing interlayer a coordination game. We find that the skepticism about the wisdom of crowd and the local connectivity are the driving forces to accomplish full coordination of the two populations, while polarized coordinated layers are only possible for all-to-all interactions. Local interactions also allow for full coordination in the socially efficient Pareto-dominant strategy in spite of being the riskier one

    Evolution of Coordination in Social Networks: A Numerical Study

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    Coordination games are important to explain efficient and desirable social behavior. Here we study these games by extensive numerical simulation on networked social structures using an evolutionary approach. We show that local network effects may promote selection of efficient equilibria in both pure and general coordination games and may explain social polarization. These results are put into perspective with respect to known theoretical results. The main insight we obtain is that clustering, and especially community structure in social networks has a positive role in promoting socially efficient outcomes.Comment: preprint submitted to IJMP

    Evolutionary games on graphs

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    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first three sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fourth section surveys the topological complications implied by non-mean-field-type social network structures in general. The last three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.Comment: Review, final version, 133 pages, 65 figure

    Drift effect and timing without observability: experimental evidence

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    We provide experimental evidence to Binmore and Samuelson’s (1999) insights for modeling the learning process through which equilibrium is selected. They proposed the concept of drift to describe the effect of perturbations on the dynamic process leading to equilibrium in evolutionary games with boundedly rational agents. We test within a random matched population two different versions of the Dalek game where the forward induction equilibrium weakly iterately dominates the other Nash equilibrium in pure strategies. We also assume that the first mover makes her decision first (“timing”) but the second mover is not informed of the first mover's choice (“lack of observability”). Both players are informed of their position in the sequence and of the fact that the second player will decide without knowing the decision of the first player. If the actual observed choices are only those made by other players in previous interactions, the role played by forward induction is replaced with the learning process taking place within the population. Our results support Binmore and Samuelson’s model because the frequency of the forward induction outcome is payoff-sensitive: it strongly increases when we impose a slight change in the payoffs that does not change equilibrium predictions. This evidence reinforces the evolutionary nature of the drift effect.evolutionary games, experiments, drift, forward induction, order of play. J.E.L. Classification: C72, C91

    What Drives People's Choices in Turn-Taking Games, if not Game-Theoretic Rationality?

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    In an earlier experiment, participants played a perfect information game against a computer, which was programmed to deviate often from its backward induction strategy right at the beginning of the game. Participants knew that in each game, the computer was nevertheless optimizing against some belief about the participant's future strategy. In the aggregate, it appeared that participants applied forward induction. However, cardinal effects seemed to play a role as well: a number of participants might have been trying to maximize expected utility. In order to find out how people really reason in such a game, we designed centipede-like turn-taking games with new payoff structures in order to make such cardinal effects less likely. We ran a new experiment with 50 participants, based on marble drop visualizations of these revised payoff structures. After participants played 48 test games, we asked a number of questions to gauge the participants' reasoning about their own and the opponent's strategy at all decision nodes of a sample game. We also checked how the verbalized strategies fit to the actual choices they made at all their decision points in the 48 test games. Even though in the aggregate, participants in the new experiment still tend to slightly favor the forward induction choice at their first decision node, their verbalized strategies most often depend on their own attitudes towards risk and those they assign to the computer opponent, sometimes in addition to considerations about cooperativeness and competitiveness.Comment: In Proceedings TARK 2017, arXiv:1707.0825

    A Temporal Framework for Hypergame Analysis of Cyber Physical Systems in Contested Environments

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    Game theory is used to model conflicts between one or more players over resources. It offers players a way to reason, allowing rationale for selecting strategies that avoid the worst outcome. Game theory lacks the ability to incorporate advantages one player may have over another player. A meta-game, known as a hypergame, occurs when one player does not know or fully understand all the strategies of a game. Hypergame theory builds upon the utility of game theory by allowing a player to outmaneuver an opponent, thus obtaining a more preferred outcome with higher utility. Recent work in hypergame theory has focused on normal form static games that lack the ability to encode several realistic strategies. One example of this is when a player’s available actions in the future is dependent on his selection in the past. This work presents a temporal framework for hypergame models. This framework is the first application of temporal logic to hypergames and provides a more flexible modeling for domain experts. With this new framework for hypergames, the concepts of trust, distrust, mistrust, and deception are formalized. While past literature references deception in hypergame research, this work is the first to formalize the definition for hypergames. As a demonstration of the new temporal framework for hypergames, it is applied to classical game theoretical examples, as well as a complex supervisory control and data acquisition (SCADA) network temporal hypergame. The SCADA network is an example includes actions that have a temporal dependency, where a choice in the first round affects what decisions can be made in the later round of the game. The demonstration results show that the framework is a realistic and flexible modeling method for a variety of applications
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