scispace - formally typeset
Search or ask a question

Showing papers by "Ya'akov Gal published in 2011"


Journal ArticleDOI
TL;DR: These results demonstrate that economic game experiments run on MTurk are comparable to those run in laboratory settings, even when using very low stakes.
Abstract: Online labor markets such as Amazon Mechanical Turk (MTurk) off er an unprecedented opportunity to run economic game experiments quickly and inexpensively. Using Mturk, we recruited 756 subjects and examined their behavior in four canonical economic games, with two payoff conditions each: a stakes condition, in which subjects' earnings were based on the outcome of the game (maximum earnings of $1); and a no-stakes condition, in which subjects' earnings are una ffected by the outcome of the game. Our results demonstrate that economic game experiments run on MTurk are comparable to those run in laboratory settings, even when using very low stakes.

284 citations


Proceedings ArticleDOI
02 May 2011
TL;DR: The agent was shown to outperform people as well as agents playing the equilibrium strategy of the game in empirical studies spanning hundreds of subjects, and be more likely to reach agreement than people or agents playing equilibrium strategies.
Abstract: Revelation games are bilateral bargaining games in which agents may choose to truthfully reveal their private information before engaging in multiple rounds of negotiation. They are analogous to real-world situations in which people need to decide whether to disclose information such as medical records or university transcripts when negotiating over health plans and business transactions. This paper presents an agent-design that is able to negotiate proficiently with people in a revelation game with different dependencies that hold between players. The agent modeled the social factors that affect the players' revelation decisions on people's negotiation behavior. It was empirically shown to outperform people in empirical evaluations as well as agents playing equilibrium strategies. It was also more likely to reach agreement than people or equilibrium agents.

62 citations


Journal ArticleDOI
TL;DR: A new agent for repeated bilateral negotiation that was designed to model and adapt its behavior to the individual traits exhibited by its negotiation partner, showing that adaptation is a viable approach towards the design of computer agents to negotiate with people when there is no prior data of their behavior.
Abstract: The rapid dissemination of technology such as the Internet across geographical and ethnic lines is opening up opportunities for computer agents to negotiate with people of diverse cultural and organizational affiliations. To negotiate proficiently with people in different cultures, agents need to be able to adapt to the way behavioral traits of other participants change over time. This article describes a new agent for repeated bilateral negotiation that was designed to model and adapt its behavior to the individual traits exhibited by its negotiation partner. The agent’s decision-making model combined a social utility function that represented the behavioral traits of the other participant, as well as a rule-based mechanism that used the utility function to make decisions in the negotiation process. The agent was deployed in a strategic setting in which both participants needed to complete their individual tasks by reaching agreements and exchanging resources, the number of negotiation rounds was not fixed in advance and agreements were not binding. The agent negotiated with human subjects in the United States and Lebanon in situations that varied the dependency relationships between participants at the onset of negotiation. There was no prior data available about the way people would respond to different negotiation strategies in these two countries. Results showed that the agent was able to adopt a different negotiation strategy to each country. Its average performance across both countries was equal to that of people. However, the agent outperformed people in the United States, because it learned to make offers that were likely to be accepted by people, while being more beneficial to the agent than to people. In contrast, the agent was outperformed by people in Lebanon, because it adopted a high reliability measure which allowed people to take advantage of it. These results provide insight for human-computer agent designers in the types of multicultural settings that we considered, showing that adaptation is a viable approach towards the design of computer agents to negotiate with people when there is no prior data of their behavior.

44 citations


Proceedings ArticleDOI
16 Jul 2011
TL;DR: The algorithm was able to infer the plans used by students to construct their models, recognize such key processes as titration and dilution when they occurred in students' work, and identify partial solutions.
Abstract: This paper presents a plan recognition algorithm for inferring student behavior using virtual science laboratories. The algorithm extends existing plan recognition technology and was integrated with an existing educational application for chemistry. Automatic recognition of students' activities in virtual laboratories can provide important information to teachers as well as serve as the basis for intelligent tutoring. Student use of virtual laboratories presents several challenges: Students may repeat activities indefinitely, interleave between activities, and engage in exploratory behavior using trial-and-error. The plan recognition algorithm uses a recursive grammar that heuristically generates plans on the fly, taking into account chemical reactions and effects to determine students' intended high-level actions. The algorithm was evaluated empirically on data obtained from college students using virtual laboratory software for teaching chemistry. Results show that the algorithm was able to (1) infer the plans used by students to construct their models; (2) recognize such key processes as titration and dilution when they occurred in students' work; (3) identify partial solutions; (4) isolate sequences of actions that were part of a single error.

28 citations


Proceedings ArticleDOI
02 May 2011
TL;DR: This paper presents a novel method to describe and analyze strategic interactions in settings that include multiple actors, many possible actions and relationships among goals, tasks and resources, and shows how to reduce these large interactions to a set of bilateral normal-form games in which the strategy space is significantly smaller than the original setting, while still preserving many of its strategic characteristics.
Abstract: This paper presents a novel method to describe and analyze strategic interactions in settings that include multiple actors, many possible actions and relationships among goals, tasks and resources. It shows how to reduce these large interactions to a set of bilateral normal-form games in which the strategy space is significantly smaller than the original setting, while still preserving many of its strategic characteristics. We demonstrate this technique on the Colored Trails (CT) framework, which encompasses a broad family of games defining multi-agent interactions and has been used in many past studies. We define a set of representative heuristics in a three-player CT setting. Choosing players' strategies from this set, the original CT setting is analytically decomposed into canonical bilateral social dilemmas, i.e., Prisoners' Dilemma, Stag Hunt and Ultimatum games. We present a set of criteria for generating strategically interesting CT games and empirically show that they indeed decompose into bilateral social dilemmas if players play according to the heuristics. Our results have significance for multi-agent systems researchers in mapping large multi-player task settings to well-known bilateral normal-form games in a way that facilitates the analysis of the original setting.

5 citations