Previous research has shown that regret-driven neural networks predict behavior in repeated completely mixed games remarkably well, substantially equating the performance of the most accurate established models of learning. This result prompts the question of what is the added value of modeling learning through neural networks. We submit that this modeling approach allows for models that are able to distinguish among and respond differently to different payoff structures. Moreover, the process of categorization of a game is implicitly carried out by these models, thus without the need of any external explicit theory of similarity between games. To validate our claims, we designed and ran two multigame experiments in which subjects faced, in random sequence, different instances of two completely mixed 2 × 2 games. Then, we tested on our experimental data two regret-driven neural network models, and compared their performance with that of other established models of learning and Nash equilibrium.
Introduction
In everyday life, interactive as well as individual decision problems very rarely repeat themselves identically over time; rather, the experience on which most human learning is based comes from the continuous encounter of different instances of different decision tasks.
The current paper proposes an experimental study in which subjects faced different instances of two interactive decision problems (games), making a step forward in the realism of the strategic situations simulated in the lab. Specifically, subjects played in sequence different completely mixed games1, each obtained by multiplying the payoffs of one of two archetypal games for a randomly drawn constant. In each sequence, the perturbed payoff games of the two types were randomly shuffled. Thus, at each trial, subjects’ task was twofold: recognize the type of the current game and act in accordance to this categorization.
In spite of its evident economic relevance, the topic of human interactive learning in mutating strategic settings has not received until now much attention, from both an experimental and modeling perspective.
One important stream of literature on this topic includes studies in which the experimental design is recognizably divided into two parts, according to which the repeated play of a stage game is followed by the repeated play of another one. The main goal of these studies is that of assessing the effects of learning spillovers (or transfer) from the first to the second part of the experiment (as in Kagel, ; Knez and Camerer, ; Devetag, ), also conditional to different environmental and framing conditions (as in Cooper and Kagel, , ). In a different experimental paradigm, Rankin et al. () propose a design in which players faced sequences of similar but not identical stag-hunt games, and whose goal is that of evaluating the basins of attractions of the risk- and payoff-dominant strategies in the game space.
Our experimental design distinguishes from those illustrated above for two key features. First, subjects played different instances of two different games, and, second, the instances of the two games occurred in random order, thus without inducing any evident partition in the experiment structure; at the beginning of our experiments, subjects were only told that they would have faced a sequence of interactive decision problems.
From the modeling perspective, a similarity-based decision process was for the first time formalized in the “Case-Based Decision Theory” (Gilboa and Schmeidler, ), according to which decisions are made based on the consequences from actions taken in similar past situations. Besides, the case-based approach was for the first time applied to game theory with the “fictitious play by cases” model proposed by LiCalzi (). This model addresses the situation in which players play sequentially different games, and the play in the current game is only affected by experiences with past similar games. In this vein, Sgroi and Zizzo (, ) explore neural networks’ capability of learning game-playing rules and of generalizing them to never previously encountered games. The authors show that back-propagations neural network can learn to play Nash pure strategies, and use these skills when facing new games with a success rate close to that observed in experiments with human subjects.
The contribution by Marchiori and Warglien () has shown that, in repeatedly played completely mixed games, reinforcement learning models have limited predictive power, and that the best predictors, i.e., a fictitious play model and a neural network fed back by a measure of regret, have substantially the same accuracy. The current paper extends this research and shows that the added value of modeling learning by means of neural networks is that of capturing subjects’ sensitivity to dynamic changes in the payoff structure. Specifically, we introduce a variant of the zero-parameter Perceptron-Based (PB0) model, which we call SOFTMAX-PB0, test these two neural network models on the data from our multigame experiments, and compare their performance with that of other established learning models and Nash equilibrium.
The Multigame Experiments
The current paper proposes two multigame experiments, whose goal is that of improving our understanding of the processes of categorization in games. Eight groups of eight subjects each participated in the experiments, and each group played a different sequence of 120 games (see Table A3 in Appendix). Within each group, half of the subjects were assigned the role of row player and the others that of column player; at each round, subjects assigned to different roles were randomly and anonymously paired. At the end of each round, subjects were provided with feedback about their and their opponents’ actions and payoffs.
The two pairs of completely mixed archetypal games used for building the game sequences in the two experiments.
Experiment 1
Four groups of subjects played four game sequences built starting from two 2 × 2 constant-sum games (henceforth game A and game B; see Table 1). Game A and B payoffs were chosen in such a way that equilibrium probabilities for one player were not so different [respectively, P(U) = 0.9 and 0.7], whereas the other player was supposed to reverse his/her strategy [respectively, P(L) = 0.1 and 0.9]. Moreover, to get a balanced experimental design, payoffs in each cell of the two games where chosen to sum up to the same constant.
To build each sequence, 60 “type A” games were obtained by multiplying game A’s payoffs for 60 randomly drawn constants2 (normally distributed with mean 10 and SD 4). The same procedure was used to obtain 60 “type B” games3. Type A and B games were then shuffled in such a way that in each block of 10 trials there were five type A and five type B games in random order. Thus, in each block of 10 trials subjects could face the same number of type A and type B games.
Participants
Thirty-two students from the faculties of Economics, Law, and Sociology of the University of Trento (Italy) participated in Experiment 1. Subjects were paid based on their cumulated payoff in 12 randomly selected trials plus a show-up fee (see Experimental Instructions in Appendix).
Results
Figure 1 reports the relative frequency of U and L choices in blocks of 10 trials, separately for type A and B games.
Figure 1
Observed behavior in type A games is not well approximated by Nash equilibrium. Row players play Nash mixture in the first two blocks [for which P(U) = 0.89], but the proportion of U choices eventually converges to 0.74. As for the column players, play starts close to random behavior in the first block and converges to 0.33, higher than the 0.1 predicted by Nash’s theory.
