Diffusion of Behavior in Network Games Orchestrated by Social Learning

Jia-Ping Huang, Maurice Koster, Ines Lindner
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Abstract

The novelty of our model is to combine models of collective action on networks with models of social learning. Agents are connected according to an undirected graph, the social network, and have the choice between two actions: either to adopt a new behavior or technology or stay with the default behavior. The individual believed return depends on how many neighbors an agent has, how many of those neighbors already adopted the new behavior and some agent-specic cost-benefit parameter. There are four main insights of our model: (1) A variety of collective adoption behaviors is determined by the network. (2) Average inclination governs collective adoption behavior. (3) Initial inclinations determine the critical mass of adoption which ensures the new behavior to prevail. (4) Equilibria and dynamic be- havior changes as we change the underlying network and other parameters. Given the complexity of the system we use a standard technique for estimating the solution.
社交学习对网络游戏行为扩散的影响
我们的模型的新颖之处在于将网络上的集体行动模型与社会学习模型结合起来。智能体根据无向图(即社交网络)连接在一起,并在两种行为之间做出选择:要么采用新的行为或技术,要么保持默认行为。个体相信的收益取决于一个代理有多少邻居,这些邻居中有多少已经采用了新的行为,以及一些特定于代理的成本效益参数。我们的模型有四个主要的见解:(1)各种集体收养行为是由网络决定的。(2)平均倾向支配集体收养行为。(3)初始倾向决定了采用的临界质量,从而保证了新行为的盛行。(4)当我们改变底层网络和其他参数时,均衡和动态be- behavior也会发生变化。考虑到系统的复杂性,我们使用一种标准技术来估计解决方案。
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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