Академический Документы
Профессиональный Документы
Культура Документы
* Individually written.
* The essay puts the work done within the group in
writing
* Go over the same themes as the presentation, but:
* more detailed,
* well referenced,
* full sentences and
* clear explanations
ESSAY (15 PAGES)
* Prove good understanding of the theory that was
tested,
* of the reasons for running the experiment,
* of how it was run,
* of what were its findings, and
* why they matter.
DATES
* Lectures: Tuesday: 14:00 - 16:00
* Location: ZHG 1.142
* Learning theory, methods, some statistics.
* Exercises: Wednesday: 16:00 - 18:00.
* Location: MZG 6.115 (Labor)
* Mostly playing games and analyzing them.
* Essay deadline: 11.08.2018 (one month after last
lecture)
DATES
* Lectures take place over 14 weeks but the last
two to three weeks will be devoted to
presentations of group work.
* Exercises also take place over 14 weeks but the
last two to three sessions will be available for
running experiments on other students.
LECTURE 2: QUANTAL RESPONSE Behavioral game theory
Alexia Gaudeul
EQUILIBRIA University of Göttingen
QUANTAL RESPONSE EQUILIBRIA
* Nash-equilibrium assumes correct beliefs about the
behavior of others and also correct responses given
those beliefs.
* Under Quantal Response Equilibria, we have noisy
responses to correct beliefs.
* McKelvey, R. D., & Palfrey, T. R. (1995). Quantal Response
Equilibria for Normal Form Games. Games and Economic
Behavior, 10(1), 6–38.
https://doi.org/10.1006/game.1995.1023
QUANTAL RESPONSE EQUILIBRIA
* Actions with higher expected payoffs are then
chosen more often, but not always.
* Example:
L R
U 9,0 0,1
D 0,1 1,0
NASH EQUILIBRIUM
* Nash equilibrium is such that
* For UD player, play U with frequency 𝑢𝑢 s.t. LR player
indifferent between L and R:
* 𝑑𝑑 = 𝑢𝑢 𝑎𝑎𝑎𝑎𝑎𝑎 𝑑𝑑 + 𝑢𝑢 = 1 → 𝑑𝑑 = 𝑢𝑢 = 1/2
* For LR player, play L with frequency 𝑙𝑙 s.t. UD player
indifferent between U and D:
* 9𝑙𝑙 = 𝑟𝑟 𝑎𝑎𝑎𝑎𝑎𝑎 𝑙𝑙 + 𝑟𝑟 = 1 → 𝑙𝑙 = 1/10, 𝑟𝑟 = 9/10
NOISY PAYOFFS
* QRE is such that the probability to play an action is
proportional to its expected payoff:
* Expected payoff of U is:
* 9𝑙𝑙 + 𝜖𝜖𝑢𝑢 with 𝜖𝜖𝑢𝑢 an error in approximation of the payoff
of U by UD player.
* Expected payoff of L is:
* (1 − 𝑢𝑢) + 𝜖𝜖𝑙𝑙 with 𝜖𝜖𝑙𝑙 an error in approximation of the
payoff of L by LR player.
QUANTAL RESPONSE EQUILIBRIA
Perceived payoffs are then
L R
U 9 + 𝜖𝜖𝑢𝑢 , 0 + 𝜖𝜖𝑙𝑙 0 + 𝜖𝜖𝑢𝑢 , 1 + 𝜖𝜖𝑟𝑟
D 0 + 𝜖𝜖𝑑𝑑 , 1 + 𝜖𝜖𝑙𝑙 1 + 𝜖𝜖𝑑𝑑 , 0 + 𝜖𝜖𝑟𝑟
UD chooses U if 9𝑙𝑙 + 𝜖𝜖𝑢𝑢 ≥ 1 − 𝑙𝑙 + 𝜖𝜖𝑑𝑑
That is, if 𝜖𝜖𝑢𝑢 ≥ 1 − 10𝑙𝑙 + 𝜖𝜖𝑑𝑑
The probability of this happening is
+∞
� (1 − 𝐹𝐹 1 − 10𝑙𝑙 + 𝜖𝜖𝑑𝑑 𝑓𝑓 𝜖𝜖𝑑𝑑 𝑑𝑑𝜖𝜖𝑑𝑑
−∞
(assuming both players have the same error distribution and that error distribution is also same for both actions)
QUANTAL RESPONSE EQUILIBRIA
* If error terms are distributed according to the
extreme value distribution (see R file qre_graph.R),
then UD will play U with probability:
𝑒𝑒 𝜆𝜆 9𝑙𝑙
𝑢𝑢 = 𝜆𝜆 9𝑙𝑙
𝑒𝑒 + 𝑒𝑒 𝜆𝜆(1−𝑙𝑙)
* 𝜆𝜆 is a measure of the precision of players.
* High 𝜆𝜆 → very precise converges to NE.
THE EXTREME VALUE DISTRIBUTION
𝜆𝜆 = 4
𝜆𝜆 =1
Normal distribution
𝜆𝜆 = 2
QUANTAL RESPONSE EQUILIBRIA
* Similarly:
* Expected payoff of L is 1 − 𝑢𝑢
* Expected payoff of R is 𝑢𝑢
* LR will play L with probability:
𝑒𝑒 𝜆𝜆 1−𝑢𝑢
𝑙𝑙 =
𝑒𝑒 𝜆𝜆 1−𝑢𝑢 + 𝑒𝑒 𝜆𝜆(𝑢𝑢)
QUANTAL RESPONSE EQUILIBRIA
* Equilibrium is therefore such that
𝑒𝑒 𝜆𝜆 9𝑙𝑙
𝑢𝑢 = 𝜆𝜆 9𝑙𝑙
𝑒𝑒 + 𝑒𝑒 𝜆𝜆(1−𝑙𝑙)
𝜆𝜆 1−𝑢𝑢
𝑒𝑒
𝑙𝑙 = 𝜆𝜆 1−𝑢𝑢
𝑒𝑒 + 𝑒𝑒 𝜆𝜆(𝑢𝑢)
* System of two equations with two unknowns.
QUANTAL RESPONSE EQUILIBRIA
* This can be rewritten as
1 − 𝑙𝑙
1 ln( 𝑙𝑙 )
𝑢𝑢 = +
2 2𝜆𝜆
1 − 𝑢𝑢
1 ln( 𝑢𝑢 )
𝑙𝑙 = −
10 10𝜆𝜆
* Here we see that the NE is a special case of the QRE
whereby 𝜆𝜆 → ∞
QUANTAL RESPONSE EQUILIBRIA
* To find values of u and l we can proceed by
successive approximations for given 𝜆𝜆 e.g.
1−𝑙𝑙
1 ln( )
𝑙𝑙
* 𝑢𝑢 = + if l=1/10 is …
2 4
FINDING SOLUTIONS WITH APPROXIMATIONS
1 − 𝑙𝑙
1 ln( )
𝑢𝑢 = + 𝑙𝑙 1 − 𝑢𝑢
2 2𝜆𝜆 1 ln( )
𝑙𝑙 = − 𝑢𝑢
10 10𝜆𝜆
0.90
0.80
0.70
0.60
0.50
0.40
0.30
0.20
0.10
0.00
0.00 10.00 20.00 30.00 40.00 50.00 60.00
proba u proba l
[see gbt file “basic course example.gbt”, to be used with Gambit software]
FIT WITH OBSERVED PLAY
* To be seen in seminar, comparing results of play
with theory.
L R
RISK AND PAYOFF DOMINANCE U 75,75 25,60
D 60,25 60,60
* Two equilibria are U,L and D,R.
* U,L is efficient (also known as payoff dominant)
* D,R is less risky (aka risk dominant)
* In choosing D,R, each player insures himself a
payoff of 60 regardless of what the other player
does. So, Y is a risk‐free or “safe” strategy.
L R
RISK AND PAYOFF DOMINANCE U 75,75 25,60
0.60
D 60,25 60,60
0.50
0.40
0.30
0.20
0.10
0.00
0.00 0.20 0.40 0.60 0.80 1.00 1.20
proba u proba l
3
WHY EXPERIMENT?
4
WHY EXPERIMENT?
5
WHY EXPERIMENT?
6
WHY EXPERIMENT?
9
DESIGNING AN EXPERIMENT
10
DESIGNING AN EXPERIMENT
* A good experiment
* controls for the most plausible alternative hypotheses
* allows to distinguish between them
* The most plausible alternative hypotheses depend on
* who you are talking to
* recent developments in theory
* recent developments in the laboratory
* recent developments in the field
* → a good experiment is a „creature of its time“ (R.
Nagel)
11
DESIGNING AN EXPERIMENT
12
DESIGNING AN EXPERIMENT
13
DESIGNING AN EXPERIMENT
14
DESIGNING AN EXPERIMENT
15
DESIGNING AN EXPERIMENT
16
WHAT IS A TREATMENT?
TREATMENTS
19
TREATMENT(S): EXAMPLE
* Ultimatum game:
* A can send a fraction 𝑓𝑓 of a pie of size 𝑝𝑝 in
increments of 𝑠𝑠 to B
* B can accept or reject, if rejects, receives 𝑥𝑥.
* You could decide for:
* A can send a fraction 𝑓𝑓 of a pie of size 10 in
increments of 1 to B A can send 0, 1, 2 , …, 9, 10
* If B rejects, both players receive an amount of 0 ECU
20
TREATMENTS: EXAMPLE
* Within-Subject Design:
* Each subject participates in several treatments.
* It allows to control for changes in individual behavior (for
the same individual).
* History may matter : Interdependence of treatments.
* Between-Subject Design:
* Each subject participates only in one treatment.
* It allows only to control for changes in average behavior.
* Treatments do not influence each others.
23
TREATMENTS
* Between-Subject Design:
* You do not incite subjects to display behavioral
changes between treatments A and B (Rosenthal, 1976;
White, 1977).
* If randomization is successful, average behaviors can
be compared.
* Shorter experiment (But more sessions…)
24
TREATMENTS
* Within-Subject Design:
* You can find out how the change of institutions
influences behavior for the same individual (compare
pre vs. post).
* You collect more information (Comparison can
already be made within one session).
25
TREATMENTS
26
TREATMENTS
27
HOW TO PREPARE AN EXPERIMENT
PREPARING AN EXPERIMENT
30
PREPARING AN EXPERIMENT
31
LOGISTICS
32
LOGISTICS
33
LOGISTICS
36
LOGISTICS
37
WRITING INSTRUCTIONS
INSTRUCTIONS
39
INSTRUCTIONS
* Simple language
* Simple, short and unambiguous sentences
* Use redundancies if issues are complicated
* Consistent/uniform descriptions and framing
* Avoid suggestive terms if it does not help you
* Punishment: negative points (see framing)
* Defect: contribute nothing
* Avoid suggesting any behavior („you would do us
a favor if…“)
40
INSTRUCTIONS
* Control questions
* Check understanding
* Knowing who is done with the instructions
42
INSTRUCTIONS
43
INSTRUCTIONS
44
INSTRUCTIONS
45
INSTRUCTIONS
48
INCENTIVES
49
ELICITATION METHODS
* Direct-response method
* Subjects make decision whenever it is their time to do
so.
* Strategy method (Selten, 1967)
* Subjects have to make contingent decisions for all
nodes at which they may have to play.
* What do you think are the pros and cons of both
of these methods?
