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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>On the Evolution of Choice Principles</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael Franke</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paolo Galeazzi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Linguistics, University of Tubingen</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute for Logic</institution>
          ,
          <addr-line>Language and Computation</addr-line>
          ,
          <country>Universiteit van Amsterdam</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We compare level-k utility maximization and level-k regret minimization in evolutionary competition based on averages of one-shot plays over many randomly generated strategic games. Under the assumption that Theory-of-Mind-reasoning of depth k incurs a cost monotonically increasing with k, our results show that mixed states with low levels of reasoning depth k can be evolutionary stable with substantial basins of attraction under the replicator dynamics and that regret minimization can outperform utility maximization.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>de Weerd, Verbrugge, and Verheij (2013) address a part of this question
by looking at agent-based simulations of utility maximizers with di erent ToM
reasoning capabilities when playing repeatedly selected zero-sum games against
each other. The simulations of de Weerd, Verbrugge, and Verheij suggest that
there is a bene t to deeper ToM reasoning only up to a fairly limited depth of
reasoning.</p>
      <p>
        Extending and generalizing this line of investigation, we use numerical
simulations to approximate the expected payo of agents with a xed choice
principle who play many arbitrary 2-player one-shot strategic games, not just a small
hand-picked selection. This way we try to assess the general evolutionary
benet of a choice principle across an unbiased sample of games, not just for those
games that are of particular technical, philosophical or historical importance.
Additionally, we compare not only di erent ToM reasoning capability of utility
maximizers, but also variation in the underlying method of choice. Concretely,
we look at level-k utility maximization and level-k iterated regret minimization
(IRM)
        <xref ref-type="bibr" rid="ref7">(Halpern and Pass, 2012)</xref>
        . The motivation for looking at IRM is threefold.
For one, regret minimization has been suggested as a conceptually appealing
alternative to utility maximization and a potentially promising descriptive theory
of individual decision-making
        <xref ref-type="bibr" rid="ref10">(Loomes and Sugden, 1982)</xref>
        . For another, we are
able to show that non-iterated regret minimization outperforms the closely
related MaxiMin security strategy (see below) in evolutionary settings like the one
investigated here, making regret minimization the evolutionarily best
representative of a security strategy that we are aware of.3 Finally, IRM usually requires
only few iteration steps, making it a serious challenger of the standard theory in
terms of limited ToM reasoning as well
        <xref ref-type="bibr" rid="ref7">(c.f. Halpern and Pass, 2012)</xref>
        .
      </p>
      <p>
        The choice principles we compare are de ned as follows. Look at level-k
utility maximizers rst. L-0 utility maximizers have an arbitrary probabilistic
belief about the opponent's behavior and are indi erent between any act that
maximizes expected utility under this belief. L-k + 1 utility maximizers have
an arbitrary probabilistic belief with support only on acts that an L-k
opponent might choose, and are indi erent between any act that maximizes expected
utility under this belief. Notice that this construction is di erent from that of
de Weerd, Verbrugge, and Verheij (2013) in several respects. Firstly, we look
at level-k reasoning models
        <xref ref-type="bibr" rid="ref3">(e.g. Crawford, 2003, 2007)</xref>
        , not cognitive hierarchy
models
        <xref ref-type="bibr" rid="ref2">(e.g. Camerer, Ho, and Chong, 2004)</xref>
        , like de Weerd, Verbrugge, and
Verheij do. The former models assume that agents of level k + 1 believe that
the opponent is of level k, while the latter have a more general belief that the
opponent is of some level-l with l k. Moreover, we assume all games to be
one-shot encounters, while de Weerd, Verbrugge, and Verheij look at repeated
encounters with the same opponent, and the concomitant possibility of strategic
learning.
3 More concretely, so far we have been able to prove this result for the class of 2-player
symmetric games, and to demonstrate that it holds more generally using numerical
simulations like the one reported here.
      </p>
      <p>
        Let's turn next to the de nition of level-k regret minimizers. Formally, if
U is a matrix of utilities for the row player, regret minimization is equivalent
to playing MaxiMin on the derived matrix U 0, where Ui0j = Uij maxkUkj is
the negative regret of choosing act i when the opponent chooses j. L-0 regret
minimizers are indi erent between any act that minimizes regret in this sense.
An L-k + 1 regret minimizer chooses like an L-0 regret minimizer in the reduced
game in which only acts remain that row and column players would choose that
are L-k regret minimizers
        <xref ref-type="bibr" rid="ref7">(see Halpern and Pass, 2012)</xref>
        .