The predictive power of Nash equilibrium in type B games is also rather poor. In equilibrium, row players are supposed to choose action U with probability 0.7, whereas observed play converges to the relative frequency of 0.9. Column players are predicted to choose action L 90% of the times, but the observed proportion converges, from the third block, to about 0.4.
Experiment 2
Experiment 2 was identical to the previous one, except for the fact that games A and C were used to build the four sequences (see Table 1). Game C was chosen in such a way that equilibrium probabilities were, for both players, close to equal chance; thus, no reversal of choice strategies was implied. Also in this case, in each cell of games A and B, payoffs sum up to the same constant.
Participants
Thirty-two students from the faculties of Economics, Law, and Sociology of the University of Trento (Italy) participated in Experiment 2. Subjects were paid based on their cumulated payoff in 12 randomly selected trials plus a show-up fee (see Experimental Instructions in Appendix).
Results
Figure 2 illustrates the results from Experiment 2. The relative frequency of U choices in type A games is systematically higher than that predicted by Nash’s theory, similarly to what happened in Experiment 1. It is interesting to note that, in type C games, empirical behavior of both row and column players eventually converges to Nash play [P(U) = P(L) = 0.6], confirming that Nash equilibrium is a good predictor (at least in the long run) when predicted choice probabilities are close to 0.5 (Erev and Roth, ; Erev and Haruvy, in preparation).
Figure 2
Cross-game learning
The question of how play in type A games is affected by the simultaneous play of games of a different kind can be easily answered by comparing choice frequencies in type A games in the two experiments. To this end, we ran a two-way, repeated measures analysis (results are summarized in A1 and A2 in Appendix), in which we tested the effects of the variables Experiment (i.e., the experimental condition) and Time, and of their interaction on choice frequencies for both row and column players. As a result, the variable Experiment has no significant effect, implying that no cross-game learning is taking place. We conclude that, when games of just two types are present, subjects are able to recognize the two strategic situations and act without confounding them.
The Model
Since when McCulloch and Pitts () introduced the first neuronal model in 1943, artificial neural networks have usually been intended as mathematical devices for solving problems of classification and statistical pattern recognition (see for example, Hertz et al., ; Bishop, ). For this reason, neural network-based learning models are the most natural candidates for predicting data from our multigame experiments, wherein a categorization task is implicit.
We present here a variant of the PB0 model proposed in Marchiori and Warglien (), which we call SOFTMAX-PB0. This model is a simple perceptron, i.e., a one-layer feed-forward neural network (Rosenblatt, ; Hopfield, ); its input units (labeled with ini) are as many as the game payoffs, whereas its output units (labeled with outj) are as many as the actions available to a player. Different from the PB0 model, according to SOFTMAX-PB0, the activation states of output units are determined via the softmax rule (1), and can thus be readily interpreted as choice probabilities.
The term wij in (1) is the weight of the connection from input unit ini to output unit outj.
Compared to the use of the tanh activation function, calculating activation states via the softmax rule avoids the premature saturation of output units, and in general results in a better fit of the data and has important theoretical implications4.
Adaptive learning from time step t − 1 to time step t occurs through modifications in the connection weights as follows:
with:
In the current model, the parameter λ that appears in (3) is replaced by a deterministic function, whose value at time step t is defined as the ratio between the experienced cumulated regret and the maximum cumulated regret. It is worth noting that the SOFTMAX-PB0 is non-parametric, as also in the softmax activation function (1) no free parameters are introduced.
In (3), targj is the ex-post best response to the other players’ actions, and it is equal to one if action j was the best response, and zero otherwise. Finally, the regret term is simply defined as the difference between the maximum obtainable payoff given other players’ actions and the payoff actually received.
The SOFTMAX-PB0 and the PB0 models, behavior is the result of adjustments in the direction of the ex-post best response (ex-post rationalizing process), and these adjustments are proportional to a measure of regret, consistently with findings in the neuroscientific field (Coricelli et al., ; Daw et al., ).
The SOFTMAX-PB0 model, as well as the PB0 one, presents some architectural analogies with established models of learning in games, but it has also some peculiar features that differentiate it from its competitors, as illustrated in Figure 3. Established learning models have two main cyclic component processes: (1) behavior is generated by some stochastic choice rule that maps propensities into probabilities of play; (2) Learning employs feedback to modify propensities, which in turn affect subsequent choices.
Figure 3
The (SOFTMAX-)PB0 model’s architecture is only partially similar to that of the other learning models. What distinguishes our models is the direct dependence of choice behavior upon game payoffs (represented in the “input layer”). Whereas in a typical economic learning model choice is a function of propensities only, here it is function of both propensities and the payoffs of the game.
This architecture provides the (SOFTMAX-)PB0 model with a peculiar capability to discriminate among different games. Conventional learning models in economics are designed for repeated games. There is learning, but no discrimination or generalization: the simulated agent is unable to discriminate between different games at a certain moment; if given abruptly a different game, it would respond in the same way, or just throw away what it had previously learned. On the other hand, discrimination is something perceptrons do very well, and since the output is also directly affected by perceived inputs (the activation states of input units), a network, besides learning, will respond differently to different games.
The sampling paradigm for modeling learning
Particularly relevant to the current analysis are the two contribution by Erev (2011) and by Gonzalez and Dutt (2011), in which the INERTIA SAMPLING AND WEIGHTING (I-SAW) and INSTANCE BASED LEARNING (IBL) models are proposed. According to these models, agents are supposed to make their decisions based on samples from their past experience. These models have been shown to capture important regularities of human behavior in decisions from experience (Erev et al., 2010; Gonzalez et al., 2011).
The most obvious way of modifying these models in order to perform conditional behavior is that of considering agents that draw from a subset of past experiences that are relevant to the current decision task. However, such an implementation would imply an exogenous intervention for the classification of the situation at hand, requiring an explicit theory of what is similar/relevant to what. On the other hand, the modeling approach based on sampling easily gives account for learning spillover effects (Marchiori et al., unpublished).
