Incorporating human behavior is a current challenge for agent-based modeling and simulation (ABMS). Human behavior includes many different aspects depending on the scenario considered. The scenario context of this paper is strategic coalition formation, which is traditionally modeled using cooperative game theory, but we use ABMS instead; as such, it needs to be validated. One approach to validation is to compare the recorded behavior of humans to what was observed in our simulation. We suggest that using an interactive simulation is a good approach to collecting the necessary human behavior data because the humans would be playing in precisely the same context as the computerized agents. However, such a validation approach may be suspectable to extraneous effects. In this paper, we conducted a correlation research experiment that included an investigation into whether game theory experience, an extraneous variable, affects human behavior in our interactive simulation; our results indicate that it did not make a significant difference. However, in only 42 percent of the trials did the human participants’ behavior result in an outcome predicted by the underlying theory used in our model, i.e., cooperative game theory. This paper also provides a detailed case study for creating an interactive simulation for experimentation.
One of the challenges for agent-based modeling is being able to incorporate human behavior. Human behavior is a multifaceted phenomenon, with strategic coalition formation being one form. A hybrid agent-based modeling approach, called ABMSCORE, has been derived to emulate strategic group formation. In this paper, we describe a simulation experiment to compare the ABMSCORE with actual human behavior. The comparison criterion is the respective rates of finding an ideal coalition. In our experimental design, we go to great lengths to ensure the similarity of the scenarios in the two trial types: trials with computerized agents only and trials involving human participants when one of the computerized agents is replaced by an actual human. We did this to limit the number of possible extraneous variables introduced into the experimental system. The scenario considered is the glove game, a standard cooperative game that has been previously used in human experiments. Our results indicate that the ABMSCORE model produces similar rates of finding the ideal coalition as the human players; however, there are some limitations. This research provides evidence for using the ABMSCORE modeling approach to model human strategic coalition formation in agent-based models.
Hedonic games have gained popularity over the last two decades, leading to several research articles that have used analytical methods to understand their properties better. In this paper, a Monte Carlo method, a numerical approach, is used instead. Our method includes a technique for representing, and generating, random hedonic games. We were able to create and solve, using core stability, millions of hedonic games with up to 16 players. Empirical distributions of the hedonic games’ core sizes were generated, using our results, and analyzed for games of up to 13 players. Results from games of 14–16 players were used to validate our research findings. Our results indicate that core partition size might follow the gamma distribution for games with a large number of players.
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