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Strategic Information Disclosure to People with Multiple Alternatives

机译:向具有多种选择的人的战略信息披露

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This paper studies how automated agents can persuade humans to behave in certain ways. The motivation behind such agent's behavior resides in the utility function that the agent's designer wants to maximize and which may be different from the user's utility function. Specifically, in the strategic settings studied, the agent provides correct yet partial information about a state of the world that is unknown to the user but relevant to his decision. Persuasion games were designed to study interactions between automated players where one player sends state information to the other to persuade it to behave in a certain way. We show that this game theory based model is not sufficient to model human-agent interactions, since people tend to deviate from the rational choice. We use machine learning to model such deviation in people from this game theory based model. The agent generates a probabilistic description of the world state that maximizes its benefit and presents it to the users. The proposed model was evaluated in an extensive empirical study involving road selection tasks that differ in length, costs and congestion. Results showed that people's behavior indeed deviated significantly from the behavior predicted by the game theory based model. Moreover, the agent developed in our model performed better than an agent that followed the behavior dictated by the game-theoretical models.
机译:本文研究了自动化代理如何说服人类以某种方式行事。这种代理行为背后的动机在于代理设计者想要最大化的效用函数,它可能与用户的效用函数不同。具体而言,在所研究的战略环境中,代理提供有关用户未知但与他的决定相关的世界状态的正确而部分的信息。说服游戏旨在研究自动玩家之间的互动,其中一个玩家将状态信息发送给另一人,以说服其以某种方式行事。我们表明,基于博弈论的模型不足以对人与人的互动进行建模,因为人们倾向于偏离理性选择。我们使用机器学习从这种基于博弈论的模型对人们的这种偏离进行建模。代理生成世界状态的概率描述,以最大化其收益并将其呈现给用户。在涉及长度,成本和拥堵程度不同的道路选择任务的广泛实证研究中,对提出的模型进行了评估。结果表明,人们的行为确实与基于博弈论的模型所预测的行为发生了显着差异。而且,在我们的模型中开发的主体要比遵循博弈论模型规定的行为的主体表现更好。

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