Comparison of Two Process Tracing Methods in Iterated Prisoner’s Dilemma Game Mariya Popova Supervisor: Assoc. Prof. Maurice Grinberg, Ph. D. Consultant: Evgenia Hristova, Ph. D. Prisoner’s Dilemma game Social dilemma Two strategies - cooperation (C), defection (D) Player II Player II C C D 3, 3 1, 4 Player I C D C Rs, Rc Ss, Tc Player I D 4, 1 2, 2 D Ts, Sc Ps, Pc Prisoner’s Dilemma game The payoffs PD must satisfy the following inequalities: T>R>P>S 2R>T+S Player II C D C Rs, Rc Ss, Tc Player I D Ts, Sc Ps, Pc Prisoner’s Dilemma game Cooperation index (Rapoport and Chammah 1965) CI = (R-P)/(T-S) Player II Player II C C D C 56, 56 0, 60 D 2, 2 Player I 0, 60 CI = 0,9 D C 56, 56 0, 60 D 50, 50 Player I 0, 60 CI = 0,1 Basic assumptions of Game Theory • Rationality assumption - players always choose strategies that maximize their payoff. • Complete information – all factors of the game are common knowledge – rationality also is common knowledge Bounded rationality • Limited computational abilities • Limitations of the cognitive effort and time that are devoted to a decision (trade-off between the benefit of searching the information and the cost of this search) • Limited access to information Information acquisition in decision making • Study how decision strategies are linked to the specificity of information acquisition • Process tracing methods provide detailed data about the patterns of information acquisition • It is important to investigate the applicability and reliability of such methods and how/if they influence game playing Process tracing methods • Content of the information which subjects attend to • Sequence of acquisition • Amount of information acquired • Time needed to examine the information Experiments: goals (cont’d) • Study the type and amount of information acquired • Study how the information acquisitions patterns are linked with player’s strategies • Study heterogeneity among players in relation to: – information acquisition patterns – strategies used – map the two types of groups: • Are subjects from a information acquisition group belonging to the same strategy group and vice versa? Experiments: goals • To investigate whether process tracing methods influence the decision making • Compare the results of two such methods: eye-tracking (ET) and computerised process tracing (CPT) (mouse click based method) Experiment 1 - eye-tracking study Experimental design and procedure • Participants 40 (17 males, 23 females) - 4 groups of 10 • Four conditions that differed in the positioning of information on the display • Each participant played 100 PD games (20 training) • Computer opponent - probabilistic version of the tit-for-tat strategy that takes into account the two previous moves of the player and plays the same move with probability 0.8. Experimental design and procedure • A set of 100 PD different payoff matrices, containing an equal number of games with CI equal to 0.1, 0.3, 0.5, 0.7, and 0.9 • Payoff matrices were randomly generated • The games were presented randomly with respect to their CI Experimental design and procedure • The game was presented in a formal and a neutral formulation • No cooperation or defection was mentioned in the instructions or in the interface • Moves were labelled as ‘1’ and ‘2’ • Participants were instructed to try to maximize their payoffs and not to compete with the computer Four interfaces Group1 Computer C Group2 Computer D D C D Ps, Pc Ts, Sc C Rs, Rc Ss, Tc Player Player C Ss, Tc Rs, Rc D Ts, Sc Ps, Pc Group3 Group4 Player C Player D D C D Pc, Ps Tc, Ss C Rc, Rs Sc, Ts Computer Computer D Tc, Ss Pc, Ps C Sc, Ts Rc, Rs Areas of interest (AOI) Areas of interest (AOI) • Four AOIs containing the participant’s possible payoffs Ts, Rs, Ps, and Ss. • Four AOIs containing the computer’s possible payoffs Tc, Rc, Pc, and Sc • Six AOIs containing the game outcome: S Move, C Move, S Points, C Points, Tot