Can Agent Development Affect Developer’s Strategy?
Authors: Avshalom Elmalech, David Sarne, Noa Agmon
AAAI 2014 | Conference PDF | Archive PDF | Plain Text | LLM Run Details
| Reproducibility Variable | Result | LLM Response |
|---|---|---|
| Research Type | Experimental | In this paper we show that PDA development has an important side effect that has not been addressed to date the process that merely attempts to capture one s strategy is also likely to affect the developer s strategy. The phenomenon is demonstrated experimentally, using several performance measures. |
| Researcher Affiliation | Academia | Avshalom Elmalech Department of Computer Science Bar-Ilan University, Israel elmalea@cs.biu.ac.il David Sarne Department of Computer Science Bar-Ilan University, Israel sarned@cs.biu.ac.il Noa Agmon Department of Computer Science Bar-Ilan University, Israel agmon@cs.biu.ac.il |
| Pseudocode | No | The paper does not contain any clearly labeled pseudocode or algorithm blocks. |
| Open Source Code | No | The paper does not provide any explicit statement about releasing source code for the methodology described, nor does it include a link to a code repository. |
| Open Datasets | Yes | In this paper we attempt to test whether indeed the development of a PDA changes one s strategy using the classic Doors game (Shin and Ariely 2004). |
| Dataset Splits | No | The paper describes an experiment with human participants and PDAs, but does not specify dataset splits (training, validation, or testing) in the context of machine learning model development or evaluation. |
| Hardware Specification | No | The paper does not provide specific details regarding the hardware (e.g., CPU, GPU models, memory) used to run the experiments. |
| Software Dependencies | No | The paper mentions implementing the Doors game and providing a PDA skeleton, but it does not specify any software dependencies with version numbers (e.g., programming language versions, library versions, or specific solver versions). |
| Experiment Setup | Yes | Our experiment with the doors game followed a specific experimental design reported in (Shin and Ariely 2004), where the game includes two phases, each with a budget of 50 clicks. In the first phase (the exploration phase), the participants did not receive any payoff and were only notified of the payoff amount...Following the original experimental design, we used the three different distribution functions specified in (Shin and Ariely 2004), all with a mean payoff of 6. The payoff distribution of the first door was highly concentrated around the mean (normal distribution with a variance of 2.25); the second door also had values around the mean but the values were much more diffused (normal distribution with a variance of 9); and the payoff distribution of the third door was highly skewed toward high numbers (chi square distribution with 8 degrees of freedom). The minimal and maximal values of the three distributions were 4 and 19, respectively. |