50
ELICITATION METHODS
* Direct-response method
* Makes decisions simpler for subject
* Does not rely on hypothetical future situations
* Does not allow to explore all situations (Trust-Game
example: What if player A only send low amount?)
* Fewer observations
51
ELICITATION METHODS
* Strategy method
* More information on individual decisions
* Allows to obtain information even at nodes that are
only reached occasionally in the course of play
* Subjects can compare their decisions and be more
consistent
* Could confuse subjects if the presentation is not clear
enough
* Subjects may be less spontaneous (e.g. emotion-
based decisions, such as punishment)
52
CHOOSING A SUBJECT POOL
SUBJECT POOL
54
SUBJECT POOL
55
SUBJECT POOL
56
SUBJECT POOL
57
SUBJECT POOL
58
SUBJECT POOL: DEMOGRAPHIC CONTROLS
59
SUBJECT POOL: OTHER CONTROLS
61
SUBJECT POOL: OTHER CONTROLS
62
VARIOUS OTHER TOPICS
FRAMING
64
FRAMING
* Neutral framing
* “Person A sends an amount X to person B”
* Avoids everyday word associations (does it really?)
* But makes it harder to understand the rules of the game
* Subjects may differ in how they represent the game to themselves.
* Concrete framing
* “The employer pays a wage X to the employee”
* Easier to understand
* Problem (?): Associations from real life
65
FRAMING
66
FRAMING
67
FRAMING
Trust Levels
68
FRAMING
69
ANCHORS AND FOCAL POINTS
71
ANONYMITY AND REPEATED INTERACTIONS
72
ANONYMITY AND REPEATED INTERACTIONS
* Blind (standard)
* Subjects do not know, with whom they interact
* But experimenter can be seen
* Double-blind (rarely used, because complicated)
* Subjects do not know, with whom they interact
* The person who conducts the experiment, does not
know, what the experiment is about & does not know,
which choices the subject has taken
* A different person pays the subjects than the scientist
* Experimenter demand effects can be avoided
73
ANONYMITY AND REPEATED INTERACTIONS
(Adapted from lecture slides by Claudia Keser, Holger Rau and Emmanuel Peterlé)
EXPERIMENTAL DATA
Continuous Categorical
Two-sample t-test
Paired t-test
Correlation test ANOVA
Variable of interest
Continuous
(Pearson or Spearman) Wilcoxon-Mann-Whitney U test
Wilcoxon signed-rank test
Kruskall-Wallis
1 6 8 6 6 0
2 4 7 4 5 -1
3 2 6 3 4 -1
4 10 10 7 7 0
5 5 4 5 3 2
6 0 2 1 1 0
7 1 3 2 2 0
Behavioral Game Theory 16
NONPARAMETRIC TESTS – SPEARMAN
CORRELATION TEST
* On Stata the command to use Spearman
correlation test is simply “spearman”:
Rule of thumb :
• .00-.19 “very weak”
• .20-.39 “weak”
• .40-.59 “moderate”
• .60-.79 “strong”
• .80-1.0 “very strong”
* On R:
cor.test(x, y, method = "spearman", alternative = “two.sided")
* The Chi2 test is used to test the dependence between two categorical
variables (generally a variable of interest and a group variable).
* It can be easily computed from a contingency table.
Group 1 Group 2
Value 1 n11 n12
Value 2 n21 n22
0 29 21 50
1 31 9 40
Total 60 30 90
* Recommendations:
* Do not overload your regressions. A rule of thumbs is
generally to have 10-20 observations for each
covariate you include (Frank, 2002).
* Beware of multicollinearity! Including highly
correlated independent variables may lead to confusing
results.
* When including dummy variables, wisely choose the
reference and interpret by comparing to this reference.
* Rather a models that is economically consistent than a
model that controls for everything
1
BEHAVIORAL ISSUES WITH MIXED STRATEGIES
* If a game has a unique pure strategy Nash equilibrium, then
players are able to anticipate the strategies that other players
are going to play.
* If there are many pure strategy Nash equilibria, then they may
still be able to predict which one will occur (norm, focal point,
experience).
* If the game has a unique mixed strategy Nash equilibrium
(MSNE), then players know the probability the other player will
choose an action.
* If there are more than one MSNE, then which one is played
may be learned by observing the behavior of others.
2
BEHAVIORAL ISSUES WITH MIXED STRATEGIES
* However, there is no need to learn in equilibrium, as every
action obtains the same payoff if the other mixes optimally.
* This might explain why people deviate from MSNE, … however,
* This does not explain why they systematically do so we saw an
explanation with QRE.
* This does not explain systematic patterns in the „random“ choices
people make over time.
* deviation from the mean random behavior, and deviation from
randomness across time.
3
MIXED POPULATIONS
* Mixed strategies might be rescued by assuming that players meet
randomly over time and each player plays a pure strategy (his type).
* Over time, the proportion of each type of player would come to
correspond to the predicted mixed strategy.
* If not, assuming „types“ cannot be changed but more successful types become
more numerous, then, as one type or the other makes lower profit than the other, it
is „selected“ away (evolutionary selection).
* If types are the result of a decision by a player, then there would be a gain to
switch strategy for some people.
* However, this does not correspond to what is meant when we ask if
people play mixed-strategies.
4
AUTO-CORRELATION IN „RANDOM“ CHOICE
* Please write a sequence of 10 „0“ and „1“ as if
every time either a 0 or a 1 may appear with
equal probability.
* Now please flip a coin 10 times and write down
each draw. Denote face with 0 and number with 1.
* Compare the outcomes.
5
AUTO-CORRELATION IN „RANDOM“ CHOICE
* People generally
* switch too often,
* generate only limited numbers of long sequences with the same draw,
* tend to draw samples with the same number of 0 and 1 (if proba of
each is ½). This is due to the „representativeness heuristic“
* Brown, J. N., & Rosenthal, R. W. (1990). Testing the minimax
hypothesis: a re-examination of O'Neill's game
experiment. Econometrica, 1065-1081.
* “There is strong evidence of serial correlation in players' choices, with
several players displaying statistically significant dependence on the
past moves of their opponents.”
6
L R
AUTO-CORRELATION IN U 1,-1 -1,1
„RANDOM“ CHOICE D -1,1 1,-1
* If there is auto-correlation in my choice, then an opponent could guess
with some accuracy what I will do next.
* Example: Zero-sum game, where one player wants to coordinate -
(U,L) or (D,R) - and the other wants to „anti-coordinate“ - (U,R) or (D,L)
* Brown and Rosenthal (1990) do regressions of choices over time:
𝐽𝐽𝑖𝑖,𝑡𝑡+1 = 𝑎𝑎0 + 𝑎𝑎1 𝐽𝐽𝑖𝑖,𝑡𝑡 + 𝑎𝑎2 𝐽𝐽𝑖𝑖,𝑡𝑡−1 + 𝑏𝑏𝑜𝑜 𝐽𝐽𝑗𝑗,𝑡𝑡+1 + 𝑏𝑏1 𝐽𝐽𝑗𝑗,𝑡𝑡 + 𝑏𝑏2 𝐽𝐽𝑗𝑗,𝑡𝑡−1
* Only about 8% of players have 𝑏𝑏0 significantly different from 0.
* I.e. only about 8% of subjects seem to be able to predict the move of others
to some extent.
7
RANDOM PLAY VS. RANDOM SEQUENCES
* Asking people to generate random sequences is not the same as observing
them making random choices over time.
* Rapoport, A., & Budescu, D. V. (1992). Generation of random series in two-
person strictly competitive games. Journal of Experimental Psychology: General,
121(3), 352–363. https://doi.org/10.1037/0096-3445.121.3.352
* Three conditions:
* Play game of matching pennies over time (150 repetitions!)
* Generate random sequence for game of matching pennies against opponent.
* Try to replicate draws from a coin.
* People are better able to play randomly in the first condition.
* Maybe because cognitive load makes them forget what they played and other played
in previous repetitions of the game?
8
USING RANDOMIZING DEVICES
* If people cannot randomize well, then what happens if
we give them access to a randomizing device? Do they
make use of it, and do they use it well?
* Bloomfield, R. (1994). Learning a mixed strategy equilibrium in
the laboratory. Journal of Economic Behavior &
Organization, 25(3), 411-436.
* In that experiment, people choose how many times to play each action, are matched
with someone else, and then get their expected payoff given the other‘s mixed strategy
and their own.
* Issue: Would you let such a device play for you? Would
you not want to keep control?
9
THEORIES OF LEARNING IN GAMES WITH MSE
* How are people influenced by past events and does
this teach them to randomize correctly?
* Erev, I., & Roth, A. E. (1998). Predicting How People Play Games:
Reinforcement Learning in Experimental Games with Unique, Mixed Strategy
Equilibria. The American Economic Review, 88(4), 848–881.
* Several theories of learning, from simple to
complicated.
* Tested on data from a range of papers where people
played games with mixed strategies over many periods.
10
THEORIES OF LEARNING IN GAMES WITH MSE
* Compare what is played with MSNE.
* Compare what is played with theories of learning.
11
THEORIES OF LEARNING IN GAMES WITH MSE
* Basic reinforcement: If gets a high payoff from an
action, then I will be more likely to repeat that action
next period.
* How much more likely depends on how much more this payoff is than
the minimum in the game.
* Propensity to play an action is function of sum of past reinforcements
for that action in the past.
12
THEORIES OF LEARNING IN GAMES WITH MSE
* Extension of basic theory with two more parameters:
* Decay of past experience recent experience impact behavior
more.
* Experimentation positive experience with one action also makes
„similar“ actions more likely.
* Final extension with one more parameter
* Fictitious play choose the strategy that would have done best
given what the other player did in the past (i.e. frequency of play of one
action or the other).
13
EMPIRICAL TESTS IN GAMES WITH HIGH STAKES
* Tennis playing:
* Walker, M., & Wooders, J. (2001). Minimax play at
Wimbledon. The American Economic Review, 91(5), 1521-
1538.
https://www.aeaweb.org/articles?id=10.1257/aer.91.5.1
521
* Football penalties
* Palacios-Huerta “Professionals Play Minimax” Review of
Economic Studies, vol. 70(2), April 2003, pp. 395-415.
https://doi.org/10.1111/1467-937X.00249
14
Behavioral game theory
LECTURE 5: SOCIAL PREFERENCES Alexia Gaudeul
University of Göttingen
(Partly adapted from lecture slides by Claudia Keser, Holger Rau and Emmanuel Peterlé)
OUTLINE
* Different explanations for behavior in the Ultimatum
game.
* Strategic behavior, fairness, inequality aversion,
reciprocity?
* A few games to illustrate the impact of reciprocity and
inequality aversion.
* Elicitation of inequality aversion parameters.
* Elicitation of beliefs to check for strategic motivations.
ULTIMATUM GAME (GÜTH, SCHMITTBERGER, AND
SCHWARZE, 1982)
* Simple two-stage bargaining game:
* First mover (proposer) has 20 ECU.
* She has to decide on how much to offer to the second mover
(responder).
* First mover can send 𝑠𝑠 = {0, 1, 2, … , 20} to the second mover.
* Second mover is informed of the proposal and can accept or
reject.
* If second mover accepts: Each player earns the proposed split
* If second mover rejects: Both players earn zero.
