Two Choice Behavioral Game Dynamics with Myopic-Rational and Herding Players

In classical game theory, the players are assumed to be rational and intelligent, which is often contradictory to reality. We consider more realistic behavioral game dynamics where the players choose actions in a turn-by-turn manner and exhibit two prominent behavioral traits --- α-fraction of them are myopic who strategically choose optimal actions against the empirical distribution of the previous plays, while the rest exhibit herding behavior by choosing the most popular action till then. The utilities are realised for all, at the end of the game, and each player gets to play only once. Our analysis focuses on scenarios when players encounter two possible choices, common in applications like participation games (e.g., crowd-sourcing) or minority games. To begin with, we derive the almost sure mean-field limits of such dynamics. The proof is constructive and progressively narrows down the potential limit set and finally establishes the existence of a unique limit for almost all sample paths. We argue that the dynamics at the limit is captured by a differential inclusion (and not the usual ordinary differential equation) due to the discontinuities arising from the switching behavioral choices. It is noteworthy that our methodology can be easily modified to analyse the avoid-the-crowd behavior, in place of herding behavior. We conclude with two interesting examples, named participation game and routing game, which encapsulate several real-life scenarios. Interestingly, for the first game, we observe that the game designer can induce a higher level of participation in an activity with smaller reward, by leveraging upon the presence of herding players.

Authors

Institutions

Publication Details

Journal
Proceedings of the ACM on Measurement and Analysis of Computing Systems
Published
2025-03-06
DOI
https://doi.org/10.1145/3711706
Citations
2
Primary Topic
Game Theory and Applications
Type
article
Field-Weighted Citation Impact
4.21

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Two Choice Behavioral Game Dynamics with Myopic-Rational and Herding Players

Veeraruna Kavitha, Konstantin Avrachenkov, Khushboo Agarwal, Raghupati Vyas
2 citations
Proceedings of the ACM on Measurement and Analysis of Computing Systems
Game Theory and Applications
4.21
article

Two Choice Behavioral Game Dynamics with Myopic-Rational and Herding Players

Veeraruna Kavitha, Konstantin Avrachenkov, Khushboo Agarwal, Raghupati Vyas
article en
2 citations

Abstract

In classical game theory, the players are assumed to be rational and intelligent, which is often contradictory to reality. We consider more realistic behavioral game dynamics where the players choose actions in a turn-by-turn manner and exhibit two prominent behavioral traits --- α-fraction of them are myopic who strategically choose optimal actions against the empirical distribution of the previous plays, while the rest exhibit herding behavior by choosing the most popular action till then. The utilities are realised for all, at the end of the game, and each player gets to play only once. Our analysis focuses on scenarios when players encounter two possible choices, common in applications like participation games (e.g., crowd-sourcing) or minority games. To begin with, we derive the almost sure mean-field limits of such dynamics. The proof is constructive and progressively narrows down the potential limit set and finally establishes the existence of a unique limit for almost all sample paths. We argue that the dynamics at the limit is captured by a differential inclusion (and not the usual ordinary differential equation) due to the discontinuities arising from the switching behavioral choices. It is noteworthy that our methodology can be easily modified to analyse the avoid-the-crowd behavior, in place of herding behavior. We conclude with two interesting examples, named participation game and routing game, which encapsulate several real-life scenarios. Interestingly, for the first game, we observe that the game designer can induce a higher level of participation in an activity with smaller reward, by leveraging upon the presence of herding players.

Proceedings of the ACM on Measurement and Analysis of Computing SystemsVol. 9(1)
Indian Institute of Technology Bombay (IN), Centre Inria d'Université Côte d'Azur (FR)
Institut national de recherche en informatique et en automatique (INRIA), Department of Science and Technology, Ministry of Science and Technology, India, Council of Scientific and Industrial Research, India, Agence Nationale de la Recherche, CHIST-ERA
Openalex Percentile: Top 8%
Game Theory and Applications
4.21
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.