People use fast, goal-directed simulation to reason about novel games
Cedegao E. Zhang, Katherine M. Collins, Lionel Wong, Mauricio Barba, Adrian Weller, Joshua B. Tenenbaum
TL;DR
This paper addresses how people rapidly evaluate novel multi-agent problems by proposing an intuitive game theory framework that uses fast, bounded, goal-directed simulations and sample-based inference to predict game outcomes and enjoyment. The core method combines a one-step lookahead agent with a simple, general value function and partial game simulations to estimate probabilities for outcomes such as win, loss, or draw. Empirical results show that this approach closely tracks human judgments (R^2 ≈ 0.86) across 121 novel Connect-N style games, outperforming deeper search baselines and naive alternatives, while also linking fun judgments to measured fairness, challenge, and length. The work suggests a resource-rational mechanism by which people reason under uncertainty and highlights potential neurosymbolic extensions with language-grounded planning to broaden applicability.
Abstract
People can evaluate features of problems and their potential solutions well before we can effectively solve them. When considering a game we have never played, for instance, we might infer whether it is likely to be challenging, fair, or fun simply from hearing the game rules, prior to deciding whether to invest time in learning the game or trying to play it well. Many studies of game play have focused on optimality and expertise, characterizing how people and computational models play based on moderate to extensive search and after playing a game dozens (if not thousands or millions) of times. Here, we study how people reason about a range of simple but novel Connect-N style board games. We ask people to judge how fair and how fun the games are from very little experience: just thinking about the game for a minute or so, before they have ever actually played with anyone else, and we propose a resource-limited model that captures their judgments using only a small number of partial game simulations and almost no look-ahead search.
