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Reflexive theory-of-mind reasoning in games: from empirical evidence to modeling 游戏中的反身性思维理论推理:从经验证据到建模
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807435
Jun Zhang
Theory-of-mind (ToM) is the modeling of mental states (such as belief, desire, knowledge, perception) through recursive ("I think you think I think ...") type reasoning in order to plan one's action or anticipate others' action. Such reasoning forms the core of strategic analysis in the game-theoretic setting. Traditional analysis of rational behavior in games of complete information is centered on the axiom of "common knowledge," according to which all players know something to be true, know that all players know it to be true, know that all players know all players know it to be true, etc. Such axiom requires recursive modeling of players to the full depth, and seems to contradict human empirical behavior revealed by behavioral game literature. Here, I propose that such deviation from normative analysis may be due to players' building predictive mental models of their co-players based on experience and context without necessarily assuming a priori full rationality and common knowledge, rather than due to any lapse in "instrumental rationality" whereby players (and co-players) translate the predictions from their mental models to optimal choice. I investigate this mental model account of theory-of-mind reasoning by constructing a series of two-player, sequential-move matrix games all terminating in a maximal of three steps. By carefully designing payoff matrices, the depth of recursive reasoning (i.e., first-order ToM versus second-order ToM) can be contrasted based on participants' choice behavior in those games. Empirical findings support the idea that depth of ToM recursion (related to perspective-taking) and instrumental rationality (rational application of belief-desire to action) constitute separate processes. Finally, I present a theoretical analysis of repeated games, such as the Iterated Prisoner Dilemma, and show how mutual cooperation can arise as individually rational outcome due to expected future interaction with the opponent.
心理理论(Theory-of-mind, ToM)是通过递归(“我认为你认为我认为……”)类型推理对心理状态(如信念、欲望、知识、感知)进行建模,以便计划自己的行动或预测他人的行动。这种推理构成了博弈论背景下战略分析的核心。对完全信息博弈中理性行为的传统分析以“常识”公理为中心,根据这一公理,所有参与者都知道某件事是真的,知道所有参与者都知道它是真的,知道所有参与者都知道所有参与者都知道它是真的,等等。这样的公理要求对玩家进行深度的递归建模,这似乎与行为游戏文献所揭示的人类经验行为相矛盾。在这里,我认为这种与规范分析的偏差可能是由于玩家基于经验和情境建立了对其合作伙伴的预测性心理模型,而不必假设先验的完全理性和常识,而不是由于“工具理性”的失误,即玩家(和合作伙伴)将预测从他们的心理模型转化为最佳选择。我通过构建一系列两名玩家、顺序移动矩阵游戏来研究这种心智理论推理的心智模型,所有游戏都以最大三步结束。通过仔细设计收益矩阵,递归推理的深度(即一阶ToM与二阶ToM)可以根据参与者在这些游戏中的选择行为进行对比。实证研究结果支持ToM递归的深度(与换位思考有关)和工具理性(将信念-愿望理性地应用于行动)构成独立的过程。最后,我对重复博弈(如迭代囚徒困境)进行了理论分析,并展示了由于预期未来与对手的互动,相互合作如何成为个体理性的结果。
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引用次数: 0
Altruistic kidney exchange 无私换肾
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807479
Tayfun Sönmez, M. Utku Ünver
Although a national live-donor kidney exchange program is being launched in the US, the kidney shortage is increasing faster than ever. A new solution paradigm is able to incorporate compatible pairs in exchange. In this paper, we consider an exchange framework that has both compatible and incompatible pairs, and patients are indifferent over compatible pairs. Only two-way exchanges are permitted due to institutional constraints. We explore the structure of Pareto-efficient matchings in this framework. The mathematical structure of this model turns out to be quite novel. We show that under Pareto-efficient matchings, the same number of patients receive transplants, and it is possible to construct Pareto-efficient matchings that match the same incompatible pairs while matching the least number of compatible pairs. We non-trivially extend the famous Gallai-Edmonds Decomposition in the combinatorial optimization literature to our new framework.
