=Paper=
{{Paper
|id=Vol-1398/SocInf2015_Paper6
|storemode=property
|title=Collective Learning in Games through Social Networks
|pdfUrl=https://ceur-ws.org/Vol-1398/SocInf2015_Paper6.pdf
|volume=Vol-1398
|dblpUrl=https://dblp.org/rec/conf/ijcai/KostermanG15
}}
==Collective Learning in Games through Social Networks==
Proceedings of the 1st International Workshop on Social Influence Analysis (SocInf 2015) July 27th, 2015 - Buenos Aires, Argentina Collective Learning in Games through Social Networks Sanne Kosterman and Nina Gierasimczuk Institute for Logic, Language and Computation University of Amsterdam, The Netherlands nina.gierasimczuk@gmail.com Abstract Niv, 2009]. Yet the above-mentioned learning paradigms mainly focus on competitive agents, and treat games and net- This paper argues that combining social networks works separately. communication and games can positively influence the learning behavior of players. We propose a In this paper, we study the question of how interaction in computational model that combines features of so- a social network between players of a cooperative game can cial network learning (communication) and game- possibly influence their learning behavior. We thereby as- based learning (strategy reinforcement). The fo- sume players to act as one grand coalition, trying to maximize cus is on cooperative games, in which a coalition the group utility, i.e., we take players to be group-rational. of players tries to achieve a common goal. We Before performing an action in the game, players can com- show that enriching cooperative games with social municate with each other in a social network about the es- networks communication can influence learning to- timated quality of joint strategies. Although individuals can wards the social optimum under specific conditions only communicate directly with their neighbors, they aim at on the network structure and on the existing exper- cooperation with the entire social network society. tise in the coalition. We start this paper with a classical graph-theoretical model for learning in social networks in Section 2. Thereafter, in Section 3 we provide a probabilistic aggregation method 1 Introduction to model the amalgamation of individual opinions after net- With the rise of the Internet and digital games, communica- work communication. In Section 4 we describe the process tion and education have changed rapidly. Two digital tech- of learning in stochastic games, relying on a reinforcement niques introduced towards active and social learning environ- method. We combine the three formal frameworks in the ments are serious games and online social networks. Both of novel learning paradigm proposed in Section 5. In Section them seem to be auspicious methods that stimulate learning, 6 we discuss the hidden assumptions of this model and we ar- but are thus far treated as two distinct approaches. gue that it contributes to future computer simulations as well Several attempts have been made to computationally model as psychological experiments on human learning. the learning behavior of artificial agents, both in games and in social networks. Information transmission and opinion formation in social networks has already been extensively 2 Social Network Learning studied (see, e.g., [Bala and Goyal, 1998; DeGroot, 1974; The so-called Lehrer-Wagner model for weighted preference Easly and Kleinberg, 2010; Jackson, 2008]). In those frame- aggregation [Lehrer and Wagner, 1981] can be utilized for works agents can acquire new knowledge and adjust their modeling opinion forming in a weighted social network. opinions by learning from the knowledge and beliefs of Here, each agent holds an individual belief about multiple al- neighbors in a network. The theory of learning in games ternatives. He can update this belief through communication, has been extensively studied by [Camerer and Ho, 1999], taking into account the opinion of his neighbors and a degree [Fudenberg and Levine, 1998], and [Laslier et al., 2001], of trust towards his neighbors’ expertise.1 who all discuss normative paradigms for learning towards Formally, let G = (N, S, u) be the game with N = an equilibrium in repeated games. [Bush and Mosteller, {1, . . . , n} players, where S = {s(1), . . . , s(k)} is the set 1955] and [Erev and Roth, 1995] provide models for learn- of k joint strategies, and u = (u1 , . . . , un ) is a tuple of in- ing in stochastic games, by making use of reinforcement dividual utility functions ui : S → [0, 1] for each i ∈ N . learning. This line of research has proved useful not only Before the game starts, each player i holds a probability dis- for the study of artificial agents, but also for the under- tribution over the set of joint strategies, bi : S → [0, 1]. One standing of human learning behavior [Erev and Roth, 2014; Copyright © 2015 for the individual papers by the papers’ au-thors. 