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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Risk during Online Bartering Interactions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kalyani Lakkanige</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lamar Cooley-Russ</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alan R. Wagner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sarah Rajtmajer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Human Computer Interaction, Trust, Barter Theory, Social Behavior</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>MultiTTrust: 2nd Workshop on Multidisciplinary Perspectives on Human-AI Team</institution>
          ,
          <addr-line>Dec 04, 2023, Gothenburg</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The Pennsylvania State University</institution>
          ,
          <addr-line>University Park</addr-line>
          ,
          <institution>State College</institution>
          ,
          <addr-line>Pennsylvania, USA, 16801</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper investigates how risk influences the way people barter. We used Minecraft to create an experimental environment in which people bartered to earn a monetary bonus. Our findings reveal that subjects exhibit risk-aversion to competitive bartering environments and deliberate over their trades longer when compared to cooperative environments. These initial experiments lay groundwork for development of agents capable of strategically trading with human counterparts in diferent environments.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        so secretive behavior is operationalized as direct (vs. global) messaging. Direct messages limit
the information given to potential competitors and, from a game theory perspective, serve a
strategy for limiting risk and exposure [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. We further hypothesize that, because competitive
games present greater risk, each potential trade will require more deliberation on the part of
the trader. We conjecture that the presence of risk motivates traders to closely consider the
costs and benefits of accepting a trade and thus acts as an extra form of cognitive workload.
This additional workload increases the amount of time taken before they accept. Our findings
support these hypotheses and highlight the significance of environmental influence on bartering
behavior.
      </p>
    </sec>
    <sec id="sec-3">
      <title>2. Methods</title>
      <p>
        We have created a Minecraft plugin called BarterPlus [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ] to run experiments, gather data
and simulate a barter market for competitive, cooperative, and baseline scenarios [
        <xref ref-type="bibr" rid="ref13 ref7">7, 13</xref>
        ]. We
developed GUI tools which allow players to observe and decide on items to trade [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Each
player was assigned a profession and given a randomized list of items before the game began.
Once the game started, players assumed the role of traders to discuss and exchange items with
potential trade partners. We were able to monitor their interactions and logged every aspect of
trades. Each barter session ran for thirty minutes and players were expected to exchange items
according to their role to gain points, which are meta values attached to each item a profession
requires. Rarity of items determined their value. A tier-1 item would value a point each and
there were 20 for each profession. Similarly, there were 10 tier-2 items valued at three points
and only 3 tier-3 items for each profession. To incentivize players to continue trading until the
end of game, they were not told how many of each items were available and were not able to
create items. The players were asked to use the chat built into the environment to talk with
each other. Traders could discuss their trades in two ways. They could either communicate in
the global chat or directly message a potential trade partner.
      </p>
      <p>The data recorded from these experiments include a JSON file, log file and participant feedback
form. Our plugin kept record of the status and events pertaining to a given game in a JSON file.
This data included each participant’s username, their profession, the items they were required
to obtain, their final score at the end of the game and information about each TradeRequest.
TradeRequests are events that occur when a player attempted to initiate a trade with a potential
trade partner. Information in a TradeRequest include the start time, end time, initiating trader
(known as the requester), the recipient trader (known as the requested), the involved traders’
scores after each trade and the items each trader ofered in an exchange. TradeRequests can
have one of three diferent status: accepted; cancelled; or, denied. An accepted request is one
wherein both players agreed to exchange items denoted in the trade placed in the trade menu.
A cancelled trade is one wherein the requester withdrew their request. A denied trade is one
wherein the requested rejected the request. The log file includes the raw output from the server
console which includes timestamped logs of all global chat communications, all direct messages,
and the details of each trade as they occurred.</p>
      <p>A total of 109 subjects participated in our IRB-approved study. We conducted twenty-two
runs, each involving 5-7 players. Data from 2 runs was discarded because of too few participants
and a technical error. Research participants were recruited using flyers posted on the university
campus and posts on university specific subreddits and Discord servers. The eligibility criteria
to participate included being at least 18 years old, having Minecraft Java edition installed on
a computer to enable remote connection to our server, and having prior experience playing
Minecraft. Participants were paid $10 for the hour-long study and could earn an additional
$5 bonus if the value of the items they obtained exceeded a prescribed threshold, disclosed
to them at the start of the experiment. Each experiment was one of three types: competitive;
cooperative; or, baseline. In the competitive condition, only one player, i.e., the player with the
most points, earned the bonus. In the cooperative condition, all players obtained the bonus if
every player collected a suficient number of the items to meet the prescribed threshold. In the
baseline condition, every player obtaining number of points at or above the threshold was able
to earn the bonus.</p>
      <p>Players joined the study using a privately shared Zoom link. This ensured clear
communication of the instructions and opportunity for clarifications, if necessary. At any point in the
session, players could check their score. At the end of the 30 minutes, the server closed forcing
everyone out of the study. Participants would then be prompted to provide feedback about the
study and any strategies they used during the game.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Results</title>
      <p>A total of 109 players ( = 109 ) participated in the experiment. Table 1 presents statistics
from the study. With respect to the hypotheses, we note that subjects used global messaging
significantly more (  = 0.02 ) in the cooperative condition than in the competitive or baseline,
as expected.</p>
      <p>Likewise, results show significantly more direct messaging in the competitive condition
( = 23.52% ,  = 31.61% ) where the risks of not earning the bonus was higher than in the
cooperative condition ( = 10.43% ,  = 13.11% ). This finding is supported by a two-tailed t-test
( = 0.02 ). Fig. 2 presents a box plot of all players’ percentage use of direct messages for each
condition. Some of the traders from the three scenarios do not use direct messages at all. The
maxima of the competitive game indicate a minority of players opting for global message.</p>
      <p>Our results also suggest that traders experience greater workload in the competitive situation.
In support of our hypotheses, we find that the trade acceptance time is longer in the competitive
condition ( = 27.28 ,  = 68.09 ) than in the cooperative condition ( = 18.54 ,  = 42 ). This
is supported by a two-tailed t-test ( = 0.02 ). Fig. 3 presents time to accept trades in the three
game types. Small diferences in lower values indicate traders take similar minimum time to
accept a trade. The upper value of acceptance time is approximately same for baseline and
cooperative scenarios but traders in competitive scenario take significantly longer to accept a
trade. Table 1 shows that similar behavior holds for the 25ℎ and 75ℎ percentiles, suggesting
that competitive behavior is visibly diferent from other game types in the upper quartiles.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Conclusion</title>
      <p>Our results show that traders’ communication strategies are significantly influenced by the
condition. In the competitive environment, traders use significantly more direct communications.
Presumably they recognize that global messaging in this environment could provide valuable
information to competitors and reduce their chance of obtaining the bonus. In contrast, in the
cooperative condition, traders broadly share the content of their inventory and the list of items
they need. This behavior reflects the fact that risks associated with sharing information are low
in this condition.</p>
      <p>Our data also indicates that traders spend significantly greater time thinking about trades
before accepting them in the competitive condition than in the cooperative condition. Here
again, risk likely influences traders to carefully consider the consequences of accepting a deal
and whether better opportunities might be available in the future. In the cooperative condition,
the risk associated with a bad trade is minimal. Hence, little thought is needed.</p>
      <p>The data we are collecting is rich. Hence this work represent only a surface level preliminary
analysis how risk and trust efect trading behavior in barter situations. Subsequent experiments
will examine how trust evolves and attempt to create agents capable of strategically trading in
diferent environments.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>Portions of this material is based on work supported by the Air Force Ofice of Scientific Research</p>
    </sec>
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