Social Rankings in Human-Computer Committees

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Social Rankings in Human-Computer Committees Moshe Bitan Bar Ilan University, Israel Ya akov (Kobi) Gal Ben-Gurion University of the Negev, Israel Sarit Kraus Bar Ilan University, Israel ABSTRACT Elad Dokow Bar Ilan University, Israel This paper provides a study of human and computational strategies in voting systems. Despite committees and elections being widespread in the real-world, the design of agents for operating in human-computer committees has received far less attention than the theoretical analysis of voting strategies. We address this gap by comparing people s behavior in voting systems with that of computer agents playing various strategies. In our setting participants vote by simultaneously submitting a ranking over a set of candidates and the election system uses a social welfare rule from the literature to select a ranking that minimizes disagreements with participants votes. We ran an extensive study in which hundreds of people participated in repeated voting rounds with other people as well as computer agents that di ered in how they employ strategic reasoning in their voting behavior. Our results show that over time, people learn to deviate from truthful voting strategies, and use heuristics to guide their play, such as repeating their vote from the previous round. We show that a computer agent using a best response voting strategy was able to outperform people in the game. Our study has implication for agent designers, highlighting the types of strategies that facilitate voting behavior in committees comprising both human and computer participants. This is the first work to study the role of computer agents in voting settings involving both human and agent participants. 1. INTRODUCTION Voting systems have been used by people for centuries as tools for group decision making in settings as diverse as politics [22, 5, 19], and entertainment [12]. More recently, voting and aggregation methods have been used by computers for tasks such as aggregating search results from the web [9], collaborative filtering [20] and planning [10]. As computers become ubiquitous in people s lives, heterogeneous group activities of computer systems and people are becoming more prevalent. As a result, opportunities arise for computer agents to participate in voting systems, whether as also a liated with the University of Maryland Institute for Advanced Computer Studies. Appears in: Proceedings of the 12th International Conference on Autonomous Agents and Multiagent Systems (AA- MAS 2013), Ito, Jonker, Gini, and Shehory (eds.), May, 6 10, 2013, Saint Paul, Minnesota, USA. Copyright c 2012, International Foundation for Autonomous Agents and Multiagent Systems (www.ifaamas.org). All rights reserved. Amos Azaria Bar Ilan University, Israel autonomous agents or proxies for individual people. As an example, consider an agent that advises its users about how to rank a list of items (movies, hotels, etc...) in an on-line poll to help advance their favorite candidates. Thus, it is necessary to study which types of voting strategies computers should use in voting systems that include both computer and human participants, and how people respond to these strategies. This paper compares people s voting behavior to that of computer agents using di erent types of voting strategies. In our setting all participants are assigned a preferred ranking over a set of candidates prior to commencing a series of voting rounds. At each round participants vote by simultaneously submitting a ranking over the set of candidates. The election system adapts a social welfare method from the literature that minimizes the sum of conflicts with the votes that are submitted by the participants [25]. The utility of participants is proportional to the extent to which the chosen ranking agrees with their preferences. Such settings are analogous to real-world voting scenarios such as rating grant proposals and ranking applicants for positions in academia, industry or competitions. We designed a three-player game that implements the voting system described above using a budget allocation analogy. The preferences of participants over the various sectors were chosen such that players could potentially improve their score in the game if they deviated from their truthful vote. We