However, the classification operated by the (SOFTMAX-)PB0 model is endogenous; agents just observe inputs and respond to them without any external intervention and the entire process of classification is implicit in the structure of the model itself.
Materials and Methods
Predicted choice frequencies were obtained by averaging results over 150 simulations, and, for parametric models, this procedure was repeated for each parameter configuration. Table 2 collects the description of the portions of the parameter spaces investigated.
Table 2
Model
Portions of parameter spaces considered
Best fit parameters
NFP
λ in [1.5, 4.0] by = 0.25
w in [0.1, 0.9] by = 0.1
λ = 4.0, w = 0.7
NRL
λ in [3.0, 7.0] by = 0.5
w in [0.10, 0.90] by = 0.05
λ = 5.5, w = 0.50
RE
λ in [2.2, 3.4] by = 0.1
N(1) in [27, 34] by = 1
λ = 2.7, N(1) = 31
RL
λ in [6.0, 10.0] by = 0.5
w in [0.10, 0.90] by = 0.05
λ = 10.0, w = 0.50
SFP
λ in [10.0, 14.0] by = 0.5
w in [0.05, 0.90] by = 0.05
λ = 13.0, w = 0.75
stEWA
λ in [1, 9] by = 0.1
λ = 5.8
Explored portions of parameter spaces and the parameter configurations yielding the lowest average MSD in the two experiments.
We tested models’ predictive power by considering estimated choice frequencies corresponding to the parameter configurations that minimized the mean square deviation (henceforth MSD; Friedman, 1983; Selten, 1998) in our two experiments. Considering average MSD scores in the two experiments does not penalize directly the number of free parameters of a model; therefore, in this analysis, parametric models are advantaged over the non-parametric PB0 and SOFTMAX-PB0 ones.
In our comparative analysis, we considered the following learning models: normalized fictitious play (NFP; Erev et al., 2007); normalized reinforcement learning (NRL; Erev et al., 2007); Erev and Roth’s reinforcement learning (REL; Erev and Roth, 1998); reinforcement learning (RL; Erev et al., 2007); stochastic fictitious play (Erev et al., 2007); and self-tuning experience weighted attraction (stEWA; Ho et al., 2007). Section “Competitor Models and Investigated Portions of Parameter Spaces” in Appendix briefly reviews these models.
Simulation Results and Discussion
Although simple perceptrons suffer severe theoretical limitations in the discrimination tasks they can carry out (Minsky and Papert, 1969; Hertz et al., 1991), our simulation results show that they are nonetheless able to discriminate between two different strategic situations and predict well choice behavior observed in our multigame experiments. Simulation results are collected in Figure 4 and, more in detail, in Tables 3 and 4.
Table 3
MSD
Type A games
Type B games
Blocks
1
2
3
4
5
6
1
2
3
4
5
6
Empirical
P(U)
0.89
0.89
0.84
0.81
0.76
0.74
0.16
0.32
0.41
0.39
0.42
0.38
P(L)
0.53
0.40
0.26
0.26
0.26
0.26
0.74
0.78
0.85
0.86
0.91
0.91
Nash
0.053
P(U)
0.90
0.90
0.90
0.90
0.90
0.90
0.70
0.70
0.70
0.70
0.70
0.70
P(L)
0.10
0.10
0.10
0.10
0.10
0.10
0.90
0.90
0.90
0.90
0.90
0.90
NFP
0.081
P(U)
0.55
0.65
0.57
0.56
0.58
0.51
0.62
0.51
0.63
0.60
0.56
0.67
P(L)
0.59
0.50
0.60
0.54
0.64
0.55
0.64
0.65
0.60
0.70
0.57
0.62
NRL
0.094
P(U)
0.59
0.40
0.68
0.65
0.64
0.64
0.58
0.43
0.68
0.66
0.64
0.64
P(L)
0.65
0.73
0.54
0.53
0.54
0.57
0.67
0.70
0.53
0.53
0.54
0.55
PB0
0.024
P(U)
0.78
0.96
0.97
0.96
0.95
0.95
0.49
0.35
0.26
0.28
0.16
0.25
P(L)
0.77
0.68
0.47
0.38
0.35
0.33
0.71
0.80
0.85
0.86
0.93
0.87
REL
0.076
P(U)
0.50
0.49
0.51
0.51
0.51
0.49
0.51
0.48
0.51
0.50
0.49
0.49
P(L)
0.50
0.50
0.50
0.49
0.50
0.49
0.50
0.50
0.51
0.50
0.49
0.49
RL
0.097
P(U)
0.60
0.37
0.64
0.63
0.63
0.64
0.57
0.40
0.64
0.63
0.63
0.64
P(L)
0.60
0.70
0.47
0.49
0.51
0.57
0.62
0.67
0.47
0.49
0.51
0.55
SFP
0.094
P(U)
0.57
0.53
0.67
0.59
0.51
0.50
0.63
0.50
0.48
0.42
0.60
0.60
P(L)
0.54
0.50
0.51
0.32
0.52
0.41
0.58
0.69
0.65
0.79
0.68
0.69
SOFTMAX-PB0
0.018
P(U)
0.84
0.97
0.95
0.90
0.90
0.92
0.46
0.28
0.25
0.31
0.31
0.31
P(L)
0.76
0.56
0.32
0.39
0.51
0.46
0.72
0.82
0.87
0.83
0.89
0.82
stEWA
0.086
P(U)
0.62
0.64
0.64
0.64
0.64
0.64
0.67
0.64
0.64
0.64
0.64
0.64
P(L)
0.72
0.75
0.75
0.75
0.75
0.75
0.74
0.75
0.75
0.75
0.75
0.75
Predicted and observed choice frequencies in Experiment 1.