Points, Money Dependent variables • The number of cooperative choices for each CI was used as a dependent variable characterizing the participants playing. • The number of fixations in each AOI per game. 1,2 1,0 Group 1 Group 2 0,8 Group 3 Group 4 0,6 0,4 0,2 oi nt s To tp on ey M po in ts C po in ts S ov e m C ov e S m Sc Pc Rc Tc Ss Ps Rs 0,0 Ts Mean Number of Zone Attendances per Game Attention to different zones AOI Mean number of fixations per game in all 14 areas of interest for the four experimental groups. Cooperation in 4 experimental conditions Mean Cooperation (%) 35 30 25 Group1 20 Group2 15 Group3 Group4 10 5 0 0,1 0,3 0,5 0,7 0,9 CI Mean cooperation for PD games with different CI for the four experimental conditions. Mean Number of Zone Attendances per Game Attention to different zones 0,9 0,8 0,7 0,6 0,5 0,4 0,3 0,2 0,1 0,0 Ts Rs Ps Ss Tc Rc Pc Sc S C move move AOI Mean number of fixations per game in 10 areas of interest - zones containing participant’s possible payoffs, computer’s possible payoffs, participant’s move, and computer’s move. Mean Number of Transitions per Game Transitions between different zones 0,4 0,3 Group1 Group2 0,2 Group3 Group4 0,1 0,0 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game between zones containing participant’s possible payoffs. Mean Number of Transitions per Game Transitions between different zones 0,30 0,25 0,20 0,15 0,10 0,05 0,00 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game between zones containing participant’s possible payoffs – averaged data. Types of players with respect to their IA patterns – 3 clusters Mean Number of Zone Attendances per Game 1,6 1,4 1,2 1,0 Type 1 0,8 Type 2 0,6 Type3 0,4 0,2 _m ov e C ov e S_ m Sc Pc c R Tc Ss Ps s R Ts 0,0 AOI Mean number of fixations per game in different AOIs for three different types of players. Types of players with respect to their IA patterns – 3 clusters Mean Cooperation (%) 40 35 30 25 Type 1 20 Type 2 15 Type 3 10 5 0 0,1 0,3 0,5 0,7 0,9 CI Mean cooperation for PD games with different CI for the three types of players with different IA patterns: type 1 (bold line), type 2 (solid line), type 3 (dotted line). Mean Number of Transitions per Game Types of players with respect to their IA patterns – 3 clusters 1,2 1,0 0,8 Type 1 0,6 Type 2 Type 3 0,4 0,2 0,0 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game for PD games with different CI for the three types of players with different IA patterns: type 1 (black bars), type 2 (grey bars), type 3 (white bars). Types of players with respect to their cooperation patterns – 2 clusters Mean Cooperation (%) 50 40 30 CI-based 20 Non-CI-based 10 0 0,1 0,3 0,5 0,7 0,9 CI Mean cooperation for PD games with different CI: CI-based group (dotted line), non-CI-based group (solid line). Types of players with respect to their cooperation patterns – 2 clusters CI-based 1,2 Non CI-based 1,0 0,8 0,6 0,4 0,2 e ov _m C S_ m ov e Sc Pc c R Tc S P R 0,0 T Mean Number of Zone Attendances per Game 1,4 AOI Mean number of fixations per game in different AOIs for CI-based (dark grey bars).and non-CI-based players (light grey bars). Mean Number of Transitions per Game Types of players with respect to their cooperation patterns – 2 clusters 0,5 CI-based Non CI-based 0,4 0,3 0,2 0,1 0,0 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game in different AOIs for CI-based and non-CI-based players. Summary • Participants do not pay equal attention to all possible payoffs. • Difference in mean number of zone attendances in different zones between the 4 experimental conditions. • No differences in transitions between zones containing participant’s payoffs in 4 experimental conditions. • No difference in cooperation between the 4 experimental conditions. – in the mean level of cooperation – in cooperation pattern with respect to CI Summary Three types of players on the basis of their IA pattern • Type 1 - pay