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02-11-2015 ETH Zürich Modeling and Simulating Social Systems with MATLAB Lecture 7 – Game Theory / Agent-Based Modeling Computational Social Science Stefano Balietti, Olivia Woolley, Lloyd Sanders, Dirk Helbing

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Page 1: Modeling and Simulating Social Systems with … › content › dam › ethz › special-interest › gess › ...ETH Zürich 02-11-2015 Modeling and Simulating Social Systems with

02-11-2015ETH Zürich

Modeling and Simulating Social Systems with MATLAB

Lecture 7 – Game Theory / Agent-Based Modeling

Computational Social Science

Stefano Balietti, Olivia Woolley, Lloyd Sanders, Dirk Helbing

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Repetition: Cellular Automata Cellular automata are abstract representations of

dynamics in discrete space and time

Reduction of complexity to simple microscopic interaction rules based on neighborhoods in a grid

Their simplicity is also a limitation of cellular automata: system dynamics cannot always be reduced to neighbor-based interaction rules in a grid

Can be test beds for complex systems: for example comparison of results of cellular automata and dynamical systems

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Microscopic modeling Some real world processes can be reduced to simple

local interaction rules (e.g. swarm intelligence)

Microscopic modeling requires that dynamic components of a system are ‘atomizable’ in the given context (e.g. pedestrians behave like particles)

Represents a reductionist (or mechanistic) point of view in contrast to a systemic (or holistic) approach

In line with methods that have fueled the success of natural science research in the past 200 years

Game theory provides a powerful framework to formalize and reduce complex (strategic) interactions

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Game Theory Mathematical framework for strategic interactions of

individuals

Formalizes the notion of finding a ‘best strategy’ (Nash equilibrium) when facing a well-defined decision situation

Definition and study of ‘games’

Underlying assumption is that individuals optimize their ‘payoffs’ (or more precisely: ‘utility’) when faced with strategic decisions

Repeated interactions are interesting for simulations (results can be completely different from one-shot games)

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Game Theory - Human Cooperation

Prisoner’s dilemma

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15,15 20,0

0,20 19,19

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Game Theory: Assumptions Rationality: alignment between preferences, belief, and

actions

Players want to maximize their payoff

A player's belief is something like:

“I am rational, you are rational. I know that you are rational, and you know that I know that you rational. Everybody knows that I know that you are rational, and you know …”

Players act accordingly: best response

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Nash Equilibrium Is the strategy that players always play with

no regrets: best response

No player has an incentive to deviate from a Nash equilibrium

In many circumstances, there is more than one Nash equilibrium

Some questions

Is Nash an optimal strategy?

What is the difference between a Pareto-efficient equilibrium and a Nash Equilibrium?

Why do players play Nash? Do they?

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The Evolution of Cooperation (Axelrod, 1984)

Often a very good strategy: Tit for tat be nice: cooperate first then do whatever your opponent did in the last round

(punish defection; reward cooperation)

Other possible strategies: Always cooperate / always defect Tit for tat, but defect on first round Win–Stay, Lose–Shift: repeat behavior if successful

Shadow of the future probability that there will be a next round

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Game Theory - Coordination Games

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Game Examples:• Stag-hunt / assurance game• Chicken / hawk-dove game

1,1 0,0

0,0 1,1

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Evolutionary Game Theory Classical game theory has its limitations too: assumption

of hyper-rational players; strategy selection problem; static theory

Evolutionary game theory introduces evolutionary dynamics for strategy selection, i.e. the evolutionary most stable strategy dominates the system dynamics

Very suited for agent-based modeling of social phenomena as it allows agents to learn and adapt

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Evolutionary Learning

The main assumption underlying evolutionary

thinking is that the entities which are more

successful at a particular time will have the best

chance of being present in the future

Selection

Replication

Mutation

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Evolutionary Learning

Selection is a discriminating force that favors

successful agents

Replication produces new agents based on the

properties of existing ones (“inheritance”)

Selection and replication work closely together,

and in general tend to reduce diversity

The generation of new diversity is the job of the

mutation mechanism

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How agents can learn Imitation: Agents copy the behavior of others, especially

behavior that is popular or appears to yield high payoffs

Reinforcement: Agents tend to adopt actions that yielded a high payoff in the past, and to avoid actions that yielded a low payoff

Best reply: Agents adopt actions that optimize their expected payoff given what they expect others to do (choosing best replies to the empirical frequency distribution of their opponents’ previous actions: “fictitious play”)

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From Factors to Actors (Macy, 2002)

Simple and predictable local interactions can

generate complex and sometimes surprising

global patterns

Examples: diffusion of information, emergence

of norms, coordination of conventions, or

participation in collective action

Simulation of individual actors instead of

modeling based on aggregated factors (e.g.

dynamical systems)

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From Factors to Actors (Macy, 2002)

Agents are autonomous

Agents are interdependent

Agents follow simple rules

Agents are adaptive and backward-looking

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Swarm Intelligence

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Ant colonies, bird flocking, animal herding, bacterial growth, fish schooling

Key Concepts: decentralized control interaction and learning self-organization

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Boids (Reynolds, 1986)

