论文标题

预测基于语言的说服力游戏

Predicting Decisions in Language Based Persuasion Games

论文作者

Apel, Reut, Erev, Ido, Reichart, Roi, Tennenholtz, Moshe

论文摘要

发件人接收者的互动,特别是说服力游戏,在经济建模和人工智能中得到了广泛的研究。但是,在经典的说服游戏设置中,从专家发送到决策者(DM)的消息是抽象或结构良好的信号,而不是自然语言消息。本文介绍了在说服游戏中使用自然语言。为此,我们进行了在线重复互动实验。在互动的每次试验中,一位知情的专家旨在通过向她的评论发送描述酒店的评论,以在酒店出售一个不知情的决策者。尽管专家接触了几次评分评论,但决策者只观察到专家发送的单个评论,如果她选择去酒店的情况下,她的收益是从专家可用的评论分数分配中随机抽奖。我们还将本实验中的行为模式与类似实验中的等效模式进行了比较,在这些实验中,通信基于评论的数值而不是评论的文本,并观察到可以通过对游戏的平衡分析来解释的实质性差异。我们考虑了我们的口头交流设置的许多建模方法,在模型类型(深神经网络与线性分类器)中相互不同,模型(文本,行为或行为或两者)使用的功能类型以及文本特征的来源(基于DNN的特征与手工制作)。我们的结果表明,在相互作用序列的前缀下,我们的模型可以预测决策者的未来决策,尤其是在应用顺序建模方法和手工制作的文本特征时。对手工制作的文本功能的进一步分析使我们能够初步观察到在设置中推动决策做出的文本方面

Sender-receiver interactions, and specifically persuasion games, are widely researched in economic modeling and artificial intelligence. However, in the classic persuasion games setting, the messages sent from the expert to the decision-maker (DM) are abstract or well-structured signals rather than natural language messages. This paper addresses the use of natural language in persuasion games. For this purpose, we conduct an online repeated interaction experiment. At each trial of the interaction, an informed expert aims to sell an uninformed decision-maker a vacation in a hotel, by sending her a review that describes the hotel. While the expert is exposed to several scored reviews, the decision-maker observes only the single review sent by the expert, and her payoff in case she chooses to take the hotel is a random draw from the review score distribution available to the expert only. We also compare the behavioral patterns in this experiment to the equivalent patterns in similar experiments where the communication is based on the numerical values of the reviews rather than the reviews' text, and observe substantial differences which can be explained through an equilibrium analysis of the game. We consider a number of modeling approaches for our verbal communication setup, differing from each other in the model type (deep neural network vs. linear classifier), the type of features used by the model (textual, behavioral or both) and the source of the textual features (DNN-based vs. hand-crafted). Our results demonstrate that given a prefix of the interaction sequence, our models can predict the future decisions of the decision-maker, particularly when a sequential modeling approach and hand-crafted textual features are applied. Further analysis of the hand-crafted textual features allows us to make initial observations about the aspects of text that drive decision making in our setup

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