The second column from the left reports the MSD scores associated to each model. For parametric models, predicted frequencies have been obtained with the parameter configuration reported in the fourth column of Table 2.
Table 4
MSD
Type A games
Type C games
Blocks
1
2
3
4
5
6
1
2
3
4
5
6
Empirical
P(U)
0.88
0.88
0.86
0.92
0.88
0.86
0.42
0.60
0.60
0.68
0.56
0.63
P(L)
0.51
0.43
0.44
0.43
0.33
0.42
0.78
0.75
0.82
0.70
0.63
0.60
Nash
0.034
P(U)
0.90
0.90
0.90
0.90
0.90
0.90
0.60
0.60
0.60
0.60
0.60
0.60
P(L)
0.10
0.10
0.10
0.10
0.10
0.10
0.60
0.60
0.60
0.60
0.60
0.60
NFP
0.036
P(U)
0.62
0.69
0.59
0.66
0.61
0.65
0.62
0.55
0.64
0.64
0.64
0.57
P(L)
0.50
0.50
0.57
0.50
0.56
0.51
0.57
0.51
0.46
0.54
0.50
0.52
NRL
0.047
P(U)
0.72
0.92
0.87
0.58
0.56
0.70
0.76
0.85
0.86
0.61
0.55
0.70
P(L)
0.52
0.49
0.45
0.43
0.49
0.49
0.56
0.57
0.60
0.46
0.49
0.49
PB0
0.029
P(U)
0.75
0.85
0.89
0.88
0.95
0.93
0.78
0.73
0.56
0.50
0.53
0.46
P(L)
0.57
0.55
0.55
0.51
0.61
0.70
0.54
0.45
0.52
0.56
0.57
0.57
REL
0.055
P(U)
0.51
0.49
0.51
0.51
0.50
0.51
0.50
0.51
0.52
0.50
0.51
0.51
P(L)
0.50
0.50
0.49
0.50
0.51
0.49
0.50
0.51
0.50
0.50
0.49
0.49
RL
0.053
P(U)
0.71
0.93
0.88
0.56
0.52
0.68
0.75
0.87
0.87
0.59
0.50
0.68
P(L)
0.53
0.49
0.47
0.41
0.52
0.52
0.55
0.59
0.59
0.44
0.52
0.52
SFP
0.036
P(U)
0.62
0.71
0.59
0.61
0.60
0.70
0.59
0.50
0.59
0.60
0.63
0.40
P(L)
0.51
0.48
0.55
0.41
0.46
0.50
0.58
0.51
0.47
0.56
0.56
0.60
SOFTMAX-PB0
0.028
P(U)
0.77
0.83
0.87
0.85
0.93
0.90
0.80
0.68
0.54
0.56
0.59
0.48
P(L)
0.56
0.61
0.55
0.49
0.60
0.70
0.52
0.46
0.53
0.61
0.56
0.58
stEWA
0.058
P(U)
0.54
0.54
0.54
0.54
0.54
0.54
0.54
0.54
0.54
0.54
0.54
0.54
P(L)
0.61
0.63
0.64
0.64
0.64
0.64
0.61
0.63
0.64
0.64
0.64
0.64
Predicted and observed choice frequencies in Experiment 2.
The second column from the left reports the MSD scores associated to each model. For parametric models, predicted frequencies have been obtained with the parameter configuration reported in the fourth column of Table 2.
Figure 4
Predicted and observed choice frequencies in Experiment 1 (top panels) and 2 (lower panels).
Established learning models are not able to discriminate between the two different game structures, providing the same “average” behavior for both types of games (see Tables 3 and 4), and are always outperformed by Nash equilibrium. On the contrary, the SOFTMAX-PB0 and PB0 models are able to replicate subjects’ conditional behavior, due to the direct dependence of their response on game payoffs, remarkably outperforming Nash equilibrium and all the other models of learning considered in this analysis.
Comparison of the performance of the PB0 and SOFTMAX-PB0 models shows how the introduction of the softmax rule for calculating output units’ activations improves the fit of the data.
Cross-game learning
As reported at the end of Section “The Multigame Experiments,” our experimental data do not provide evidence of cross-game learning. In regard to this, simulation results show that there is a partial qualitative parallelism between the (SOFTMAX-)PB0 model’s predictions and observed behavior. For example, for the row player, the (SOFTMAX-)PB0 model provides very similar trajectories in the two experiments. However, if we consider column player’s predicted behavior, the (SOFTMAX-)PB0 model produces very different trajectories in the two experiments. This might imply that the (SOFTMAX-)PB0’s structure is not complex enough to completely avoid spillover effects across games, although this aspect would deserve a more systematic investigation. However, it is not difficult to imagine situations in which learning spillovers do take place and this feature of the (SOFTMAX-)PB0 model would turn out to be advantageous.
Conclusion
The present paper presents an experimental design in which subjects faced a sequence of different interactive decision problems, making a step forward in the realism of the situations simulated in the lab. The problems in the sequences were different instances of two 2 × 2 completely mixed games. Thus, at each trial, subjects’ task was twofold: recognize the type of the current decision problem, and then act according to this categorization. Our experimental results show that subjects are able to recognize the two different game structures in each sequence and play accordingly to this classification. Moreover, our experimental data do not provide evidence of cross-game learning, as there are no significant differences in the play of type A games in the two experiments.
Our experiments were designed with the precise goal of testing the discrimination capability of the PB0 and SOFTMAX-PB0 neural network models in comparison with that of other established models of learning proposed in the Psychology and Economics literature. Simulation results show that traditional “attraction and stochastic choice rule” learning models are not able to discriminate between the different strategic situations, providing a poor “average” behavior, and are always outperformed by Nash equilibrium. On the contrary, the (SOFTMAX-)PB0 model is able to replicate subjects’ conditional behavior, due to the direct dependence of its response on game payoffs, and performs better than standard theory of equilibrium. This latter fact is particularly remarkable; in our experiments, the two classes of games were built based on their Nash equilibrium, so that the classification was induced by the different equilibrium predictions. On the contrary, our neural network models of adaptive learning were able to classify the different game structures without any external and predetermined partition of the game space.
