The black box as a control for payoff-based learning in economic games

<p>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 r...

Descrición completa

Detalles Bibliográficos
Main Authors: Burton-Chellew, MN, West, SA
Formato: Journal article
Idioma:English
Publicado: MDPI 2022
_version_ 1826309550179876864
author Burton-Chellew, MN
West, SA
author_facet Burton-Chellew, MN
West, SA
author_sort Burton-Chellew, MN
collection OXFORD
description <p>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 (Homo economicus). 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.</p>
first_indexed 2024-03-07T07:37:24Z
format Journal article
id oxford-uuid:13e9a1ca-af75-4bb4-a7c2-4e064d920f21
institution University of Oxford
language English
last_indexed 2024-03-07T07:37:24Z
publishDate 2022
publisher MDPI
record_format dspace
spelling oxford-uuid:13e9a1ca-af75-4bb4-a7c2-4e064d920f212023-03-30T15:46:30ZThe black box as a control for payoff-based learning in economic gamesJournal articlehttp://purl.org/coar/resource_type/c_dcae04bcuuid:13e9a1ca-af75-4bb4-a7c2-4e064d920f21EnglishSymplectic ElementsMDPI2022Burton-Chellew, MNWest, SA<p>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 (Homo economicus). 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.</p>
spellingShingle Burton-Chellew, MN
West, SA
The black box as a control for payoff-based learning in economic games
title The black box as a control for payoff-based learning in economic games
title_full The black box as a control for payoff-based learning in economic games
title_fullStr The black box as a control for payoff-based learning in economic games
title_full_unstemmed The black box as a control for payoff-based learning in economic games
title_short The black box as a control for payoff-based learning in economic games
title_sort black box as a control for payoff based learning in economic games
work_keys_str_mv AT burtonchellewmn theblackboxasacontrolforpayoffbasedlearningineconomicgames
AT westsa theblackboxasacontrolforpayoffbasedlearningineconomicgames
AT burtonchellewmn blackboxasacontrolforpayoffbasedlearningineconomicgames
AT westsa blackboxasacontrolforpayoffbasedlearningineconomicgames