Deck-based prisoner's dilemma

D. Ashlock, Elizabeth Knowles
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引用次数: 8

Abstract

A deck-based game is a modification of a game that normally permits the players to use any number of moves of any type. This freedom of choice of moves is limited by handing each player a deck of cards, each of which with a single move printed on it. The player must then play from their deck rather than simply choosing the moves. This study documents that deck-based iterated prisoner's dilemma is radically different from standard prisoner's dilemma when the entire deck must be expended during play. The restrictions imposed by the deck change the game into a coordination game or an anti-coordination game. The game is shown to transform smoothly into standard prisoner's dilemma as the fraction of the deck used in play is reduced, assuming that a constant ratio of the two types of moves are used in the deck. The size of the deck, ratio of defects to cooperates, and evolutionary algorithm parameters are all studied using a string based representation. An adaptive agent representation is also developed, based on augmented finite state machines called deck automata. Deck automata evolve to play the game more effectively than the string based agents for three different situations; experiments in which agents expend all, three-quarters, or half the available cards.
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基于甲板的囚徒困境
基于桥牌的游戏是对游戏的修改,通常允许玩家使用任意数量的任何类型的移动。这种选择移动的自由受到了限制,因为玩家只能拿到一副牌,而每张牌上只印着一个移动方式。玩家必须从自己的牌组中选择,而不是简单地选择移动。该研究证明,当整个牌组必须在游戏过程中消耗殆尽时,基于牌组的迭代囚徒困境与标准囚徒困境截然不同。牌组所施加的限制将游戏转变为协调游戏或反协调游戏。当游戏中使用的牌的比例减少时,假设在牌中使用的两种类型的移动的比例恒定,游戏将平滑地转变为标准的囚徒困境。使用基于字符串的表示研究了牌组的大小、缺陷与合作的比率和进化算法参数。在扩充有限状态机(deck automata)的基础上,提出了一种自适应智能体表示方法。在三种不同的情况下,牌组自动机比基于字符串的代理更有效地玩游戏;在这些实验中,代理人消耗了全部、四分之三或一半的可用卡片。
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