Heuristic modeling of reflection in reflexive games

G. Markova, S. I. Bartsev
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Abstract

The functioning of a subject in a changing environment is most effective from the point of view of survival if the subject can form, maintain and use internal representations of the external world for decision-making. These representations are also called reflection in a broad sense. Using it, one can win in reflexive games since an internal representation of the enemy allows predicting their future moves. The goal is to assess the reflexive potential of heuristic model objects – artificial neural networks – in the reflexive games “Even-Odd” (or “Matching pennies”) and “Rock-Paper-Scissors”. We used homogeneous fully connected neural networks of small sizes (from 8 to 45 neurons). Games were played between neural networks with different configurations and parameters (size, step size for modifying weight coefficients). A set of reflexivity criteria is presented, corresponding to different levels of consideration: neuronal, behavioral, formal. The transitivity of formal success in the game is shown. The most successful configurations, however, may not meet other criteria of reflexivity. We hypothesize that the best compliance with the criteria and, as a consequence, universal success in reflection tasks is achievable for heterogeneous configurations with a structure in which the formation of hierarchical systems of attractors is possible.
反思性游戏中的反思启发式建模
如果主体能够形成、保持和使用外部世界的内部表象来进行决策,那么从生存的角度来看,主体在不断变化的环境中的运作是最有效的。从广义上讲,这些表征也称为反思。利用它,一个人可以在反思性游戏中获胜,因为对敌人的内部表征可以预测他们未来的行动。我们的目标是评估启发式模型对象--人工神经网络--在 "偶数-奇数"(或 "硬币匹配")和 "石头-剪子-布 "反思游戏中的反思潜力。我们使用了小规模的同质全连接神经网络(从 8 到 45 个神经元)。游戏在具有不同配置和参数(大小、修改权重系数的步长)的神经网络之间进行。根据神经元、行为和形式等不同层面的考虑,提出了一套反身性标准。在游戏中,形式上的成功具有传递性。然而,最成功的配置可能并不符合其他反身性标准。我们假设,对于异质配置来说,它们的结构有可能形成分层的吸引子系统,因此,在反思任务中,它们最符合标准,也能取得普遍的成功。
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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