ULTIMATUM GAME
* The sub-game perfect Nash equilibrium is that the second mover
should accept all offers greater or equal to1
* The first mover anticipates this and sends the lowest amount
possible, i.e. 𝑠𝑠 = 1.
* However, experimental results show that players send more than 1.
* Most of the low offers (𝑠𝑠 < 40%) are rejected by second movers
* The latter finding was interpreted by Fehr and Schmidt (1999) as
second movers being inequality averse.
* Fehr, E., & Schmidt, K. M. (1999). A theory of fairness, competition, and
cooperation. Quarterly Journal of Economics, 114(3), 817–868.
FEHR AND SCHMIDT (1999)
* Fehr and Schmidt (1999) established a model which
involves both subjects‘ (i) selfish inequity concerns (alpha)
and their (ii) altruistic concerns (beta):
* 𝛼𝛼 measures subjects‘ utility loss resulting from
disadvantageous payoff differences
* 𝛽𝛽 measures subjects‘ utility loss resulting from advantageous
payoff differences
𝑈𝑈 𝑚𝑚𝑚𝑚, 𝑦𝑦𝑦𝑦𝑦𝑦 = 𝑚𝑚𝑚𝑚 − 𝛼𝛼𝛼𝛼𝛼 𝑦𝑦𝑦𝑦𝑦𝑦 − 𝑚𝑚𝑚𝑚, 0 − 𝛽𝛽max 𝑚𝑚𝑚𝑚 − 𝑦𝑦𝑦𝑦𝑦𝑦, 0
FEHR AND SCHMIDT (1999)
• In blue is the utility of an egoist
does not depend on the
payoff of the other.
• In black is the case of a person
who is inequality averse
Utility of a given payoff is
maximum when there is
equality.
• This person dislikes
disadvantage in payoff more
than advantage in payoff
(𝛼𝛼 > 𝛽𝛽)
FEHR AND SCHMIDT (1999)
* The model of inequality aversion can be re-written
as follows:
* 𝑈𝑈 𝑚𝑚𝑚𝑚, 𝑦𝑦𝑦𝑦𝑦𝑦 = (1 + 𝛼𝛼)𝑚𝑚𝑚𝑚 − 𝛼𝛼𝑦𝑦𝑦𝑦𝑦𝑦 if 𝑦𝑦𝑦𝑦𝑦𝑦 − 𝑚𝑚𝑚𝑚 > 0
* 𝑈𝑈 𝑚𝑚𝑚𝑚, 𝑦𝑦𝑦𝑦𝑦𝑦 = 1 − 𝛽𝛽 𝑚𝑚𝑚𝑚 + 𝛽𝛽𝑦𝑦𝑦𝑦𝑦𝑦 if 𝑦𝑦𝑦𝑦𝑦𝑦 − 𝑚𝑚𝑚𝑚 < 0
* So the model is equivalent to a model of altruism
that depends on relative position: altruistic if ahead
of others, mean/competitive if behind others.
ULTIMATUM GAME
* Beyond inequality aversion, rejection of „bad“ offers could also
be negative reciprocity, i.e. I reciprocate bad offers with bad offers.
* Fehr, E., & Gächter, S. (2000). Fairness and Retaliation: The Economics of
Reciprocity. Journal of Economic Perspectives, 14(3), 159–181.
* As for first mover, are they being altruistic or do they anticipate
inequality aversion of the second mover?
* This can be answered in part with the dictator game (next slide).
* This can also be answered by eliciting their beliefs (more on this later)
DICTATOR GAME (KAHNEMAN, KNETSCH, AND
THALER, 1986)
* As in UG, the first mover gets 20€ and can send any of s =
{0, 1, 2, . . , 20}
* However, second mover has no choice, i.e., she has to accept anything
* Finding: FM‘s send on average around 20%.
* Amount sent can be interpreted as altruistic behavior.
* Anecdote: Kahneman & Tversky designed an UG and then found out Güth
et al. already did it they went one step simpler with the DG!
* Difference between 40% sent in UG and 20% sent in DG reflect
strategic giving, dependent on belief about proba of rejection by SM.
TRUST GAME (BERG, DICKHAUT & MCCABE, 1995)
* Berg, J., Dickhaut, J., & McCabe, K. (1995). Trust, Reciprocity, and
Social History. Games and Economic Behavior, 10(1), 122–142.
https://doi.org/10.1006/game.1995.1027
* FM gets 10€, chooses how much to send to SM.
* Whatever is sent is tripled and given to SM.
* SM then decides how much to send back.
* If FM sends 𝑚𝑚 and SM sends proportion 𝑘𝑘 back then payoffs are:
* FM: 10 − 𝑚𝑚 + 3𝑘𝑘𝑘𝑘
* SM: 3 1 − 𝑘𝑘 𝑚𝑚
TRUST GAME
* Basically, this is a reverse DG: The FM decides how
much money the SM will have to share with FM as a
dictator.
* The game also introduces efficiency concerns:
* The more the FM sends to the SM, the more total welfare
is generated.
* Subgame perfect equilibrium is such that 𝑘𝑘 = 0 and
𝑚𝑚 = 0.
TRUST GAME
* 32 pairs of subjects.
* No social history, i.e.
no info about previous
play of the game.
* Some reciprocation,
about 30% of what is
generated is sent back.
* This is less than the
1/3 that would make
the investment break-
even for the first move.
TRUST GAME
* 28 pairs of subjects.
* Social history, i.e. info about
previous play of the game by
other players (previous graph).
* We would expect less amount
sent, and retaliation by less
payback.
* But we see increase in payback
and amount sent does not change.
* Tighter link between amount
sent and sent back.
ELICITATION OF FAIRNESS PREFERENCES
* Blanco et al. (2011) use modified versions of the Ultimatum
Game and Dictator game to elicit subjects‘ fairness behavior.
* Blanco, M., Engelmann, D., & Normann, H. T. (2011). A within-
subject analysis of other-regarding preferences. Games and Economic
Behavior, 72(2), 321–338.
https://doi.org/10.1016/j.geb.2010.09.008
* The same subjects have to take part in both games (within-
subject design).
* Afterwards Blanco et al. (2011) calculate for all subjects a
joint distribution of their fairness parameters.
ELICITATION OF FAIRNESS PREFERENCES
* In their experiments they asked subjects to act as Person A
and Person B in a modified Ultimatum Game (UG).
* When subjects act as Person A they decide as a proposer in an
UG.
* When subjects act as Person B they decide as a responder in an
UG.
* Person A’s decision is not of importance as the goal is to
elicit subjects’ 𝛼𝛼.
* However, a subject’s decision as second mover (Person B) is
crucial.
ELICITATION OF FAIRNESS PREFERENCES
* All subjects first decide as proposer (Person A) in the
UG.
* Decision as Person A.
* „How many Euros (0-20) would you offer Person B?“
* Afterwards they have to act as responder (Person B).
* Here, they have to state which first-mover offer they would
accept.
ELICITATION OF FAIRNESS PREFERENCES
ELICITATION OF FAIRNESS PREFERENCES
* From the Fehr and Schmidt (1999) model it follows that
a second mover will be indifferent in accepting/rejecting
an offer 𝑚𝑚𝑚𝑚 if 𝑚𝑚𝑚𝑚 − 𝛼𝛼𝑖𝑖 𝑦𝑦𝑦𝑦𝑦𝑦 − 𝑚𝑚𝑚𝑚 = 0, that is, if
𝛼𝛼𝑖𝑖 = 𝑚𝑚𝑚𝑚/ 𝑦𝑦𝑦𝑦𝑦𝑦 − 𝑚𝑚𝑚𝑚 .
* Blanco et al. (2010) take the mid-point of the first
switching point in the table as the point for indifference.
* Thus, if the subject switches in line 9 then
7.5
𝛼𝛼𝑖𝑖 = = 1.5
12.5 − 7.5
ELICITATION OF FAIRNESS PREFERENCES
* Subjects’ 𝛽𝛽 is elicited with a Modified Dictator Game (MDG)
* Subjects are presented to 21 distribution choices of a dictator
* Have to take 21 decisions
* Subjects always have to decide between a selfish choice (20;0) or
an equal choice (0;0), (1;1), (2;2) ... (20;20) in increasing order.
* Measures how long a subject choses selfish choices (left choice)
* Subjects who switch early from left to right have high 𝛽𝛽
* Late subjects have low 𝛽𝛽
ELICITATION OF FAIRNESS PREFERENCES
PLAYER A’s
decision
in the MDG
(example)
In example:
Player A prefers
(8;8) over (20;0)
correct
guess
BELIEF ELICITATION
* Issues include:
* Hedging: If subject is not risk-neutral, then he may not
report true belief to hedge against event that does not fit
belief.
* E.g. I give 4€ in the trust game while expecting 40% back, but I say I expect
20% back so I win if 40% is sent back and I also win if 20% is sent back.
* „Solution“: Elicit risk aversion, correct payoffs in euros 𝑥𝑥 to
change them in „utils“ (𝑈𝑈(𝑥𝑥)).
* Pay either for belief or for action.
BELIEF ELICITATION
* Point distribution: Forces people to express precise
beliefs while actual beliefs may be a distribution:
* E.g. I believe that I will get 40% back with 50% proba,
20% with 25% proba and 60% with 25 proba.
* „Solution“: Elicit belief intervals, let people choose
distribution of beliefs, elicit probability of subsets of
outcomes.
LECTURE 6: AUCTIONS AND THE Behavioral game theory
Alexia Gaudeul
WINNER’S CURSE University of Göttingen
4
SECOND PRICE SEALED BID AUCTION
* A second price sealed bid auction is such that buyers secretly
give their bid to the seller.
* The seller sells the good to the highest bidder at the price
indicated by the second highest bidder (second price = second
highest price).
* Also called Vickrey auction.
* Example with two potential buyers:
* Two buyers, 𝑖𝑖 and 𝑗𝑗, submit sealed bids 𝑏𝑏𝑖𝑖 and 𝑏𝑏𝑗𝑗 to a seller.
* The highest bidder wins the object, and pays the second highest bid
to the seller.
5
SECOND PRICE SEALED BID AUCTION
* The object is worth 𝑣𝑣𝑖𝑖 to buyer 𝑖𝑖 and 𝑣𝑣𝑗𝑗 to buyer 𝑗𝑗.
* 𝑖𝑖 knows 𝑣𝑣𝑖𝑖 but not 𝑣𝑣𝑗𝑗, and 𝑗𝑗 knows 𝑣𝑣𝑗𝑗 but not 𝑣𝑣𝑖𝑖 .
* The two values are independent.
* Payoffs can be represented as follows:
𝑢𝑢𝑖𝑖 = 0 𝑖𝑖𝑖𝑖 𝑏𝑏𝑖𝑖 < 𝑏𝑏𝑗𝑗
𝑣𝑣𝑖𝑖 − 𝑏𝑏𝑗𝑗
𝑢𝑢𝑖𝑖 = 𝑖𝑖𝑖𝑖 𝑏𝑏𝑖𝑖 = 𝑏𝑏𝑗𝑗
2
𝑢𝑢𝑖𝑖 = 𝑣𝑣𝑖𝑖 − 𝑏𝑏𝑗𝑗 𝑖𝑖𝑖𝑖 𝑏𝑏𝑖𝑖 > 𝑏𝑏𝑗𝑗
6
SECOND PRICE SEALED BID AUCTION
* Suppose that 𝑗𝑗 bids 𝑣𝑣𝑗𝑗 .
