163,247 research outputs found

    Rage Against the Machines: How Subjects Learn to Play Against Computers

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    We use an experiment to explore how subjects learn to play against computers which are programmed to follow one of a number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those algorithms to their advantage in a forward-looking way (strategic teaching). We find that strategic teaching occurs frequently and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was conducted, both, on the internet and in the usual laboratory setting. We find some systematic differences, which however can be traced to the different incentives structures rather than the experimental environment

    Rage Against the Machines: How Subjects Learn to Play Against Computers

    Get PDF
    We use an experiment to explore how subjects learn to play against computers which are programmed to follow one of a number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those algorithms to their advantage in a forward-looking way (strategic teaching). We find that strategic teaching occurs frequently and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was conducted, both, on the internet and in the usual laboratory setting. We find some systematic differences, which however can be traced to the different incentives structures rather than the experimental environment.learning; fictitious play; imitation; reinforcement; trial & error; strategic teaching; Cournot duopoly; experiments; internet.

    Rage Against the Machines: How Subjects Learn to Play Against Computers

    Get PDF
    We use an experiment to explore how subjects learn to play against computers which are programmed to follow one of a number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those algorithms to their advantage in a forward-looking way (strategic teaching). We find that strategic teaching occurs frequently and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was conducted, both, on the internet and in the usual laboratory setting. We find some systematic differences, which however can be traced to the different incentives structures rather than the experimental environment.learning; fictitious play; imitation; reinforcement; trial & error; strategic teaching; Cournot duopoly; experiments; internet.

    Rage Against the Machines: How Subjects Learn to Play Against Computers

    Get PDF
    We use an experiment to explore how subjects learn to play against computers which are programmed to follow one of a number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those algorithms to their advantage in a forward-looking way (strategic teaching). We find that strategic teaching occurs frequently and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was conducted, both, on the internet and in the usual laboratory setting. We find some systematic differences, which however can be traced to the different incentives structures rather than the experimental environment.learning, fictitious play, imitation, reinforcement, trial & error, strategic teaching, Cournot duopoly, experiments, internet

    The game of go as a complex network

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    We study the game of go from a complex network perspective. We construct a directed network using a suitable definition of tactical moves including local patterns, and study this network for different datasets of professional tournaments and amateur games. The move distribution follows Zipf's law and the network is scale free, with statistical peculiarities different from other real directed networks, such as e. g. the World Wide Web. These specificities reflect in the outcome of ranking algorithms applied to it. The fine study of the eigenvalues and eigenvectors of matrices used by the ranking algorithms singles out certain strategic situations. Our results should pave the way to a better modelization of board games and other types of human strategic scheming.Comment: 6 pages, 9 figures, final versio
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