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1.
This paper experimentally explores the epistemic conditions behind people's non-equilibrium behaviour in the centipede games. We propose a novel design of laboratory experiment to elicit people's first- and second-order beliefs regarding their opponents' choices and beliefs. The measured beliefs, together with the choice data, help us to estimate people's level of rationality, belief of rationality and second-order belief of rationality. To examine how these epistemic variables are affected by the social-efficiency property of the classic increasing-sum centipede game, we revisit the constant-sum centipede and compare the measured epistemic conditions from the constant-sum with those from the classic centipede. We find that people's non-backward induction behaviour may be attributed to the diffusion of beliefs and higher-order beliefs in the increasing-sum centipede. We consider a behavioural model in which people's preferences for social efficiency are incorporated into the extended utility maximization problem. Our analytical and estimation results indicate that the presence of efficiency-oriented players and people's belief towards the uncertain portion of such type of players may play a part in the non-backward-induction outcomes in experimental centipede games.  相似文献   

2.
Summary Experimental games typically involve subjects playing the same game a number of times. In the absence of perfect rationality by all players, the subjects may use the behavior of their opponents in early rounds to learn about the extent of irrationality in the population they face. This makes the problem of finding the Bayes-Nash equilibrium of the experimental game much more complicated than finding the game-theoretic solution to the ideal game without irrationality. We propose and implement a computationally intensive algorithm for finding the equilibria of complicated games with irrationality via the minimization of an appropriate multi-variate function. We propose two hypotheses about how agents learn when playing experimental games. The first posits that they tend to learn about each opponent as they play it repeatedly, but do not learn about the population parameters through their observations of random opponents (myopic learning). The second posits that both types of learning take place (sequential learning). We introduce a computationally intensive sequential procedure to decide on the informational value of conducting additional experiments. With the help of that procedure, we decided after 12 experiments that our original model of irrationality was unsatisfactory for the purpose of discriminating between our two hypotheses. We changed our models, allowing for two different types of irrationality, reanalyzed the old data, and conducted 7 more experiments. The new model successfully discriminated between our two hypotheses about learning. After only 7 more experiments, our approximately optimal stopping rule led us to stop sampling and accept the model where both types of learning occur.We acknowledge the financial support from NSF grant #SES9011828 to the California Institute of Technology. We also acknowledge the able research assistance of Mark Fey, Lynell Jackson and Jeffrey Prisbrey in setting up the experiments, recruiting subjects and running the experiments. We acknowledge the help of the Jet Propulsion Laboratory and its staff members for giving us access to their Cray XMP/18, and subsequently their Cray YMP2E/116.  相似文献   

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4.
《Research in Economics》2020,74(3):221-227
Limited use has been made of power analyses in experimental economics. Very often, the outcome of the control group is associated with a random variable of interest that shows little variance, in which case, there is often not much to learn from the control group. In such cases, control groups of lesser size are more desirable for they give the same message with fewer resources. I demonstrate that the central limit theorem cannot be blindly relied upon in experimental economics. I propose a general solution for a class of problems that interest experimental economists both in the field and the lab. I show that even when the distribution of the outcome variable is not known or assumed, one can (non-parametrically) arrive at a satisficing sample size that has sufficient power for testing the null hypothesis of an assumed mean for the control group.  相似文献   

5.
A monotone game is an extensive-form game with complete information, simultaneous moves and an irreversibility structure on strategies. It captures a variety of situations in which players make partial commitments and allows us to characterize conditions under which equilibria result in socially desirable outcomes. However, since the game has many equilibrium outcomes, the theory lacks predictive power. To produce stronger predictions, one can restrict attention to the set of sequential equilibria, or Markov equilibria, or symmetric equilibria, or pure-strategy equilibria. This paper explores the relationship between equilibrium behavior in a class of monotone games, namely voluntary contribution games, and the behavior of human subjects in an experimental setting. Several key features of the symmetric Markov perfect equilibrium (SMPE) are consistent with the data. To judge how well the SMPE fits the data, we estimate a model of Quantal Response Equilibrium (QRE) [R. McKelvey, T. Palfrey, Quantal response equilibria for normal form games, Games Econ. Behav. 10 (1995) 6-38; R. McKelvey, T. Palfrey, Quantal response equilibria for extensive form games, Exp. Econ. 1 (1998) 9-41] and find that the decision rules of the QRE model are qualitatively very similar to the empirical choice probabilities.  相似文献   

