﻿WEBVTT

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(light music)

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<v ->It is my pleasure to welcome</v>

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Mike Kearn here today.

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Michael is a PhD at Harvard.

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His speeches won the award from ACM

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and was published by MIT Press as a book.

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And he consequently did a post-grad at MIT and Berkeley

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and then was at Bell Labs for a number of years

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before joining U Penn as a professor today.

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And he is extremely well known

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for his wealth of books concerning computer science

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as well AI, learning community, and social networks.

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And today he'll talk a little bit

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about his new directions,

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which are experiments in social computation.

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<v ->Okay, thank you for coming out</v>

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and for the opportunity to speak.

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So I'm gonna tell you today about a

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somewhat unusual series of experiments

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that we've been running in my group

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since about 2006.

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These are experiments with human subjects,

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behavioral experiments on interactions

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in social networks.

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These are laboratory experiments.

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And there's several different ways of viewing

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these experiments.

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In some sense, they are an instance

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of network behavioral game theory and economics.

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But the particular angle or narrative

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that I'm gonna give today are as experiments

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in social computation.

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So

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I think everybody in the room is probably familiar

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with the recent phenomenon of both crowdsourcing

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and more generally of social computation

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of various kinds.

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And a sensible question to ask at this point is

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what do computer science and economics

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and related areas have to say

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about this empirical phenomenon,

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and more generally, what would be good design

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and engineering principles for building crowdsourcing

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or social computation systems?

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And if you kind of put your computer science glasses on

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and ask this question, I think you would agree with me

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that many of the yielded systems to date

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are what we might call embarrassingly parallelizable.

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That's not to say that they're uninteresting.

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They basically tackle problems in which

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there's very little or no dependency

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between the contributions that different

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participants make.

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And there are crude if any efforts

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to actually organize the reward course in a meaningful way.

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So to be more concrete, I have in mind

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things like the ESP game or Holden,

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the recent pro team polling game

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released by the University of Washington.

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Things like Galaxy Zoo, where people can go voluntarily

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sort of classify stellar constellations

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for scientific purposes,

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or even things that are much more open-ended,

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like Wikipedia, where it's harder to say

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what the goal of Wikipedia is

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in the sort of objective function sense.

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But there's definitely some obvious system

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that's going on where people are coming and voluntarily

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producing labor.

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And when I say embarrassingly parallelizable,

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what I mean is that among other things,

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some of the commonalities of the examples

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I just gave is that whatever the problem is,

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it's easily broken into many non-interacting,

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independent pieces, which can be given out

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to separate individuals or maybe pairs of individuals

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in the case of the ESP game.

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There's no problem assembling those answers back

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into some collective, like you have a big database

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of images that you want maybe for content.

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Just give those images out to individuals to do the job.

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And you might do simple tricks, like get robustness

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or error correction by redundancy or both.

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But what about harder problems?

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What about problems when really you have to coordinate

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a larger group of people,

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and the decision or contribution or labor

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that one party provides really influences

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or constrains what happens elsewhere

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in the same instance of the problem?

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And

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as mentioned, my origins were in the theory community.

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And so I can't look at these experiments

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without thinking about what might a theory

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of social computation look like,

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where you view human labor as a component

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of the system the same way you might view CPU cycles

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or primary or secondary memory,

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and you want to organize these resources

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in some sensible way that serves

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to solving some problem.

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So what would a theory of social computation look like?

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So I raise many good questions on this slide,

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and I don't plan to provide answers

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to any of them in the talk.

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But what I do think the talk contributes

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are kind of examples of the kind of phenomena

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that any good theory of social computation

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will at some point need to address,

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either explicitly or implicitly.

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So with that, let me tell you what we've been doing

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all these years.

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So these are human subject experiments

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that are basically very interdisciplinary.

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You'll see strands of thinking from computer science,

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economics and game theory, sociology,

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network science running throughout the examples

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I'm gonna talk about today.

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In these experiments, we simultaneously bring in

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groups of roughly three dozen human subjects

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into a lab network workstation at the same time.

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So these are real-time experiments

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with live participation from a group

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of about three dozen people.

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And in every little experiment,

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the experimental sessions are a few hours long,

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and a subject will participate in a series

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of rather short experiments.

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By short, I mean a couple of minutes on average.

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And in each experiment, the subject will be controlling

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some simple property or the state

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of a single vertex, namely their vertex

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in some underlying network structure,

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social network structure, if you will

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that we've exogenously imposed on them

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as experiments.

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So we've chosen these networks,

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and we're imposing them on the subjects.

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And basically these networks mediate all of,

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are the median through which communication takes place.

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And subjects only have a local view

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of the activity in the network.

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So you don't have a bird's eye view of the network.

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As a subject, you know the state of your own vertex

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and of the neighboring vertex.

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I'll show you GUI shots in a second.

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And following the principles of behavioral economics,

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we don't pay subjects for mere participation.

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We don't pay them for participation at all.

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In every short experiment, subjects have

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a real financial incentive

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to solve their piece of some collective task.

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And it's basically, you eat what you kill, right?

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You earn in these experiments

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whatever you earn according to the monetary payoffs

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that are clearly specified in each short experiment.

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So let me make this concrete with a simple example.

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So think about the graph coloring.

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Now, most of us are used to thinking

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about the graph coloring problem as a

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difficult optimization problem

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who's solution is useful for doing things

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like scheduling exams at large universities

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where there a limited number of rooms

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and a limited period in which to hold the exams.

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But it's actually a natural social problem as well.

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It's a natural cartoon, if you like,

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of a problem of social differentiation,

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where you simply want to distinguish yourself

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from your immediate neighbors in a social network.

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So when I was asked by the editor of the journal

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to give, you know, not a scheduling example

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of graph coloring but a real-world case

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where people might have to solve something

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like this problem, I offered the problem

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of picking a ringtone for your iPhone

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from a limited vocabulary, which is what you get

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when you get your iPhone.

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And one of the things that presumably we would like to do

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in selecting a ringtone for our iPhone

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is to pick one that's different from the people

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you spend a lot of time around

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so that we don't have this problem

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that every time somebody's iPhone rings,

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we're all looking into our pocket or our purse

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to figure out if it's a call for us.

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So think of graph coloring as a problem

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of social differentiation.

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You just have to choose a color for you vertex

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from some fixed set.

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In an experiment, we would incentivize you

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by basically paying you if, when the experiment ended

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and you were a different color

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than all of your neighbors,

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and otherwise you wouldn't be paid.

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So everybody has a local incentive

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to try to locally beat the graph coloring constraints

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and of course to introduce some lightweight economics

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planning, the maximum social welfare solution,

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to this problem, i.e. the configuration of play

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by the subjects that would collectively

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maximize their payoffs

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happens to coincide with the proper colorings of the graph.

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Okay?

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So what we've been doing across many, many different

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experimental sessions is deliberately varying

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a lot of things,

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but there are mainly two main design variables

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that we've been varying across these experiments.

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One is what's the network structure,

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what is the quality of the networks

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that we're imposing on the subjects?

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And what task or game, what collective problem

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are we trying to incentivize them to solve?

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And you'll see that, first of all let me point out

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that this is a huge design space, right?

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I mean, it's every possible problem

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you could think about solving on networks,

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and it's every possible network structure of 36 vertices.

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So there's sort of no hope to systematically explore

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this entire design space.

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And so what we've instead tried to do is make

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reasonably feasible choices.

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But there's always gonna be some amount

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of arbitrariness to it.

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But the networks we've largely chosen

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to be drawn from well-studied models,

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generative models for social networks,

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from the literature.

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So many of you probably know some of these models,

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like small-worlds models or preferential attachment models.

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These are all models that were designed,

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these are mathematical stochastic models

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for network formation that were designed

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to reliably generate certain topological properties

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that are frequently observed in real social networks,

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like having a small diameter

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or having a high cluster coefficient,

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having a heavy tail degree distribution.

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But I will towards the end talk about

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the artificiality of these network models

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and then try to address it,

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or show you some experiments that try to address it.

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And the tasks we've chosen for their diversity

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along a couple of different dimensions.

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One is whether the task is cooperative or competitive,

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which by I broadly mean is there some configuration

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of play by the subjects such that everybody

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gets the highest possible payoff?

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That's what I would call a cooperative game.

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And a competitive game is one where by definition,

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if some parties are making more,

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other parties must be making less.

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And we've also chosen tasks for their diversity

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according to what computational complexity would say

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about the difficulty of finding optimal

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or global solutions.

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I will be the first to admit that computational complexity

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is a woeful guide to what should be hard or easy

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in these experiments because computational complexity

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is about worst-case centralized computation

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where you have a global view of the network,

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whereas here we're talking about small-scale,

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non-asymptotic, non-worst-case computation

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by human subjects from only local information.

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But since complexity theory is really the only theory

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we have right now that's comprehensive

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and sort of in principle can assign

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a relative difficulty to any algorithmic

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problem you come across, it's the best starting point.

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And so there're several rules to this research

272
00:11:30.820 --> 00:11:33.314
that I hope you'll get a flavor for as I

273
00:11:33.314 --> 00:11:34.657
trundle along.

274
00:11:34.657 --> 00:11:37.613
The primary one is how is the structure

275
00:11:37.613 --> 00:11:41.067
of the underlying network and the task

276
00:11:41.067 --> 00:11:43.484
that subjects are trying to perform

277
00:11:43.484 --> 00:11:46.592
influence both collective performance

278
00:11:46.592 --> 00:11:49.565
and behavior and the individual performance and behavior.

279
00:11:49.565 --> 00:11:51.695
I'll mainly in this talk in the interest of time

280
00:11:51.695 --> 00:11:54.041
focus on collective performance and behavior.

281
00:11:54.041 --> 00:11:56.856
But the high-level question is,

282
00:11:56.856 --> 00:11:59.046
are there certain kinds of network structures

283
00:11:59.046 --> 00:12:02.301
on which solving certain types of problems are harder

284
00:12:02.301 --> 00:12:05.551
and other combinations that are easier?

285
00:12:06.485 --> 00:12:08.339
And are there systematic relationships

286
00:12:08.339 --> 00:12:10.068
between network structure and the ease

287
00:12:10.068 --> 00:12:11.597
or difficulty of problems,

288
00:12:11.597 --> 00:12:15.202
and how does that interact with the task in question?

289
00:12:15.202 --> 00:12:17.951
We're also interested in, and again I'll have

290
00:12:17.951 --> 00:12:19.751
a little less time to talk about this,

291
00:12:19.751 --> 00:12:21.690
is individual and collective modeling.

292
00:12:21.690 --> 00:12:24.173
So it would be nice if experiments like these

293
00:12:24.173 --> 00:12:26.457
generated data that would let you build

294
00:12:26.457 --> 00:12:29.386
individual models for subject play

295
00:12:29.386 --> 00:12:31.752
that when run in simulations on networks

296
00:12:31.752 --> 00:12:33.732
that we've never tried experiments on

297
00:12:33.732 --> 00:12:35.659
would make decently accurate predictions

298
00:12:35.659 --> 00:12:37.912
about how difficult those networks might be

299
00:12:37.912 --> 00:12:38.745
for the subjects.

300
00:12:38.745 --> 00:12:41.467
So actually generating not just a descriptive theory

301
00:12:41.467 --> 00:12:43.206
but a prescriptive one.

302
00:12:43.206 --> 00:12:46.465
And of course in the problems that I'll talk about

303
00:12:46.465 --> 00:12:49.180
that have a strong computational

304
00:12:49.180 --> 00:12:51.294
or you'd have to have the equilibrium theory

305
00:12:51.294 --> 00:12:52.851
about what should happen,

306
00:12:52.851 --> 00:12:57.347
so when complexity theory says a problem should be hard,

307
00:12:57.347 --> 00:13:00.427
does that mean it's hard for human subjects?

308
00:13:00.427 --> 00:13:03.628
When economics says that, well, at equilibrium

309
00:13:03.628 --> 00:13:06.150
this is what should happen in this experiment,

310
00:13:06.150 --> 00:13:08.809
do subjects play something close to an equilibrium?

311
00:13:08.809 --> 00:13:13.528
So we're interested in making those kinds of comparisons.

312
00:13:13.528 --> 00:13:16.624
Okay, so this is an exhaustive list

313
00:13:16.624 --> 00:13:18.652
of all the experiments we've run to date.

314
00:13:18.652 --> 00:13:21.738
You're not intended to read this slide.

315
00:13:21.738 --> 00:13:24.145
But it's meant to just give you kind of a broad sense,

316
00:13:24.145 --> 00:13:25.653
a sweep of what we've done.

317
00:13:25.653 --> 00:13:28.092
So the experiments are basically arranged

318
00:13:28.092 --> 00:13:31.086
by the problem type, and that's also the way

319
00:13:31.086 --> 00:13:32.516
we arrange the sessions, right,

320
00:13:32.516 --> 00:13:35.492
because the expensive thing is training the subjects

321
00:13:35.492 --> 00:13:39.868
to learn about, to learn what graph coloring is,

322
00:13:39.868 --> 00:13:41.575
to learn what the payoffs are,

323
00:13:41.575 --> 00:13:43.051
that we're incentivizing them to solve

324
00:13:43.051 --> 00:13:45.537
a graph coloring problem, to acclimate themselves

325
00:13:45.537 --> 00:13:47.967
to the particular GUI for that problem.

326
00:13:47.967 --> 00:13:49.624
And then once they've been trained to do that,

327
00:13:49.624 --> 00:13:52.113
it's relatively easy to run them through a series

328
00:13:52.113 --> 00:13:54.071
of short graph coloring experiments

329
00:13:54.071 --> 00:13:56.908
where the graph and other things may change

330
00:13:56.908 --> 00:13:58.521
from experiment to experiment.

331
00:13:58.521 --> 00:14:01.052
The high overhead thing is switching from task to task,

332
00:14:01.052 --> 00:14:05.227
so we tend to arrange the sessions based on task.

333
00:14:05.227 --> 00:14:08.084
So you can see here, so what it is here

334
00:14:08.084 --> 00:14:10.051
that I'm not asking you to read is for each one

335
00:14:10.051 --> 00:14:13.006
of these problems, I'm telling you

336
00:14:13.006 --> 00:14:16.980
what is player-controlled, like the color of their vertex.

337
00:14:16.980 --> 00:14:19.893
I'm basically telling you what are the maps

338
00:14:19.893 --> 00:14:21.231
that are involved, there are stages

339
00:14:21.231 --> 00:14:22.514
which you can think of as broadly

340
00:14:22.514 --> 00:14:24.525
what we were trying to collectively incentivize

341
00:14:24.525 --> 00:14:26.549
the subjects to do or to perform.

342
00:14:26.549 --> 00:14:28.809
And you can see here that

343
00:14:28.809 --> 00:14:30.790
if you look, for instance, just on the dimension

344
00:14:30.790 --> 00:14:33.586
of computational tractability

345
00:14:33.586 --> 00:14:35.279
vis a vis complexity theory,

346
00:14:35.279 --> 00:14:37.864
there's a huge range of difficulty here.

347
00:14:37.864 --> 00:14:40.309
So at the graph, you know, we've got experiments

348
00:14:40.309 --> 00:14:43.307
on graph coloring and also on independent set.

349
00:14:43.307 --> 00:14:46.751
These are two problems that are computationally challenging,

350
00:14:46.751 --> 00:14:48.341
formally, they're NP Hard.

351
00:14:48.341 --> 00:14:50.245
In fact, they're both NP Hard even to find

352
00:14:50.245 --> 00:14:53.396
lousy approximations of the optimal solution.

353
00:14:53.396 --> 00:14:55.863
At the other extreme, we have consensus.

354
00:14:55.863 --> 00:14:59.178
Consensus is the dual problem to coloring.

355
00:14:59.178 --> 00:15:01.220
Rather than wanting to be a different color

356
00:15:01.220 --> 00:15:02.772
than your neighbors, you're paying them

357
00:15:02.772 --> 00:15:04.588
only if you're the same color as your neighbors.

358
00:15:04.588 --> 00:15:06.142
So the max welfare solution, therefore,

359
00:15:06.142 --> 00:15:09.642
is just the entire network a single color.

360
00:15:11.295 --> 00:15:12.955
The computational complexity of that problem

361
00:15:12.955 --> 00:15:14.257
couldn't be more trivial, right?

362
00:15:14.257 --> 00:15:15.292
Just, whatever the network is,

363
00:15:15.292 --> 00:15:17.893
assign every vertex blue, okay?

364
00:15:17.893 --> 00:15:21.904
So we have a large range of computational difficulty.

365
00:15:21.904 --> 00:15:23.858
We have things in between, as well.

366
00:15:23.858 --> 00:15:24.910
I'll talk a little bit about this

367
00:15:24.910 --> 00:15:27.549
exchange economy, or trading game,

368
00:15:27.549 --> 00:15:30.033
where basically computing the equilibrium

369
00:15:30.033 --> 00:15:34.379
of that particular game can be done in polynomial time,

370
00:15:34.379 --> 00:15:37.623
but it requires linear programming as a subroutine.

371
00:15:37.623 --> 00:15:38.977
So you can think of this as a problem

372
00:15:38.977 --> 00:15:41.821
that's in P but barely in P.

373
00:15:41.821 --> 00:15:44.664
And then from a strategic standpoint,

374
00:15:44.664 --> 00:15:48.600
we have games that really are kind of coordination games

375
00:15:48.600 --> 00:15:50.501
that are in principle cooperative,

376
00:15:50.501 --> 00:15:52.248
meaning everybody can get our highest payoff,

377
00:15:52.248 --> 00:15:54.147
like the graph coloring and consensus,

378
00:15:54.147 --> 00:15:55.928
to other ones which are more competitive,

379
00:15:55.928 --> 00:15:57.163
like this independent set game

380
00:15:57.163 --> 00:15:59.471
that I won't have time to talk about

381
00:15:59.471 --> 00:16:01.021
and this bias loading game,

382
00:16:01.021 --> 00:16:03.043
which I probably will talk about.

383
00:16:03.043 --> 00:16:06.769
So these are the problems that we've been looking at

384
00:16:06.769 --> 00:16:10.616
and something about their computational complexity.

385
00:16:10.616 --> 00:16:13.996
And several of them have detailed equilibrium theory

386
00:16:13.996 --> 00:16:15.229
from economics.

387
00:16:15.229 --> 00:16:16.593
So for instance network bargaining

388
00:16:16.593 --> 00:16:20.793
and this exchange economy or trading problem

389
00:16:20.793 --> 00:16:23.111
have very clear equilibrium predictions

390
00:16:23.111 --> 00:16:24.408
coming from game theory.

391
00:16:24.408 --> 00:16:25.241
Yes?

392
00:16:25.241 --> 00:16:26.746
<v ->So I have a quick question.</v>

393
00:16:26.746 --> 00:16:28.045
You mentioned that it's all a graph

394
00:16:28.045 --> 00:16:31.059
that all of these come from the social network models.

395
00:16:31.059 --> 00:16:33.277
Are these problems looked at on those models,

396
00:16:33.277 --> 00:16:34.756
and are the graphs on those models

397
00:16:34.756 --> 00:16:37.016
also very hard for coloring and things?

398
00:16:37.016 --> 00:16:40.035
<v ->So there's kind of a small literature</v>

399
00:16:40.035 --> 00:16:44.198
starting to examine classical optimization problems

400
00:16:44.198 --> 00:16:47.255
when the graph is restricted to be

401
00:16:47.255 --> 00:16:49.425
from one of these families.

402
00:16:49.425 --> 00:16:53.189
That's very natural thing, sort of that you want to do,

403
00:16:53.189 --> 00:16:54.943
for instance, shortest path computations,

404
00:16:54.943 --> 00:16:57.520
and for Facebook you might wonder whether

405
00:16:57.520 --> 00:16:59.139
natural structures, social networks,

406
00:16:59.139 --> 00:17:00.768
would let you do something better than you can do

407
00:17:00.768 --> 00:17:02.718
in the worst case.

408
00:17:02.718 --> 00:17:06.346
I don't know that anybody's asked whether these

409
00:17:06.346 --> 00:17:09.443
problems, the problems that are intractable remain so

410
00:17:09.443 --> 00:17:13.450
when you look at these restricted classes of graph.

411
00:17:13.450 --> 00:17:17.074
My gut reaction would be probably not, right,

412
00:17:17.074 --> 00:17:19.034
because there's a lot of strong structure.

