In a social network, agents are intelligent and have the capability to make decisions to maximize their utilities. They can either make wise decisions by taking advantages of other agents’ experiences through learning, or make decisions earlier to avoid competitions from huge crowds. Both these two effects, social learning and negative network externality, play important roles in the decision process of an agent. While there are existing works on either social learning or negative network externality, a general study on considering both these two contradictory effects is stil l limited. We find that the Chinese restaurant process, a popular random process, provides a well-defined s tructure to model the decision process of an agent under these two effects. By introducing the strategic behavior into the non-strategic Chinese restaurant process, in Part I of this two-part paper, we prop ose a new game, called Chinese Restaurant Game, to formulate the social learning problem with negative network externality. Through analyzing the proposed Chinese restaurant game, we derive the optimal strategy of each agent and provide a recursive method to achieve the optimal strategy. How social learning and negative network externality influence each other under various settings is also studied through si mulations.
In recent years, several works @cite_26 @cite_24 @cite_13 @cite_0 @cite_17 make efforts to introduce the learning and signaling into the global game. Dasgupta's first attempt was investigating a binary investment model, while one project will succeed only when enough number of agents invest in the project in @cite_26 . Then, Dasgupta studied a two-period dynamic global game, where the agents have the options to delay their decisions in order to have better private information of the unknown state in @cite_17 .
@cite_26 @cite_24 @cite_0 @cite_13 @cite_17
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We propose a hybrid model for automatically acquiring a policy for a complex game, which combines online learning with mining knowledge from a corpus of human game play. Our hypothesis is that a player that learns its policies by combining (online) exploration with biases towards human behaviour that's attested in a corpus of humans playing the game will outperform any agent that uses only one of the knowledge sources. During game play, the agent extracts similar moves made by players in the corpus in similar situations, and approximates their utility alongside other possible options by performing simulations from its current state. We implement and assess our model in an agent playing the complex win-lose board game Settlers of Catan, which lacks an implementation that would challenge a human expert. The results from the preliminary set of experiments illustrate the potential of such a joint model. We consider the problem of 20 questions with noise for multiple players under the minimum entropy criterion in the setting of stochastic search, with application to target localization. Each player yields a noisy response to a binary query governed by a certain error probability. First, we propose a sequential policy for constructing questions that queries each player in sequence and refines the posterior of the target location. Second, we consider a joint policy that asks all players questions in parallel at each time instant and characterize the structure of the optimal policy for constructing the sequence of questions. This generalizes the single player probabilistic bisection method for stochastic search problems. Third, we prove an equivalence between the two schemes showing that, despite the fact that the sequential scheme has access to a more refined filtration, the joint scheme performs just as well on average. Fourth, we establish convergence rates of the mean-square error and derive error exponents. Finally, we obtain an extension to the case of unknown error probabilities. This framework provides a mathematical model for incorporating a human in the loop for active machine learning systems. Agent-based modeling of zapping behavior of viewers, television commercial allocation, and advertisement markets by Hiroyuki Kyan and Jun-ichi Inoue.- Agent based modeling of Housing asset bubble: A simple utility function based investigation by Kausik Gangopadhyay and Kousik Guhathakurta.- Urn model-based adaptive Multi-arm clinical trials: A stochastic approximation approach by Sophie Laruelle and Gilles Pages.- Logistic modeling of a Religious Sect features by Marcel Ausloos.- Characterizing financial crisis by means of the three states random field Ising model by Mitsuaki Murota and Jun-ichi Inoue.- Themes and applications of kinetic exchange models: Redux by Asim Ghosh, Anindya S. Chakrabarti, Anjan Kumar Chandra and Anirban Chakraborti.- Kinetic exchange opinion model: solution in the single parameter map limit by Krishanu Roy Chowdhury, Asim Ghosh, Soumyajyoti Biswas and Bikas K. Chakrabarti.- An overview of the new frontiers of Economic Complexity by Matthieu Cristelli, Andrea Tacchella, Luciano Pietronero.- Jan Tinbergen's legacy for economic networks: from the gravity model to quantum statistics by Tiziano Squartini and Diego Garlaschelli.- A macroscopic order of consumer demand due to heterogenous consumer behaviors on Japanese household demand tested by the random matrix theory by Yuji Aruka,Yuichi Kichikawa and Hiroshi Iyetomi.- Uncovering the network structure of the world currency market: Cross-correlations in the fluctuations of daily exchange rates by Sitabhra Sinha and Uday Kovur.- Systemic risk in Japanese credit network by Hideaki Aoyama.- Pricing of goods with Bandwagon properties: The curse of coordination by Mirta B. Gordon, Jean-Pierre Nadal, Denis Phan and Viktoriya Semeshenko.- Evolution of Econophysics by Kishore C. Dash.- Econophysics and sociophysics: Problems and prospects by Asim Ghosh and Anindya S. Chakrabarti.- A discussion on Econophysics by Hideaki Aoyama. Recent research has shown that surprisingly rich models of human behavior can be learned from GPS (positional) data. However, most research to date has concentrated on modeling single individuals or aggregate statistical properties of groups of people. Given noisy real-world GPS data, we—in contrast—consider the problem of modeling and recognizing activities that involve multiple related individuals playing a variety of roles. Our test domain is the game of capture the flag—an outdoor game that involves many distinct cooperative and competitive joint activities. We model the domain using Markov logic, a statistical relational language, and learn a theory that jointly denoises the data and infers occurrences of high-level activities, such as capturing a player. Our model combines constraints imposed by the geometry of the game area, the motion model of the players, and by the rules and dynamics of the game in a probabilistically and logically sound fashion. We show that while it may be impossible to directly detect a multi-agent activity due to sensor noise or malfunction, the occurrence of the activity can still be inferred by considering both its impact on the future behaviors of the people involved as well as the events that could have preceded it. We compare our unified approach with three alternatives (both probabilistic and nonprobabilistic) where either the denoising of the GPS data and the detection of the high-level activities are strictly separated, or the states of the players are not considered, or both. We show that the unified approach with the time window spanning the entire game, although more computationally costly, is significantly more accurate.