6.
We study how the predictive power of level-k models changes as we perturb the classical beauty contest setting along two dimensions: the strength of the coordination motive and the information symmetry. We use a variation of the Morris and Shin (2002) model as the unified framework for our study, and find that the predictive power of level-k models varies considerably along these two dimensions. Level-k models are successful in predicting subject behavior in settings with symmetric information and a strong coordination motive. Their predictive power weakens significantly when either private information is introduced or the importance of the coordination motive is decreased.  相似文献   

7.
We consider payment schemes in experiments that model infinite-horizon games by using random termination. We compare paying subjects cumulatively for all periods of the game; with paying subjects for the last period only; with paying for one of the periods, chosen randomly. Theoretically, assuming expected utility maximization and risk neutrality, both the cumulative and the last period payment schemes induce preferences that are equivalent to maximizing the discounted sum of utilities. The last period payment is also robust under different attitudes toward risk. In comparison, paying subjects for one of the periods chosen randomly creates a present-period bias. We further provide experimental evidence from infinitely repeated prisoners’ dilemma games that supports the above theoretical predictions.  相似文献   

8.
This article examines behavior in the two-player, constant-sum Colonel Blotto game with asymmetric resources in which players maximize the expected number of battlefields won. The experimental results support the main qualitative predictions of the theory. In the auction treatment, where winning a battlefield is deterministic, disadvantaged players use a “guerilla warfare” strategy that stochastically allocates zero resources to a subset of battlefields. Advantaged players employ a “stochastic complete coverage” strategy, allocating random, but positive, resource levels across the battlefields. In the lottery treatment, where winning a battlefield is probabilistic, both players divide their resources equally across all battlefields. However, we also find interesting behavioral deviations from the theory and discuss their implications.  相似文献   

9.
Competition and coordination in experimental minority games   总被引:1,自引:1,他引:0  
This work presents experimental results on a coordination game in which agents must repeatedly choose between two sides, and a positive fixed payoff is assigned only to agents who pick the minoritarian side. We conduct laboratory experiments in which stationary groups of five players play the game for 100 periods, and manipulate two treatment variables: the amount of information about other players’ past choices and the salience of information regarding the game history (i.e., the length of the string of past outcomes that players can see on the screen while choosing). Our main findings can be summarized as follows: aggregate efficiency in the game is in most cases significantly higher than the level corresponding to the symmetric mixed strategy Nash equilibrium. In addition, providing players with information about individual choices in the group does not improve aggregate efficiency with respect to when such information is absent. Displaying information about more rounds than just the previous one, on the other hand, seems to have a positive effect on aggregate efficiency. At the individual level, we find a stronger statistical relation between players’ current choices and their own past choices than between players’ choices and previous aggregate outcomes. In addition, the depth of the relation between present and past choices seems to be affected by the prompt availability of information about the game history. Finally, we detect evidence of a mutual co-adaptation between players’ choices over time that is partly responsible for the high level of efficiency observed.   相似文献   

10.
In the past, many refinements have been proposed to select equilibria in cheap talk games. Usually, these refinements were motivated by a discussion of how rational agents would reason in some particular cheap talk games. In this paper, we propose a new refinement and stability measure that is intended to predict actual behavior in a wide range of cheap talk games. According to our Average Credible Deviation Criterion (ACDC), the stability of an equilibrium is determined by the frequency and size of credible deviations. ACDC organizes the results from several cheap talk experiments in which behavior converges to equilibrium, even in cases where other criteria do not make a prediction.  相似文献   

11.
Participants in experimental games typically can only choose actions, without making comments about other participants' future actions. In sequential two-person games, we allow first movers to express a preference between responder choices. We find that responder behavior differs substantially according to whether first movers express a hope for favorable or unfavorable treatment. Responders largely ignore first movers' expressed preferences for favorable responses, however, when the first movers misbehave. As in earlier experiments without preference expression, subjects assign a high positive weight to another person's payoffs when ahead and misbehavior elicits a strong negative response. Logit regressions estimate the weight placed on another (non-misbehaving) person's payoffs to be positive, even when one is behind. There is suggestive evidence that positive reciprocity is enhanced when a preference for favorable treatment is expressed.  相似文献   

12.
We associate to any pure exchange economy a game with only two players, regardless of the number of consumers. In this two-player game, each player represents a different role of the society, formed by all the individuals in the economy. Player 1 selects feasible allocations trying to make Pareto improvements. Player 2 chooses an alternative from the wider range of allocations that are feasible in the sense of Aubin. The set of Nash equilibria of our game is non-empty and our main result provides a characterization of Walrasian equilibria allocations as strong Nash equilibria of the associated society game.  相似文献   

