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Stepwise training supports strategic second-order theory of mind in turn-taking games

Published online by Cambridge University Press:  01 January 2023

Rineke Verbrugge*
Affiliation:
Institute of Artificial Intelligence and Cognitive Engineering, Faculty of Science and Engineering, University of Groningen, PO Box 407, 9700 AK Groningen, The Netherlands
Ben Meijering
Affiliation:
School of Communication, Media and IT, Hanze UAS, Groningen
Stefan Wierda
Affiliation:
Fugro Intersite, Leidschendam, The Netherlands
Hedderik van Rijn
Affiliation:
Department of Experimental Psychology, UG
Niels Taatgen*
Affiliation:
Institute of Artificial Intelligence and Cognitive Engineering, Faculty of Science and Engineering, University of Groningen, PO Box 407, 9700 AK Groningen, The Netherlands
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Abstract

People model other people’s mental states in order to understand and predict their behavior. Sometimes they model what others think about them as well: “He thinks that I intend to stop.” Such second-order theory of mind is needed to navigate some social situations, for example, to make optimal decisions in turn-taking games. Adults sometimes find this very difficult. Sometimes they make decisions that do not fit their predictions about the other player. However, the main bottleneck for decision makers is to take a second-order perspective required to make a correct opponent model. We report a methodical investigation into supporting factors that help adults do better. We presented subjects with two-player, three-turn games in which optimal decisions required second-order theory of mind (Hedden and Zhang, 2002). We applied three “scaffolds” that, theoretically, should facilitate second-order perspective-taking: 1) stepwise training, from simple one-person games to games requiring second-order theory of mind; 2) prompting subjects to predict the opponent’s next decision before making their own decision; and 3) a realistic visual task representation. The performance of subjects in the eight resulting combinations shows that stepwise training, but not the other two scaffolds, improves subjects’ second-order opponent models and thereby their own decisions.

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Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
The authors license this article under the terms of the Creative Commons Attribution 3.0 License.
Copyright
Copyright © The Authors [2018] This is an Open Access article, distributed under the terms of the Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Figure 0

Figure 1: Decision tree for an example turn-taking game in which Player 1 chooses first; if he chooses to go right, then Player 2 chooses, and if Player 2 also chooses to go right, finally Player 1 decides again. The pairs at the leaves A, B, C, and D represent the payoffs of Player 1 and Player 2, respectively. This payoff structure corresponds to the Marble Drop game of Figure 5 (c). Figure adapted from Figure 2 of (Rosenthal, 1981) and Figure 1 of (Hedden & Zhang, 2002)

Figure 1

Figure 2: Decision tree with a payoff structure corresponding to the Matrix Game of Figure 3

Figure 2

Figure 3: The Matrix Game. Figure adapted from Figure 2 of (Hedden & Zhang, 2002)

Figure 3

Figure 4: Schematic overview of the Undifferentiated and Stepwise training procedures for the Matrix Game. Undifferentiated training consists of 24 different so-called trivial games (top panel, see Subsection 2.3 for explanation). Stepwise training consists of 4 zero-order games, 8 first-order games, and 8 second-order games. The actual 20 training items all had different payoff distributions (bottom panel).

Figure 4

Figure 5: Examples of zero-order (a), first-order (b), and second-order (c) Marble Drop games between Player 1 (blue) and Player 2 (orange). The dashed lines in the figure represent the optimal decisions. (See Subsection 2.5 for explanation.)

Figure 5

Figure 6: Accuracy results for all 8 conditions of the experiment for Test Block 1 and Test Block 2. Error bars represent one standard error.

Figure 6

Figure 7: The y-axis shows the number of subjects that are assigned to a specific strategy. On the x-axis is depicted the center trial of the moving average. The “Maximize own pay-off” corresponds to the task instructions.

Figure 7

Table 1: The 2 x 2 x 2 experimental groups and numbers of subjects for each

Figure 8

Figure 8: Two trivial Matrix Games: The game on the left is a so-called trivial first-order game. See text for explanation. The game on the right does not require any ToM reasoning at all, because Player 1’s maximum payoff is already available in cell A.

Figure 9

Table 2: Payoff structures of second-order games, adapted from (Hedden & Zhang, 2002)

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Table 3: Payoff structures of zero-order games with one decision point. Each payoff pair represents the payoffs of Player 1 and Player 2, respectively

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Table 4: Payoff structures of first-order games with two decision points. Each payoff pair represents the payoffs of Player 1 and Player 2, respectively

Figure 12

Table 5: Payoff structures of trivial first-order games with three decision points. This table has been adapted from Appendix B of (Hedden & Zhang, 2002)

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