formalized several voting strategies for this game that di er in the extent to which they reason strategically about other s voting behavior. We conducted an extensive empirical study in which hundreds of human subjects played this game repeatedly with other people as well as computer agents that varied in the extent to which they voted strategically. We hypothesized that over time, people would vote less truthfully, and that computer agents using various levels of strategic voting would be able to outperform people. Our results show that people deviate more from their truthful votes in later rounds than in earlier rounds, but that this deviation does not necessarily result in an improvement in performance. Although people s behavior was generally eratic, about 40% of the time their actions corresponded to voting their true preferences, or repeating their vote in the previous round. A computer agent using a bestresponse strategy to people s voting actions in the previous round was able to outperform people, as well as a baseline agent that consistently voted according to its true preferences. The e cacy of this agent is highlighted by the fact that its performance was not significantly di erent than that

of an oracle strategy that assumed people s votes are known in advance. The significance of this work to agent-designers is in demonstrating the usefulness of computer agents in human-computer applicability of best-response strategies in iterative voting settings that involve both people and computer agents. It is the first work to compare the performance of agents using di erent voting strategies and people. 2. RELATED WORK Voting systems and their convergence have been studied extensively in computer science and economics (see for example [18, 14] and [6]). The most widely used voting rule is the plurality rule, in which each voter has one vote and the winner is determined as the candidate that receives the highest number of votes. Other popular voting rules, such as the Borda rule, allow voters to order the candidates, and the winner is determined by the candidate that receives the most points (relative to its positions in all of the voters rankings). However, all voting rules are susceptible to manipulation, that is, self-interested players have an incentive to vote strategically against their true preferences in certain situations [13, 23]. Consequently, studies in behavioral economics emerged which studied the e ect of these voting rules on people s voting strategies [21]. Specifically, Forsythe et al. [11] studied the e ect of di erent voting rules on people s voting strategies in three-candidate elections in which a single candidate is elected and there was full information about voters preferences. They showed that people generally diverge from truthful voting, and that over time, they learn to cast votes that are consistent with a single equilibrium. In a follow-up study, Bassi [2] showed that people invoked different voting strategies depending on the voting rule implemented by the system. In particular, incorporating a simple plurality voting rule led people to adopt more strategic voting than when incorporating the Borda rule which was based on ranking the candidates. Our research extends these studies in two ways. First, we consider more complex settings in which the voting system outputs a ranking over the candidates, rather than a single winning candidate. Such settings occur frequently in the real world, but people s behavior in these voting systems has not been studied. We hypothesized that people s behavior will significantly diverge from equilibrium, and in order to succeed, computer agents will need to adopt other types of voting strategies. Second, we provide a first study that compares the performance of computational strategies with people s voting behavior. There is significant work in economics on designing voting systems in which agents submit total rankings over candidates, and social welfare functions for outputting a chosen ranking over these candidates. However, there is scant work about modeling people s behavior in such settings. A notable exception is the work by Mao et. al that compared the performance of several voting strategies for aggregating people s ranking of solutions to optimization problems [16]. They did not study the e ect of computer agents using different voting strategies on people s behavior. 