minority game as a model for the artificial financial markets
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mieko
Abstract — What are the conditions required for a good
artificial market? Simplicity, expandability, reality, good
learning capability, sustainability are the elements definitely to
be included into the model. Minority Game is one of those
candidate models that depict necessary features for an artificial
market. It is an evolutionary game designed for modeling the
financial market made of heterogeneous agents with learning
ability. Those agents are equipped with limited intelligence in
space and time and they have access to public information, but
independent otherwise. However, the rule of the original form
of the minority game has an essential defect. The winners
receive the same reward no matter how small the number of the
minority agents is. This is unnatural, and this is the very reason
why the conventional form of the minority game fails toreproduce the realistic wealth distribution among agents,
namely, Gini’s coefficient being much too small compared to
the observed value. To remedy this, winners with larger risk
ought to be rewarded better. We show how this modification
saves the model and reproduce the realistic wealth distribution
( 0.5G ≅ ) known from the statistics.
I. I NTRODUCTION
HE minority game (MG) is an evolutionary game
designed for modeling the financial market made of
heterogeneous agents with learning ability [1, 2]. The major
function of those agents is to decide one out of two possible
actions, say 0 or 1, corresponding to buy or sell, buy or not to buy, etc. and all the agents who have made the minority
choice win the game. Which choice has won the game
becomes the public information open to all the agents. Each
agent decides 0 or 1 following the strategy with the highest
score in their strategy table and they are bound to choose the
best strategy out of the individual strategy table at each time.
Each strategy is a choice of 0 or 1 corresponding to the M-step
history. There arek
2 possible strategies corresponding toM
2k = possible histories, and the size S of the strategy table
is supposed to be much smaller than the maximum
This work was supported in part by the Japan Foundation of
Promoting Science for the Grant-In-Aid Scientific Research
(C)(2) 14580385.
M. Tanaka-Yamawaki is with the Department of Information
and Knowledge Engineering, Tottori University, Tottori
680-8552 JAPAN (phone: +81-857-31-5223; fax:
+81-857-31-0879; e-mail: [email protected]).
S. Tokuoka., is with the Department of Information and
Knowledge Engineering, Tottori University, Tottori
680-8552 JAPAN
number k
2 . This implies the agent’s intelligence is highly
limited in terms of space, i.e., each agent has a capacity of
having S strategies in his strategy table. A strategy set is
produced for each agent randomly at the beginning of the
game and is kept unchanged throughout the game. Learning
ability is limited to the choice of the best strategy according to
the point given to the strategy. If an agent wins/loses the
game by using the chosen strategy, it gains/loses a point in the
strategy table. Agents do not communicate each other; and
they do not know other agents’ strategy table. Their
intelligence is also limited in terms of time. The memory
length M is not very long. All the agents have the same S andM. An example of a strategy table is shown in Table 1 for the
case of M=2 and S=3.
Though MG is invented as a model of an artificial market,simulation results of MG-oriented artificial society indicate
that the numbers of winning games for most agents remain
almost equal throughout a series of games. In other words, the
society made of MG agents is a highly equal society. Since
individual agents are given different sets of strategies, this
fact tells us that the used strategies are also equal and there is
no outstanding one.
In order to make the model more meaningful, we consider
two ways of modifying the standard MG. One is to change the
rewarding scheme (RMG) and the other is to introduce
agents’ assets explicitly (IMG), and its further modification
with tax effect (TMG). We will show that this new modelTMG derives a realistic wealth distribution among agents in
terms of Gini’s coefficient as well as Pareto’s index.
The structure of the paper is as follows. Section II describes
our interpretation for the meaning of MG. Section III is
devoted to explain the problem of equal agents in the standard
MG (SMG) and to introduce the first way (RMG) of solving
the equality problem by changing the rewarding scheme.
Section IV presents the result of RMG in terms of Gini’s
coefficient, which is compared with the result of IMG and
Minority Game as a Model for the Artificial Financial Markets
Mieko Tanaka-Yamawaki and Seiji Tokuoka, Department of Information and Knowledge Engineering,
Faculty of Engineering, Tottori University, Tottori 680-8550 Japan
T
TABLE IEXAMPLE OF THE STRATEGY TABLE (M=2,S=3)
Winning History STRATEGY1 STRATEGY2 STRATEGY3
00 1 1 101 0 0 110 0 1 1
11 0
0
0
0-7803-9487-9/06/$20.00/©2006 IEEE
2006 IEEE Congress on Evolutionary ComputationSheraton Vancouver Wall Centre Hotel, Vancouver, BC, CanadaJuly 16-21, 2006
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TMG, the second way of solving the equality problem by
introducing assets explicitly. We then conclude that TMG
can solve the problem nicely when the tax rate and the
investment rate are about the same. Section V examines
Pareto’s law by looking for the linearity in log-log plot of
accumulated wealth distributions and show that TMG is in
good agreement to the observed Pareto’s index. Section VI
concludes the paper.