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Boids (bird-like objects) as simulated individual objects moving in a 3-dimensional virtual space

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More information: http://www.red3d.com/cwr/boids/

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Separation: steer to avoid crowding local flockmates

Alignment: steer towards the average heading of local flockmates

Cohesion: steer to move toward the average position of local flockmates

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Programming Agent-Based Simulations

Time line

Characterized by a state

(location, dead/alive, level of excitation)

Time t Time t + dt

State update

According to set of behavioral rules

New state

T1 T2dt

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Programming Agent-Based Simulations

Time t Time t + dt

State update

According to set of behavioral rules,

including neighborhood

New state

Time line T1 T2

Characterized by a state

(location, dead/alive, level of excitation)

dt

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Programming a simulator

Programming an agent-based simulator often

goes in five steps Initialization

- Initial state; parameters; environment

Time loop- Processing each time steps

Agents loop- Processing each agents

Update- Updating agent i at time t

Save data- For further analysis

Initialization

Save data

Agents loop

end

Update state

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Define and initialize all variables in the very

beginning of your program

Execute the actual simulation as a function with

the most important variables as inputs and the

most important result values as outputs

Automated analysis, visualization, etc. of the

simulation results after retrieving the output of

the main function

Efficient Structure

Programming a simulator

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Programming a simulator

Step 1: Defining the initial state & parameters

% Initial state

t0 = 0; % begining of the time linedt = 1; % time stepT = 100; % number of time steps

% Initial state of the agents

State1 = [0 0 0 0];State2 = [1 1 1 1];

% etc…

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Programming a simulator

Step 1: Defining the initial state & parameters

% Initial state

t0 = 0; % begining of the time linedt = 1; % time stepT = 100; % number of time steps

% Initial state of the agents

State1 = zeros(1,50);State2 = rand(1,50);

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Programming a simulator

Step 2: Covering each time step

% Time loop

for t=t0:dt:T

% What happens at each time step? % - Update environment % - Update agents

end

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Programming a simulator

Step 3: Covering each agent

% Agent loop

for i=1:length(States)

% What happens for each agent?

end

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Programming a simulator

Step 4: Updating agent i at time t

% Update%% Example: Each agent has 60% chance to% switch to state 1

randomValue = rand();

if (randomValue < 0.6) State(i)=1;else State(i)=0;end

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Programming a simulator

Step 4: Updating agent i at time t

% Update%% Example: Each agent has chance 'probsw'% to switch to state 1

randomValue = rand();

if (randomValue < probsw) State(i)=1;else State(i)=0;end

define in first part

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Programming a simulator

Step 4: Updating agent i at time t

% Initial state

t0 = 0; % begining of the time linedt = 1; % time stepT = 100; % number of time stepsprobsw = 0.6; % probability to switch state

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Programming a simulator

Step 5: Final processing

% Outputs and final processing

propAlive = sum(states)/length(states);

% propAlive is the main output of the% simulation

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Programming a simulator

Encapsulating main part in a function:

% simulation function% input: probsw% output: propAlive

function [propAlive] = simulation(probsw)

% ...

propAlive = sum(states)/length(states);

end

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>> p=simulation(0.6)

p =

0.54

>> p=simulation(0.6)

p =

0.72

Programming a simulator

Running the simulation:

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Programming a simulator

Automatically run a large number of simulations:

% Running N simulations

N = 1000; % number of simulationsprobsw = 0.6; % probability to switch state

for n=1:N p(n) = simulation(probsw);end

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Programming a simulator

Global variables:global alpha beta % mark as globalalpha = 0.1;beta = 0.9;

for n=1:N p(n) = simulation(probsw);end

function [propAlive] = simulation(probsw) % mark as global with the function too: global alpha beta % ...end

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Programming a simulator

Alternatively:

>> hist(p)

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Object-oriented Programming in MATLAB MATLAB has support for object-oriented programming

However, we do not encourage to use this feature, as it is not an efficient way of programming in MATLAB

Use of vectors and matrices instead of objects

If you still want to have a look at how object-oriented programming works in MATLAB:http://www.mathworks.com/company/newsletters/articles/introduction-to-object-oriented-programming-in-matlab.html

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Exercise 1

There is some additional material on the iterated

prisoner’s dilemma available in the directory

'prisoner' of

https://github.com/msssm/lecture_files

Experiment with the code and try to find out what

it does and how to interpret the results

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Exercise 2

Start thinking about how to adapt the general

simulation engine shown today for your project

Problems: Workspace organization (files, functions, data) Parameters initialization Number of agents Organization of loops Which data to save, how frequently, in which format What kind of interactions are relevant …

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References

Fudenberg & Tirole, Game Theory, MIT Press (2000)

Meyerson, Game Theory, Harvard University Press (1997)

Herbert Gintis, Game Theory Evolving, Princeton Univ. Press, 2nd

Edition (2009)

Uhrmacher, Weyns (Editors), Multi-Agent Systems – Simulation

and Applications, CRC Press (2009)

A step by step guide to compute the Nash equilibrium:

http://uwacadweb.uwyo.edu/Shogren/jaysho/NashNotes.pdf

https://github.com/Sandermatt/ETHAxelrodNoise