Changing the rules of the game: experiments with humans and virtual agents Marco Janssen School of Human Evolution and Social Change, School of Computing and Informatics, Center for the Study of Institutional Diversity In cooperation with: ASU: Allen Lee, Deepali Bhagvat, Marty Anderies, Sanket Joshi, Daniel Merritt, Clint Bushman, Marcel Hurtado, Takao Sasaki, Priyanka Vanjari, Christine Hendricks Indiana University: Elinor Ostrom, Robert Goldstone, Fil Menczer, Yajing Wang, Muzaffer Ozakca, Michael Schoon, Tun Myint, David Schwab, Pamela Jagger, Frank van Laerhoven, Rachel Vilensky Thailand: Francois Bousquet, Kobchai Worrapimphong, Chutapa Khunsuk, Sonthaya Jumparnin, Pongchai Dumrongrojwatthana Colombia: Juan-Camilo Cardenas, Daniel Castillo, Jorge Maldonado, Rocio Moreno, Silene Gómez, MariaWWW.OPENABM.ORG Quintero, Rocio Polania, Sandra Polania, Adriana 1 Vasquez, Carmen Candelo, Olga Nieto, Ana Roldan, Diana Maya The commons dilemma • Dilemma between individual and group interests – Group interest: cooperation – Individual interest: free riding on efforts of others • Public goods and common pool resources • Expectation with rational selfish agents – No public goods – Overharvesting of common pool resources • But, many empirical examples of self-governance WWW.OPENABM.ORG 2 What contributes to cooperation in commons dilemmas? (based on research with artificial agents and humans) • • • • • Repeated interactions Face-to-Face communication Information on past actions on participant Monitoring and sanctioning by subjects themselves Diversity in motivation: Not all humans are selfish and rational But problem is not binary: cooperate or defect. Important is defining the rules of the games and enforcing them. WWW.OPENABM.ORG 3 Grammar of Rules • Rules are defined as shared understanding about enforced prescriptions, concerning what actions (or outcomes) are required, prohibited, or permitted (Ostrom, 2005). • Rules in use vs rules on paper • Formal rules vs informal rules (formal rules have explicit consequences defined for when the rules are broken (sanctions) and can be enforced by a third party) WWW.OPENABM.ORG 4 Puzzles • In what way do users of a common resource change the rules? • What makes communication effective? • How do this relate to experience? • And to ecological dynamics? WWW.OPENABM.ORG 5 Combining experiments and agentbased models • Traditionally agent-based models on cooperation very abstract • Experiments in lab and field challenge simplistic models of behavior • Micro-level data to test models • Going back and forth between experiments and modeling may stimulate theory development WWW.OPENABM.ORG 6 Common research questions Laboratory experiments Field experiments Statistical analysis Surveys Interviews models Statistical analysis, Surveys Text analysis, .. “role games” Artificial worlds models WWW.OPENABM.ORG 7 Field experiments • 3 types of games in 3 types of villages in Thailand and Colombia • Pencil and paper experiments • First 10 rounds: open access • Voting round: 3 types of rules: lottery, rotation, private property • Survey on rule options • Second set of 10 rounds with chosen rule • Survey • In depth interviews with a few villagers WWW.OPENABM.ORG 8 Field experiments (2) • Fishery game: – where to fish (A,B) – how much effort • Irrigation game (different position; upstream): – How much investment in public good (water) – What amount to take from (remaining) water • Forestry game: – How much harvest WWW.OPENABM.ORG 9 Fishery village (Baru) Water irrigation village (Lenguazaque) Logging village (Salahonda) WWW.OPENABM.ORG 10 Phetchaburi river WWW.OPENABM.ORG Forest village Irrigation village 11 Fishery village 25 irrigation forestry fishery number of groups 20 Rule choice 15 10 5 0 lotery (C) rotation property lotery (T) (C) rights (C) rotation (T) property rights (T) WWW.OPENABM.ORG 12 Forestry game WWW.OPENABM.ORG 13 Fishery game WWW.OPENABM.ORG 14 Irrigation game WWW.OPENABM.ORG 15 WWW.OPENABM.ORG 16 Laboratory experiments • Various spatially explicit real-time virtual environments for small groups. • Various rounds • Treatments include different options of rule choice and/or participants chat on informal rules WWW.OPENABM.ORG 17 Experiments from Spring 2007 • • • • • • • Renewable resource, density dependent regrowth Resource is 28x28 cells 4 participants Duration round 4 minutes First round is individual round (14x14 cells) Text chat between the rounds Option to reduce tokens of others at the end of each round (at a cost) • Explicit and implicit mode • Different resource growth experiments: • • • • Low growth (6 groups) High growth (4 groups) High / Low growth (6 groups) Mixed growth (6 groups) WWW.OPENABM.ORG 18 Tokens in the resource during the rounds 500 500 Round 1 Low 450 Round 2 400 Round 3 400 350 Round 4 350 Round 5 300 High 450 300 250 250 200 200 150 150 100 Round 2 Round 3 100 50 Round 4 Round 5 50 0 0 30 60 90 120 150 180 210 240 ` Round 1 0 0 30 60 90 120 150 180 210 500 Mixed 450 Round 1 Round 2 Round 3 Round 4 Round 5 400 350 300 250 500 High-Low 450 Round 1 Round 2 400 Round 3 350 Round 4 300 Round 5 250 200 200 150 150 100 100 50 50 0 0 30 60 90 120 150 180 0 210 240 WWW.OPENABM.ORG 0 30 60 90 120 150 180 210 19 240 Average number of tokens collected (blue) and left over (red) for the 5 rounds H 300 300 250 250 200 200 L 150 100 100 50 50 0 0 1 HL 150 2 3 4 5 300 300 250 250 200 200 Mix 150 100 50 50 WWW.OPENABM.ORG 1 2 3 4 5 2 3 4 1 2 3 4 5 150 100 0 1 20 0 5 Text analysis • Coding the text: kind of rules, making