413
00:17:19.034 --> 00:17:22.902
It's hard to sort of see for many of these network models

414
00:17:22.902 --> 00:17:24.964
how you would program in a lot of the widgets

415
00:17:24.964 --> 00:17:27.626
that go into a traditional NP Completeness group.

416
00:17:27.626 --> 00:17:30.224
But so certainly the proofs would have to change,

417
00:17:30.224 --> 00:17:31.307
at a minimum.

418
00:17:32.866 --> 00:17:35.033
Okay, so what I want to do

419
00:17:36.942 --> 00:17:37.775
is just,

420
00:17:39.901 --> 00:17:42.196
so there are source papers for everything

421
00:17:42.196 --> 00:17:43.535
I'm gonna talk about here.

422
00:17:43.535 --> 00:17:47.053
And you can go and read, get any amount of detail you want.

423
00:17:47.053 --> 00:17:49.512
As of just last month in the October issue

424
00:17:49.512 --> 00:17:51.504
of Communications of the ACM,

425
00:17:51.504 --> 00:17:54.570
there was published a survey article

426
00:17:54.570 --> 00:17:56.716
covering all these experiments.

427
00:17:56.716 --> 00:17:59.521
So if you want sort of the companion paper to this talk

428
00:17:59.521 --> 00:18:02.790
that has a little bit more detail but is still shorter

429
00:18:02.790 --> 00:18:05.960
than reading eight individual papers, you can look at that.

430
00:18:05.960 --> 00:18:08.460
But in general and for the rest of the talk,

431
00:18:08.460 --> 00:18:09.960
I just want to give you feel for

432
00:18:09.960 --> 00:18:11.456
what these experiments are like.

433
00:18:11.456 --> 00:18:12.920
What happens in these experiments,

434
00:18:12.920 --> 00:18:15.601
what actual play looks like in these experiments,

435
00:18:15.601 --> 00:18:17.974
give you some hint for what results look like

436
00:18:17.974 --> 00:18:19.091
in these models, right,

437
00:18:19.091 --> 00:18:21.175
what kind of statement do we wanna make

438
00:18:21.175 --> 00:18:24.976
about these experiments, the data that they generate?

439
00:18:24.976 --> 00:18:27.608
And I'm gonna, in the interest of kind of keeping things

440
00:18:27.608 --> 00:18:30.495
raw, I'm not gonna spend a lot of time

441
00:18:30.495 --> 00:18:32.845
talking about statistical significance and the like.

442
00:18:32.845 --> 00:18:36.034
But all of those details are in the source papers.

443
00:18:36.034 --> 00:18:37.147
There was a question, yeah?

444
00:18:37.147 --> 00:18:38.567
<v Man>So players are completely ignorant</v>

445
00:18:38.567 --> 00:18:40.366
of the global state?

446
00:18:40.366 --> 00:18:43.569
<v ->That's right, you only see what's going on</v>

447
00:18:43.569 --> 00:18:45.201
in your own network neighborhood.

448
00:18:45.201 --> 00:18:46.541
And while you're asking that question,

449
00:18:46.541 --> 00:18:49.806
let me take care of a couple of other details.

450
00:18:49.806 --> 00:18:52.803
So when subjects are brought into the laboratory

451
00:18:52.803 --> 00:18:55.454
for these experiments, they're generally students.

452
00:18:55.454 --> 00:18:59.172
So it's very easy to communicate to them

453
00:18:59.172 --> 00:19:01.896
what we want them to do and not do.

454
00:19:01.896 --> 00:19:05.345
We just tell them that hey, this is sort of a final exam.

455
00:19:05.345 --> 00:19:06.413
Don't try to communicate with anyone else.

456
00:19:06.413 --> 00:19:07.907
Don't talk with anyone else.

457
00:19:07.907 --> 00:19:10.133
Attend only your own workstation.

458
00:19:10.133 --> 00:19:11.474
We erect physical partitions

459
00:19:11.474 --> 00:19:13.874
so that people cannot see what's going on

460
00:19:13.874 --> 00:19:15.342
in other workstations.

461
00:19:15.342 --> 00:19:18.160
And there's no communication whatsoever

462
00:19:18.160 --> 00:19:21.724
allowed outside of the GUI that we provide in the system.

463
00:19:21.724 --> 00:19:23.646
So the only form of communication

464
00:19:23.646 --> 00:19:25.362
and the only knowledge that you have

465
00:19:25.362 --> 00:19:28.517
is through your GUI, which only is showing you

466
00:19:28.517 --> 00:19:30.642
your own network neighborhood,

467
00:19:30.642 --> 00:19:32.035
and I'll be precise about what I mean

468
00:19:32.035 --> 00:19:33.912
by a network neighborhood in a second.

469
00:19:33.912 --> 00:19:36.249
But nobody has a bird's eye view of the network.

470
00:19:36.249 --> 00:19:38.551
You only know what your own neighborhood looks like.

471
00:19:38.551 --> 00:19:42.440
Okay, and all moves in all of these games

472
00:19:42.440 --> 00:19:44.357
are asynchronous moves.

473
00:19:45.328 --> 00:19:48.228
Update your state as many times as you want, okay?

474
00:19:48.228 --> 00:19:50.846
So you can change your color as many times as you want,

475
00:19:50.846 --> 00:19:52.389
whenever you want.

476
00:19:52.389 --> 00:19:54.155
It's not synchronized in any sense.

477
00:19:54.155 --> 00:19:55.549
There's no clock.

478
00:19:55.549 --> 00:19:57.455
Whenever you change your color,

479
00:19:57.455 --> 00:19:59.517
it'll change on your GUI, and it'll change

480
00:19:59.517 --> 00:20:01.843
for anybody who's a neighbor of yours as well.

481
00:20:01.843 --> 00:20:03.444
They'll see that you changed your color.

482
00:20:03.444 --> 00:20:04.277
Yes?

483
00:20:04.277 --> 00:20:07.686
<v Student>Isn't the implementation of communication...</v>

484
00:20:07.686 --> 00:20:11.186
(student talking quietly)

485
00:20:12.254 --> 00:20:15.518
<v ->So as you'll see, there are many arbitrary aspects</v>

486
00:20:15.518 --> 00:20:16.502
to these experiments.

487
00:20:16.502 --> 00:20:20.669
And there's a lot of artificialities and stylizations.

488
00:20:24.844 --> 00:20:29.011
So first of all, yes, there is arbitrariness to that.

489
00:20:31.875 --> 00:20:34.495
In order to kind of make experiments meaningful

490
00:20:34.495 --> 00:20:37.170
and have some hope of getting results out of them,

491
00:20:37.170 --> 00:20:38.735
yeah, you can't do everything.

492
00:20:38.735 --> 00:20:40.881
You can't explore everything simultaneously.

493
00:20:40.881 --> 00:20:43.216
You can't provide an open chat channel

494
00:20:43.216 --> 00:20:44.686
between network neighborhoods

495
00:20:44.686 --> 00:20:46.707
and hope to sort of meaningfully

496
00:20:46.707 --> 00:20:49.252
get clean results out of that.

497
00:20:49.252 --> 00:20:51.917
So one way that I like to think about these experiments,

498
00:20:51.917 --> 00:20:53.205
and I'll mention this specifically

499
00:20:53.205 --> 00:20:55.265
when I talk about one of the bias voting results,

500
00:20:55.265 --> 00:20:58.920
is that if some interesting phenomenon occurs

501
00:20:58.920 --> 00:21:03.352
in this model purely due to network structure

502
00:21:03.352 --> 00:21:05.685
and interactions with tasks,

503
00:21:06.592 --> 00:21:08.411
then in some sense you've identified

504
00:21:08.411 --> 00:21:11.143
at least the minimal conditions necessary

505
00:21:11.143 --> 00:21:13.834
for that phenomenon to happen in the real world, right?

506
00:21:13.834 --> 00:21:16.974
So if something can happen already in these models

507
00:21:16.974 --> 00:21:19.299
without any language provided, then at least

508
00:21:19.299 --> 00:21:21.490
we can sort of conclude that in general,

509
00:21:21.490 --> 00:21:23.545
language may not be required in order

510
00:21:23.545 --> 00:21:24.909
for that to take place.

511
00:21:24.909 --> 00:21:27.169
So in other words,

512
00:21:27.169 --> 00:21:29.044
I'm kind of jumping ahead of myself, but

513
00:21:29.044 --> 00:21:31.141
one of the experiments I'll describe

514
00:21:31.141 --> 00:21:32.554
is essentially designed to ask the question

515
00:21:32.554 --> 00:21:36.660
is it possible for a small but well-connected minority

516
00:21:36.660 --> 00:21:39.471
to systematically impose its preference

517
00:21:39.471 --> 00:21:44.021
on the collective against the greater goodwill,

518
00:21:44.021 --> 00:21:46.442
okay, sort of at the expense of social welfare.

519
00:21:46.442 --> 00:21:49.082
I would argue that you can show that the answer to that

520
00:21:49.082 --> 00:21:50.818
is definitively yes in a model

521
00:21:50.818 --> 00:21:53.293
where people don't even have language.

522
00:21:53.293 --> 00:21:55.921
But that's a worthwhile thing to know, right,

523
00:21:55.921 --> 00:21:57.632
because it sort of shows you that for instance

524
00:21:57.632 --> 00:21:59.062
when you're saying things like well,

525
00:21:59.062 --> 00:22:02.959
do political bloggers have an outside influence

526
00:22:02.959 --> 00:22:06.577
on national discourse and policy discussions,

527
00:22:06.577 --> 00:22:09.160
you can say, well, yes they do,

528
00:22:10.124 --> 00:22:14.095
and maybe that's because they're using rhetoric,

529
00:22:14.095 --> 00:22:16.826
passion, persuasion, language, et cetera,

530
00:22:16.826 --> 00:22:18.673
sort of everything you need to be human.

531
00:22:18.673 --> 00:22:20.757
But if I can show you that can already happen in a lab

532
00:22:20.757 --> 00:22:23.029
purely due to network structural effects,

533
00:22:23.029 --> 00:22:26.176
I think that's something worth knowing.

534
00:22:26.176 --> 00:22:28.716
But it's obviously not gonna study

535
00:22:28.716 --> 00:22:31.564
the language question specifically.

536
00:22:31.564 --> 00:22:33.247
By the way, one of the things that you'll see though,

537
00:22:33.247 --> 00:22:35.529
of course, is that in all of these,

538
00:22:35.529 --> 00:22:37.633
in every single experiment, the first thing

539
00:22:37.633 --> 00:22:40.461
subjects try to do, whether they succeed or not,

540
00:22:40.461 --> 00:22:42.812
is in some sense reintroduce language

541
00:22:42.812 --> 00:22:45.171
by various forms of signaling.

542
00:22:45.171 --> 00:22:47.161
Okay, so what I want to do is give you

543
00:22:47.161 --> 00:22:50.967
kind of a high-level tour of not all of the different

544
00:22:50.967 --> 00:22:53.602
experiments that I described on the last slide,

545
00:22:53.602 --> 00:22:55.189
but just on a sample of those

546
00:22:55.189 --> 00:22:58.522
so you get a feel for what happens in these experiments.

547
00:22:58.522 --> 00:23:00.690
So I'm gonna start by discussing two tasks

548
00:23:00.690 --> 00:23:04.184
kind of side by side, which are graph coloring

549
00:23:04.184 --> 00:23:05.177
and consensus.

550
00:23:05.177 --> 00:23:08.812
And remember this pair is nice because

551
00:23:08.812 --> 00:23:10.940
one of them is computationally intractable

552
00:23:10.940 --> 00:23:11.893
in the worst case.

553
00:23:11.893 --> 00:23:14.174
The other is always trivial.

554
00:23:14.174 --> 00:23:17.351
But both of them are cognitively,

555
00:23:17.351 --> 00:23:20.133
the two of them are cognitively incredibly similar.

556
00:23:20.133 --> 00:23:22.625
And in fact this might be the only pair of experiments,

557
00:23:22.625 --> 00:23:24.904
the only pair of tasks that we ran together

558
00:23:24.904 --> 00:23:26.510
in the same experimental session

559
00:23:26.510 --> 00:23:30.160
because it's so easy to get subjects to switch gears, right?

560
00:23:30.160 --> 00:23:32.418
You say, well, up until now you've been trying

561
00:23:32.418 --> 00:23:34.089
to be a different color than your neighbors.

562
00:23:34.089 --> 00:23:36.021
The GUI isn't gonna change at all.

563
00:23:36.021 --> 00:23:37.871
In the rest of the experiments, you're gonna be paid

564
00:23:37.871 --> 00:23:41.647
to be the same color as your neighbors, okay?

565
00:23:41.647 --> 00:23:43.605
Okay, so first of all, let me give you a sense

566
00:23:43.605 --> 00:23:45.862
of what GUIs look like in this experiment.

567
00:23:45.862 --> 00:23:48.008
This is a sample screenshot of a GUI

568
00:23:48.008 --> 00:23:50.193
for a coloring experiment.

569
00:23:50.193 --> 00:23:52.346
I'm not gonna describe all the annotation on it,

570
00:23:52.346 --> 00:23:53.623
just the main pieces.

571
00:23:53.623 --> 00:23:56.080
So in the middle, as in all of our experiments,

572
00:23:56.080 --> 00:23:59.063
there's an information panel

573
00:23:59.063 --> 00:24:00.799
which is showing you the current state

574
00:24:00.799 --> 00:24:02.300
of your network neighborhood.

575
00:24:02.300 --> 00:24:04.966
So here you are, clearly marked in the middle.

576
00:24:04.966 --> 00:24:07.372
And you have edges to each of your neighbors,

577
00:24:07.372 --> 00:24:09.621
and you're seeing what their colors are as well.

578
00:24:09.621 --> 00:24:11.823
And we're also choosing in this particular GUI

579
00:24:11.823 --> 00:24:14.856
to show you not just the edges from you to your neighbors

580
00:24:14.856 --> 00:24:17.900
but any edges that are present between your neighbors.

581
00:24:17.900 --> 00:24:20.740
So this red edge indicates that these two neighbors

582
00:24:20.740 --> 00:24:22.741
are connected, and these two neighbors are connected,

583
00:24:22.741 --> 00:24:25.177
and from that you can infer that there's not an edge

584
00:24:25.177 --> 00:24:27.113
between these two neighbors, okay?

585
00:24:27.113 --> 00:24:29.649
So this is what sociologists would sometimes call

586
00:24:29.649 --> 00:24:30.777
an ego network.

587
00:24:30.777 --> 00:24:33.117
Here I'm calling it the first neighborhood view.

588
00:24:33.117 --> 00:24:38.048
And it's basically motivated by this back of the envelope

589
00:24:38.048 --> 00:24:40.688
claim that people make that well, if I gave you

590
00:24:40.688 --> 00:24:42.206
a concrete definition of friendship

591
00:24:42.206 --> 00:24:44.390
and asked you to write down the names of all your friends,

592
00:24:44.390 --> 00:24:47.121
you hopefully would get most of your friends.

593
00:24:47.121 --> 00:24:49.789
And if I ask you, well, which pairs of your friends

594
00:24:49.789 --> 00:24:51.782
are friends with each other?

595
00:24:51.782 --> 00:24:53.079
Human beings are very good at tracking

596
00:24:53.079 --> 00:24:55.875
relationships of social relationships as well.

597
00:24:55.875 --> 00:24:58.290
Everybody has some sense of, for each pair of their friends,

598
00:24:58.290 --> 00:24:59.819
whether they're friends or not.

599
00:24:59.819 --> 00:25:01.255
This is especially important for not inviting

600
00:25:01.255 --> 00:25:02.836
to the same party two of your friends

601
00:25:02.836 --> 00:25:05.024
that can't stand each other.

602
00:25:05.024 --> 00:25:06.910
But certainly we can agree that if I ask you

603
00:25:06.910 --> 00:25:08.895
anything beyond this first neighborhood,

604
00:25:08.895 --> 00:25:10.283
we'd all be in deep trouble.

605
00:25:10.283 --> 00:25:11.424
If I asked you to write down the names

606
00:25:11.424 --> 00:25:13.464
of all the friends of your friends

607
00:25:13.464 --> 00:25:17.404
and social relationships between those step two neighbors,

608
00:25:17.404 --> 00:25:20.426
we would all do a very poor job.

609
00:25:20.426 --> 00:25:22.300
So this is the kind of information you're getting.

610
00:25:22.300 --> 00:25:23.856
And at the bottom there's an action panel,

611
00:25:23.856 --> 00:25:25.084
which indicates the coloring.

612
00:25:25.084 --> 00:25:26.853
This involves clicking on these buttons

613
00:25:26.853 --> 00:25:28.892
and changing your color when you want to.

614
00:25:28.892 --> 00:25:33.540
And then there's some sort of status information at the top.

615
00:25:33.540 --> 00:25:35.740
We always have to impose a hard time limit

616
00:25:35.740 --> 00:25:36.573
on these experiments.

617
00:25:36.573 --> 00:25:37.559
We would rather not.

618
00:25:37.559 --> 00:25:40.328
We would rather let every experiment run to completion

619
00:25:40.328 --> 00:25:42.251
because introducing a hard time limit

620
00:25:42.251 --> 00:25:45.067
gives clipping bias to the data.

621
00:25:45.067 --> 00:25:47.731
But if you don't do that, the problem is

622
00:25:47.731 --> 00:25:49.311
you can't keep people there indefinitely.

623
00:25:49.311 --> 00:25:51.609
And maybe the first graph coloring experiment you give them,

624
00:25:51.609 --> 00:25:54.154
they just never find a global solution,

625
00:25:54.154 --> 00:25:55.354
and they're there for three hours.

626
00:25:55.354 --> 00:25:56.965
And nobody gets paid anything,

627
00:25:56.965 --> 00:25:59.699
and you have no data, and your subjects hate you.

628
00:25:59.699 --> 00:26:01.868
So you have to have some short limit.

629
00:26:01.868 --> 00:26:04.926
Luckily, as I'll mention, people tend to be quite good

630
00:26:04.926 --> 00:26:06.169
at these sorts of things.

631
00:26:06.169 --> 00:26:10.070
And so this clipping bias isn't too bad.

632
00:26:10.070 --> 00:26:11.644
But many experiments are finishing

633
00:26:11.644 --> 00:26:13.207
well before the time limit.

634
00:26:13.207 --> 00:26:14.060
Yes?

635
00:26:14.060 --> 00:26:17.977
(student talking indistinctly)

636
00:26:21.884 --> 00:26:22.827
No, good question.

637
00:26:22.827 --> 00:26:24.580
So in all of the graph coloring experiments,

638
00:26:24.580 --> 00:26:27.947
we give them exactly the chromatic number of colors.

639
00:26:27.947 --> 00:26:31.062
So we don't give them any impossible tasks,

640
00:26:31.062 --> 00:26:34.410
but we also don't give them any approximation slack.

641
00:26:34.410 --> 00:26:36.963
We don't give them quite, offline we give them

642
00:26:36.963 --> 00:26:39.056
chromatic number, we give them that many colors.

643
00:26:39.056 --> 00:26:42.384
For consensus, of course, the number of colors to give

644
00:26:42.384 --> 00:26:44.379
isn't obvious, but there's some sense

645
00:26:44.379 --> 00:26:46.551
in which of course more is harder

646
00:26:46.551 --> 00:26:47.991
because it's a coordination problem.

647
00:26:47.991 --> 00:26:50.384
There's just more choices that we have to sift through.

648
00:26:50.384 --> 00:26:52.940
So in the graph coloring experiments,

649
00:26:52.940 --> 00:26:54.087
there's always a chromatic number.

650
00:26:54.087 --> 00:26:56.346
And the consensus experiments is all,

651
00:26:56.346 --> 00:26:58.777
we gave them nine, arbitrarily,

652
00:26:58.777 --> 00:27:00.774
as sort of something that seemed manageable

653
00:27:00.774 --> 00:27:03.849
but not so few that it would be too easy.

654
00:27:03.849 --> 00:27:06.830
And so we tell you how much time has elapsed

655
00:27:06.830 --> 00:27:10.651
so you know when the clock is running out.

656
00:27:10.651 --> 00:27:12.994
And in general, in all these experiments,

657
00:27:12.994 --> 00:27:15.106
if there ever comes a point,

658
00:27:15.106 --> 00:27:17.031
the incentives in general are local here, right?

