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Learning with repeated-game strategies

We use the self-tuning Experience Weighted Attraction model with repeated-game strategies as a computer testbed to examine the relative frequency, speed of convergence and progression of a set of repeated-game strategies in four symmetric 2 × 2 games: Prisoner's Dilemma, Battle of the Sexes, St...

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Autores principales: Ioannou, Christos A., Romero, Julian
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4115627/
https://www.ncbi.nlm.nih.gov/pubmed/25126053
http://dx.doi.org/10.3389/fnins.2014.00212
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author Ioannou, Christos A.
Romero, Julian
author_facet Ioannou, Christos A.
Romero, Julian
author_sort Ioannou, Christos A.
collection PubMed
description We use the self-tuning Experience Weighted Attraction model with repeated-game strategies as a computer testbed to examine the relative frequency, speed of convergence and progression of a set of repeated-game strategies in four symmetric 2 × 2 games: Prisoner's Dilemma, Battle of the Sexes, Stag-Hunt, and Chicken. In the Prisoner's Dilemma game, we find that the strategy with the most occurrences is the “Grim-Trigger.” In the Battle of the Sexes game, a cooperative pair that alternates between the two pure-strategy Nash equilibria emerges as the one with the most occurrences. In the Stag-Hunt and Chicken games, the “Win-Stay, Lose-Shift” and “Grim-Trigger” strategies are the ones with the most occurrences. Overall, the pairs that converged quickly ended up at the cooperative outcomes, whereas the ones that were extremely slow to reach convergence ended up at non-cooperative outcomes.
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spelling pubmed-41156272014-08-14 Learning with repeated-game strategies Ioannou, Christos A. Romero, Julian Front Neurosci Neuroscience We use the self-tuning Experience Weighted Attraction model with repeated-game strategies as a computer testbed to examine the relative frequency, speed of convergence and progression of a set of repeated-game strategies in four symmetric 2 × 2 games: Prisoner's Dilemma, Battle of the Sexes, Stag-Hunt, and Chicken. In the Prisoner's Dilemma game, we find that the strategy with the most occurrences is the “Grim-Trigger.” In the Battle of the Sexes game, a cooperative pair that alternates between the two pure-strategy Nash equilibria emerges as the one with the most occurrences. In the Stag-Hunt and Chicken games, the “Win-Stay, Lose-Shift” and “Grim-Trigger” strategies are the ones with the most occurrences. Overall, the pairs that converged quickly ended up at the cooperative outcomes, whereas the ones that were extremely slow to reach convergence ended up at non-cooperative outcomes. Frontiers Media S.A. 2014-07-30 /pmc/articles/PMC4115627/ /pubmed/25126053 http://dx.doi.org/10.3389/fnins.2014.00212 Text en Copyright © 2014 Ioannou and Romero. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neuroscience
Ioannou, Christos A.
Romero, Julian
Learning with repeated-game strategies
title Learning with repeated-game strategies
title_full Learning with repeated-game strategies
title_fullStr Learning with repeated-game strategies
title_full_unstemmed Learning with repeated-game strategies
title_short Learning with repeated-game strategies
title_sort learning with repeated-game strategies
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4115627/
https://www.ncbi.nlm.nih.gov/pubmed/25126053
http://dx.doi.org/10.3389/fnins.2014.00212
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