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Bayesian nonparametric models characterize instantaneous strategies in a competitive dynamic game

机译:贝叶斯非参数模型刻画了竞争性动态博弈中的瞬时策略

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摘要

Previous studies of strategic social interaction in game theory have predominantly used games with clearly-defined turns and limited choices. Yet, most real-world social behaviors involve dynamic, coevolving decisions by interacting agents, which poses challenges for creating tractable models of behavior. Here, using a game in which humans competed against both real and artificial opponents, we show that it is possible to quantify the instantaneous dynamic coupling between agents. Adopting a reinforcement learning approach, we use Gaussian Processes to model the policy and value functions of participants as a function of both game state and opponent identity. We found that higher-scoring participants timed their final change in direction to moments when the opponent’s counter-strategy was weaker, while lower-scoring participants less precisely timed their final moves. This approach offers a natural set of metrics for facilitating analysis at multiple timescales and suggests new classes of experimental paradigms for assessing behavior.
机译:先前关于博弈论中战略性社会互动的研究主要使用具有明确定义的转数和有限选择的博弈。但是,大多数现实世界中的社会行为都涉及通过交互主体进行的动态,共同发展的决策,这对创建易于处理的行为模型提出了挑战。在这里,使用人类与真实对手和人造对手竞争的游戏,我们表明可以量化代理之间的瞬时动态耦合。通过采用强化学习方法,我们使用高斯过程对参与者的策略和价值功能进行建模,该策略和价值功能是游戏状态和对手身份的函数。我们发现,得分较高的参与者将最终的改变方向与对手的反战略力量较弱的时刻相对应,而得分较低的参与者则将他们的最终动作计时不准确。这种方法提供了一组自然的指标,以方便在多个时间尺度上进行分析,并提出了用于评估行为的新型实验范式。

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