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A notion of prominence for games with natural‐language labels

机译:具有自然语言标签的游戏突出的概念

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摘要

We study games with natural‐language labels (i.e., strategic problems where options are denoted by words), for which we propose and test a measurable characterization of prominence. We assume that—ceteris paribus—players find particularly prominent those strategies that are denoted by words more frequently used in their everyday language. To operationalize this assumption, we suggest that the prominence of a strategy‐label is correlated with its frequency of occurrence in large text corpora, such as the Google Books corpus (“n‐gram” frequency). In testing for the strategic use of word frequency, we consider experimental games with different incentive structures (such as incentivesto andnot to coordinate), as well as subjects from different cultural/linguistic backgrounds. Our data show that frequently‐mentioned labels are more (less) likely to be selected when there are incentives to match (mismatch) others. Furthermore, varying one's knowledge of the others' country of residence significantly affects one's reliance on word frequency. Overall, the data show that individuals play strategies that fulfill our characterization of prominence in a (boundedly) rational manner.
机译:我们用自然语言标签学习游戏(即选项由单词表示的战略问题),我们提出并测试了突出的可测量表征。我们假设 - 基特里斯巴比斯玩家发现特别突出的那些用更常用于日常语言的词语的策略。为了操作这一假设,我们建议策略标签的突出与其在大型文本语料库中的发生频率相关,例如谷歌书籍语料库(“n-gram”频率)。在测试战略使用Word频率的情况下,我们考虑具有不同激励结构的实验游戏(例如激励措施 不协调),以及来自不同文化/语言背景的科目。我们的数据显示,当有匹配(不匹配)其他人时,可能会选择频繁提到的标签更多(更少)。此外,改变一个人对其他国家的居住国家的了解显着影响了一个人对词汇频率的依赖。总体而言,数据显示,个人以突出的突出表征的策略(有限地)合理的方式发挥作用。

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