Win–stay, Lose–switch
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psychology Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both consciousness, conscious and Unconscious mind, unconscious phenomena, and mental processes such as thoughts, feel ...
,
game theory Game theory is the study of mathematical models of strategic interactions. It has applications in many fields of social science, and is used extensively in economics, logic, systems science and computer science. Initially, game theory addressed ...
,
statistics Statistics (from German language, German: ', "description of a State (polity), state, a country") is the discipline that concerns the collection, organization, analysis, interpretation, and presentation of data. In applying statistics to a s ...
, and
machine learning Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of Computational statistics, statistical algorithms that can learn from data and generalise to unseen data, and thus perform Task ( ...
, win–stay, lose–switch (also win–stay, lose–shift) is a
heuristic A heuristic or heuristic technique (''problem solving'', '' mental shortcut'', ''rule of thumb'') is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless ...
learning strategy used to model learning in decision situations. It was first invented as an improvement over randomization in
bandit problem Banditry is a type of organized crime committed by outlaws typically involving the threat or use of violence. A person who engages in banditry is known as a bandit and primarily commits crimes such as extortion, robbery, kidnapping, and murder, e ...
s. It was later applied to the
prisoner's dilemma The prisoner's dilemma is a game theory thought experiment involving two rational agents, each of whom can either cooperate for mutual benefit or betray their partner ("defect") for individual gain. The dilemma arises from the fact that while def ...
in order to model the
evolution Evolution is the change in the heritable Phenotypic trait, characteristics of biological populations over successive generations. It occurs when evolutionary processes such as natural selection and genetic drift act on genetic variation, re ...
of
altruism Altruism is the concern for the well-being of others, independently of personal benefit or reciprocity. The word ''altruism'' was popularised (and possibly coined) by the French philosopher Auguste Comte in French, as , for an antonym of egoi ...
. The learning rule bases its decision only on the outcome of the previous play. Outcomes are divided into successes (wins) and failures (losses). If the play on the previous round resulted in a success, then the agent plays the same strategy on the next round. Alternatively, if the play resulted in a failure the agent switches to another action. A large-scale empirical study of players of the game
rock, paper, scissors Rock, Paper, Scissors (also known by #Names, several other names and word orders) is an Intransitive game, intransitive hand game, usually played between two people, in which each player simultaneously forms one of three shapes with an outstret ...
shows that a variation of this strategy is adopted by real-world players of the game, instead of the
Nash equilibrium In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed) ...
strategy of choosing entirely at random between the three options.


References


See also

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Bounded rationality Bounded rationality is the idea that rationality is limited when individuals decision-making, make decisions, and under these limitations, rational individuals will select a decision that is satisficing, satisfactory rather than optimal. Limitat ...
Computational learning theory Heuristics Strategy (game theory) {{gametheory-stub