尽管美国正在启动一项全国性的活体肾脏交换计划,但肾脏短缺的速度比以往任何时候都要快。新的解决方案范例能够在交换中合并兼容对。在本文中,我们考虑了一个具有兼容对和不兼容对的交换框架,并且患者对兼容对是无所谓的。由于制度限制,只允许双向交流。我们在这个框架中探索帕累托有效匹配的结构。这个模型的数学结构非常新颖。我们证明了在帕累托有效匹配下,相同数量的患者接受移植,并且有可能构建帕累托有效匹配,匹配相同的不相容配对,同时匹配最少数量的相容配对。我们将组合优化文献中著名的Gallai-Edmonds分解扩展到我们的新框架中。
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引用次数: 9
Coalitions and dynamics in network routing games 网络路由博弈中的联盟与动态
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807410
M. Hoefer
Congestion games are an elegant model to study the effects of resource usage and routing with strategic agents, but due to their simplicity they are inadequate to realistically model many features of traffic in computer and/or road networks. In my talk I survey our recent results on extensions of congestion games towards more realistic modeling of network routing scenarios. Our results concentrate on the existence and computational complexity of exact and approximate pure-strategy Nash and strong equilibria. Whereas in some cases it is possible to provide efficient algorithms for centralized computation, for a sufficient level of generality we can establish lower bounds by proving computational hardness results. In addition, we study the more demanding goal of reaching equilibria using decentralized protocols and the duration of the resulting improvement dynamics. More fundamentally, our treatment sheds light on the tractability of coordinated behavior of players in network routing.
拥堵博弈是研究资源使用和策略代理路由影响的一个优雅模型,但由于其简单性,它们不足以实际模拟计算机和/或道路网络中交通的许多特征。在我的演讲中,我调查了我们最近关于拥塞游戏向更现实的网络路由场景建模的扩展的结果。我们的结果集中于精确和近似纯策略纳什和强均衡的存在性和计算复杂度。虽然在某些情况下可以为集中计算提供有效的算法,但为了达到足够的通用性,我们可以通过证明计算硬度结果来建立下限。此外,我们还研究了使用分散协议达到平衡的更苛刻的目标以及由此产生的改进动态的持续时间。更根本的是,我们的研究揭示了网络路由中参与者协调行为的可追溯性。
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引用次数: 0
Communication dynamics in endogenous social networks 内生性社会网络中的交流动态
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807499
K. Bimpikis, D. Acemoglu, A. Ozdaglar
We develop a model of information exchange through communication and investigate its implications for information aggregation in large societies. An underlying state (of the world) determines which action has higher payoff. Agents decide which agents to form a communication link with incurring the associated cost and receive a private signal correlated with the underlying state. They then exchange information over the induced communication network until taking an (irreversible) action. We define asymptotic learning as the fraction of agents taking the correct action converging to one in probability as a society grows large. Under truthful communication, we show that asymptotic learning occurs if (and under some additional conditions, also only if) in the induced communication network most agents are a short distance away from "information hubs", which receive and distribute a large amount of information. Asymptotic learning therefore requires information to be aggregated in the hands of a few agents. We then provide a systematic investigation of what types of cost structures and associated social cliques (consisting of groups of individuals linked to each other at zero cost, such as friendship networks) ensure the emergence of communication networks that lead to asymptotic learning. Finally, we show how these results can be applied to several commonly studied random graph models, such as preferential attachment and Erdos-Renyi graphs.
