A Model for Reasoning about People's Social Preferences Kobi Gal Artificial Intelligence Research Group Division of Engineering and Applied Sciences Harvard University Computers today are commonplace. As a result, they interact with people in diverse environments (e.g., e-commerce, dialog systems, multi-robot systems). In social environments, people's behavior is affected by a multitude of factors. For example, research in behavioral economics has established that many people exhibit a preference for choices that benefit others well as themselves. In order for computer agents to interact well with people, they must be able to represent and to reason about these factors within a computational framework. This talk will present a model that represents and learns people's social preferences in games. The model predicts how a human player is likely to react to different actions of another player, and these predictions are used to determine the best possible strategy for that player. Data collection and evaluation of the model were performed on a negotiation game in which humans played against each other and against computer models playing various strategies. Our computer player trained on human data outplayed computer players that employed traditional game theoretic strategies, as well as humans. It also generalized to play people and game situations it had not seen before.