659
00:27:17.031 --> 00:27:18.933
You're being paid if you're a different color

660
00:27:18.933 --> 00:27:20.184
than your neighbors.

661
00:27:20.184 --> 00:27:23.634
And so it's possible in a graph coloring experiment

662
00:27:23.634 --> 00:27:25.712
they don't reach a global solution

663
00:27:25.712 --> 00:27:27.104
but some people still get paid

664
00:27:27.104 --> 00:27:29.196
because locally, they're a different color,

665
00:27:29.196 --> 00:27:31.384
even though other parties don't have that property.

666
00:27:31.384 --> 00:27:35.255
But anytime the subjects reach a max welfare solution,

667
00:27:35.255 --> 00:27:36.710
i.e. in the case of graph coloring,

668
00:27:36.710 --> 00:27:38.693
if at some point before the time limit

669
00:27:38.693 --> 00:27:40.935
everybody's a different color than their neighbor,

670
00:27:40.935 --> 00:27:42.803
so they actually found a global solution,

671
00:27:42.803 --> 00:27:45.468
the system would freeze, everybody would be paid,

672
00:27:45.468 --> 00:27:47.283
and we would move on to the next experiment.

673
00:27:47.283 --> 00:27:48.116
Yes?

674
00:27:50.405 --> 00:27:53.588
Okay, and then you also are told what your payoffs are.

675
00:27:53.588 --> 00:27:55.751
You're basically told, in this case you'll be paid

676
00:27:55.751 --> 00:27:57.254
two dollars for this experiment

677
00:27:57.254 --> 00:27:59.282
if your color is different from all of your neighbors.

678
00:27:59.282 --> 00:28:01.736
Otherwise you get nothing.

679
00:28:01.736 --> 00:28:02.569
Yes?

680
00:28:02.569 --> 00:28:06.823
<v Student>Isn't progress different than time?</v>

681
00:28:06.823 --> 00:28:08.906
<v ->So game progress, yeah.</v>

682
00:28:11.039 --> 00:28:13.066
So in this particular set of experiments,

683
00:28:13.066 --> 00:28:15.467
so in later experiments we took notions

684
00:28:15.467 --> 00:28:16.667
of game progress away.

685
00:28:16.667 --> 00:28:19.042
Game progress is sort of a global measure

686
00:28:19.042 --> 00:28:22.581
of how far we were from a global solution.

687
00:28:22.581 --> 00:28:23.414
And

688
00:28:24.732 --> 00:28:28.068
we had that in the initial, the very first experiment

689
00:28:28.068 --> 00:28:29.927
we did, which this screenshot is from,

690
00:28:29.927 --> 00:28:32.883
primarily because we were concerned,

691
00:28:32.883 --> 00:28:33.817
it's a cognitive thing.

692
00:28:33.817 --> 00:28:37.322
We were primarily concerned if subjects like this one

693
00:28:37.322 --> 00:28:39.967
might spend much of the experiment in a state

694
00:28:39.967 --> 00:28:44.142
where they're a different color from all their neighbors.

695
00:28:44.142 --> 00:28:46.775
And they might think that, sort of not attempt

696
00:28:46.775 --> 00:28:48.856
the experiment because it's so static.

697
00:28:48.856 --> 00:28:50.603
And by having this thing at the top,

698
00:28:50.603 --> 00:28:52.501
just sort of some indication that there's activity

699
00:28:52.501 --> 00:28:54.586
going on elsewhere in the network,

700
00:28:54.586 --> 00:28:56.989
to kind of keep them attentive to the experiment.

701
00:28:56.989 --> 00:28:59.359
We dropped that later because it gave them,

702
00:28:59.359 --> 00:29:01.185
even though it's a weak global signal,

703
00:29:01.185 --> 00:29:02.869
it is a global signal.

704
00:29:02.869 --> 00:29:04.449
And it didn't seem necessary

705
00:29:04.449 --> 00:29:06.306
because the money seemed to be enough

706
00:29:06.306 --> 00:29:09.306
to get people to attend to the task.

707
00:29:10.863 --> 00:29:11.696
Okay.

708
00:29:13.092 --> 00:29:15.759
So that's what a GUI looks like.

709
00:29:16.930 --> 00:29:21.581
And what I'm showing you in this visualization,

710
00:29:21.581 --> 00:29:23.809
so the GUI I actually showed you

711
00:29:23.809 --> 00:29:25.610
was both from the client you would see

712
00:29:25.610 --> 00:29:27.247
for graph coloring and also for consensus.

713
00:29:27.247 --> 00:29:28.380
And the only difference for consensus

714
00:29:28.380 --> 00:29:30.636
is that there'd be a line that says

715
00:29:30.636 --> 00:29:31.721
instead of you want to be a different color

716
00:29:31.721 --> 00:29:34.422
to get paid, you wanna be the same color to get paid, okay?

717
00:29:34.422 --> 00:29:37.422
So these diagrams are visualizations

718
00:29:38.915 --> 00:29:41.288
of actual play that I'll explain in a minute.

719
00:29:41.288 --> 00:29:42.660
But first let me tell you a little bit more

720
00:29:42.660 --> 00:29:44.705
about this joint session we ran

721
00:29:44.705 --> 00:29:47.320
with both graph coloring and consensus problems

722
00:29:47.320 --> 00:29:49.470
on the same set of underlying networks.

723
00:29:49.470 --> 00:29:50.910
And let me begin by describing

724
00:29:50.910 --> 00:29:52.503
what the underlying networks were.

725
00:29:52.503 --> 00:29:54.631
So we generated a bunch of networks

726
00:29:54.631 --> 00:29:56.736
from a model that I'm about to describe.

727
00:29:56.736 --> 00:29:58.208
And then for every single network,

728
00:29:58.208 --> 00:30:01.110
we ran a coloring experiment on that network

729
00:30:01.110 --> 00:30:03.630
and we ran a consensus experiment on that network

730
00:30:03.630 --> 00:30:05.469
to just sort of compare the difficulties

731
00:30:05.469 --> 00:30:07.259
of these two problems on these same

732
00:30:07.259 --> 00:30:08.844
underlying set of networks.

733
00:30:08.844 --> 00:30:10.448
So what were the networks?

734
00:30:10.448 --> 00:30:11.689
So the networks were generated

735
00:30:11.689 --> 00:30:13.859
according to a stochastic family

736
00:30:13.859 --> 00:30:15.916
that has a single parameter to it,

737
00:30:15.916 --> 00:30:18.371
which is a real number, let's call it Q,

738
00:30:18.371 --> 00:30:19.620
between zero and one.

739
00:30:19.620 --> 00:30:21.069
It's a probability, okay?

740
00:30:21.069 --> 00:30:24.756
Let's call it the rewiring parameter, okay?

741
00:30:24.756 --> 00:30:27.914
When Q is equal to zero, the network

742
00:30:27.914 --> 00:30:29.672
generated by the model is exactly

743
00:30:29.672 --> 00:30:32.370
the fixed network I am showing you here.

744
00:30:32.370 --> 00:30:36.965
It is a chain of six cliques of size six each, okay?

745
00:30:36.965 --> 00:30:40.552
But so each one of these little groups of size six

746
00:30:40.552 --> 00:30:42.150
has full interconnectivity.

747
00:30:42.150 --> 00:30:43.480
All edges are present.

748
00:30:43.480 --> 00:30:46.047
And then each group has a leader, if you'd like,

749
00:30:46.047 --> 00:30:49.107
that's connected in this chain of communication

750
00:30:49.107 --> 00:30:52.403
to the leaders to the left and to the right, okay?

751
00:30:52.403 --> 00:30:54.490
So you can think of this network

752
00:30:54.490 --> 00:30:57.744
as a very, very crude model, and for those of you

753
00:30:57.744 --> 00:30:59.283
that have seen these kinds of models before,

754
00:30:59.283 --> 00:31:01.583
you'll know that this is a common thing to do.

755
00:31:01.583 --> 00:31:04.501
You sort of design a model that lets you move

756
00:31:04.501 --> 00:31:07.153
between two extreme worlds in a smooth way.

757
00:31:07.153 --> 00:31:09.402
This extreme world is a crude model

758
00:31:09.402 --> 00:31:12.205
of a very tribal society, in which you have

759
00:31:12.205 --> 00:31:14.188
these tightly interconnected groups

760
00:31:14.188 --> 00:31:17.010
with full communication and then loose communication

761
00:31:17.010 --> 00:31:18.346
between the groups.

762
00:31:18.346 --> 00:31:21.921
And that's what the Q equals zero version is.

763
00:31:21.921 --> 00:31:24.873
If Q is positive, what you do is you go around

764
00:31:24.873 --> 00:31:27.798
to every clique edge in turn

765
00:31:27.798 --> 00:31:31.591
and you flip a coin with bias Q, independently,

766
00:31:31.591 --> 00:31:33.967
for each internal clique edge.

767
00:31:33.967 --> 00:31:38.207
If the coin comes up heads, with probability Q,

768
00:31:38.207 --> 00:31:40.215
sorry, if it comes up tails, which is probability

769
00:31:40.215 --> 00:31:42.582
one minus Q, you leave the edge in place

770
00:31:42.582 --> 00:31:44.326
and go on to the next edge.

771
00:31:44.326 --> 00:31:46.698
If it comes up heads with probability Q,

772
00:31:46.698 --> 00:31:50.528
you take this clique edge and you delete it.

773
00:31:50.528 --> 00:31:53.636
And you replace it with a random long-distance edge

774
00:31:53.636 --> 00:31:54.491
in the network.

775
00:31:54.491 --> 00:31:56.841
More specifically, you would take this edge,

776
00:31:56.841 --> 00:32:00.402
delete it, take one of its two endpoints at random,

777
00:32:00.402 --> 00:32:04.025
uniformly, and give that guy a random connection

778
00:32:04.025 --> 00:32:07.899
to an arbitrary vertex in the entire population.

779
00:32:07.899 --> 00:32:09.674
So you're replacing these clique edges

780
00:32:09.674 --> 00:32:12.367
with just sort of random pairs of connectivity

781
00:32:12.367 --> 00:32:14.518
across the entire population.

782
00:32:14.518 --> 00:32:17.709
So when Q equals zero, you get this network.

783
00:32:17.709 --> 00:32:20.770
When Q equals one, right, then this network

784
00:32:20.770 --> 00:32:22.154
is really a red herring.

785
00:32:22.154 --> 00:32:23.470
You're gonna erase the whole thing

786
00:32:23.470 --> 00:32:25.625
and replace it with the same number of edges

787
00:32:25.625 --> 00:32:27.528
but just between randomly chosen pairs

788
00:32:27.528 --> 00:32:28.901
of individuals in the network.

789
00:32:28.901 --> 00:32:31.494
So when Q equals one, you really have a random wrap

790
00:32:31.494 --> 00:32:33.584
or error readiness model.

791
00:32:33.584 --> 00:32:36.065
And in between, you have something in between, right?

792
00:32:36.065 --> 00:32:38.420
So when Q is in between, you have both,

793
00:32:38.420 --> 00:32:41.822
you have some of the original clique structure in place

794
00:32:41.822 --> 00:32:44.318
but some of it erased and replaced

795
00:32:44.318 --> 00:32:47.480
with this long-distance connective, okay?

796
00:32:47.480 --> 00:32:48.807
And so in a minute I'm gonna describe to you

797
00:32:48.807 --> 00:32:51.016
what happens when you run both coloring

798
00:32:51.016 --> 00:32:52.875
and consensus experiments on this same

799
00:32:52.875 --> 00:32:54.448
underlying set of networks.

800
00:32:54.448 --> 00:32:57.279
But first let me just tell you what these pictures show.

801
00:32:57.279 --> 00:32:59.778
These pictures show four consensus experiments.

802
00:32:59.778 --> 00:33:02.989
So everybody wants to be the same color as their neighbors.

803
00:33:02.989 --> 00:33:05.060
Consensus experiments on networks

804
00:33:05.060 --> 00:33:08.067
in which the value of Q was relatively small,

805
00:33:08.067 --> 00:33:12.085
like zero or 10%, maybe as much as 20% and not more,

806
00:33:12.085 --> 00:33:13.995
so that this internal clique structure

807
00:33:13.995 --> 00:33:16.944
that you see here is still largely in place, okay,

808
00:33:16.944 --> 00:33:21.279
and what each one of these visualizations is showing you

809
00:33:21.279 --> 00:33:25.710
is time of the experiment across the X axis.

810
00:33:25.710 --> 00:33:28.380
And then for every player in the experiment, there's a row.

811
00:33:28.380 --> 00:33:30.116
So there are 36 rows here.

812
00:33:30.116 --> 00:33:31.891
And the row is just showing you

813
00:33:31.891 --> 00:33:34.610
what was that player, what color was that player playing

814
00:33:34.610 --> 00:33:37.779
at that moment in the experiment?

815
00:33:37.779 --> 00:33:40.885
And because this clique structure is still largely in place

816
00:33:40.885 --> 00:33:43.625
at small values of Q, it makes sense, of course,

817
00:33:43.625 --> 00:33:47.396
to arrange the first six rows to be that clique,

818
00:33:47.396 --> 00:33:48.968
the members in that group.

819
00:33:48.968 --> 00:33:51.419
The next six rows will be the members of this group,

820
00:33:51.419 --> 00:33:52.674
et cetera, et cetera.

821
00:33:52.674 --> 00:33:55.027
Okay, so that's what you're seeing here.

822
00:33:55.027 --> 00:33:58.162
And you can see we're getting some both sensible

823
00:33:58.162 --> 00:34:00.513
but also very interesting collective

824
00:34:00.513 --> 00:34:01.877
and individual behavior.

825
00:34:01.877 --> 00:34:04.136
So first of all, in all these experiments,

826
00:34:04.136 --> 00:34:07.824
the first several milliseconds of the experiment,

827
00:34:07.824 --> 00:34:10.719
virtually all nine of the possible colors are used

828
00:34:10.719 --> 00:34:12.294
in each of the experiments.

829
00:34:12.294 --> 00:34:14.327
There's a great diversity in initial color.

830
00:34:14.327 --> 00:34:16.153
But then coordination begins to happen

831
00:34:16.153 --> 00:34:17.626
because of the network.

832
00:34:17.626 --> 00:34:19.812
And you start to see that pretty quickly

833
00:34:19.812 --> 00:34:21.896
in every experiment, we get down to

834
00:34:21.896 --> 00:34:23.684
at least the bulk of the population playing

835
00:34:23.684 --> 00:34:26.693
only a relatively much smaller group of colors.

836
00:34:26.693 --> 00:34:30.567
So here several seconds into the experiment,

837
00:34:30.567 --> 00:34:32.314
we're really down to three colors,

838
00:34:32.314 --> 00:34:34.427
the red, the brown, and the yellow.

839
00:34:34.427 --> 00:34:36.197
This one's more complicated, but you can see

840
00:34:36.197 --> 00:34:38.329
that a little ways in we're really down

841
00:34:38.329 --> 00:34:40.646
pretty much to blue and brown.

842
00:34:40.646 --> 00:34:42.582
Similarly here we get pretty quickly

843
00:34:42.582 --> 00:34:46.087
to this light green, blue, and orange.

844
00:34:46.087 --> 00:34:48.799
So you can see the network structure taking effect

845
00:34:48.799 --> 00:34:51.238
and people starting to coordinate with their neighbors.

846
00:34:51.238 --> 00:34:54.128
But then you see, also, that these groups

847
00:34:54.128 --> 00:34:55.849
are sort of behaving as blocks.

848
00:34:55.849 --> 00:34:58.328
And in particular, groups tend to drop one color

849
00:34:58.328 --> 00:34:59.705
and adopt another color

850
00:34:59.705 --> 00:35:02.658
more or less simultaneously, presumably along

851
00:35:02.658 --> 00:35:04.322
with the group that they're a part of.

852
00:35:04.322 --> 00:35:08.179
So you can see that clearly in this top experiment here.

853
00:35:08.179 --> 00:35:10.386
There's a group that largely starts on brown

854
00:35:10.386 --> 00:35:12.972
and gives it up at some point to yellow.

855
00:35:12.972 --> 00:35:15.995
The later, lower group down here sticks to the brown

856
00:35:15.995 --> 00:35:17.327
for a longer period of time,

857
00:35:17.327 --> 00:35:19.543
but then gives it up and joins the red group.

858
00:35:19.543 --> 00:35:22.683
So you can see lots of kind of block-sized structures,

859
00:35:22.683 --> 00:35:24.341
a size, sort of width

860
00:35:24.341 --> 00:35:28.157
of approximately six in these diagrams.

861
00:35:28.157 --> 00:35:31.275
You also see very interesting aspects

862
00:35:31.275 --> 00:35:33.467
of individual behavior.

863
00:35:33.467 --> 00:35:35.526
So in particular, you see many, many instances

864
00:35:35.526 --> 00:35:36.910
of signaling behavior.

865
00:35:36.910 --> 00:35:39.441
One would have to go look at the data directly,

866
00:35:39.441 --> 00:35:41.624
but presumably this is a vertex

867
00:35:41.624 --> 00:35:46.351
that is in a group that is converged locally on brown.

868
00:35:46.351 --> 00:35:50.743
But this is an individual who likely has connections,

869
00:35:50.743 --> 00:35:53.148
because of long-distance connectivity,

870
00:35:53.148 --> 00:35:55.843
to this group up here, who is trying to signal

871
00:35:55.843 --> 00:35:58.522
to their brown neighbors that all is not well

872
00:35:58.522 --> 00:35:59.706
elsewhere in the network.

873
00:35:59.706 --> 00:36:03.056
And in particular, this vertex is unhappy

874
00:36:03.056 --> 00:36:05.724
because they have both brown and yellow neighbors

875
00:36:05.724 --> 00:36:07.720
and can't be the same color as all their neighbors

876
00:36:07.720 --> 00:36:08.970
for that reason.

877
00:36:08.970 --> 00:36:10.213
So they're experimenting around,

878
00:36:10.213 --> 00:36:13.911
trying to get their group to switch to yellow.

879
00:36:13.911 --> 00:36:17.072
And maybe the signaling contributed to that later event.

880
00:36:17.072 --> 00:36:19.923
You also see very interesting acts

881
00:36:19.923 --> 00:36:22.681
of individual irrationality.

882
00:36:22.681 --> 00:36:23.514
So here's an individual

883
00:36:23.514 --> 00:36:24.683
(laughter)

884
00:36:24.683 --> 00:36:27.957
who's displaying this color, this blue,

885
00:36:27.957 --> 00:36:30.189
for a long period in which nobody else

886
00:36:30.189 --> 00:36:33.076
in the network is playing that color.

887
00:36:33.076 --> 00:36:36.858
And then back to the collective level,

888
00:36:36.858 --> 00:36:38.839
this is my favorite of these diagrams,

889
00:36:38.839 --> 00:36:40.940
this is the only consensus experiment

890
00:36:40.940 --> 00:36:43.374
in which the session did not end before the time limit

891
00:36:43.374 --> 00:36:45.495
with unanimity across the network.

892
00:36:45.495 --> 00:36:46.840
And you can see what happens here is,

893
00:36:46.840 --> 00:36:49.959
pretty quickly we get down to orange, blue,

894
00:36:49.959 --> 00:36:51.508
and this green color.

895
00:36:51.508 --> 00:36:53.363
At some point midway through the experiment,

896
00:36:53.363 --> 00:36:56.409
we're almost converged to blue, except for this one block

897
00:36:56.409 --> 00:36:57.921
that's still playing green.

898
00:36:57.921 --> 00:36:59.962
A short while later, they give it up

899
00:36:59.962 --> 00:37:01.653
and switch over to blue.

900
00:37:01.653 --> 00:37:04.291
But not just before they managed to cause

901
00:37:04.291 --> 00:37:07.159
a small trickle of their original color

902
00:37:07.159 --> 00:37:10.264
to kind of propagate to the other side of the network

903
00:37:10.264 --> 00:37:11.797
and then take a firm hold

904
00:37:11.797 --> 00:37:14.122
until at some later point where they actually

905
00:37:14.122 --> 00:37:16.278
had a majority playing their original color,

906
00:37:16.278 --> 00:37:18.016
and the whole network has swapped.

907
00:37:18.016 --> 00:37:21.310
And you can't tell that all these other experiments

908
00:37:21.310 --> 00:37:23.843
ended the moment when some last player switches

909
00:37:23.843 --> 00:37:26.260
to the color that makes everybody unanimous.

