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.
翻译: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,如信仰、愿望、意图和思想理论,即其他人的想法。这样可以预测人类决策有挑战性,需要对其内在心理机制进行敏锐处理。我们在此建议使用基于长期短期记忆网络(LSTM)的经常性神经网络结构,以预测参与游戏活动的人类主体所采取行动的时间序列,这是本研究领域首次应用此类方法。在这项研究中,我们从循环囚犯的8种出版文献中收集了人类数据,这些文献包括168,386项个别决定和后处理,它们成为8,257个行为轨迹,每个参与者都有9个动作。同样,我们整理了来自Iowa Gambling任务10项不同出版的研究的95个动作轨迹,这些实验涉及健康的人类主题。我们培训我们的预测网络掌握了行为数据,并展示了在预测人类决策网络的更大规模分析中采用的最新方法的优势,其中每个参与者都展示了我们可能执行的实验室模型,其中的赌情图示了我们可能执行的赌场图的多式阵列。