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, (ii) the resulting efficiency loss, and (iii) the adjustment of the learning rule. …
Persistent link: https://www.econbiz.de/10005407575
number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious … play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those … and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was …
Persistent link: https://www.econbiz.de/10005407609
The growing literature on learning in games has produced various results on the predictive success of learning theories … four games in order to check on the robustness of rankings among learning rules across measures. We characterise measures … apply all thus defined measures to 12 learning rules. The results show that rankings are indeed sensitive to the measure …
Persistent link: https://www.econbiz.de/10005408228
Rule learning posits that decision makers, rather than choosing over actions, choose over behavioral rules with …. Past works on rule learning have shown that when playing a single game over a number of rounds, players can learn to form … sophisticated beliefs about others. Here we are interested in learning that occurs between games where the set of actions is not …
Persistent link: https://www.econbiz.de/10010597534
We investigate learning and the development of the capability to backward induct in children and young adults aged 6 to … differences in learning between age groups and across gender. …
Persistent link: https://www.econbiz.de/10010576029
number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious … play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those … and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was …
Persistent link: https://www.econbiz.de/10008620441
This paper aspires to fill a conspicuous gap in the literature regarding learning in games—the absence of empirical … verification of learning rules involving pattern recognition. Weighted fictitious play is extended to detect two-period patterns in … adequately represent the complete learning process of game players. Additionally, standard weighted fictitious play models are …
Persistent link: https://www.econbiz.de/10011049668
In this paper, we introduce two new learning models: action-sampling learning and impulse-matching learning. These two … models, together with the models of self-tuning EWA and reinforcement learning, are applied to 12 different 2×2 games and … are two-fold: while the simulations with impulse-matching and action-sampling learning successfully replicate the …
Persistent link: https://www.econbiz.de/10011049672
Belief models capable of detecting 2- to 5-period patterns in repeated games by matching the current historical context to similar realizations of past play are presented. The models are implemented in a cognitive framework, ACT-R, and vary in how they implement similarity-based...
Persistent link: https://www.econbiz.de/10011049875
We consider an oligopolistic market game, in which the players are competing firms in the same market of a homogeneous consumption good. The consumer side is represented by a fixed demand function. The firms decide how much to produce of a perishable consumption good, and they decide upon a...
Persistent link: https://www.econbiz.de/10005622418