3. SOCIAL RANKINGS In this section, we describe how we adapted a popular voting system from the economics literature to be used in committees that include both humans and computer agents. We first provide the following definitions. Let N be a set of agents and C be a set of candidates. A ranking of C is a total order over the set C. Let L denote the set of all possible rankings of C. Eachagenti has a preferred ranking p i 2 L over C. A profile p N 2 L N is the set of preferred rankings for each agent in N. Avote of agent i is a ranking v i 2 L, and v N 2 L N denotes a set of votes for all agents in N. Asocial welfare function f : L N! L provides a ranking f(v n ) 2 L for any v N 2 L N. A candidate pair a, b 2 C (w.l.o.g) is called an issue. To facilitate the design of our social welfare function, we represent a ranking using a binary vector {0, 1} K, where K = C is the number of issues (all possible pairs in C) [8, 2 24]. There exists a single corresponding entry in the vector for each issue that equals 1 if a b in the ranking and 0 if b a. The distance between two vectors v 1 and v 2, denoted d(v 1,v 2), is the Hamming distance between v 1 and v 2. d(v 1,v 2)= kx v 1[j] v 2[j] (1) j=1 We extend this notion to provide a distance metric between a set of vectors v N and vector v. d(v N,v)= X i2n d(v i,v) (2) 3.1 Social Welfare Rules Let f(v N ) represent the ranking that is chosen by applying the social welfare rule f to the set of votes v N. We define the utility for agent i given f(v N ) as reversely proportional to the distance between f(v N ) and the agent s preferred ranking p i. We add a constant that is equal to the number of issues K to ensure that utilities are greater or equal to zero. u i(f(v N )) = K d(p i,f(v N )) (3) For example, consider a committee with N agents that needs to prioritize the following candidates for a budget: education (e), defense (d) and health (h). The first entry in the vector represents a ranking will specify whether e d, the second will specify whether d h and the third will specify whether h e. For example, the vector (110) represents the ranking e d, d h, e h. The set of all possible rankings for three candidates is L = {(001), (010), (100), (110), (101), (011)}. Importantly, any ranking of C can be represented as a vector of order K, but not all vectors of order K are rankings. Specifically, the (111) and (000) are the only vectors describing cycles e d h e and h d e h, respectively. They do not represent valid rankings and therefore are not in L. We now provide a derivation of our social welfare function. A natural method for designing social welfare rules for human-computer settings is to choose the value that agrees with the majority of agents votes for each issue. We term this the majority method, denoted m(v N ). The value of any entry m(v N )[j] in the resulting majority vector is defined as m(v N )[j] =I( X i2n v i[j] N 2 ) (4) where v i[j] is the jth entry in vote v i of agent i and I is the indicator function. An example of applying this method to the votes of three agents is shown in Table 1.

e d d h h e u i (m(v N )) u i ( f(v N )) v 1 = p 1 e d h 1 1 0 2 1 v 2 = p 2 d h e 0 1 1 2 3 v 3 = p 3 h e d 1 0 1 2 1 m(v N ) 1 1 1 f(v N ) 0 1 1 Table 1: Majority method for three candidates and three voters There are several advantages to using the majority method in committees involving both human and computer participants. First, it is a natural and intuitive method to explain to people. Second, majority vector is the unique vector that maximizes agents utilities. To see this, consider that by definition, the distance between m(v N ) and v N is d(m(v N ),v N )= X X m(v n )[j] v i[j] (5) i2n j2k Equivalently, we can change the order of the summation as follows d(m(v N ),v N )= X X m(v n )[j] v i[j] (6) j2k i2n Also, by definition of m(v N ) we know that for all j 2 K the following term is minimal: X m(v n )[j] v i[j] (7) i2n It follows that m(v N ) minimizes the total distance between the majority vector and agents votes, and therefore it maximizes agents utilities. m(v N ) = argmin v2{0,1} K d(v N,v) X = argmax v2{0,1} K u i(v) i2n In the example shown in Table 1, all agents receive a utility of 2 given their votes. Finally, the majority method fulfills several canonical conditions of voting systems from the social choice literature, namely non-dictatorship, independence of irrelevant alternatives and pareto optimality [17]. 