II. IMPLICATION OF THE MINORITY GAME (MG)
The basic assumption of the minority game sounds a little odd.
First, the traders seem to follow the majority in order to gain
profit in the trades. Indeed many day-traders behave as trend-
followers and take small profits by making frequent small
trades. On the other hand, investors or long-term traders do
not chase small profits. They invest before the stock price
rises and sell when many others start following the trend. In
other words, they are minorities.
Traders always try to outwit others. They would think of
buying while others are selling, and selling while others are
buying. They are content if such a choice was a success.
Seemingly a result of much deliberation, a trader’s
satisfaction simply comes from the action he took was indeed
the right one. Traders also know the history is useful if it is
not too long. Contrary to other games such as chess, a long
process of thinking is meaningless for the game of trading.
What is important is when the current trend ends and the
market enter the reverse trend cycle. Those who can judge the
moment of turnaround would win by outwitting the others.
Traders usually do not exchange ideas each other. They are
independent agents. They all have a common knowledge of
price history of the market in the near past, e.g., whether
many traders sold last weekend or not, and use it to maketheir own decisions. The market trend is formed when the
bulk of traders make the same choice. This occurs as a
stochastic process. In other words no one can predict based on
any deterministic logic exactly when it occurs and how. The
asset price is another stochastic process in the market. Those
two processes are correlated each other. One drastic
assumption is to regard those two processes as a single
stochastic process of the system. MG is thus derived
following such assumptions.
a v e r a g e n u m b e r o f w i n n e r s
86
88
90
92
94
96
98
100
0 2 4 6 8 10 12
memory
S = 2S = 4S = 8
S = 16S = 32random
Fig. 1 Number of winning agents is shown as a function of memory M for various S values, from 2 (largest for M>1) to 32 (lowest for M>1), for agentnumber N=201 in the case of original MG. The results are the averaged numbers
over 100 trials, where each trial has 10,000 repeated games of MG.
MG exhibits self-organized behavior [1]. An MG-based
market has consistently larger winners than the case of
random strategy as shown in Fig.1.
Since the agents do not communicate each other and theyare not given any motivation to collaborate, this spontaneous
emergence of self-organization is a nontrivial result. Fig.1
shows that significantly many agents win for S < 10 in most
range of memory size M, since the maximum number of
winners is 100 for the case of N=201.
It is a little odd to see that the performance of MG for S >
10 for M < 5 is much worse than the horizontal line at 94.8
representing the random strategy, since we would expect
better performance for more intelligent agents having large
memory length M and memory size S. From now on, we focus
on the parameter range S < 10 and M<10, in which the
strategy makes sense.
III. PROBLEMS OF SMG AND ITS SOLUTION BY RMG
Minority game in its standard form is unsatisfactory
considering the traders’ nature, or even at the stage of El
Farol problem concerning a chance of visiting the pub at a
good time or crowded time [3]. The more profit is promised to
each winner for the less number of winners. This factor is
missing in the standard minority game. Giving the same
reward to the owners of the winning strategy, the standard
minority game successfully maintains a long-lived society for
a very long time, with a penalty of unnaturally even
distribution of wealth among agents. As shown in Fig.2, the
agents have almost equal winning chances throughout thegames. Assuming that the agents receive rewards
proportional to the number of winning games, the wealth
distribution among agents is almost even. In order to remedy
this defect, we attempt to alter the basic rule of MG in various
manners.
3200
3400
3600
3800
4000
4200
4400
4600
4800
5000
5200
0 50 100 150 200
w
i n T i m e s
player
M = 1M = 3M = 5M = 7M = 9
Fig. 2 Average numbers of winning games out of 10,000 at each trial are shownin the descending order for N=201 players, for the Standard MG with S=4,M=1,3,5,7,9. Note that the numbers of winning games are located within a very
narrow range except for M=1, indicating that the wealth distribution is highlyeven over the entire society.