1 In fact, the present model is an extension of a classical social Copying permitted for private and academic purposes. This volume network model [DeGroot, 1974] for communication about single is published and copyrighted by its editors. events only. 35 Proceedings of the 1st International Workshop on Social Influence Analysis (SocInf 2015) July 27th, 2015 - Buenos Aires, Argentina could think of these probabilities as subjective degrees of be- decision schemes (SDSs). We will introduce a variant of this lief 2 , with respect to the optimality of some joint strategy. notion, that takes as input the stochastic n × k-matrix B, as The higher the probability bi (s) for a certain strategy profile introduced in the previous section. We write B(n, k) for the s ∈ S, the more player i considers it likely that the joint strat- set of all such stochastic n×k-matrices. The output of a prob- egy s is a social optimum, meaning that it entails a maximal abilistic social choice function is given by a k-ary row vector sum of individual payoffs. ~b that represents a single societal probability distribution over All private opinions can be reflected in a stochastic n × k- the set of k alternatives. We write B(k) for the set of such matrix B, that holds the subjective probability values bij = stochastic k-ary row vectors. Formally, a probabilistic social bi (s(j)) on its entries. Each i-th row bi q thus represents the choice function is thus a function F : B(n, k) → B(k). probability distribution of agent i over the set S. We write B 1 It is worth noting that the PSCF provides a way of dealing to denote the initial belief matrix. Additionally, each agent i with the Condorcet paradox (named after Marie Jean Antoine assigns a weight wim ∈ [0, 1] to all other group members Nicolas de Caritat, le Marquis de Condorcet, 1743–1794), m ∈ N . The weights can be represented by the stochastic since it will always select a winning candidate on the basis n × n-matrix W . The corresponding social network is thus a of probabilities. Even if society likes all alternatives equally weighted directed graph G = (N, EW ) where N is the set of good (represented by equal probabilities for all candidates), a nodes (agents), EW is the set of weighted directed edges, and winning alternative will be chosen at random. wim is thus the weight on the directed edge from i to m. We We will discuss two probabilistic social choice functions assume the graph to allow for loops, which represents agents’ that differ with respect to the weights that individuals receive. self-confidence. Intuitively, the higher the weight, the more influence an agent Each agent can now communicate with neighbors in the can exert on the construction of the societal probability distri- network and update his individual belief by taking a weighted bution. In a weighted PSCF, different individuals can receive arithmetic mean of the beliefs of all agents he trusts. When different weights; in an averaged PSCF all individuals receive iterating this process, the updated belief of agent i about equal weights. strategy s(j) P after t rounds of communication is given by bt+1 ij = t m∈N wim bmj . On a societal level, belief up- 3.1 Weighted Preference Aggregation dates after t rounds of network communication are the result of applying the trust matrix W to the belief matrix B t , i.e., In [Lehrer and Wagner, 1981] it has been shown that a special B t+1 = W · B t (or, equivalently, applying the weight matrix kind of a social welfare function, the so-called “Allocation t times to the initial beliefs B 1 , i.e. B t+1 = W t · B 1 ). Each Amalgamation Method” (AAM), can be used as a weighted round of belief updating can thus be described by means of preference aggregation method to provide a societal order- the following algorithm. ing over a set of k alternatives. The main advantage of such a weighted method for preference aggregation is that it can take into account the expertise of specific group members. We will Algorithm 1 Network Communication at round t use this method for constructing a weighted probabilistic so- t Input: Weight matrix W ; belief matrix PB cial choice function (wPSCF), that outputs a societal proba- t+1 1: for all i ∈ N , s(j) ∈ S: bij := m∈N wim btmj bility distribution rather than a societal ordering over the set 2: B t+1 := bt+1 of alternatives. ij n×k = W · Bt Output: Belief matrix B t+1 The determination of the weights assigned to individuals, relies on the assumption that all agents agree on how much weight each group member should receive. In terms of the 3 Collective Decision-Making weight matrix W , this agreement on weights corresponds to every row of the matrix being the same. It therefore suf- After network communication and belief updating, the coali- fices to represent the weights in a stochastic row vector w ~ = tion needs to decide which joint strategy to adopt in the game. (w1 , . . . , wn ), in which wi ∈ [0, 1] represents the weight that We introduce a probabilistic social choice function (PSCF), agent i receives from society. A weighted probabilistic social that maps individual probability distributions over a set of al- choice function (wPSCF) is then a PSCF F : B(n, k) → B(k) ternatives to a societal probability distribution. Players in a ~ = ~b = (b1 , . . . , bk ) so that each cooperative game can make use of such a PSCF to aggregate given by P F (B) = wB bj = w b i∈N i ij In words, a wPSCF is thus a mapping . all individual preferences, in order to determine which