      </p>
      <p>We randomly generate arbitrary strategic games and record the payo earned
by each choice principle when playing against any other, including itself. In
general, the details of generating arbitrary games are important to this approach.
Some choice principles might be better in certain classes of games, but not
others. For that reason, we used several algorithms for creating games that are as
unbiased and neutral as possible. We choose neutrality in the selection of games,
because we have at present no better answer to the main empirical question
that is relevant here, namely which kinds of interactive decision-making
situations were most frequent during the critical stages of cognitive development. For
illustration, this abstract focuses on the results of a simple generic algorithm for
constructing arbitrary asymmetric strategic games with 2 players. The
procedure starts by rst picking a random number between 2 and 10 as the number of
acts for each player, say n and m. Then, we determine each entry in the n m
and m n utility matrices of each player as an integer between 0 and 10, all
independently and uniformly at random.</p>
      <p>Table 1 gives the accumulated payo averaged over 10.000 games sampled in
this way, for 0 k 4. The table lists the average payo for the row principle
when playing against the column principle and can be regarded as a symmetric
\meta-game" that captures the evolutionary competition between choice
principles. The only evolutionarily stable strategy (ESS) of this meta-game is EU-L4,
but it is clear (from more extensive simulations) that this is just because we
chose an arbitrary cuto for depth of reasoning. Generally, it appears that pure
populations of EU-Lk players can always be invaded by EU-Lk + 1 players. But,
interestingly, some pure populations of EU-Lk players can also be invaded by
EU-Ll players, with l &lt; k (see Table 1). On the other hand, if k 2, then RM-Lk
is a neutrally stable strategy (NSS): regret minimizers of a di erent level l 2
would not be driven to extinction, but would also not take over the population
(because they are behaviorally equivalent in all games from our random sample).</p>
      <p>The results from this example generalize to other game-sampling routines,
as long as they are general and encompassing enough. While there is usually no
k at which EU-Lk is an ESS, there is a small k (almost always k 3) for which
IRM has reached its xed point in all sampled games and RM-Lk0 is an NSS for
all k0 k. This is a noteworthy result: on randomly sampled games, it is always
bene cial for utility maximizers to outsmart the opponent by ideally one level
of ToM reasoning, but too much ToM outsmarting is harmful. For IRM, levels
of ToM reasoning higher than a few steps are evolutionarily pointless.</p>
      <p>More ne-grained results obtain when we look at the predictions of the
replicator dynamics on the simulated \meta-games" together with the natural
hypothesis that ToM reasoning incurs a cost c(k) 2 R, which is monotonically
increasing with k. For concreteness, we look at a parameterized cost function
c(k ; s; a) = Pk</p>
      <p>i=0 ai s where s is the initial step of growth, and a is a parameter
that controls for superlinear and sublinear growth. For at least linear growth
(a 1), there is a threshold :391 such that if s &gt; , the only attractor is
EU-L0. With s smaller or not too much bigger than and sublinear growth (e.g.,
a = 0:25), RM-L1 is a strong attractor, as well as mixed states of low level
EUmaximizers. For step s &lt; and a 1 results are more varied. If :313 &lt; s &lt; ,
the only attracting state is a mix of EU-L0 and EU-L1. If :011 &lt; s &lt; :313,
RM-L1 is a strict symmetric Nash equilibrium and therefore an attractor, but
also, depending on s, mixed states of low-level EU-maximizers are attracting.
If 0 &lt; s :011 RM-L2 is an attractor, together with mixed states of low level
EU-maximizers.</p>
      <p>
        In sum, our simulation data show that shallow depth of reasoning is
plausibly evolutionarily dominant in long run competition with \deep ToM" strategies.
Regret minimization often outperforms utility maximization in this
evolutionary competition, especially when reasoning costs are added. Although already
insightful, our results are only partial, because many interesting questions have
not yet been addressed. We mention just three obvious extensions for future
work. Firstly, sequential games might yield di erent results, because they would
induce more ties in strategic form, and hence more reasons to apply deeper
ToM reasoning. Secondly, the payo of utility maximization heavily depends
on the type of belief about the opponent's choice. Here we used arbitrary
beliefs compatible with the opponent's assumed type, but certain restrictions on
belief formation, e.g., using maximum-entropy beliefs, might give utility
maximizers a better payo on average. Finally, it would be interesting to extend our
comparison to more choice principles, e.g., ones including learning from repeated
interactions with the same players
        <xref ref-type="bibr" rid="ref14 ref5">(e.g. de Weerd, Verbrugge, and Verheij, 2013)</xref>
        ,
or choice principles building on prospect theory, for example.
      </p>
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