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Humans display a reduced set of consistent behavioral phenotypes in dyadic games

机译:人类在二元游戏中显示出减少的一组一致的行为表型

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摘要

Socially relevant situations that involve strategic interactions are widespread among animals and humans alike. To study these situations, theoretical and experimental research has adopted a game theoretical perspective, generating valuable insights about human behavior. However, most of the results reported so far have been obtained from a population perspective and considered one specific conflicting situation at a time. This makes it difficult to extract conclusions about the consistency of individuals’ behavior when facing different situations and to define a comprehensive classification of the strategies underlying the observed behaviors. We present the results of a lab-in-the-field experiment in which subjects face four different dyadic games, with the aim of establishing general behavioral rules dictating individuals’ actions. By analyzing our data with an unsupervised clustering algorithm, we find that all the subjects conform, with a large degree of consistency, to a limited number of behavioral phenotypes (envious, optimist, pessimist, and trustful), with only a small fraction of undefined subjects. We also discuss the possible connections to existing interpretations based on a priori theoretical approaches. Our findings provide a relevant contribution to the experimental and theoretical efforts toward the identification of basic behavioral phenotypes in a wider set of contexts without aprioristic assumptions regarding the rules or strategies behind actions. From this perspective, our work contributes to a fact-based approach to the study of human behavior in strategic situations, which could be applied to simulating societies, policy-making scenario building, and even a variety of business applications.
机译:涉及战略互动的与社会相关的情况在动物和人类中普遍存在。为了研究这些情况,理论和实验研究采用了博弈论的观点,产生了有关人类行为的宝贵见解。但是,到目前为止报告的大多数结果都是从人口角度获得的,并且一次考虑了一种特定的冲突情况。这使得难以得出有关面对不同情况时个人行为的一致性的结论,也难以定义观察到的行为所基于的策略的全面分类。我们提供了一个实地实验室实验的结果,在该实验中,受试者面对四种不同的二元游戏,目的是建立指导个人行为的一般行为规则。通过使用无监督聚类算法分析我们的数据,我们发现所有受试者在很大程度上一致的情况下符合有限数量的行为表型(嫉妒,乐观,悲观和信任),只有一小部分未定义科目。我们还将讨论基于先验理论方法与现有解释的可能联系。我们的发现为在更广泛的背景下识别基本行为表型的实验和理论工作提供了相关的贡献,而无需对行为背后的规则或策略做出先验的假设。从这个角度来看,我们的工作为研究基于战略的情况下的人类行为提供了一种基于事实的方法,该方法可用于模拟社会,制定决策方案甚至各种商业应用。

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