| Literature DB >> 35043036 |
Ryosuke Yokoi1,2, Kazuya Nakayachi1.
Abstract
Given that artificial intelligence (AI) has been predicted to eventually take on human tasks demanding logical thinking, it makes sense that we should examine psychological responses of humans when their performance is inferior to AI. Research has demonstrated that after people fail a task, whether they reorient their behavior towards success depends on what they attribute the failure to. This study investigated the causal attributions people made in a competition task requiring such thinking. We also recorded whether they wanted to re-challenge the games after they were defeated by AI. Experiments 1 (N = 74) and 2 (N = 788) recruited Japanese participants, while Experiment 3 (N = 500) comprised American participants. There were two conditions: in the first, participants competed against an AI opponent and in the other, they believed they were competing against a human. The results of the three experiments showed that participants attributed the loss to their own and their opponent's abilities more than any other factor, irrespective of the opponent type. The number of participants choosing to re-challenge the game did not differ significantly between the AI and human conditions in Experiments 1 and 3, although the number was lower in the AI condition than in the human condition in Experiment 2. Besides providing fresh insight on how people make causal attributions when competing against AI, our findings also predict how people will respond after their jobs are replaced by AI. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s12144-021-02559-w.Entities:
Keywords: Artificial intelligence; Behavioral response; Causal attribution; Competition game; Self-effacing bias
Year: 2022 PMID: 35043036 PMCID: PMC8758208 DOI: 10.1007/s12144-021-02559-w
Source DB: PubMed Journal: Curr Psychol ISSN: 1046-1310
Fig. 1Main Causes of an Outcome from Locus of Causality and Stability (Weiner, 2010). As our research used a competition task, opponent ability was adopted as an external and stable cause, rather than task difficulty
Fig. 2Main screen of the taking sticks game. a indicates a drop-down list where participants selected the color of the stick they wanted to take. b is the text box in which participants input the number of the sticks they wanted to take. c is the button participants clicked to take the sticks
Questionnaire Items in Experiments 1–3
| Self-ability | |
| • I lost because I lacked the logical thinking necessary for this game. | |
| • I lost because I lacked the ability to see several moves ahead. | |
| • I lost because I lacked the ability to find a path to victory. | |
| Self-effort | |
| • I lost because I did not seriously engage in the game. | |
| • I lost because I did not intensively engage in the game. | |
| • I lost because I did not use my maximum ability. a | |
| • I lost because I did not engage in the game with all my might. b | |
| Opponent ability | |
| • I lost because the AI (or opponent) had the logical thinking necessary for this game. | |
| • I lost because the AI (or opponent) had the ability to see several moves ahead. | |
| • I lost because the AI (or opponent) had the ability to find a path to victory. | |
| Luck | |
| • I lost because I was unlucky. | |
| • I lost because the order of the first move / second move was unfavorable. | |
| • I lost because the number of three colored sticks was unfavorable. a | |
| • I lost because the arrangement of the 10 coins was unfavorable. b | |
| Perceived enjoyment c | |
| • Playing the taking sticks game is enjoyable. | |
| • The taking sticks game is fun. | |
| • The taking sticks game is boring. d | |
| Risk aversion a | |
| • I prefer situations where I gain a foreseeable profit. | |
