Application of multi-agent games to the prediction of financial time-series

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Application of multi-agent games to the prediction of financial time-series Neil F. Johnson a,,davidlamper a,b, Paul Jefferies a, MichaelL.Hart a and Sam Howison b a Physics Department, Oxford University, Oxford, OX1 3PU, U.K. b Oxford Centre for Industrial and Applied Mathematics, Oxford University, Oxford, OX1 3LB, U.K. corresponding author: n.johnson@physics.ox.ac.uk Abstract We report on a technique based on multi-agent games which has potential use in the prediction of future movements of financial time-series. A third-party game is trained on a black-box time-series, and is then run into the future to extract nextstep and multi-step predictions. In addition to the possibility of identifying profit opportunities, the technique may prove useful in the development of improved risk management strategies. 1 Introduction Agent-based models are attracting significant attention in the study of financial markets[1]. The reasoning is that the fluctuations observed in financial time-series should, at some level, reflect the interactions, feedback, frustration and adaptation of the markets many participants (N tot agents).herewereport on our initial results concerning the application of multi-agent games to the prediction of future price movements[2]. Figure 1 illustrates the extent to which a multi-agent game can produce the type of movements in price and volume which are observed in real markets. Our game is based on the Grand Canonical Minority Game which we introduced and described in earlier works[3]. Each agent holds s strategies and only a subset N = N 0 + N 1 of the population, who are sufficiently confident of winning, actually play: N 0 agents choose 0 (sell) while N 1 choose 1 (buy). If N 0 N 1 > 0, the winning decision (outcome) is 1 (i.e. buy) and vice versa[3]. If N 0 = N 1 the tie is decided by a coin-toss. Hence N and the excess demand Preprint submitted to Elsevier Preprint 15 May 2001

P(t) 1 140 130 120 110 100 90 80 4780 4790 4800 4810 time 60 40 30 20 10 0 N(t) Fig. 1. Simulated price P (t) (solid line) and volume N(t) (bars). Here N tot = 101, s =2,T = 100, r =0.53; memory m =3. N 0 1 = N 0 N 1 provide, to a first approximation, a volume N(t) and pricechange P (t) attimet [3]. Here we just assume knowledge of the resulting price-series P (t): we do not exploit any additional information contained in N(t). Agents have a time horizon T over which virtual points are collected and a threshold probability ( confidence ) level r for trading. Active strategies are those with a historic probability of winning r [3]. We focus on the regime where the number of strategies in play is comparable to the total number available, and where r 0.5. In addition to producing realistic dynamical features such as in Fig. 1, this regime yields many of the statistical stylized facts of real markets: fat-tailed price increments, clustered volatility and high volume autocorrelation[3]. Exogenous events, such as external news arrival, are relatively infrequent compared to the typical transaction rate in major markets - also, most news is neither uniformily good or bad for all agents. This suggests that the majority of movements in high-frequency market data are self-generated, i.e. produced by the internal activity of the market itself. The price-series P (t) can hence be thought of as being produced by a black-box multi-agent game whose parameters, starting conditions (quenched disorder), and evolution are unknown. Using third-party games trained on historic data, we aim to generate future probability distribution functions (pdfs) by driving these games forward (see Fig. 2). Typically the resulting pdfs are fat-tailed and have considerable time-dependent skewness, in contrast to standard economic models. 2

probability historic price future price distribution corridors time Fig. 2. Predicted distributions for future price movements. 2 Next timestep prediction As an illustration of next timestep prediction, we examine the sign of movements and hence convert P (t) into a binary sequence corresponding to up/down movements. For simplicity, we also consider a confidence threshold level r = 0 such that all agents play all the time. Figure 3 shows hourly Dollar $/Yen exchange-rates for 1990-9, together with the profit attained from using the game s predictions to trade hourly. A simple trading strategy is employed each hour: buy Yen if the game predicts the rate to be favourable and sell at the end of each hour, banking any profit. This is unrealistic since transaction costs would be prohibitive, however it demonstrates that the multi-agent game performs better than random ( 54% prediction success rate). Also shown is the profit in the case when the investment is split equally between all agents who then act independently. Acting collectively, the N-agent population shows superior predictive power and acts as a more intelligent investor. As a check, Fig. 4 shows that the game s success returns to % for a random walk price-series[4]. 3