We are well aware of the need for a more systematic and comprehensive analysis of categorization in games. Further experimental research could focus, for example, on sequences with more than two types of games, or on the effects of different degrees of payoff perturbations on learning spillovers.
Statements
Acknowledgments
We are grateful to Luigi Mittone, director of the CEEL experimental laboratory (University of Trento, Italy) where our experiments were conducted. Also the support of Marco Tecilla and of the CEEL staff is gratefully acknowledged. This project was supported by the Fondazione Università Ca’ Foscari and a fellowship from the Lady Davis Foundation.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Footnotes
1.^Games with a unique Nash equilibrium in mixed strategies.
3.^Thus type A and B games had, respectively, the same mixed strategy equilibrium of games A and B.
4.^Moreover, when outputs are calculated via (1), the updating rule (3) leads to Cross-Entropy minimization or, in other terms, to the maximization of the likelihood of observing a given training set.
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ErevI.Bereby-MeyerY.RothA. E. (1999). The effect of adding a constant to all payoffs: experimental investigation, and implications for reinforcement learning models. J. Econ. Behav. Organ.39, 111–128.10.1016/S0167-2681(99)00028-1
ErevI.ErtE.RothA. E.HaruvyH.HerzogS. M.HauR.HertwigR.StewartT.WestR.LebiereC. (2010). A choice prediction competition: choices from experience and from description. J. Behav. Decis. Mak.23, 15–47.10.1002/bdm.683
ErevI.RothA. E. (1998). Predicting how people play games: reinforcement learning in experimental games with unique, mixed-strategy equilibria. Am. Econ. Rev.88, 848–881.
ErevI.RothA. E.SlonimR. L.BarronG. (2002). Predictive value and the usefulness of game theoretic models. Int. J. Forecast.183, 359–368.10.1016/S0169-2070(02)00023-7
ErevI.RothA. E.SlonimR. L.BarronG. (2007). Learning and equilibrium as useful approximations: accuracy of prediction on randomly selected constant sum games. Econ. Theory33, 29–51.10.1007/s00199-007-0214-y
ErtE.ErevI. (2007). Replicated alternatives and the role of confusion, chasing, and regret in decisions from experience. J. Behav. Decis. Mak.20, 305–322.10.1002/bdm.556
GonzalezC.DuttV.LejarragaT. (2011). A loser can be a winner: comparison of two instance-based learning models in a market entry competition. Games2, 136–162.10.3390/g2010136
HopfieldJ. J. (1987). Learning algorithms and probability distributions in feed-forward and feed-back networks. Proc. Natl. Acad. Sci. U.S.A.84, 8429–8433.10.1073/pnas.84.23.8429
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RankinF. W.Van HuyckJ. B.BattalioR. C. (2000). Strategic similarity and emergent conventions: evidence from similar stag hunt games. Games Econ. Behav.32, 315–337.10.1006/game.1999.0711
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You are participating in an experiment on interactive decision-making funded by the Italian Ministry of University and Research (MIUR). This experiment is not aimed at evaluating you neither academically nor personally, and the results will be published under strict anonymity.
You will be paid based on your performance, privately and in cash, according to the rules described below.
During the experiment, you will not be allowed to communicate with the other participants, neither verbally nor in any other way. If you have any problem or questions, raise your hand and a member of the staff will immediately contact you.
The experiment will consist of 120 rounds, and at each round you will face an interactive decision task. Specifically, at each round, you will be randomly matched with another participant and your payoff will depend on both your decision and that of the other participant. The structure of each decision task will be represented as shown in the following figure:
The other player (column player)
Action 1
Action 2
YOU (row player)
Action 1
(6, 4)
(4, 7)
Action 2
(3, 4)
(5, 6)
You have been assigned the role of “row player”: therefore, the other player will always play the role of “column player.”
For each player two actions are available (labeled “Action 1” and “Action 2”). For every possible combination of actions by row and column players, there corresponds a cell in the matrix. In every cell there are two numbers between parentheses: the first number corresponds to YOUR payoff (in experimental currency units), and the second corresponds to the payoff of the other player (again in experimental currency units).
As an example, referring to the matrix reported below, if YOU choose to play “Action 1” and the other player chooses to play “Action 2,” then the payoffs will be four for YOU (row player) and seven for the other player (column player).
The other player (column player)
Action 1
Action 2
YOU (row player)
Action 1
(6, 4)
(4, 7)
Action 2
(3, 4)
(5, 6)
Please, remember that the experiment will consist of 120 rounds. At each round, you will be shown a sequence of two screenshots.
The first screenshot will show you the current payoff matrix, and you will be invited to make a decision. In order to make a decision, you must type either “1” or “2” in the box labeled “your decision,” and then click on the button “confirm.” Once you have clicked the confirmation button, you cannot change your decision. You will have a maximum of 30 s to choose: after those 30 s a blinking red message will appear on the right-up corner of the screen and spur you to make a decision. Delaying your decision will cause the other participants to wait for you.
Once all players have made their decision, the second screenshot will appear on your monitor. In this second screenshot there will be reported the action you chose, the action chosen by the other player, your respective payoffs, and the payoff matrix you saw in the first screenshot.
The second screenshot will be visible on your monitor for 10 s and then another round will start.
This process will be repeated for 120 times. After all rounds have been played, the experiment will be over and the procedure of payment will start. In order to determine your payment, 12 integers between 1 and 120 will be randomly drawn without replacement. In this way, 12 out of the 120 rounds will be randomly selected and you will be paid based on their outcomes. One experimental currency unit is equivalent to 10 eurocents (10 experimental units = 1 euro). Moreover, independently from your performance, you will be paid an additional show-up fee of 5 euro.
