487 research outputs found
A Simple Test of Learning Theory?
We report experiments designed to test the theoretical possibility, first discovered by Shapley (1964), that in some games learning fails to converge to any equilibrium, either in terms of marginal frequencies or of average play. Subjects played repeatedly in fixed pairings one of two 3 Ă 3 games, each having a unique Nash equilibrium in mixed strategies. The equilibrium of one game is predicted to be stable under learning, the other unstable, provided payoffs are sufficiently high. We ran each game in high and low payoff treatments. We find that, in all treatments, average play is close to equilibrium even though there are strong cycles present in the data.: Games, Learning, Experiments, Stochastic Fictitious Play, Mixed Strategy Equilibria.
A Simple Test of Learning Theory?
We report experiments designed to test the theoretical possibility, first discovered by Shapley (1964), that in some games learning fails to converge to any equilibrium, either in terms of marginal frequencies or of average play. Subjects played repeatedly in fixed pairings one of two 3 Ă 3 games, each having a unique Nash equilibrium in mixed strategies. The equilibrium of one game is predicted to be stable under learning, the other unstable, provided payoffs are sufficiently high. We ran each game in high and low payoff treatments. We find that, in all treatments, average play is close to equilibrium even though there are strong cycles present in the data
A chatbot architecture for promoting youth resilience
E-health technologies have the potential to provide scalable and accessible
interventions for youth mental health. As part of a developing an ecosystem of
e-screening and e-therapy tools for New Zealand young people, a dialog agent,
Headstrong, has been designed to promote resilience with methods grounded in
cognitive behavioral therapy and positive psychology. This paper describes the
architecture underlying the chatbot. The architecture supports a range of over
20 activities delivered in a 4-week program by relatable personas. The
architecture provides a visual authoring interface to its content management
system. In addition to supporting the original adolescent resilience chatbot,
the architecture has been reused to create a 3-week 'stress-detox' intervention
for undergraduates, and subsequently for a chatbot to support young people with
the impacts of the COVID-19 pandemic, with all three systems having been used
in field trials. The Headstrong architecture illustrates the feasibility of
creating a domain-focused authoring environment in the context of e-therapy
that supports non-technical expert input and rapid deployment.Comment: 7 pages, 4 figures, submitted to Australian Health Informatics
Conference, Brisbane, October 202
Building a Digital Platform for Behavioral Intervention Technology Research and Deployment
While there is demonstrated potential for behavioral intervention technologies (BITs) to improve access to beneficial mental health interventions, there is a continuing need for research to evaluate effectiveness of new and existing applications for specific population groups. This paper reports experience in developing a digital platform to support delivery of an ecosystem of online mental health screening and behavioral intervention technologies to promote the wellbeing of New Zealand youth. Key platform requirements center on identity management, usage and assessment tracking, and implementation of research protocol workflow. A reusable and scalable solution based on Web services is presented in the context of ongoing iterative development and end user studies. The platform is providing consistent research and service delivery support for multiple concurrent threads of the overall youth mental health program
- âŚ