scholarly journals Incomplete information about the partner affects the development of collaborative strategies in joint action

2018 ◽  
Author(s):  
Vinil T. Chackochan ◽  
Vittorio Sanguineti

AbstractPhysical interaction with a partner plays an essential role in our life experience and is the basis of many daily activities. When two physically coupled humans have different and partly conflicting goals, they face the challenge of negotiating some type of collaboration. This requires that both subjects understand their opponent’s state and current actions. But, how would the collaboration be affected if information about their opponent were unreliable or incomplete? Here we show that incomplete information about the partner affects not only the speed at which a collaborative strategy is achieved (less information, slower learning), but also the modality of the collaboration. In particular, incomplete or unreliable information leads to an interaction strategy characterized by alternating leader-follower roles. In contrast, more reliable information leads to a more synchronous behavior, in which no specific roles can be identified. Simulations based on a combination of game theory and Bayesian estimation suggested that synchronous behaviors denote optimal interaction (Nash equilibrium). Roles emerge as sub-optimal forms of interaction, which minimize the need to know about the partner. These findings suggest that physical interaction strategies are shaped by the trade-off of between the task requirements and the uncertainty of the information available about the opponent.Author summaryMany activities in daily life involve physical interaction with a partner or opponent. In many situations they have conflicting goals. Therefore, they need to negotiate some form of collaboration. Although very common, these situations have rarely been studied empirically. In this study, we specifically address what is a ‘optimal’ collaboration and how it can be achieved. We also address how developing a collaboration is affected by uncertainty about the partner. Through a combination of empirical studies and computer simulations based on game theory, we show that subject pairs (dyads) are capable of developing stable collaborations, but the learned collaboration strategy depends on the reliability of the information about the partner. High-information dyads converge to the optimal strategies in game-theoretic sense. Low-information dyads converge to strategies that minimize the need to know about the partner. These findings are consistent with a game theoretic learning model which relies on estimates of partner actions, but not partner goals. This similarity sheds some light on the minimal computational machinery which is necessary to an intelligent agent in order to develop stable physical collaborations.

2016 ◽  
Vol 18 (02) ◽  
pp. 1640001 ◽  
Author(s):  
Vladimir V. Mazalov ◽  
Anna A. Ivashko ◽  
Elena N. Konovalchikova

This paper studies a game-theoretic model of best choice with incomplete information. In this model, players observe a sequence of incoming objects each described by two random quality components. The first component is announced to players and the other one is hidden. Players choose an object based on known information about it. The winner is the player having a higher sum of the quality components than the opponents do. The optimal strategies of the players and their payoffs in the game are derived.


2021 ◽  
Vol 59 (2) ◽  
pp. 653-658

Sanjit Dhami of Department of Economics, Accounting, and Finance, University of Leicester reviews “Handbook of Experimental Game Theory” edited by C. M. Capra, Rachel T. A. Croson, Mary L. Rigdon, and Tanya S. Rosenblat. The Econlit abstract of this book begins: “Sixteen papers explore the study of game-theoretic propositions from a scientific approach, covering methodological innovations in the measurement of strategic behavior and static and dynamic games of both complete and incomplete information.”


Author(s):  
Peter Vanderschraaf

Problems of interaction, which give rise to justice, are structurally problems of game theory, the mathematical theory of interactive decisions. Five problems of interaction are introduced that are all intrinsically important and that help motivate important parts of the discussions in subsequent chapters: the Farmer’s Dilemma, impure coordination, the Stag Hunt, the free-rider problem, and the choice for a powerless party to acquiesce or resist. Elements of noncooperative game theory essential to analyzing problems of justice are reviewed, including especially games in the strategic and extensive forms, the Nash equilibrium, the Prisoner’s Dilemma, and games of incomplete information. Each of the five motivating problems is reformulated game-theoretically. These game-theoretic reformulations reveal precisely why the agents involved would have difficulty arriving at mutually satisfactory resolutions, and why “solutions” for these problems call for principles of justice to guide the agents’ conduct.


Games ◽  
2019 ◽  
Vol 10 (3) ◽  
pp. 33
Author(s):  
Matthias Greiff

We propose a dual selves model to integrate affective responses and belief-dependent emotions into game theory. We apply our model to team production and model a worker as being composed of a rational self, who chooses effort, and an emotional self, who expresses esteem. Similar to psychological game theory, utilities depend on beliefs, but only indirectly. More concretely, emotions affect utilities, and the expression of emotions depends on updated beliefs. Modeling affective responses as actions chosen by the emotional self allows us to apply standard game-theoretic solution concepts. The model reveals that with incomplete information about abilities, workers only choose high effort if esteem is expressed based on interpersonal comparisons and if the preference for esteem is a status preference.