* Suppose 𝒊𝒊 makes a bid 𝒃𝒃𝒊𝒊 > 𝒗𝒗𝒊𝒊 .
* Then 𝑖𝑖‘s expected payoff is:
* If 𝑏𝑏𝑖𝑖 < 𝑣𝑣𝑗𝑗 : payoff is 0
* If 𝑏𝑏𝑖𝑖 > 𝑣𝑣𝑗𝑗 : payoff is (𝑣𝑣𝑖𝑖 − 𝑣𝑣𝑗𝑗 ).
* If 𝑣𝑣𝑖𝑖 > 𝑣𝑣𝑗𝑗 , then all is fine.
* But if 𝑣𝑣𝑖𝑖 < 𝑣𝑣𝑗𝑗 , then the payoff is negative.
7
SECOND PRICE SEALED BID AUCTION
* Suppose 𝒊𝒊 makes a bid 𝒃𝒃𝒊𝒊 < 𝒗𝒗𝒊𝒊 .
* Then 𝑖𝑖‘s expected payoff is:
* If 𝑏𝑏𝑖𝑖 < 𝑣𝑣𝑗𝑗 : payoff is 0
* If 𝑏𝑏𝑖𝑖 > 𝑣𝑣𝑗𝑗 : payoff is (𝑣𝑣𝑖𝑖 − 𝑣𝑣𝑗𝑗 ).
* If 𝑣𝑣𝑖𝑖 > 𝑏𝑏𝑖𝑖 > 𝑣𝑣𝑗𝑗 , then I get the good and I still pay 𝑣𝑣𝑗𝑗 .
* But if 𝑣𝑣𝑖𝑖 > 𝑣𝑣𝑗𝑗 > 𝑏𝑏𝑖𝑖 , then I do not get the good and could have
gotten it if I had bid more.
9
ENGLISH AUCTIONS
* Kagel, J. H., Harstad, R. M., & Levin, D. (1987). Information
impact and allocation rules in auctions with affiliated private
values: A laboratory study. Econometrica: Journal of the
Econometric Society, 1275-1304.
* People bid more vs. predicted bids in the second price auction
than in English auctions.
* Because rule more difficult to understand?
* Because overbidding appears less costly since it does not impact
directly price paid? (you pay second price).
* Conclude that “English auction is ideal for producing observational
learning”.
10
FIRST PRICE SEALED BID AUCTION
* As the name indicates, a first price sealed bid auction is
such that buyers secretly give their bid to the seller, and the
seller sells the good to the highest bidder at the price
indicated by this highest bidder (first price = highest price).
* Suppose the object is worth 𝑣𝑣𝑖𝑖 to buyer 𝑖𝑖 and 𝑣𝑣𝑗𝑗 to buyer
𝑗𝑗. 𝑖𝑖 knows 𝑣𝑣𝑖𝑖 but not 𝑣𝑣𝑗𝑗, and 𝑗𝑗 knows 𝑣𝑣𝑗𝑗 but not 𝑣𝑣𝑖𝑖 .
* The two values are independent.
* 𝑖𝑖 believes 𝑣𝑣𝑗𝑗 is distributed uniformly over 0, 1 and 𝑗𝑗
believes 𝑣𝑣𝑖𝑖 is distributed uniformly over [0, 1].
11
FIRST PRICE SEALED BID AUCTION
* Payoffs can be represented as follows:
𝑢𝑢𝑖𝑖 = 0 𝑖𝑖𝑖𝑖 𝑏𝑏𝑖𝑖 < 𝑏𝑏𝑗𝑗
𝑣𝑣𝑖𝑖 − 𝑏𝑏𝑖𝑖
𝑢𝑢𝑖𝑖 = 𝑖𝑖𝑖𝑖 𝑏𝑏𝑖𝑖 = 𝑏𝑏𝑗𝑗
2
𝑢𝑢𝑖𝑖 = 𝑣𝑣𝑖𝑖 − 𝑏𝑏𝑖𝑖 𝑖𝑖𝑖𝑖 𝑏𝑏𝑖𝑖 > 𝑏𝑏𝑗𝑗
12
FIRST PRICE SEALED BID AUCTION
* Suppose 𝑏𝑏𝑖𝑖 (𝑣𝑣𝑖𝑖 ) = 𝛼𝛼 + 𝛽𝛽𝑣𝑣𝑖𝑖 .
* Then expected payoff is
𝐸𝐸𝑢𝑢𝑗𝑗 = Pr 𝑏𝑏𝑗𝑗 ≥ 𝛼𝛼 + 𝛽𝛽𝑣𝑣𝑖𝑖 𝑣𝑣𝑗𝑗 − 𝑏𝑏𝑗𝑗 =
𝑏𝑏𝑗𝑗 − 𝛼𝛼 𝑏𝑏𝑗𝑗 − 𝛼𝛼
Pr( ≥ 𝑣𝑣𝑖𝑖 )(𝑣𝑣𝑗𝑗 − 𝑏𝑏𝑗𝑗 ) = 𝑣𝑣𝑗𝑗 − 𝑏𝑏𝑗𝑗
𝛽𝛽 𝛽𝛽
𝑣𝑣𝑗𝑗 + 𝛼𝛼
* The maximum is for 𝑏𝑏𝑗𝑗 = .
2
13
FIRST PRICE SEALED BID AUCTION
* Suppose j indeed chooses 𝑏𝑏𝑗𝑗 = (𝑣𝑣𝑗𝑗 + 𝛼𝛼)/2. Then
𝑣𝑣𝑗𝑗 + 𝛼𝛼
* 𝐸𝐸𝑢𝑢𝑖𝑖 = Pr 𝑏𝑏𝑖𝑖 ≥ 𝑣𝑣𝑖𝑖 − 𝑏𝑏𝑖𝑖 =
2
Pr 2𝑏𝑏𝑖𝑖 − 𝛼𝛼 ≥ 𝑣𝑣𝑗𝑗 𝑣𝑣𝑖𝑖 − 𝑏𝑏𝑖𝑖 = (2𝑏𝑏𝑖𝑖 − 𝛼𝛼)(𝑣𝑣𝑖𝑖 − 𝑏𝑏𝑖𝑖 ).
* This 𝛼𝛼 + 2𝑣𝑣
is a concave function that attains its maximum for
𝑖𝑖
𝑏𝑏𝑖𝑖 = .
4
* Combining the two 1
equations for 𝑏𝑏𝑖𝑖 and 𝑏𝑏𝑗𝑗 , we get
𝛼𝛼 = 0 and 𝛽𝛽 = .
2
* Each bidder bids half his/her own valuation for the good.
14
Cox, James C., Roberson, Bruce, and Smith, Vernon L. “Theory
and Behavior of Single Object Auctions”. In: Vernon L. Smith,
ed., Research in Experimental Economics, Vol. 2. Greenwich,
* With i.i.d. valuations, the first price sealed bid auction is equivalent to
the Dutch descending price auction.
* Different from the English auction in that you do not know the bids made by
the other participants!
* This means there is less opportunity for „observational learning“ (learning from
the experience of others).
* However, experimental subjects tend to bid more in first price auctions
than in descending price Dutch auction (Cox, Roberson, Smith, 1982).
* Utility of suspense of waiting?
* False updating of valuation as, when price decreases, this indicates that others
have low valuation for the good?
15
TESTING REVENUE EQUIVALENCE
* With risk neutral bidders and
independent values for the good, the
expected price obtained for the
good sold is the same with all
standard auctions, that is, auctions
such that the bidders with the highest
bid obtains the object.
* Vickrey, W. (1961).
Counterspeculation, auctions, and
competitive sealed tenders. The Journal
of finance, 16(1), 8-37.
* In practice…
17
THE WINNER’S CURSE
* We looked up to now into models with independent
private values (you know the value you assign to the good
and it does not depend on how others value the good).
* What happens in models with common values (the value
you assign to the good is the same as for the other bidders,
but you don’t know what it is)?
* The value of the good to be auctioned is the same for
you and your competitor (common value, for example the
right to explore for oil reserves in a certain geographical
area).
18
THE WINNER’S CURSE
* You both don’t know what the value is.
* Then it is quite likely that if you win, this is because you were
too optimistic about what the good was worth.
* Winning a bid against well-informed buyers is a bad sign.
* Winner’s curse: if you win, you lose (i.e. you paid too much).
* Unlike in a context with independent private values, the revenue
equivalence theorem does not hold how much you receive as a
seller depends on how you design the auction.
* For example, you get less revenue with a first price auction than
with a second price auction.
19
THE WINNER’S CURSE
* Formally, good with value 𝑣𝑣 for all bidders, they
know
−
that +value was drawn from a distribution between
𝑣𝑣 and 𝑣𝑣 .
* Bidders receive signal 𝑠𝑠𝑖𝑖 = 𝑣𝑣 + 𝑠𝑠 with s ∈ [−𝑒𝑒, 𝑒𝑒]
symmetrically distributed around 0.
* The highest bidder gets 𝑣𝑣 − 𝑏𝑏, with 𝑏𝑏 his bid.
* Taking into account the winner’s curse, bidders should
bid slightly more than 𝑠𝑠𝑖𝑖 − 𝑒𝑒, i.e. a bit more than the
worse possible value of the good given their signal.
20
THE WINNER’S CURSE: EXPERIMENTS
* Bazerman, M. H., & Samuelson, W. F. (1983). I won
the auction but don’t want the prize. Journal of Conflict
Resolution, 27(4), 618–634.
* “the average auction resulted in a loss of $2 to the
winning bidder” (winner paid $10 for a good of value $8).
* “two factors are shown to (increase) the incidence and
magnitude of the winner's curse: (1) the degree of
uncertainty concerning the value of the item up for bid and
(2) the number of competing bidders”.
* We tested this in the lab last Wednesday.
21
THE WINNER‘S CURSE: EXPLANATIONS
* Utility from winning?
* Taste for action?
* in some experiments, to test this, people are given an
alternative action other than bidding.
* Failure to correct bids for the fact that having the
highest signal means the signal is probably an
overestimate?
* Difficulty in reasoning about possible events in the future
and how to correct behavior to account for all possibilities.
22
APPLICATION: THE WALLET GAME
* You and others put your wallets on a table.
* You know how much there is in your wallet but not
how much is in others’.
* You are asked how much you are willing to bid to
have the money in all the wallets.
* We will look at the optimal bid if the auction is
second price or first price.
23
APPLICATION: THE WALLET GAME
* N players or bidders, 𝑗𝑗 = 1, … 𝑁𝑁
* You know signal 𝑠𝑠𝑖𝑖 about the value of your own good.
* Utility of the good is 𝑢𝑢 𝑠𝑠𝑖𝑖 , 𝑆𝑆−𝑖𝑖 = ∑ 𝑠𝑠𝑗𝑗 = 𝑉𝑉
* Denote 𝑡𝑡𝑖𝑖 = max 𝑠𝑠𝑗𝑗 .
𝑗𝑗≠𝑖𝑖
* For simplicity, assume signals 𝑠𝑠𝑗𝑗 , which are values in
each wallet, are drawn from a uniform distribution over
[0, 𝑣𝑣], same for all players, independently drawn across
players.
