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Wayward Agents in a Commuting Scenario (Personalities in the Minority Game) Ana L.C. Bazzan Rafael H. Bordini Gustavo Kuhn Andrioti Rosa M. Vicari Institute for Informatics Universidade Federal do Rio Grande do Sul (UFRGS) Porto Alegre, Brazil fbazzan, bordini, fgka, [email protected] Joachim Wahle Physics of Transport and Traffic Gerhard-Mercator-University, Duisburg, Germany [email protected] Abstract particularly in economics. It has also been the subject of recent studies in statistical physics, e.g., [8, 13]. In our daily lives we often have to face binary decisions where we seek to take the minority’s choice, e.g., in traffic scenarios where we have to choose between similar alternative routes. We have studied agent coordination mechanisms in a binary decision model introduced in the literature recently: the Minority Game. Extending this model, we have introduced personalities which model certain types of human behaviour. Different populations of these personalities have been simulated. It was found that there is one personality which performs better than the average: the wayward personality. We have also extended the concept of Hamming distance (a standard probabilistic measure for the difference between strategies) to account for our personalities; this notion is useful for qualitatively explaining or predicting results. Our work gives insights into the impact of commuters’ behaviours and it addresses relegated issues in traditional traffic simulation. The idea of rewarding the decision that is made by the minority of the players (or agents) is interesting in many scenarios. In our work on using multi-agent simulations of traffic, minority game is clearly useful: choosing routes that are least busy is thoroughly rewarding. This is the main motivation for the work reported in this paper. In effect, we can rephrase the pub scenario above in terms of choosing a certain route for commuting only to find out that it is awfully jammed, and then thinking to oneself: “I wish I had taken the alternative route”. 1. Introduction Who has not been through the situation where one has gone to one’s favourite pub only to find out that it happens to be overcrowded that night, and then regretting not to have stayed home? That is precisely the motivation for the recent minority game (MG) — a game where the decision that is made by the minority of the players is rewarded. It was first referred to as the El Farol Bar Problem (EFBP) [1], and this game is presently booming in many application areas, We have developed a set of simulations of the EFBP where we have considered agents with personalities (as in [7]), which are meaningful combinations of what is usually called strategies in the game. These personalities are related to commuters’ behaviours. We aim at drawing conclusions as to what types of behaviour are more rewarding to commuters and beneficial to the traffic as a whole. In fact, our results apply quite generally in the area of Multi-Agent Systems. Agents typically compete for resources available in their environment: to avoid sought-after resources will be clearly advantageous to any agent. Our work has concentrated on anthropomorphic aspects in traffic simulation, which microeconomics-based simulations usually relegate. In [4], we have produced simulations of the Iterated Prisoner’s Dilemma (IPD) where we have introduced the idea of groups of agents, and tested ideas from Ridley’s [15] theories of moral sentiments. In [5] we have discussed the necessity of changing the paradigm of modelling drivers’ behaviour in traffic flow systems. It turns out that information can have a serious impact on stability of traffic conditions [16]. The next section reviews the fast growing literature on the EFBP. Section 3 presents further the motivations for this work using the EFBP applied to a traffic scenario. We then present our simulations of the EFBP where some ideas related to personalities have been considered in Section 4. The results are analysed in Section 5. Finally, Section 6 discusses several aspects of this work and its future directions, and provide concluding remarks. 2. Literature Review Microeconomics and game-theory assume human behaviour to be rational and deductive – deriving a conclusion by perfect logical processes from well-defined premises. But this assumption does not hold especially in interactive situations like the coordination of many agents. There is no a priori best strategy since the outcome of a game depends on the other players. Therefore, bounded and inductive rationality (i.e. making a decision based on past experience) is supposed to be a more realistic description. In this spirit Arthur introduced in 1994 a coordination game [1] called the El Farol Bar Problem (EFBP). (The name is inspired by a bar in Santa Fe.) Every week n players wish to visit the bar El Farol attracted by live music. Up to a certain threshold of customers T the bar is very comfortable and enjoyable. If it is too crowed, it is better to stay home. The payoff of the game is clear: if the number of visitors is less than the threshold T these are rewarded, otherwise those who stayed home are better off. In the original work, they used n = 101 and T = 60, but arbitrary values of n and T have also been studied [13, 12]. The players can only make predictions about the attendance for the next time based on the results of the previous m weeks; this