scholarly journals Team Production and Esteem: A Dual Selves Model with Belief-Dependent Preferences

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.

2007 ◽  
Vol 3 (2) ◽  
Author(s):  
Ben D. Mor

This article illustrates the heuristic use of game theory by applying it to the analysis of conflict resolution. To this end, we will proceed in three stages. First, we will define a generic bargaining game, which confronts two states that share a history of protracted conflict. Second, we will then introduce a gradual and controlled change in the preferences of the two states for the outcomes that are generated by the bargaining game. Third, for the game series that will be produced, we will apply alternative game-theoretic solution concepts and examine the expected implications of different information conditions. That is, we will establish by means of the theory what the states are expected to do in response to the induced change in their own preferences, in those of the opponent—and in their perception of each other. By modifying these parameters, we will be able to analyze the obstacles that are expected to arise in the peacemaking process and the conditions that are required to attain and stabilize a negotiated settlement.


AI Magazine ◽  
2010 ◽  
Vol 31 (4) ◽  
pp. 13 ◽  
Author(s):  
Tuomas Sandholm

Game-theoretic solution concepts prescribe how rational parties should act, but to become operational the concepts need to be accompanied by algorithms. I will review the state of solving incomplete-information games. They encompass many practical problems such as auctions, negotiations, and security applications. I will discuss them in the context of how they have transformed computer poker. In short, game-theoretic reasoning now scales to many large problems, outperforms the alternatives on those problems, and in some games beats the best humans.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
John T. Hanley

PurposeThe purpose of this paper is to illustrate how game theoretic solution concepts inform what classes of problems will be amenable to artificial intelligence and machine learning (AI/ML), and how to evolve the interaction between human and artificial intelligence.Design/methodology/approachThe approach addresses the development of operational gaming to support planning and decision making. It then provides a succinct summary of game theory for those designing and using games, with an emphasis on information conditions and solution concepts. It addresses how experimentation demonstrates where human decisions differ from game theoretic solution concepts and how games have been used to develop AI/ML. It concludes by suggesting what classes of problems will be amenable to AI/ML, and which will not. It goes on to propose a method for evolving human/artificial intelligence.FindingsGame theoretic solution concepts inform classes of problems where AI/ML 'solutions' will be suspect. The complexity of the subject requires a campaign of learning.Originality/valueThough games have been essential to the development of AI/ML, practitioners have yet to employ game theory to understand its limitations.


2018 ◽  
Vol 63 ◽  
pp. 145-189 ◽  
Author(s):  
Mateusz K. Tarkowski ◽  
Piotr L. Szczepański ◽  
Tomasz P. Michalak ◽  
Paul Harrenstein ◽  
Michael Wooldridge

Some game-theoretic solution concepts such as the Shapley value and the Banzhaf index have recently gained popularity as measures of node centrality in networks. While this direction of research is promising, the computational problems that surround it are challenging and have largely been left open. To date there are only a few positive results in the literature, which show that some game-theoretic extensions of degree-, closeness- and betweenness-centrality measures are computable in polynomial time, i.e., without the need to enumerate the exponential number of all possible coalitions. In this article, we show that these results can be extended to a much larger class of centrality measures that are based on a family of solution concepts known as semivalues. The family of semivalues includes, among others, the Shapley value and the Banzhaf index. To this end, we present a generic framework for defining game-theoretic network centralities and prove that all centrality measures that can be expressed in this framework are computable in polynomial time. Using our framework, we present a number of new and polynomial-time computable game-theoretic centrality measures.


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.


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.


Sign in / Sign up

Export Citation Format

Share Document