Before the beginning of the experiment, you will be asked to fill a questionnaire to verify whether the instructions have been understood. Then the experiment will start.
At the end of the experiment, you will be asked to fill a questionnaire for your payment.
Thank you for your kind cooperation!
Repeated measures ANOVA
Competitor models and investigated portions of parameter spaces
The REL model (Erev et al., 1999, 2002)
Attractions updating
The propensity of player i to play her k-th pure strategy at period t + 1 is given by:
Table A1
df
Sum Sq
Mean Sq
F value
Pr(>F)
Experiment
1
0.03
0.03
0.90
0.38
Residuals
6
0.23
0.04
Two-way, repeated measures ANOVA (row players).
We tested the model Proportion (U) ∼ Experiment *Time + Error (between groups). The effect of the experimental condition is not significant.
We tested the model Proportion (L) ∼ Experiment *Time + Error (between groups). The effect of the experimental condition is not significant.
Table A3
Profile:
Sequence 1 – Experiment 1
Sequence 1 – Experiment 2
U, L
U, R
D, L
D, R
U, L
U, R
D, L
D, R
Game 1
190
56
179
67
89
156
190
56
93
27
87
32
43
76
93
27
Game 2
58
199
23
235
47
211
129
129
120
35
113
42
56
99
120
35
Game 3
152
44
143
53
71
125
152
44
166
49
156
58
78
137
166
49
Game 4
74
21
70
26
35
61
74
21
125
37
111
51
111
51
133
29
Game 5
235
69
221
83
110
194
235
69
156
46
147
55
73
128
156
46
Game 6
33
115
13
135
27
121
74
74
186
54
175
65
87
153
186
54
Game 7
135
39
127
47
63
111
135
39
91
26
80
37
80
37
96
21
Game 8
72
244
28
288
57
259
158
158
106
31
93
43
93
43
112
25
Game 9
34
118
13
139
27
125
76
76
163
48
144
67
144
67
173
38
Game 10
42
142
16
168
33
151
92
92
148
43
131
61
131
61
157
34
Game 11
52
180
21
211
42
190
116
116
162
47
142
66
142
66
171
38
Game 12
170
50
160
60
80
140
170
50
170
50
160
60
80
140
170
50
Game 13
51
174
20
205
41
185
113
113
105
30
92
43
92
43
111
24
Game 14
53
183
21
215
43
194
118
118
195
57
184
69
92
161
195
57
Game 15
124
36
117
44
58
102
124
36
212
62
199
74
99
174
212
62
Game 16
62
213
25
250
50
225
137
137
188
55
177
66
88
155
188
55
Game 17
232
68
218
81
109
191
232
68
141
41
124
58
124
58
149
33
Game 18
64
219
25
258
51
232
141
141
74
21
65
30
65
30
78
17
Game 19
218
64
205
77
102
180
218
64
298
87
263
122
263
122
315
70
Game 20
192
56
181
68
90
158
192
56
183
54
172
64
86
151
183
54
Game 21
60
205
24
242
48
217
133
133
173
51
153
71
153
71
183
40
Game 22
100
29
94
35
47
82
100
29
95
27
83
39
83
39
100
22
Game 23
49
166
19
196
39
176
107
107
106
31
100
37
50
87
106
31
Game 24
148
43
139
52
69
122
148
43
97
28
91
34
45
80
97
28
Game 25
79
270
31
318
63
286
175
175
109
32
102
38
51
90
109
32
Game 26
246
72
232
87
116
203
246
72
189
55
178
66
89
155
189
55
Game 27
61
210
24
247
49
222
135
135
148
43
131
61
131
61
157
34
Game 28
142
42
134
50
67
117
142
42
158
46
140
65
140
65
168
37
Game 29
229
67
215
80
107
188
229
67
161
47
142
66
142
66
171
38
Game 30
48
166
19
195
39
175
107
107
153
45
144
54
72
126
153
45
Game 31
54
183
21
216
43
194
118
118
164
48
145
67
145
67
174
38
Game 32
203
59
191
71
95
167
203
59
182
53
171
64
85
150
182
53
Game 33
72
245
28
288
57
259
158
158
109
32
96
45
96
45
116
25
Game 34
52
179
21
210
42
189
116
116
170
50
150
70
150
70
180
40
Game 35
170
50
160
60
80
140
170
50
128
37
120
45
60
105
128
37
Game 36
151
44
142
53
71
124
151
44
166
48
156
58
78
136
166
48
Game 37
171
50
161
60
80
141
171
50
220
64
207
77
103
181
220
64
Game 38
61
209
24
246
49
222
135
135
164
48
145
67
145
67
174
38
Game 39
44
150
17
176
35
158
97
97
72
21
64
29
64
29
77
17
Game 40
146
43
137
51
68
120
146
43
92
27
86
32
43
75
92
27
Game 41
240
70
225
84
112
197
240
70
144
42
135
50
67
118
144
42
Game 42
74
252
29
296
59
267
163
163
240
70
212
99
212
99
255
56
Game 43
240
70
226
85
113
198
240
70
38
11
33
15
33
15
40
8
Game 44
122
35
114
43
57
100
122
35
189
55
167
78
167
78
201
44
Game 45
47
161
18
189
37
170
104
104
145
42
137
51
68
119
145
42
Game 46
41
140
16
165
33
149
91
91
151
44
133
62
133
62
160
35
Game 47
203
59
191
71
95
167
203
59
190
56
179
67
89
156
190
56
Game 48
52
180
21
211
42
190
116
116
146
43
137
51
68
120
146
43
Game 49
61
209
24
246
49
221
135
135
182
53
160
75
160
75
193
42
Game 50
180
53
169
63
84
148
180
53
216
63
203
76
101
178
216
63
Game 51
198
58
187
70
93
163
198
58
239
70
211
98
211
98
253
56
Game 52
196
57
185
69
92
162
196
57
115
34
109
40
54
95
115
34
Game 53
284
83
268
100
134
234
284
83
142
41
134
50
67
117
142
41
Game 54
44
152
17
179
35
161
98
98
90
26
84
31
42
74
90
26