is the basis for strategies for playing the game. Now, there is a huge set of possible strategies and every player possesses k of them. For the decision whether to go or to stay home, the player always selects the strategy which predicts the outcome of the last weeks most accurately. After every week the player learns the new attendance and thus evaluates his strategies. By means of computer simulations, it was realised that the mean attendance always converges to the threshold T = 60 [1]. Later on the EFBP was generalised to a binary game by Challet and Zhang [8], the so-called Minority Game (MG). An odd number n of players has to choose between two alternatives (e.g., yes or no, or simply 0 or 1). With a memm ory size m there are 22 possible strategies. Each player has a set S of them which are chosen randomly out of the whole set. The strategies are chosen as before and the minority group wins. In the simplest version of the game, these players are rewarded one point. Since the step function is a very simple payoff, other functions which favour for instance, smaller minorities were studied by several authors [8, 9, 13]. The MG and the EFBP are gradually becoming a paradigm for complex systems and have been recently studied in detail1 . We will refer briefly to some of the basic results. In their original work, Challet and Zhang have systematically studied the influence of the memory size m and number of strategies S on the performance of the game. They concluded that the mean attendance always converges to n=2 but for larger m there are less fluctuations, which means the game is more efficient. Additionally, different temporal evolution processes were studied. It has been shown that such evolutionary processes lead to stable, self-organised states [8]. Some analytical studies showed that there is a phase transition to an efficient game if the parameter = 2m =n is approximately one. This is strongly related to the value of the Hamming distance [9, 10]. The Hamming distance is the probability that the decision of two strategies differ from each other, a valuable concept used later on in this paper. Finally, as we write up the final version of this paper, Edmonds has just published on the subject of the EFBP [11]; he investigates the emergence of heterogeneity among agents in a simulation. His paper tackles evolutionary learning as well as communication among agents, which might lead to a differentiation of roles at the end of the run. In a sense, this is also what we aim in the present paper, except that we have based the design of our agents to represent known strategies or class of agents which may be found in real societies. Another characteristic of Edmonds’s paper which resembles ours is his focussing on the description of actual human behaviour. This compromise is clear when he describes the structure of their agents (ability to communicate and learn). It seems that, due to this quite heavy approach, he has to deal with a very reduced number of agents (ten), which poses the question of whether the influence of a single agent in the system is not excessive. Also, the fact that he has based his conclusions on 11 to 20 runs only gives a hint of how hard the problem of simulating interactions of this kind is. Our approach is to be located somewhere between the heavily cognitive-focussed approach by Edmonds and the one by Challet and Zhang, which uses statistical physics and so does not account for human motivations. 3. Motivation: A Commuting Scenario The EFBP is just a metaphor for binary decisions which happen in our daily lives very often [12]. In traffic flow such 1 For a collection of papers and pre-prints on the Minority Game, see the web page at URL http://www.unifr.ch/econphysics/. situations are of great interest because road users are often confronted with binary route choice problems. In particular, decisions where a set of agents compete daily are important since they allow the investigation of evolutionary patterns. To discuss this problem in more detail let us assume the following situation. A set of commuters want to go from home to work. These two locations are connected by two routes, A and B, which have nearly the same capacity and link travel time2 . Everyday the commuters have to decide which route to select. Another problem for the commuters is that they do not know whether their choice was good or not because they do not have information about the travel time on the alternative route. They have to decide on the basis of their past experience. From daily experience, one can draw the conclusion that road users somehow reach a stable equilibrium, i.e., traffic conditions on the roads are nearly the same everyday3. In particular situations, this stability can vanish due to traffic messages, as information adds a new degree of freedom to this simple game. That is so because people have different ways to react to suggestions: it depends on their personalities [16]. When choosing which particular route to take, there are many aspects which can make a commuter’s life easier, e.g., choosing the shortest route, the one where the quality of the road is better, the one that has less traffic lights, and even subjective things like the one with a pleasant landscape. But other things being equal, selecting the route that fewer people have chosen, clearly makes life a lot easier. In other words, it is a complex problem to assure that road users are well distributed along