1 However, it turns out that naively applying the majority method may not produce a valid ranking for particular voting profiles. This situation, called the Condorcet s paradox, is illustrated in Table 1, where the resulting vector m(v N ) = (111) includes a cycle. In fact, Arrow s impossibility theorem states that there does not exist a social welfare function that is non dictatorial, independent of irrelevant alternatives, and Pareto optimal [1]. We therefore need an alternative method for combining agents votes that preserves as many qualities of the majority method as possible, while still producing a valid voting rule. To this end, we will define the following set: (8) MIN v N = {v 2 L 8v 0 2 L, d(v N,v) apple d(v N,v 0 )} (9) 1 The majority method is (1) non-dictatorial: it does not mirror a single agent s preferences without considering others preferences; (2) independent of irrelevant alternatives: the value of the majority vector for any issue only depends on agents views on that issue; (3) pareto optimal: when all agents votes prefer one of the candidates over the other, so does the majority vector. Intuitively, the set MIN v N includes those rankings in L that minimize the total distance to agents votes v N.Forexample, the rankings in the set MIN v N for the above examples are {(110), (101), (011)}. To see this, consider that the distances between any of the rankings in MIN v N and v N is 4, (i.e., d(v N,v) = 4 for any v 2 MIN v N ). The distance between the majority vector m(v N ) /2 L and v N is 3. Clearly, there are no rankings in L with smaller distance to v N than those in MIN v N. 3.2 Our Social Welfare Rule We can now define a social welfare rule for our setting as a function f such that f(v N ) 2 MIN v N for any v N 2 L N. This rule, Kemeny-Young [15, 25] is one of the primary methods used in economics for choosing a valid ranking given that agents submits rankings over candidates. Computing the Kemeny-Young rule is an NP-Hard problem [9], and recent work has proposed algorithms for computing bounds on this computation using search techniques [4]. 2 A particular advantage of using this method is that it reduces to the majority method when m(v n ) 2 L. Formally, we can say that for any set of votes v N, we have that when m(v N ) 2 L, then MIN v N is a singleton, and MIN v N = {m(v N )}. When m(v N ) /2 L, there may be several rankings in MIN v N,asin the example above. In this case the ranking can be chosen arbitrarily. We chose the first ranking in a lexicographic ordering of MIN v n. For example, for the set of agents votes v N shown in Table 1, our social welfare rule will produce the ranking f(v N )=(011). 3.3 Voting Strategies In this section we present and formalize several voting strategies. The most intuitive voting strategy for agents is to vote according to their preferred rankings. We say that avotev i of agent i is truthful if v i is equal to the agent s preferred ranking p i. Suppose that all the votes for the agents in Table 1 represent their preferred rankings. In this case, we get that agents utilities are as follows: 3 u 1( f(v N )) = 1,u 2( f(v N )) = 3,u 3( f(v N )) = 1 Interestingly, it can be shown that for three candidates, no agent can do better than to vote according to its true preferences. Proposition 1. For the social welfare rule f, when C = 3 then the dominant strategy for all agents is to vote truthfully. Proof. Let v N i denote the set of votes for all agents other than i, v N i = v N \{v i}, and let (v N i,v i) denote the set of votes for all agents where agent i votes v i,(v N i,v i)= v N i [{v i}. Letx = m(v N i,p i) represent the majority vector on the agents votes v N i and truthful vote for agent i, and y = m(v N i,v i) majority vector where agent i vote non truthfuly (i.e. v i 6= p i). As shown by Dokow and Falik [7] there can exist a manipulation for an agent only i only if both x, y /2 L, i.e. x, y 2{(000), (111)} vectors with cycles. We get that x = (000)(w.l.o.g.), in our settings the only possible vote set (v N i,p i) to produce this result is {(100), 2 In practice, the computation of a Kemeny-Young rule was feasible for our setting, which included 4 candidates and 3 participants. For 3 participants, the Kemeny-Young rule is equivalent to using the Slater aggregation rule [3]. 3 for K = 3 (the number of issues.)

