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A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game

The present study develops an artificial agent that plays the iterative chicken game based on a computational model that describes human behavior in competitive social interactions in terms of fairness. The computational model we adopted in this study, named as the self-concept fairness model, decid...

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Autores principales: Kim, Sung-Phil, Kim, Minju, Lee, Jongmin, Cho, Yang Seok, Kwon, Oh-Sang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8195276/
https://www.ncbi.nlm.nih.gov/pubmed/34122205
http://dx.doi.org/10.3389/fpsyg.2021.576404
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author Kim, Sung-Phil
Kim, Minju
Lee, Jongmin
Cho, Yang Seok
Kwon, Oh-Sang
author_facet Kim, Sung-Phil
Kim, Minju
Lee, Jongmin
Cho, Yang Seok
Kwon, Oh-Sang
author_sort Kim, Sung-Phil
collection PubMed
description The present study develops an artificial agent that plays the iterative chicken game based on a computational model that describes human behavior in competitive social interactions in terms of fairness. The computational model we adopted in this study, named as the self-concept fairness model, decides the agent’s action according to the evaluation of fairness of both opponent and self. We implemented the artificial agent in a computer program with a set of parameters adjustable by researchers. These parameters allow researchers to determine the extent to which the agent behaves aggressively or cooperatively. To demonstrate the use of the proposed method for the investigation of human behavior, we performed an experiment in which human participants played the iterative chicken game against the artificial agent. Participants were divided into two groups, each being informed to play with either a person or the computer. The behavioral analysis results showed that the proposed method can induce changes in the behavioral pattern of human players by changing the agent’s behavioral pattern. Also, we found that participants tended to be more sensitive to fairness when they played with a human opponent than with a computer opponent. These results support that the artificial agent developed in this study will be useful to investigate human behavior in competitive social interactions.
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spelling pubmed-81952762021-06-12 A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game Kim, Sung-Phil Kim, Minju Lee, Jongmin Cho, Yang Seok Kwon, Oh-Sang Front Psychol Psychology The present study develops an artificial agent that plays the iterative chicken game based on a computational model that describes human behavior in competitive social interactions in terms of fairness. The computational model we adopted in this study, named as the self-concept fairness model, decides the agent’s action according to the evaluation of fairness of both opponent and self. We implemented the artificial agent in a computer program with a set of parameters adjustable by researchers. These parameters allow researchers to determine the extent to which the agent behaves aggressively or cooperatively. To demonstrate the use of the proposed method for the investigation of human behavior, we performed an experiment in which human participants played the iterative chicken game against the artificial agent. Participants were divided into two groups, each being informed to play with either a person or the computer. The behavioral analysis results showed that the proposed method can induce changes in the behavioral pattern of human players by changing the agent’s behavioral pattern. Also, we found that participants tended to be more sensitive to fairness when they played with a human opponent than with a computer opponent. These results support that the artificial agent developed in this study will be useful to investigate human behavior in competitive social interactions. Frontiers Media S.A. 2021-05-28 /pmc/articles/PMC8195276/ /pubmed/34122205 http://dx.doi.org/10.3389/fpsyg.2021.576404 Text en Copyright © 2021 Kim, Kim, Lee, Cho and Kwon. https://creativecommons.org/licenses/by/4.0/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) and the copyright owner(s) 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 Psychology
Kim, Sung-Phil
Kim, Minju
Lee, Jongmin
Cho, Yang Seok
Kwon, Oh-Sang
A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game
title A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game
title_full A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game
title_fullStr A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game
title_full_unstemmed A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game
title_short A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game
title_sort computer-based method for the investigation of human behavior in the iterative chicken game
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8195276/
https://www.ncbi.nlm.nih.gov/pubmed/34122205
http://dx.doi.org/10.3389/fpsyg.2021.576404
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