11,946 research outputs found
Sequential equilibrium in monotone games: theory-based analysis of experimental data
A monotone game is an extensive-form game with complete information,
simultaneous moves and an irreversibility structure on strategies.
It captures a variety of situations in which players make partial
commitments and allows us to characterize conditions under which
equilibria result in socially desirable outcomes. However, since the
game has many equilibrium outcomes, the theory lacks predictive power.
To produce stronger predictions, one can restrict attention to the set of
sequential equilibria, or Markov equilibria, or symmetric equilibria, or
pure-strategy equilibria. This paper explores the relationship between
equilibrium behavior in a class of monotone games, namely voluntary contribution games, and the behavior of human subjects in an experimental
setting. We find evidence of both pure- and mixed-strategy
equilibria and several key features of the symmetric Markov perfect
equilibrium (SMPE) in the data. To judge how well the SMPE fits the
data, we estimate a model of Quantal Response Equilibrium (QRE)
(McKelvey and Palfrey 1995, 1998) and find that the decision rules of
the QRE model are qualitatively very similar to the empirical choice
probabilities
Consistency and heterogeneity of individual behavior under uncertainty
By using graphical representations of simple portfolio choice problems,
we generate a very rich data set to study behavior under uncertainty
at the level of the individual subject. We test the data for
consistency with the maximization hypothesis, and we estimate preferences
using a two-parameter utility function based on Faruk Gul
(1991). This specification provides a good interpretation of the data
at the individual level and can account for the highly heterogeneous
behaviors observed in the laboratory. The parameter estimates jointly
describe attitudes toward risk and allow us to characterize the distribution
of risk preferences in the population
Network architecture, salience and coordination
This paper reports the results of an experimental investigation of
monotone games with imperfect information. Players are located at
the nodes of a network and observe the actions of other players only if
they are connected by the network. These games have many sequential
equilibria; nonetheless, the behavior of subjects in the laboratory is
predictable. The network architecture makes some strategies salient
and this in turn makes the subjects’ behavior predictable and facilitates
coordination on efficient outcomes. In some cases, modal behavior
corresponds to equilibrium strategies
Global and Feature Based Gender Classification of Faces: A Comparison of Human Performance and Computational Models
Original paper can be found at: http://eproceedings.worldscinet.com/9789812701886/9789812701886_0036.html Copyright World Scientific Publishing Company. http://dx.doi.org/10.1142/9789812701886_0036Most computational models for gender classification use global information (the full face image) giving equal weight to the whole face area irrespective of the importance of the internal features. Here, we use a global and feature based representation of face images that includes both global and featural information. We use dimensionality reduction techniques and a support vector machine classifier and show that this method performs better than either global or feature based representations alone.Peer reviewe
A neural network model of visual object recognition impairment after brain damage
Dysfunction of the visual object recognition system in humans is briefly discussed and a basic connectionist model of visual object recognition is introduced. Experimentation in which two variants of this model are lesioned is undertaken. The results suggest that the well documented phenomenon of superordinate preservation is model independent. Differential category specific recognition deficits are also observed in this model, however these are sensitive to each particular variant
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