Department of Systems Biology, Columbia University, New York, NY, United States of America.
Department of Neuroscience, Columbia University, New York, NY, United States of America.
PLoS One. 2022 May 31;17(5):e0267907. doi: 10.1371/journal.pone.0267907. eCollection 2022.
Unlike traditional time series, the action sequences of human decision making usually involve many cognitive processes such as beliefs, desires, intentions, and theory of mind, i.e., what others are thinking. This makes predicting human decision-making challenging to be treated agnostically to the underlying psychological mechanisms. We propose here to use a recurrent neural network architecture based on long short-term memory networks (LSTM) to predict the time series of the actions taken by human subjects engaged in gaming activity, the first application of such methods in this research domain. In this study, we collate the human data from 8 published literature of the Iterated Prisoner's Dilemma comprising 168,386 individual decisions and post-process them into 8,257 behavioral trajectories of 9 actions each for both players. Similarly, we collate 617 trajectories of 95 actions from 10 different published studies of Iowa Gambling Task experiments with healthy human subjects. We train our prediction networks on the behavioral data and demonstrate a clear advantage over the state-of-the-art methods in predicting human decision-making trajectories in both the single-agent scenario of the Iowa Gambling Task and the multi-agent scenario of the Iterated Prisoner's Dilemma. Moreover, we observe that the weights of the LSTM networks modeling the top performers tend to have a wider distribution compared to poor performers, as well as a larger bias, which suggest possible interpretations for the distribution of strategies adopted by each group.
与传统的时间序列不同,人类决策的动作序列通常涉及许多认知过程,如信念、欲望、意图和心理理论,即他人的想法。这使得预测人类决策变得具有挑战性,无法对潜在的心理机制采取不可知论的态度。我们在这里提议使用基于长短期记忆网络(LSTM)的递归神经网络架构来预测参与游戏活动的人类主体所采取的动作的时间序列,这是此类方法在该研究领域的首次应用。在这项研究中,我们整理了来自 8 篇已发表的囚徒困境迭代文献中的人类数据,其中包含 168386 个个体决策,并将其后处理为每个玩家 9 个动作的 8257 个行为轨迹。同样,我们整理了来自 10 项不同已发表的健康人类主体的博弈任务实验的 617 个 95 个动作轨迹。我们在行为数据上训练预测网络,并在博弈任务的单主体场景和囚徒困境的多主体场景中,展示了在预测人类决策轨迹方面明显优于最先进方法的优势。此外,我们观察到,对表现最好的主体建模的 LSTM 网络的权重分布往往比表现较差的主体更广泛,并且偏差更大,这为每个主体所采用的策略分布提供了可能的解释。