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Learning with repeated-game strategies

机译:通过重复游戏策略学习

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摘要

We use the self-tuning Experience Weighted Attraction model with repeated-game strategies as a computer testbed to examine the relative frequency, speed of convergence and progression of a set of repeated-game strategies in four symmetric 2 × 2 games: Prisoner's Dilemma, Battle of the Sexes, Stag-Hunt, and Chicken. In the Prisoner's Dilemma game, we find that the strategy with the most occurrences is the “Grim-Trigger.” In the Battle of the Sexes game, a cooperative pair that alternates between the two pure-strategy Nash equilibria emerges as the one with the most occurrences. In the Stag-Hunt and Chicken games, the “Win-Stay, Lose-Shift” and “Grim-Trigger” strategies are the ones with the most occurrences. Overall, the pairs that converged quickly ended up at the cooperative outcomes, whereas the ones that were extremely slow to reach convergence ended up at non-cooperative outcomes.
机译:我们使用具有重复游戏策略的自调整体验加权吸引力模型作为计算机测试平台,以研究在四个对称的2×2游戏中的相对频率,收敛速度和一组重复游戏策略的进展:囚徒困境,战斗的性别,雄鹿和鸡。在《囚徒困境》游戏中,我们发现发生次数最多的策略是“严厉触发”。在《两性之战》游戏中,两个纯策略纳什均衡之间交替出现的合作对出现次数最多。在Stag-Hunt和Chicken游戏中,“ Win-Stay,Lost-Shift”和“ Grim-Trigger”策略是最常出现的策略。总体而言,快速收敛的货币对最终以合作结果告终,而达到收敛速度极慢的货币对最终则为非合作结果。

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