similar routes. It is precisely in such complex systems where this work can be useful. It is clearly a difficult problem to make decisions in such dynamic scenarios, as there is usually a huge number of commuters making decisions on the fly, based on so many variables, and where the slightest detail (e.g., radio broadcast of traffic conditions) can have unpredictable consequences. The scenario is very tempting for traditional decision-theoretic approaches, but these notoriously neglect the more subjective aspects of commuters’ thought processes. More than that, they fail to consider intra-cultural variation, to put it in anthropological terms [6]. By that we mean that decisions are profoundly dependent on personalities, and thus are idiosyncratic in any considered community of commuters. In order to account for commuters idiosyncratic decisions, we add to our simulations the idea that agents have personalities, which are sets of meaningful (so-called) 2 Note that equal capacity is only assumed for simplicity. The routes can also have different capacities. This is analogue to the use of thresholds in the EFBP and the MG. 3 As we have observed in a case study for downtown Duisburg http://www.traffic.uni-duisburg.de/OLSIM. strategies. An agent of a certain personality selects randomly among the set of strategies building up its personality; this idea is expounded later in Section 4. With this work, we aim at investigating what is the impact of certain personalities in such traffic scenarios as well as the performance that particular personalities have in such scenarios. This work can also bring us to a better understanding of the dynamics of traffic and in future work come to provide directives for traffic organisation that can be of use to those in charge of transport policies. In effect, our work applies generally to multi-agent coordination: we find that the complexity inherent in traffic systems is a good case study for the general problem of coordinating multiple self-interested agents, a research line already tackled by us in [2, 3]. Therefore, results that are meaningful in such traffic environments can certainly be extrapolated to general coordination mechanisms in multiagent systems. 4. Simulation of the Personalities Similarly to the standard approach followed in the Minority Game (MG), n players or agents choose a side to be in. According to the collective choice, a reward (1 point) is paid to all agents who happen to belong to the minority, i.e., to those who have chosen the side having less agents. The parameter m (memory) introduced by Challet and Zhang (1997) determines the length of the “history” a player considers in order to make the actual choice. An array of size m keeps the history of which side won the last m games. This way, m also determines the (finite) number of tactics an agent may choose. In fact, the term “strategy” is used in the literature. However, we prefer to call this tactics rather than strategies, for a strategy is much more a plan or a policy, i.e., a previous level in the decision-making process. Random choice is far from being what people actually do. Rather, they have strategies and make a choice of tactics according to them. On their turn, such strategies are determined by their personalities. Besides, we find it implausible that ordinary people – drivers in our scenario – may deal with a set of more than a dozen of possibilities to select from. In the formalism introduced by Challet and Zhang (1997), agents make their choices among a set of tactics (or strategies as it is generally m called) whose size is 22 and, hence, may easily reach the order of hundreds of thousands. In our approach, the number of possible tactics is also m given by 22 . However, we do have a small set of personalities which are intended to represent the ordinary types of commuters (or, more generally, all kinds of players in the EFBP or by the MG formalisms). This set is not dependent on m and only mimics the way people reason. To date, we have set up nine different personalities which are built up by one or more tactics. The advantage of the treatment we give to the problem is twofold: we have a small (and fixed) number of personalities, and the number of tactics associated with them is (in general) much smaller m than the original 22 (which is not reasonable for human reasoning). Table 1 describes those nine personalities. Two of them are memory-independent, which means that they represent people who always do the same: either choose route A or B no matter what has happened (personalities and , respectively). These are stubborn agents who stick to one tactics. According to surveys conducted among commuters, the amount of people who behave like this is not small. For instance, [14] report that 22% of people do not consider changing routes, despite receiving traffic information. and Also in Table 1, we see that two personalities ( ) actually need only a single memory position to represent their tactics. For a commuter of class (the persuasible ones), the route which had the smallest number of commuters (the “winner route”) the day before, will be chosen today as a possible winner as well. On the contrary, agents are the wayward agents: they do the opof personality posite of what is suggested by the recent events as a good choice. They select exactly the route which was chosen by the majority of commuters the day before. In a real scenario, a commuter may take this decision