| Literature DB >> 34754038 |
Joshua Zonca1, Alexander Vostroknutov2, Giorgio Coricelli3, Luca Polonio4.
Abstract
Many types of social interaction require the ability to anticipate others' behavior, which is commonly referred to as strategic sophistication. In this context, observational learning can represent a decisive tool for behavioral adaptation. However, little is known on whether and when individuals learn from observation in interactive settings. In the current study, 321 participants played one-shot interactive games and, at a given time along the experiment, they could observe the choices of an overtly efficient player. This social feedback could be provided before or after the participant's choice in each game. Results reveal that players with a sufficient level of strategic skills increased their level of sophistication only when the social feedback was provided after their choices, whereas they relied on blind imitation when they received feedback before their decision. Conversely, less sophisticated players did not increase their level of sophistication, regardless of the type of social feedback. Our findings disclose the interplay between endogenous and exogenous factors modulating observational learning in strategic interaction.Entities:
Mesh:
Year: 2021 PMID: 34754038 PMCID: PMC8578421 DOI: 10.1038/s41598-021-01466-1
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1(a) Graphical illustration of the Cognitive Hierarchy (CH) model. CH models the strategy space of players through a hierarchical structure characterized by increasing levels of strategic sophistication. The hierarchy starts with players who play randomly and do not form any beliefs about the choices of their counterparts (level-0). The second level in the hierarchy predicts level-1 players, who best respond to the belief that the counterparts are level-0; then CH predicts level-2 players, who best respond to the belief that the population of potential opponents is a mixture between level-0 and level-1, and so on, increasing the number of steps of strategic sophistication. (b) Experimental task. Participants were tested in groups. Every participant underwent three consecutive experimental phases (Assessment, Observation and Re-Assessment). In all phases, participants played one-shot 3 × 3 normal form games with a computer algorithm (PC) with fixed but unknown behavior (level-1 strategy). Participants played as row player and had to select one of the three rows of the game matrix, whereas the artificial agent played as column player and chose one of the matrix columns. The combination of the two players’ choices determined the game outcome (green payoff for the participant, red payoff for the artificial agent). Participants did not receive feedback on the game outcomes. In the Observation phase, participants received feedback on the choices of the best player in the Assessment phase (the model). The feedback consisted in a black arrow in correspondence to the row selected by the model. (c) Experimental design. Participants in a specific experimental session were assigned to one of three experimental treatments (No-feedback, Pre-feedback, Post-feedback). The Assessment phase was identical for all the experimental treatments: participants played 22 one-shot games with the same artificial agent, without any feedback. Then participants in all treatments were told if they were the best player in the session (or not). In the Observation phase, participants received different types of feedback based on the experimental treatment. In the Pre-feedback treatment, participants could observe the decision taken by the model (the best player in the Assessment phase) in that game as soon as the game matrix appeared, before they made their choice. Conversely, participants in the Post-feedback treatment could see the model’s feedback only after they made their decision. In the No-feedback treatment, participants did not receive any feedback on the model’s choices. Eventually, participants in all treatments underwent the Re-assessment phase, in which they played 22 new games without receiving the model’s feedback, as in the Assessment phase.
Figure 2Strategic sophistication across clusters, phases and treatments. Participants were clustered in three groups through a mixture models cluster analysis on the proportion of level-2 choices in the Assessment phase (Low-sophistication, Medium-sophistication and High-sophistication). For each cluster, we plot the proportion of level-2 choices by phase Assessment, Observation and Re-assessment) and treatment (No-feedback, Pre-feedback, Post-feedback). Error bars represent standard errors. In the Medium-sophistication cluster, we show an effect of social learning (Re-assessment–Assessment) in the Post-feedback treatment but not in the Pre-feedback treatment.
Figure 3Temporal evolution of strategic sophistication across phases in the Medium-sophistication cluster. We characterize the learning process of participants in the Medium-sophistication cluster, in which we observed an effect of social learning, by plotting the temporal evolution of the proportion of level-2 choices in Pre-feedback and Post-feedback treatments. Trial, ordered by time of presentation, has been used as time variable. Grey bounds represent standard errors. Data has been smoothed by linear fit. Results reveal a significant dynamic learning effect along the Observation phase for participants in the Post-feedback treatment, but not for participants in the Pre-feedback treatment.