我们开发了一个通过沟通进行信息交换的模型,并研究了它对大型社会中信息聚集的影响。(游戏世界的)潜在状态决定了哪种行为具有更高的收益。代理决定与哪些代理形成通信链接,从而产生相关的成本,并接收与底层状态相关的私有信号。然后它们通过诱导的通信网络交换信息,直到采取(不可逆的)行动。我们将渐近学习定义为随着社会规模的扩大,采取正确行动的智能体的比例在概率上收敛为1。在真实通信条件下,我们发现当(在一些附加条件下,也仅当)在诱导通信网络中,大多数智能体距离接收和分发大量信息的“信息中心”很近时才会发生渐近学习。因此,渐近学习要求信息集中在几个代理的手中。然后,我们对哪种类型的成本结构和相关的社会集团(由以零成本相互联系的个人群体组成,例如友谊网络)确保导致渐近学习的通信网络的出现进行了系统的调查。最后,我们展示了如何将这些结果应用于几种常用的随机图模型,如优先依恋和Erdos-Renyi图。
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引用次数: 4
How flow can you go?: a logistic management game and profit sharing 你能达到怎样的心流状态?:一个物流管理游戏和利润分享
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807414
R. Heesen, H. Hamers, K. Huisman
The management game "How flow can you go?" is developed to convince decision makers of international logistic providers that their current planning methods of their transportation flows may be considerably improved using OR-techniques. In fact, we have tested the game with several planners of several logistic providers and it turns out that the mathematical tool included in the management game outperforms the planners' solutions, on average, by 10%. Next, we show that cooperation among different logistic providers or between individual business units of one provider may increase profit even more. Since a fair allocation of these extra profits is essential for a successful cooperation, we use cooperative game theory methodology. More precisely, we propose the Shapley value of a cooperative game that arises from the management game as a fair allocation. Finally, the management game is illustrated by means of a case of an international logistic provider.
开发管理游戏“你能走多远?”是为了说服国际物流供应商的决策者,他们目前的运输流规划方法可以使用or技术大大改进。事实上,我们已经在几家物流供应商的几位规划者中测试了这个游戏,结果表明,管理游戏中包含的数学工具比规划者的解决方案平均高出10%。接下来,我们表明,不同的物流供应商之间的合作或一个供应商的单个业务单位之间的合作可能会增加更多的利润。由于这些额外利润的公平分配对成功的合作至关重要,我们使用合作博弈论方法。更准确地说,我们提出了合作博弈的Shapley值,它起源于管理博弈作为公平分配。最后,以某国际物流企业为例,对管理博弈进行了说明。
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引用次数: 0
Transshipment prices and pair-wise stability in coordinating the decentralized transshipment problem 分散转运协调中的转运价格与成对稳定性问题
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807439
Behzad Hezarkhani, W. Kubiak
The decentralized transshipment problem is a two-stage decision making problem where the companies first choose their individual production levels in anticipation of random demands and after demand realizations they pool residuals via transshipment. The coordination will be achieved if at optimality all the decision variables, i.e. production levels and transshipment patterns, in the decentralized system are the same as those of centralized system. In this paper, we study the coordination via transshipment prices. We propose a procedure for deriving the transshipment prices based on the coordinating allocation rule introduced by Anupindi et al. [1]. With the transshipment prices being set, the companies are free to match their residuals based on their individual preferences. We draw upon the concept of pair-wise stability to capture the dynamics of corresponding matching process. As the main result of this paper, we show that with the derived transshipment prices, the optimum transshipment patterns are always pair-wise stable, i.e. there are no pairs of companies that can be jointly better off by unilaterally deviating from the optimum transshipment patterns.
分散转运问题是一个两阶段的决策问题,公司首先在预期随机需求的情况下选择各自的生产水平,在需求实现后,通过转运将剩余部分集中起来。如果分散系统中的所有决策变量(即生产水平和转运模式)与集中系统中的决策变量相同,则可以实现协调。本文从转运价格的角度出发,研究转运价格的协调问题。基于Anupindi等人提出的协调分配规则,提出了一种计算转运价格的方法。转运价格确定后,各公司可根据个人喜好自由调整剩余价格。我们利用成对稳定性的概念来捕捉相应匹配过程的动力学。本文的主要结果表明,在导出的转运价格条件下,最优转运模式总是成对稳定的,即不存在通过单方面偏离最优转运模式而获得共同收益的公司对。
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引用次数: 6
Competitive equilibrium computation at advertising marketplaces 广告市场的竞争均衡计算
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807470
Xiaotie Deng
There have been two major market price determination techniques in Economics: Auction and Competitive Equilibrium. While auction has found great applications in practical markets such as antique market, and recently sponsored search market, equilibrium has been used mostly in policy analysis such as by the World Bank. In this talk, we discuss the possibility equilibrium analysis could be applied to the advertising market, with complexity analysis and polynomial time algorithm designs. In addition, we study issues where two concepts relate to each other, as well as the interplays between the market maker and advertisers.
