Improving Quantal Cognitive Hierarchy Model Through Iterative Population Learning

Yuhong Xu, Shih-Fen Cheng, Xinyu Chen
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Abstract

In domains where agents interact strategically, game theory is applied widely to predict how agents would behave. However, game-theoretic predictions are based on the assumption that agents are fully rational and believe in equilibrium plays, which unfortunately are mostly not true when human decision makers are involved. To address this limitation, a number of behavioral game-theoretic models are defined to account for the limited rationality of human decision makers. The"quantal cognitive hierarchy"(QCH) model, which is one of the more recent models, is demonstrated to be the state-of-art model for predicting human behaviors in normal-form games. The QCH model assumes that agents in games can be both non-strategic (level-0) and strategic (level-$k$). For level-0 agents, they choose their strategies irrespective of other agents. For level-$k$ agents, they assume that other agents would be behaving at levels less than $k$ and best respond against them. However, an important assumption of the QCH model is that the distribution of agents' levels follows a Poisson distribution. In this paper, we relax this assumption and design a learning-based method at the population level to iteratively estimate the empirical distribution of agents' reasoning levels. By using a real-world dataset from the Swedish lowest unique positive integer game, we demonstrate how our refined QCH model and the iterative solution-seeking process can be used in providing a more accurate behavioral model for agents. This leads to better performance in fitting the real data and allows us to track an agent's progress in learning to play strategically over multiple rounds.
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通过迭代群体学习改进定量认知层次模型
在智能体策略性互动的领域,博弈论被广泛应用于预测智能体的行为。然而,博弈论的预测是基于agent是完全理性的并且相信均衡博弈的假设,不幸的是,当人类决策者参与其中时,这种假设大多是不正确的。为了解决这一限制,定义了一些行为博弈论模型来解释人类决策者的有限理性。“量子认知层次”(QCH)模型是较新的模型之一,被证明是预测人类在正常形式游戏中的行为的最先进模型。QCH模型假设游戏中的代理可以是非战略性的(0级),也可以是战略性的(- k级)。对于0级代理,他们选择自己的策略,而不考虑其他代理。对于k级代理,他们假设其他代理将在低于k级的级别上表现,并对它们做出最佳反应。然而,QCH模型的一个重要假设是代理水平的分布遵循泊松分布。在本文中,我们放宽了这一假设,并设计了一种在总体水平上基于学习的方法来迭代估计智能体推理水平的经验分布。通过使用来自瑞典最低唯一正整数博弈的真实数据集,我们展示了如何使用我们的改进QCH模型和迭代求解过程来为代理提供更准确的行为模型。这将在拟合真实数据方面带来更好的表现,并允许我们跟踪智能体在学习多轮策略游戏中的进展。
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