62 research outputs found

    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

    Training the use of theory of mind using artificial agents

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    When engaging in social interaction, people rely on their ability to reason about unobservable mental content of others, which includes goals, intentions, and beliefs. This so-called theory of mind ability allows them to more easily understand, predict, and influence the behavior of others. People even use their theory of mind to reason about the theory of mind of others, which allows them to understand sentences like Alice believes that Bob does not know about the surprise party'. But while the use of higher orders of theory of mind is apparent in many social interactions, empirical evidence so far suggests that people do not use this ability spontaneously when playing strategic games, even when doing so would be highly beneficial. In this paper, we attempt to encourage participants to engage in higher-order theory of mind reasoning by letting them play a game against computational agents. Since previous research suggests that competitive games may encourage the use of theory of mind, we investigate a particular competitive game, the Mod game, which can be seen as a much larger variant of the well-known rock-paper-scissors game. By using a combination of computational agents and Bayesian model selection, we simultaneously determine to what extent people make use of higher-order theory of mind reasoning, as well as to what extent computational agents can encourage the use of higher-order theory of mind in their human opponents. Our results show that participants who play the Mod game against computational theory of mind agents adjust their level of theory of mind reasoning to that of their computer opponent. Earlier experiments with other strategic games show that participants only engage in low orders of theory of mind reasoning. Surprisingly, we find that participants who knowingly play against second- and third-order theory of mind agents apply up to fourth-order theory of mind themselves, and achieve higher scores as a result

    Higher-order theory of mind is especially useful in unpredictable negotiations

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    In social interactions, people often reason about the beliefs, goals and intentions of others. This theory of mind allows them to interpret the behavior of others, and predict how they will behave in the future. People can also use this ability recursively: they use higher-order theory of mind to reason about the theory of mind abilities of others, as in "he thinks that I don’t know that he sent me an anonymous letter". Previous agent-based modeling research has shown that the usefulness of higher-order theory of mind reasoning can be useful across competitive, cooperative, and mixed-motive settings. In this paper, we cast a new light on these results by investigating how the predictability of the environment influences the effectiveness of higher-order theory of mind. Our results show that the benefit of (higher-order) theory of mind reasoning is strongly dependent on the predictability of the environment. We consider agent-based simulations in repeated one-shot negotiations in a particular negotiation setting known as Colored Trails. When this environment is highly predictable, agents obtain little benefit from theory of mind reasoning. However, if the environment has more observable features that change over time, agents without the ability to use theory of mind experience more difficulties predicting the behavior of others accurately. This in turn allows theory of mind agents to obtain higher scores in these more dynamic environments. These results suggest that the human-specific ability for higher-order theory of mind reasoning may have evolved to allow us to survive in more complex and unpredictable environments

    Estimating the Use of Higher-Order Theory of Mind Using Computational Agents

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    When people make decisions in a social context, they often make use of theory of mind, by reasoning about unobservable mental content of others. For example, the behavior of a pedestrian who wants to cross the street depends on whether or not he believes that the driver of an oncoming car has seen him or not. People can also reason about the theory of mind abilities of others, leading to recursive thinking of the sort 'I think that you think that I think.'. Previous research suggests that this ability may be especially effective in simple competitive settings. In this paper, we use a combination of computational agents and Bayesian model selection to determine to what extent people make use of higher-order theory of mind reasoning in a particular competitive game known as matching pennies. We find that while many children and adults appear to make use of theory of mind, participants are also often classified as using a simpler reactive strategy based only on the actions of the directly preceding round. This may indicate that human reasoners do not primarily use their theory of mind abilities to compete with others
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