24
APPLICATION: THE WALLET GAME
𝑣𝑣
* Naïve bidding: 𝐸𝐸[𝑉𝑉/𝑠𝑠𝑖𝑖 ] = 𝑠𝑠𝑖𝑖 + 𝑁𝑁 − 1 :
2
* You bid what is in your wallet, plus the sum of the expected value of what is in others’
wallets.
* Assume that the bidder with the highest signal is the one who gets the good.
* Then value of the good conditional on winning is 𝐸𝐸[𝑉𝑉|𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 > 𝑡𝑡𝑖𝑖 ] and this is less than
𝐸𝐸[𝑉𝑉|𝑠𝑠𝑖𝑖 ] because given that I won, it must be that all signals
𝑠𝑠𝑖𝑖 of other players were less
than mine, so the sum of their value is at most 𝑁𝑁 − 1
2
* (The signals of others are uniformly distributed between 0 and 𝑠𝑠𝑖𝑖 ).
* Expected value of bidding 𝑠𝑠𝑖𝑖 and getting the good is thus:
𝑁𝑁 − 1 𝑠𝑠𝑖𝑖 𝑁𝑁 + 1 𝑠𝑠𝑖𝑖
𝐸𝐸 𝑉𝑉 𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 > 𝑡𝑡𝑖𝑖 = 𝑠𝑠𝑖𝑖 + =
2 2
25
APPLICATION: THE WALLET GAME
* We now look at the optimal strategy in a second price auction.
* Suppose that the optimal strategy is 𝑏𝑏 ∗ 𝑠𝑠 , i.e. people bid 𝑏𝑏 ∗ 𝑠𝑠 if they get signal s.
* If I win, then the price I pay is 𝑏𝑏 ∗ (𝑡𝑡𝑖𝑖 ), the bid of the second highest bidder.
* Expected value conditional on bidding b is
𝐸𝐸 𝑉𝑉 − 𝑏𝑏 ∗ 𝑡𝑡𝑖𝑖 × 1 𝑏𝑏 > 𝑏𝑏 ∗ 𝑡𝑡𝑖𝑖 𝑠𝑠𝑖𝑖
E 𝑉𝑉 − 𝑏𝑏 ∗ 𝑡𝑡𝑖𝑖 × 1 𝑠𝑠𝑖𝑖 > 𝑡𝑡𝑖𝑖 𝑠𝑠𝑖𝑖
𝑠𝑠𝑖𝑖
� 𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑡𝑡𝑖𝑖 − 𝑏𝑏 ∗ 𝑡𝑡𝑖𝑖 𝑓𝑓 𝑡𝑡𝑖𝑖 𝑠𝑠𝑖𝑖 𝑑𝑑𝑡𝑡𝑖𝑖
0
𝑠𝑠𝑖𝑖 𝑁𝑁−1
With 𝐹𝐹 𝑡𝑡𝑖𝑖 𝑠𝑠𝑖𝑖 = ∏ Pr 𝑠𝑠𝑗𝑗 < 𝑠𝑠𝑖𝑖 = the probability that all other signals are less than
𝑣𝑣
𝑠𝑠𝑖𝑖 .
26
APPLICATION: THE WALLET GAME
So I want to maximize
𝑏𝑏∗ −1 (𝑏𝑏)
� 𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑡𝑡𝑖𝑖 − 𝑏𝑏 ∗ 𝑡𝑡𝑖𝑖 𝑓𝑓 𝑡𝑡𝑖𝑖 𝑠𝑠𝑖𝑖 𝑑𝑑𝑡𝑡𝑖𝑖
0
This is maximized when the derivative is 0. This means when
𝑣𝑣(𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 ) − 𝑏𝑏 ∗ (𝑠𝑠𝑖𝑖 ) = 0
i.e value when the maximum signal of other players is equal to my signal.
∗
𝑁𝑁 − 2 𝑠𝑠𝑖𝑖 𝑁𝑁 + 2 𝑠𝑠𝑖𝑖
𝑏𝑏 𝑠𝑠𝑖𝑖 = 𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 = 𝑠𝑠𝑖𝑖 + 𝑠𝑠𝑖𝑖 + =
2 2
27
APPLICATION: THE WALLET GAME
* We now look at the optimal strategy in a first price auction.
* If I bid 𝑏𝑏 in a first price auction and I win, then the price I pay is 𝑏𝑏.
* Therefore (cf. second price auction) I want to maximize
𝑏𝑏∗ −1 (𝑏𝑏)
� 𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑡𝑡𝑖𝑖 − 𝑏𝑏 𝑓𝑓 𝑡𝑡𝑖𝑖 𝑠𝑠𝑖𝑖 𝑑𝑑𝑡𝑡𝑖𝑖
0
* The maximum is reached when the derivative wrt 𝑏𝑏 is equal to 0.
𝑏𝑏∗ −1 𝑏𝑏
1
−� 𝑓𝑓 𝑡𝑡𝑖𝑖 𝑠𝑠𝑖𝑖 𝑑𝑑𝑡𝑡𝑖𝑖 + ∗′ 𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 − 𝑏𝑏 𝑓𝑓 𝑠𝑠𝑖𝑖 𝑠𝑠𝑖𝑖 = 0
0 𝑏𝑏 𝑠𝑠𝑖𝑖
1
−𝐹𝐹 𝑠𝑠𝑖𝑖 𝑠𝑠𝑖𝑖 + ∗′ 𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 − 𝑏𝑏 𝑓𝑓 𝑠𝑠𝑖𝑖 𝑠𝑠𝑖𝑖 = 0
𝑏𝑏 𝑠𝑠𝑖𝑖
28
APPLICATION: THE WALLET GAME
* So 𝑏𝑏 = 𝑏𝑏 ∗ 𝑠𝑠𝑖𝑖 is such that
𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 − 𝑏𝑏 ∗ 𝑠𝑠𝑖𝑖 𝑓𝑓 𝑠𝑠𝑖𝑖 𝑠𝑠𝑖𝑖
∗′
=1
𝑏𝑏 𝑠𝑠𝑖𝑖 𝐹𝐹(𝑠𝑠𝑖𝑖 |𝑠𝑠𝑖𝑖 )
i.e.
∗′ ∗
𝑓𝑓 𝑠𝑠𝑖𝑖 𝑠𝑠𝑖𝑖
𝑏𝑏 𝑠𝑠𝑖𝑖 = (𝑣𝑣 𝑠𝑠𝑖𝑖 , 𝑠𝑠𝑖𝑖 − 𝑏𝑏 𝑠𝑠𝑖𝑖 )
𝐹𝐹(𝑠𝑠𝑖𝑖 |𝑠𝑠𝑖𝑖 )
* This is a first order linear non-homogeneous differential equation of the
form
𝑑𝑑𝑑𝑑 𝑓𝑓(𝑥𝑥|𝑥𝑥) 𝑓𝑓(𝑥𝑥|𝑥𝑥)
− 𝑃𝑃 𝑥𝑥 𝑦𝑦 = 𝑄𝑄 𝑥𝑥 with 𝑄𝑄 𝑥𝑥 = 𝑣𝑣 𝑥𝑥, 𝑥𝑥 and 𝑃𝑃(𝑥𝑥) =
𝑑𝑑𝑑𝑑 𝐹𝐹(𝑥𝑥|𝑥𝑥) 𝐹𝐹(𝑥𝑥|𝑥𝑥)
29
APPLICATION: THE WALLET GAME
* The corresponding homogeneous differential equation
𝑑𝑑𝑑𝑑
𝑑𝑑𝑑𝑑 𝑑𝑑𝑑𝑑
is − 𝑃𝑃 𝑥𝑥 𝑦𝑦 = 0 so we have = 𝑃𝑃 𝑥𝑥 so
𝑑𝑑𝑑𝑑 𝑦𝑦
𝑥𝑥
ln 𝑦𝑦 = ∫0 𝑃𝑃
𝑣𝑣 𝑑𝑑𝑑𝑑 + 𝑑𝑑 so
𝑥𝑥
𝑦𝑦(𝑥𝑥) = exp ∫0 𝑃𝑃 𝑣𝑣 𝑑𝑑𝑑𝑑 exp(𝑑𝑑).
30
APPLICATION: THE WALLET GAME
𝑥𝑥 𝑥𝑥 𝑓𝑓(𝑣𝑣|𝑣𝑣)
* Denote 𝑢𝑢 𝑥𝑥 = exp ∫0 𝑃𝑃 𝑣𝑣 𝑑𝑑𝑑𝑑 = exp ∫0 𝐹𝐹(𝑣𝑣|𝑣𝑣) 𝑑𝑑𝑑𝑑
* The solution to the non-homogeneous equation is
1 𝑥𝑥 𝑓𝑓(𝑡𝑡|𝑡𝑡)
* 𝑦𝑦(𝑥𝑥) = ∫0
𝑢𝑢 𝑡𝑡 𝑄𝑄 𝑡𝑡 𝑑𝑑𝑡𝑡 with 𝑄𝑄 𝑡𝑡 = 𝑣𝑣 𝑡𝑡, 𝑡𝑡
𝑢𝑢(𝑥𝑥) 𝐹𝐹(𝑡𝑡|𝑡𝑡)
∗ 𝑠𝑠𝑖𝑖 𝑓𝑓(𝑣𝑣|𝑣𝑣) 𝑠𝑠𝑖𝑖
* So 𝑏𝑏 𝑠𝑠𝑖𝑖 = exp − ∫0 𝑑𝑑𝑑𝑑 ∫0 𝑢𝑢 𝑡𝑡 𝑄𝑄 𝑡𝑡 𝑑𝑑𝑑𝑑
𝐹𝐹(𝑣𝑣|𝑣𝑣)
31
APPLICATION: THE WALLET GAME
𝑓𝑓(𝑣𝑣|𝑣𝑣)
* This can be simplified by noticing that = 𝑙𝑙𝑙𝑙𝑙(𝐹𝐹 𝑣𝑣 𝑣𝑣 )
𝐹𝐹(𝑣𝑣|𝑣𝑣)
∗ 1 𝑠𝑠𝑖𝑖
* So we have 𝑏𝑏 𝑠𝑠𝑖𝑖 = ∫0 𝑣𝑣(𝑡𝑡, 𝑡𝑡)𝑓𝑓(𝑡𝑡|𝑡𝑡)𝑑𝑑𝑑𝑑
𝐹𝐹 𝑠𝑠𝑖𝑖 𝑠𝑠𝑖𝑖
𝑁𝑁+2 𝑡𝑡 𝑁𝑁−1 𝑡𝑡 𝑁𝑁−2
* With 𝑣𝑣 𝑡𝑡, 𝑡𝑡 = and 𝑓𝑓(𝑡𝑡|𝑡𝑡) = 𝐹𝐹′(𝑡𝑡|𝑡𝑡) =
2 𝑣𝑣 𝑣𝑣
𝑁𝑁+2 𝑁𝑁−1
* We therefore obtain 𝑏𝑏 ∗ 𝑠𝑠𝑖𝑖 = 𝑠𝑠𝑖𝑖 .
2 𝑁𝑁
* This is the𝑁𝑁−1
same as in a second price auction, but slightly lower
by a factor to take into account that I pay my own bid.
𝑁𝑁
32
Behavioral game theory
LECTURE 8: BACKWARD INDUCTION Alexia Gaudeul
University of Göttingen
1
DOMINANCE
* A strategy is dominant if it is the best choice whatever the other
player’s strategy is.
* Most basic concept in game theory.
