系统仿真学报 ›› 2015, Vol. 27 ›› Issue (1): 29-36.

• 建模与仿真理论及方法 • 上一篇    下一篇

情绪博弈的行为计算原理

张国锋1, 王牛2, 熊虎3   

  1. 1.西安工业大学行为计算研究所,西安 710032;
    2.重庆大学自动化学院,重庆 400044;
    3.贵州财经大学金融学院,贵阳 550025
  • 收稿日期:2014-01-05 修回日期:2014-06-19 出版日期:2015-01-08 发布日期:2020-09-02
  • 作者简介:张国锋(1970-),男,山西人,博士,讲师,研究方向为行为选择,仿生智能控制;王牛(1974-),男,重庆人,博士,副教授,研究方向为智能机器人、仿人智能控制;熊虎(1972-),贵州人,博士,副教授,研究方向为金融博弈,战略管理。
  • 基金资助:
    国家自然科学基金项目(61174104); 西安工业大学博士启动基金(204-000120)

Principe of Behavior Computing on Emotional Game

Zhang Guofeng1, Wang Niu2, Xiong Hu3   

  1. 1. Institute of Behavior Computing of Xi’an Technological University, Xi’an 710032, China;
    2. Automation College of Chongqing University, Chongqing 400044, China;
    3. College of Finance, Guizhou University of Finance & Economics, Guiyang 550025, China
  • Received:2014-01-05 Revised:2014-06-19 Online:2015-01-08 Published:2020-09-02

摘要: 目前行为博弈的研究,只把情绪作为行为影响因素,借助数理统计分析工具来获取情绪影响行为互动的规律。针对这种状况,以情绪理性替代结果理性为前提,设计情绪行为图式函数,建立情绪博弈计算原理。将该原理应用于改进型最后通牒博弈计算,获得情绪均衡结局,并揭示勇敢行为的心理机制。同时,建立行为选择模式辨识的基本原理。根据原理所要求的约束为条件,运用Matlab进行仿真计算。所获结果与俗语“事不过三”、“先下手为强”、“留有余地”所揭示的行为规律相吻合,验证了所建立的情绪博弈计算机制的合理性和有效性。从而,为通过非数理统计方法进行情绪博弈行为研究提供一条可行途径。

关键词: 行为计算, 博弈论, 情绪, 最后通牒

Abstract: Emotions is analyzed by mathematical statistics as an influence factor on behavior interaction in the current behavioral game researches. On the face of the status quo, premising emotion rationality that is the alternative to results rationality, a fresh emotional game computing principle was proposed by building emotion behavior schemata function. The suggested thought was applied to a modified ultimatum game computing, an emotional equilibrium outcome was obtained, and the psychological mechanism of the brave behavior was revealed. Meanwhile, the basic principle of pattern recognition to behavior selection mode was established. According to the constraint conditions of the proposed principle, its Matlab simulation calculation was accomplished. The obtained results are consistent with the behavior laws revealed by the sayings “Not to do anything more than three times”, “He who strikes first gains the advantage” and “Leave adequate leeway”. The rationality and validity of the established emotional game computing system was confirmed. Therefore, it provides a feasible way for emotional game behavior research by the method of non-mathematical statistics.

Key words: behavior computing, game theory, emotion, ultimatum

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