(010), (001)} or any permutation of these vectors. For any p i 2{(100), (010), (001)}, clearly there is no v i 6= p i where v i 2 L which will produce y = (000) (any deviation from p i will either produce an invalid ranking or change an issue in y to 1). We get that y = (111). Since p i 2{(100), (010), (001)} there exist one issue j where p i[j] = 1. However, the majority in issue j is x[j] = 0, and therefore the agent cannot change the majority this issue y[j] = 1. However, this is not the case in general. In fact, even for four candidates, players may be able to improve their outcome by deviating from their truthful vote. The situation in which an agent deviates from its true vote, that is v i 6= p i,iscalled manipulation. Proposition 2. For the social welfare rule f, when C = 4, thereexistsasetofpreferredrankingsforwhichagents can improve their utility by manipulating their vote. Proof. We provide a proof by example. It is su cient to show an example in which at least one agent may improve its utility by manipulating its vote. We extend the threecandidate example of Table 1 to include an additional candidate t (transportation). This is shown in Table 2, which was one of the settings used in our empirical study that is described in the following section. Suppose that all agents vote truthfully, that is p i = v i for each agent i. In this case the chosen ranking f(v N ) assigns utilities 4, 4, 3toagents 1,2 and 3, respectively, as shown in Table 2. However, suppose agent 1 changes the value of issue (d, e) from 1 to 0 (with the values for all other issues staying the same), while agents 2 and 3 vote truthfully. In this case, the utilities for agents 1, 2 and 3 are 5, 3 and 2, respectively. The deviation in vote of agent 1 and the corresponding utilities are delimited with parentheses in Table 2. It follows that agent 1 was able to improve its utility by voting strategically and deviating from p 1. We now formalize an interesting set of voting behavior that di er in the sophistication of agents reasoning about how other agents. Recall that v N i denotes the set of votes for all agents other than i. Given the social welfare rule f, and the set of votes v N i for all agents other than i, we define a set of best-response votes for agent i as follows: BR i(v N i ) = argmax v 0 2Lu i(f(v N i,v 0 )) (10) Importantly, the best-response vote for agent i depends on the votes of all other agents N \{ i}. We say that that a vote for agent i is Level-0, denoted v l 0 i if it is a best-response for agent i given that all other agents vote truthfully, that is, v l 0 i 2 BR i(p N i ). For example, the manipulative vote d e h t for agent 1 that is shown in Table 2 is level-0, because it maximizes its utility given that the other agents vote truthfully. Similarly, we say that a vote for agent i is Level-1, denoted v l 1 i, if it is the best-response vote for i given that the other agents vote level-0, that is, v i 2 BR i((v l 0 i ) N i ). For example, the level-1 vote for agent 3 is h d t e. Lastly, we say that a set of votes v N 2 L N is a Nash equilibrium for a social welfare rule f if-and-only-if for each agent i, it holds that 8v 0 2 L, u i(f(v N i,v i)) u i(f(v N i,v 0 )) (11) Given that agents preferred rankings are as shown in Table 2, the set of votes v N = {p 1,v2 l0,p 3} in which agent 1 Figure 1: Snapshots of the Budget Allocation Game: The main voting panel (top); announcement of players votes, the chosen ranking, and obtained score (bottom) submits a truthful vote (e d h t), agent 2 submits a level-0 vote (t e d h), and agent 3 submits a truthful vote (h t d e) is Nash equilibrium for the social welfare rule f in which the chosen ranking is t e d h. This profile incurs utilities of three points for agent 1, five points for agent 2 and two points for agent 3. Having defined the set of voting strategies above, the natural question to ask is how people vote in settings where the possibility of manipulation may make them better o. We thus chose a setting with four candidates (the smallest number of candidates for which manipulation may be beneficial, as shown by Proposition 2) and three agents. We chose three agents to facilitate the computation of MIN v N. We discuss this setting in the next section. 4. THE BUDGET ALLOCATION GAME To study people s voting behavior we designed a budget allocation game in which N agents vote to allocate a budget among a set of candidates C. Each agent is assigned a preferred ranking over the four candidates, and this information is common knowledge among all agents. The game comprises a finite number of rounds. In each round, all agents simultaneously submit a set of votes v N (each of these votes is a ranking over C). The chosen ranking f(v N )iscomputed using the process defined in the previous section. Each agent s score is equal to its utility and computed using Equation 3. At the end of each round, agents can observe each other s votes, the chosen ranking and their respective scores. The preferred ranking remain constant across rounds. We implemented a version of the budget allocation game in which there are three players and four candidates: education, transportation, health and defense. A snapshot of the main game board is shown in Figure 1 from the point of view of Player 1. The board shows the preferences of the three players in the game, as well as an editable ranking