* Dominance does not depend on what you think the other person
will do.
* Can be applied iteratively (backward induction).
* If another player’s strategy is dominated, he will not play it.
* Therefore I should not play as if he might play it.
* A game is dominance solvable if it has a unique equilibrium
obtained by iteratively deleting dominated strategies.
2
THE PRISONER’S DILEMMA L R
U 75,75 25,90
* U is dominated by D
* L is dominated by R
D 90,25 60,60
* Therefore the unique dominant equilibrium is RD.
* Standard argument against this:
* What is the game is repeated?
* What if players are concerned with efficiency?
* What if LR does not understand that R is dominant? (understanding of own situation)
plays L
* What if LR understands own situation but does not understand that D is dominant?
(understanding others’ situation) plays R
* Dominance thus only requires understanding own situation.
3
CENTIPEDE GAME
100
* Rosenthal (1981), with 100 terminal nodes!!!
1 2 3 4 5 298 , 2100
A B A B A
4,1 16, 8,
2,8
4 32
6
1 2 3 4 64,
16
A B A B
CENTIPEDE GAME 4,1 2,8
16, 8,
4 32
* Portion of game stopping before of at step 𝑋𝑋 (step 5 is the end point). Comparison of rounds 1-5
and round 6-10.
* We see that 8% of subjects pass in the last stage of early rounds of four move game altruism
of level 0?
* 9 subjects out of a total of 138 subjects chose pass all the time.
7
1 2 3 4 64,
16
A B A B
CENTIPEDE GAME 4,1 2,8
16, 8,
4 32
8
CENTIPEDE GAME
* Interpretation as game of imperfect information where
the type of the other player is unknown.
* A priori initial probability 𝑟𝑟1 that other player is altruist
and will pass on the last move.
* Players update their probability that the other player is
an altruist over the game and play mixed strategies over
pass and take.
* There is a passing stage (steps < 𝑘𝑘1 ), a mixing stage
(steps in between) and a taking stage (steps > 𝑘𝑘2 ).
9
A GAME OF PAYING IT BACKWARD
Rosenfeld A. (2008): "Pay It Backwards: An Act Of Coffee Kindness",
The Huffington Post, December 23, 2008.
https://www.huffingtonpost.com/arthur-rosenfeld/pay-it-backwards-
an-act-o_b_151793.html
Give Give Give
1 2 3 -1,0,
0,1
Stop Stop Stop
10
BEAUTY CONTEST
* Game first analyzed by Hervé Moulin (1986),
see.
* Nagel, R., Bühren, C., & Frank, B. (2017). Inspired and
inspiring: Hervé Moulin and the discovery of the beauty
contest game. Mathematical Social Sciences, 90, 191–
207.
https://doi.org/10.1016/j.mathsocsci.2016.09.001
11
LEVELS OF REASONING
* Different levels of reasoning in the beauty contest
game:
* Level 0 is choosing a number at random.
* Level 1 is choosing 2/3 of the average of random
numbers 33
* Level 2 is choosing 2/3 of level 1
* Level 3 is …
* In order to win the game, you have to be one step
ahead of others, but not more!
12
BEAUTY CONTEST
* Bids that people make in such a game allow us to
compute how many steps of iterated reasoning people
do, or more precisely, how many they expect others to
do.
* At least, can rank people by their expectations of other
people’s rationality.
* Better than centipede game in one respect, which is
that you cannot expect some portion of other
participants to be altruist.
13
BEAUTY CONTEST
* Fehr, D., & Huck, S. (2016). Who knows it is a game?
On strategic awareness and cognitive ability.
Experimental Economics, 19(4), 713–726.
https://doi.org/10.1007/s10683-015-9461-0
* Use cognitive reflection test to estimate ability to reflect
rather than respond intuitively to problem questions
(Frederick, S. (2005). Cognitive reflection and decision
making. Journal of Economic Perspectives, 19(4), 25–42).
14
BEAUTY CONTEST
* Find that guesses in the BCG
are related to cognitive ability
measured this way.
* But “The CRT measures
subjects’ ability to reflect on a
problem and to suppress
intuitive responses as well as
mathematical skills. This is only
one particular aspect of
cognitive ability”.
* However CRT correlates well
with “Wonderlic Personnel Test
(WPT)”
15
BEAUTY CONTEST
* Only the best performers in the CRT make guesses that are
sensitive to their beliefs about how others did in the CRT.
* I.e. if believe others did well, make lower guesses than if believe
others did badly.
* For other people, no such relation.
* Note: All those results are still under debate, some other studies
do not find a relation, and there are also issues about the level of
motivation of subjects.
* i.e. everybody can probably think strategically, but some just do not
bother (maybe…).
16
L R
GAMES WITH TWO STEPS OF U 9,3 9,3
ITERATED DOMINANCE D 3,4 10,5
* Prisoner’s dilemma only requires understanding one’s own situation.
* Other games require understanding also other person’s situation, how
rational they are, and whether they maximize.
Study by Beard, T. R., & Beil, R. O. (1994). Do people rely on the self-
interested maximization of others? An experimental test. Management
Science, 40(2), 252-262.
* Look at game above: UD plays first, then LR observes what UD did
and chooses either L or R.
* L is dominated by R when UD plays D, so UD should believe LR will
play R if she plays D, and therefore play D. DR is thus the subgame
perfect equilibrium of the game, obtained by iterated dominance.
17
L R
GAMES WITH TWO STEPS OF U 9,3 9,3
ITERATED DOMINANCE D 3,4 10,5
* Suppose however that UD is not sure that LR is
rational. Assume she believes LR is rational with
probability 𝑝𝑝, and goes against its own interest with
probability 1 − 𝑝𝑝
* UD has the choice between U and getting 9 for sure
or D and R with probability 𝑝𝑝.
* UD should thus play D only if 3 1 − 𝑝𝑝 + 10𝑝𝑝 ≥ 9
* I.e.6if trusts LR to be rational with probability
𝑝𝑝 ≥ = 85%.
7
18
L R
GAMES WITH TWO STEPS OF U 9,3 9,3
ITERATED DOMINANCE D 3,4 10,5
* Variations
L R L R
U 9.75,3 9.75,3 U 9.75,3 9.75,3
D 3,4 10,5 D 3,4.75 10,5
6.75 6.75
* Need 𝑝𝑝 > = 96% Needs 𝑝𝑝 > 7
= 96%,
7 but also requires more trust
about sensitivity of LR to
payoff differences. 19
L R
GAMES WITH TWO STEPS OF U 9,3 9,3
ITERATED DOMINANCE D 3,4 10,5
* In this game, Beard and Beil (1994) find that 66% of UD play U, and
83% of LR play R when UD plays D.
* Given this, it is rational for UD to play U, since too few LR are
sufficiently rational to play R after D.
* Decreasing payoff of U for UD to 7 decreases play of U to 20% and
strangely also increases play of R after D to 100%.
* Decreasing payoff of LD for LR to 3 also decreases play of U to 47%
and increases play of R after D to 100%.
* Increasing payoff of UL and UR to 6 for LR increases play of U to 86%
(fear of retaliation if play D?), even though LR keeps playing R after D is
played (i.e there is no retaliation, but note: few observations…).
20
Behavioral game theory
LECTURE 9: COORDINATION Alexia Gaudeul
University of Göttingen
1
L R
EQUILIBRIUM SELECTION U 1,1 0,0
D 0,0 1,1
* In many games, there are many equilibria.
* For example, in the coordination game above,
will people coordinate on UL, RD or the mixed
strategy equilibrium?
* In practice, people rely on precedents, focal
points, experience, norms.
* Although different people have different experiences.
2
MISCOORDINATION
* Miscoordination can be solved through communication,
but communication is not always feasible.
* E.g. on the road, you cannot negotiate with every
driver what side of the road to use.
* You may also not anticipate consequences of a
decision, e.g. units of measure, often different across
countries, developed independently until problems of
junction arose (rail tracks are an example).
3
HOW DO PEOPLE COORDINATE
* Schelling's (1960) theory of focal points: ”each person’s expectation of
what the other expects him to expect to be expected to do”.
* Or as per Mehta et al (1994): „when someone is playing a pure
coordination game, she will look for a rule of selection which, if followed
by both players, would tend to produce successful coordination.”
* E.g. „Tomorrow you have to meet a stranger in NYC. Where and when
do you meet them?”
* E.g. three blue squares and one red square. Which one do you choose,
knowing that you get 1€ if you both choose the same square?
4
HOW DO PEOPLE COORDINATE
* Mehta, J., Starmer, C., & Sugden, R. (1994). The Nature
of Salience: An Experimental Investigation of Pure
Coordination Games. The American Economic Review, 84(3),
658–673.
* Designed to discriminate between (i) primary salience and (ii)
secondary and Schelling salience.
* Primary salience: „Each player chooses the strategy whose label
has primary salience for her. Among people with common
experiences and cultural backgrounds, some correlation between
what has primary salience for one person and what has primary
salience for another.”
5
HOW DO PEOPLE COORDINATE
* Secondary salience: „each player chooses the
strategy whose label she believes most likely to have
primary salience for her opponent”.
* Can be generalized to any order of salience, e.g.
people might choose numbers in the Beauty contest
based on primary salience, some people will take
account of this (secondary salience), some will take
account that others will take account of this (third, fourth,
…).
6
HOW DO PEOPLE COORDINATE
* Schelling salience: “rule of selection which, if
followed by both players, would tend to produce
successful coordination.”
* “A rule of selection (and by extension, the label or strategy that it
identifies) is salient to the extent that it "suggests itself' or seems obvious
or natural to people who are looking for ways of solving coordination
problems”.
7
QUESTIONS
1. Write down any year, past, present, or future.
2. Name any flower.
3. Name any car manufacturer.
4. Write down any day of the year: (day) /(month)
5. Name any British town or city.
6. Write down any positive number.
7. Write down any color.
8. Write down any boy's name.
9. Complete the sentence: A coin was tossed. It came down …
10. Complete the sentence: The doctor asked for the patient's records. The nurse gave
them to …
8
QUESTIONS
Assign each circle to
one or other of the
squares.
The way to do this
assignment is as
follows. You must
mark each of the
circles with EITHER
the "hatched" pattern
OR the "spotted"
pattern.
Note: Numbers not shown to subjects
9
QUESTIONS
For each of these questions we
have drawn a large circle with
six "spokes“, that is, straight or
wavy lines radiating from the
centre.
You must divide the circle up by
drawing thickly over two of these
spokes.
Note: Numbers not shown to subjects
Odd one out?
10
PRIMARY VS. SECONDARY SALIENCE
* Group P: Pick an answer.
* Group C: Pick an answer. You are matched with
someone else and will be paid for every answer in
common with that person.
11
ANSWERS
12
RESULTS
* Clear confirmation of secondary salience the
modal choice by group P is much more likely to be
chosen by group C.
* Some confirmation of Schelling salience if there
was no clear modal choice by group P, people were still
very likely to coordinate, sometime not as per
frequency of choice by group P.
* E.g. choice of number 1, answer to question 8, answer to
question 11, answers to questions 17 to 20.