Game 55
34
117
13
138
27
124
75
75
152
44
134
62
134
62
161
35
Game 56
26
91
10
107
21
97
59
59
156
46
138
64
138
64
165
36
Game 57
57
196
23
231
46
208
127
127
210
61
185
86
185
86
222
49
Game 58
121
35
113
42
56
99
121
35
238
70
210
98
210
98
252
56
Game 59
187
55
176
66
88
154
187
55
180
53
170
63
85
148
180
53
Game 60
54
184
21
217
43
195
119
119
82
24
77
29
38
67
82
24
Game 61
61
209
24
245
49
221
135
135
177
52
156
73
156
73
188
41
Game 62
35
121
14
142
28
128
78
78
141
41
133
49
66
116
141
41
Game 63
21
73
8
87
17
78
47
47
235
69
221
83
110
194
235
69
Game 64
208
61
196
73
98
171
208
61
278
82
246
114
246
114
295
65
Game 65
163
47
153
57
76
134
163
47
235
69
221
83
110
193
235
69
Game 66
42
143
16
168
33
151
92
92
204
60
180
84
180
84
216
48
Game 67
31
107
12
126
25
114
69
69
201
59
178
83
178
83
213
47
Game 68
258
75
243
91
121
212
258
75
159
46
150
56
75
131
159
46
Game 69
163
48
153
57
76
134
163
48
163
48
153
57
76
134
163
48
Game 70
125
37
118
44
59
103
125
37
161
47
142
66
142
66
170
37
Game 71
47
162
19
191
38
171
105
105
177
52
167
62
83
146
177
52
Game 72
147
43
138
52
69
121
147
43
169
49
159
59
79
139
169
49
Game 73
18
64
7
75
15
67
41
41
59
17
52
24
52
24
63
14
Game 74
145
42
136
51
68
119
145
42
185
54
163
76
163
76
196
43
Game 75
38
130
15
153
30
138
84
84
108
31
102
38
51
89
108
31
Game 76
132
39
124
46
62
109
132
39
218
64
205
77
102
180
218
64
Game 77
79
271
31
319
63
287
175
175
168
49
148
69
148
69
178
39
Game 78
118
34
111
41
55
97
118
34
128
37
112
52
112
52
135
30
Game 79
123
36
116
43
58
101
123
36
187
55
165
77
165
77
198
44
Game 80
44
152
17
178
35
161
98
98
225
66
212
79
106
186
225
66
Game 81
54
186
21
219
43
197
120
120
121
35
107
50
107
50
128
28
Game 82
125
36
117
44
58
103
125
36
269
79
237
110
237
110
284
63
Game 83
232
68
218
82
109
191
232
68
237
69
209
97
209
97
251
55
Game 84
61
210
24
247
49
223
136
136
196
57
185
69
92
162
196
57
Game 85
41
140
16
165
33
148
90
90
55
16
52
19
26
45
55
16
Game 86
29
100
11
118
23
106
65
65
202
59
190
71
95
166
202
59
Game 87
155
45
146
54
73
128
155
45
125
36
118
44
59
103
125
36
Game 88
131
38
123
46
61
107
131
38
121
35
114
42
57
100
121
35
Game 89
58
198
23
233
46
210
128
128
187
55
165
77
165
77
198
44
Game 90
315
92
296
111
148
259
315
92
256
75
226
105
226
105
271
60
Game 91
200
58
188
70
94
165
200
58
228
67
215
80
107
188
228
67
Game 92
220
64
207
77
103
181
220
64
135
39
119
55
119
55
143
31
Game 93
43
146
17
172
34
155
95
95
155
45
146
54
73
128
155
45
Game 94
161
47
152
57
76
133
161
47
116
34
109
40
54
95
116
34
Game 95
186
54
175
65
87
153
186
54
270
79
238
111
238
111
286
63
Game 96
30
104
12
123
24
111
67
67
151
44
142
53
71
125
151
44
Game 97
55
189
22
222
44
200
122
122
148
43
140
52
70
122
148
43
Game 98
218
64
205
77
102
179
218
64
195
57
172
80
172
80
206
45
Game 99
51
174
20
205
41
184
113
113
193
56
170
79
170
79
204
45
Game 100
62
211
24
249
49
224
137
137
196
57
173
80
173
80
208
46
Game 101
202
59
190
71
95
166
202
59
145
42
136
51
68
119
145
42
Game 102
67
230
27
271
54
244
149
149
156
45
137
64
137
64
165
36
Game 103
62
212
25
250
50
225
137
137
169
49
149
69
149
69
179
39
Game 104
195
57
183
68
91
160
195
57
123
36
108
50
108
50
130
28
Game 105
266
78
250
94
125
219
266
78
129
38
121
45
60
106
129
38
Game 106
64
218
25
257
51
231
141
141
123
36
116
43
58
101
123
36
Game 107
103
30
97
36
48
85
103
30
218
64
192
89
192
89
230
51
Game 108
45
154
18
181
36
163
100
100
152
44
134
62
134
62
161
35
Game 109
40
137
16
162
32
145
89
89
228
67
215
80
107
188
228
67
Game 110
111
32
104
39
52
91
111
32
227
66
214
80
107
187
227
66
Game 111
44
150
17
177
35
159
97
97
159
46
150
56
75
131
159
46
Game 112
47
159
18
188
37
169
103
103
189
55
167
78
167
78
201
44
Game 113
29
101
11
119
23
107
65
65
183
54
172
64
86
151
183
54
Game 114
135
39
127
47
63
111
135
39
59
17
56
21
28
49
59
17
Game 115
143
42
135
50
67
118
143
42
208
61
184
85
184
85
221
49
Game 116
44
151
17
178
35
160
98
98
160
47
141
66
141
66
170
37
Game 117
207
61
195
73
97
171
207
61
146
43
129
60
129
60
155
34
Game 118
32
109
12
129
25
116
70
70
204
60
180
84
180
84
216
48
Game 119
195
57
183
68
91
160
195
57
138
40
130
48
65
113
138
40
Game 120
110
32
104
39
52
91
110
32
199
58
188
70
94
164
199
58
Two of the game sequences played in Experiment 1 and 2.
where Cij(t) indicates the number of times that strategy j has been chosen in the first t rounds, x is the obtained payoff, and N(1) a parameter of the model determining the weight of the initial attractions.