170 1 $/Yen FX 130 110 90 70 1990 1992 1994 1996 1998 year profit (%) 400 combined population 3 independent agents 300 2 200 1 100 0 1990 1992 1994 1996 1998 year Fig. 3. Top: $/Yen FX-rate 1990-9. Bottom: cumulative profit for multi-agent game (black line) and for independent agents (shaded line). 3 Corridors for future price movements We now consider prediction over several (e.g. ten) future timesteps. As an example, we will try to predict the large movement in Fig. 1 starting around t = 4796. As in the case of real prices[5], it seems impossible that this drop could have been foreseen given the prior history P (t) fort<4796. Even if complete knowledge of the game were available, it still seems impossible that subsequent outcomes should be predictable with significant accuracy since the coin-toss used to resolve ties in decisions (i.e. N 0 = N 1 ) and active-strategy scores, continually injects stochasticity. We run P (t) through a trial thirdparty game to generate an estimate of S 0 and S 1 at each timestep, the number of active strategies predicting a 0 or 1 respectively. Provided the black-box game s strategy space is reasonably well covered by the agents random choice of initial strategies, any bias towards a particular outcome in the active strategy set will propagate itself as a bias in the value of N 0 1 away from zero. Thus N 0 1 should be approximately proportional to S 0 S 1 = S 0 1. In addition, the number of agents taking part in the game at each timestep will be related to the total number of active strategies S 0 + S 1 = S 0+1, hence the error (i.e. vari- 4

60 Dollar - Yen FX 60 random walk success rate % 55 55 45 0 1 2 3 4 5 6 7 8 time (years) 45 0 1 2 3 4 5 6 7 8 time (years) Dollar - Yen FX random walk #players 47.9.3 52.6 success rate % 47.5.1 52.6 success rate % Fig. 4. Moving average of the multi-agent game s success rate for the real price-series of Fig. 3 (top left) and a random walk price-series (top right). Bottom: histogram of individual agents time-averaged success rate. ance) in the prediction of N 0 1 using S 0 1 will be approximately proportional to S 0+1. We have confirmed this to be true based on extensive simulations. We then identify a third-party game that achieves the maximum correlation between the price-change P (t) and our explanatory variable S 0 1,withthe unexplained variance being characterized by a linear function of S 0+1.The predicted pdf for an arbitrary number j of timesteps into the future, is then generated by calculating the net value of S 0 1 along all possible future routes of the third-party game. Figure 5 shows the predicted corridors for P (t), generated at t = 4796 for j = 10 timesteps into the future. Remarkably P (t) subsequently moves within these corridors. About % of the large movements observed in P (t) occur in periods with tight predictable corridors, i.e. narrow pdfs with a large mean. Both the magnitude and sign of these extreme events are therefore predictable. The remainder correspond to periods with very wide corridors, in which the present method still predicts with high probability the sign of the change. We checked that the predictions generated from the third-party game were consistent with all such extreme changes in the actual (black-box) time series P (t), likewise no predictions were made that were inconsistent with P (t). 5

1 140 130 P(t) 95% 75% mean P(t) 120 110 100 90 Past Future 80 4780 4790 4800 4810 time Fig. 5. Predicted corridors for 10 future timesteps, and actual P (t) from Fig. 1. The confidence intervals and mean of the future distributions are shown. 4 Conclusion Our initial results are encouraging. We are currently performing exhaustive statistical studies on real financial data in order to quantify the predictive capability of multi-agent games over different time-scales and markets. Acknowledgements We thank P.M. Hui, D. Challet and D. Sornette for discussions, and J. James of Bank One for the hourly Dollar $/Yen data. References [1] T.LuxandM.Marchesi,Nature397, 498 (1999); M. Marsili and D. Challet, cond-mat/0004376. See also http://www.unifr.ch/econophysics. [2] Full details will be presented elsewhere and are the subject of a Patent application. Supplementary material concerning the statistical tests performed is available directly from the authors. [3] N.F. Johnson, M. Hart, P.M. Hui and D. Zheng, Int. J. of Theor. and Appl. Fin. 3, 443 (2000); P. Jefferies, N.F. Johnson, M. Hart and P.M. Hui, to appear in Eur. J. Phys. B (2001); see also cond-mat/0008387. 6

[4] P. Young of Goldman Sachs has subsequently confirmed to us that these patterns do exist in such hourly data-sets. [5] P. Ormerod, Surprised by depression, Financial Times, February 19, 2001. 7