joint from the individual probability values to a weighted arith- strategy is most optimal according to society. As an illustra- metic mean of these values, for each alternative s(j) ∈ S. tion, consider a football team briefing before the match starts, One can easily check that a wPSCF satisfies several ax- while the players collectively decide on a team strategy. iomatic properties from social choice theory, among which A first definition for probabilistic social choice functions independence of alternatives (IA), unanimity (U), neutrality was introduced by [Gibbard, 1977], in which a preference (N), and anonymity (A). profile, i.e., a tuple of individual preference orders, is mapped In fact, one can check that wPSCFs even satisfy a stronger to a lottery, i.e., a single probability distribution over the set notion of unanimity called Pareto optimality (P), which guar- of alternatives. Gibbard referred to such functions as social antees that strict unanimous agreement among all individuals 2 about the order of alternatives is reflected in the societal pref- Not to be confused with the quantitative notion of belief used in quantitative approaches to Belief Revision Theory. erence. wPSCFs also satisfy social rationality (SR) which is 36 Proceedings of the 1st International Workshop on Social Influence Analysis (SocInf 2015) July 27th, 2015 - Buenos Aires, Argentina a highly desired property of cooperative games with group- IA U N A P SR ND C SP rational players and a common goal [Arrow, 1951]. wPSCF X X X X X X - - - aPSCF X X X X X X X X - 3.2 Averaged Preference Aggregation Figure 1: Overview of axiomatic properties Before [Lehrer and Wagner, 1981] introduced their weighted method for allocation amalgamation, [Intriligator, 1973] and [Nitzan, 1975] proposed a different probabilistic aggregation procedure which they call “the average rule”. The average update involves individual learning by way of communica- rule can also be seen as a social welfare function that, on tion, the second update involves collective learning by way of the input of the individual probability distributions, outputs reinforcement. In a classical method for reinforcement learn- a societal ordering over the set of alternatives. We will use ing [Bush and Mosteller, 1955] the probability for a certain this method for constructing an averaged probabilistic social strategy is updated with a weighted average of the previous choice function (aPSCF), that outputs a societal probability probability and the maximum attainable probability 1. More distribution rather than a ordering. Formally, an aPSCF is a specifically, suppose player i chooses the individual strategy PCSF F : B(n, k) → B(k) given by F (B) = (b1 , . . . , bk ) = sti at round t and he receives a payoff of ui (st ), where st de- ~b so that each bj = 1 P n i∈N bij . The process of belief aggre- notes the joint strategy played at round t. Then the probability gation and collective decision making at some round t, can for playing si again, is increased by adding some fraction of thus be given by the following algorithm. the distance between the original probability for si and the maximum probability 1. This fraction is given by the product Algorithm 2 Belief Aggregation at round t of the payoff and some learning parameter λ. The payoffs as well as the constant fraction λ are scaled to lie in the in- Input: Belief matrix B t terval from 0 to 1. The size of λ correlates with the speed 1: for all s(j) ∈ S: btj := n1 t P i∈N bij of learning [Skyrms, 2010]. The probabilities for all strate- 2: ~bt := (bt1 , . . . , btk ) gies that are not played in the previous rounds, are decreased Output: Societal belief vector ~bt proportionally. Formally, let mti : Si → [0, 1] be the mixed strategy for player i at round t. Then, after playing sti at round t, player Since an aPSCF does not rely on weights, it can be used as i can revise his mixed strategy for the next round t + 1 as preference aggregation methods as long as an agreement on follows: weights is not reached yet. Note that an aPSCF can actually be thought of as a special case of a wPSCF where the weight t mi (si ) + λ · ui (st )(1 − mti (si )) if si = sti t+1 vector is given by w ~ = ( n1 , . . . , n1 ). Therefore, an aPSCF sat- mi (si ) = mti (si ) − λ · ui (st )(mti (si )) if si 6= sti isfies all properties that the more general wPSCFs satisfy. In fact, the averaged method satisfies non-dictatorship (no sin- gle individual can always determine the social probabilities) Note that this reinforcement method is aimed to model how and consistency (equal societal preferences of two disjoint players can individually learn to improve their private strategy groups are maintained when the two are merged). in repeated games. Let us extend this learning behavior to Finally, let us consider strategy-proofness (SP), which indi- a group level, by allowing the coalition for reinforcing the cates whether individuals can manipulate the outcome of the joint strategies that yield a positive social welfare, i.e., sum aggregation procedure when submitting an untruthful individ- of individual payoffs. In that way, players are collectively ual preference. It easy to verify that