PODS '92 Proceedings of the eleventh ACM SIGACT-SIGMOD-SIGART symposium on Principles of database systems
Robust reasoning: integrating rule-based and similarity-based reasoning
Artificial Intelligence
Credibility of information for modelling belief state and its change
Fundamenta Informaticae
Modelling Social Game Systems by Rule Complexes
RSCTC '98 Proceedings of the First International Conference on Rough Sets and Current Trends in Computing
Epistemic entrenchment with incomparabilities and relational belief revision
Proceedings of the Workshop on The Logic of Theory Change
Revisions of knowledge systems using epistemic entrenchment
TARK '88 Proceedings of the 2nd conference on Theoretical aspects of reasoning about knowledge
Agent learning in the multi-agent contracting system [MACS]
Decision Support Systems
An agent reinforcement learning model based on neural networks
LSMS'07 Proceedings of the Life system modeling and simulation 2007 international conference on Bio-Inspired computational intelligence and applications
Journal of Intelligent & Fuzzy Systems: Applications in Engineering and Technology
Hi-index | 0.00 |
In this article, generalized game theory (GGT) is used to conceptualize and explain key socio-cognitive processes in multi-agent interaction, in particular belief revision. GGT is based on the mathematics of rules and rule complexes (drawing on developments at the interface of mathematics, logic, and computer science). Rule concepts are used to formalize game, social relationships, and role as well as a major component of role, namely model or belief structure. This is an agent's 'situational view,' providing a perspective on and a basis for understanding and analyzing interaction situations with others. GGT conceptualizes the way that actors, when confronted with new information or candidates for belief, integrate them into their models, or reject them. This occurs through rules of composition. Several social factors can be identified as key variables incorporated or expressed in composition rules and judgments which regulate belief revision and learning processes: (1) degree of trust in a source of belief or message; (2) the social status (professional expertise, ethnicity, gender, age, etc.) of the source relative to the recipient; (3) the strength of commitment with respect to a belief structure; and (4) the strength of collective sanctioning. The theory is applied to multi-agent games, where the social relationships among actors, status and authority differences, the level of trust and expected honesty affect belief change - in large part by affecting the composition rules which are applied to 'candidates for belief'. The article shows that in some cases of belief revision falsehood is produced - indeed, deception and fabrication are part and parcel of many multi-agent interaction systems. However, in social life, even false beliefs - produced through acceptance of expert or authoritative judgements or beliefs - may become true through self-fulfilling processes.