482 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
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
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