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Feature-weighted categorized play across symmetric games

Published online by Cambridge University Press:  14 March 2025

Marco LiCalzi*
Affiliation:
Università Ca’ Foscari Venezia, Venice, Italy
Roland Mühlenbernd*
Affiliation:
Nicolaus Copernicus University Toruń, Toruń, Poland Leibniz-Zentrum Allgemeine Sprachwissenschaft, Berlin, Germany
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Abstract

Experimental game theory studies the behavior of agents who face a stream of one-shot games as a form of learning. Most literature focuses on a single recurring identical game. This paper embeds single-game learning in a broader perspective, where learning can take place across similar games. We posit that agents categorize games into a few classes and tend to play the same action within a class. The agent’s categories are generated by combining game features (payoffs) and individual motives. An individual categorization is experience-based, and may change over time. We demonstrate our approach by testing a robust (parameter-free) model over a large body of independent experimental evidence over 2×2 symmetric games. The model provides a very good fit across games, performing remarkably better than standard learning models.

Information

Type
Original Paper
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution (CC-BY) license (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
Copyright © The Author(s) 2022
Figure 0

Fig. 1 The red and blue lines describe two typical categorizations for the PD-simplex: the red agent cooperates when efficiency (E) is high; the blue agent ignores risk (R) and cooperates if efficiency is greater than temptation (E>T). The green line gives a typical categorization for the SH-simplex: the agent plays safe when risk (R) is high

Figure 1

Fig. 2 (a) The blue line depicts the ideal boundary (IB) in the PD-class for weights (f,g,h)=(1/3,1/3,1/3), where P(H)=12. (b) If the weights change to (0.5, 0.3, 0.2), the IB shifts from solid blue to dashed blue. The distance from a game to IB is inversely proportional to P(H): f.i., if G has payoffs a=7,b=0,c=12,d=4, then P(H)≈0.23 for the solid IB and P(H)≈0.12 for the dashed IB

Figure 2

Fig. 3 We test 26 PD games (left panel) and 19 SH games (right panel) for overall average rates of H-play. Additionally, we test 12 of the PD games and 12 of the SH games (red rings) for round-by-round average rates of H-play. Experimental evidence for these 45 games is collected from 16 different studies. See Table SM.1 for a full list of games and sources

Figure 3

Table 1 Values of the mean square distances Q1 and Q2 for FWC, EWA, FP, RL, CF and NE.

Figure 4

Fig. 4 Comparative evaluation between experimental results and simulated data over six algorithms, using the mean square deviation Q1 for the overall average rate of H-play. The six algorithms are: feature weighted categorization (FWC), experience weighted attraction (EWA), fictitious play (FP), reinforcement learning (RL), coin flip (CF), and Nash equilibrium (NE). The three panels show the values for Q1 computed over: (a) 26 PD games, (b) 19 SH games, and (c) all 45 games together (black dots in Fig. 3). When the value is off scale, we add a number on top of the bar

Figure 5

Fig. 5 Round-by-round average H-rates over three identical games: Game 02 (left) is PD, Game 03 (center) is SH and participants learn to play L, Game 04 (right) is SH and participants learn to play H. We depict the experimental results (solid black line) and the simulated H-rates averaged over 1000 simulation runs for FWC (red line), EWA (blue line), FP (orange line) and RL (green line)

Figure 6

Fig. 6 Comparative evaluation of the mean squared deviation between experimental results and simulated data using Q2 for the round-by-round average rate of H-play, over the same six algorithms of Fig. 4. The three panels show the values for Q2 computer over: (a) 12 PD games, (b) 12 SH games, and (c) all 24 games together (red rings in Fig. 3). When the value is off scale, we add a number on top of the bar

Figure 7

Fig. 7 Visual summary for five propositions (rows) across four algorithms (columns). Each bar depicts the relative rate of improvement of an algorithm over the best benchmark (either CF or NE) in matching the empirical evidence for a proposition. An algorithm is consistent with a proposition if its rate of improvement is above 0.5 (green), and is not otherwise (red). See Table 3 for the actual values

Figure 8

Fig. 8 Dynamics of the H-rates over different PD games. Experimental data (solid black line) exhibit rapid adjustments. Only FWC (solid red line) matches this pattern

Figure 9

Fig. 9 Change in H-rates from the first 10 to the last 10 rounds for low-x SH games (x<0.5, red lines) and high-x SH games (x>0.5, blue lines) averaged over all experimental sessions and over 1000 simulations for each algorithm

Figure 10

Table 2 Performance of FWC, EWA, FP, RL, CF and NE for the experiments across similar games.

Figure 11

Table 3 Values of the relative scores for propositions A1 to A5 over the four algorithms FWC, EWA, FP, and RL.

Figure 12

Fig. 10 Round-by-round average H-rates over the first sequence of PD and SH games from Duffy and Fehr (2018). We depict the experimental results (solid black line) and the simulated H-rates averaged over 1000 simulation runs for FWC (red line), EWA (blue line), FP (orange line) and RL (green line). On the left, algorithms are never reset; on the right, they are reset upon introducing a different game

Figure 13

Fig. 11 Comparative evaluation of the mean squared deviation between experimental results and simulated data using Q2 for the round-by-round average rate of H-play, without and with reset. The panel shows the values for Q2 computed over 418 datapoints from four treatments

Figure 14

Fig. 12 Round-by-round (left panel) and block-by-block (right panel) average H-rates over two CG games. We depict the experimental results (solid black line) and the simulated H-rates averaged over 1000 simulation runs for FWC (red line), EWA (blue line), FP (orange line) and RL (green line)

Figure 15

Table 4 Values of the mean square distances Q2 for FWC, EWA, FP, RL, CF and NE and the experimental results of the CG and 3×3 games. Each datapoint is based on 1,000 simulation runs

Figure 16

Table 5 Resulting values of the sample tests with softmax versions of FWC, EWA, FP, RL, CF and NE on the 24 PD+SH games.

Figure 17

Fig. 13 Comparative evaluation of the mean squared error between experimental results and simulated data (1000 runs per data point) adding Q2 for the round-by-round and Q3 for the block-by-block average H-rates, based on 76 data points from six treatments

Figure 18

Fig. 14 Comparative evaluation of the round-by-round mean squared error between experimental results and simulated data (1000 runs per data point), based on 88 datapoints from four treatments of 22 rounds each

Supplementary material: File

LiCalzi and Mühlenbernd supplementary material

Feature-Weighted Categorized Play across Symmetric Games
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