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WWW.OPENABM.ORG 1
Changing the rules of the game: experiments with humans and virtual agents
Marco JanssenSchool of Human Evolution and Social Change,
School of Computing and Informatics,Center for the Study of Institutional Diversity
In cooperation with:ASU: Allen Lee, Deepali Bhagvat, Marty Anderies, Sanket Joshi, Daniel Merritt, Clint Bushman, Marcel Hurtado, Takao Sasaki, Priyanka Vanjari, Christine HendricksIndiana University: Elinor Ostrom, Robert Goldstone, Fil Menczer, Yajing Wang, Muzaffer Ozakca, Michael Schoon, Tun Myint, David Schwab, Pamela Jagger, Frank van Laerhoven, Rachel Vilensky Thailand: Francois Bousquet, Kobchai Worrapimphong, Chutapa Khunsuk, Sonthaya Jumparnin, Pongchai Dumrongrojwatthana Colombia: Juan-Camilo Cardenas, Daniel Castillo, Jorge Maldonado, Rocio Moreno, Silene Gómez, Maria Quintero, Rocio Polania, Sandra Polania, Adriana Vasquez, Carmen Candelo, Olga Nieto, Ana Roldan, Diana Maya
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The commons dilemma
• Dilemma between individual and group interests– Group interest: cooperation
– Individual interest: free riding on efforts of others
• Public goods and common pool resources• Expectation with rational selfish agents
– No public goods
– Overharvesting of common pool resources
• But, many empirical examples of self-governance
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• Repeated interactions• Face-to-Face communication• Information on past actions on participant• Monitoring and sanctioning by subjects themselves• Diversity in motivation: Not all humans are selfish
and rational
What contributes to cooperation in commons dilemmas?
(based on research with artificial agents and humans)
But problem is not binary: cooperate or defect. Important is defining the rules of the games and enforcing them.
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Grammar of Rules
• Rules are defined as shared understanding about enforced prescriptions, concerning what actions (or outcomes) are required, prohibited, or permitted (Ostrom, 2005).
• Rules in use vs rules on paper• Formal rules vs informal rules (formal rules have
explicit consequences defined for when the rules are broken (sanctions) and can be enforced by a third party)
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Puzzles
• In what way do users of a common resource change the rules?
• What makes communication effective?
• How do this relate to experience?
• And to ecological dynamics?
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Combining experiments and agent-based models
• Traditionally agent-based models on cooperation very abstract
• Experiments in lab and field challenge simplistic models of behavior
• Micro-level data to test models
• Going back and forth between experiments and modeling may stimulate theory development
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Common research questions
Laboratory experiments
models
Field experiments
models “role games”
Statistical analysisSurveysInterviews
Artificial worlds
Statistical analysis, SurveysText analysis, ..
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Field experiments
• 3 types of games in 3 types of villages in Thailand and Colombia
• Pencil and paper experiments• First 10 rounds: open access• Voting round: 3 types of rules: lottery, rotation,
private property• Survey on rule options• Second set of 10 rounds with chosen rule• Survey• In depth interviews with a few villagers
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Field experiments (2)
• Fishery game: – where to fish (A,B) – how much effort
• Irrigation game (different position; upstream):
– How much investment in public good (water)– What amount to take from (remaining) water
• Forestry game:– How much harvest
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Fishery village (Baru)
Water irrigation village (Lenguazaque)
Logging village (Salahonda)
WWW.OPENABM.ORG 11 Phetchaburi river Forest village Irrigation village Fishery village
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Rule choice
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lotery (C) rotation(C)
propertyrights (C)
lotery (T) rotation(T)
propertyrights (T)
nu
mb
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of g
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irrigation
forestry
fishery
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Forestry game
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Fishery game
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Irrigation game
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Laboratory experiments
• Various spatially explicit real-time virtual environments for small groups.
• Various rounds
• Treatments include different options of rule choice and/or participants chat on informal rules
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Experiments from Spring 2007• Renewable resource, density dependent regrowth• Resource is 28x28 cells• 4 participants• Duration round 4 minutes• First round is individual round (14x14 cells)• Text chat between the rounds• Option to reduce tokens of others at the end of each round (at
a cost)• Explicit and implicit mode• Different resource growth experiments:
• Low growth (6 groups)• High growth (4 groups)• High / Low growth (6 groups)• Mixed growth (6 groups)
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Tokens in the resource during the rounds
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Round 1
Round 2
Round 3
Round 4
Round 5
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Round 1
Round 2
Round 3
Round 4
Round 5
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Round 1
Round 2
Round 3
Round 4
Round 5
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Round 1Round 2Round 3Round 4Round 5
Low
Mixed
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High-Low
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Average number of tokens collected (blue) and left over (red) for the 5 rounds
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H L
HL Mix
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Text analysis
• Coding the text: kind of rules, making sure people understand agreement, off-topic chat, meaning of experiment, etc.
