Related papers: Time pressure and honesty in a deception game
Cheating in chess, by using advice from powerful software, has become a major problem, reaching the highest levels. As opposed to the large majority of previous work, which concerned {\em detection} of cheating, here we try to evaluate the…
Reward schemes may affect not only agents' effort, but also their incentives to gather information to reduce the riskiness of the productive activity. In a laboratory experiment using a novel task, we find that the relationship between…
AI agents will be predictable in certain ways that traditional agents are not. Where and how can we leverage this predictability in order to improve social welfare? We study this question in a game-theoretic setting where one agent can pay…
A generalized model of games is proposed, in which cooperative games and non-cooperative games are special cases. Some games that are neither cooperative nor non-cooperative can be expressed and analyzed. The model is based on relationships…
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of…
While fictitious play is guaranteed to converge to Nash equilibrium in certain game classes, such as two-player zero-sum games, it is not guaranteed to converge in non-zero-sum and multiplayer games. We show that fictitious play in fact…
A new generation of AI models generates step-by-step reasoning text before producing an answer. This text appears to offer a human-readable window into their computation process, and is increasingly relied upon for transparency and…
Information sharing among organizations has been gaining attention as a method for improving cybersecurity. However, the associated disclosure costs act as deterrents for firms' voluntary cooperation. In this work, we take a game-theoretic…
We consider agents in a social network competing to be selected as partners in collaborative, mutually beneficial activities. We study this through a model in which an agent i can initiate a limited number k_i>0 of games and selects the…
Modern recommender systems face an increasing need to explain their recommendations. Despite considerable progress in this area, evaluating the quality of explanations remains a significant challenge for researchers and practitioners. Prior…
In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the…
The goal of this article is to investigate how human participants allocate their limited time to decisions with different properties. We report the results of two behavioral experiments. In each trial of the experiments, the participant…
In this paper we present a Reinforcement Learning environment that leverages agent cooperation and communication, aimed at detection, learning and ultimately penalizing betrayal patterns that emerge in the behavior of self-interested…
Academic dishonesty has long been a concern in computing education, and the rapid growth of online learning and generative artificial intelligence (AI) has further complicated how cheating is perceived and addressed. We report on a study…
In this paper, we investigate the prison's dilemma game with monte carlo rule in the view of the idea of the classic Monte Carlo method on the grid. Monte carlo rule is an organic combination of the current dynamic rules of individual…
With machine learning models being increasingly used to aid decision making even in high-stakes domains, there has been a growing interest in developing interpretable models. Although many supposedly interpretable models have been proposed,…
We study the tendency of AI systems to deceive by constructing a realistic simulation setting of a company AI assistant. The simulated company employees provide tasks for the assistant to complete, these tasks spanning writing assistance,…
Using mobile phone records and information theory measures, our daily lives have been recently shown to follow strict statistical regularities, and our movement patterns are to a large extent predictable. Here, we apply entropy and…
We study games with incomplete information and characterize when a feasible outcome is Pareto efficient. Outcomes with excessive randomization are inefficient: generically, the total number of action profiles across states must be strictly…
In day-to-day communication, people often approximate the truth - for example, rounding the time or omitting details - in order to be maximally helpful to the listener. How do large language models (LLMs) handle such nuanced trade-offs? To…