e d d h h e e t d t h t u i(m(v N )) u i( f(v N )) v 1 = p 1 (v l 0 1 6= p i) e d h t (d e h t) 1(0) 1 0 1 1 1 5(4) 4(5) v 2 = p 2 e t d h 1 1 0 1 0 0 5(4) 4(3) v 3 = p 3 h t d e 0 0 1 0 0 1 2(3) 3(2) m(v N ) 1(0) 1 0 1 0 1 f(v N ) e h t d (d e h t) 1(0) 0(1) 0 1 0(1) 1 Table 2: Truthful and strategic voting example for 3 agents and 4 candidates tion 2. Second, it provides an analogy to voting scenarios in the real world such as ranking applicants for positions in academia or industry and deciding on the allocation of resources in political committees. Third, the fact that players vote repeatedly allows them to adapt their voting behavior over time, and reflects settings such as annual budget decisions and recurring elections. Figure 2: Decision Support Tool that player can modify and submit as its vote. The bottom panel of the Figure shows the result of one of the rounds in the game, specifying the votes for all players. 4.1 Rules of the Game The budget allocation game is played repeatedly for five rounds. At the onset of the game, each player i is assigned a preference p i over the candidates C. This information is common knowledge (all players can see each other s preferences as shown in the Figure), and stays constant throughout the game. At each round, the three players simultaneously submit their votes v N = {v 1,v 2,v 3}. The chosen ranking is computed according to f and each player incurs a score that is equal to its utility u i( f(v N )). Players have three minutes in which to submit their votes at each round. 4 If no vote is submitted, then a default vote is selected as follows. In the first round, the default vote for each player i is simply its preferred vote p i. The default vote for each consecutive round is the ranking that the player submitted in the previous round. Once all players have submitted their rankings, the chosen ranking and scores are displayed to all of the players. In particular, all players can see each other s choices and incurred utilities. The bottom panel of Figure 1 shows the chosen ranking given that all players voted according to their preferred rankings. As shown by the Figure, the chosen ranking f(v N )ise h t d. Lastly, to help people reason about how to make decisions in the game, we designed a decision support tool that allows people to query the scores for di erent voting strategies for themselves and other players in the game. A snapshot of the decision support tool is shown in Figure 2. This panel shows the hypothetical votes for all players in the game. The player can edit votes for all players, and query the system for the scores for each player give the hypothetical set of votes. There are several advantages of using this game to study human and computational voting strategies. First, it includes the minimal number of candidates such that players have incentive to vote strategically, as shown in Proposi- 4 The was more time than it took the slowest subjects to submit their votes in our pilots. 4.2 Preference Profiles As described above, players scores for each round of voting depend on the extent to which the chosen ranking agrees with their preferred ranking that is assigned to them at the onset of the interactions. In real world voting scenarios, some players may be in better positions than others to affect the voting outcome. In the budget allocation game, we can define di erent power conditions between committee players by varying their assigned preference profile. We used two preference profiles in the study that di ered in the extent to which they allowed players to a ect the voting result by deviating from their truthful vote. In the first profile, called symmetric, the preferred ranking of player1 1 was e d h t; the preferred ranking of player 2 was e t d h; the preferred ranking of player 3wash t d e. These rankings are shown in the the main game board in Figure 1. They correspond to the ones shown in Table 2. This profile provides a symmetric outcome for players 1 and 2. If all players vote truthfully (we call this the naive voting baseline), player 3 is at a disadvantage, because the chosen ranking will be e h t d, incurring a score of 4, 4, and 3 for players 1, 2 and 3, respectively. Moreover, the naive voting baseline is not stable, in the sense that player 1 and 2 can improve their score by voting strategically. Specifically, player 1 can improve its score by voting its level-0 strategy of d e h t, given that other players vote truthfully. In this case, the scores will be 5, 3 and 2 for players 1, 2 and 3, respectively. In a similar way, player 2 can improve its score over the naive baseline by voting its level-0 strategy of t e d h, given that the other players vote truthfully. In this case, the scores will be 4, 5 and 3 for players 1, 2 and 3, respectively. In fact, this voting profile in which player 2 deviates from its truthful vote, while player 1 and player 3 vote truthfully, is one of the Nash Equilibrium for this preference profile. Player 3 is at a further disadvantage because there is no level-0 strategy that can improve its score over the baseline when other players are truthful. However, player 3 can improve its score when other players vote strategically. Specifically, when players 1 and 2 vote their level-0 strategy of d e h t and t e d h then player 3 can improve its score over the baseline by voting its level-1 strategy of h d t e, incurring a score of 5, 4, and 4 points for players 1, 2 and 3, respectively. In the second profile, called non-symmetric, the prefer-

