Abstract
This paper examines strategic adaptation in participants’ behavior conditional on the type of their opponent. Participants played a constant-sum game for 100 rounds against each of three pattern-detecting computer algorithms designed to exploit regularities in human behavior such as imperfections in randomizing and the use of simple heuristics. Significant evidence is presented that human participants not only change their marginal probabilities of choosing actions, but also their conditional probabilities dependent on the recent history of play. A cognitive model incorporating pattern recognition is proposed that capture the shifts in strategic behavior of the participants better than the standard non-pattern detecting model employed in the literature, the Experience Weighted Attraction model (and by extension its nested models, reinforcement learning and fictitious play belief learning).
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Abbreviations
- t :
-
Time measured by the number of rounds
- i :
-
Indexes players
- −i :
-
Indexes the matched opponent of player i
- a i,t :
-
Action played at time t by player i
- n :
-
Depth of pattern recognition
- ω t :
-
A vector of the context (history of play) at time t, elements indexed by m
- π i :
-
The realized payoff of player i at time t
- c j :
-
A memory chunk, indexed by j
- A j :
-
Total activation of chunk j
- B j :
-
The base-level activation of chunk j
- t q :
-
The time (or rounds) elapsed since a chunk was observed
- γ :
-
The rate of chunk activation decay
- w m :
-
Attention weight for element m in the context vector
- Δ j :
-
Dissimilarity between the current context ω t and a chunk’s encoded context
- θ :
-
The threshold value at which an action choice is made
- δ :
-
Instantaneous strength of evidence, or drift of OUP process
- τ :
-
Time during the decision rule (OUP process)
- W(τ):
-
Wiener process
- σ 2 :
-
The variance of the diffusion proce
- X(τ):
-
The state, accumulated evidence, of the OUP process at time τ
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Spiliopoulos, L. Strategic adaptation of humans playing computer algorithms in a repeated constant-sum game. Auton Agent Multi-Agent Syst 27, 131–160 (2013). https://doi.org/10.1007/s10458-012-9203-z
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DOI: https://doi.org/10.1007/s10458-012-9203-z