Publication:
Learning Social Preferences in Games

Thumbnail Image

Date

2004

Published Version

Journal Title

Journal ISSN

Volume Title

Publisher

Assocation for the Advancement of Artifical Intelligence
The Harvard community has made this article openly available. Please share how this access benefits you.

Research Projects

Organizational Units

Journal Issue

Citation

Gal, Ya’akov, Avi Pfeffer, Francesca Marzo and Barbara J. Grosz. 2004. Learning social preferences in games. In Proceedings, Nineteenth National Conference on Artificial Intelligence: July 25–29, 2004, San Jose, California, ed. National Conference on Artificial Intelligence, 226-231. Menlo Park, California: AAAI Press.

Research Data

Abstract

This paper presents a machine-learning approach to modeling human behavior in one-shot games. It provides a framework for representing and reasoning about the social factors that affect people’s play. The model predicts how a human player is likely to react to different actions of another player, and these predictions are used to determine the best possible strategy for that player. Data collection and evaluation of the model were performed on a negotiation game in which humans played against each other and against computer models playing various strategies. A computer player trained on human data outplayed Nash equilibrium and Nash bargaining computer players as well as humans. It also generalized to play people and game situations it had not seen before.

Description

Other Available Sources

Keywords

Terms of Use

This article is made available under the terms and conditions applicable to Other Posted Material (LAA), as set forth at Terms of Service

Endorsement

Review

Supplemented By

Referenced By

Related Stories