2015 ◽  
Vol 17 (01) ◽  
pp. 1540008 ◽  
Author(s):  
B. K. Mohanty ◽  
Mahima Gupta

This paper introduces a methodology based on fuzzy game theory to determine the buyer's priority of the attributes and select a product in the e-business system. The game theory model developed in our paper considers the prioritization of attributes as strategies for the player (player 1) in one side and selection of the products for the opponent player (player 2). The fuzzy probabilities of the strategies in the game theory are obtained by using the concepts of similarities between the fuzzy numbers. The e-business system devises strategies for the player 1 by attaching appropriate priority levels to product attributes for maximum gain. On the other hand the opponent player 2 select the products as the strategies accordingly. The payoffs obtained in the game theory model as fuzzy numbers are subsequently converted to their equivalent probabilistic mean intervals. This process leads to transform the game theory model into a linear programming problem (LPP) with interval coefficients. The solution to LPP gives us the optimal strategies. These probability of strategies are considered as attributes' weights to determine ranking of the products in e-business system. The methodology is illustrated with the help of a numerical example.


Author(s):  
Jacob K. Goeree ◽  
Charles A. Holt ◽  
Thomas R. Palfrey

This chapter explores several applications of quantal response equilibrium (QRE) to specific games in order to illustrate and expand on the wide range of game-theoretic principles and phenomena associated with QRE that have been highlighted in the previous chapters. The first application considered belongs to the class of continuous games. With a continuum of decisions, QRE predicts a choice distribution that is not merely a (possibly asymmetric) spread to each side of a Nash equilibrium, since “feedback effects” from deviations by one player alter others' expected payoff profiles, which would induce further changes. The second application is a symmetric game with binary actions where players have continuously distributed private information about an unknown state of the world that affects both players' payoffs. The remainder of the chapter looks at three applications to extensive-form games, all of which are games of incomplete information.


Author(s):  
Frank C. Zagare

This chapter explores a number of issues connected with the use of game-theoretic models to organize analytic narratives. First, a causal explanation of the 1936 Rhineland crisis is developed within the confines of a game-theoretic model of asymmetric or unilateral deterrence with incomplete information. In this context, the chapter then introduces the concept of a perfect Bayesian equilibrium. Then, some methodological obstacles that may arise in a more complex case, such as the 1879 Austro-German alliance, are discussed, and suggestions for overcoming them are offered. Finally, the advantages of using game models to more fully understand real world events are highlighted.


Author(s):  
Frank C. Zagare

The main purpose of this book is to demonstrate, by way of example, the several advantages of using a formal game-theoretic framework to explain complex events, diplomatic history, and contentious interstate relationships, via causal mechanisms and rationality. Chapter 1 lays out the broad parameters and major concepts of the mathematical theory of games and its applications in the security studies literature. Chapter 2 explores a number of issues connected with the use of game-theoretic models to organize analytic narratives, both generally and specifically. Chapter 3 interprets the Moroccan crisis of 1905–6 in the context of an incomplete information game model. Chapter 4 surveys and evaluates several prominent attempts to use game theory to explain the strategic dynamic of the Cuban missile crisis of 1962. Chapter 5 offers a general explanation that answers all of the foundational questions associated with the Cuban crisis within the confines of a single, integrated, game-theoretic model with incomplete information. Chapter 6 uses the same game form to develop a logically consistent and empirically plausible explanation of the outbreak of war in Europe in early August 1914. Chapter 7 introduces perfect deterrence theory and contrasts it with the prevailing realist theory of interstate war prevention, and classical deterrence theory. Chapter 8 addresses the charge made by some behavioral economists (and many strategic analysts) that game theory is of limited utility for understanding interstate conflict behavior.


2019 ◽  
Vol 109 ◽  
pp. 00048
Author(s):  
Yevhen Lapshyn ◽  
Robert Molchanov ◽  
Borys Blyuss ◽  
Nataliia Osadcha

The conclusion has been made about the necessity to choose the optimal strategies for management by geotechnical systems, based on the analysis of geological faults, which are the main indicator of the mining and geological conditions that characterize the mineral deposits, as well as on the parameters for the infrastructure development of the underground space. The methodological peculiarity of solving the problems set is the use of game theory with modified criteria of Wald, maximax and Savage, since the manifestation of specific geological faults is probabilistic in nature. When choosing the optimal strategy, the average linear deviations of gains or risks are taken into account.


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