English

Predicting Human Behavior in Unrepeated, Simultaneous-Move Games

Computer Science and Game Theory 2017-10-17 v4

Abstract

It is common to assume that agents will adopt Nash equilibrium strategies; however, experimental studies have demonstrated that Nash equilibrium is often a poor description of human players' behavior in unrepeated normal-form games. In this paper, we analyze five widely studied models (Quantal Response Equilibrium, Level-k, Cognitive Hierarchy, QLk, and Noisy Introspection) that aim to describe actual, rather than idealized, human behavior in such games. We performed what we believe is the most comprehensive meta-analysis of these models, leveraging ten different data sets from the literature recording human play of two-player games. We began by evaluating the models' generalization or predictive performance, asking how well a model fits unseen test data after having had its parameters calibrated based on separate training data. Surprisingly, we found that what we dub the QLk model of Stahl & Wilson (1994) consistently achieved the best performance. Motivated by this finding, we describe methods for analyzing the posterior distributions over a model's parameters. We found that QLk's parameters were being set to values that were not consistent with their intended economic interpretations. We thus explored variations of QLk, ultimately identifying a new model family that has fewer parameters, gives rise to more parsimonious parameter values, and achieves better predictive performance.

Keywords

Cite

@article{arxiv.1306.0918,
  title  = {Predicting Human Behavior in Unrepeated, Simultaneous-Move Games},
  author = {James R. Wright and Kevin Leyton-Brown},
  journal= {arXiv preprint arXiv:1306.0918},
  year   = {2017}
}
R2 v1 2026-06-22T00:28:05.938Z