ences of player 1 were e d t h; the preferences of player 2 were d h e t; the preferences of player 3 were t h e d. If all players vote truthfully, the chosen ranking will be e d t h. In this case the scores will be 6, 3, and 2 for players 1, 2 and 3 respectively, putting player 1 in a significant advantage relative to the other players. If player 2 votes its level-0 strategy of d h t e, given that the other players vote truthfully, then players 2 and 3 will improve their score and player 1 will lose its advantage. In this case the chosen ranking will be d t h e, and the scores will be 3, 4 and 3 for players 1, 2 and 3 respectively. This is also one of the Nash equilibrium for this game. 5. EMPIRICAL METHODOLOGY We recruited 335 human subjects from the U.S. to play the game using Amazon Mechanical Turk. All participants were provided with an identical tutorial of how to play the budget allocation game, and their participation in the study was contingent on passing a quiz which tested their knowledge of the rules of the game. Participants were paid in a manner that was consistent with their performance, measured by accumulating their scores over five rounds of voting. The subjects were randomly divided into three di erent groups. The first group consisted of people playing the budget allocation game with other people. The second group consisted of two people playing the game with another computer agent. The third group consisted of one person playing the game with two other computer agents. Each subject played five rounds of the game. All lab experiments were conducted twice (but with di erent people), using both the symmetric and non-symmetric preference profiles described in Section 4.2. 6. RESULTS We hypothesized that (1) people s strategies will become less truthful as they play more rounds (that is, people will be less likely to vote truthfully, and more likely to play more sophisticated strategies); (2) that computational strategies using strategic reasoning (such as the PRBR agent) would be more successful when playing against people than computer agents that vote truthfully. All reported results in the upcoming section are significant in the p<0.05 range using Analysis of Variance (ANOVA) tests. 6.1 Analysis of Human Behavior We first present an analysis of people s behavior in the game when playing other people. In general, people s strategy significantly deviated from the Nash equilibrium voting strategy. For example, in the symmetric peofile, there were only 7 out of 80 rounds played in the 3-person group configuration in which a Nash equilibrium strategy was played, which is not significantly di erent than random. As a group, people s voting behavior was noisy. Out of 80 rounds of the budget allocation game that were played by three people, 64 rounds included a unique set of vote combinations (v N = hv 1,v 2,v 3i) that appeared only once. However, we did find two interesting trends in people s behavior as individuals. Specifically, 40% of people s votes were naive (votes that are truthful and consistent with participants preferences), while 44% of people s votes repeated their vote in the previous round. As we describe later in the section, these results informed the design of our computer agents. Figure 3: Di erence in Naive and Best-Response votes between earlier and later rounds in the game for symmetric (top) and non-symmetric preference profiles (bottom) To study how people s voting behavior evolved over time, we measured the change in the number of naive votes bestresponse votes (votes that are a best-response to the votes of the other participants in the previous round). Figure 3 shows the di erence in the average number of naive and bestresponse votes for each role between rounds 4-5 and rounds 1-2 for games that included three people or two people and one computer agent. As shown in the figure, there was a drop in the number of naive votes for all players between earlier and later rounds in the game, confirming our hypothesis. In addition, the figure also shows an increase in the number of best-response votes between earlier and later rounds in the game. We conjecture that the reason for this discrepancy is that participants learned to make more sophisticated voting strategies. However, there was no significant increase in people s scores as rounds progress. This aligns with past results in behavior economics studying complex aggregation rules [2]. Interestingly, (and not shown by the figure) there was no increase in the number of best-response votes for people playing the role of Player 3 in the symmetric preference profile. We attribute this to the inherent disadvantage of this role in the game, in that it has a limited number of voting strategies that can improve its score in the game, as we described in Section 4.2. As shown in the bottom panel of the figure, a similar pattern was also apparent for the non-symmetric preference profile. This shows that the relationship between players preference profiles actually reflected their play in the game. 6.2 Agent-Design and Performance

