In this paper, we introduce two new learning models: impulse-matching learning and action-sampling learning. These two models together with the models of self-tuning EWA and reinforcement learning are applied to 12 different 2 x 2 games and their results are compared with the results from experimental data. We test whether the models are capable of replicating the aggregate distribution of behavior, as well as correctly predicting individuals' round-by-round behavior. Our results are two-fold: while the simulations with impulse-matching and action-sampling learning successfully replicate the experimental data on the aggregate level, individual behavior is best described by self-tuning EWA. Nevertheless, impulse-matching learning has the sec...
Being able to accomplish tasks with multiple learners through learning has long been a goal of the m...
This paper investigates a class of population-learning dynamics. In every period agents either adopt...
Reinforcement learning has been used for training game playing agents. The value function for a comp...
In this paper, we introduce two new learning models: impulse-matching learning and action-sampling l...
In this paper, we introduce two new learning models: action-sampling learning and impulse-matching l...
The authors examine learning in all experiments they could locate involving one hundred periods or m...
Our study analyzes theories of learning for strategic interactions in networks. Participants played ...
In earlier research we proposed an “experience-weighted attraction (EWA) learning” model for predict...
We exploit a unique opportunity to study how a large population of players in the field learn to pla...
Many approaches to learning in games fall into one of two broad classes: reinforcement and belief le...
We report experiments in which humans repeatedly play one of two games against a computer program th...
Abstract We are interested in how Groves-Ledyard mechanisms perform when used repeatedly in a sequen...
The aim of my Ph.D. thesis is to advance understanding of human choice behavior in repeated strategi...
In the last ten years theory (e.g., Fudenberg and Levine, 1998) and empirical data fitting have pro...
We apply a sequential Bayesian sampling procedure to study two models of learning in repeated games....
Being able to accomplish tasks with multiple learners through learning has long been a goal of the m...
This paper investigates a class of population-learning dynamics. In every period agents either adopt...
Reinforcement learning has been used for training game playing agents. The value function for a comp...
In this paper, we introduce two new learning models: impulse-matching learning and action-sampling l...
In this paper, we introduce two new learning models: action-sampling learning and impulse-matching l...
The authors examine learning in all experiments they could locate involving one hundred periods or m...
Our study analyzes theories of learning for strategic interactions in networks. Participants played ...
In earlier research we proposed an “experience-weighted attraction (EWA) learning” model for predict...
We exploit a unique opportunity to study how a large population of players in the field learn to pla...
Many approaches to learning in games fall into one of two broad classes: reinforcement and belief le...
We report experiments in which humans repeatedly play one of two games against a computer program th...
Abstract We are interested in how Groves-Ledyard mechanisms perform when used repeatedly in a sequen...
The aim of my Ph.D. thesis is to advance understanding of human choice behavior in repeated strategi...
In the last ten years theory (e.g., Fudenberg and Levine, 1998) and empirical data fitting have pro...
We apply a sequential Bayesian sampling procedure to study two models of learning in repeated games....
Being able to accomplish tasks with multiple learners through learning has long been a goal of the m...
This paper investigates a class of population-learning dynamics. In every period agents either adopt...
Reinforcement learning has been used for training game playing agents. The value function for a comp...