| • I avoid situations that present the possibility of loss. | |
| • I avoid situations where it is not certain how things will turn out. | |
| Perceived stability of AI’s (humans’) performance e | |
| • Humans (or AI) are always able to make the best choice in “the taking coin” game. | |
| • Humans (or AI) are able to stably exert their maximum strength in “the taking coin” game. | |
| • The strength of humans (or AI) in “the taking coin” game is stable. |
AI = artificial intelligence. a These items were used in only Experiment 1. b These items were used in Experiments 2 and 3. c In Experiments 2 and 3, the taking sticks game was replaced with the taking coins game in these items. d Reverse scoring was used for this item. e These items were used in only Experiment 3
Fig. 3Scores of the four attributions according to the opponent type in Experiments 1–3. Error bars represent 95% CIs
Results of the multiple comparison tests in Experiments 1–3
| Pair | Cohen’s | ||
|---|---|---|---|
| Experiment 1 | |||
| Self-ability vs. Self-effort | 11.07 | < .001 | 2.03 (1.58–2.47) |
| Self-ability vs. Opponent ability | 3.41 | .002 | .42 (.05–.78) |
| Self-ability vs. Luck | 12.11 | < .001 | 2.32 (1.85–2.79) |
| Self-effort vs. Opponent ability | 8.31 | < .001 | 1.50 (1.09–1.91) |
| Self-effort vs. Luck | .74 | .462 | .14 (−.22–.51) |
| Opponent ability vs. Luck | 9.01 | < .001 | 1.73 (1.31–2.16) |
| Experiment 2 | |||
| Self-ability vs. Self-effort | 13.24 | < .001 | .98 (.81–1.14) |
| Self-ability vs. Opponent ability | 4.43 | < .001 | .25 (.09–0.41) |
| Self-ability vs. Luck | 15.54 | < .001 | 1.34 (1.16–1.51) |
| Self-effort vs. Opponent ability | 9.50 | < .001 | .74 (.58–.90) |
| Self-effort vs. Luck | 2.75 | .038 | .21 (.05–.37) |
| Opponent ability vs. Luck | 13.13 | < .001 | 1.06 (.90–1.23) |
| Experiment 3 | |||
| Self-ability vs. Self-effort | 5.81 | < .001 | .64 (.38–.89) |
| Self-ability vs. Opponent ability | 2.41 | .035 | .22 (−.03–.46) |
| Self-ability vs. Luck | 3.43 | .003 | .43 (.18–.68) |
| Self-effort vs. Opponent ability | 7.04 | < .001 | .85 (.59–1.10) |
| Self-effort vs. Luck | 1.99 | .049 | .25 (.03–.50) |
| Opponent ability vs. Luck | 5.32 | < .001 | .65 (.40–.90) |
P values were calculated with a Bonferroni correction
Logistic regression results of participant’s choice to re-challenge their opponent in Experiments 1–3
| Unstandardized coefficient | 95%CI | Z-value | P value | |
|---|---|---|---|---|
| Experiment 1 | ||||
| Intercept | 1.77 | −2.38–6.08 | .84 | .402 |
| Opponent type | .05 | −1.17–1.29 | .08 | .934 |
| Perceived enjoyment | .15 | −.34–.65 | .59 | .552 |
| Risk aversion 1 | −.25 | −.68–.16 | 1.19 | .236 |
| Risk aversion 2 | −.52 | −1.03– –.06 | 2.10 | .036 |
| Risk aversion 3 | .06 | −.38–.54 | .26 | .793 |
| Experiment 2 | ||||
| Intercept | −2.19 | −3.01– –1.43 | 5.47 | < .001 |
| Opponent type | −.56 | −1.08– –.04 | 2.12 | .035 |
| Perceived enjoyment | .47 | .31– –.64 | 5.58 | < .001 |
| Experiment 3 | ||||
| Intercept | −1.12 | −2.41–.10 | 1.76 | .079 |
| Opponent type | .34 | −.38–1.07 | .92 | .357 |
| Perceived enjoyment | .17 | −.04–.40 | 1.57 | .117 |
Number of participants who did or did not want to compete against the same opponent again in Experiments 1–3 by Condition
| Re-challenge | Do not re-challenge | |
|---|---|---|
| Experiment 1 | ||
| AI condition | 11 (35.5%) | 20 (64.5%) |
| Human condition | 9 (33.3%) | 18 (66.7%) |
| Experiment 2 | ||
| AI condition | 69 (34.2%) | 133 (65.8%) |
| Human condition | 46 (42.2%) | 63 (57.8%) |
| Experiment 3 | ||
| AI condition | 39 (53.4%) | 34 (46.6%) |
| Human condition | 23 (55.8%) | 29 (44.2%) |
Values in brackets are proportions of each condition
Fig. 4Arrangement of the 10 Japanese coins at the beginning of the taking coins game