2019
DOI: 10.1613/jair.1.11361
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Level-0 Models for Predicting Human Behavior in Games

Abstract: Behavioral game theory seeks to describe the way actual people (as compared to idealized, "rational" agents) act in strategic situations. Our own recent work has identified iterative models (such as quantal cognitive hierarchy) as the state of the art for predicting human play in unrepeated, simultaneous-move games (Wright & Leyton-Brown, 2012, 2016. Iterative models predict that agents reason iteratively about their opponents, building up from a specification of nonstrategic behavior called level-0. The model… Show more

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Cited by 16 publications
(11 citation statements)
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“…In most work in the literature, the issue does not come up; level-0 behavior is defined simply as uniform randomization. However, we showed in recent work that model performance can be substantially improved by allowing for richer level-0 specifications [32,16,34]. This raises the question of how rich these specifications should be allowed to become, before level-0 stops being plausible as a description of nonstrategic behavior.…”
Section: Introductionmentioning
confidence: 94%
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“…In most work in the literature, the issue does not come up; level-0 behavior is defined simply as uniform randomization. However, we showed in recent work that model performance can be substantially improved by allowing for richer level-0 specifications [32,16,34]. This raises the question of how rich these specifications should be allowed to become, before level-0 stops being plausible as a description of nonstrategic behavior.…”
Section: Introductionmentioning
confidence: 94%
“…To demonstrate the generality of elementary behavioral models, we show how to encode each of the candidate level-0 behavioral models that we proposed in our past work [32,34]. (Thus, although that work only appealed to intuition, we can now conclude that these behavioral models are all nonstrategic.…”
Section: Examples Of Elementary Behavioral Modelsmentioning
confidence: 99%
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“…Players at level 0 are not assumed to perform any information processing, and simply choose uniformly over actions (i.e. a Laplacian assumption due to the principle of insufficient reason), although alternate level-0 configurations can be considered (Wright and Leyton-Brown, 2019). Level-1 players then exploit these level-0 players and act based on this.…”
Section: Mutual Consistencymentioning
confidence: 99%
“…Level-0 agents are nonstrategic (NS) agents who choose their actions uniformly at random, whereas Level-1 agents are strategic (S) agents who believe that the population consists solely of Level-0 agents, and their response is a QBR response to Level-0 agents' actions. In the original QLk model, level-0 agents follow an uniform distribution mixed strategy; however, in our case we use an expanded definition of level-0 agents presented in (Wright and Leyton-Brown 2014), where instead of an uniform distribution, the level-0 agents' strategies follow more intuitive yet non-strategic response, such as best response (BR) or maxmin (MM) response. We believe that the expanded definition of the level-0 agents suit our situation much better, since it is unrealistic to expect a driver to choose actions purely at random from their available actions.…”
Section: Solution Conceptsmentioning
confidence: 99%