Hostname: page-component-89b8bd64d-z2ts4 Total loading time: 0 Render date: 2026-05-07T05:41:59.693Z Has data issue: false hasContentIssue false

The evolution of ambiguous beliefs

Published online by Cambridge University Press:  12 August 2025

Paolo Galeazzi*
Affiliation:
University of Bayreuth, Universitätsstraße 30, 95447 Bayreuth, Germany
Patricia Rich
Affiliation:
University of Bayreuth, Universitätsstraße 30, 95447 Bayreuth, Germany
*
Corresponding author: Paolo Galeazzi; Email: pagale87@gmail.com
Rights & Permissions [Opens in a new window]

Abstract

Ambiguity, in the decision-theoretic sense, means that agents are unable to identify unique probabilities for some events that they care about. Ambiguity characterizes many real-life situations, but many important questions surrounding it are still open. Descriptively, we know that people typically perceive and are sensitive to ambiguity in certain kinds of situations. Intuitively, this is well justified. Normatively, however, many think that ambiguous beliefs and ambiguity sensitivity are irrational. This raises questions such as: Why are people sensitive to ambiguity? Does it lead to inferior decisions, in particular given people’s usual decision environments? An interesting clue is that there are many examples of social contexts in which ambiguity benefits everyone involved. Hence, we investigate the possibility that ambiguity sensitivity is ‘ecologically rational’ or adaptive in a multi-agent, strategic setting. We explore the viability of ambiguity sensitive behaviour using evolutionary simulations. Our results indicate that ambiguity sensitivity can be adaptive in strategic contexts, and is especially beneficial when agents have to coordinate.

Information

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - SA
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-ShareAlike licence (https://creativecommons.org/licenses/by-sa/4.0/), which permits re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is used to distribute the re-used or adapted article and the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press
Figure 0

Figure 1. Multigame environments with interactive (1a) and single-agent (1b) decisions. Each grid cell is associated with both a decision matrix and a belief set. The dots on the grid represent the agents, the different dot colours represent the different agent types (i.e. the agents’ decision criteria), the grey areas in the simplexes shown to the side represent the belief sets associated with each decision. Notice that those grids have to be thought of as being toroidal.

Figure 1

Figure 2. Example dynamics for single-agent decision problems. The figure shows the evolutionary dynamics for the first three runs for each number of actions. This figure depicts the population shares (y-axis) of the types over the generations before the simulations end (x-axis).

Figure 2

Figure 3. Histogram of the proportions of different types in the final population states for single-agent decisions. The x-axis shows the fraction of the total population, while the y-axis shows the number of simulation runs (out of 100) for which each type had that fraction of population share at the end.

Figure 3

Figure 4. Histogram of the proportions of different types in the final population states for generic games. The x-axis shows the fraction of the total population, while the y-axis shows the number of simulation runs (out of 100) for which each type had that fraction of population share at the end.

Figure 4

Figure 5. Histogram of the proportions of different types in the final population states for coordination games. The x-axis shows the fraction of the total population, while the y-axis shows the number of simulation runs (out of 100) for which each type had that fraction of population share at the end.

Figure 5

Figure 6. Histogram of the proportions of different types in the final population states for coordination games with different imprecise beliefs. The x-axis shows the fraction of the total population, while the y-axis shows the number of simulation runs (out of 100) for which each type had that fraction of population share at the end.

Figure 6

Figure 7. Histogram of the proportions of different types in the final population states for coordination games with the same probabilistic beliefs. The x-axis shows the fraction of the total population, while the y-axis shows the number of simulation runs (out of 100) for which each type had that fraction of population share at the end.

Figure 7

Figure 8. Histogram of the proportions of different types in the final population states for coordination games with the same probabilistic beliefs, when there are only three types. The x-axis shows the fraction of the total population, while the y-axis shows the number of simulation runs (out of 100) for which each type had that fraction of population share at the end.

Figure 8

Figure 9. Histogram of the proportions of different types in the final population states for graded games. The x-axis shows the fraction of the total population, while the y-axis shows the number of simulation runs (out of 100) for which each type had that fraction of population share at the end.

Figure 9

Figure 10. EGT results. The figure shows histograms of the final type proportions in the 100 EGT simulation runs for single-agent decisions (first row), generic games (second row) and coordination games (third row), and for 3, 5 and 7 actions.

Figure 10

Figure 11. EGT results. The figure shows histograms of the final type proportions in the 100 EGT simulation runs for coordination games with different imprecise beliefs (first row), coordination games with the same probabilistic beliefs (second row) and graded games (third row), and for 3, 5 and 7 actions.

Figure 11

Figure 12. Robustness checks with 13 actions.

Figure 12

Figure 13. Robustness checks with 13 actions.