13
THEORY
* Sugden, R. (1995). A Theory of Focal
Points. The Economic Journal, 105(430), 533–
550. https://doi.org/10.2307/2235016
* In matching games, payoff of playing
strategy 𝑠𝑠𝑖𝑖 when other player plays strategy
𝑠𝑠𝑗𝑗 is ∑𝑔𝑔 𝑠𝑠𝑖𝑖𝑖𝑖 𝑠𝑠𝑗𝑗𝑗𝑗 , with 𝑠𝑠𝑖𝑖𝑖𝑖 the proba by 𝑖𝑖 to
play strategy 𝑔𝑔.
14
THEORY
* If the strategies have no label (e.g. pick a ball out
of 5 in an urn, win if ball’s number (from 1 to 5) is
same as that drawn by other, you cannot see the
numbers), then the best strategy is to choose2 at
1 1
random. This maximizes payoff 5 × =
5 5
* If the strategies have a label g, and a label is
less frequent than others, then choose it.
* Why? Suppose three balls are blue and two are red.
Then choose one of the red balls at random. Expected
payoff is then ½.
15
THEORY
* Bacharach and Bernasconi (1997)
* Focality principles include rarity/distinctiveness,
except if the rarity is subtle, and might be picked on
only by some, in which case people might prefer to
choose a less “odd” choice, if few options have that
oddity.
* E.g. One unique feature
1
picked on with probability 𝑝𝑝 will
be chosen only if 𝑝𝑝 > with 𝑛𝑛 the number of options with
𝑛𝑛
the next more frequent but easy to pick oddity.
16
L R
THEORY U 2,2 0,1
D 1,0 1,1
* How do people deal with conflicting principles of
equilibrium selection?
* E.g. stag-hunt game (from Rousseau).
* UL is Pareto-dominant, RD is secure (maximin).
* People have a strong tendency to coordinate on the
less efficient equilibrium (Cooper et al, 1990).
* Which is why hunts / parties need strong and
dynamic organizers…
17
THEORY
* In games requiring assigning objects to different
classes (e.g. A or B), people follow principles of
* Closeness—Assign an object to whichever of A or B is
closer;
* Equality—assign half to A and half to B; and
* Accession—if a subset of objects are closely related to
one another, the subset should not be broken up.
* See assignment in questions 11 to 16 of Mehta et al.
18
THE WEAKNESS OF FOCAL POINTS
* Focal points are very
fragile, small changes in
payoffs destroy them.
* E.g. X= Sears Tower
(Chicago main skyscraper),
Y=AT&T building
* Coordination successful
only if symmetric case.
Crawford, V. P., Gneezy, U., & Rottenstreich, Y. (2008). The Power of Focal Points Is Limited: Even Minute Payoff
Asymmetry May Yield Large Coordination Failures. The American Economic Review, 98(4), 1443–1458.
19
L R
THE ROLE OF COMMUNICATION U 3,2 0,0
D 0,0 2,3
* Tested in the battles of the sexes, with conflicting
preferred coordination.
* If no communication, then do not manage to
coordinate more than in mixed strategy equilibrium.
* If one sided communication, then the one who can
speak announces he will play his favored strategy and
the other person goes along.
* If two sided communication, then back to mixed
strategy equilibrium.
20
THE ROLE OF COMMUNICATION
* Van Huyck, Gillette, and Battalio
(1992).
* People go along with
recommended play, up to some
extent.
* Less so if recommended strategy is
not Pareto-efficient.
* Less so if recommendation is
unequal, except if favors oneself
21
CONCLUSION
* There are (too) many selection principles for focal
points.
* Theory not yet simple and general enough.
* Difficult to understand how people deal with conflicting
rules of selection of a focal point.
* Difficult to understand how focal points evolved over time.
* Communication does not necessarily improve matters.
* Focal points are rather fragile, they are only a
secondary selection criterion.
22
Behavioral game theory
LECTURE 10: LEARNING Alexia Gaudeul
University of Göttingen
1
LEARNING HOW TO PLAY A GAME
* How do people learn how to play a game?
* In situations with full information, where you know your
payoffs and the payoffs of others.
* In situations with limited information, up to the limit
where you know only what action you took and what
payoff you got?
2
LEARNING ABOUT NATURE
* Before studying how people learn successful strategies, we first study how
people learn more basic things about the state of nature.
* In particular, we want to know how people learn about the probability of
events, when this probability is determined by nature rather than by the action
of a human.
* Indeed, in games, it is essential to form correct beliefs about the probability
that the opponent will play this or that action.
* This is especially difficult since this probability may change over time.
* Therefore, we first consider if people can learn in a case with probabilities
fixed by nature.
* We show that people do not learn as well as they could; they suffer from
biases.
3
BAYES RULE
4
LEARNING ABOUT THE STATE OF NATURE
* There are two boxes, one with 2/3 red (Box A), the other with 2/3 blue (Box B).
* You draw one ball from one of the two boxes, but you do not know which one is Box A or
Box B.
* This situation represents for example a case where your opponent plays mixed strategies
in a game with two possible actions (red or blue), but you are not sure with what probability
he plays red of blue (i.e. whether he draws from Box A or Box B).
Box A Box B
5
LEARNING ABOUT THE STATE OF NATURE
* Suppose you draw Red. What is the probability
the box is Box A?
1
* ?
2
1
* ?
3
2
* ?
3
6
LEARNING ABOUT THE STATE OF NATURE
* Bayes’ rule:
Pr 𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵&𝑅𝑅𝑅𝑅𝑅𝑅 Pr 𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵&𝑅𝑅𝑅𝑅𝑅𝑅
Pr 𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵 𝑅𝑅𝑅𝑅𝑅𝑅 = =
Pr 𝑅𝑅𝑅𝑅𝑅𝑅 Pr 𝑅𝑅𝑅𝑅𝑅𝑅&𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵 + Pr 𝑅𝑅𝑅𝑅𝑅𝑅&𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵
2 1
Pr 𝑅𝑅𝑅𝑅𝑅𝑅|𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵 Pr(𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵) ( ) 2
= = 3 2 =
2 1 1 1
Pr 𝑅𝑅𝑅𝑅𝑅𝑅|𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵 Pr(𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵) + Pr 𝑅𝑅𝑅𝑅𝑅𝑅|𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵 Pr(𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵) ( )+ ( ) 3
3 2 3 2
7
BAYES RULE IN PRACTICE
* People seem to follow Bayes’ rule quite well for events that are not too rare
or not too frequent.
* The issue occurs for rare and frequent events: They underweight frequent
events and overweight rare events.
* Example: You got a positive results from a test for a rare disease, which
affects 1/1000 people on average.
* “Positive” means that you have the disease :\
* However the test for the disease misdiagnoses in 1% of the case if you do
not have the disease (false positive rate =1%)
* If you have the disease, it catches it 100% of the time (false negative
rate=0%).
* What is the probability that you have the disease?
8
BAYES RULE IN PRACTICE
* If you make the calculations, you find that the probability you do have the disease is “only” 1/11.
Pr 𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷&𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃
Pr 𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷 𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃 =
Pr 𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃
Pr 𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷&𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃
=
Pr 𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷&𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃 + Pr 𝑁𝑁𝑁𝑁𝑁𝑁𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷&𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃
Pr 𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃|𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷 Pr(𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷)
=
Pr 𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃|𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷 Pr(𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷) + Pr 𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃𝑃|𝑁𝑁𝑁𝑁𝑁𝑁𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷 Pr(𝑁𝑁𝑁𝑁𝑁𝑁𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷𝐷)
1
1( ) 1 1
= 1000 = ≅
1 1 999 999 11
1( )+ ( ) 1+
1000 100 1000 100
9
COUNTING RULE
* Suppose there are 1000 people.
* 1 of them has the disease.
* Test would catch this person (true positive=100%)
* 999 do not have the disease.
* Test would test 999/100 as having the disease (false positive=1%).
* Therefore 1+999/100 will be tested “positive”.
* Of those, only 1 has the disease.
* So the probability to have the disease if the test turns positive is
1/(1+9.99)
10
BASE RATE BIAS
* People tend to underweight prior information
* E.g. the fact that the rare disease occurs only with
probability 1/1000.
* Suppose for example they ignore this information
and assume probability is ½.
11
BASE RATE BIAS
* Then ex-post they believe proba to have the disease is
1
1( ) 1
2
1 1 1 = 1 ≅1
1( )+ ( ) 1+
2 100 2 100
* Which corresponds to the reaction of some people when they get test
results!
* In Kahneman and Tversky (1973) “On the psychology of
prediction”, such things seem to happen when people are told,
e.g., prior info that in a sample 70% are lawyers and 30% are
engineers, and are given neutral description of a person in that
sample, they assign that person to be a lawyer with proba 50%.
12
REPRESENTATIVENESS HEURISTIC
* Kahneman, D., & Tversky, A. (1973). On the psychology of prediction.
Psychological Review, 80(4), 237–251.
https://doi.org/10.1037/h0034747
* “people predict by representativeness, that is, they select or order
outcomes by the degree to which the outcomes represent the essential
features of the evidence”
* Experiment
* Some people are asked to estimate proportion of students in each field,
* Some others are given a description of a person and asked how similar he is
to typical student in that field,
* Finally, some asked likelihood that person is student in a field.
13
REPRESENTATIVENESS HEURISTIC
* “Tom W. is of high intelligence,
although lacking in true creativity. He has
a need for order and clarity, and for
neat and tidy systems in which every
detail finds its appropriate place. His
writing is rather dull and mechanical,
occasionally enlivened by somewhat
corny puns and by flashes of imagination
of the sci-fi type. He has a strong drive
for competence. He seems to have little
feel and little sympathy for other people
and does not enjoy interacting with
others. Self-centered, he nonetheless has
a deep moral sense.”
14
REPRESENTATIVENESS HEURISTIC
* This means that an event will be ascribed to the condition that most
look like it, without due regard for the probability of that condition.
* E.g. a person drawing 2 red ball and one blue would say the box is A with
higher likelihood than reasonable.
* Other example:
* Linda is 31 years old, single, outspoken, and very bright. She majored in
philosophy. As a student, she was deeply concerned with issues of discrimination
and social justice, and also participated in anti-nuclear demonstrations. Which is
more probable?
* (a) Linda is a bank teller.
* (b) Linda is a bank teller and is active in the feminist movement.
15
IMITATION
16
IMITATION
* On the same principle as we started learning about
belief updating with a simple case, we start learning with
the simplest form of learning, imitation.
* Imitation is a good strategy if you know nothing and you
believe others do know something about the situation.
* E.g. if you see people running away from a place, it can be a
good idea to run with them.
* However, this can lead to irrational herd behavior, i.e. for some
random reason, someone starts to run, and then others follow.
17
LEARNING ABOUT THE STATE OF NATURE,
RELOADED
* One person draws a ball from a box, not knowing if it is box A or box B.
* Then he announces which box he thinks he drew from. However, he does not announce the
color of his ball.
* Then another person learns what the first person announced, and also draws a ball from
a box, again not knowing which box he is drawing from.
Box A Box B
18
INFORMATION CASCADES
Prior guess Own draw Guess
A Red A
A Blue ? B?
B Red ?A?
B Blue B
People in the second round give more weight to their own information
guess based on own draw if contradicts first guess.
19
INFORMATION CASCADES
Prior guesses Own draw Guess
A,A Red A
A,A Blue A
A,B Red A
A,B Blue B
21
THE COUNTING HEURISTIC
* Also test an asymmetric design to see if people rely too much on “counting”, i.e. predict
urn that corresponds to the majority of previous guesses.
* In this example, blue ball is much more informative than red ball people should
reverse cascade more often when see blue ball.
