通过游戏进行决策的心理测量模型

Kenneth W. Regan, Tamal Biswas
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引用次数: 7

摘要

我们为策略游戏(如国际象棋)中的决策建立了一个模型,使其足够抽象,从而消除所有游戏特定的偶然性,并将其与已知的测试、项目反应和绩效评估的心理测量模型进行比较。决策是根据易犯错误的代理Z来建模的,这些代理Z面对可能的行动ai,其效用Ui=U (ai)并不完全明显。该模型的三个主要目标是预测,即推断Z选择ai的概率Pi;内在评分,意思是评估一个人在各种测试项目中实际选择的技能;以及对具有特定技能的代理的选择分布的模拟。我们在来自不同级别棋手的国际象棋锦标赛比赛的大数据上描述和训练了该模型,并通过将其应用于世界锦标赛的内在评级来举例说明其准确性。
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Psychometric modeling of decision making via game play
We build a model for the kind of decision making involved in games of strategy such as chess, making it abstract enough to remove essentially all game-specific contingency, and compare it to known psychometric models of test taking, item response, and performance assessment. Decisions are modeled in terms of fallible agents Z faced with possible actions ai whose utilities Ui=U (ai) are not fully apparent. The three main goals of the model are prediction, meaning to infer probabilities Pi for Z to choose ai; intrinsic rating, meaning to assess the skill of a person's actual choices ait over various test items t; and simulation of the distribution of choices by an agent with a specified skill set. We describe and train the model on large data from chess tournament games of different ranks of players, and exemplify its accuracy by applying it to give intrinsic ratings for world championship matches.
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