2006
DOI: 10.1257/aer.96.4.1029
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The Speed of Learning in Noisy Games: Partial Reinforcement and the Sustainability of Cooperation

Abstract: In an experiment, players' ability to learn to cooperate in the repeated prisoner's dilemma was substantially diminished when the payoffs were noisy, even though players could monitor one another's past actions perfectly. In contrast, in one-time play against a succession of opponents, noisy payoffs increased cooperation, by slowing the rate at which cooperation decays. These observations are consistent with the robust observation from the psychology literature that partial reinforcement (adding randomness to … Show more

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Cited by 142 publications
(120 citation statements)
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“…The results reveal quick learning toward (36) analyzed a similar pattern in a different experimental paradigm and notice that the results reflect a payoff variability effect: High payoff variability moves choice behavior toward random choice, which is related to the observation that variance in outcomes slows learning (37). Bereby-Meyer and Roth (38) demonstrate the significance of the payoff variability effect in an experiment in which participants repeatedly played 10-period prisoner's dilemma games, i.e., in which they played 10 periods with a fixed other player, and then were matched with a new player to play 10 more periods, until they had played 200 periods, in 20 10-period games. In all conditions of the experiment, they saw what the other player had done after each period.…”
Section: Learning In Basic Choice Tasksmentioning
confidence: 71%
“…The results reveal quick learning toward (36) analyzed a similar pattern in a different experimental paradigm and notice that the results reflect a payoff variability effect: High payoff variability moves choice behavior toward random choice, which is related to the observation that variance in outcomes slows learning (37). Bereby-Meyer and Roth (38) demonstrate the significance of the payoff variability effect in an experiment in which participants repeatedly played 10-period prisoner's dilemma games, i.e., in which they played 10 periods with a fixed other player, and then were matched with a new player to play 10 more periods, until they had played 200 periods, in 20 10-period games. In all conditions of the experiment, they saw what the other player had done after each period.…”
Section: Learning In Basic Choice Tasksmentioning
confidence: 71%
“…Uma possibilidade de estudo futuro seria, na condição de acesso sempre à pontuação do "outro" (AS), disponibilizar os pontos de forma probabilística, como no estudo de BerebyMeyer e Roth (2006). O acesso sempre à soma da pontuação do "outro", mas com o aparecimento probabilístico da soma da pontuação do "outro" jogador poderia promover a diminuição da "cooperação" na estratégia TFT?…”
Section: Discussionunclassified
“…(1) Ainda conforme Bereby-Meyer e Roth (2006), na condição do pagamento probabilístico, o comportamento aprendido foi muito parecido com o comportamento aprendido na condição do pagamento determinístico, mas a aprendizagem no probabilístico foi mais lenta. Para os jogadores que não aprenderam a "cooperar" na condição probabilística, a diminuição da taxa de "cooperação" foi mais lenta em relação àqueles que não "cooperaram" nas condições de pagamento determinístico.…”
Section: Os Participantes Dos Três Experimentos Foram Submetidos Ao Junclassified
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