910
00:37:26.260 --> 00:37:28.464
This one actually ends because of the time limit.

911
00:37:28.464 --> 00:37:31.171
And we're still roughly at 50-50 at this point.

912
00:37:31.171 --> 00:37:34.175
This just makes you kind of a visceral sense

913
00:37:34.175 --> 00:37:35.694
for what happens in these experiments.

914
00:37:35.694 --> 00:37:38.652
Of course, none of the subjects know

915
00:37:38.652 --> 00:37:39.916
what this network looks like.

916
00:37:39.916 --> 00:37:42.135
None of them of course are seeing this picture.

917
00:37:42.135 --> 00:37:44.157
And none of them really know, I mean,

918
00:37:44.157 --> 00:37:46.200
so this Q equals zero network,

919
00:37:46.200 --> 00:37:49.672
these leaders have special roles in some sense.

920
00:37:49.672 --> 00:37:51.664
They have to somehow play a coordinating role

921
00:37:51.664 --> 00:37:52.972
if we're gonna reach unanimity.

922
00:37:52.972 --> 00:37:54.691
But if you were that leader,

923
00:37:54.691 --> 00:37:56.528
you have no particular reason to believe

924
00:37:56.528 --> 00:37:58.576
that you have special position in that network.

925
00:37:58.576 --> 00:38:01.075
You're just some vertex with some number of neighbors.

926
00:38:01.075 --> 00:38:04.647
And you wouldn't know that you had different

927
00:38:04.647 --> 00:38:07.942
local topology than anybody else.

928
00:38:07.942 --> 00:38:08.775
Yeah?

929
00:38:08.775 --> 00:38:10.536
<v ->So they had no idea what the network looked like?</v>

930
00:38:10.536 --> 00:38:12.072
<v ->No idea other than what they can infer</v>

931
00:38:12.072 --> 00:38:14.306
by looking at their local connectivity.

932
00:38:14.306 --> 00:38:16.565
<v ->And the Q's are uniform across these?</v>

933
00:38:16.565 --> 00:38:18.881
<v ->These are different values of Q,</v>

934
00:38:18.881 --> 00:38:20.958
but always on the low side, so that

935
00:38:20.958 --> 00:38:25.388
when you get to Q equals one or even Q equals a half,

936
00:38:25.388 --> 00:38:27.521
these diagrams wouldn't make sense anymore

937
00:38:27.521 --> 00:38:29.108
because first of all there's no clear

938
00:38:29.108 --> 00:38:32.383
natural arrangement of the rows in groups

939
00:38:32.383 --> 00:38:35.533
because the group structure has basically been erased.

940
00:38:35.533 --> 00:38:37.212
<v ->And there's no synchronization of time,</v>

941
00:38:37.212 --> 00:38:38.887
at the start of the game, it's not taking rounds

942
00:38:38.887 --> 00:38:39.720
or something?

943
00:38:39.720 --> 00:38:42.532
<v ->No, no, everybody gets to do whatever they want</v>

944
00:38:42.532 --> 00:38:44.732
whenever they want.

945
00:38:44.732 --> 00:38:48.232
(student talking quietly)

946
00:38:52.671 --> 00:38:54.534
Yeah, yeah, and for sort of everything else,

947
00:38:54.534 --> 00:38:55.425
you would have it.

948
00:38:55.425 --> 00:38:57.233
So plus your coefficient starts off

949
00:38:57.233 --> 00:38:59.176
very, very high.

950
00:38:59.176 --> 00:39:02.599
The diameter starts off high as well, for instance.

951
00:39:02.599 --> 00:39:05.066
As you increase Q, the diameter of course drops

952
00:39:05.066 --> 00:39:07.411
because you're adding long-distance connectivity,

953
00:39:07.411 --> 00:39:09.431
and the clustering coefficient's going down as well.

954
00:39:09.431 --> 00:39:11.133
So this is one of these models

955
00:39:11.133 --> 00:39:12.844
that has a knob you can turn,

956
00:39:12.844 --> 00:39:15.323
and you can ask, well, is there kind of

957
00:39:15.323 --> 00:39:17.178
a natural regime of this knob,

958
00:39:17.178 --> 00:39:20.393
where I can simultaneously achieve fairly high clustering

959
00:39:20.393 --> 00:39:22.328
and fairly low diameter.

960
00:39:22.328 --> 00:39:24.161
And the answer is yes.

961
00:39:25.633 --> 00:39:27.009
Yes?

962
00:39:27.009 --> 00:39:30.179
<v Woman>If it's natural, have you balanced for</v>

963
00:39:30.179 --> 00:39:33.437
experience in your players, age, gender,

964
00:39:33.437 --> 00:39:34.679
those kinds of things?

965
00:39:34.679 --> 00:39:37.774
<v ->So first of all, the demographics of these students,</v>

966
00:39:37.774 --> 00:39:39.836
except for the very first set of experiments we did,

967
00:39:39.836 --> 00:39:41.248
which was from the larger community,

968
00:39:41.248 --> 00:39:43.240
they're Penn undergraduates,

969
00:39:43.240 --> 00:39:45.257
which is not to say there's no variation.

970
00:39:45.257 --> 00:39:49.200
But they're all of approximately similar age

971
00:39:49.200 --> 00:39:52.485
and at least whatever is demographically applied

972
00:39:52.485 --> 00:39:54.733
by being a Penn undergraduate.

973
00:39:54.733 --> 00:39:56.422
In terms of experience, I mean,

974
00:39:56.422 --> 00:39:59.650
every subject in these experiments is,

975
00:39:59.650 --> 00:40:01.446
I don't think any of them have participated

976
00:40:01.446 --> 00:40:04.498
in anything like this before.

977
00:40:04.498 --> 00:40:08.745
And so we haven't controlled specifically,

978
00:40:08.745 --> 00:40:11.458
I wouldn't know what experience to measure.

979
00:40:11.458 --> 00:40:13.605
A related question is whether there appears

980
00:40:13.605 --> 00:40:17.495
to be learning occurring within an experimental session.

981
00:40:17.495 --> 00:40:20.495
And we haven't seen evidence for it,

982
00:40:21.424 --> 00:40:23.174
although this would strongly depend on

983
00:40:23.174 --> 00:40:24.914
what we defined to be learning.

984
00:40:24.914 --> 00:40:28.518
But one simple thing you can do is plot

985
00:40:28.518 --> 00:40:31.669
the cumulative payoffs to the subject

986
00:40:31.669 --> 00:40:34.091
as a function of the index of the experiment

987
00:40:34.091 --> 00:40:35.707
during the experimental session.

988
00:40:35.707 --> 00:40:37.773
And that basically, all it looks like

989
00:40:37.773 --> 00:40:39.294
is more or less a line.

990
00:40:39.294 --> 00:40:42.129
So you don't sort of see them starting to earn

991
00:40:42.129 --> 00:40:45.717
at a higher rate as they get better at playing, somehow.

992
00:40:45.717 --> 00:40:48.339
You also don't see them leveling off

993
00:40:48.339 --> 00:40:51.064
and doing worse due to fatigue.

994
00:40:51.064 --> 00:40:54.382
So there's no obvious learning effects to be seen.

995
00:40:54.382 --> 00:40:56.136
<v Woman>And you said that, I mean,</v>

996
00:40:56.136 --> 00:40:57.336
motivation is intrinsic.

997
00:40:57.336 --> 00:40:58.877
It's winning the payment.

998
00:40:58.877 --> 00:41:01.666
But how do you get them there in the first place?

999
00:41:01.666 --> 00:41:04.027
<v ->We tell them we're gonna pay them.</v>

1000
00:41:04.027 --> 00:41:04.860
<v Woman>If they win.</v>

1001
00:41:04.860 --> 00:41:08.325
<v ->Yeah, we tell them, you know, money will be made.</v>

1002
00:41:08.325 --> 00:41:09.747
Come play these games.

1003
00:41:09.747 --> 00:41:12.247
Some will win, some will lose.

1004
00:41:13.777 --> 00:41:14.610
Yes.

1005
00:41:14.610 --> 00:41:16.282
<v Student>For some of the pathological cases,</v>

1006
00:41:16.282 --> 00:41:18.157
do you ask them what was going on?

1007
00:41:18.157 --> 00:41:19.504
Were they using Facebook,

1008
00:41:19.504 --> 00:41:21.410
do they hate the graph coloring?

1009
00:41:21.410 --> 00:41:23.973
<v ->You mean sort of these irrational behaviors?</v>

1010
00:41:23.973 --> 00:41:24.885
<v student>Yeah.</v>

1011
00:41:24.885 --> 00:41:27.242
<v ->We kind of don't have the luxury</v>

1012
00:41:27.242 --> 00:41:29.337
of kind of seeing the data and asking them,

1013
00:41:29.337 --> 00:41:30.820
hey, what are you doing here?

1014
00:41:30.820 --> 00:41:34.063
Pictures like these only emerge after an hour

1015
00:41:34.063 --> 00:41:35.641
of processing.

1016
00:41:35.641 --> 00:41:37.668
We do give every subject an exit survey

1017
00:41:37.668 --> 00:41:40.380
in which we ask them to comment generally

1018
00:41:40.380 --> 00:41:43.113
on what strategy they adopted,

1019
00:41:43.113 --> 00:41:46.401
what strategy they thought others were playing.

1020
00:41:46.401 --> 00:41:49.555
And in those self reports you will see

1021
00:41:49.555 --> 00:41:52.463
many are describing signaling strategies,

1022
00:41:52.463 --> 00:41:54.980
some of them actually quite subtle.

1023
00:41:54.980 --> 00:41:57.125
So for instance in graph coloring,

1024
00:41:57.125 --> 00:41:59.350
some people say, well, I would switch back and forth

1025
00:41:59.350 --> 00:42:01.454
between two colors when I perceived we were

1026
00:42:01.454 --> 00:42:04.609
kind of, you know, whatever their language is

1027
00:42:04.609 --> 00:42:06.050
for a local minimum,

1028
00:42:06.050 --> 00:42:07.713
just get the attention of your neighbors.

1029
00:42:07.713 --> 00:42:09.900
But others said things like, well,

1030
00:42:09.900 --> 00:42:12.384
if I could be either red or blue

1031
00:42:12.384 --> 00:42:15.437
and still satisfy the color constraints,

1032
00:42:15.437 --> 00:42:17.553
I would toggle back and forth between them

1033
00:42:17.553 --> 00:42:19.535
in case one of my neighbors would be able

1034
00:42:19.535 --> 00:42:21.479
to solve their problem locally

1035
00:42:21.479 --> 00:42:23.942
by being one or the other of those two colors

1036
00:42:23.942 --> 00:42:26.554
so that they could pick the one that they wanted to

1037
00:42:26.554 --> 00:42:28.327
and I would take the other one.

1038
00:42:28.327 --> 00:42:31.104
So that's a rather subtle signaling strategy.

1039
00:42:31.104 --> 00:42:34.092
And so there's no question that people self report

1040
00:42:34.092 --> 00:42:36.940
on these signaling strategies,

1041
00:42:36.940 --> 00:42:39.988
and then the harder thing to verify for the data

1042
00:42:39.988 --> 00:42:42.610
is whether anybody ever actually understood

1043
00:42:42.610 --> 00:42:45.344
those semantics and reacted to them

1044
00:42:45.344 --> 00:42:46.653
in a way that was beneficial,

1045
00:42:46.653 --> 00:42:49.320
either individually or globally.

1046
00:42:50.430 --> 00:42:52.934
Okay, so again this is a slide

1047
00:42:52.934 --> 00:42:55.474
that there's more on than I'm gonna say about.

1048
00:42:55.474 --> 00:42:57.045
I'm just gonna focus on this diagram

1049
00:42:57.045 --> 00:42:58.743
at the bottom left.

1050
00:42:58.743 --> 00:43:00.513
And this'll be one of the few points in the talk

1051
00:43:00.513 --> 00:43:02.269
that I'll try to get a sense of like,

1052
00:43:02.269 --> 00:43:04.045
what would a scientific finding

1053
00:43:04.045 --> 00:43:06.010
of these experiments look like?

1054
00:43:06.010 --> 00:43:08.017
So ignore the dashed lines.

1055
00:43:08.017 --> 00:43:09.576
Those are from a model.

1056
00:43:09.576 --> 00:43:12.527
The solid lines are for the actual experiments.

1057
00:43:12.527 --> 00:43:14.878
This is a plotting, which on the X axis

1058
00:43:14.878 --> 00:43:17.321
I have this rewiring probability Q.

1059
00:43:17.321 --> 00:43:19.937
Remember when Q equals zero, we really have that

1060
00:43:19.937 --> 00:43:21.285
chain of cliques.

1061
00:43:21.285 --> 00:43:23.711
When it equals one, we're at a truly random network.

1062
00:43:23.711 --> 00:43:25.202
In between we're in between.

1063
00:43:25.202 --> 00:43:29.016
And so each one of these values of Q,

1064
00:43:29.016 --> 00:43:31.120
we sampled several networks and random coloring

1065
00:43:31.120 --> 00:43:33.969
experiment and consensus experiment on them.

1066
00:43:33.969 --> 00:43:38.019
And this is showing the average time of subjects

1067
00:43:38.019 --> 00:43:41.885
at each value of Q to find a global solution

1068
00:43:41.885 --> 00:43:43.469
to either the coloring problem

1069
00:43:43.469 --> 00:43:46.552
or the consensus problem respectively

1070
00:43:47.434 --> 00:43:50.245
for networks generated at that value of Q.

1071
00:43:50.245 --> 00:43:51.514
Okay, so lower is better here

1072
00:43:51.514 --> 00:43:53.370
because it means they're finding a global solution

1073
00:43:53.370 --> 00:43:54.906
more rapidly.

1074
00:43:54.906 --> 00:43:57.155
And of course the thing I want to highlight

1075
00:43:57.155 --> 00:44:00.474
about this diagram is that there's monotone behavior

1076
00:44:00.474 --> 00:44:04.110
for each problem with respect to this parameter Q.

1077
00:44:04.110 --> 00:44:05.979
So there's clear scuffle effects.

1078
00:44:05.979 --> 00:44:08.693
So even before talking about the relative performance,

1079
00:44:08.693 --> 00:44:12.956
the fact that this curve is consistently decreasing with Q

1080
00:44:12.956 --> 00:44:14.720
and this one is consistently increasing

1081
00:44:14.720 --> 00:44:17.333
establishes perhaps not a mind-bending

1082
00:44:17.333 --> 00:44:20.007
but an important fact, which is human subjects

1083
00:44:20.007 --> 00:44:22.321
really do, on these experiments,

1084
00:44:22.321 --> 00:44:25.261
respond in systematic ways to systematic

1085
00:44:25.261 --> 00:44:27.526
structural changes within the network, right?

1086
00:44:27.526 --> 00:44:29.375
So in a simple model, when there's only one

1087
00:44:29.375 --> 00:44:30.879
structural parameter Q,

1088
00:44:30.879 --> 00:44:34.038
both of these curves are behaving monotonically

1089
00:44:34.038 --> 00:44:36.621
with respect to that parameter.

1090
00:44:37.492 --> 00:44:39.420
And of course the more interesting thing about this plot

1091
00:44:39.420 --> 00:44:41.990
is that they're responding in opposite ways.

1092
00:44:41.990 --> 00:44:45.654
As I replace clique structure with long-distance structure,

1093
00:44:45.654 --> 00:44:48.227
consensus is becoming considerably easier,

1094
00:44:48.227 --> 00:44:51.673
and as I do that same thing, coloring is becoming harder.

1095
00:44:51.673 --> 00:44:56.340
And if you want to know, do these curves really cross,

1096
00:44:56.340 --> 00:45:00.693
you can go do a test for significance for the data

1097
00:45:00.693 --> 00:45:03.896
at this end and establish, yes, this really is above that,

1098
00:45:03.896 --> 00:45:05.936
and at the other end, this really is above that.

1099
00:45:05.936 --> 00:45:07.489
So these curves really are crossing

1100
00:45:07.489 --> 00:45:10.344
in a statistically significant sense.

1101
00:45:10.344 --> 00:45:13.982
And I think the important thing about this diagram is

1102
00:45:13.982 --> 00:45:17.827
that it shows the dangers of spending too much time

1103
00:45:17.827 --> 00:45:21.288
analyzing social network topology and structure

1104
00:45:21.288 --> 00:45:24.826
in isolation without thinking about what's going on

1105
00:45:24.826 --> 00:45:25.904
on the network.

1106
00:45:25.904 --> 00:45:27.333
Because here we have two problems

1107
00:45:27.333 --> 00:45:29.323
that are cognitively incredibly similar

1108
00:45:29.323 --> 00:45:31.310
from the subject's point of view.

1109
00:45:31.310 --> 00:45:33.530
And one of them, if I ask the question,

1110
00:45:33.530 --> 00:45:36.777
well, if I don't talk about the task,

1111
00:45:36.777 --> 00:45:39.039
and I say, well, what are good network structures

1112
00:45:39.039 --> 00:45:42.466
for social collaboration or problem solving,

1113
00:45:42.466 --> 00:45:44.205
or what are bad network structures?

1114
00:45:44.205 --> 00:45:46.198
This diagram shows you that even within

1115
00:45:46.198 --> 00:45:49.326
a very restricted setting, that question may be meaningless

1116
00:45:49.326 --> 00:45:51.595
if we don't talk about the particular task

1117
00:45:51.595 --> 00:45:54.012
because in this simple model,

1118
00:45:55.272 --> 00:45:57.652
what's a good network for consensus

1119
00:45:57.652 --> 00:46:00.633
is a bad network for coloring and vice versa.

1120
00:46:00.633 --> 00:46:05.057
And so in some sense this plot has an editorial comment

1121
00:46:05.057 --> 00:46:08.998
contained in it, which is a critique of a literature

1122
00:46:08.998 --> 00:46:12.078
that I myself will admit to have participated in,

1123
00:46:12.078 --> 00:46:14.490
where you kind of go out and get network data

1124
00:46:14.490 --> 00:46:18.498
from a collaboration network or a co-authorship network,

1125
00:46:18.498 --> 00:46:21.203
and you marvel at, oh, look the degree distribution

1126
00:46:21.203 --> 00:46:22.569
looks like such and such

1127
00:46:22.569 --> 00:46:24.366
and this clustering coefficient.

1128
00:46:24.366 --> 00:46:27.851
And one kind of output of this is sort of, so what?

1129
00:46:27.851 --> 00:46:29.272
What did you really learn?

1130
00:46:29.272 --> 00:46:32.691
Is that structure helpful to the task

1131
00:46:32.691 --> 00:46:34.948
that this network or organization is trying to solve

1132
00:46:34.948 --> 00:46:36.381
or is it harmful?

1133
00:46:36.381 --> 00:46:39.411
And this is to show that you can't understand that

1134
00:46:39.411 --> 00:46:41.128
by looking at the network structure alone.

1135
00:46:41.128 --> 00:46:44.465
You really have to think about the dynamics, so to speak.

1136
00:46:44.465 --> 00:46:45.298
Okay.

1137
00:46:48.079 --> 00:46:51.273
So I'm kind of debating what to do with time here.

1138
00:46:51.273 --> 00:46:53.826
I think what I want to do is

1139
00:46:53.826 --> 00:46:56.600
skip this, because it's a more technical part,

1140
00:46:56.600 --> 00:47:00.168
and it has to do with a much more financial model.

1141
00:47:00.168 --> 00:47:02.283
The thing that's most nice about it,

1142
00:47:02.283 --> 00:47:05.828
which makes it easier for looking at the survey paper

1143
00:47:05.828 --> 00:47:08.736
from the CACM, the thing that's nice about it

1144
00:47:08.736 --> 00:47:11.154
is that if I take a game theoretic view

1145
00:47:11.154 --> 00:47:12.907
of the problems I talked about so far,

1146
00:47:12.907 --> 00:47:14.800
like coloring and consensus, I mean,

1147
00:47:14.800 --> 00:47:17.262
I can talk about the equilibria of graph coloring

1148
00:47:17.262 --> 00:47:18.548
or consensus, right?

1149
00:47:18.548 --> 00:47:20.301
Let's take graph coloring for a second.