• Is there a relation between the type of conversation and the performance of the group?
• We would expect that groups who are more explicit on the rules and make clear people understand it do better.
• In some groups there is a clear dominance of one person, how does this affect the outcome?
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Initial results
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past
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sanc
tionin
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gene
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trate
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H
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Models of Rule changes
• Laboratory experiments will give us basic empirical information to develop agent-based model.
• ABM will be used to explore rule evolution is agents adjust rules
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Reasons for making a model of the experimental data
• Testing alternative assumptions of behavior ( compare model with naïve models)
• Methodological challenge: What do we mean with calibrating an agent-based model?
• Future option: experiments with artificial agents and humans
• Using the “informed” agent-based model for exploring theoretical questions in an artificial world.
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Model outline
• Timestep: 1 second.• Actions: move and harvest (explicit mode)• Each agent has a basic default speed (moves per second), and
number of moves can vary a little bit between seconds.• Define direction (target):
– the more nearby a token is to the agent, the more valuable– the more nearby a token is to the current target, the more valuable– the more other agents nearby a token, the less valuable– tokens who are straight ahead in the current path of direction of the
agent are more valuable.
• Harvest (expl mode); probabilistic choice depending on number of tokens nearby
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1
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Testing the model
• Calibration on multiple metrics using genetic algorithms
• Comparing calibrated model with naïve models (random movement; greedy agents, no heterogeneity)
• Turing tests
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Towards a theoretical model of the evolution of rules
• Artificial world where agents play many rounds and adjust the rules of the game.
• What kind of rule sets will evolve? Are there attractors of rule sets?
• How is this dependent on the ecological dynamics?
• How is this dependent on the rule to change the rules (constitution)?
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Coding rules
• Grammar of Institutions (Crawford and Ostrom, 1995)
• Rules is build up from 5 components:– Attributes (characteristics of the agents)– Deontic: may/must/must not– Aim: action of the agent– Conditions: when, where and how– Or else: sanctions when not following a rule
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Process of constructing a rule from the libraries
IF “other agent” in “my area” it MUST NOT “collect tokens” ELSE “penalty”
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Rule space based on experiments(Not yet in building blocks)
• Explicit mode required of not
• Start time harvesting
• Time left before “going crazy”
• Spatial allocation (none, corners, horizontal, vertical)
• Speed limit
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Including monitoring and sanctioning
• Monitoring:– None– One monitor who cannot harvest are receives a
quarter of the income– Everybody monitors, and sanctioning is costly– Monitoring rotates every x seconds (when
monitoring one cannot harvest)
WWW.OPENABM.ORG 32
Tinkering the rules
• After every round agents update their preferences for rules (reinforcement learning), propose which rule set for next round, after which one of the proposed rule sets is chosen and implemented.
WWW.OPENABM.ORG 33
Agents breaking rules
• Agents can break rules. If an action is not allowed, it might break a rule with a probability related to the opportunities available (amount of tokens available nearby)
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Distribution of total earnings(100 evolutions of 100 rounds)
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bin
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everybody
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Initial experiments• Multiple (100) runs with 100 rounds with agents who conditionally
cheat. Best solution:
Low growth (one) Low growth (everybody)
Speed limit 7.5 5
Mode Expl Not expl
Boundaries Vertical Vertical
Start-time 90 110
Time to go crazy 210 140
Earnings (tokens) 337 409
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From ABM back to experiments
• Further analysis may provide us expectations of outcomes for experiments with human participants. Additional experiments can be done to test those.
WWW.OPENABM.ORG 38
Areas to explore in model analysis
• Do clusters of rules evolve? And do these clusters change with different tendencies of agents breaking the rules.
• Co-evolution of cheating behavior and rules (incl. monitoring/sanctioning)
• What are path-dependent trajectories?• What if growth rates change between rounds? How
will this affect the evolved rule sets?• How will differences in constitutional rules will
affect the ability to derive high performance.
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Concluding remarks
• Combining agent-based models with experiments in the field and the lab. The aim is not to make predictive models, but theoretical models grounded in empirical observations.
• Challenges:– Calibration of agent-based models (multiple
metrics)– Modeling communication– Large scale controlled experiments with humans
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Questions?