Emergence of Leader-Follower Hierarchy Among Players in an On-Line Experiment

Bálint J. Tóth, G. Palla, Enys Mones, Gergo Havadi, Nóra Páll, P. Pollner, T. Vicsek
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引用次数: 2

Abstract

Hierarchical networks are prevalent in nature and society, corresponding to groups of actors - animals, humans or even robots - organized according to a pyramidal structure with decision makers at the top and followers at the bottom. While this phenomenon is seemingly universal, the underlying governing principles are poorly understood. Here we study the emergence of hierarchies in groups of people playing a simple dot guessing game in controlled experiments, lasting for about 40 rounds, conducted over the Internet. During the games, the players had the possibility to look at the answer of a limited number of other players of their choice. This act of asking for advice defines a directed connection between the involved players, and according to our analysis, the initial random configuration of the emerging networks became more structured over time, showing signs of hierarchy towards the end of the game. In addition, the achieved score of the players appeared to be correlated with their position in the hierarchy. These results indicate that under certain conditions imitation and limited knowledge about the performance of other actors is sufficient for the emergence of hierarchy in a social group.
在线实验中参与者中领导者-追随者等级的出现
等级网络在自然界和社会中普遍存在,对应于行动者群体——动物、人类甚至机器人——按照金字塔结构组织起来,决策者在顶层,追随者在底层。虽然这种现象似乎是普遍存在的,但人们对其潜在的支配原则却知之甚少。在这里,我们通过互联网进行了持续约40轮的控制实验,研究了在玩简单的点猜游戏的人群中等级制度的出现。在游戏过程中,参与者有可能看到他们选择的有限数量的其他参与者的答案。这种征求意见的行为定义了参与玩家之间的直接联系,根据我们的分析,随着时间的推移,新兴网络的初始随机配置变得更加结构化,在游戏结束时显示出等级制度的迹象。此外,玩家的得分似乎与他们在等级中的位置相关。这些结果表明,在一定条件下,模仿和对其他行为者表现的有限了解足以使社会群体中出现等级制度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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