1150
00:47:20.301 --> 00:47:23.755
So certainly if everybody plays,

1151
00:47:23.755 --> 00:47:26.220
if we all collectively play a proper coloring

1152
00:47:26.220 --> 00:47:29.427
of the network, that's a Nash equilibrium, right?

1153
00:47:29.427 --> 00:47:31.811
Because we're all getting, there's two rates of pay,

1154
00:47:31.811 --> 00:47:36.288
zero for being the same color as one of your neighbors,

1155
00:47:36.288 --> 00:47:39.167
or plus for being differentiated.

1156
00:47:39.167 --> 00:47:40.767
So for all to get the payoff,

1157
00:47:40.767 --> 00:47:42.075
that's gotta be a Nash equilibrium.

1158
00:47:42.075 --> 00:47:44.193
And in fact that's the maximum social welfare solution

1159
00:47:44.193 --> 00:47:46.204
as well, right?

1160
00:47:46.204 --> 00:47:50.336
But there are lots of, so notice that this thing

1161
00:47:50.336 --> 00:47:52.913
when it's made has nothing to do with network structure.

1162
00:47:52.913 --> 00:47:54.138
Whatever the network structure is,

1163
00:47:54.138 --> 00:47:55.819
as long as we have enough colors,

1164
00:47:55.819 --> 00:47:57.637
there is one Nash equilibrium

1165
00:47:57.637 --> 00:47:59.407
in which we all get paid.

1166
00:47:59.407 --> 00:48:01.661
And pretty much for any other network structure

1167
00:48:01.661 --> 00:48:03.300
you give me, there will be all kinds

1168
00:48:03.300 --> 00:48:05.944
of other Nash equilibria as well

1169
00:48:05.944 --> 00:48:09.576
that basically correspond to local minima, right?

1170
00:48:09.576 --> 00:48:12.413
So by local minima I mean a configuration of colors

1171
00:48:12.413 --> 00:48:14.783
that's not a proper coloring but in which

1172
00:48:14.783 --> 00:48:18.866
no single, every player that has a color conflict

1173
00:48:20.010 --> 00:48:21.447
doesn't have an available color

1174
00:48:21.447 --> 00:48:22.444
that they can change to.

1175
00:48:22.444 --> 00:48:24.343
So in particular if there are three colors

1176
00:48:24.343 --> 00:48:27.468
and all three of those colors are used by your neighbors,

1177
00:48:27.468 --> 00:48:29.377
there's just nothing you can do.

1178
00:48:29.377 --> 00:48:32.532
There's no unilateral deviation you can effect

1179
00:48:32.532 --> 00:48:34.673
that will now cause you to get payoff.

1180
00:48:34.673 --> 00:48:37.535
And it's easy to find, for really any network,

1181
00:48:37.535 --> 00:48:40.259
configurations where you have these local minima.

1182
00:48:40.259 --> 00:48:43.794
So we can take an economic or game theoretic view

1183
00:48:43.794 --> 00:48:45.826
of the graph coloring problem, but the equilibrium theory

1184
00:48:45.826 --> 00:48:47.592
isn't especially interesting.

1185
00:48:47.592 --> 00:48:49.926
In particular, it has nothing to do with network structure.

1186
00:48:49.926 --> 00:48:51.851
It just tells you there are equilibria.

1187
00:48:51.851 --> 00:48:53.804
There's a good equilibria that corresponds

1188
00:48:53.804 --> 00:48:54.888
to a proper coloring.

1189
00:48:54.888 --> 00:48:57.420
And there's all these local minima equilibria.

1190
00:48:57.420 --> 00:48:59.659
The thing that's nice about this network trading model

1191
00:48:59.659 --> 00:49:03.310
is that it has an equilibrium in which

1192
00:49:03.310 --> 00:49:06.214
different players are going to make more or less money

1193
00:49:06.214 --> 00:49:08.900
depending exactly on their net position,

1194
00:49:08.900 --> 00:49:11.340
depending entirely on their position in the network.

1195
00:49:11.340 --> 00:49:14.817
So the high level is the trading model,

1196
00:49:14.817 --> 00:49:16.528
and again, I'm not gonna talk about

1197
00:49:16.528 --> 00:49:18.393
the details of the results, but it's a trading model

1198
00:49:18.393 --> 00:49:20.101
where you have two types of players.

1199
00:49:20.101 --> 00:49:23.811
One type of player starts with, let's say milk.

1200
00:49:23.811 --> 00:49:25.792
The other type of player starts with wheat.

1201
00:49:25.792 --> 00:49:29.203
And both players have, the only way they get payoff

1202
00:49:29.203 --> 00:49:32.146
is by trading what they started with for the other thing.

1203
00:49:32.146 --> 00:49:34.145
So you want to trade as much of the milk

1204
00:49:34.145 --> 00:49:35.661
you started with for as much of the wheat

1205
00:49:35.661 --> 00:49:38.505
that you can get from the other side.

1206
00:49:38.505 --> 00:49:40.986
And so the network's sort of bipartite,

1207
00:49:40.986 --> 00:49:43.371
the milk and wheat players are on opposite sides

1208
00:49:43.371 --> 00:49:44.531
of this network.

1209
00:49:44.531 --> 00:49:45.364
And

1210
00:49:46.331 --> 00:49:48.090
because everything's symmetric,

1211
00:49:48.090 --> 00:49:50.125
everybody's starting with one unit

1212
00:49:50.125 --> 00:49:52.213
of their starting good, and there's the same number

1213
00:49:52.213 --> 00:49:54.660
of each type of player, if at equilibrium

1214
00:49:54.660 --> 00:49:57.054
somebody's gonna make more or somebody's gonna make less,

1215
00:49:57.054 --> 00:50:00.739
it has to be due to entirely the network structure.

1216
00:50:00.739 --> 00:50:02.075
And in this particular model,

1217
00:50:02.075 --> 00:50:04.409
what ends up being important is not so much

1218
00:50:04.409 --> 00:50:05.953
how many trading partners you have

1219
00:50:05.953 --> 00:50:07.220
but what their status is.

1220
00:50:07.220 --> 00:50:09.587
So in particular, you and I might both be

1221
00:50:09.587 --> 00:50:11.330
on the same side of the network

1222
00:50:11.330 --> 00:50:13.596
and have let's say five trading partners.

1223
00:50:13.596 --> 00:50:15.903
Okay, so our degree is the same.

1224
00:50:15.903 --> 00:50:16.736
But

1225
00:50:19.956 --> 00:50:21.744
my five trading partners might have

1226
00:50:21.744 --> 00:50:24.478
lots of other partners back on our side of the network,

1227
00:50:24.478 --> 00:50:25.687
and your five trading partners

1228
00:50:25.687 --> 00:50:28.403
might only have you as a trading partner.

1229
00:50:28.403 --> 00:50:30.691
Well, then your five trading partners

1230
00:50:30.691 --> 00:50:32.444
are way more valuable than mine, right,

1231
00:50:32.444 --> 00:50:34.940
because they're essentially a captive of you, okay?

1232
00:50:34.940 --> 00:50:37.481
So there's a very nice, very efficient equilibrium theory

1233
00:50:37.481 --> 00:50:40.684
that basically involves looking for sets of vertices

1234
00:50:40.684 --> 00:50:42.400
on one side of the network

1235
00:50:42.400 --> 00:50:45.493
that collectively only have a small number of neighbors

1236
00:50:45.493 --> 00:50:46.765
on the other side.

1237
00:50:46.765 --> 00:50:48.834
And that's what determines who gets richer or poorer

1238
00:50:48.834 --> 00:50:49.966
in this game.

1239
00:50:49.966 --> 00:50:52.350
And so you have a very detailed equilibrium theory.

1240
00:50:52.350 --> 00:50:55.417
And what's nice about that is you can then go,

1241
00:50:55.417 --> 00:50:58.367
for every network that we run such an experiment on,

1242
00:50:58.367 --> 00:51:01.450
you can go to, we can offline compute

1243
00:51:02.845 --> 00:51:04.569
what the equilibrium theory predicts

1244
00:51:04.569 --> 00:51:06.912
would be the outcome and ask, well,

1245
00:51:06.912 --> 00:51:09.017
do collectively the subjects play

1246
00:51:09.017 --> 00:51:11.517
something close to the computed equilibrium theory?

1247
00:51:11.517 --> 00:51:13.916
And the short answer is that yes,

1248
00:51:13.916 --> 00:51:15.328
they play something that's quite close

1249
00:51:15.328 --> 00:51:18.730
but is also kind of warped back towards equality.

1250
00:51:18.730 --> 00:51:23.081
So what I mean by that is, maybe to say the punchline,

1251
00:51:23.081 --> 00:51:26.919
the best model we found for how the human subjects play

1252
00:51:26.919 --> 00:51:29.349
is to take the wealth distribution

1253
00:51:29.349 --> 00:51:31.717
predicted by equilibrium, which might predict

1254
00:51:31.717 --> 00:51:34.206
that some parties are gonna get much more than others,

1255
00:51:34.206 --> 00:51:37.662
and mixing that distribution with the uniform distribution.

1256
00:51:37.662 --> 00:51:40.168
So there's a sort of inequality aversion phenomenon

1257
00:51:40.168 --> 00:51:41.530
going on.

1258
00:51:41.530 --> 00:51:43.645
So go look at it if you're interested,

1259
00:51:43.645 --> 00:51:45.890
especially if you have an interest in microeconomics

1260
00:51:45.890 --> 00:51:48.810
because there's this very tight tie

1261
00:51:48.810 --> 00:51:51.862
between equilibrium theory and that.

1262
00:51:51.862 --> 00:51:54.233
So let me finish up in the last five or 15 minutes or so

1263
00:51:54.233 --> 00:51:57.631
talking about these voting experiments.

1264
00:51:57.631 --> 00:52:00.881
Biased voting is exactly like consensus

1265
00:52:01.973 --> 00:52:04.507
but with a crucial strategic twist.

1266
00:52:04.507 --> 00:52:08.674
So like consensus, the goal is to be the same color

1267
00:52:09.783 --> 00:52:12.329
as your neighbors, or really to be more clear,

1268
00:52:12.329 --> 00:52:13.730
the same color locally.

1269
00:52:13.730 --> 00:52:15.428
So now there's only gonna be two colors.

1270
00:52:15.428 --> 00:52:16.877
And the payoffs are as follows:

1271
00:52:16.877 --> 00:52:20.460
if within the allotted time all 36 subjects

1272
00:52:22.010 --> 00:52:25.427
unanimously select red or all 36 subjects

1273
00:52:26.718 --> 00:52:28.718
unanimously select blue,

1274
00:52:30.082 --> 00:52:31.969
then everybody gets paid something,

1275
00:52:31.969 --> 00:52:34.489
and I'll return to the something in a second.

1276
00:52:34.489 --> 00:52:36.181
If that condition doesn't hold,

1277
00:52:36.181 --> 00:52:37.503
everybody gets nothing.

1278
00:52:37.503 --> 00:52:39.919
If, when time runs out, 35 of us are red

1279
00:52:39.919 --> 00:52:42.049
and one of us is playing blue, everybody

1280
00:52:42.049 --> 00:52:43.670
in that experiment gets nothing.

1281
00:52:43.670 --> 00:52:46.766
So now the views in information are still gonna be local,

1282
00:52:46.766 --> 00:52:48.803
but now the payoffs are really collective.

1283
00:52:48.803 --> 00:52:51.036
It's not just we want the same color as your neighbors.

1284
00:52:51.036 --> 00:52:52.436
You're really wanting the same color

1285
00:52:52.436 --> 00:52:54.799
across the entire network, okay?

1286
00:52:54.799 --> 00:52:57.328
So there's a very, very strong course

1287
00:52:57.328 --> 00:52:59.211
toward unanimity.

1288
00:52:59.211 --> 00:53:01.500
And if we're not unanimous, we don't get anything.

1289
00:53:01.500 --> 00:53:04.505
But the strategic twist is that in the same experiment,

1290
00:53:04.505 --> 00:53:07.913
some of us may get paid more for unanimity to red,

1291
00:53:07.913 --> 00:53:10.708
and others may be paid more for unanimity to blue.

1292
00:53:10.708 --> 00:53:13.186
So for instance, my payoffs might tell me,

1293
00:53:13.186 --> 00:53:16.715
well, if we reach unanimity to red, I get a dollar 50.

1294
00:53:16.715 --> 00:53:19.263
If we reach unanimity in blue, I only get 50 cents.

1295
00:53:19.263 --> 00:53:21.537
And your incentives might be exactly the opposite.

1296
00:53:21.537 --> 00:53:23.137
So you have two types of players now,

1297
00:53:23.137 --> 00:53:25.259
depending on their higher payoff color.

1298
00:53:25.259 --> 00:53:28.466
So now there's this tension between our need

1299
00:53:28.466 --> 00:53:31.404
to be unanimous, but the fact that, of course,

1300
00:53:31.404 --> 00:53:33.786
each one of us would rather reach unanimity

1301
00:53:33.786 --> 00:53:37.709
so the payoff, the color that gets the higher payoff.

1302
00:53:37.709 --> 00:53:39.595
And so now the high level experimental design

1303
00:53:39.595 --> 00:53:42.249
falls not just in choice of network structure

1304
00:53:42.249 --> 00:53:45.386
but actually how you arrange these two types of players

1305
00:53:45.386 --> 00:53:46.927
on the network structure.

1306
00:53:46.927 --> 00:53:48.260
And of course you can do all kinds

1307
00:53:48.260 --> 00:53:50.315
of interesting things there.

1308
00:53:50.315 --> 00:53:52.871
So in particular, just look at this

1309
00:53:52.871 --> 00:53:55.034
far right-hand column, okay?

1310
00:53:55.034 --> 00:53:56.368
So we ran a series of experiments

1311
00:53:56.368 --> 00:53:58.837
that we called the minority power experiments.

1312
00:53:58.837 --> 00:54:00.705
In these experiments, we generated networks

1313
00:54:00.705 --> 00:54:03.539
with 36 vertices via preferential attachment,

1314
00:54:03.539 --> 00:54:05.919
which is a well-studied stochastic model.

1315
00:54:05.919 --> 00:54:08.339
And the salient property of preferential attachment

1316
00:54:08.339 --> 00:54:11.337
is if you look at the distribution of connectivity,

1317
00:54:11.337 --> 00:54:15.137
the histogram of how many neighbors each vertex has,

1318
00:54:15.137 --> 00:54:16.845
it has a very long tail.

1319
00:54:16.845 --> 00:54:19.134
So you get a small number of vertices

1320
00:54:19.134 --> 00:54:20.853
which have a number of connections

1321
00:54:20.853 --> 00:54:23.249
which is much, much higher than the average,

1322
00:54:23.249 --> 00:54:25.390
these sort of connectors or hubs, okay?

1323
00:54:25.390 --> 00:54:28.682
So what we did was we as in this network,

1324
00:54:28.682 --> 00:54:30.237
we took a network and generated it

1325
00:54:30.237 --> 00:54:31.721
according to preferential attachment,

1326
00:54:31.721 --> 00:54:35.316
and we chose the incentive so that the vast majority

1327
00:54:35.316 --> 00:54:37.743
of the subjects had a higher payoff with blue.

1328
00:54:37.743 --> 00:54:39.597
So in this case, 30 out of the 30 subjects

1329
00:54:39.597 --> 00:54:41.648
get a higher payoff for blue, and only six

1330
00:54:41.648 --> 00:54:43.719
get a higher payoff for red.

1331
00:54:43.719 --> 00:54:46.970
But the red-preferring subjects

1332
00:54:46.970 --> 00:54:48.763
were not chosen to be arbitrary.

1333
00:54:48.763 --> 00:54:50.245
They were chosen to be the six vertices

1334
00:54:50.245 --> 00:54:52.984
with the highest degree, with the most connectivity.

1335
00:54:52.984 --> 00:54:56.707
So this is a stylized test of the question

1336
00:54:56.707 --> 00:55:00.711
of whether a small but well-connected minority

1337
00:55:00.711 --> 00:55:04.856
can systematic impose its preference on the majority.

1338
00:55:04.856 --> 00:55:06.972
And notice that it really is an imposition here,

1339
00:55:06.972 --> 00:55:09.333
because the maximum social welfare solution

1340
00:55:09.333 --> 00:55:11.477
in this network, of course, is everybody plays blue

1341
00:55:11.477 --> 00:55:14.044
because then 30 people get their higher payoff

1342
00:55:14.044 --> 00:55:15.548
and only six get their lower,

1343
00:55:15.548 --> 00:55:16.814
rather than six getting their higher

1344
00:55:16.814 --> 00:55:19.564
and 30 getting their lower, okay?

1345
00:55:20.608 --> 00:55:24.171
So the answer to this question is an overwhelming yes.

1346
00:55:24.171 --> 00:55:28.584
Out of the 27 experiments of this kind that we ran,

1347
00:55:28.584 --> 00:55:30.968
24 of them reached unanimity, which was much higher

1348
00:55:30.968 --> 00:55:34.491
than the overall rate over the entire experimental session,

1349
00:55:34.491 --> 00:55:36.000
which includes lots of other network structures

1350
00:55:36.000 --> 00:55:38.396
that I'm not describing.

1351
00:55:38.396 --> 00:55:40.629
So the vast majority of these experiments

1352
00:55:40.629 --> 00:55:42.140
reached unanimity.

1353
00:55:42.140 --> 00:55:45.616
Every single one of those 24 successful experiments

1354
00:55:45.616 --> 00:55:49.783
converged to unanimity to the minority preference.

1355
00:55:53.200 --> 00:55:55.355
And if you think about it, one of the things

1356
00:55:55.355 --> 00:55:56.699
that's kind of surprising about this

1357
00:55:56.699 --> 00:55:59.660
is again, this well-connected, powerful minority

1358
00:55:59.660 --> 00:56:01.660
has no particular reason to think

1359
00:56:01.660 --> 00:56:03.408
that they have a special position.

1360
00:56:03.408 --> 00:56:05.002
And in fact because they're well connected

1361
00:56:05.002 --> 00:56:06.710
and therefore have a very good sample

1362
00:56:06.710 --> 00:56:08.413
of behavior in the rest of the network,

1363
00:56:08.413 --> 00:56:10.092
what happens in these experiments is that

1364
00:56:10.092 --> 00:56:13.037
at the very beginning of course what everybody does

1365
00:56:13.037 --> 00:56:15.211
is initially select their higher payoff color.

1366
00:56:15.211 --> 00:56:17.603
This is, they always do this.

1367
00:56:17.603 --> 00:56:20.568
And so these well connected red players will wake up

1368
00:56:20.568 --> 00:56:23.768
and see, oh my god, the vast majority of the players

1369
00:56:23.768 --> 00:56:25.804
have a preference for blue.

1370
00:56:25.804 --> 00:56:28.311
And of course it's quite natural for such a player

1371
00:56:28.311 --> 00:56:31.271
to shortly thereafter acquiesce to blue.

1372
00:56:31.271 --> 00:56:35.068
Yet somehow, despite this, the dynamics always,

1373
00:56:35.068 --> 00:56:37.969
cause these are actual screenshots from stages of play

1374
00:56:37.969 --> 00:56:40.113
in an experiment, the dynamics always end up

1375
00:56:40.113 --> 00:56:43.537
coming back to all red, eventually.

1376
00:56:43.537 --> 00:56:45.208
And to get to this earlier question,

1377
00:56:45.208 --> 00:56:50.053
so to me the fact that this result can be arrived at

1378
00:56:50.053 --> 00:56:51.833
purely from network structure,

1379
00:56:51.833 --> 00:56:54.662
without any language, explicit sort of language

1380
00:56:54.662 --> 00:56:57.988
or other types of non-network influences

1381
00:56:57.988 --> 00:57:01.296
is sort of worth identifying when debating things like

1382
00:57:01.296 --> 00:57:05.754
the ways in which political influence spreads

1383
00:57:05.754 --> 00:57:09.587
or people influence voting in social networks.

1384
00:57:10.946 --> 00:57:11.823
Do I have like two minutes?

1385
00:57:11.823 --> 00:57:12.656
<v ->Sure.</v>

1386
00:57:12.656 --> 00:57:13.489
<v ->Okay, so</v>

1387
00:57:16.221 --> 00:57:19.888
in all the experiments we ran up until 2011,

1388
00:57:22.014 --> 00:57:24.915
most of which i haven't talked about here,

1389
00:57:24.915 --> 00:57:27.192
human subject performance was remarkably good

1390
00:57:27.192 --> 00:57:29.020
across all the network structures

1391
00:57:29.020 --> 00:57:31.108
and all the different tasks for the game subjects.