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First, we try to change the rewarding scheme by giving
+2 for winning strategy and -1 for each losing strategy. By
encouraging the winners, we expect to promote selfish
competitions among agents. We call this model the
reward-driven Minority Game (RMG) [4]. The result
shown in Fig. 3 surprisingly tells us that this model
promotes more cooperation among agents, and less
dependence on the size of intelligence S. Also for small
memory length (M=1-3) the average winners are close to
the maximum (100 for N=201), for which the society
members enjoy the maximum profits as a whole. The only
disadvantage of our reward-driven MG of (+2,-1)
rewarding system compared to the standard model seems
to be the biased distribution of wealth.
0
1000
2000
3000
4000
5000
6000
7000
8000
0 50 100 150 200
w i n T i m e s
player
M = 1M = 3M = 5M = 7M = 9
Fig.4 Average numbers of winning games out of 10,000 at each trial are shownin the descending order for N=201 players, for the Reward-driven MG of (+2,-1)
rewarding scheme with S=4, M=1,3,5,7,9. The numbers of winning games aredistributed over wider range compared to the standard MG, indicating that thewealth distribution is more biased compared to the standard model.
In order to see what is happening more closely, we
compare the number of winning games for each agent for the
standard MG (SMG) and our reward-driven MG (RMG).
Fig.2 shows the number of winning games of all the 201
agents in the descending order for the case of SMG. We can
see that, except for the case of M=1, most agents win
approximately 4,800 times out of total 10,000 games, which
indicates that the society of SMG is highly even. Fig.4 shows
the corresponding result for RMG for S=4, M=1,3,5,7,9,
N=201, which indicates that the numbers of winning games
for 201 agents distribute over wider range from 3,000 to
7,000 for the case of RMG (+2,-1). The society of RMG is
uneven compared to that of SMG.
We have also tried other choices of rewarding scheme such
as (+3,-1), (+4,-1), (+10,-1), and (+1,-2) for N=201, S=8. The
first three choices (+3,-1), (+4,-1), and (+10,-1) do not make
any essential difference from (+2, -1). The choice of opposite
direction (+1,-2), on the other hand, makes the numbers of
winners much smaller (ranging from 80 to 92) than the
random strategy (slightly bellow 95) thus discarded. The
reason why this rewarding scheme fails to produce the
spontaneous collaboration is supposed to be as follows. Under
such a situation, the agents keep changing the strategies and
loose a chance to stick to a certain selected strategy while
wondering around the strategy apace. In this regard, the
reward-driven scheme tends to stick to a very few strategies at
the early stage of the simulation [4].
IV. GINI’S COEFFICIENT AND TMG
Gini’s coefficient is frequently used to represent the evenness
of wealth distribution. The range of this coefficient is
N/)1 N(G0 −≤≤
where the minimum value G=0 occurs when the wealth is
equally distributed to all the agents, while the maximum
G=(N-1)/N is achieved when the whole wealth is
concentrated to a single agent. The more biased wealth
distribution corresponds to the larger value of G.The statistical value of G is reported to be around G=0.5 in
the case of Japanese household in 2002 [5] and around G=0.7
for the world average.
Gini’s coefficient for the SMG reproduced for the case of
N=201, S=4, M=8 is shown in Fig.5 as a time series of a
simulation. The curve quickly falls to a very small value close
to 0.01, which is far from the reality. This situation reflects
the fact that all the agents are equally rich in this artificial
society.
Our model RMG saves the situation considerably. The
biased winning chances in RMG as shown in Fig. 4 results in
much larger Gini’s coefficient as shown in Fig. 6, where the
curve saturates around G=0.2. This amounts to about one half
of the statistical value in Ref. 5.
Another way of having a biased wealth distribution is to
introduce a direct exchange of asset to reward the winners. By
doing this, we can avoid the defect of MG where the degree of
minority is neglected entirely and the agent is rewarded by
the equal amount no matter how small the minority group is.
Introduction of direct asset exchange among agents requires a
constitutional change of the model.
Fig. 3 Number of winning agents as a function of M for thereward-driven model (RMG). Note that the winning rate isconsistently higher than the random strategy represented by a
horizontal line at 94.8.
94
95
96
97
98
99
100
0 2 4 6 8 10 12
a v e r a g e n u m b e r o f w i n n e r s
memory
S = 2S = 4S = 8S = 16S = 32random
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Ref. 6 is an example of such a model. The agents in this
model start with equal amount of assets. They invest the
portion of their own assets, with the constant rate (r), before
each game. The winner (i.e. minority agents) receives a
portion of the sum of invested asset in proportion to the
invested amount. We call this model as an Investing Minority
Game (IMG)
0
0.2
0.4
0.6
0.8
1
0 1000 2000 3000 4000 5000 6000 7000 8000 9000 10000
G i n i ' s c o e f f i c i e n t
Time Fig.5 Time series of Gini’s coefficient (G) for the standard minority game(RMG, N=201,S=4,M=8). Gini’a coefficient quickly converges to 0.01 which
is much too small compared to the observed value, 0.5G ≅ , indicating that the
wealth is evenly distributed among agents.