possibly because it is common sense that people are more likely to do what was successful the day before. Other interesting personalities are: the group of those who choose route A or B if it was the winner in at least one of the days kept in the history ( _ or _ respectively); in all days in the history ( ^ or ^); and the random ( ) personality. The latter represents a commuter who either does not care about the route taken, or a non-informed driver (who will make a choice en route), or a person who does not know the area well enough and hence is more likely to follow any given instruction, or even those who just enjoy varying routes so that commuting does not get boring. A History DBYy Yz 0 0 1 0 0 1 1 1 B W P m = 2. Table 3 describes the assignment of tactics to each personality. P Pers. A B A_ A^ B_ B^ P W R B A B R Description choose route A regardless of the history choose route B regardless of the history choose route A if it has won at least one day choose route A if it has always won choose route B if it has won at least one day choose route B if it has always won choice is the route that won the day before choice is the route that lost the day before choice of route is random Table 1. Description of the Personalities. Table 2 shows the history and the 16 possible tactics for 1 1 0 0 0 Tactics Number 2 3 4 5 0 1 0 1 1 1 0 0 0 0 1 1 0 0 0 0 6 0 1 1 0 7 1 1 1 0 (a) Tactics 0 to 7 History DBYy Yz 0 0 1 0 0 1 1 1 W A 0 0 0 0 0 8 0 0 0 1 9 1 0 0 1 Tactics Number 10 11 12 13 0 1 0 1 1 1 0 0 0 0 1 1 1 1 1 1 14 0 1 1 1 15 1 1 1 1 (b) Tactics 8 to 15 Table 2. History (left) — Possible Combinations of Winning Routes (for m=2) with Route A Being the Winning Side (1) or Not (0) Tactics (right) — Choosing Route A (1) or Not (0), for m=2 y Day Before Yesterday z Yesterday The next section describes some simulations carried out where n commuters have to simply select one of the two routes (A and B). For our approach, it is important that the society be as heterogeneous as possible. In this scenario, there is no point in replacing personalities by others which have performed better in the near past (e.g. through the use of an evolutionary technique). Hence, our main interest is to study the behaviour of all the types present in the population and letting them compete in such scenario. 5. Result Analysis Initially, we have tried to compare our results with those obtained by Challet and Zhang (1997) regarding the fluctuation of route choice (in their case, bar attendance). They have examined this attendance for n = 1001, for several memory sizes, and the results show that the attendance indeed fluctuates around 50% for each bar (as depicted in Figure 1(a)). We were able to draw the same conclusion when performing the simulations, in which the only personality playing is (to match the random choice of their approach where there is no policy to choose tactics). In fact R A B A_ A^ B_ B^ P W R Column Number 15 0 2–15 8–15 0–13 0,2,4,...,14 12 3 0–15 cept that the choice of route A is around 430 on average (m = 2). Remember that personalities ^ and ^ have, respectively, more and less chance of selecting route A. The next step was to simulate heterogeneous societies. A particular (and the most interesting) case is when the nine types of agents compete among themselves (Figure 1(b)). In this case, collects the most points, while collects the lowest number of points. Personalities , , and _ are second best and have very similar performances, followed and _; next is ^ and ^, both having closely by a performance in between that of _ and . Note that, in graph 1(b), personalities with similar performances are plotted only once for the sake of clarity. A W Table 3. Columns Representing each Personality they randomly draw S tactics (from the set of all possible for a given m) for each player (before the game starts), and these choose one out of S to play at each time. The actual choice is given by the history. This way, they do not really consider all the possible tactics at each time, but the subset S , which is drawn ad hoc. A further conclusion of their experiments is that the higher the memory size, the smaller the standard deviation around the average bar attendance. They explain this by an increasing “intelligence” of players, who would be able to better cope with each other when having longer memories. Our results (again, for the simulation with n = 1001 agents of type ) also indicate a reduction of the standard deviation on increasing m, but it is negligible. This may be explained by the fact that the conditions of their simulation and ours are actually not the same. They use a subset S of tactics while we use the whole set. Also, we have repeated each simulation 500 times while they do not inform how many repetitions they have performed in their experiments. After this comparison exercise, we concentrated on our main purpose, namely to perform simulations of societies with different composition of agents. A particular case is when n agents of a unique type play together. For type , the results are already discussed above. Simulation of homogeneous societies of agents type and are of no interest: if they all choose the same route, none receives a single point and hence the winning route is always the one they do not choose. Similarly, all agents of type and make the same choice (of course varying from run to run since this depends on the history) and hence collect no point. On average (of 500 runs) route A is selected by half of the agents. As for societies having agents of type ^ only, the results for different memory sizes are not quite the same. This is clear since the probability that route A always win decreases with increasing memory size. For m = 2, the number of agents choosing route A is near 570 on average (500 repetitions, n = 1001). Similar results apply for ^, ex- P B W A B 0 100 B 600 400 200 0 200 300 Time Steps 400 500 (a) Route A Choice for m=2 and n=1001 agents of type R 35 W A, B, Bv R Av A^, B^ P 30 25 Points (x1000) A A P AB A B A P 800 R R R B 1000 Choice of Route A Personalities 20 15 10 5 0 0 100 200 300 Time Steps 400 500 (b) Points Time for the 9 Personalities Simulation, for m=2 and n=901 Figure 1. Simulation Results The fact that agents of class W were doing better than the others indicated us that there was a tendency in our personalities to repeat the winning route of the previous day. Note, however, that the personalities were not designed with that in mind; they were all ordinary commuting strategies like, e.g., having a preference for route A. We then proceeded to analyse the result of the simulation and, also using an ad hoc analytical method, we verified that agents of class were doing better because in fact all personalities we had come up with, except and _ slightly, tended coincidentally to repeat the previous winning route (which is a quite plausible behaviour in real commuters, should they have the knowledge about winning routes). This made us realise that, if we could extend the (probabilistic) concept of Hamming distance, which we explain next, to our multitactics personalities, this would be quite useful a concept in analysing our simulations. In 1998, Challet and Zhang introduced a concept to measure the difference between two tactics, the so-called Hamming distance. We briefly review it here: every tactics is a set of 2m bits, which belongs to a hypercube of dimension 2m , Hm . For all tactics s 2 Hm ; s(i) 2 f0; 1g; i = 0 : : : ; 2m are the components of s. Thus the distance between two strategies s1 and s2 is: W W dm (s1 ; s2 ) = X 2m 1 2m i=1 1 j s1 (i) ij XX i s2 (i) j : (1) dm (ko ; lp ): (2) o=1 p=1 A B RR 4 Note m m A A B P W A_ A^ B^ B_ R Avg. 0,0000 1,0000 0,5000 0,5000 0,4464 0,3750 0,6250 0,5536 0,5000 0,5000 B 1,0000 0,0000 0,5000 0,5000 0,5536 0,6250 0,3750 0,4464 0,5000 0,5000 P 0,5000 0,5000 0,0000 1,0000 0,4821 0,3750 0,3750 0,5179 0,5000 0,4722 W 0,5000 0,5000 1,0000 0,0000 0,5179 0,6250 0,6250 0,4821 0,5000 0,5278 (a) Single-Tactics Personalities A B P W A_ A^ B^ B_ R Avg. A_ A^ 0,4464 0,5536 0,4821 0,5179 0,4923 0,4821 0,5000 0,5077 0,5000 0,4980 0,3750 0,6250 0,3750 0,6250 0,4821 0,3750 0,5000 0,5179 0,5000 0,4861 B_ 0,6250 0,3750 0,3750 0,6250 0,5000 0,5000 0,3750 0,5000 0,5000 0,4861 B^ 0,5536 0,4464 0,5179 0,4821 0,5077 0,5179 0,5000 0,4923 0,5000 0,5020 R 0,5000 0,5000 0,5000 0,5000 0,5000 0,5000 0,5000 0,5000 0,5000 0,5000 (b) Multiple-Tactics Personalities Table 4. Hamming Distance between Personalities (2) for m=2. j In other words, Dm is the average of dm over all possible combinations of tactics4 . For single-tactics personalities 1 and 2 are equivalent. Since and are opposite personalities Dm ( ; ) = 1. But for multiple tactics personalities there are significant differences. The distance from a personality to itself is no longer 0, e.g., Dm ( ; ) = 0:5. On the other hand, the Hamming distance is still the probability that the decision of two personalities differ (in our nine personalities simulation). AB W B The Hamming distance is the probability that the decisions of two tactics differ from each other. So if two tactics are opposite, their Hamming distance is dm = 1 and by definition dm (s; s) = 0. Since we have introduced the use of personalities which are a set of tactics, the concept of Hamming distance needs to be generalised. We propose the following: let K and L be two multiple-tactics personalities with i and j tactics respectively, i.e., K = fk1 ; : : : ; ki g and L = fl1 ; : : : ; lj g with i; j 2 f1; : : : ; 2m g. Referring to (1) the extended Hamming distance is defined in the following way: Dm (K; L) = For a good performance, it is crucial for an agent to have an average Hamming distance of more than 0:5 regarding the other personalities because, this way, the probability to be in the minority group increases. This then explains performs better than the others. Table 4 why personality shows Dm calculated for all nine personalities. that D (K; L) = D (L; K ). Besides the case above, which is the most interesting of all, some other particular cases follow, in which societies have an interesting composition. We next simulated a , and (these are all singlepopulation of types , , tactics), for 401 agents in total5 . For m = 2, 500 runs of the simulation showed that there is no fluctuation and the average choice of route A is 200 commuters in it. Also, the four types perform equally well, collecting nearly the same ABW P 5 In all simulations of heterogeneous societies, we have included an additional agent of type so as to keep all personalities with the same number of agents (as we need an odd number of agents). Note that inserting one agent of type does not introduce any discrepancies, as the Hamming distance of to any other personality is 1=2. R R R number of points during the simulated time (100 steps). A B Then we simulated societies of agents type _, _, and (100 agents in each) because (operationally) the former two strategies are described by almost as many tactics as the latter, despite the fact that the reasoning behind the two former and the latter are very different: selecting routes at random has nothing to do with selecting A or B if this was the winning route in one of the days before. The conclusion was that the performance of them are not much different (when they are found together), and the choice of route A is 150 in average (m = 2, 500 repetitions). Afterwards, we simulated a competition between types and , for m = 2 and m = 3, both with and without the presence of personality . In each case there were 100 agents per type. and perform nearly the same, and when ’s are present, better than these (around 8% at the end of the simulation). The average route choice of A was always 50% of the total number of agents. All results regarding route choice as well as points collected are given in Table 5 (Table 5(a) shows the parameters for simulations (i) to (ix), and Table 5(b) shows the results for those same simulations). R W W P R P R Hor. 500 100 100 100 500 500 500 500 150 m i ii iii iv v vi vii viii ix 2,3,4 2,3 2 2 2 2 2 2,3 2,3 Avg. A 500 500 573 428 449 200 1500 1000 300 n 1001 1001 1001 1001 901 401 3003 2001 303 (a) Simulation Parameters Points ( 1000) A B P W A_ B_ A^ B^ i ii iii iv v vi vii viii ix R 244 0 42 25 25 25 25 44 17 25 34 25 50 5 50 5 24 20 44 20 42 25 25 44 4.6 (b) Simulation Results Table 5. Summary of Some Simulations for Route A Choice and Points Collect by each Personality (at the end of the simulation horizon). 6. Conclusion Our approach gives the El Farol Bar Problem (EFBP) and the Minority Game (MG) a new direction in order to tackle real commuters who are not able to process a huge number of tactics, given that it increases exponentially with the size of the memory (as it has been the case in the past literature). Agents posses different personalities which determine their distinct behaviours. For instance, the approach by [8] makes no distinction between classes of players. With our simulations we have proved that the type of players does matter, otherwise all personalities would have always performed the same. Even in cases where this is true (e.g. _ and _ against ), the reasoning behind these three personalities is completely different and must be taken into account. Our main result is that, according to the distribution of personalities in a given population, specific agents may perform better than average. Given the EFBP is turning a paradigm for the study of complex systems, our approach might function as a coordination mechanism for agents in this kind of scenarios. We anticipate the point (more or less obvious) that information might became an important commodity in EFBP-like scenarios. In particular, in the one we have studied here, namely a commuting scenario, the more an agent is able to infer about other agents personalities, the better it can perform. This brings us to the next step of this work: to evolve population of agents personalities. This can be done in two ways: either agents are given information about traffic situation, so that they might try to learn new behaviours to adapt themselves to these traffic situations; or we design, ourselves, societies of personalities with various compositions. Since it is clear that the wayward is not evolutionary stable, the latter direction is a very interesting one: to which extent does the wayward agent still perform better? Regarding the former direction, the key is to set up different scenarios for commuters in which they: (i) get information from a broadcasting system (e.g. radio) about the traffic condition regarding both routes, and (ii) besides getting it, they also receive advice (like “take this or that route”) as mentioned in [14]. In both cases, we will have to set up new personalities as well as change the existing ones to deal with commuters who compete with those who are not informed or, receive information but do not consider it, or do consider it but not an advice, or, finally, those who take into account neither information nor advice. By simulating these situations, we will be able to examine how useful an information and/or advice is, and to which extent people receiving the same information will actually be better off not considering/following them, which is actually of high interest for commercial traffic information providers. A B R Finally, another important research direction is to model commuters in a less reactive way, following the work of [11]. In order to achieve a more cognitive representation of drivers, we plan to use their mental states to study coordination at a higher (strategic) level. Acknowledgements We would like to thank M. Schreckenberg for first hinting us on the Minority Game, and for fruitful discussions. This work was partially supported by CNPq and BMBF (project SOCIAT and research fellowships). References [1] W. B. Arthur. Inductive reasoning and bounded rationality. American Economics Review, 84:406, 1994. [2] A. L. Bazzan. A game-theoretic approach to distributed control of traffic signals. In V. Lesser and L. Gasser, editors, Proceedings of the First International Conference on Multi-Agent Systems (ICMAS’95), page 441, Menlo Park, CA, 1995. AAAI Press / MIT Press. [3] A. L. Bazzan. An Evolutionary Game-Theoretic Approach for Coordination of Traffic Signal Agents. 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