Online labor markets such as Amazon Mechanical Turk (MTurk) offer an unprecedented opportunity to run economic game experiments quickly and inexpensively. Using Mturk, we recruited 756 subjects and examined their behavior in four canonical economic games, with two payoff conditions each: a stakes condition, in which subjects' earnings were based on the outcome of the game (maximum earnings of $1); and a no-stakes condition, in which subjects' earnings are unaffected by the outcome of the game. Our results demonstrate that economic game experiments run on MTurk are comparable to those run in laboratory settings, even when using very low stakes.
Computer systems increasingly carry out tasks in mixed networks, that is in group settings in which they interact both with other computer systems and with people. Participants in these heterogeneous human-computer groups vary in their capabilities, goals, and strategies; they may cooperate, collaborate, or compete. The presence of people in mixed networks raises challenges for the design and the evaluation of decision-making strategies for computer agents. This paper describes several new decision-making models that represent, learn and adapt to various social attributes that influence people's decision-making and presents a novel approach to evaluating such models. It identifies a range of social attributes in an open-network setting that influence people's decision-making and thus affect the performance of computeragent strategies, and establishes the importance of learning and adaptation to the success of such strategies. The settings vary in the capabilities, goals, and strategies that people bring into their interactions. The studies deploy a configurable system called Colored Trails (CT) that generates a family of games. CT is an abstract, conceptually simple but highly versatile game in which players negotiate and exchange resources to enable them to achieve their individual or group goals. It provides a realistic analogue to multi-agent task domains, while not requiring extensive domain modeling. It is less abstract than payoff matrices, and people exhibit less strategic and more helpful behavior in CT than in the identical payoff matrix decision-making context. By not requiring extensive domain modeling, CT enables agent researchers to focus their attention on strategy design, and it provides an environment in which the influence of social factors can be better isolated and studied.
This article provides new techniques for optimizing domain design for goal and plan recognition using plan libraries. We define two new problems: Goal Recognition Design for Plan Libraries (GRD-PL) and Plan Recognition Design (PRD). Solving the GRD-PL helps to infer which goal the agent is trying to achieve, while solving PRD can help to infer how the agent is going to achieve its goal. For each problem, we define a worst-case distinctiveness measure that is an upper bound on the number of observations that are necessary to unambiguously recognize the agent’s goal or plan. This article studies the relationship between these measures, showing that the worst-case distinctiveness of GRD-PL is a lower bound of the worst-case plan distinctiveness of PRD and that they are equal under certain conditions. We provide two complete algorithms for minimizing the worst-case distinctiveness of plan libraries without reducing the agent’s ability to complete its goals: One is a brute-force search over all possible plans and one is a constraint-based search that identifies plans that are most difficult to distinguish in the domain. These algorithms are evaluated in three hierarchical plan recognition settings from the literature. We were able to reduce the worst-case distinctiveness of the domains using our approach, in some cases reaching 100% improvement within a predesignated time window. Our iterative algorithm outperforms the brute-force approach by an order of magnitude in terms of runtime.
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