0
0.2
0.4
0.6
0.8
1
01000 2000 3000 4000 5000 6000 7000 8000 9000 10000
G i n i ' s c o e f f i c i e n t
Time
Fig.6 Time series of Gini’s coefficient (G) for the reward-driven minority game(RMG, N=201,S=4,M=8). G converges to 0.2 which is approximately one half of the observed value [8].
However, the investing version of MG (IMG) proposed in
Ref. 6 cannot save the MG-oriented artificial market. The
coefficient G quickly saturates around the value very close to1 as shown in Fig. 7. Parameters chosen to take data for Fig.
7 are N=10001, S=4, M=8, and r=0.3, 0.1, 0.01,
corresponding to the upper, middle, lower line, respectively.
We use N=10001 to show the result of IMG and TMG, mainly
because N=201 is not enough to see the scale-invariant nature
of the Pareto distribution, though the qualitative features of G
in Fig.5 and Fig.6 are about the same as the case of N=201.
While choosing the smaller investment rate r, say r=0.01, can
slow down the growth of G and lowers the saturated value
slightly compared to the cases like r=0.1 or r=0.3, G
converges to the values much too large compared to the
observed value in all the three cases. Fig. 8 shows the result of
choosing r=0.001, where the convergence of G takes more
time but eventually saturates towards 1. This fact corresponds
to the fact that the society made out of IMG seems too biased
in terms of wealth distribution.
0
0.2
0.4
0.6
0.8
1
0 20000 40000 60000 80000 100000
G i n i ' s c o e f f i c i e n t
Time
r = 0.01r = 0.1
r = 0.3
Fig.7 Time series of Gini’s coefficient (G) for the investing minority game (IMG,
N=10001,S=4,M=8). G converges quickly to 1 for large investment rate (r=0.1,0.3), and more slowly for smaller investment rate (r=0.01).
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
0 200000 400000 600000 800000 1e+006
G i n i ' s c o e f f i c i e n t
Time Fig.8 Time series of Gini’s coefficient (G) for the investing minority game (IMG,
N=10001,S=4,M=8) for the case of very small investment rate, r=0.001. Geventually converges to 1 after a long time.
To remedy this situation, we consider further modification
of MG that pulls back the biased wealth distribution created
by the investment activity. We apply a fixed rate (Z) of tax to
all the winners. The rate Z is applied for the share to be
distributed to the winners and the sum of the collected tax isre-distributed to all the winners evenly. We call this version
of MG as the investing version of the standard minority game
with tax-redistribution effect, TMG. The time series of Gini’s
coefficients obtained from the simulation experiments are
shown in Fig.9 for r=0.01 and Fig.10 for r = 0.3, in which five
lines corresponding to Z=0.01, 0.05, 0.1, 0.2, 0.3 are plotted
from the top to the bottom. The best fit to the real-world case
is obtained for the case of Z=r.
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0
0.05
0.1
0.15
0.2
0.25
0.3
0.35
0.4
0.45
0 10000 20000 30000 40000 50000
G i n i ' s c o e f f i c i e n t
Time Fig.9 Time series of Gini’s coefficient for the investing minority game with tax
effect (TMG, r=0.01, N=10001,S=4,M=8) for various rates of Tax. The fivelines correspond to Z=0.01, 0.05, 0.1, 0.2, 0.3, from the top to the bottom. Thecoefficient G saturates around 0.45, close to the observed value for Z=r.
0.2
0.4
0.6
0.8
1
0 10000 20000 30000 40000 50000
G i n i ' s c o e f f i c i e n t
Time Fig.10 Time series of Gini’s coefficient for the investing minority game with taxeffect (TMG, r=0. 3, N=10001,S=4,M=8) for various rates of Tax. The fivelines correspond to Z=0.01, 0.05, 0.1, 0.2, 0.3, from the top to the bottom. Thecoefficient G takes the value close to the observed value G=0.5 for Z=r.