13.
Experimental Economics - We examine strategic sophistication using eight two-person 3?×?3 one-shot games. To facilitate strategic thinking, we design a ‘structured’...  相似文献   

14.
Recent researches have shed light on the effect of cognitive ability on economic decision-making. By measuring cognitive ability applying Raven's progressive matrix test, we obtain two significant results that this effect affects decision-making in two types of experimental ultimatum games. First, the higher the cognitive ability, the larger the amount a sender offers when the offer is smaller than or equal to the half split. Second, the higher the responders’ cognitive ability, the smaller the offer they accept, when they accept it or not with the strategy method. This study not only finds new factors that affect decision-making in experimental ultimatum games, but also provides more evidences that cognitive ability influences economic decision-making.  相似文献   

15.
We study the effects of voluntary leadership in experimental public goods games when each group member can volunteer to contribute before the other members. We find that voluntary leadership increases contributions significantly, compared to a treatment where leadership is enforced exogenously.  相似文献   

16.
An experiment is designed to provide a snapshot of the strategies used by players in a repeated price competition game with a random continuation rule. One hundred pairs of subjects played the game over the Internet, with subjects having a few days to make their decisions in each round. Occasionally subjects are asked to enter one-period-ahead pricing strategies instead of prices. According to the elicited strategies, between 90% and 95% of subjects punish less harshly (in their initial response to a deviation) than implied by the grim trigger strategy, and do so in a way that depends on the size of the other subjectʼs deviation. Future earnings are highest for subjects adopting the tit-for-tat strategy, even after controlling for a subjectʼs past earnings. Punishment strategies are generally softer and more graduated than implied by a grim trigger strategy, and do better as a result.  相似文献   

17.
18.
We report on experiments examining the value of commitment in Stackelberg games where the follower chooses whether to pay some cost to perfectly observe the leader's action. Várdy [Games Econ. Behav. (2004)] shows that in the unique pure-strategy subgame perfect equilibrium of this game, the value of commitment is lost completely; however, there exists a mixed-strategy subgame perfect equilibrium where the value of commitment is fully preserved. In the data, the value of commitment is largely preserved when the cost of looking is small, while it is lost when the cost is large. Nevertheless, for small observation costs, equilibrium behavior is clearly rejected. Instead, subjects persistently play non-equilibrium strategies in which the probability of the follower choosing to observe the leader's action is a decreasing function of the observation cost.  相似文献   

19.
Coordination problems are ubiquitous in social and economic life. Political mass demonstrations, the decision whether to join a speculative currency attack, investment in a risky venture, and capital flight from a particular country are all characterized by coordination problems. Furthermore, all these events have a dynamic nature which has been largely omitted from previous experimental studies. Here I use a two-stage variant of a dynamic global game to study experimentally how the arrival of information in a dynamic setting affects the relative aggressiveness of speculators. In the first stage, subjects exhibit excess aggressiveness, which appears to be driven by beliefs about others’ actions rather than an intrinsic taste for attacking. However, following a failed first-stage attack, subjects learn to be less aggressive in the second stage. On the other hand, the arrival of new, more precise information after a failed attack leads to an increase in subjects’ aggressiveness. Beliefs, again, play a crucial role in explaining how the arrival of information affects attacking behavior.  相似文献   

20.
Politics can involve a movement from a position off the Pareto frontier to a point on it (a positive-sum game as exemplified in the classic [Buchanan, J.M., Tullock, G., 1962. The Calculus of Consent. University of Michigan Press, Ann Arbor] work), or a movement along the Pareto frontier (a zero-sum game as exemplified in the classic [Riker, W., 1962. The theory of political coalitions. Yale University Press, New Haven] work). In this paper we shed light on their differentiation experimentally by making a comparison between a positive-sum and a zero-sum majoritarian ultimatum game. Our main findings include (i) the fraction of subjects who adopted minimum winning rather than oversized coalitions increases significantly as the game form varies from positive-sum to zero-sum, (ii) oversized coalitions are attributable to non-strategic considerations, and (iii) subjects who choose to adopt the minimum winning coalition have a tendency to seek cheaper responders as their partners in the zero-sum game, but there is no evidence of such a tendency in the positive-sum game. Overall, the weight of the evidence revealed by our experimental data indicates that relative scarcity (embodied in the zero-sum game) promotes behavior more in line with the predictions of economics.  相似文献   

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