sure people understand agreement, off-topic chat, meaning of experiment, etc. • Is there a relation between the type of conversation and the performance of the group? • We would expect that groups who are more explicit on the rules and make clear people understand it do better. • In some groups there is a clear dominance of one person, how does this affect the outcome? WWW.OPENABM.ORG 21 ra l ge ne ic of ft op at ch t at io n pe rim en ex y te gy st ra af fir m sp ac e st ra WWW.OPENABM.ORG tim e eg y te g st ra t g ni n un ds ro nc tio sa pa st ex te gy op of ft t ic at ch pe rim en at io n st ra y eg y te g st ra af fir m ac e sp tim e ra t st g ni n un ds ro nc tio ra l ge ne sa pa st Initial results 0.25 0.2 0.15 0.1 3 4 5 0.05 0 0.4 0.35 0.3 0.25 0.2 0.15 H M L 0.1 0.05 0 22 Models of Rule changes • Laboratory experiments will give us basic empirical information to develop agent-based model. • ABM will be used to explore rule evolution is agents adjust rules WWW.OPENABM.ORG 23 Reasons for making a model of the experimental data • Testing alternative assumptions of behavior ( compare model with naïve models) • Methodological challenge: What do we mean with calibrating an agent-based model? • Future option: experiments with artificial agents and humans • Using the “informed” agent-based model for exploring theoretical questions in an artificial world. WWW.OPENABM.ORG 24 Model outline 30 • Timestep: 1 second. 25 • Actions: move and20harvest (explicit mode) 1 2 • Each agent has a basic default speed (moves per second), and 15 3 number of moves can vary a little bit between seconds.4 10 • Define direction (target): 5 – – – – the more nearby a token is to the agent, the more valuable 0 the more nearby a token is5 to the10 current target, the 0 15 20 25 more 30 valuable the more other agents nearby a token, the less valuable tokens who are straight ahead in the current path of direction of the agent are more valuable. • Harvest (expl mode); probabilistic choice depending on number of tokens nearby WWW.OPENABM.ORG 25 Testing the model • Calibration on multiple metrics using genetic algorithms • Comparing calibrated model with naïve models (random movement; greedy agents, no heterogeneity) • Turing tests WWW.OPENABM.ORG 26 Towards a theoretical model of the evolution of rules • Artificial world where agents play many rounds and adjust the rules of the game. • What kind of rule sets will evolve? Are there attractors of rule sets? • How is this dependent on the ecological dynamics? • How is this dependent on the rule to change the rules (constitution)? WWW.OPENABM.ORG 27 Coding rules • Grammar of Institutions (Crawford and Ostrom, 1995) • Rules is build up from 5 components: – – – – – Attributes (characteristics of the agents) Deontic: may/must/must not Aim: action of the agent Conditions: when, where and how Or else: sanctions when not following a rule WWW.OPENABM.ORG 28 Process of constructing a rule from the libraries IF “other agent” in “my area” it MUST NOT “collect tokens” ELSE “penalty” WWW.OPENABM.ORG 29 Rule space based on experiments (Not yet in building blocks) • • • • Explicit mode required of not Start time harvesting Time left before “going crazy” Spatial allocation (none, corners, horizontal, vertical) • Speed limit WWW.OPENABM.ORG 30 Including monitoring and sanctioning • Monitoring: – None – One monitor who cannot harvest are receives a quarter of the income – Everybody monitors, and sanctioning is costly – Monitoring rotates every x seconds (when monitoring one cannot harvest) WWW.OPENABM.ORG 31 Tinkering the rules • After every round agents update their preferences for rules (reinforcement learning), propose which rule set for next round, after which one of the proposed rule sets is chosen and implemented. WWW.OPENABM.ORG 32 Agents breaking rules • Agents can break rules. If an action is not allowed, it might break a rule with a probability related to the opportunities available (amount of tokens available nearby) WWW.OPENABM.ORG 33 WWW.OPENABM.ORG 34 Distribution of total earnings (100 evolutions of 100 rounds) 20 18 one 16 everybody frequency 14 12 10 8 6 4 2 0 0 100 200 300 400 bin WWW.OPENABM.ORG 35 Initial experiments • Multiple (100) runs with 100 rounds with agents who conditionally cheat. Best solution: Low growth (one) Low growth (everybody) Speed limit 7.5 5 Mode Expl Not expl Boundaries Vertical Vertical Start-time 90 110 Time to go crazy 210 140 Earnings (tokens) 337 409 WWW.OPENABM.ORG 36 From ABM back to experiments • Further analysis may provide us expectations of outcomes for experiments with human participants. Additional experiments can be done to test those. WWW.OPENABM.ORG 37 Areas to explore in model analysis • Do clusters of rules evolve? And do these clusters change with different tendencies of agents breaking the rules. • Co-evolution of cheating behavior and rules (incl. monitoring/sanctioning) • What are path-dependent trajectories? • What if growth rates change between rounds? How will this affect the evolved rule sets? • How will differences in constitutional rules will affect the ability to derive high performance. WWW.OPENABM.ORG 38 Concluding remarks • Combining agent-based models with experiments in the field and the lab. The aim is not to make predictive models, but theoretical models grounded in empirical observations. • Challenges: – Calibration of agent-based models (multiple metrics) – Modeling communication – Large scale controlled experiments with humans WWW.OPENABM.ORG 39 Questions? WWW.OPENABM.ORG 40