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0 10000 20000 30000 40000 50000
G i n i ' s c o e f f i c i e n t
Time
Fig.11 Time series of Gini’s coefficient f for the investing minority game withtax effect (TMG, Z=0.1, N=10001,S=4,M=8) for various values of investment
rate r, r=0.3, 0.2, 0.1, 0.05, 0.01, from the top to the bottom. The coefficient Gtakes the realistic value of 0.4 for r=Z.
Fig.11 shows the same result from the different perspective,
namely, the time series of G for r=0.1 (Fig.11) is plotted in
five lines corresponding to r=0.3, 0.2, 0.1, 0.05, 0.01, from
the top to the bottom. The coefficient G takes the value close
to the observed value G=0.5 for r=Z
It is worthwhile at this moment to compare the essence of
SMG and TMG (as well as IMG). The original form of MG
(SMG) guarantees the same amount of reward no matter how
large the size of minority is, as shown in Fig. 12. On the other
hand, TMG and IMG give a fixed amount of reward to the
winner’s group and each winner receives the total reward
divided by the number of winners, as shown in Fig.13.
win
winlose
Each winner
receives one unit
of reward
lose
The winner
receives one
unit of reward
SMG
Fig.12 Rewarding scheme of SMG. Each winner receives the same amount of reward. The resulting wealth distribution is very even, corresponding to G<<1,
and large Pareto’s index (=48)
win
winlose
Each winner
receives 1/3 unit
of asset
lose
The winner
receives one
unit of asset
TMG,IMG
Fig.13 Rewarding scheme of TMG, IMG. Winners share the reward.Accordingly each winner receives the total reward divided by the number of winning agents. The resulting wealth distribution is in good agreement with the
real value in terms of G=0.5, and the reasonable Pareto’s index (=1.8)
V. PARETO’S DISTRIBUTION
Wealth distribution of top few percent of wealthy members
is known to have a scaling property, which is indicated by the
power-law behavior in the accumulated distribution [7, 8].
More recent empirical studies based on the real data partly
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have confirmed the above result [9, 10] and narrowed down
the size of Pareto’s index within the range around 1-4. The
results of SMG, RMG and TMG are shown in Fig. 14, 15, 16,
respectively. The scale-invariant property and the size of
Pareto’s index are nicely reproduced in the case of TMG as
shown in Fig. 16.
0.001
0.01
0.1
1
a c c u m u l a t e d d i s t r i b u t i o n
wealth
-48
4000 5200
Fig.14 Accumulated distribution of wealth among agents in the investingminority game with tax effect (SMG, N=201,S=4,M=8)
0.001
0.01
0.1
1
1000 10000
a c c u m u l a t e d d i s t r i b u t i o n
wealth
30000
-3.57
Fig.15 Accumulated distribution of wealth among agents in the investingminority game with tax effect (RMG, N=201,S=4,M=8)
0.0001
0.001
0.01
0.1
1
1 10 100 1000 10000 1000 00 1e +006
a
c c u m u l a t e d d i s t r i b u t i o n
wealth
-1.82
Fig.16 Accumulated distribution of wealth among agents in the investing
minority game with tax effect (TMG, r=0.3, Z=0.3, N=10001,S=4,M=8)
VI. CONCLUSION
We have investigated the wealth distribution problem of an
artificial society playing minority games as the major activity
of the society. The original version of minority game (SMG)
has a problem of giving the same reward to the winners
regardless of the size of minority. Gini’s coefficient G is
extremely small compared to the realistic size. To remedy this
situation, we have considered two different versions of MG.
One is to introduce a biased rewarding scheme named
reward-driven minority game (RMG) which gives more
rewards to the winners and less penalties to the losers. Gini’s
coefficient of RMG saturates around G=0.2 which is close to
one half of the real statistical value of G=0.5.
Another way of altering the model is to explicitly introduce
a new variable of agents’ asset in order to allow direct
exchanges of assets among agents. This version of MG,
named investing MG (IMG), creates accelerated
concentration of wealth so that Gini’s coefficient (G)
eventually saturates to a very large number near 1, which is
too large compared to the real value. Changing r,
representing the rate of invested amount out of the total asset,
does not help the situation. We further modified the model to
introduce re-distribution of the earned amount in IMG, i.e.,
tax effect. This new model called taxed MG (TMG)
successfully reproduce the realistic value of Gini’s coefficient
at the cost of adjusting two parameters, investment rate, r and
the tax rate, Z. Moreover, our new model TMG has proved,
via simulation, to reproduce the scaling behavior (a straight
line in log-log plot) in the accumulated wealth distribution
and the corresponding Pareto’s index comes out to be
consistent with the measured values.
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