neither an aPSCF, nor a learning towards the social optimum. wPSCF satisfies SP. As we assume all players in the game to More specifically, after belief aggregation by the aPSCF, be group-rational, no player will manipulate the game with the coalition holds a societal probability distribution over the the purpose of increasing his private payoff only, so we do set of joint strategies, which (for a round t) is presented by not worry about dishonest players trying to sabotage the co- operation. However, since the utility functions of the players the stochastic vector ~bt . A joint strategy s(j) ∈ S is now are assumed to be unknown, they are not certain about the chosen to be played with probability btj . Subsequently, play- social optimum either. Hence, a manipulation by a very ‘un- ers get to know the corresponding social P welfare and calcu- informed’ player can be harmful for the entire coalition.3 late an average fraction U (st ) := n1 i∈N ui (st ). Instead of the individual payoffs, this fraction is used by each player for reinforcement, towards the joint strategy with a maximal 4 Gameplay and Reinforcement Learning social welfare. Although players perform this second belief Recall that the first belief update was performed after network update individually, as they are all reinforcing the same joint communication, before the game starts. A second belief up- strategy with the same reinforcement factor, they are collec- date is performed after playing the game. Whereas the first tively learning towards the social optimum. Note that each player is actually learning which individual role to adopt in 3 In Section 5, we will therefore introduce some conditions on the the team, i.e., which actions of his are consistent with the so- amount of influence of different individuals in the coalition, ensuring cial optimum. This process of gameplay and reinforcement at that such players will not have enough power for manipulation. a certain round t can be described by the following algorithm. 37 Proceedings of the 1st International Workshop on Social Influence Analysis (SocInf 2015) July 27th, 2015 - Buenos Aires, Argentina Algorithm 3 Gameplay and Reinforcement at round t final updated beliefs at the end of round t, but merely the in- termediate beliefs after communication. During each round Input: Societal belief vector ~bt ; Belief matrix B t t, the beliefs are thus updated twice, following the scheme: 1: st := s(j), s.t. s(j) is drawn from S with probability btj 2: U (st ) := n1 P t + i∈N ui (s ) Bt −→ Bt −→ B t+1 3: for all i ∈ N , s(j) ∈ S: + Algorithm 1 thus outputs the matrix B t after network com- t munication in round t, which will subsequently be used as bij + λ · U (st )(1 − btij ) if s(j) = st input for Algorithms 2 and 3. bt+1 ij := btij − λ · U (st )btij if s(j) 6= st 5.1 Network Structure and Learning Outcome 4: B t+1 := (bt+1 ij )n×k Can adding network communication to a cooperative game Output: Probability matrix B t+1 be beneficial for the learning outcome? And if so, under what circumstances? Let us start with showing that network com- munication only influences the learning behavior of players There are two main reasons for using the Bush-Mosteller re- as long as an agreement of beliefs is not reached yet. For- inforcement method rather than, for instance, the one based mally, we say a group N 0 ⊆ N is in agreement at round t if on Polyá urns [Erev and Roth, 1995]. Firstly, Bush-Mosteller for all i1 , i2 ∈ N 0 it holds that bti1 q = bti2 q, i.e., if agents in N 0 reinforcement makes use of utility values that are scaled in the hold the same probability distributions over S. Also, a group interval from 0 to 1. This guarantees that the utilities are in the of nodes in a weighted directed graph is said to be closed if same scale for all players, thus avoiding unequal influences there are no outgoing edges from nodes inside the group to of different players. Moreover, it ensures that the same unit nodes outside the group. One could imagine that once ev- is used for payoffs as for individual beliefs about the strategy eryone in a closed group in the social network has the same profiles. Thus when reinforcing after gameplay, the utility beliefs about the social optimum of the game, then agents of values are appropriately used as some type of weight in order that group do no longer need to convince each other of their to update the beliefs. different opinions. Secondly, the Bush-Mosteller model does not take into ac- count the accumulated rewards of earlier plays, so that the Proposition 1. Let N 0 ⊆ N be a closed group of agents in proportion of reinforcement does not get smaller over time. the network. Once N 0 is in agreement at the beginning of For modeling processes of collective learning rather than in- some round t in the Game-Network Learning Model, network dividual learning, it may make more sense to violate this prin- communication in that round leaves the beliefs of all agents + ciple (the so-called Law of Practice). Namely, the learning in N 0 unchanged, i.e., bti q = bti q for all i ∈ N 0 . process depends on the different communication patterns in It follows immediately that for all agents i1 , i2 ∈ N 0 