attention to their bigger payoffs R,T – non influenced of CI – less transitions except T R • Type 2 - pay attention to all payoffs – influenced of CI – the most transitions • Type 3 - pay little attention to information – non influenced on CI – much less transitions Summary Two types of players on the basis of their cooperation pattern • CI-based – influenced of CI – attention to all information – more transitions • Non-CI-based – non influenced of CI – less attention to all information – less transition Types of players - summary TYPE1 attention to own payoffs TYPE2 attention to all information TYPE3 little attention to information TOTAL NON CI BASED CI BASED TOTAL 7 4 11 9 7 16 12 1 13 28 12 40 Experiment 2 – computerized process tracing tool (CPT) Experimental design and procedure • Process tracing tool • Participants – 80 participants divided into four groups of 20 • Four experimental conditions which differed in the position of the information on the display • Hidden information 1,0 0,9 0,8 0,7 0,6 0,5 0,4 0,3 0,2 0,1 0,0 Group 1 Group 2 Group 3 po in ts C po in ts M on To e y tp oi nt s S ov e m C ov e S m Sc Pc Rc Tc Ss Ps Rs Group 4 Ts Mean Number of Zone Attendances per Game Attention to different zones AOI Mean number of zone attendances per game in all 14 areas of interest for the four experimental groups. Cooperation in 4 experimental conditions Mean Cooperation (%) 45 40 35 30 Group 1 25 Group 2 20 Group 3 15 Group 4 10 5 0 0,1 0,3 0,5 0,7 0,9 CI Mean cooperation for PD games with different CI for the four experimental conditions. 0,8 0,7 0,6 0,5 0,4 0,3 0,2 0,1 m ov e C ov e S m Sc Pc c R Tc Ss Ps R s 0,0 Ts Mean Number of Zone Attendances per Game Attention to different zones AOI Mean number of fixations per game in zones containing participant’s possible payoffs, computer’s possible payoffs, participant’s move, and computer’s move. Mean Number of Transitions per Game Transitions between different zones 0,7 0,6 0,5 Group 1 Group 2 0,4 Group 3 0,3 Group 4 0,2 0,1 0,0 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game between zones containing participant’s possible payoffs. Mean Number of Transitions per Game Transitions between different zones 0,40 0,35 0,30 0,25 0,20 0,15 0,10 0,05 0,00 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game between zones containing participant’s possible payoffs – averaged data. 1,4 1,2 1,0 Type1 0,8 Type2 0,6 Type3 0,4 0,2 ov e m c_ s_ m ov e Sc Pc c R Tc S P R 0,0 T Mean Number of Zone Attendances per Game Types of players with respect to their IA patterns – 3 clusters AOI Mean number of fixations per game in different AOIs for three different types of players. Types of players with respect to their IA patterns – 3 clusters Mean Cooperation (%) 40 35 30 25 Type1 20 Type2 15 Type3 10 5 0 0,1 0,3 0,5 0,7 0,9 CI Mean cooperation for PD games with different CI for the three types of players with different IA patterns: type 1 (bold line), type 2 (solid line), type 3 (dotted line). Mena Number of Transitions per Game Types of players with respect to their IA patterns – 3 clusters 0,9 0,8 0,7 0,6 Type1 0,5 Type2 0,4 Type3 0,3 0,2 0,1 0,0 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game for PD games with different CI for the three types of players with different IA patterns: type 1 (black bars), type 2 (grey bars), type 3 (white bars). Types of players with respect to their cooperation patterns – 2 clusters Mean Cooperation (%) 70 60 50 40 CI-based 30 Non CI-based 20 10 0 0,1 0,3 0,5 0,7 0,9 CI Mean cooperation for PD games with different CI: CI-based group (dotted line), non-CI-based group (solid line). 