1392
00:57:31.108 --> 00:57:33.432
And of course every one of these experiments

1393
00:57:33.432 --> 00:57:34.861
is apples and oranges.

1394
00:57:34.861 --> 00:57:36.861
It's hard to make direct comparisons.

1395
00:57:36.861 --> 00:57:40.877
But they are unified by a single measure,

1396
00:57:40.877 --> 00:57:42.259
which is money, okay?

1397
00:57:42.259 --> 00:57:45.009
So here's a way of quantifying performance, right?

1398
00:57:45.009 --> 00:57:47.014
In every single experiment I run,

1399
00:57:47.014 --> 00:57:48.874
I know what the network structure was,

1400
00:57:48.874 --> 00:57:50.576
I know what all the incentives were.

1401
00:57:50.576 --> 00:57:53.264
So I can compute offline what would have been

1402
00:57:53.264 --> 00:57:54.722
the max welfare solution.

1403
00:57:54.722 --> 00:57:57.512
What would have been the configuration subjects play

1404
00:57:57.512 --> 00:57:59.862
that would have maximized the payoffs

1405
00:57:59.862 --> 00:58:02.320
I had to make to the subjects?

1406
00:58:02.320 --> 00:58:04.771
And I can sum that quantity up over every little experiment

1407
00:58:04.771 --> 00:58:07.821
I've ever done and put it in the denominator.

1408
00:58:07.821 --> 00:58:09.319
And in the numerator, I can sum up

1409
00:58:09.319 --> 00:58:10.970
the actual amount of money that they made

1410
00:58:10.970 --> 00:58:13.210
in all of the experiments of all time.

1411
00:58:13.210 --> 00:58:15.544
And I can look at that ratio as sort of a measure

1412
00:58:15.544 --> 00:58:16.942
of performance or efficiency.

1413
00:58:16.942 --> 00:58:18.527
That number over all of the experiments

1414
00:58:18.527 --> 00:58:22.720
that we ran up til 2011 was close to 90%.

1415
00:58:22.720 --> 00:58:24.370
It's about 0.88, okay?

1416
00:58:24.370 --> 00:58:27.022
So only 10% of the money available to them

1417
00:58:27.022 --> 00:58:29.251
in principle was left on the table

1418
00:58:29.251 --> 00:58:31.738
by the subjects across all of these experiments.

1419
00:58:31.738 --> 00:58:35.905
Now, of the many artificialities in these experiments,

1420
00:58:38.223 --> 00:58:40.564
the one that always bothered me the most

1421
00:58:40.564 --> 00:58:42.488
was not really the lack of language

1422
00:58:42.488 --> 00:58:45.673
but the fact that we were exogenously imposing

1423
00:58:45.673 --> 00:58:47.716
the network structure on the subjects

1424
00:58:47.716 --> 00:58:50.814
rather than letting the network structure evolve

1425
00:58:50.814 --> 00:58:54.195
or be built by the subjects themselves.

1426
00:58:54.195 --> 00:58:58.028
So there is a small but interesting literature

1427
00:58:59.220 --> 00:59:01.502
in organizational behavior and elsewhere

1428
00:59:01.502 --> 00:59:03.809
and also many popular articles

1429
00:59:03.809 --> 00:59:06.226
that suggest that, well, if you really want

1430
00:59:06.226 --> 00:59:08.528
an organization of people, you wanna task them

1431
00:59:08.528 --> 00:59:10.528
to solve some problem,

1432
00:59:10.528 --> 00:59:12.847
you shouldn't organize them yourself

1433
00:59:12.847 --> 00:59:15.091
in some, say, hierarchical fashion.

1434
00:59:15.091 --> 00:59:16.867
You should let them self-organize

1435
00:59:16.867 --> 00:59:18.670
in service of solving the task.

1436
00:59:18.670 --> 00:59:21.280
So especially during the dot com era, right,

1437
00:59:21.280 --> 00:59:24.888
there were lots of cases where consulting companies

1438
00:59:24.888 --> 00:59:27.477
were hired to go into a large corporation,

1439
00:59:27.477 --> 00:59:31.428
and they would study who communicated with whom.

1440
00:59:31.428 --> 00:59:32.506
They'd look at email records,

1441
00:59:32.506 --> 00:59:33.660
they talked to employees,

1442
00:59:33.660 --> 00:59:35.777
they documented who talked to whom.

1443
00:59:35.777 --> 00:59:38.081
And from that, invariably the result of this

1444
00:59:38.081 --> 00:59:41.156
was the consulting company kind of go in and say,

1445
00:59:41.156 --> 00:59:43.695
well, here's the org chart you gave me

1446
00:59:43.695 --> 00:59:45.149
at the start of the project.

1447
00:59:45.149 --> 00:59:48.149
And here's the network of which work

1448
00:59:49.230 --> 00:59:53.543
and communication actually take place in your organization.

1449
00:59:53.543 --> 00:59:55.896
And somehow the suggestion of this literature

1450
00:59:55.896 --> 00:59:58.246
is that the latter is better than the former, right?

1451
00:59:58.246 --> 01:00:02.133
I mean, invariably these studies would identify,

1452
01:00:02.133 --> 01:00:03.854
for instance, somebody at the organization

1453
01:00:03.854 --> 01:00:06.008
who's at the bottom of the org chart

1454
01:00:06.008 --> 01:00:08.163
in an apparently unimportant role

1455
01:00:08.163 --> 01:00:10.663
who turns out to be crucial because they know everybody

1456
01:00:10.663 --> 01:00:13.112
or they know people well in two different divisions,

1457
01:00:13.112 --> 01:00:14.517
and so on and so forth.

1458
01:00:14.517 --> 01:00:15.774
So I was kind of thinking, well,

1459
01:00:15.774 --> 01:00:18.607
given that, isn't it kind of weird

1460
01:00:19.973 --> 01:00:23.898
that I'm picking the networks separate from the task

1461
01:00:23.898 --> 01:00:25.331
and sort of saying, here's the network,

1462
01:00:25.331 --> 01:00:27.544
here's the task, go solve it.

1463
01:00:27.544 --> 01:00:30.106
Shouldn't subjects do better if I let them

1464
01:00:30.106 --> 01:00:32.571
build the network in service of the task?

1465
01:00:32.571 --> 01:00:34.323
Okay, so we tried that.

1466
01:00:34.323 --> 01:00:37.104
And I'll be quick in the interest of time.

1467
01:00:37.104 --> 01:00:38.863
The task we gave them was exactly

1468
01:00:38.863 --> 01:00:41.592
the bias voting task that I just described.

1469
01:00:41.592 --> 01:00:44.148
The goal is reach unanimity of color,

1470
01:00:44.148 --> 01:00:46.748
but you still have a preference for which color you reach.

1471
01:00:46.748 --> 01:00:49.467
But now the twist is that at the beginning

1472
01:00:49.467 --> 01:00:51.709
of the experiment, there's no network at all.

1473
01:00:51.709 --> 01:00:54.203
Every vertex is an isolated singleton.

1474
01:00:54.203 --> 01:00:55.729
So at the beginning of this experiment,

1475
01:00:55.729 --> 01:00:57.966
you can't see anybody's color but yourself.

1476
01:00:57.966 --> 01:01:01.816
Your GUI looks like you in the middle of nowhere, okay?

1477
01:01:01.816 --> 01:01:04.400
But throughout the experiment, anybody who wanted to

1478
01:01:04.400 --> 01:01:08.627
could choose to purchase edges to other players

1479
01:01:08.627 --> 01:01:10.647
at a cost that would be subtracted

1480
01:01:10.647 --> 01:01:12.576
from any eventual earnings, right?

1481
01:01:12.576 --> 01:01:16.908
So you're trying to solve this coordination problem,

1482
01:01:16.908 --> 01:01:19.979
this bias voting problem, but you need

1483
01:01:19.979 --> 01:01:22.452
to sort of see what other people are choosing.

1484
01:01:22.452 --> 01:01:24.595
And so we need to buy some edges.

1485
01:01:24.595 --> 01:01:26.445
So there was basically a price for edges,

1486
01:01:26.445 --> 01:01:27.963
we'd vary the price for edges,

1487
01:01:27.963 --> 01:01:30.968
and basically the only information you have

1488
01:01:30.968 --> 01:01:33.453
in selecting who to build an edge to

1489
01:01:33.453 --> 01:01:35.539
was what their current degree was,

1490
01:01:35.539 --> 01:01:37.228
how many neighbors they currently had,

1491
01:01:37.228 --> 01:01:40.823
and also what their shortest path distance was to you

1492
01:01:40.823 --> 01:01:42.832
in the network at the current moment.

1493
01:01:42.832 --> 01:01:45.952
So unless the GUI lets you do things like,

1494
01:01:45.952 --> 01:01:48.491
well, I'd like to buy an edge to somebody

1495
01:01:48.491 --> 01:01:50.297
who's currently far from me in the network

1496
01:01:50.297 --> 01:01:52.083
and has a lot of neighbors.

1497
01:01:52.083 --> 01:01:54.445
Maybe on the logic that that individual is aggregating

1498
01:01:54.445 --> 01:01:56.232
information in another part of the network

1499
01:01:56.232 --> 01:01:58.412
that you could use in sort of solving

1500
01:01:58.412 --> 01:01:59.780
this coordination problem.

1501
01:01:59.780 --> 01:02:02.205
Or you might choose, you might say,

1502
01:02:02.205 --> 01:02:04.401
well, look, time is running out in this experiment.

1503
01:02:04.401 --> 01:02:06.541
Here's this vertex that has very low degree.

1504
01:02:06.541 --> 01:02:08.833
I'm gonna buy an edge to them, not for information,

1505
01:02:08.833 --> 01:02:11.166
but on the logic that maybe I'll influence them

1506
01:02:11.166 --> 01:02:14.613
in their color choice towards my favorable direction.

1507
01:02:14.613 --> 01:02:17.240
Maybe if the vote is very close for instance.

1508
01:02:17.240 --> 01:02:20.816
So the system gave you some salient information

1509
01:02:20.816 --> 01:02:23.870
for the problem at hand in selecting

1510
01:02:23.870 --> 01:02:25.763
what edges you would buy.

1511
01:02:25.763 --> 01:02:29.347
And long story, so this is what the GUI looked like.

1512
01:02:29.347 --> 01:02:31.897
This is the same GUI for bias voting,

1513
01:02:31.897 --> 01:02:34.096
except now when you buy an edge, right,

1514
01:02:34.096 --> 01:02:36.860
a new vertex will sort of animate over here

1515
01:02:36.860 --> 01:02:38.953
and be incorporated in your network neighborhood.

1516
01:02:38.953 --> 01:02:41.302
By the way, edge purchase was unilateral,

1517
01:02:41.302 --> 01:02:43.508
but edge benefits were bilateral.

1518
01:02:43.508 --> 01:02:45.493
So if I buy an edge to you, I pay for it,

1519
01:02:45.493 --> 01:02:48.172
but then you get to see my color as well, okay?

1520
01:02:48.172 --> 01:02:49.756
And so here's this GUI at the bottom

1521
01:02:49.756 --> 01:02:52.073
which shows you for all for your non-neighbors

1522
01:02:52.073 --> 01:02:53.919
what their current distance is to you

1523
01:02:53.919 --> 01:02:55.271
and what their degree is.

1524
01:02:55.271 --> 01:02:56.680
And you can kind of click on one of these

1525
01:02:56.680 --> 01:02:58.528
and then it would be incorporated

1526
01:02:58.528 --> 01:03:00.054
into your network neighborhood.

1527
01:03:00.054 --> 01:03:02.054
Okay, this is a high-level one, and I'm rushing,

1528
01:03:02.054 --> 01:03:03.810
but that's a good high-level idea.

1529
01:03:03.810 --> 01:03:06.477
So the punchline of this is that

1530
01:03:09.151 --> 01:03:10.875
this is the first task we gave subjects

1531
01:03:10.875 --> 01:03:14.345
that they were really bad at, okay?

1532
01:03:14.345 --> 01:03:17.147
And they did much, much worse in these experiments

1533
01:03:17.147 --> 01:03:19.218
than they did in bias voting experiments

1534
01:03:19.218 --> 01:03:22.939
where we exogenously imposed the wacky artificial networks,

1535
01:03:22.939 --> 01:03:24.770
deliberately setting tensions up

1536
01:03:24.770 --> 01:03:27.139
between a minority and a majority.

1537
01:03:27.139 --> 01:03:29.372
When we let the subject build the network themselves,

1538
01:03:29.372 --> 01:03:31.093
they did a terrible job.

1539
01:03:31.093 --> 01:03:34.325
And if you remember this 90% efficiency figure I gave,

1540
01:03:34.325 --> 01:03:37.769
here the figure was below, depending on the exact setting,

1541
01:03:37.769 --> 01:03:41.533
well below 50% all the way down to 35%.

1542
01:03:41.533 --> 01:03:45.025
And just to finish with an interesting punchline,

1543
01:03:45.025 --> 01:03:47.938
you know, we're so alarmed by these experiments.

1544
01:03:47.938 --> 01:03:49.475
We had three sessions planned.

1545
01:03:49.475 --> 01:03:51.577
The first two were quite similar.

1546
01:03:51.577 --> 01:03:53.924
And after seeing how poorly they did

1547
01:03:53.924 --> 01:03:55.378
on those first two sessions, we decided

1548
01:03:55.378 --> 01:03:56.885
we have to scrap the third session

1549
01:03:56.885 --> 01:03:59.512
and investigate why they're doing so poorly

1550
01:03:59.512 --> 01:04:01.179
at this task because

1551
01:04:02.149 --> 01:04:03.616
here are three possible reasons

1552
01:04:03.616 --> 01:04:06.074
why they were poor at this task.

1553
01:04:06.074 --> 01:04:08.533
One is a simple information overload.

1554
01:04:08.533 --> 01:04:11.427
They can solve bias voting, and they can build

1555
01:04:11.427 --> 01:04:14.160
good networks for solving it,

1556
01:04:14.160 --> 01:04:16.334
but if they have to do those same tasks together,

1557
01:04:16.334 --> 01:04:18.467
in a limited period of time, it's just too hard

1558
01:04:18.467 --> 01:04:20.877
to think about building a good network for the task

1559
01:04:20.877 --> 01:04:23.489
and also solving the problem on the fly.

1560
01:04:23.489 --> 01:04:26.007
It's kind of like trying to build a plane and fly it.

1561
01:04:26.007 --> 01:04:27.505
And they have a very short time to do it.

1562
01:04:27.505 --> 01:04:30.403
So maybe it's not that they can't solve this problem well

1563
01:04:30.403 --> 01:04:32.014
but they just need a little bit more time.

1564
01:04:32.014 --> 01:04:33.686
That's sort of hypothesis one.

1565
01:04:33.686 --> 01:04:37.894
Hypothesis two is sort of an incentives reason,

1566
01:04:37.894 --> 01:04:41.311
which is, so let's take a common example.

1567
01:04:42.327 --> 01:04:45.757
Suppose you start off with a dollar 50 for unanimity

1568
01:04:45.757 --> 01:04:47.907
to red and 50 cents for blue.

1569
01:04:47.907 --> 01:04:51.297
And suppose you then bought 45 cents of edges.

1570
01:04:51.297 --> 01:04:54.253
So now your adjusted payoffs are a dollar five

1571
01:04:54.253 --> 01:04:55.575
and five cents.

1572
01:04:55.575 --> 01:04:57.628
So maybe at that point you're like, you know what?

1573
01:04:57.628 --> 01:05:00.294
Five cents just isn't worth it to me.

1574
01:05:00.294 --> 01:05:03.694
I'm gonna hold out, I'm gonna be much more stubborn

1575
01:05:03.694 --> 01:05:05.725
than I was with my original incentives.

1576
01:05:05.725 --> 01:05:09.389
And you might see, and furthermore,

1577
01:05:09.389 --> 01:05:11.472
I paid 45 cents on edges.

1578
01:05:12.861 --> 01:05:15.138
So I'm entitled, I'm more entitled

1579
01:05:15.138 --> 01:05:17.203
to have my higher payoff color

1580
01:05:17.203 --> 01:05:19.630
because I contributed to this collective resource

1581
01:05:19.630 --> 01:05:22.234
that we needed to build in order to solve this problem.

1582
01:05:22.234 --> 01:05:25.278
So maybe they were building good networks,

1583
01:05:25.278 --> 01:05:27.009
but once the networks were built,

1584
01:05:27.009 --> 01:05:28.059
and of course these two things

1585
01:05:28.059 --> 01:05:30.207
are going on simultaneously, maybe at that point

1586
01:05:30.207 --> 01:05:32.479
some fraction of the population has sort of

1587
01:05:32.479 --> 01:05:35.150
painted themselves into a corner of stubbornness

1588
01:05:35.150 --> 01:05:37.457
and then we were failing for that reason.

1589
01:05:37.457 --> 01:05:40.521
And then option three is that, no, no, no,

1590
01:05:40.521 --> 01:05:42.895
actually people, when given the ability

1591
01:05:42.895 --> 01:05:44.977
to build these networks, just build networks

1592
01:05:44.977 --> 01:05:47.963
on which this problem is hard, okay?

1593
01:05:47.963 --> 01:05:50.379
And luckily there's an easy way of testing

1594
01:05:50.379 --> 01:05:53.792
these three hypotheses, which is to take the networks

1595
01:05:53.792 --> 01:05:56.541
built by the first two sessions' subjects,

1596
01:05:56.541 --> 01:05:59.543
on which they failed to reach unanimity,

1597
01:05:59.543 --> 01:06:03.289
and giving those networks as fixed exogenous networks

1598
01:06:03.289 --> 01:06:04.908
to a third group of subjects

1599
01:06:04.908 --> 01:06:07.669
who only have to solve the bias voting problem

1600
01:06:07.669 --> 01:06:12.127
using the original incentives pre-edge purchases.

1601
01:06:12.127 --> 01:06:15.387
So you just take these apparently hard networks,

1602
01:06:15.387 --> 01:06:17.210
give them to a third set of subjects,

1603
01:06:17.210 --> 01:06:20.716
and restore the dollar five and five cents

1604
01:06:20.716 --> 01:06:23.463
back to a dollar 50, 50 cents.

1605
01:06:23.463 --> 01:06:24.755
And now you run an experiment

1606
01:06:24.755 --> 01:06:26.448
with no edge purchases whatsoever.

1607
01:06:26.448 --> 01:06:28.904
So it's just like the original bias voting experiments

1608
01:06:28.904 --> 01:06:31.321
but on networks built by previous groups

1609
01:06:31.321 --> 01:06:32.613
of human subjects.

1610
01:06:32.613 --> 01:06:35.081
And that gave the worst performance of all.

1611
01:06:35.081 --> 01:06:35.963
(laughing)

1612
01:06:35.963 --> 01:06:36.903
35%.

1613
01:06:36.903 --> 01:06:39.371
So the conclusion seems to be that

1614
01:06:39.371 --> 01:06:41.433
given the ability to build the network

1615
01:06:41.433 --> 01:06:44.504
on which they solve the task that they clearly understood,

1616
01:06:44.504 --> 01:06:45.916
they ended up building a network

1617
01:06:45.916 --> 01:06:49.050
that was hard for human subjects.

1618
01:06:49.050 --> 01:06:50.259
So I'm out of time.

1619
01:06:50.259 --> 01:06:52.453
I'll just put the conclusions up for you to read.

1620
01:06:52.453 --> 01:06:54.370
And I'll hang out and take any questions.

1621
01:06:54.370 --> 01:06:55.203
But thank you.

1622
01:06:55.203 --> 01:06:57.453
(applause)

1623
01:07:03.481 --> 01:07:06.898
(person talking quietly)

1624
01:07:16.782 --> 01:07:18.862
If I scaled these experiments up?

1625
01:07:18.862 --> 01:07:22.385
So first of all as a general matter,

1626
01:07:22.385 --> 01:07:24.907
one thing that, it is from some of these years,

1627
01:07:24.907 --> 01:07:28.493
is that if you ask me a question about,

1628
01:07:28.493 --> 01:07:30.802
do my results generalize or what will happen

1629
01:07:30.802 --> 01:07:33.208
if I try something that wasn't literally

1630
01:07:33.208 --> 01:07:37.365
what I tried, the best answer is I have no idea.

