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Linglib.Theories.Pragmatics.GameTheory

Strategic Games @cite{fehr-schmidt-1999} #

@cite{houlihan-kleiman-weiner-hewitt-tenenbaum-saxe-2023}

Multi-agent game infrastructure for social cognition.

Existing DecisionTheory.lean is single-agent: one decision-maker, one prior, one utility. But emotion prediction, politeness, and game-theoretic pragmatics all require strategic interaction — one agent's payoff depends on what another agent does.

This module provides:

Connection to BToM #

A SymmetricGame determines the utility field of a BToM generative model: the agent's Desire type becomes the Fehr-Schmidt preference weights (ω_Money, ω_AIA, ω_DIA), and the planModel implements expected-utility maximization over those weighted base features.

Connection to Pragmatics #

Signaling games (@cite{franke-2011}, @cite{lewis-1969}) extend this to games where actions = utterances and payoffs depend on communicated information. The current module covers non-communicative games; signaling games are in Theories/Pragmatics/SignalingGames.lean.

Binary action in a 2-player game.

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      A 2-player symmetric game: payoff a₁ a₂ is player 1's material payoff when player 1 plays a₁ and player 2 plays a₂.

      Symmetric: player 2's payoff when (a₁, a₂) is played equals player 1's payoff when (a₂, a₁) is played.

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        Player 2's payoff (by symmetry).

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          Disadvantageous inequality for player 1 in outcome (a₁, a₂).

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            Advantageous inequality for player 1 in outcome (a₁, a₂).

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              Base features: the three Fehr-Schmidt utility components. Returns (Money, AI, DI) — all deterministic given the action pair.

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                def Pragmatics.GameTheory.SymmetricGame.socialUtility (g : SymmetricGame) (a₁ a₂ : Action2) (ωMoney ωAIA ωDIA : ) :

                Weighted social utility for player 1 given Fehr-Schmidt weights.

                U = ω_m · Money − ω_aia · AI − ω_dia · DI

                Note the negative signs: AI and DI are costs.

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                • g.socialUtility a₁ a₂ ωMoney ωAIA ωDIA = ωMoney * g.payoff a₁ a₂ - ωAIA * g.ai a₁ a₂ - ωDIA * g.di a₁ a₂
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                  theorem Pragmatics.GameTheory.SymmetricGame.socialUtility_eq_fehrSchmidt (g : SymmetricGame) (a₁ a₂ : Action2) (ωAIA ωDIA : ) :
                  g.socialUtility a₁ a₂ 1 ωAIA ωDIA = Core.fehrSchmidt (g.payoff a₁ a₂) (g.otherPayoff a₁ a₂) ωDIA ωAIA

                  Social utility with Fehr-Schmidt weights equals applying fehrSchmidt with rescaled parameters, when ωMoney = 1.

                  The Split-or-Steal game from @cite{houlihan-kleiman-weiner-hewitt-tenenbaum-saxe-2023}.

                  A weak Prisoner's Dilemma: CC gives (pot/2, pot/2), CD gives (0, pot), DC gives (pot, 0), DD gives (0, 0). Unlike a standard PD, mutual defection yields the same payoff as being cooperated against — hence "weak."

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                    Defecting weakly dominates: ∀ a₂, payoff(D, a₂) ≥ payoff(C, a₂).

                    DC: defector gets everything — maximum advantageous inequality.

                    CD: cooperator gets nothing — maximum disadvantageous inequality.

                    Despite weak dominance, a player with high enough AIA weight prefers to cooperate when the opponent cooperates.

                    CC: payoffs equal ⇒ AI = DI = 0 ⇒ socialUtility = pot/2. DC: payoff = pot, other = 0, AI = pot, DI = 0 ⇒ socialUtility = pot(1 − ωAIA). When ωAIA > 1/2: pot(1 − ωAIA) < pot/2, so cooperation is preferred.

                    This is the Fehr-Schmidt explanation of cooperation: an agent with high advantageous inequity aversion (AIA) — who dislikes getting more than others — will cooperate even though defection weakly dominates in material terms.