1,6 CI-based 1,4 Non CI-based 1,2 1,0 0,8 0,6 0,4 0,2 ov m C S m ov e e Sc Pc c R Tc Ss Ps R s 0,0 Ts Mean Number of Zone Attendances per Game Types of players with respect to their cooperation patterns – 2 clusters AOI Mean number of zone attendances per game in different AOIs for CI-based and non-CI-based players. Mean Number of Transitions per Game Types of players with respect to their cooperation patterns – 2 clusters 0,8 CI-based 0,7 Non CI-based 0,6 0,5 0,4 0,3 0,2 0,1 0 T↔R T↔P T↔S R↔P R↔S P↔S Mean number of transitions per game in different AOIs for CI-based and non-CIbased players. Summary • Participants do not pay equal attention to all possible payoffs. • No difference in mean number of zone attendances in different zones between the 4 experimental conditions. • Differences in the transitions between zones containing participant’s payoffs – TP, RS. • No difference in cooperation between the 4 experimental conditions. – in the mean level of cooperation – in cooperation pattern with respect to CI Summary Three types of players on the basis of their IA pattern • Type 1 - pay attention to their own payoffs – influenced of CI – the most transitions • Type 2 - pay attention to all payoffs – influenced of CI – less transitions • Type 3 - pay little attention to information – non influenced on CI – much less transitions Summary Two types of players on the basis of their cooperation pattern • CI-based – influenced of CI – attention to all information – more transitions • Non-CI-based – non influenced of CI – less attention to all information – less transition Types of players - summary TYPE1 attention to own payoffs TYPE2 attention to all information TYPE3 little attention to information TOTAL NON CI BASED CI BASED TOTAL 22 9 31 14 6 20 27 2 29 63 17 80 Comparison between Eye tracking and CPT system AOI ov e ov e m m Sc po in ts C po in ts M on ey To tp oi nt s S C S 1,0 Pc 1,2 Rc ov e ov e m m Sc po in ts C po in ts M on To e y tp oi nt s S C S Pc Rc 1,0 Tc Ss Ps Rs Ts Mean Number of Fixations per Game 1,2 Tc Ss Ps Rs Ts Mean Number of Zone Attendances per Game Attention to different AOI Eye- tracker 0,8 Group 1 Group 2 Group 3 Group 4 0,6 0,4 0,2 0,0 AOI CPT system 0,8 Group 1 Group 2 Group 3 Group 4 0,6 0,4 0,2 0,0 Attention to different AOI 0,9 ET 0,8 0,7 BOX 0,6 0,5 0,4 0,3 0,2 0,1 AOI ov e c_ m ov e s_ m Sc Pc Rc Tc Ss Ps Rs 0,0 Ts Mean Numbr of Zone Attendancess per Game Comparison between both experiments - mean number of zone attendances per game in zones containing participant’s possible payoffs, computer’s possible payoffs, participant’s move, and computer’s move. Cooperation Mean Cooperation (%) 40 35 30 25 ET 20 BOX 15 10 5 0 0,1 0,3 0,5 0,7 0,9 CI Mean cooperation for PD games with different CI for the two methods of information acquisition (bold line - eye-tracking, dotted line – CPT system) Transitions between different zones Mean Number of Transitions per Game Mean Number of Transitions per Game Mean number of transitions per game between zones containing participant’s possible payoffs 0,7 Eye- tracker 0,6 0,5 Group1 Group2 0,4 Group3 0,3 Group4 0,2 0,1 0,0 T↔R T↔P T↔S R↔P R↔S P↔S 0,7 CPT system 0,6 0,5 Group 1 Group 2 0,4 Group 3 0,3 Group 4 0,2 0,1 0,0 T↔R T↔P T↔S R↔P R↔S P↔S 0,30 Eye- tracker 0,25 0,20 0,15 0,10 0,05 0,00 Mean Number of Transitions per Game Mean Number of Transitions per Game Transitions between different zones T↔R T↔P T↔S R↔P R↔S P↔S 0,40 CPT system 0,35 0,30 0,25 0,20 0,15 0,10 0,05 0,00 T↔R T↔P T↔S R↔P R↔S P↔S Summary • Method of recording IA has influence on the pattern of information search in relation to the presentation of the game (4 interfaces). – ET – interface*zone interaction – CPT – interface*transitions interaction • Method of recording IA do not influence on playing behaviour – no differences in the mean level of cooperation and in cooperation in respect to CI. Summary • Players do not look all information about the game. • Different types of players exist – different playing behaviour – different looking behaviour • These types partially overlap – week relationship between playing strategy and information acquisition behaviour.
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