1631
01:07:37.365 --> 01:07:39.032
I mean, I think yes, it is.

1632
01:07:39.032 --> 01:07:43.393
But behavioral experiments are so sensitive

1633
01:07:43.393 --> 01:07:46.583
to so many things that I'm extremely reluctant

1634
01:07:46.583 --> 01:07:49.666
to try to make large generalizations.

1635
01:07:50.978 --> 01:07:53.575
Now, the question is a good one, though.

1636
01:07:53.575 --> 01:07:55.558
And I'd like to scale these experiments up.

1637
01:07:55.558 --> 01:07:57.946
And I think there's a lot of methodological problems

1638
01:07:57.946 --> 01:08:00.453
with doing that, at least in terms of doing so

1639
01:08:00.453 --> 01:08:04.137
in a way that makes it directly comparable.

1640
01:08:04.137 --> 01:08:07.031
I believe that human subjects could solve,

1641
01:08:07.031 --> 01:08:09.366
let's say very, very large-scale graph colorings

1642
01:08:09.366 --> 01:08:11.449
in short amounts of time.

1643
01:08:12.677 --> 01:08:16.005
But they would look like different experiments.

1644
01:08:16.005 --> 01:08:18.783
So first of all you have to worry about,

1645
01:08:18.783 --> 01:08:19.656
I mean, many things.

1646
01:08:19.656 --> 01:08:23.156
One is, in our experiments we sort of know

1647
01:08:24.907 --> 01:08:26.047
what everybody's doing.

1648
01:08:26.047 --> 01:08:28.041
We know that they're attending to the task.

1649
01:08:28.041 --> 01:08:29.732
In an online experiment, you have to deal with

1650
01:08:29.732 --> 01:08:31.877
people who sign up to do the experiment

1651
01:08:31.877 --> 01:08:36.579
and then don't play or go away or aren't attending.

1652
01:08:36.579 --> 01:08:38.829
You have much less control.

1653
01:08:39.891 --> 01:08:41.490
You have to of course worry about things

1654
01:08:41.490 --> 01:08:43.257
like collusion, like is there one vertex

1655
01:08:43.257 --> 01:08:46.933
or one algorithm who's playing multiple vertices.

1656
01:08:46.933 --> 01:08:51.100
So I think the path is clear to do large-scale versions

1657
01:08:52.259 --> 01:08:54.956
of these things, but I need to design them

1658
01:08:54.956 --> 01:08:55.789
to be efficient.

1659
01:08:55.789 --> 01:08:57.877
So for instance, people playing attrition

1660
01:08:57.877 --> 01:08:59.735
and they have better ideas instead of having

1661
01:08:59.735 --> 01:09:03.194
a single human subject play the same vertex

1662
01:09:03.194 --> 01:09:06.159
til you reach your solution.

1663
01:09:06.159 --> 01:09:09.209
As subjects, if we have a graph coloring online,

1664
01:09:09.209 --> 01:09:12.426
say, well, anybody who wants to, as soon as you arrive,

1665
01:09:12.426 --> 01:09:15.367
I'm gonna put you down on some vertex, let's say,

1666
01:09:15.367 --> 01:09:17.539
that has a current color and let you make

1667
01:09:17.539 --> 01:09:21.704
a color change, and there'll be a $10,000 prize

1668
01:09:21.704 --> 01:09:25.003
for that individual who makes the final change

1669
01:09:25.003 --> 01:09:27.178
that causes there to be a global solution.

1670
01:09:27.178 --> 01:09:28.712
So that's the way I would do it in practice,

1671
01:09:28.712 --> 01:09:31.468
but of course now you don't have any notion of

1672
01:09:31.468 --> 01:09:34.936
individuals kind of attending to a vertex over time,

1673
01:09:34.936 --> 01:09:37.750
working out a solution in their local neighborhood,

1674
01:09:37.750 --> 01:09:38.583
et cetera.

1675
01:09:40.824 --> 01:09:41.657
Yeah.

1676
01:09:42.910 --> 01:09:43.951
<v Man>Could you say more about</v>

1677
01:09:43.951 --> 01:09:47.055
the new theory that you were using?

1678
01:09:47.055 --> 01:09:49.722
<v ->I mean, this just goes back to</v>

1679
01:09:51.840 --> 01:09:55.923
what I hinted at at the very beginning, which is,

1680
01:09:57.581 --> 01:09:59.378
and there's starting to be interesting work on this.

1681
01:09:59.378 --> 01:10:02.839
There's this fellow at U Mass who I met recently

1682
01:10:02.839 --> 01:10:04.124
who's doing this kind of work.

1683
01:10:04.124 --> 01:10:06.041
But the kind of idea is

1684
01:10:08.533 --> 01:10:11.897
let's take seriously the idea that we're in an era

1685
01:10:11.897 --> 01:10:15.517
where one of the resources that we have available

1686
01:10:15.517 --> 01:10:18.533
to us in designing algorithms for systems

1687
01:10:18.533 --> 01:10:19.909
is human labor.

1688
01:10:19.909 --> 01:10:22.690
And so you can, in the same way that

1689
01:10:22.690 --> 01:10:26.820
we have CPUs and we have memory and we have storage,

1690
01:10:26.820 --> 01:10:29.044
we sort of know the strengths of those devices,

1691
01:10:29.044 --> 01:10:30.579
and we know how they'll respond

1692
01:10:30.579 --> 01:10:33.115
under different circumstances.

1693
01:10:33.115 --> 01:10:35.018
We now have this much messier resource,

1694
01:10:35.018 --> 01:10:37.478
which is human cognitive abilities.

1695
01:10:37.478 --> 01:10:39.963
And the constraints on that are first of all

1696
01:10:39.963 --> 01:10:41.539
what kinds of things can people do

1697
01:10:41.539 --> 01:10:43.221
in reasonable amounts of time?

1698
01:10:43.221 --> 01:10:45.315
And what will they do for you,

1699
01:10:45.315 --> 01:10:47.154
and how do you incentivize them, right?

1700
01:10:47.154 --> 01:10:48.913
But we're sort of starting to see

1701
01:10:48.913 --> 01:10:51.393
outlines of answers to these things.

1702
01:10:51.393 --> 01:10:54.298
So one thing we know is that people

1703
01:10:54.298 --> 01:10:56.615
seem to respond to being paid money.

1704
01:10:56.615 --> 01:11:00.088
So Mechanical Turk is an example of a

1705
01:11:00.088 --> 01:11:03.901
computational resource that you can go pay money for

1706
01:11:03.901 --> 01:11:07.002
and get cycles out the subjects.

1707
01:11:07.002 --> 01:11:09.041
Gaming or entertainment seems to be

1708
01:11:09.041 --> 01:11:11.178
another way of motivating subjects.

1709
01:11:11.178 --> 01:11:14.113
So the high-level idea would be to

1710
01:11:14.113 --> 01:11:16.756
try to quantify what the tolerance is

1711
01:11:16.756 --> 01:11:19.017
and abilities of these resources are

1712
01:11:19.017 --> 01:11:20.512
under different circumstances

1713
01:11:20.512 --> 01:11:22.537
so that you can start to actually start to have

1714
01:11:22.537 --> 01:11:24.752
some kind of engineering theory about

1715
01:11:24.752 --> 01:11:27.398
how you would design a system.

1716
01:11:27.398 --> 01:11:29.370
So that's kind of what I mean by this idea

1717
01:11:29.370 --> 01:11:32.528
of crowdsourcing compiler, that it would be,

1718
01:11:32.528 --> 01:11:34.249
when I write a high-level programming language

1719
01:11:34.249 --> 01:11:35.788
these days, right, when I don't have to say,

1720
01:11:35.788 --> 01:11:38.160
well, which of these variables should you put in

1721
01:11:38.160 --> 01:11:40.726
for a fast register and what's okay

1722
01:11:40.726 --> 01:11:42.379
to just keep in the main memory?

1723
01:11:42.379 --> 01:11:47.308
And I don't say exactly how these should be implemented.

1724
01:11:47.308 --> 01:11:50.053
You could imagine a future where I still program

1725
01:11:50.053 --> 01:11:52.152
in some high-level language and the compiler is just

1726
01:11:52.152 --> 01:11:54.152
like, you know, what, for this thing,

1727
01:11:54.152 --> 01:11:56.825
what I think we should do is go from

1728
01:11:56.825 --> 01:11:59.669
in real time a population of people

1729
01:11:59.669 --> 01:12:01.241
on Amazon Mechanical Turk,

1730
01:12:01.241 --> 01:12:02.878
and this should be what we pay them,

1731
01:12:02.878 --> 01:12:04.829
and this should be how long we should wait

1732
01:12:04.829 --> 01:12:06.217
to get the answers from them

1733
01:12:06.217 --> 01:12:07.560
on these problems.

1734
01:12:07.560 --> 01:12:09.108
And this is how we should get a grade back.

1735
01:12:09.108 --> 01:12:10.597
And then for this other part of the problem,

1736
01:12:10.597 --> 01:12:12.847
the machine is gonna do it.

1737
01:12:15.437 --> 01:12:16.985
It's very blue sky, but I think

1738
01:12:16.985 --> 01:12:19.964
it's where we're headed, eventually.

1739
01:12:19.964 --> 01:12:23.205
<v Person>I think it's a related question.</v>

1740
01:12:23.205 --> 01:12:26.392
Do you ever experiment with intervention?

1741
01:12:26.392 --> 01:12:30.206
Where somebody says to a user, you should be blue.

1742
01:12:30.206 --> 01:12:32.137
<v ->No, we haven't.</v>

1743
01:12:32.137 --> 01:12:33.672
And we haven't also experimented with

1744
01:12:33.672 --> 01:12:36.862
a related idea of mixing machines with people.

1745
01:12:36.862 --> 01:12:38.974
For instance in bias voting,

1746
01:12:38.974 --> 01:12:42.224
having algorithms play certain vertices

1747
01:12:43.524 --> 01:12:45.993
in order to try to effect certain outcomes.

1748
01:12:45.993 --> 01:12:48.043
Maybe in graph coloring, actually,

1749
01:12:48.043 --> 01:12:50.278
if you just have it peppered throughout,

1750
01:12:50.278 --> 01:12:53.566
just some heuristics that try to keep activity

1751
01:12:53.566 --> 01:12:56.799
going in areas where there were too many constraints

1752
01:12:56.799 --> 01:12:58.229
and the like.

1753
01:12:58.229 --> 01:13:00.312
So we haven't tried that.

1754
01:13:02.057 --> 01:13:05.589
<v Woman>So what's the times in these experiments?</v>

1755
01:13:05.589 --> 01:13:08.179
<v ->They vary from five minutes for the very initial</v>

1756
01:13:08.179 --> 01:13:11.594
graph coloring experiments down to

1757
01:13:11.594 --> 01:13:14.807
I think we were at two minutes for these bias voting

1758
01:13:14.807 --> 01:13:15.998
experiments.

1759
01:13:15.998 --> 01:13:17.713
<v Woman>Okay, how about the the one</v>

1760
01:13:17.713 --> 01:13:21.180
where you allow the subjects to do the network?

1761
01:13:21.180 --> 01:13:22.372
<v ->Also two minutes.</v>

1762
01:13:22.372 --> 01:13:23.205
<v Woman>Also two minutes?</v>

1763
01:13:23.205 --> 01:13:24.357
<v ->Yeah, yeah.</v>

1764
01:13:24.357 --> 01:13:27.353
So that's why this information overload hypothesis

1765
01:13:27.353 --> 01:13:30.248
came about that we wanted to refute,

1766
01:13:30.248 --> 01:13:32.412
which is saying, well, they did pretty good

1767
01:13:32.412 --> 01:13:33.956
at bias voting in two minutes, but now

1768
01:13:33.956 --> 01:13:35.791
we're giving them an additional task

1769
01:13:35.791 --> 01:13:37.158
and the same amount of time.

1770
01:13:37.158 --> 01:13:38.603
So maybe we blew it.

1771
01:13:38.603 --> 01:13:40.848
And that's what's making them do poorly.

1772
01:13:40.848 --> 01:13:44.566
So that's why we went through this third session.

1773
01:13:44.566 --> 01:13:45.712
Yes?

1774
01:13:45.712 --> 01:13:48.654
<v Man>Have you thought about making the payment</v>

1775
01:13:48.654 --> 01:13:50.512
for buying an edge bilateral,

1776
01:13:50.512 --> 01:13:52.227
maybe like for two parties?

1777
01:13:52.227 --> 01:13:53.060
<v ->No.</v>

1778
01:13:53.060 --> 01:13:54.256
<v Man>And that's only if they agree?</v>

1779
01:13:54.256 --> 01:13:56.838
<v ->Yeah, I haven't thought about it.</v>

1780
01:13:56.838 --> 01:13:59.004
That would be another even added complexity,

1781
01:13:59.004 --> 01:14:02.356
so now there's this sort of bargaining aspect as well.

1782
01:14:02.356 --> 01:14:03.939
Haven't tried that.

1783
01:14:06.905 --> 01:14:10.072
(man talking quietly)

1784
01:14:22.123 --> 01:14:24.991
So we did that, too, actually.

1785
01:14:24.991 --> 01:14:25.979
I didn't mention it.

1786
01:14:25.979 --> 01:14:28.646
We did that too, and we also did

1787
01:14:30.841 --> 01:14:34.931
both of the above with allowing subjects

1788
01:14:34.931 --> 01:14:38.130
to have one edge purchase, just to make it

1789
01:14:38.130 --> 01:14:40.137
cognitively comparable to having

1790
01:14:40.137 --> 01:14:42.339
to take a little bit of value at first so they're not,

1791
01:14:42.339 --> 01:14:43.981
and basically none of it matters,

1792
01:14:43.981 --> 01:14:47.560
by which I mean performance in all these scenarios

1793
01:14:47.560 --> 01:14:49.871
is still very, very poor.

1794
01:14:49.871 --> 01:14:52.528
(man talking quietly)

1795
01:14:52.528 --> 01:14:54.410
Yeah, or depending on exactly which

1796
01:14:54.410 --> 01:14:57.128
cross-section we're taking, it might be somewhere

1797
01:14:57.128 --> 01:15:00.228
between 35% up to 45%.

1798
01:15:00.228 --> 01:15:02.675
But still way, way below

1799
01:15:02.675 --> 01:15:06.592
performance on exogenously determined networks.

1800
01:15:07.699 --> 01:15:09.567
<v Man>I guess sort of my question is</v>

1801
01:15:09.567 --> 01:15:11.902
on price estimate, just saying,

1802
01:15:11.902 --> 01:15:15.769
okay, we're gonna use 23 or five or whatever,

1803
01:15:15.769 --> 01:15:19.528
and you can buy extras, if that would be,

1804
01:15:19.528 --> 01:15:22.012
I mean, you mentioned some of the ways.

1805
01:15:22.012 --> 01:15:24.344
<v ->Yeah, it is the case, right, right.</v>

1806
01:15:24.344 --> 01:15:27.253
So yeah, this is a good example of something

1807
01:15:27.253 --> 01:15:28.730
that's interesting that I think

1808
01:15:28.730 --> 01:15:31.452
you probably can't guess what would happen.

1809
01:15:31.452 --> 01:15:33.695
Cause that's very different.

1810
01:15:33.695 --> 01:15:35.197
And if you look at the data, right,

1811
01:15:35.197 --> 01:15:36.907
you will definitely see

1812
01:15:36.907 --> 01:15:39.903
that it's not like everybody bought

1813
01:15:39.903 --> 01:15:41.412
the same number of edges.

1814
01:15:41.412 --> 01:15:43.469
There's quite a bit of free riding going on.

1815
01:15:43.469 --> 01:15:45.809
So if you look at the distribution of edge purchases,

1816
01:15:45.809 --> 01:15:48.496
in every experiment there's some

1817
01:15:48.496 --> 01:15:50.996
healthy group of people that basically

1818
01:15:50.996 --> 01:15:53.321
bought no edges whatsoever.

1819
01:15:53.321 --> 01:15:56.108
And by the way, the other question one might wonder

1820
01:15:56.108 --> 01:15:58.331
about these experiments is, maybe people

1821
01:15:58.331 --> 01:16:01.316
are just cheap and didn't buy enough edges, right?

1822
01:16:01.316 --> 01:16:03.772
So and the minimum, right, we have to buy

1823
01:16:03.772 --> 01:16:05.365
a spanning group, right?

1824
01:16:05.365 --> 01:16:09.103
If we have two disconnected components,

1825
01:16:09.103 --> 01:16:12.149
there's no communication between those two,

1826
01:16:12.149 --> 01:16:14.460
there's just a pretty good likelihood

1827
01:16:14.460 --> 01:16:16.443
that even if each group reaches unanimity,

1828
01:16:16.443 --> 01:16:17.904
it's gonna be to opposite colors

1829
01:16:17.904 --> 01:16:18.978
and there won't be a game.

1830
01:16:18.978 --> 01:16:22.002
So we need to buy at least like 35 edges

1831
01:16:22.002 --> 01:16:24.343
in order to have global connectivity.

1832
01:16:24.343 --> 01:16:25.888
So you might wonder if maybe the problem with this,

1833
01:16:25.888 --> 01:16:28.251
you know, people didn't buy the networks,

1834
01:16:28.251 --> 01:16:30.281
so consistent with what I said,

1835
01:16:30.281 --> 01:16:31.814
they build hard networks.

1836
01:16:31.814 --> 01:16:33.450
Well, maybe the reason the networks were hard

1837
01:16:33.450 --> 01:16:36.635
is they were disconnected or maybe just incredibly sparse.

1838
01:16:36.635 --> 01:16:37.970
This is not true.

1839
01:16:37.970 --> 01:16:41.339
There's a great deal of edge purchasing that goes on.

1840
01:16:41.339 --> 01:16:45.506
And since you're sitting here, I'll show you a movie.

1841
01:16:46.635 --> 01:16:47.802
This shows you

1842
01:16:49.322 --> 01:16:53.304
an actual visualization of the edge purchases

1843
01:16:53.304 --> 01:16:56.054
and the color choices being made.

1844
01:16:56.907 --> 01:16:58.907
I think this is the one.

1845
01:17:00.394 --> 01:17:01.823
Okay, so here we are.

1846
01:17:01.823 --> 01:17:03.594
There are no edges yet.

1847
01:17:03.594 --> 01:17:05.449
All the players with the higher payoff for red

1848
01:17:05.449 --> 01:17:06.352
are at the bottom.

1849
01:17:06.352 --> 01:17:07.650
All the players with a higher payoff for blue

1850
01:17:07.650 --> 01:17:09.483
are at the top.

1851
01:17:09.483 --> 01:17:11.008
The outer ring, when it is animated,

1852
01:17:11.008 --> 01:17:13.495
will indicate the current color choice of that vertex.

1853
01:17:13.495 --> 01:17:15.058
And these inner half moons represent

1854
01:17:15.058 --> 01:17:17.616
your payoff for red and your payoff for blue.

1855
01:17:17.616 --> 01:17:20.207
And those shrink as you make edge purchases.

1856
01:17:20.207 --> 01:17:21.578
Basically the area of this thing

1857
01:17:21.578 --> 01:17:23.661
is proportional to your remaining payoffs

1858
01:17:23.661 --> 01:17:26.068
post your edge expenditures.

1859
01:17:26.068 --> 01:17:28.165
And this is actually an experiment

1860
01:17:28.165 --> 01:17:30.365
in which the edge costs were the highest.

1861
01:17:30.365 --> 01:17:33.302
So I think the edge costs here were like 25 cents.

1862
01:17:33.302 --> 01:17:35.376
So your getting payoffs sort of on the order

1863
01:17:35.376 --> 01:17:36.892
of a dollar 50, you know.

1864
01:17:36.892 --> 01:17:41.059
So you really can't buy many, the edges are expensive

1865
01:17:41.940 --> 01:17:45.161
relative to your overall payoff.

1866
01:17:45.161 --> 01:17:48.661
And this is actually real time, I believe.

1867
01:17:49.899 --> 01:17:52.250
So connectivity's not the problem here.

1868
01:17:52.250 --> 01:17:54.045
Very early in the experiment, we definitely have

1869
01:17:54.045 --> 01:17:56.933
global connectivity and much, much more than a span.

1870
01:17:56.933 --> 01:17:59.101
There's way more than 35 edges here.