经济学中有两种主要的市场价格决定技术:拍卖和竞争均衡。虽然拍卖在古董市场和最近赞助的搜索市场等实际市场中有很大的应用,但均衡主要用于政策分析,如世界银行。在这篇演讲中,我们讨论了均衡分析应用于广告市场的可能性,以及复杂度分析和多项式时间算法设计。此外,我们还研究了两个概念相互关联的问题,以及做市商和广告商之间的相互作用。
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引用次数: 0
Effective communication in cheap-talk games 廉价谈话游戏中的有效沟通
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807466
Navin Kartik, J. Sobel
This paper studies cheap talk games by imposing a monotonicity condition on Sender strategies and then applies iterative deletion of weakly dominated strategies. This procedure selects among Crawford and Sobel (1982) equilibria, typically selecting the outcome with the maximal number of induced actions. Other refinements, such as NITS, select the same outcome. It also predicts that Senders will inflate their communication using only relatively high messages in equilibrium.
本文通过对发送方策略施加单调性条件来研究廉价谈话博弈,然后应用弱劣势策略的迭代删除。这一过程在Crawford和Sobel(1982)均衡中进行选择,通常选择诱导行为数量最多的结果。其他改进,如NITS,选择相同的结果。它还预测,发送者将只使用相对较高的平衡信息来膨胀他们的通信。
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引用次数: 10
Endogenous group formation and efficiency: an experimental study 内生群体形成与效率:一项实验研究
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807463
G. Charness, Chun-Lei Yang
We test a mechanism whereby groups are formed endogenously, through the use of voting. These groups play a public-goods game, where efficiency increases with group size (up to a limit, in one treatment). Information is provided about the contributions of others and it is feasible to exclude group members, exit one's group, or to form larger groups through mergers involving the consent of both merging groups. We find a great degree of success for this mechanism, as the average contribution rate is very high. The driving force appears to be the economies of scale combined with the awareness that bad behavior will result in (potentially-reversible) exclusion.
我们测试了一种机制,通过使用投票,群体是内生形成的。这些小组玩一种公共产品游戏,效率随着小组规模的增加而增加(在一种治疗中达到极限)。关于其他人的贡献提供了信息,排除小组成员、退出小组或通过合并形成更大的小组是可行的,合并涉及两个合并小组的同意。我们发现这一机制取得了很大程度的成功,因为平均贡献率非常高。驱动力似乎是规模经济与不良行为将导致(潜在可逆的)排斥的意识相结合。
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引用次数: 5
Genetic drift resolves Selten's Chain Store Paradox 遗传漂变解决了塞尔滕的连锁店悖论
Pub Date : 2010-05-14 DOI: 10.1145/1807406.1807421
W. M. Tracy
Recent behavioral evidence suggests that mutation-susceptible, best-practice emulation is a common strategy updating mechanism among real world human actors. Unlike purely analytical models of non-cooperative strategic behavior, computational models employing mutation-susceptible emulation-based strategy updating mechanisms (e.g. elitist Genetic Algorithms) are susceptible to a process similar to genetic drift. This drift is known to disrupt the stability of an equilibria. This paper uses a computational, Genetic Algorithm based model to demonstrate that such equilibrium-disrupting drift resolves Selten's Chain Store Paradox. More broadly, this paper hopes to modestly demonstrate how results from behavioral game theory can fruitfully be used to select the mechanisms used in computational game theoretic models.
最近的行为证据表明,易受突变影响的最佳实践模拟是现实世界中人类参与者中常见的策略更新机制。与非合作策略行为的纯粹分析模型不同,采用基于突变敏感仿真的策略更新机制(例如精英遗传算法)的计算模型容易受到类似于遗传漂变的过程的影响。众所周知,这种漂移会破坏平衡的稳定性。本文使用基于计算遗传算法的模型来证明这种平衡破坏漂移解决了Selten的连锁店悖论。更广泛地说,本文希望适度地展示行为博弈论的结果如何能够有效地用于选择计算博弈论模型中使用的机制。
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引用次数: 0
期刊
Behavioral and Quantitative Game Theory
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