Burton-Chellew Maxwell N, West Stuart A
Department of Economics, University of Lausanne, CH-1015 Lausanne, Switzerland.
Department of Biology, University of Oxford, Oxford OX1 3RB, UK.
Games (Basel). 2022 Nov 16;13(6):76. doi: 10.3390/g13060076.
The black box method was developed as an "asocial control" to allow for payoff-based learning while eliminating social responses in repeated public goods games. Players are told they must decide how many virtual coins they want to input into a virtual black box that will provide uncertain returns. However, in truth, they are playing with each other in a repeated social game. By "black boxing" the game's social aspects and payoff structure, the method creates a population of self-interested but ignorant or confused individuals that must learn the game's payoffs. This low-information environment, stripped of social concerns, provides an alternative, empirically derived null hypothesis for testing social behaviours, as opposed to the theoretical predictions of rational self-interested agents (). However, a potential problem is that participants can unwittingly affect the learning of other participants. Here, we test a solution to this problem in a range of public goods games by making participants interact, unknowingly, with simulated players ("computerised black box"). We find no significant differences in rates of learning between the original and the computerised black box, therefore either method can be used to investigate learning in games. These results, along with the fact that simulated agents can be programmed to behave in different ways, mean that the computerised black box has great potential for complementing studies of how individuals and groups learn under different environments in social dilemmas.
黑箱法是作为一种“非社会控制”手段而开发的,用于在重复的公共物品博弈中实现基于收益的学习,同时消除社会反应。玩家被告知他们必须决定将多少虚拟硬币投入一个虚拟黑箱,该黑箱将提供不确定的回报。然而,实际上,他们是在一个重复的社会博弈中相互博弈。通过将博弈的社会方面和收益结构“黑箱化”,该方法创造了一群自私但无知或困惑的个体,他们必须了解博弈的收益。这种没有社会关注的低信息环境,为测试社会行为提供了一个基于经验得出的替代零假设,这与理性自私行为体的理论预测相反。然而,一个潜在的问题是参与者可能会在不知不觉中影响其他参与者的学习。在这里,我们通过让参与者在不知情的情况下与模拟玩家(“计算机化黑箱”)互动,在一系列公共物品博弈中测试了这个问题的解决方案。我们发现原始黑箱和计算机化黑箱之间的学习率没有显著差异,因此这两种方法都可用于研究博弈中的学习。这些结果,以及模拟行为体可以被编程以不同方式行为这一事实,意味着计算机化黑箱在补充关于个体和群体在社会困境中不同环境下如何学习的研究方面具有巨大潜力。