Stochastic choice rule
Player i’s choice probabilities are calculated as follows:
where λ is a sensitivity parameter, whereas S(t) gives a measure of payoff variability.
Initial attractions
S(1) is defined as the expected absolute distance between the payoff from random choices and the expected payoff given random choices, denoted as A(1). At period t > 1:
where x is the received payoff, m the number of player i’s pure strategies, and A(t + 1) is:
Initial attractions are such that aij(1) = A(1), for all i and j. This model has two free parameters, namely λ and N(1).
The RL model (Erev and Roth, 1998; Erev et al., 2007)
Initial propensities
Initial propensities are set equal to the expected payoff from random choice [denoted by A(1)], so that aij(1) = A(1), for all i and j.
Attractions updating
Propensities are updated as follows:
where vij(t) is the realized payoff, and w parameter expressing the weight of past experience. The updating rule above implies agents’ insensitivity to foregone payoffs.
Stochastic choice rule
Choice probabilities are calculated as follows:
where λ is a payoff sensitivity parameter.
The NRL model (Erev et al., 2007)
Initial propensities
Initial propensities are set equal to the expected payoff from random choice [denoted by A(1)], so that aij(1) = A(1), for all i and j.
Attractions updating
Propensities are updated according to the following:
where vij(t) is the realized payoff and w a weight parameter. The updating rule implies agents’ insensitivity to foregone payoffs.
Stochastic choice rule
Choice probabilities are defined as:
where S(t) gives a measure of payoff variability and λ is payoff sensitivity parameter.
where recenti is the most recent experienced payoff from action i = 1, 2. At the first period, recenti = A(1), and S(1) is set equal to λ. Similarly to the NFP model, payoff sensitivity [the ratio λ/S(t)] is assumed to decrease with payoff variability.
The NFP model (Erev et al., 2007; Ert and Erev, 2007)
Initial propensities
Initial propensities are set equal to the expected payoff from random choice [denoted by A(1)], so that aij(1) = A(1), for all i and j.
Attractions updating
Propensities are updated according to the following:
aij(t + 1) = (1 − w)·aij(t) + w·vij(t), for all i and j,
where vij(t) is the expected payoff in the selected cell and w is a parameter that measures sensitivity to foregone payoffs.
Stochastic choice rule
Choice probabilities are obtained as follows:
where S(t) gives a measure of payoff variability, and λ is payoff sensitivity parameter.
where recenti is the last experienced payoff from action i = 1, 2. At the first period, recenti = A(1), and S(1) is set equal to λ.
The SFP model (Erev et al., 2007)
Initial propensities
Initial propensities are set equal to the expected payoff from random choice [denoted by A(1)], so that aij(1) = A(1), for all i and j.
Attractions updating
Propensities are updated according to the following:
aij(t + 1) = (1 − w)·aij(t) + w·vij(t), for all i and j,
where vij(t) is the expected payoff in the selected cell and, w is a parameter that measures sensitivity to foregone payoffs.
Stochastic choice rule
Choice probabilities are calculated as follows:
where λ is a payoff sensitivity parameter.
The stEWA model (Camerer and Ho, 1999; Ho et al., 2007)
Attractions updating
At time t, player i associates to his j-th pure strategy the attraction aij(t), given by:
where si(t) and s−i(t) are the strategies played by player i and his opponents, respectively, and πi(sij,s−i(t)) is the ex-post payoff deriving from playing strategy j, and I(·) is the Kronecker function. Functions δij(t) and Φi(t) are called, respectively, attention function and change detector function. The latter depends primarily on the difference between the relative frequencies of chosen strategies in the most recent periods and the relative frequencies calculated on the entire series of actions. The attention function essentially determines the importance that players give to past experience.
Stochastic choice rule
Choice probabilities are calculated as follows:
where λ is the unique free parameter of the model.
Initial attractions
Authors suggest at least four ways of setting initial attractions aij(0). In our implementation, initial attractions are set equal to the average payoff from random choice, leading to first period uniformly distributed choices.
Marchiori D and Warglien M (2011) Neural Network Models of Learning and Categorization in Multigame Experiments. Front. Neurosci. 5:139. doi: 10.3389/fnins.2011.00139
Received
15 November 2011
Accepted
04 December 2011
Published
27 December 2011
Volume
5 - 2011
Edited by
Eldad Yechiam, Technion Israel Institute of Technology, Israel
Reviewed by
Eldad Yechiam, Technion Israel Institute of Technology, Israel; Itzhak Aharon, The Interdisciplinary Center, Israel; Cleotilde Gonzalez, Carnegie Mellon University, USA
This is an open-access article distributed under the terms of the Creative Commons Attribution Non Commercial License, which permits non-commercial use, distribution, and reproduction in other forums, provided the original authors and source are credited.
*Correspondence: Davide Marchiori, Department of Economics, National Chengchi University, Tz-nan Road 64, Section 2 Wenshan, Taipei 116, Taiwan. e-mail: davide@nccu.edu.tw
This article was submitted to Frontiers in Decision Neuroscience, a specialty of Frontiers in Neuroscience.
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