预测人类在游戏中的行为的0级元模型

J. R. Wright, Kevin Leyton-Brown
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引用次数: 60

摘要

行为博弈论试图描述现实中的人(与理想化的“理性”代理人相比)在战略情境中的行为方式。我们自己最近的工作已经确定迭代模型(如量子认知层次)是预测人类在非重复、同步移动游戏中的表现的最新技术[Wright and Leyton-Brown 2012]。迭代模型预测代理对其对手进行迭代推理,从称为level-0的非战略行为规范中建立。建模者原则上可以自由选择任何对给定设置有意义的0级行为描述;然而,在实践中,几乎所有现有的工作都将这种行为指定为动作的均匀分布。在大多数游戏中,即使是非战略性的代理也不可能随机选择一个行动,其他代理也不会期望他们这样做。一个更精确的0级行为模型有可能极大地改善对人类行为的预测,因为很大一部分代理可能直接使用0级策略,而且由于迭代模型将所有更高级别的策略作为对0级策略的响应。我们的工作考虑了0级行为的“元模型”:在给定任意游戏的情况下,0级代理构建行动概率分布的方式模型。我们评估了许多这样的元模型,每个模型的预测都是基于可以从任何正常形式的游戏中计算出来的一般特征。我们评估了将每个新的0级元模型与各种迭代模型相结合的效果,并在许多情况下观察到模型预测准确性的巨大改进。最后,我们推荐一种全面实现卓越性能的元模型:需要估计五个权重的特征的线性加权。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Level-0 meta-models for predicting human behavior in games
Behavioral game theory seeks to describe the way actual people (as compared to idealized, ``rational'' agents) act in strategic situations. Our own recent work has identified iterative models (such as quantal cognitive hierarchy) as the state of the art for predicting human play in unrepeated, simultaneous-move games [Wright and Leyton-Brown 2012]. Iterative models predict that agents reason iteratively about their opponents, building up from a specification of nonstrategic behavior called level-0. The modeler is in principle free to choose any description of level-0 behavior that makes sense for the given setting; however, in practice almost all existing work specifies this behavior as a uniform distribution over actions. In most games it is not plausible that even nonstrategic agents would choose an action uniformly at random, nor that other agents would expect them to do so. A more accurate model for level-0 behavior has the potential to dramatically improve predictions of human behavior, since a substantial fraction of agents may play level-0 strategies directly, and furthermore since iterative models ground all higher-level strategies in responses to the level-0 strategy. Our work considers ``meta-models'' of level-0 behavior: models of the way in which level-0 agents construct a probability distribution over actions, given an arbitrary game. We evaluated many such meta-models, each of which makes its prediction based only on general features that can be computed from any normal form game. We evaluated the effects of combining each new level-0 meta-model with various iterative models, and in many cases observed large improvements in the models' predictive accuracies. In the end, we recommend a meta-model that achieved excellent performance across the board: a linear weighting of features that requires the estimation of five weights.
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