Comparing human behavior models in repeated Stackelberg security games: An extended study☆
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This journal article extends a full paper that appeared in AAMAS 2015 [49] with the following new contributions. First, we test our model SHARP in human subjects experiments at the Bukit Barisan Seletan National Park in Indonesia against wildlife security experts and provide results and analysis of the data (Section 13.1). Second, we conduct new human subjects experiments on Amazon Mechanical Turk (AMT) to show the extent to which past successes and failures affect the adversary's future decisions in repeated Stackelberg games (Section 8.1). Third, we conduct new analysis on our human subjects data and illustrate the effectiveness of SHARP's modeling considerations and also the robustness of our experimental results by: (i) showing how SHARP based strategies adapt due to past successes and failures of the adversary, while existing competing models like P-SUQR converge to one particular strategy (Section 12.4); (ii) comparing a popular probability weighting function in the literature (Prelec's model) against the one used in SHARP and showing how the probability weighting function used in SHARP is superior in terms of prediction performances, even though the shape of the learned curves are the same (Sections 3.2 and 12.2.1); (iii) comparing an alternative subjective utility function based on prospect theory where the values of outcomes are weighted by the transformed probabilities, against the weighted-sum-of-features approach used in SHARP – the alternative model yields the same surprising S-shaped probability weighting curves as the weighted-sum-of-features functional form used in SHARP but the weighted-sum-of-features model yields better prediction accuracy than the prospect theoretic subjective utility function (Sections 7.2 and 12.2.2); and (iv) proposing and comparing a new descriptive reinforcement learning (rl) model for SSGs which is based on a popular reinforcement learning model for simultaneous move games against SHARP – although the rl model learns based on feedback from past actions, it performs poorly as compared to SHARP (Sections 11 and 12.1). Fourth, in this article we also provide methodological contributions towards conducting repeated measures experiments on AMT and show the effects of various strategies on the participant retention rates in such repeated experiment settings (Section 6). Fifth, we discuss additional related work (Section 3), directions for future work (Section 14), and provide additional detailed explanations, proofs of theorems and feedback from participants who played our games.