Measuring Level-K Reasoning, Satisficing, and Human Error in Game-Play Data

Tamal Biswas, Kenneth W. Regan
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引用次数: 12

Abstract

Inferences about structured patterns in human decision making have been drawn from medium-scale simulated competitions with human subjects. The concepts analyzed in these studies include level-k thinking, satisficing, and other human error tendencies. These concepts can be mapped via a natural depth of search metric into the domain of chess, where copious data is available from hundreds of thousands of games by players of a wide range of precisely known skill levels in real competitions. The games are analyzed by strong chess programs to produce authoritative utility values for move decision options by progressive deepening of search. Our experiments show a significant relationship between the formulations of level-k thinking and the skill level of players. Notably, the players are distinguished solely on moves where they erred -- according to the average depth level at which their errors are exposed by the authoritative analysis. Our results also indicate that the decisions are often independent of tail assumptions on higher-order beliefs. Further, we observe changes in this relationship in different contexts, such as minimal versus acute time pressure. We try to relate satisficing to insufficient level of reasoning and answer numerically the question, why do humans blunder?
衡量游戏玩法数据中的k级推理、满意度和人为错误
关于人类决策的结构化模式的推论是从与人类受试者的中等规模模拟竞赛中得出的。这些研究中分析的概念包括k级思维、满足和其他人为错误倾向。这些概念可以通过自然深度搜索指标映射到国际象棋领域,在这个领域中,在真实的比赛中,玩家可以从数十万场比赛中获得大量数据,这些玩家的技能水平范围很广。通过强大的国际象棋程序对棋局进行分析,通过逐步深化搜索,为走法决策选项产生权威的效用值。我们的实验表明,k级思维的表述与玩家的技能水平之间存在显著的关系。值得注意的是,根据权威分析所揭示的错误的平均深度,玩家只会根据他们所犯错误的移动来区分。我们的结果还表明,决策往往独立于高阶信念的尾部假设。此外,我们观察到这种关系在不同背景下的变化,例如最小时间压力与急性时间压力。我们试图将满意与推理水平不足联系起来,用数字来回答这个问题,为什么人类会犯错误?
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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