* However, this is not the case. People tend to following a counting heuristic.
Box A Box B
22
APPLICATIONS
* Bikhchandani, S., Hirshleifer, D., & Welch, I. (1992). A Theory of Fads,
Fashion, Custom, and Cultural Change as Informational Cascades. Journal of
Political Economy, 100(5), 992–1026. http://www.jstor.org/stable/2138632
* “Four primary mechanisms have been suggested for uniform social behavior:'
(1) sanctions on deviants, (2) positive payoff externalities, (3) conformity
preference, and (4) communication.”
* They propose information cascades as a complementary alternative that can
explain also why cascades may break down, and the fragility of norms, fashions
and fads.
* Applications to politics (early voting states exert influence on later voting
states in primaries in the US), medical practice (some operations come in and out
of fashion, such as tonsillectomy), finance (takeover targets frequently attract
competing bidders), peer pressure and stigmatisation.
23
APPLICATIONS
* (Thankfully,) some forces go against conformity.
* For example: Why do so many men grow a beard
when others do, and what drives some to go the other
way after a while?
* Negative frequency-dependent selection: The more
frequent a trait, the less attractive it becomes.
* Also important topic for epidemics, e.g. a flu strain that is
too successful one year will not be successful next year
(previous victims now either dead or resistant) an illness
that is too successful does not survive very long.
24
RECAPITULATION
* We saw how people learn about probabilities,
and we studied a basic learning strategy via
imitation.
* People have some issues with Bayesian updating
for extreme probabilities, and imitation can only
manage a limited amount of learning.
25
LEARNING SUCCESSFUL STRATEGIES
26
LEARNING SUCCESSFUL STRATEGIES
* We now apply theories of learning to strategic
games, i.e. when you are trying to do the best given
someone else also trying to do the same.
* You then want to learn what the best strategy is, which
does not, BTW, necessarily require you learn how the other
person is playing.
* Different from previous examples where learning was
about Nature (how many balls of a given color in an urn).
27
LEARNING SUCCESSFUL STRATEGIES
* How do people learn how to play games?
* Several theories:
* Evolutionary learning strategies that increase
fitness survive. Works at the level of a specie.
* Reinforcement learning strategies that worked
well in the past are more likely to be played.
28
LEARNING SUCCESSFUL STRATEGIES
* Belief learning strategies that would work well given
one’s belief about what strategies others adopt will be
played.
* At one extreme, believes other will play same as last period best
response dynamics.
* At the other extreme, choose strategy that performs best against average
behavior of opponent in the past.
* Experience-weighted attraction learning: Mix of the two
learning above.
* Compared to reinforcement learning, adds consideration of how unchosen
strategies would have performed in the past.
29
LEARNING SUCCESSFUL STRATEGIES
* Anticipatory learning: Considers what other player
would do given one’s own behavior in the past.
* Requires good knowledge of other’s payoffs and possible
actions, and of how she herself learns.
* Imitation, that is, adopting strategies of others.
* Imitating the best of the others in the past.
* Imitating the person “closest” to you.
* …
30
LEARNING SUCCESSFUL STRATEGIES
* Learning direction theory: People change
strategies “in the direction of” the better
performing strategies.
* Rule learning: People do not learn strategies,
they learn rules of behavior.
* Optimal strategies may be too difficult to find, so
people simplify the situation and adopt heuristics.
31
EVOLUTIONARY LEARNING
32
TIT-FOR-TAT IN THE PRISONER’S DILEMMA
* Evolutionarily stable strategy (ESS) = A strategy which is robust against a
tiny invasion of mutants.
* “Learning” is performed through random trials; there are random mutations leading to
changes in the strategies being played.
* A strategy that performs well against the mix of existing strategies grows, others
decline.
* Maynard Smith, J., & Price, G. R. (1973). The Logic of Animal Conflict. Nature,
246(5427), 15–18. https://doi.org/10.1038/246015a0
* Looks at reason why animals fight little within own specie.
* C = fight as per convention (for show)
* D = fight dangerously (risk of injury)
* R = retreat
33
TIT-FOR-TAT IN THE PRISONER’S DILEMMA
* Compare different strategies, like “mouse” (C if C, R
in response to D), “hawk” (D all the time), “bully” (D if C,
C if D, R if DD), “retaliator” (C if C, D if D, R after a
while), “prober-retaliator” (sometimes initiates D and
keep at it if no retaliation).
* Only Retaliator is an ESS, prober-retaliator is almost
an ESS, Mouse performs well only if many retaliators,
i.e. free-riding strategy, not robust on its own.
34
TIT-FOR-TAT IN THE PRISONER’S DILEMMA
* Applied to social sciences
* Axelrod (1984), The Evolution of Cooperation, Basic
Books.
* Very captivating book, highly recommended.
* Based on the study of the prisoner’s dilemma.
35
TIT-FOR-TAT IN THE PRISONER’S DILEMMA
* Challenging others to play against a tit-for-tat
program (computer tournaments).
* Tit-for-tat play C if opponent played C last period. play D if
opponent played D last period.
* Much better than grim-trigger in that this strategy is forgiving.
* Proposed by Rapoport, mathematical psychologist with interest in
peace research.
* No other program one manages to do better in terms of average
payoff.
* So this strategy is an ESS.
36
TIT-FOR-TAT IN THE PRISONER’S DILEMMA
* Rules that performed best were “nice”, i.e. started with C and
never chose D unless provoked.
* Worst nice rule was the “grim trigger”, i.e. never cooperate again
with someone who once did D.
* Rules also had to do well with nasty rules, such as DOWNING,
which tests the responsiveness of opponent to changes in strategy,
and then exploits it.
* So the rule must be tough with tough players.
* TFT is based on the concept of reciprocity, but making sure that
the response is measured, to avoid ratcheting, i.e. that any D gets
blown out of all proportion.
37
REINFORCEMENT LEARNING
38
REINFORCEMENT LEARNING
* Does not require any information about payoffs
of others.
* Only requires info about own payoff good for
low info environment or environments that change.
* Maybe not so realistic for high-info environments.
39
REINFORCEMENT LEARNING
* Erev, I., & Roth, A. E. (1998). Predicting How People Play
Games: Reinforcement Learning in Experimental Games with
Unique, Mixed Strategy Equilibria. The American Economic Review,
88(4), 848–881. http://www.jstor.org/stable/117009
* 100 periods or more of games with a unique equilibrium in nontrivial
mixed strategies (not all equal proba, no proba =1)
* Total of 12 games looked at.
* Testing different theories based on simulations and goodness of fit
with real play.
* Simulations based on parameters in 11 games, test on the 12th game
* Out-of-sample testing, because it is too easy to fit games on a case by case basis.
40
REINFORCEMENT LEARNING
Examples:
41
REINFORCEMENT LEARNING
* There appears not to be a lot of learning except in the
first few rounds on average (in the aggregate)
* However, learning does occur at the individual level (not shown).
* As already known, endpoints of learning can be quite far
from MSE.
* Modeling:
* Initial propensities 𝑞𝑞𝑛𝑛𝑛𝑛 (1) with 𝑛𝑛 the strategy and 𝑘𝑘 the player.
* Reinforcement function 𝑅𝑅(𝑥𝑥) = 𝑥𝑥 − 𝑥𝑥min with 𝑥𝑥 the payoff
and 𝑥𝑥min the minimum payoff in the game.
42
REINFORCEMENT LEARNING
* Updating of propensities
* 𝑞𝑞𝑛𝑛𝑗𝑗 𝑡𝑡 + 1 = 𝑞𝑞𝑛𝑛𝑛𝑛 (𝑡𝑡) + 𝑅𝑅(𝑥𝑥) if 𝑗𝑗 = 𝑘𝑘
* 𝑞𝑞𝑛𝑛𝑗𝑗 (𝑡𝑡 + 1) = 𝑞𝑞𝑛𝑛𝑛𝑛 (𝑡𝑡) otherwise
* Probabilistic choice rule:
𝑞𝑞𝑛𝑛𝑛𝑛 𝑡𝑡+1
* 𝑝𝑝𝑛𝑛𝑛𝑛 𝑡𝑡 + 1 =
∑𝑞𝑞𝑛𝑛𝑛𝑛 𝑡𝑡
∑𝑞𝑞𝑛𝑛𝑛𝑛 1
* Strength of initial propensities 𝑠𝑠𝑛𝑛 1 = with
𝑋𝑋𝑛𝑛
𝑋𝑋𝑛𝑛 the “average” payoff of the player in the game.
43
REINFORCEMENT LEARNING
* Assuming same strength across players 𝑠𝑠(1)
𝑋𝑋𝑛𝑛
* So 𝑞𝑞𝑛𝑛𝑛𝑛 1 = 𝑠𝑠 1 with 𝑀𝑀𝑛𝑛 the total number of strategies.
𝑀𝑀𝑛𝑛
* This determines the speed of learning.
* If 𝑠𝑠(1) is high, then people learn slowly, as 𝑅𝑅(𝑥𝑥) small
compared to 𝑞𝑞𝑛𝑛𝑛𝑛 .
* Test of this model vs. more complicated models with more
flexibility, i.e people keep experimenting with some
probability (i.e. try strategies with some proba independent
of learning) and “forget”, i.e. propensities depreciate.
44
REINFORCEMENT LEARNING
* Findings:
* The one parameter model does better than MSE.
* Adding forgetting and experimentation improves a
bit,
* Adding sophistication with fictitious play (strategy that
would do best vs. past) does not improve things.
45
EXPERIENCE WEIGHTED LEARNING
46
WEIGHTED FICTITIOUS PLAY
* EWL includes a model of learning, whereby people expect people will
play what they did in previous periods, with a parameter 𝜙𝜙 to discount
old observations.
𝑗𝑗 𝑗𝑗
* Beliefs (Expectations) are 𝐸𝐸 𝑠𝑠−𝑖𝑖 𝑡𝑡 = (1 − 𝜙𝜙)𝐼𝐼 𝑠𝑠−𝑖𝑖 (𝑡𝑡) +
𝑗𝑗
𝜙𝜙𝐸𝐸 𝑠𝑠−𝑖𝑖 𝑡𝑡 − 1
* If 𝜙𝜙 is 0, then you expect the person to do the same as last period.
𝑡𝑡−1
* 𝜙𝜙 declining with time, e.g. 𝜙𝜙 = accumulates information without
𝑡𝑡
discounting.
* Under weighted fictitious play, people choose the strategy that
performs best given their belief.
47
EXPERIENCE WEIGHTED LEARNING
* In experience weighted learning, you discount both
observations that are old, and good experiences with
given strategies if those experiences are old.
* Choice of strategy is based on a mix of what worked
well in the past and what would work best given past
observations.
* Allows people to adapt more quickly by considering
counter-factuals: what I would have gotten if I had played
something else than what I did.
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RULE LEARNING
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RULE LEARNING
* Generalization of previous rules, whereby people consider
what would have worked best: imitation, best response,
experience, Nash, …
* Issue that many of the model make very similar predictions.
* Can be solved only partially by designing games where predictions
made by different rules are as different as possible.
* Issue also with over-fitting: the more complex models “
perform” best you must take into account the number of
parameters in each model and favor the ones that are “frugal”.
* BIC: Bayesian Information Criterion = function of the goodness of fit
(log-likelihood) and of the number of parameters.
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