we find every round, so that it does not slow down. + + bti1 q = bti1 q = bti2 q = bti2 q so that they will still be in agreement after network communication. Since the entire social network 5 The Game-Network Learning Model is always closed, once all agents agree, communication is no In this section we combine the computational methods dis- longer needed for an individual to learn towards the social cussed in the previous three sections. The model, which we optimum. will call Game-Network Learning Model, describes an itera- In order to show a positive influence of network communi- tive process that follows the procedures of network commu- cation on the learning process, we measure the quality of our nication, belief aggregation, and gameplay and reinforcement Game-Network Learning Model by the probability for play- in each round (Figure 2). ing the social optimum at a given round (before agreement). More specifically, if s(j ∗ ) ∈ S is the social optimum, we say learning with network communication in round t is better + than learning without network communication if btj ∗ > btj ∗ , + + where btj ∗ = n1 i∈N btij ∗ denotes the probability that the P social optimum will be played P in round t after network com- munication and btj ∗ = n1 i∈N btij ∗ denotes the probability that the social optimum will be played at round t without (or: before) network communication. Intuitively, one could imagine that if there exist experts in the network, who are very close to knowing what the social optimum is, and these experts receive a sufficient amount of Figure 2: Main Loop of Game-Network Learning Model trust from all other players in the network, they can convince other players to increase the probability values for the social Formally, the Game-Network Learning model thus consists optimum. Formally, let s(j ∗ ) be the social optimum and let + of a run of Algorithms 1, 2, and 3. We will write B t instead btj be the probability that society assigns to some s(j) at the t+1 of B to denote the updated beliefs after network commu- beginning of round t. We say an agent ie ∈ N in the network nication in round t. We emphasize that these are not yet the is an expert for round t if btie j ∗ > btj ∗ . We write E t for the 38 Proceedings of the 1st International Workshop on Social Influence Analysis (SocInf 2015) July 27th, 2015 - Buenos Aires, Argentina set of experts for round t. We call the agents i ∈ N \E t non- cation is higher than before network communication. experts. Note that it follows directly that for all experts ie ∈ If communication can be beneficial for a single round, we E t and all non-experts i ∈ N \E t it holds that btie j ∗ > btij ∗ . should ask if it can also be favorable in every round. We Intuitively, the experts for a certain round are the agents therefore introduce the notion of stable experts, which are that have in the beginning of that round (and thus at the end of the agents i ∈ N for which it holds i ∈ E t for every round the previous round) a higher than average degree of belief for t ≥ 1. The following theorem states a sufficient condition for the social optimum. Note that experts can only exist as long an initial expert (i.e., expert for round 1) to be a stable expert. as a total agreement is not reached. Namely, if an agreement In fact, the theorem states an even stronger result that ensures of beliefs is reached between all agents in the network, every initial experts always to be in the set of maximal experts. agent has the same degree of belief that is then trivially equal Theorem 2. Let s(j ∗ ) ∈ S be the social optimum and let to the average degree of belief. The notion of an expert is E 1 be the set of initial experts. If E 1 is closed and E 1 is in therefore a relative rather than an objective one: an agent is agreement at round 1, then E 1 ⊆ Emax t for all t ≥ 1, as long only an expert when he has sufficient expertise relative to the as a total agreement in the network is not reached. expertise of others in the society. Among the set of experts, there always exists a subset of Hence, if initial experts only assign positive weights to them- experts who have the highest degrees of belief for the so- selves or other initial experts with the same degrees of belief, cial optimum, compared to all other agents in society. These then they will always be in the set of maximal experts for experts can be considered as maximal experts. Formally, if each round t ≥ 1. The proof relies on Proposition 1 and the s(j ∗ ) is the social optimum, then we define the set of max- intuition that agents with maximal degrees of belief for the imal experts for round t as Emax t = {im ∈ E t | btim j ∗ = social optimum after network communication, are the agents t t with maximal degrees of belief for the social optimum after arg maxi∈N bij ∗ } ⊆ E . Note that it follows directly from gameplay and reinforcement learning too. t this definition that for all maximal experts im ∈ Emax and all In fact, the group of maximal experts might become bigger t t t other agents i ∈ N \Emax it holds that bim j ∗ > bij ∗ . than the group of initial experts, but ‘new’ maximal experts Whether or not experts can exert more influence on the can only have a degree of belief for the social optimum that is outcome of network communication than others, depends on at most as high as the respective degree of belief of the initial their position in the network and the weight that other in- experts. Under certain conditions of E 1 , it even holds that dividuals assign to the opinions of the experts. To analyze the group of initial experts is exactly the group of maximal this issue, we look at one’s centrality [Jackson, 2008]. We experts for each round t ≥ 1, i.e., E 1 = Emax t . introduce the notion of weight centrality to express the cen- ∗ trality Pof agents in weighted directed graphs. Formally, let Proposition 2. Let s(j ) ∈ S be the social optimum and wi = let E 1 be the set of initial experts for round t = 1. If E 1 m∈N wmi be the total weight that agent i receives is maximally closed and E 1 is in agreement at round t = 1, from his neighbors. The weight centrality of some agent i ∈ N is given by the fraction Ciw = wi /n. In words, weight then for all t ≥ 1 it holds that E 1 = Emax t , as long as a total centrality is a fraction of the highest possible weight that an agreement in the network is not reached. agent i can receive, which is n (namely in case all agents Here we call a group M ⊆ N maximally closed if all agents would assign i a weight of 1, including agent i himself). The outside of M are connected to at least one other agent outside higher the weight centrality of experts, the more influence of M . Intuitively, if the group of initial experts is maximally experts have on the outcome, and hence the higher the prob- closed, then it means that for all agents i ∈ N \E 1 there must ability will be for playing the social optimum after network exist another agent j ∈ N \E 1 so that wij > 0. This guar- communication. The following theorem provides a sufficient antees that agents outside of E 1 will always have a smaller condition for network communication to be better than no degree of belief than agents inside E 1 at every round t ≥ 1, communication. since the updated beliefs are weighted arithmetic means of Theorem 1. Let s(j ∗ ) ∈ S be the social optimum. If beliefs of neighbors. Ciwm > n1 ≥ Ciw for all im ∈ Emax t and i ∈ N \Emax t , then Corollary 1. Let s(j ∗ ) ∈ S be the social optimum and let E 1 the probability for playing the social optimum at round t after be the set of initial experts. If (i) E 1 is maximally closed; (ii) network communication is higher than before network com- E 1 is in agreement at round t = 1; and (iii) Ciwe > n1 ≥ Ciw + + munication, i.e., bjt ∗ > btj ∗ . for each ie ∈ E 1 and i ∈ N \E 1 , then btj ∗ > btj ∗ at each The theorem shows that if maximal experts for round t are round t ≥ 1, as long as at total agreement in the network is trusted more than others, network communication can be ben- not reached. eficial for finding the social optimum. The proof relies on a In words, under the stated conditions for initial experts, the decomposition of the individual weights into wim = 1+α for probability for playing the social optimum is in each round all maximal experts and into wi = 1 − β for all other agents higher after network communication than before (or without) (with α, β non-negative fractions). One can then show that network communication. This corollary thus provides a suf- the increase of the societal probability for the social optimum, ficient condition for learning with network communication to due to communication with trusted experts, is greater than the be better in the long run than learning without network com- respective decrease due to communication with less trusted munication. The proof follows immediately from Theorem 1 non-experts. This guarantees that the probability for playing and Proposition 2. Namely, from the assumptions (i) and (ii) the social optimum at some round t after network communi- it follows that the initial group of experts is always the group 39 Proceedings of the 1st International Workshop on Social Influence Analysis (SocInf 2015) July 27th, 2015 - Buenos Aires, Argentina of maximal experts, i.e., E 1 = Emaxt ⊆ E t for all rounds help shed some light on the use of the proposed learning t ≥ 1. Now if this group of maximal experts satisfies the paradigm in modeling real human learning in serious games. stated condition for weight centrality (iii), it follows from Theorem 1 that the probability for playing the social optimum Acknowledgments after network communication is higher than without commu- nication in every round. Nina Gierasimczuk’s work on this article was supported by an Innovational Research Incentives Scheme Veni grant 275- 20-043, Netherlands Organisation for Scientific Research 6 Conclusions and Outlook (NWO). In this paper we have studied the possibility of formal model- ing the process of learning in game scenarios, among agents References arranged in a social network. We proposed an iterative model [Apt and Schäfer, 2014] K.R. Apt and G. Schäfer. Selfish- of learning that follows the procedures of network communi- cation, belief aggregation, and gameplay and reinforcement ness Level of Strategic Games. Journal of AI Research, learning. 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