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关于情感博弈:最后通牒博弈的空间进化变体

On Playing with Emotion: A Spatial Evolutionary Variation of the Ultimatum Game.

作者信息

Charcon D Y, Monteiro L H A

机构信息

Escola de Engenharia, Universidade Presbiteriana Mackenzie, São Paulo 01302-907, SP, Brazil.

Escola Politécnica, Universidade de São Paulo, São Paulo 05508-010, SP, Brazil.

出版信息

Entropy (Basel). 2024 Feb 27;26(3):204. doi: 10.3390/e26030204.

DOI:10.3390/e26030204
PMID:38539716
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10968926/
Abstract

The Ultimatum Game is a simplistic representation of bargaining processes occurring in social networks. In the standard version of this game, the first player, called the proposer, makes an offer on how to split a certain amount of money. If the second player, called the responder, accepts the offer, the money is divided according to the proposal; if the responder declines the offer, both players receive no money. In this article, an agent-based model is employed to evaluate the performance of five distinct strategies of playing a modified version of this game. A strategy corresponds to instructions on how a player must act as the proposer and as the responder. Here, the strategies are inspired by the following basic emotions: anger, fear, joy, sadness, and surprise. Thus, in the game, each interacting agent is a player endowed with one of these five basic emotions. In the modified version explored in this article, the spatial dimension is taken into account and the survival of the players depends on successful negotiations. Numerical simulations are performed in order to determine which basic emotion dominates the population in terms of prevalence and accumulated money. Information entropy is also computed to assess the time evolution of population diversity and money distribution. From the obtained results, a conjecture on the emergence of the sense of fairness is formulated.

摘要

最后通牒博弈是对社交网络中发生的讨价还价过程的一种简单化呈现。在这个博弈的标准版本中,第一个玩家,即提议者,就如何分配一定数量的金钱提出一个提议。如果第二个玩家,即回应者,接受该提议,金钱将按照提议进行分配;如果回应者拒绝该提议,两个玩家都得不到钱。在本文中,采用了一种基于主体的模型来评估玩这个博弈修改版的五种不同策略的表现。一种策略对应于玩家作为提议者和回应者时必须如何行动的指令。在这里,这些策略受到以下基本情绪的启发:愤怒、恐惧、喜悦、悲伤和惊讶。因此,在博弈中,每个相互作用的主体都是一个具有这五种基本情绪之一的玩家。在本文所探讨的修改版中,考虑了空间维度,并且玩家的生存取决于成功的谈判。进行了数值模拟,以确定就流行程度和累积金钱而言,哪种基本情绪在群体中占主导地位。还计算了信息熵,以评估群体多样性和金钱分配的时间演变。根据所得结果,提出了一个关于公平感出现的猜想。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/99a7/10968926/c7e2508ec6b9/entropy-26-00204-g016.jpg
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本文引用的文献

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A Survey of Information Entropy Metrics for Complex Networks.复杂网络信息熵度量综述
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