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负面结果会引发在“石头、剪刀、布”游戏中的循环非理性决策。

Negative outcomes evoke cyclic irrational decisions in Rock, Paper, Scissors.

作者信息

Dyson Benjamin James, Wilbiks Jonathan Michael Paul, Sandhu Raj, Papanicolaou Georgios, Lintag Jaimie

机构信息

University of Sussex, Falmer, BN1 9QH, UK.

Ryerson University, 350 Victoria St, Toronto, ON M5B 2K3, Canada.

出版信息

Sci Rep. 2016 Feb 4;6:20479. doi: 10.1038/srep20479.

Abstract

Rock, Paper, Scissors (RPS) represents a unique gaming space in which the predictions of human rational decision-making can be compared with actual performance. Playing a computerized opponent adopting a mixed-strategy equilibrium, participants revealed a non-significant tendency to over-select Rock. Further violations of rational decision-making were observed using an inter-trial analysis where participants were more likely to switch their item selection at trial n + 1 following a loss or draw at trial n, revealing the strategic vulnerability of individuals following the experience of negative rather than positive outcome. Unique switch strategies related to each of these trial n outcomes were also identified: after losing participants were more likely to 'downgrade' their item (e.g., Rock followed by Scissors) but after drawing participants were more likely to 'upgrade' their item (e.g., Rock followed by Paper). Further repetition analysis revealed that participants were more likely to continue their specific cyclic item change strategy into trial n + 2. The data reveal the strategic vulnerability of individuals following the experience of negative rather than positive outcome, the tensions between behavioural and cognitive influences on decision making, and underline the dangers of increased behavioural predictability in other recursive, non-cooperative environments such as economics and politics.

摘要

石头、剪刀、布(RPS)代表了一个独特的游戏空间,在这个空间中,可以将人类理性决策的预测与实际表现进行比较。与采用混合策略均衡的计算机对手进行游戏时,参与者表现出过度选择石头的倾向,但不显著。在一项试验间分析中观察到了对理性决策的进一步违背,即参与者在第n次试验中输或平局后,在第n + 1次试验中更有可能改变他们的选择项,这揭示了个体在经历负面而非正面结果后的策略脆弱性。还确定了与这些第n次试验结果中的每一个相关的独特转换策略:输了之后,参与者更有可能“降级”他们的选择项(例如,先出石头后出剪刀),但平局之后,参与者更有可能“升级”他们的选择项(例如,先出石头后出布)。进一步的重复分析表明,参与者更有可能将他们特定的循环选择项改变策略延续到第n + 2次试验。数据揭示了个体在经历负面而非正面结果后的策略脆弱性、行为和认知对决策影响之间的紧张关系,并强调了在其他递归、非合作环境(如经济学和政治学)中行为可预测性增加的危险。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c6f7/4740902/f15bf1e1a445/srep20479-f1.jpg

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