1871
01:17:59.101 --> 01:18:01.933
You can see what I'm talking about here.

1872
01:18:01.933 --> 01:18:03.705
Here's somebody who's basically spent

1873
01:18:03.705 --> 01:18:06.007
almost as much as they can on edges.

1874
01:18:06.007 --> 01:18:07.821
By the way, we maintain the invariant

1875
01:18:07.821 --> 01:18:11.081
that you couldn't buy more edges than,

1876
01:18:11.081 --> 01:18:13.090
you couldn't buy edges to make your lower payoff

1877
01:18:13.090 --> 01:18:14.416
go negative, right?

1878
01:18:14.416 --> 01:18:18.398
You had to at least have a positive lower payoff.

1879
01:18:18.398 --> 01:18:20.030
So now we're done.

1880
01:18:20.030 --> 01:18:21.800
And this is a rather dense graph.

1881
01:18:21.800 --> 01:18:24.230
This is even when the edges were expensive.

1882
01:18:24.230 --> 01:18:27.123
So you can see the variation between people

1883
01:18:27.123 --> 01:18:30.096
who basically spent the maximum amount on edges

1884
01:18:30.096 --> 01:18:32.825
to other complete free riders over here.

1885
01:18:32.825 --> 01:18:33.883
(laughing)

1886
01:18:33.883 --> 01:18:35.535
And you can see that this is an experiment

1887
01:18:35.535 --> 01:18:37.242
that ended unsuccessfully.

1888
01:18:37.242 --> 01:18:38.953
Most people have adopted blue,

1889
01:18:38.953 --> 01:18:42.367
but there's still this group of red holdouts

1890
01:18:42.367 --> 01:18:46.534
that are preventing, nobody got payoffs in this experiment.

1891
01:18:51.350 --> 01:18:54.099
<v Man>So what role did time play in this?</v>

1892
01:18:54.099 --> 01:18:56.552
I would have thought that if this was real time,

1893
01:18:56.552 --> 01:18:58.343
everybody would have sat around

1894
01:18:58.343 --> 01:19:00.667
hoping somebody would have connected to them

1895
01:19:00.667 --> 01:19:02.106
so they wouldn't have had to pay.

1896
01:19:02.106 --> 01:19:05.148
<v ->Yeah, there's two minutes total.</v>

1897
01:19:05.148 --> 01:19:06.576
And when those two minutes are up,

1898
01:19:06.576 --> 01:19:10.006
either you've reached unanimity or you haven't.

1899
01:19:10.006 --> 01:19:12.339
And you can see, right, that

1900
01:19:14.661 --> 01:19:16.911
you saw, I won't replay it,

1901
01:19:18.048 --> 01:19:21.717
even though kind of, there was a long period of time left,

1902
01:19:21.717 --> 01:19:23.937
people weren't waiting around to buy edges.

1903
01:19:23.937 --> 01:19:27.880
People were doing it rather quickly from the start.

1904
01:19:27.880 --> 01:19:29.760
So it doesn't seem like people

1905
01:19:29.760 --> 01:19:31.731
were kind playing the chicken game

1906
01:19:31.731 --> 01:19:33.632
where they're like, well, I'm not gonna build the edges.

1907
01:19:33.632 --> 01:19:36.330
I'm gonna see if everybody else builds the edges.

1908
01:19:36.330 --> 01:19:37.693
Only you do of course have free riders

1909
01:19:37.693 --> 01:19:39.470
who never bought edges.

1910
01:19:39.470 --> 01:19:40.361
<v Student>In that last example,</v>

1911
01:19:40.361 --> 01:19:41.997
was there any cards going around?

1912
01:19:41.997 --> 01:19:43.557
Did people have any idea that they

1913
01:19:43.557 --> 01:19:44.530
would just be people?

1914
01:19:44.530 --> 01:19:46.830
<v ->No, no, you just know how much time is left,</v>

1915
01:19:46.830 --> 01:19:49.403
and you know that you haven't reached unanimity yet.

1916
01:19:49.403 --> 01:19:53.540
But of course, if you look at the network towards the end,

1917
01:19:53.540 --> 01:19:56.707
most players had a rather large degree

1918
01:19:57.918 --> 01:20:01.552
and to probably see, at least in their sampling

1919
01:20:01.552 --> 01:20:04.481
of neighbors, that there was at least one red and one blue.

1920
01:20:04.481 --> 01:20:07.438
So they might be able to guess from the proportion

1921
01:20:07.438 --> 01:20:09.756
that they were pretty close to unanimity

1922
01:20:09.756 --> 01:20:11.256
but not there yet.

1923
01:20:13.357 --> 01:20:14.422
Yes.

1924
01:20:14.422 --> 01:20:17.415
<v Man>So I guess in most other games</v>

1925
01:20:17.415 --> 01:20:21.083
that you're listing here, do you have the notion of

1926
01:20:21.083 --> 01:20:24.166
making the best chance from the game?

1927
01:20:26.886 --> 01:20:29.164
So if you have a sense about how much

1928
01:20:29.164 --> 01:20:32.664
chance was in a player, had the best shot,

1929
01:20:35.678 --> 01:20:40.072
is there even an option of choosing some...

1930
01:20:40.072 --> 01:20:43.072
<v ->Are you asking me what fraction of</v>

1931
01:20:45.838 --> 01:20:48.171
the player across timestamps

1932
01:20:50.608 --> 01:20:52.804
such that that player is best responding

1933
01:20:52.804 --> 01:20:54.892
to their neighborhood at that moment?

1934
01:20:54.892 --> 01:20:57.833
<v Man>Yes, and given the time the player has,</v>

1935
01:20:57.833 --> 01:21:02.418
there's the notion that there is a best option, right,

1936
01:21:02.418 --> 01:21:04.896
so what percentage of the players-

1937
01:21:04.896 --> 01:21:06.933
<v ->So we haven't systematically studied that</v>

1938
01:21:06.933 --> 01:21:09.072
across all experiments.

1939
01:21:09.072 --> 01:21:11.445
And in some cases it's not clear how to define that.

1940
01:21:11.445 --> 01:21:13.554
So the bias voting is a good example.

1941
01:21:13.554 --> 01:21:16.895
So my higher payoff is for red,

1942
01:21:16.895 --> 01:21:20.672
and 60% of my neighbors are playing blue.

1943
01:21:20.672 --> 01:21:22.672
What's my best response?

1944
01:21:25.399 --> 01:21:26.483
It's not clear, right?

1945
01:21:26.483 --> 01:21:29.370
Maybe I should continue to hold out for red

1946
01:21:29.370 --> 01:21:32.479
and cause everybody to come to my higher-payoff color,

1947
01:21:32.479 --> 01:21:37.335
or maybe I should acquiesce and play with the majority.

1948
01:21:37.335 --> 01:21:39.097
But by the way, you can formulate,

1949
01:21:39.097 --> 01:21:42.159
for all these games, something that we often do

1950
01:21:42.159 --> 01:21:46.049
is formulate some simple heuristic model for play

1951
01:21:46.049 --> 01:21:49.264
and ask how correlated it is with the various aspects

1952
01:21:49.264 --> 01:21:50.702
of the actual subject play.

1953
01:21:50.702 --> 01:21:54.057
So for instance in bias voting,

1954
01:21:54.057 --> 01:21:56.557
the natural thing to do is do,

1955
01:21:57.980 --> 01:22:01.286
let's scale my payoffs to a number between zero and one

1956
01:22:01.286 --> 01:22:04.553
that indicates my strength of preference for red, let's say.

1957
01:22:04.553 --> 01:22:07.465
So for instance 0.5 if my payoffs are equal.

1958
01:22:07.465 --> 01:22:09.437
If it's approaching one,

1959
01:22:09.437 --> 01:22:12.801
if my payoffs were a dollar 50 for red

1960
01:22:12.801 --> 01:22:15.547
and 50 cents for blue, this value would be

1961
01:22:15.547 --> 01:22:18.066
a dollar 50 divided by two dollars, okay?

1962
01:22:18.066 --> 01:22:20.392
So everybody gets a number between zero and one

1963
01:22:20.392 --> 01:22:22.815
that indicates their

1964
01:22:22.815 --> 01:22:25.123
relative preference for red.

1965
01:22:25.123 --> 01:22:28.306
And a natural thing to do is to say, well,

1966
01:22:28.306 --> 01:22:31.464
at each moment in time, suppose what each agent does

1967
01:22:31.464 --> 01:22:33.826
is to take that static number,

1968
01:22:33.826 --> 01:22:35.602
which has just to do with their payoffs,

1969
01:22:35.602 --> 01:22:37.663
and multiply it by the fraction of players

1970
01:22:37.663 --> 01:22:39.538
in their neighborhood playing red

1971
01:22:39.538 --> 01:22:43.545
and to normalize this quantity into a probability, okay?

1972
01:22:43.545 --> 01:22:46.841
So now I'm deliberately balancing two concerns.

1973
01:22:46.841 --> 01:22:50.272
One, if my payoff for red is very high,

1974
01:22:50.272 --> 01:22:53.053
that's gonna make this probability higher in general,

1975
01:22:53.053 --> 01:22:56.070
but I'm not completely ignoring my neighborhood, right?

1976
01:22:56.070 --> 01:22:58.104
If my payoff is higher for red

1977
01:22:58.104 --> 01:23:00.048
but the vast majority of my neighbors

1978
01:23:00.048 --> 01:23:01.960
were playing blue, that's gonna lower this probability

1979
01:23:01.960 --> 01:23:03.568
of playing red.

1980
01:23:03.568 --> 01:23:05.856
So you can take a model like that and run it

1981
01:23:05.856 --> 01:23:08.697
in simulation, independently on every vertex.

1982
01:23:08.697 --> 01:23:11.334
And let's say run it until you've reached unanimity

1983
01:23:11.334 --> 01:23:13.545
on each of the networks that we actually

1984
01:23:13.545 --> 01:23:16.027
gave the subjects in the experiments.

1985
01:23:16.027 --> 01:23:19.525
And you could ask, how long is the time to completion

1986
01:23:19.525 --> 01:23:21.614
of that simulation correlated,

1987
01:23:21.614 --> 01:23:22.915
how strongly is that correlated

1988
01:23:22.915 --> 01:23:26.052
with the actual subjects' time to unanimity?

1989
01:23:26.052 --> 01:23:28.532
And if you do that, these two numbers

1990
01:23:28.532 --> 01:23:29.892
are highly correlated.

1991
01:23:29.892 --> 01:23:32.514
The correlation coefficient is about 0.6

1992
01:23:32.514 --> 01:23:35.538
and so highly significant statistically.

1993
01:23:35.538 --> 01:23:38.819
And so it sort of explains 60% of the variants

1994
01:23:38.819 --> 01:23:40.208
of this model, okay?

1995
01:23:40.208 --> 01:23:42.875
And this is very typical, right?

1996
01:23:43.839 --> 01:23:48.104
It's often more conforming to some reasonable heuristic

1997
01:23:48.104 --> 01:23:52.595
that's captured, there's something real about it

1998
01:23:52.595 --> 01:23:56.124
that captures a lot of the variants in the subject play.

1999
01:23:56.124 --> 01:23:57.378
But it's not strong enough.

2000
01:23:57.378 --> 01:24:00.355
So 60% is a strong correlation coefficient,

2001
01:24:00.355 --> 01:24:02.451
but it's not enough to be predictive, right?

2002
01:24:02.451 --> 01:24:04.407
It's not like I can build a regression

2003
01:24:04.407 --> 01:24:07.538
from this simulation quantity and make an accurate

2004
01:24:07.538 --> 01:24:11.062
R kind of squared error of prediction

2005
01:24:11.062 --> 01:24:13.534
of this time the subjects take to complete.

2006
01:24:13.534 --> 01:24:16.769
It wouldn't be much better than random guessing.

2007
01:24:16.769 --> 01:24:20.331
So it's kind of interesting that you can find

2008
01:24:20.331 --> 01:24:23.437
heuristics that model something real,

2009
01:24:23.437 --> 01:24:25.604
even though not in detail.

2010
01:24:26.832 --> 01:24:29.588
I think getting to better, detailed models

2011
01:24:29.588 --> 01:24:31.755
is the next open question.

2012
01:24:33.544 --> 01:24:34.411
Yeah.

2013
01:24:34.411 --> 01:24:36.011
<v Student>I was wondering if you ever included</v>

2014
01:24:36.011 --> 01:24:38.511
some sort of model for selling

2015
01:24:41.001 --> 01:24:44.629
influence, so for instance if I buy an edge to you

2016
01:24:44.629 --> 01:24:47.232
then your color reverts to my color

2017
01:24:47.232 --> 01:24:51.149
or selling your fealty so, I buy an edge to you

2018
01:24:52.013 --> 01:24:54.564
and I see your connections, I want to buy an edge to you,

2019
01:24:54.564 --> 01:24:58.064
and I'm gonna sell my color to your color.

2020
01:25:00.096 --> 01:25:02.554
<v ->Yeah, that's an interesting idea.</v>

2021
01:25:02.554 --> 01:25:04.810
So we're kind of looking at more,

2022
01:25:04.810 --> 01:25:06.367
even though there's money in our experiments,

2023
01:25:06.367 --> 01:25:09.273
we're looking at non-monetary forms of diffusion

2024
01:25:09.273 --> 01:25:12.207
or influence rather than direct monetary ones

2025
01:25:12.207 --> 01:25:13.790
where I'll pay you.

2026
01:25:15.063 --> 01:25:17.128
The closest we came to that were these independent

2027
01:25:17.128 --> 01:25:18.461
set experiments,

2028
01:25:19.931 --> 01:25:23.279
which I'll just briefly mention, since you asked.

2029
01:25:23.279 --> 01:25:25.888
So in these experiments, we created

2030
01:25:25.888 --> 01:25:28.445
the independent set model with kings and pawns.

2031
01:25:28.445 --> 01:25:30.461
So basically over the experiment,

2032
01:25:30.461 --> 01:25:32.629
you either declare yourself to be a king

2033
01:25:32.629 --> 01:25:34.685
or you declare yourself to be a pawn.

2034
01:25:34.685 --> 01:25:36.372
If you declare yourself to be a pawn,

2035
01:25:36.372 --> 01:25:37.998
no matter what's going on in your neighborhood,

2036
01:25:37.998 --> 01:25:40.114
you get 50 cents per minute.

2037
01:25:40.114 --> 01:25:41.690
These are the only experiments we did

2038
01:25:41.690 --> 01:25:43.849
where the payments were prorated by the task.

2039
01:25:43.849 --> 01:25:45.377
Whatever rate of rate you're getting,

2040
01:25:45.377 --> 01:25:46.938
as long as you're in that state,

2041
01:25:46.938 --> 01:25:48.258
you get that rate of pay.

2042
01:25:48.258 --> 01:25:51.675
So the rate if you were a pawn was 50 cents a minute,

2043
01:25:51.675 --> 01:25:53.358
no matter what.

2044
01:25:53.358 --> 01:25:55.133
If you declared yourself to be a king

2045
01:25:55.133 --> 01:25:57.504
and all of your neighbors were pawns,

2046
01:25:57.504 --> 01:26:00.542
then while that state holds, you got a dollar per minute.

2047
01:26:00.542 --> 01:26:01.733
This is like electing yourself to be

2048
01:26:01.733 --> 01:26:03.674
in the independent set, okay?

2049
01:26:03.674 --> 01:26:06.310
But if you declared yourself to be a king

2050
01:26:06.310 --> 01:26:10.668
and you had a king neighbor, you got nothing.

2051
01:26:10.668 --> 01:26:13.085
So this is sort of a tension.

2052
01:26:16.785 --> 01:26:19.459
And so the maximum social welfare solutions

2053
01:26:19.459 --> 01:26:20.972
are actually the independent sets.

2054
01:26:20.972 --> 01:26:22.601
You basically have, you take a maximum

2055
01:26:22.601 --> 01:26:24.749
independent set, call those the kings.

2056
01:26:24.749 --> 01:26:27.519
That's the highest, you get the dollar.

2057
01:26:27.519 --> 01:26:28.976
Everybody else gets 50 cents.

2058
01:26:28.976 --> 01:26:33.966
So sort of the only kind of influence trading game

2059
01:26:33.966 --> 01:26:37.633
we gave is that we ran all those experiments

2060
01:26:39.709 --> 01:26:42.861
with a variation where you kind of had

2061
01:26:42.861 --> 01:26:45.757
a slider bar that went from zero to 100%

2062
01:26:45.757 --> 01:26:47.748
in 10% increments.

2063
01:26:47.748 --> 01:26:49.820
And what that slider indicated was

2064
01:26:49.820 --> 01:26:53.925
if you were a king that only had pawn neighbors,

2065
01:26:53.925 --> 01:26:56.645
that fraction of your prorated earnings

2066
01:26:56.645 --> 01:26:58.557
would be divided amongst your neighbors.

2067
01:26:58.557 --> 01:27:00.077
The idea here is that, well,

2068
01:27:00.077 --> 01:27:03.899
if I'm a king and all of my neighbors are pawns,

2069
01:27:03.899 --> 01:27:05.501
then I'm enjoying the highest rate of pay.

2070
01:27:05.501 --> 01:27:07.531
Well, it's my neighbors' pawn-ness

2071
01:27:07.531 --> 01:27:10.396
that makes my king-ness possible.

2072
01:27:10.396 --> 01:27:12.585
And maybe I should be grateful to them

2073
01:27:12.585 --> 01:27:15.727
and share some of my earning with them, right,

2074
01:27:15.727 --> 01:27:18.666
to encourage them to stay in the pawn state.

2075
01:27:18.666 --> 01:27:21.442
So this is sort of an example of what you're saying

2076
01:27:21.442 --> 01:27:23.175
where I'm actually gonna pay somebody

2077
01:27:23.175 --> 01:27:25.438
for not influence in this case

2078
01:27:25.438 --> 01:27:28.167
but for remaining in this lower payoff state.

2079
01:27:28.167 --> 01:27:29.953
And one of the interesting things is

2080
01:27:29.953 --> 01:27:31.749
that now there can be network structures

2081
01:27:31.749 --> 01:27:34.308
where you could actually get higher than the king

2082
01:27:34.308 --> 01:27:36.733
rate of pay by being a pawn

2083
01:27:36.733 --> 01:27:39.569
because for instance think of a hub and spoke, right?

2084
01:27:39.569 --> 01:27:42.736
So in a hub and spoke, by being a pawn

2085
01:27:44.167 --> 01:27:47.642
at the hub and letting all of the spokes be kings,

2086
01:27:47.642 --> 01:27:52.190
well, you might get side payments from all of them

2087
01:27:52.190 --> 01:27:54.790
and make much more than the dollar a minute for a king.

2088
01:27:54.790 --> 01:27:57.098
And the interesting thing in those experiments

2089
01:27:57.098 --> 01:27:59.750
is in every single experiment we ran like that,

2090
01:27:59.750 --> 01:28:02.058
introducing this side payment mechanism

2091
01:28:02.058 --> 01:28:03.563
increased the social welfare.

2092
01:28:03.563 --> 01:28:04.966
It increased the total payoffs

2093
01:28:04.966 --> 01:28:08.122
because basically now instead of there being conflicts

2094
01:28:08.122 --> 01:28:10.440
like where two players are like, well,

2095
01:28:10.440 --> 01:28:12.084
you've been a king for a while now,

2096
01:28:12.084 --> 01:28:17.024
and I've been a pawn, so now I have to conflict with you

2097
01:28:17.024 --> 01:28:19.354
in order to get you to back off and sort of share

2098
01:28:19.354 --> 01:28:20.840
that higher rate.

2099
01:28:20.840 --> 01:28:22.554
Now that higher rate can be shared directly

2100
01:28:22.554 --> 01:28:23.983
through this tipping mechanism,

2101
01:28:23.983 --> 01:28:25.262
side payment mechanism.

2102
01:28:25.262 --> 01:28:27.612
And that made everybody make more money.

2103
01:28:27.612 --> 01:28:30.632
I mean, they're collectively making more money.

2104
01:28:30.632 --> 01:28:31.496
<v ->We better wrap this up.</v>

2105
01:28:31.496 --> 01:28:33.848
<v ->Yeah, thank you, thanks a lot.</v>

2106
01:28:33.848 --> 01:28:35.888
(applause)

2107
01:28:35.888 --> 01:28:38.388
(light music)