Figure 4: Performance of computer agents and people in groups that include two other people for symmetric (left) and non-symmetric (right) preferences. We designed two types of computer agents playing deterministic voting strategies. The first agent, called Previous Round Best Response (PRBR), used the best-response vote of Equation 10 to rank the candidates, given that all other players repeat their vote in the previous round. That is, v i 2 BR i(v N i ) where v N i is the other agents votes in the prior round. In the first round, it is assumed that v N i equals p N i for all agents. The second agent, called truthful (TR), provided a baseline voting strategy that ranked all candidates according to its assigned preferences, that is v i = p i at each round t given that i is a TR agent. We did not use a level-0 agent despite the fact that people were also likely to vote truthfully. This is because this voting strategy is static and easy to learn by people. 5 We compare the performance of these computer agents and people in groups comprising two other people (that is, each game included a person or a computer agent voting with two other people). Figure 4 shows the average performance of people and agents across all roles in the game for both preference profiles. As shown in the figure, the PRBR agent was able to outperform the TR agent, and both PRBR and TR agents were able to outperform people. Next, Figure 5 shows the performance of computer agents and people in groups comprising two other agents (that is, each game included a person or computer agent voting with two other agents). As shown by the figure, the PRBR agent also outperformed people and the TR agent in this additional group configuration. This demonstrates that the bestresponse strategy was independent of the group structure. Interestingly, the TR agent was able to outperform people in the non-symmetric profile but not in the symmetric profile. Because of the structure of the non-symmetric profile, people lost more points from deviating from truthful behavior in this setting, to the benefit of the TR agent. To compare performance for di erent roles, we present Table 3 which compares performance for each role in groups comprising a computer or person interacting with two other people for the symmetric preference profile. As shown by the Table, in the role of Player 1, the PRBR agent was significantly more successful than the TR agent, while the TR agent was significantly more successful than people in both Player 2 and Player 3 roles. Note that although the TR agent scored higher than the PRBR agent in both Player 1 and Player 2 roles, this di erence was not significant. The 5 In fact, in our pilots, we found that people were able to outperform level-0 agents. Figure 5: Performance of computer agents and people in groups that include two other computer agents for symmetric (top) and non-symmetric (bottom) preferences. Type Player 1 Player 2 Player 3 People 4.56 3.69 1.28 PRBR 4.87 4.04 2.78 TR 4.33 4.18 2.82 Table 3: Performance for di erent player roles in the symmetric preference profile results for the asymmetric preference profile exhibited a similar pattern. To explain the success of the PRBR agent, Table 4 shows the Hamming distance between people s votes in consecutive rounds of the game (Prev. round distance) and their truthful vote (true distance), averaged over the asymetric and symetric profiles. This distance can take values from 0 to 6 (the number of possible issues). As shown by the table, for all roles, people s voting behavior was not constant. However, the distance between their votes in consecutive rounds of the game was smaller than the distance between their votes in the game and their preferred rankings. Lastly, to induce an upper-bound on performance in the game, we computed a strategy for an oracle agent that could observe people s actual votes in the game prior to submitting its own vote. The oracle strategy provides an upper bound for agents actual performance in the game. We found no significant di erence between the performance of the PRBR agent and the oracle, for the data that we obtained of people s behavior. Our results thus have implications for agent designers, suggesting that the PRBR strategy is su cient towards enabling agents to perform well in voting systems

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