I'm proposing inductive decision theory (IDT) - a descriptive decision theory (an algorithm how to predict people's actions in order to know what action to take) that aims to fix the imperfections of the standard game theory frameworks.
The decision theory is based on the Solomonoff inductive theory. The decision theory predicts actions of the players, assuming that their actions are generated with some rule (program), and it assigns higher prior probability to the programs that are simpler.
Additionally, it assigns higher prior probability to the actions that are optimal, assuming that:
For now, it's just a general idea. I will improve it / go in greater detail, if/when I have time.
I'm proposing inductive decision theory (IDT) - a descriptive decision theory (an algorithm how to predict people's actions in order to know what action to take) that aims to fix the imperfections of the standard game theory frameworks.
To the best of my knowledge, there is no game theory framework that takes into account all of the below facts:
This decision theory is based on the Solomonoff inductive theory (hence "inductive" part in the name). This theory predicts actions of the players, assuming that their actions are generated with some rule (program), and it assigns higher prior probability to the programs that are shorter (analogically to how Solomonoff induction assigns higher probability to programs that are shorter, when predicting the next number in the sequence).
The rationale behind that is that if Solomonoff induction is a correct way to predict reality, then it's also a correct way to predict human action because humans and their actions are part of reality.
This decision theory assumes that all players' actions are generated with the same program. That is different for example from Bayesian Fictitious Play which tries to predict a program (strategy) for each player separately.
The rationale behind that is the fact that humans are similar to some extent, and if one human (player) acted in certain way, then it's reasonable to assign higher probability that another human will also act in that way. If we assume that each player has a different program, then we can't make conclusions about actions of a player based on the actions of the previous players. That would be limiting.
But that one program can return different actions for different players. For example, it can be something like: if player_taking_action = player X, then ... else .... So, despite the fact that theory assumes that all actions are generated with one program, the theory doesn't always have to assume that each player will play according to the same strategy.
Additionally, the theory assigns higher prior probability to the actions that are optimal, assuming that:
The rationale behind that is that humans aim to take the action that gives them highest expected utility, so their action is more likely to be the action that gives them the highest expected utility.
The problem with that theory is that it's not possible to compute the optimal actions because:
The solution to that is: