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RESEARCH ARTICLE Exploring cooperation and competition in the Centipede game through verbal protocol analysis Eva M. Krockow, Andrew M. Colman & Briony D. Pulford Department of Neuroscience, Psychology and Behaviour, University of Leicester, Leicester, UK

Correspondence Abstract Eva M. Krockow, Department of Neuroscience, Psychology and Behaviour, The Centipede game is an abstract model of reciprocal relationships in which University of Leicester, Leicester LE1 7RH, two individuals alternate in helping each other at relatively small personal UK. cost. Whereas mutual cooperation can benefit both individuals in the long E-mail: [email protected] run, a paradoxical but logically compelling argument suggests that cooperation is irrational. Empirical studies have reported reli- Received: 22 March 2015 able deviations from the non-cooperative backward induction solution, but Accepted: 29 May 2016 their exclusively quantitative methods allow only a limited range of predefined motives to be explored. Our study uses verbal (‘think aloud’)pro- http://dx.doi.org/10.1002/ejsp.2226 tocols and qualitative data analysis to identify motives for cooperation in the Keywords: Centipede game, cooperation, Centipede game. The results provide little evidence for sophisticated back- social value orientation, theory of mind, ward induction reasoning. Instead, a wide range of motives emerged, their verbal protocols relative saliences varying according to the stage of the game. Activity bias af- fected decisions mainly at the beginning of the game, whereas cooperative and altruistic social value orientations most frequently accounted for cooper- ation towards its natural end.

Most prolonged human relationships rely on a reciprocal world, each analogous GO move in the Centipede game give-and-take of time and other resources. In a romantic leads to a decrease of the individual’spayoff—in the relationship, two partners may take turns comforting example game, the personal payoff is halved. Simulta- eachotherafteralongdayatwork;inafriendship,two neously, however, it benefits the co-player by mates may alternate in hosting football evenings at their multiplying that player’s payoff eightfold and doubles homes; and in a professional work relationship, two the pot of combined payoffs to the player pair. Hence, if colleagues may support each other’sprojectsduring the two players engage in reciprocal GO moves, they particularly stressful periods. All these relationships share benefit in the long run. The numbers in the diagram a basic structure of alternating cooperation (providing are the cumulative payoffs, realised only if the game is comfort, hosting football parties, or offering work sup- stopped at each of the associated decision nodes. port) that is costly to the cooperator in time and energy Nevertheless—and surprisingly—a mathematical but yields important benefits to the other person (relaxa- analysis of the Centipede game based on backward in- tion, fun, or occupational success) and carries the duction (BI) reasoning dictates immediate defection at possibility of having the favour returned in the future. the first decision node as the only rational of Interactions of reciprocal cooperation such as these can the game (Aumann, 1995, 1998). The BI argument be modelled by Rosenthal’s (1981) Centipede game starts at the final decision node (in this case, Node 6) (Figure 1), which represents the underlying strategic where it is Player B’s turn to move. A GO move would structure of reciprocal relationships. The interaction lead to the game’s natural end with a personal payoff proceeds from left to right in the diagram across the six of £6.40 whereas a STOP move would terminate the in- numbered decision nodes. Two decision makers, Player teraction prematurely with a payoff of £12.80. Any A and Player B, alternate in choosing between a cooper- Player B who is instrumentally rational in the sense of ative GO move, which keeps the interaction going, and a aiming to maximise personal gain will choose a STOP non-cooperative or defecting STOP move, which leads to move at Node 6 because cooperating at that last deci- an exit node and terminates the interaction. Each sion node yields a smaller payoff to that player. Player decision in the Centipede game is associated with a A, when making a decision at Node 5, should foresee numerical payoff displayed at the bottom of the diagram. that a GO move would be followed by Player B’sdefec- The payoff units could represent sweets or marbles or tion immediately after, yielding a modest £3.20 to any material or immaterial benefits whatsoever, but for Player A, whereas a STOP move would end the game simplicity, we shall assume that the units are pounds with twice as much personal gain (£6.40). Provided that sterling. Because cooperative actions are costly in the real both players are instrumentally rational and that this,

746 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation

intentions. Whereas the bulk of research on ToM has been conducted by developmental psychologists examin- ing children’s awareness of other people’s mental states, it has more recently been applied to strategic games in order to investigate the sophistication of reasoning levels by human decision makers (Doshi, Qu, Goodie, & Young, Fig. 1: Exponentially increasing Centipede game adapted from McKelvey and Palfrey (1992) 2012; Goodie, Doshi, & Young, 2012; Hedden & Zhang, 2002; Zhang, Hedden, & Chia, 2012). According to ToM, the players’ predictions about their co-players’ fi and the speci cation of the game, including the payoffs, preferences and strategies in the game influence their are in the game (in the sense that own choices. Accurate assumptions about the other both players know them, both know that both know person’s future moves make it possible to identify best them, and so on), the argument can be extended back- replies that maximise personal payoffs. In the Centipede wards by another step, to Node 4, where Player B has to game, the best reply to a co-player’s of stopping make a choice. A GO move would, as already shown, at Node xn is invariably to exit at the immediately lead to Player A terminating the game at Node 5, preceding Node xn–1 (Droste, Kosfeld, & Voorneveld, resulting in a disappointing payoff of £1.60 to Player 2003). ToM categorises decision makers according to B, whereas a STOP move at Node 4 would end the the number of steps of recursive perspective-taking they game with a comparatively better payoff of £3.20. This can perform, and these are referred to as levels of so-called stepwise elimination of dominated strategies rationality (e.g., Goodie et al., 2012), with 0th-level ratio- can be continued to the very beginning of the game, nality assigned to individuals who make decisions based where it dictates immediate defection by Player A, on their personal preferences without consideration of yielding a minimal payoff of £0.40. their fellow decision makers’ likely moves. In the Centi- This game-theoretic solution (the perfect pede game, a Player A with 0th-level rationality is likely of the game), despite appearing logi- to identify the highest possible personal outcome (i.e., fi cally compelling, is dif cult or impossible for any deci- £25.50 at Exit Node 7) and aim for that outcome without sion maker with common sense to accept. The taking into account Player B’s likely STOP move at Node Centipede game presented in Figure 1 tempts Player A 6. The next higher level of reasoning, 1st-level rational- with a maximum payoff of £25.60 on the right. How ity, refers to individuals who act to maximise their per- fi can it be instrumentally rational (by de nition, payoff- sonal payoffs on the assumption that their co-players maximising) to defect at Node 1 and content oneself are 0th-level reasoners. A Player A with 1st-level reason- with a negligible 40p? Empirical studies of the Centi- ing would be able to predict Player B’s exit move at the fi pede game con rm that human decision makers rarely penultimate node, and would consequently choose to act according to the game-theoretic solution; most coop- exitthegameattheprecedingNode5.Thenexthigher erate for at least a few decision nodes, and some even level of reasoning, 2nd-level rationality, applies to indi- fi choose GO moves at the nal decision node, thus irrev- viduals attributing 1st- and 0th-level rationality to the fi ocably reducing their own payoff but bene ting the co-players, and so forth. With every additional level of ra- other person and the overall payoff to the player pair tionality, the individual is able to perform one more step (e.g., Bornstein, Kugler, & Ziegelmeyer, 2004; of iterated reasoning. To achieve the perfect BI outcome Krockow, Pulford, & Colman, 2015; McKelvey & Pal- in a six-node version of the Centipede game, Player A frey, 1992; Nagel & Tang, 1998). This provides indirect would thus require 3rd-level rationality. fi corroboration of ndings from the much larger body Early experiments assessing the frequencies of of research on social dilemmas (for a review, see Van different reasoning types used 3 × 3 matrix games and Lange, Joireman, Parks, & Van Dijk, 2013), in which de- the ‘Guess the Average Number’ game. Results showed cision makers also deviate widely from the game- that most players initially exhibited 1st- or 2nd-level theoretic solution and cooperate a great deal. reasoning and improved their performance slightly with Different explanations have been suggested for the experience (Nagel, 1995; Stahl & Wilson, 1995). In the pervasive deviations from the game-theoretic solution. context of the Centipede game, several investigators Generally, these explanations can be divided into two have proposed econometric models based on the closely fi strands, focusing either on insuf cient cognitive ability related economic counterparts of ToM; Cognitive to perform BI reasoning, or on other-regarding motives Hierarchy Theory and Level-k reasoning (e.g., Camerer, fi that might interfere with rational (but sel sh) decision Ho, & Chong, 2004; Ho & Su, 2011; Kawagoe & making. We shall now outline the most prominent and Takizawa, 2012). More recent research (e.g., Colman, fl in uential theory associated with each of these strands. Pulford, & Lawrence, 2014; Hedden & Zhang, 2002) has confirmed that 1st-level reasoning is most common, Theory of Mind followed by 2nd-level reasoning. A study by Palacios-Huerta and Volij (2009) found Theory of Mind (ToM) is a psychological theory des- convergence towards the game-theoretic solution in a cribing the cognitive processes involved in perspective- sample of expert players, who were assumed to taking to infer another person’s knowledge, beliefs, and have very high levels of iterated reasoning ability.

European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. 747 Exploring cooperation E. M. Krockow et al.

However, cooperation levels among the chess players significantly later exit moves (higher levels of coopera- increased when they were paired with university tion) than a competitive state SVO. The influence of trait students of supposedly lesser strategic reasoning ability. SVO depended on the state SVO that had been experi- Taken together, these findings suggest that recursive mentally induced. So far, however, no research has reasoning skills could have significant effects on investigated the effects of equality-seeking or altruistic decision making in the Centipede game. However, they SVO, the latter of which has frequently been suggested also underline the importance of common knowledge as an explanation of cooperation at the game’s final of rationality. Advanced reasoning is unlikely to result decision node (e.g., McKelvey & Palfrey, 1992). in the BI outcome unless coupled with the firm belief in the co-player’s equally advanced cognitive abilities Qualitative Research and the absence of irrational motives. Nevertheless, none of these studies directly assessed Previous research on the Centipede game has been reasoning ability or explored alternative motives for dominated by quantitative studies. Based on the data move choices in the game. Also, the findings by obtained, various econometric models have been Palacios-Huerta and Volij (2009) were challenged by a derived, but although these may provide more-or-less replication in which chess grandmasters made very accurate predictions of decision making, their explana- similar decisions in the Centipede game to student tory power is limited. McKelvey and Palfrey’s(1992) samples (Levitt, List, & Sadoff, 2011). Finally, the initial model of their Centipede data, for example, Centipede game, whose mixed-motive payoff function contained a parameter to account for individuals who allows for social gains to the player pair, may elicit a never defect in the game. The authors speculated that wider range of motives than the previously studied Guess such players may be altruistic, but this is an empirical the Average Number game with its strictly competitive assumption that is open to experimental testing. Hard- (zero-sum) payoff function, in which there is no scope cooperators could, for example, be driven by an for social gains and hence no incentive to cooperate. action bias (enjoying the mere interaction and offering the other player a chance to participate); they may be Social Value Orientations acting in accordance with implicit demand charac- teristics; or their cooperative moves may be determined Many different other-regarding motives could poten- by misunderstandings of the instructions or the payoffs. tially explain cooperation in the Centipede game. The Existing models cannot capture the multitude of expla- most frequently suggested include altruistic and team- nations underlying decision making in the Centipede orientated payoff preferences. Those and related prefer- game, nor can purely quantitative studies reveal motives ences regarding the distribution of monetary resources that the researchers have not anticipated, and to advance between oneself and others are conveniently interpreted our understanding of motives for cooperation in this within the psychological framework of social value game, analysis of qualitative data derived from vocal orientation, a concept introduced by Messick and records of participants’ reasoning processes during the McClintock (1968) and McClintock (1972). Initially, game provides a promising avenue of investigation. We the concept included only cooperative, individualistic, report the results of such an investigation in this article. and competitive orientations, but it was later extended to cover altruistic and equality-seeking preferences as Verbal Protocol Analysis well (Kelley & Thibaut, 1978; Van Lange, 1999). In the context of two-player experimental games, individuals The generation of data from verbalisations of thoughts with different orientations can be characterised as and feelings can yield a wealth of information on hu- follows: Cooperative players seek to maximise the com- man cognitive and emotional processes. bined payoffs of the player pair; individualistic players Concurrent verbalisation during task performance seek to maximise their personal payoffs; competitive (rather than retrospective verbalisation after task players seek to maximise the difference between their completion) is likely to produce the best results in the personal payoffs and their co-players’ payoffs; altruistic context of experimental games, because the verbal players seek to maximise their co-players’ payoffs; and records created during the task cannot be degraded by equality-seeking players aim for an even split of the pay- forgetting or hindsight bias. This method was previously offs between themselves and their co-players. criticised for its possible interference with task perfor- Social value orientation (SVO) has been shown to af- mance, but its influence on cognitive processes was fect levels of cooperation in experimental games (see demonstrated to be non-significant across several studies, Balliet, Parks, & Joireman, 2009, for a review), and a provided that instructions to think aloud were kept recent study by Pulford, Krockow, Colman and general rather than targeted to yield specificcontents Lawrence (2016) found that both state SVO (induced such as explanations or reasons for behaviour (see by task framing instructions) and trait SVO (assessed Ericsson & Simon, 1993, for a review). The only reliable by a questionnaire measure) significantly affected deci- influence of concurrent verbalisations was shown to be sion making in the Centipede game. Across two experi- an increase of the time taken to complete a task. ments, Pulford, Krockow, et al. (2016) showed that Our study adopted an exploratory approach towards cooperative and individualistic state SVO led to the investigation of decision making in the Centipede

748 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation game. Using verbal protocols, we investigated strategic have influenced participants, resulting in attempts to reasoning levels, social motivations (including SVOs), present themselves in a better (e.g., kinder or more and other motives for choices in the game. We paid addi- competent) light. However, decision-making in real-life tional attention to the participants’ processing of the task contexts rarely occurs in social isolation either, and instructions and experimental cues that could suggest reputation-management can always play a role. methodological improvements for future experiments. Procedure Method Testing sessions lasted between 30 and 45 minutes. The Participants two participants in each session were met in front of dif- ferent buildings by two different experimenters and The sample comprised 12 students and members of staff shown to the respective laboratories. Participants were from the University of Leicester (six males and six fe- informed about the study’sprocedureandmadeaware males) with a mean age of 26.33 years (SD =6.59).They of the use of voice recorders and cameras. To practise were recruited through an electronic university news- their verbalisation skills, they were given a well-known letter, and incentivised with a £5.00 show-up fee and logic puzzle—a four-disk, electronic version of the additional remuneration according to their payoffs in Tower of Hanoi—and they were asked to try to solve it one round chosen randomly from the ten completed whilst thinking aloud. during the testing session. The mean remuneration per Following this training, participants received detailed participant was £12.08, including the show-up fee. on-screen instructions about the rules and payoff Design structure of the Centipede game, presented to them as a ‘decision-making task’ (words such as ‘game’, ‘player’, ‘ ’ Six testing sessions were conducted with one pair of and cooperation were avoided to minimise priming players in each. The computer randomly assigned the effects). The voice recorders and cameras were then participants to the role of either Player A or Player B, switched on, and the participants interacted over ten and they stayed within that role for the duration of the rounds of the Centipede game whilst verbalising their testing session. In their pairs, they played 10 rounds of thoughts. The exact instructions, based on Ericsson the exponentially increasing Centipede game displayed and Simon (1998), were: in Figure 1 whilst verbalising their thoughts. Whereas ‘ most Centipede experiments to date have been con- Please remember to talk aloud for the whole duration of ducted in large computer labs with random re-pairing the decision sequence, just like you did in the previous train- of participants after each game round, some studies also ing session. Verbalise everything that passes through your investigated Centipede games with fixed pairings (e.g., head whilst reaching a decision in the task. If you need to Pulford, Colman, Lawrence, & Krockow, 2016). The read something on the computer screen, please read aloud. fixed-pairings design has the advantage of enabling the Do not try to explain anything to anyone else. Pretend there ’ exploration of cooperation patterns within player pairs is no one here but yourself . over time. Because of the increased contact time with their co-players, this pairing method allows each player Whenever participants stopped speaking, the ‘ to gain a better understanding of the respective co- experimenter prompted them as follows: Please keep ’ ‘ ’ player’s strategies, which will increase perspective-taking talking or Please verbalise your thoughts . and produce a richer data-set. It has the additional virtue of reflecting enduring relationships offering opportunities Data Analysis for cooperation that are commonplace in everyday life. For all games completed, the exit nodes, ranging be- Materials tween 1 and 7, were recorded. Additionally, all verbal data were transcribed and analysed using NVivo Quali- The study was conducted in two laboratories located in tative Data Analysis Software (Version 10) (2012). For different buildings to ensure complete anonymity of each participant, a separate data file containing the ver- the two participants interacting with one another. Each bal records was uploaded as a coding source in NVivo. laboratory contained a computer with internet access, a Verbal statements were classified in a hierarchical net- digital voice recorder, and a video camera placed behind work of ‘parent’ and ‘child’ coding nodes, with each cod- the participant. The video camera was used to back up ing node representing a different statement category and the voice recording and to match the verbalisation with serving to collect references for that particular category. the display on the computer screen. For the interaction Identification of data codes was guided by Boyatzis’ between the two participants, we used a custom-made, (1998, p. 63) definition as ‘the most basic segment, or el- web-based game application that included several de- ement, of the raw data or information that can be tailed instructions slides and a colour-coded, animated assessed in a meaningful way regarding the phenome- display of the Centipede game. We recognise that the non’. Whereas the initial network was theory-driven presence of the experimenters managing the game pro- and centred on the two thematic pillars of depth of stra- gramme and the recording devices during the task could tegic reasoning and social motivation, it was adapted,

European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. 749 Exploring cooperation E. M. Krockow et al. refined, and extended though a bottom-up coding pro- The verbalisations also differed in type of content, cess. In its final form, the data also included coding nodes ranging from categories requiring lower levels of for study concerns (e.g., doubts about the reality of pay- processing such as ‘reading off screen’ or ‘descriptive offs), the type of talk recorded (e.g., purely descriptive talk’ to more profound categories such as ‘deliberation talk vs. detailed deliberation about the game), and signif- about the game’ or ‘reflection about other player’.In icant quotes. Finally, in order to investigate the salience two cases (Participants 3 and 9), the majority of talk of specific strategic reasoning levels and motives at spe- was purely descriptive. All other participants, however, cific decision nodes in the game, a contextual category spent the majority of their time engaging in analyses of was created containing coding nodes for the moves the game or the co-player’s behaviour. ‘GO’; ‘GO at first node’; ‘GO at last node’; ‘STOP’;and In addition to the overall quantity and quality of the ‘STOP at first node’. A display of the most relevant cod- verbalisations, their contents were analysed against the ing categories—reasoning level and other-regarding mo- background of three different themes: levels of tives—including both parent and child coding nodes reasoning, motivation, and study concerns. These are with example statements is displayed in Table 1. summarised below.

Results Levels of reasoning. The verbal records yielded evidence for all four possible levels of reasoning in the Quantitative Results 6-node Centipede game (0th, 1st, 2nd, and full BI reasoning). Table 1 shows that the majority of participants The quantitative results are displayed in Table 2. The used some iterated (strategic) reasoning, with eight partic- mean exit node across 60 rounds of the Centipede game ipants demonstrating a minimum of 1st-level reasoning was 5.12 (SD = 1.78). Only a single game was exited at on at least one occasion during the testing session. Two the first decision node, and 18 games (30%) reached (Participants 8 and 11) showed some 2nd-level reason- their natural end without any defecting move. The ob- ing; Participant 11, for example, reasoned as follows: served patterns of quantitative game results for each ‘ player pair fell into one of three categories. So . . . I might think about stopping at 1.60, actually. Be- cause if I were in the other room, I’d be thinking that the Perfect cooperation. The games completed by otherpersonwillbestoppingat6.40...umm...Butthen ’ ’ ’ Pairs 1 and 3 showed almost perfect cooperation across again, there s25.60attheend...Soo...Ill click GO . all 10 rounds of the game. Pair 1 deviated slightly from Furthermore, one player (Participant 2) demon- this pattern on the 9th and 10th rounds, stopping at strated full BI reasoning for the supergame consisting Node 6 instead of Node 7, but the overall level of coop- of the 10 repetitions of the game: eration was almost fully cooperative. ‘If I keep stopping at 6, and they’re gonna. . . . Yeah, it’s Head-to-head. The games by Pairs 2 and 4 were probably gonna escalate and they’re gonna want to STOP characterised by fairly even numbers of STOP moves then at 5 and yeah, then all the way back. It’s probably bet- by the two players. None of the games reached its natu- ter to go for 6.40 now, even though that’slessthan12.80 ’ fi ralend,andoneofPair4sgameswasexitedatthe rst [Player B’s potential maximum payoff] because, um, at decision node. least that way, um, it should go quite smoothly perhaps. ’Cause if I try and STOP and get my 12.80, then they’ll re- Dominant defector. The interactions by Pairs 5 and alise that’swhatI’m doing, and they’ll get back to their — 6 showed a marked dominance by one player in Pair 6.40 probably.’ 5, it was Player B, in Pair 6, Player A. The dominant players accounted for at least 90% of the exit moves Interestingly, however, higher-level reasoning did not across 10 rounds, but their exit points varied; Pair 5 lead to earlier defection as predicted by classical game exited at decision nodes ranging between 2 and 6; Pair theory. As evident from the last-but-one example above, 6 exited at Node 5 in nine out of 10 games. Participant 11, despite considering an exit move at Node 3 that would have rendered a personal payoff of £1.60, Qualitative Results was too tempted by the £25.60 dangling from the Centi- pede’s final leg to defect. Similarly, Participant 2 decided The number of verbal statements associated with each to go all the way to the game’s natural end with a coding node are displayed in Table 1, and participant pro- personal payoff of £6.40 rather than defecting at Node files, providing overviews of all motives and reasoning 6, which would have yielded this player’smaximumof levels at the participant level, are shown in Table 3 with £12.80, in order to prevent the game from unravelling. graphical illustrations displayed in Figures 2–7. Despite the verbalisation training, both quantity and quality of Motives. Across the 12 participants, no fewer than the verbalisations varied considerably from one partici- 32 distinguishable motives for decisions were identified. pant to another. Participant 11 produced the most data The most important finding is the surprisingly large (almost 1500 words), and Participant 9 produced the variety of different motives affecting play in the game. least (less than 200 words). In order to achieve a clearer structure, the individual

750 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation

Table 1. Hierarchical coding node structure for ‘levels of reasoning’ and ‘Motives’, clustered into larger themes, including example statements, number of coding sources, and number of individual coding references

Number of sources (participants) Number of coding references

Levels of reasoning: 0th level 416 P6: ‘OK...sooo.I’m gonna press GO again. I don’tknowa reason why not to again. If the other participant said he can continue then I might as well choose GO.’ 1st level 814 P3: ‘OK, and now I’ll STOP at the fourth decision because Participant A . . . he’s more likely to STOP at the fifth decision ...so...yeah,I’ll STOP at the fourth decision.’ 2nd level 39 P11: ‘So . . . I might think about stopping at 1.60 actually. Because if I were in the other room, I’dbethinkingthatthe other person will be stopping at 6.40.’ BI reasoning 14 P2: ‘If I keep stopping at 6, and they’regonna...Yeah,it’s probably gonna escalate and they’re gonna want to STOP then at 5 and yeah, then all the way back.’ Motives: Pro-self 11 71 SVO Individualistic 10 33 P3: ‘Yes,andISTOPhere....Yeah,’cause I won’teverdo the last GO because, um . . . I have no benefitfromit.So...I think I’m always gonna keep with this 6th decision.’ Take the best 618 P1: ‘Yeah, they pressed GO and obviously I press GO as well ’cause I want the maximum pay-out which is at the end.’ SVO Competitive 313 P11: ‘So now I’m just gonna try and mess with their heads a little bit. I’ll STOP at 1.60. Which I know that gets me less potentially but it’s still more than they would have got… of the total if that makes sense.’ Minimum payoff goal 44 P11: ‘So there’s a potential that they’re gonna STOP at 4. At 3.20 and that would leave me with 80p but I don’t think they will. I don’t think 3.20 is enough.’ Greed 13 P12: ‘So they STOP at 5. Oh, all right! They probably think I’m greedy as well! Oh yeah, oh, alright, OK.’ Pro-social 969 SVO Cooperative 724 P5: ‘I’m gonna go for GO and then we can both make some good money.’ SVO Equality-seeking 519 P1: ‘They’vebeensonicetome.Yeah...they’ve been so nice to me over the . . . over the whole study, soo. . . . It’sonly... it’s only fair that they get some of the payoffs as well.’ Kindness 411 P1: ‘If I do the kind thing and GO on then that person will STOP. They will completely ignore my kind deed of not stopping here whereas I will get a much, much higher proportion of. . .’ SVO Altruistic 37 P5: ‘And I’m gonna GO again as well. So, it’s looking good for both of us. Obviously a bit better for him than for me.’ Generosity 36 P2: ‘Well, if they STOP at 5 now, that’ssortoflikearude move really cause I’ve been letting them get 25.60 all those times but we’ll see how generous they’re feeling really.’ Trust 22 P9: ‘I can choose to GO or STOP’, um, I’mgoingtoGO... Hopefully...comeon...yes!Ummm...HowmuchdoI trustA?...Comeon,comeon.’ Decision-making over time 11 54

(Continues)

European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. 751 Exploring cooperation E. M. Krockow et al.

Table 1 (Continued)

Number of sources (participants) Number of coding references

Probing 515 P10: ‘I like to just see in this one how long I can keep the other persongoingforitaswell....Thedecisionthey’ll make in this one will be interesting to see what I think they’re gonnadoforthenextten.’ Learning 514 P8: ‘Umm so he’s gone and now it’s my turn. Um ohh it’sa tricky one. I think last time I let him go and then he stopped so I’m going to STOP this one here now.’ Habitual strategy 713 P5: ‘Oh, OK, it’s the same sequence as last time. So it’sabout gettingasfar...asfarasIcan.Hopefully...itlookslikehe might do the same thing. We just try to get to the end.’ Reciprocity/retaliation 712 P8: ‘So it’s my turn. Oh I have to STOP it here because I had a few GOs and he does it all the time so . . . ok.’ Dealing with uncertainty 11 47 Avoid the worst 611 P2: ‘And I don’tthinkthey’d be happy with 3.20 really when 25.60 is just around the corner.’ Hope 510 P10: ‘I’mhopingifIkeeptrying...yeah...I’m hoping that if Ikeeptryingthentheywon’t. Ahh yeah, they keep stopping’ Loss aversion 38 P6: ‘Really tempted to press STOP to see what would change umm but that would mean that I would probably lose and I’m not sure I wanna lose, yet.’ Curiosity 47 P7: ‘And again, if they click GO, then I will click GO again to see what they do on the next sequence . . . ’cause I’m a bit curious like that.’ Risk 46 P3: ‘And ugh, I think I’m going to STOP again because the difference here is, um, higher and this is, um, at the end. This is a more, um, risk to take so I’m going to STOP at this 6th decision.’ Gambling 45 P4: ‘Actually, I wanna do third time lucky. I wanna see if this person will take, will GO to the end third time around. And if they don’t, I’mjustgonnaSTOPitatnumber5nexttime.... It’s like gambling, this!’ Emotional responses 9 40 Frustration 417 P10: ‘Seventh one and I’m still Participant A. They still keep stopping. Arghh!’ Spite 613 P11: ‘Although [Laughter], were it me, and I knew that the person in the other room was basically stopping me from getting quite a lot, I’d be tempted to just . . . mess it up for them and click a really low value [Laughter] . . .’ Temptation 46 P6: ‘Really tempted to press STOP to see what would change umm but that would mean that I would probably lose and I’m not sure I wanna lose, yet.’ Guilt 24 P4: ‘So now I have to be generous, I feel. Click GO again. And then . . . I would feel bad if I stopped at 3 again.’ Demand bias 718 Activity bias 612 P4: ‘I want to see if we can take it to the end. Purely for fun, I think. Regardless of the money that’s at the bottom.’ Completing the game 36 P10: ‘Umm I’m gonna keep going. My aim is to try and get all the way to the end just to feel like I’ve finished it.’ (Continues)

752 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation

Table 1 (Continued)

Number of sources (participants) Number of coding references Strategic Considerations 5 6 Compromise 34 P4: ‘I think if the next person clicks GO, I will click GO at 3 because financially, I’d come slightly better off. Although not as better off as if we went to question 5.’ Coordination 22 P1: ‘Well to me this looks like a . . . well, not like a puzzle but like a task that requires unspoken coordination from both the players for maximum payoff.’

motives were clustered into larger themes using Braun example, Participant 1 said: ‘They’ve been so nice to and Clarke’s (2006) six-step latent thematic analysis. me. Yeah . . . they’ve been so nice to me over the . . . The resulting themes included pro-self choices, pro- over the whole study, soo . . . It’sonly...it’sonlyfair social choices, decision-making over time, dealing with that they get some of the payoffs as well.’ uncertainty, emotional responses, demand bias, and Following in frequency was the competitive SVO with strategic considerations (see Table 1). The two most im- 13 coding references across three participants. For ex- portant themes by number of coding references where ample, Participant 11 said: pro-self and pro-social choices also covering the stan- ‘So if I was them, I would probably STOP at 3.20 next be- dard SVO categories—individualistic and competitive cause they know I wanna GO for 6.40 again. So now I’m SVO codes were contained within the pro-self theme, just gonna try and mess with their heads a little bit. I’ll whereas altruistic, cooperative and equality-seeking STOP at 1.60. Which I know that gets me less potentially codes were examples of the pro-social theme. The indi- but it’s still more than they would have got . . . of the total vidualistic SVO was by far the most common, with 33 . . . if that makes sense.’ coding references across 10 different participants. For example, Participant 3 in role of Player B said: ‘Yes, Least frequent was the altruistic SVO with seven cod- andISTOPhere....Yeah,‘cause I won’t ever do the last ing references across three participants. Participant 5 GO because, um . . . I have no benefit from it. So . . . I said: ‘And I’m gonna GO again. And . . . I think he’s think I’m always gonna keep with this 6th decision.’ gonna GO again . . . ah yeah . . . . And I’m gonna GO The second most frequent SVO was the cooperative ori- again as well. So, it’s looking good for both of us. Obvi- entation with 24 coding references across seven partici- ously a bit better for him than for me.’ pants. For example, Participant 5 said: Importantly, however, not a single participant was characterised by one orientation only. Instead, a range ‘Do you know what, I’m just gonna, um, go for it, just carry of value orientations and additional motives informed on ’cause I figure out I do alright for many of these now. choices in the game, with up to 16 different motives Andhedoesallrightfor....SoIthinkhe’s...ohh!... identified for a single participant (see Figures 2–7). The Do you know what, I’m gonna . . . I’m gonna go for GO most popular included (in descending order of coding and then we can both make some good money.’ frequency): ‘Take the best’ (going for the highest payoff possible in the game); ‘Frustration’; ‘Probing’; (testing This was followed by the equality-seeking orientation the other player’s behaviour); and ‘Learning from previ- with 19 coding references across five participants. For ous experience’.

Table 2. Exit nodes across ten rounds (R1–R10) of the Centipede game for six pairs of participants

Number of R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 STOP moves

Pair1Participant01;A777777776 6 0 Participant 02; B 2 Pair2Participant03;B345666554 3 5 Participant 04; A 5 Pair3Participant05;B777777777 7 0 Participant 06; A 0 Pair4Participant07;A432322212 2 3 Participant 08; B 7 Pair5Participant09;B645662466 6 9 Participant 10; A 1 Pair6Participant11;A535555555 5 10 Participant 12; B 0

European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. 753 Exploring cooperation E. M. Krockow et al.

Table 3. Number of coding references per reasoning level and motive for each participant

Perfect cooperation Head-to-head Dominant defector

Pair 1 Pair 3 Pair 2 Pair 4 Pair 5 Pair 6

P1 P2 P5 P6 P3 P4 P7 P8 P9 P10 P11 P12

Reasoning level: 0th-level reasoning 22 93 1st-level reasoning 31 11 1 1 5 2nd-level reasoning 144 BI reasoning 4 Motives: Pro-self 48421636 1297 Greed 3 Minimum payoff goal 11 11 SVO Competitive 481 SVO Individualistic 26121226 9 2 Take the best 212 1 1 11 Pro-social 21 13 6 1 10 1 1 8 9 Generosity 32 1 Kindness 91 1 1 SVO Altruistic 322 SVO Cooperative 333 2 1 7 5 SVO Equality-seeking 6415 3 Trust 11 Decision-m. over time 5 1 7 3 2 7 5 7 6 6 4 Habitual strategy 17111 1 Learning 11 6 3 3 Probing 34 2 2 4 Reciprocity/retaliation 4113111 Dealing w. uncertainty 4 4 3 2 2 3 8 7 5 4 6 Avoid the worst 13 21 1 3 Curiosity 1321 Gambling 1121 Hope 23 113 Loss aversion 134 Risk 12112 Emotionalresponses311327769 Frustration 14 5 7 Guilt 31 Spite 11 1 2 5 2 Temptation 21 2 1 Demand bias 1 1 3 3 2 7 1 Activity bias 1232 3 1 Completing the game 11 4 Strat. considerations 1 2 1 1 1 Compromise 21 1 Coordination 11

Motives and context. To investigate motives and spe- ‘Now they’ve chosen to GO as well. Umm, I’m gonna keep cific key moves in the game (‘GO’; ‘GO at first node’; going. I like to just see in this one how long I can keep the ‘GO at last node’; ‘STOP’;and‘STOP at first node’), the other person going for it as well. . . . The decision they’ll coding references for the motivations and the different make in this one will be interesting to see what I think moves were cross-tabulated with the help of an NVivo they’re gonna do for the next ten.’ Matrix Coding Query (see Table 4). The theme most frequently associated with a gen- GO moves at the first decision node are of particular eral GO move (at any decision node) was the pro- theoretical importance, because orthodox social theme. When looking at individual motives, predicts an immediate STOP move at Node 1. In our the cooperative SVO was the most commonly associ- data, the most common theme linked to an initial GO ated one (14 coding references). This was closely move was demand bias (i.e., bias arising from the partic- followed by ‘Take the best’ (11 coding references) ipant’s perception of the ‘right’ behaviour in the task— and ‘Probing’ (10 coding references). The latter refers possibly in order to satisfy personal ambitions of sticking to the aim of assessing the co-player’s behaviour and to the rules or to please the experimenter). The most predicting future moves on that basis. Participant 10, commonly associated motive within this was theme for example, said: was activity bias (Pulford, Colman, et al., 2016). For

754 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation

Fig. 2: Number of coding references for Pair 1’s levels of reasoning (grey bars) and motives (black bars)

Fig. 3: Number of coding references for Pair 2’s levels of reasoning (grey bars) and motives (black bars)

Fig. 4: Number of coding references for Pair 3’s levels of reasoning (grey bar) and motives (black bars)

example, Participant 10 said: ‘OK,OK...sothefirst one I’ve finished it but I think the other person is gonna is blue so it’s my turn. I choose to GO or STOP. Umm I keep stopping at what benefits them.’ keep going, umm, ’cause this is the first one, so I might A general STOP move (at any decision node) was as well GO and see what happens.’ most frequently associated with the pro-self theme. The most frequent theme associated with a GO move Within that category, the individualistic SVO was the at the last decision node leading to the natural end of the most commonly linked motive. For example, Partici- game was the pro-social theme, and in particular the co- pant 8 commented: ‘I’m gonna STOP here, umm, so operative SVO motive. Additional motives associated that if this round is chosen to pay me, then I’ll probably with cooperation at the last decision node were the al- be paid, umm, a good amount.’ Another coding cate- truistic SVO and a wish to complete the game. Partici- gory commonly linked with STOP was the learning pant 10 said: ‘Umm, I’m gonna keep going. My aim is from previous experience in the game; For example, to try and get all the way to the end just to feel like Participant 8 said:

European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. 755 Exploring cooperation E. M. Krockow et al.

Fig. 5: Number of coding references for Pair 4’s levels of reasoning (grey bars) and motives (black bars)

Fig. 6: Number of coding references for Pair 5’s levels of reasoning (grey bar) and motives (black bars)

Fig. 7: Number of coding references for Pair 6’s levels of reasoning (grey bars) and motives (black bars)

‘Oh, so he’s decided to oh . . . ‘The decision sequence has was: ‘Oh he stopped it right at the first go! [Laughter] been ended’ . . . so he decided to STOP now. Ugh, maybe I’m getting angry now!’ I should have just stopped there. But it’s fine, like, umm, I’ve actually lost 40p but it’s, it’s OK. I can just be careful Motivation and reasoning level. With the help of an- next time.’ other Matrix Coding Query, motives were cross- tabulated with reasoning levels to investigate shared ASTOPmoveatthefirst decision node occurred only coding references and thus explore the relationship be- once across 60 games, and was linked to motives of frus- tween levels of reasoning and motives (see Table 5). A tration, retaliation, and spite on the part of both players. strong association between 0th-level reasoning and the Participant 7 explained the immediate exit move as fol- following motives became evident: ‘activity bias’, ‘curi- lows: ‘So because they keep pressing STOP, I’m going to osity’, ‘probing’,and‘loss aversion’, indicating that press STOP on the first go’; and Participant 8’s reaction low-level reasoners typically used loss-sensitive trial-

756 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation

Table 4. Results of NVivo matrix coding query: frequencies of coding references of motivational themes across five specific decision nodes in the game

GO at GO at STOP at GO first node last node STOP first node

Pro-self 22 1 5 39 1 Pro-social 38 2 17 10 0 Decision-making over time 21 1 6 17 1 Dealing with uncertainty 18 4 2 13 0 Emotional responses 13 0 1 25 3 Demand bias 8 6 5 2 0 Strategic considerations 2 0 0 2 0

Table 5. Results of NVivo matrix coding query: frequencies of coding ref- was doing and then perhaps STOP at 5 and then . . . and erences of motivational themes across four levels of reasoning in the game you know . . . and I guess the way this is set up means that BI it would then, you know, cascade backwards almost.’ 0th-level 1st-level 2nd-level reasoning Despite successfully identifying the subgame perfect Pro-self 3 12 5 3 Pro-social 0 1 0 1 Nash equilibrium, Player B chose to cooperate and Decision-making over 632 0compromise, even choosing an altruistic GO move at time the final decision node, in an attempt to prevent the Dealing with 10 3 1 1 game unravelling and yielding a minimal BI payoff. uncertainty Player B further considered a premature STOP move Emotional responses 1 3 3 0 by Player A unlikely because of the game’s negligible Demand bias 5 0 0 0 payoffs at early exit nodes: Strategic 010 1 considerations ‘See, I don’t think there’s gonna be any decision making here, really, ’cause we want to GO. It’s gonna be at 4 or 5 that the decision will be made, really. I don’tknowwhy and-error strategies. For example, Participant 3 said: ‘I they would want to STOP at 3.’ decidetoGO...andtheParticipantAchosetoGO... and ugh OK. I think I’m going to STOP. . . . So that Only on Rounds 9 and 10 did Player B decide to there’s more action [laughter].’ Participant 7 said: ‘And maximise his personal payoff and STOP at the last de- again, if they click GO, then I will click GO again to see cision node, because the opportunities for Player A to what they do on the next sequence . . . ’cause I’m a bit retaliate were minimal at this point. Player B ex- curious like that.’ plained: ‘So I think I’ll STOP at 6 on the 10th go. So then I’ll have a 10% chance of getting the 12.80 but Comparison of player pairs. To conclude the Results there’s no point of doing it before that because they subsections on the players’ reasoning levels and mo- might STOP at 5.’ tives, the comparison of the verbal records generated Pair 1’s Player A initially chose to cooperate out of a by two player pairs with ostensibly similar strategies recognition of the need for teamwork in order to get (as shown by almost identical game outcomes) is in- to the high payoffs towards the end of the game, all structive as it can illustrate the variety of factors and whilst hoping the other person would play along: their complex interplay when making decisions in the Centipede game (see Table 3). ‘Um, kind of tempted to carry on . . . kind of tempted to The quantitative results for the games completed by carry on because I’ll get half and they’ll get a massive bo- Pair 1 and Pair 3 were very similar. Both pairs demon- nus. So I’llsee...I’ll be nice to them and we’ll see what strated high levels of cooperation across rounds, happens. We’ll see how they react’. generally reaching the game’s natural end (apart from Rounds 9 and 10 completed by Pair 1). Given these As Player B kept cooperating at the final decision similar quantitative results, one might expect similar mo- node, Player A was struck by his kind nature, expressed tives or reasoning levels to have influenced the respective a high level of gratitude, and increasingly reported players’ choices. In fact, the pairs were radically different. unease at the accruing payoff inequality between the The players of Pair 1 were among the most sophisticated two players. Consequently, Player A appeared almost decision makers in our study. Both used iterated reason- relieved that Player B finally opted to counteract the ingtochoosemovesinthegame,andPlayerB(Partici- payoff imbalance and stopped earlier for rounds 9 and pant 2) was the only participant to have demonstrated 10: ‘Ahhh yes, “chose to STOP”.Thereyougo!Ido perfect BI reasoning in the study: not blame you. I don’t blame you! I have been . . . I have been...It’sonlyfair!’ ‘So yeah, I’m basically halving what I can get at the end be- Looking at the verbalisations by Pair 3 of this study, cause I feel that if I stopped at 6, they’d realise that’swhatI neither player demonstrated any form of iterated

European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. 757 Exploring cooperation E. M. Krockow et al. reasoning. Player A (Participant 6) was particularly averse co-player (Player 8) with the following example myopic in choosing a strategy in the game: statement: ‘Ahh I always lose what’satstake.I’ve done it twice now. I shouldn’thavelethimGO.’ ‘OK...sooo.I’m gonna press GO again. I don’tknowa With regards to the ‘Dominant Defector’ category, the reason why not to again. If the other participant said he frequent defectors of the two player pairs in question can continue then I might as well choose GO. OK, I’m were both characterised by very low pro-social waiting. . . . He said GO again. So, umm, I’mgonna concerns. However, whereas the defector of Pair 5 was continue, too’. mainly driven by the perceived riskiness of the game and spent little time reflecting about the co-player’sout- Player B (Participant 5), instead of engaging in come, the defector of Pair 6 was extremely competitive recursive reasoning on the other player’s likely aims and individualistically motivated, aiming to beat the and choices, merely hoped for reciprocal cooperation: other person whilst achieving a maximum payoff for himself. An example statement of the respective player ‘I can see the only way that I’mgonnamake...umm... (Player 11) was: ‘So I’m gonna STOP at 6.40… which I the best way for me to make some money is to get all the way know is kind of ruthless… a bit mean [Laughter]…’.Fi- to the end umm the further up I can go umm. . . . So I’m nally, the dominated co-players in this game category gonna GO on this one I think and hope for the best’. presented with very different motive profiles across the two pairs and only shared the frequent expressions The decision to cooperate at the final decision node of frustration. was driven by a highly prosocial (cooperative and altruistic) SVO and the wish to complete the game. Study concerns. The last coding category is a collec- Furthermore, after the first round of the game, Player tion of verbalisations regarding various aspects of the re- B continued with his initial strategy and made all search design and task variables that could prove useful following decisions comparatively quickly and with in refining existing experimental methods and proce- little additional deliberation. dures. Example statements are provided in Table 6. Player A, on the other hand, initially chose to cooper- Most participants showed excellent understanding of ate based on mere curiosity. Following a few rounds of the Centipede game’s rules and payoff structure follow- the game, however, she became increasingly perturbed ing the detailed task instructions, even though some by the identical payoffs and her repeated personal gains, participants seemed to expect a change in player roles consequently starting to question the set-up of the study: from one game to another in spite of having been ‘Umm. I’m really sorry to have second thoughts about instructed otherwise. The majority of participants ap- this....Idon’tknow....Itdoesn’tseemrightforme peared to have accepted the task instructions received to be winning all the time. Winning in the sense of mak- by the experimenter. Only two participants, whose co- ingmoremoneythanhim.’ The individualistically orien- players behaved in ways quite contrary to their expecta- tated Player A continued to choose GO because it seemed tions, began to challenge the information that they had to be rewarding, but was deeply perplexed about Player been given. B’s reason for continually choosing GO. Interestingly, eight participants (with a total of 24 in- The two sets of player pairs falling within the behav- dividual coding references) interpreted the co-player’s ioural categories ‘Head-to-head’ and ‘Dominant response latency as an important signal about the co- defector’ respectively, also showed very different player’s intentions. Participant 5, for example, motives when compared directly. In the ‘Head-to head’ commented: category characterised by fairly even numbers of STOP moves made by both players, Player pair 2 was ‘Ooh, he’s taking a bit longer to decide this time . . . umm . . comprised of a low-level reasoner worrying about .interesting....Notsurewhyhe’s delaying it. Was a bit riskiness of the game, and a slightly conflicted co-player worriedthere,wonderingwhathewasupto....Buthe characterised by high numbers of both pro-social and seems to have gotten back on to track’. selfish verbalisations, possibly explained by her high sensitivity to the other players’ previous actions. An Participant 12 even manipulated his own response example statement by the respective player (Player 4) times to confuse his co-player: ‘Let’stakefive seconds was: to think. Actually, I’m not going to think. I’m just going to wait here for five seconds to make them think that ‘So judging by what that person does now, at 4, I’ll see I’m thinking. And then . . . see what happens.’ whether they like me or not… even if they don’tknowme [Laughter]. Ahhh that’s put the cat among the pigeons. Discussion Ok… I’m gonna press STOP then. Maybe we’re gonna take it in turns to be nice to each other’. Cooperation levels in the present study were marginally higher than levels reported in previous studies using the The other player pair in this category—Pair 4—included same version of the Centipede game. The quantitative re- the lowest-level reasoner of thesamplewhoheavilyrelied sults show a mean exit node of 5.12, as compared to 4.27 on probing techniques, and an easily frustrated, loss- (McKelvey &Palfrey, 1992) and 4.00 (Kawagoe &

758 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation

Table 6. Hierarchical coding node structure for ‘Study concerns’ including example statements, number of coding sources, and number of individual cod- ing references

Study concerns Number of sources (participants) Number of coding references

Timing clues 824 P5: ‘Ooh he’stakingabitlongertodecidethistime...umm... interesting . . . Not sure why he’sdelayingit.Wasabitworried there, wondering what he was up to . . . But he seems to have gotten back on to track.’ Misunderstanding instructions 510 P2: ‘So the reason I did that was because I imagine that these scores are gonna switch over and I’ll be able to win the 25.60 at some point and perhaps if I let them win £25 now, in the future they’ll let me GO.’ Comparing player roles 33 P11: ‘And it’s actually quite useful being Participant A because I get to make the first decision, which kind of gives me a bit more power because I could just STOP it now and still have more money than they do.’ Doubts about co-player being real person 13 P12: ‘What? Did you see, this is starting to make me think that the other person is not real. Who takes five...umfive seconds to decide if they want 40p? Instead of maybe, don’t know, 1.60?’ Doubts about payoff information 13 P6: ‘So, anyway, still going. He’s still going, too. So in order for him to still be going and knowing that he’s being paid less money, then that means that he’s probably seeing the same thing like me or something . . . I don’t know. Wouldn’tmakeanysense.’ Identity of other player 12 P12: ‘At this point, I’mstartingtobeabitmad.Umm...Idon’t know why. They might be a woman. Might be. But I don’tassociate women with such greediness.’

Takizawa, 2012). This could be explained by our use of experience in the game. Furthermore, the data fixed participant pairing for all 10 rounds of the game provided evidence for a wealth of additional motives rather than random re-matching after each round. In a di- for choice that mingled and interacted to determine rect comparison of fixed pairing versus random re-pairing an individual’smoves. in Centipede games, Pulford, Colman, et al. (2016) found Our results provide independent corroboration of the higher cooperativeness in the fixed-pairing condition, and findings from studies of social dilemmas (Van Lange this was explained in terms of direct reciprocity and trust- et al., 2013), including Public Goods games, and Ultima- building across rounds. tum games (Henrich et al., 2005), in which players in- The results of the verbal protocol analysis provide variably cooperate far more than they should do, strong support for the existence of different levels of according to normative game theory. Much of this re- rationality as well as different types of SVO among the search has been driven by the current upsurge in re- participants. In accordance with previous research search by behavioural economists, whose preferred (e.g., Nagel, 1995), the majority of participants used methodology (random re-matching of players after 1st-level reasoning when choosing their strategies. Fur- every round of play) and theoretical framework of thermore, there was evidence for five different types of interpretation (rational maximisation of individual SVO motivating the participants’ moves, with individu- payoffs) has perhaps obscured the far richer palette of alistic concerns being the most common, followed by social motivations that inform strategic choices, not only cooperative, equality-seeking, competitive, and altruis- of players in experimental games, but also of human tic orientations. These findings are in line with previous decision makers in everyday social interactions. Our results by Au and Kwong (2004), who assessed the findings have revealed some of the variety of reasoning occurrence of the three main SVOs across different that underlies strategic interaction. countries and found that 57% of people were motivated This detailed comparison of player pairs with very predominantly by prosocial concerns (including cooper- similar quantitative results revealed the variety of ative, equality-seeking, and altruistic), 27% by individ- cognitive processes and considerations underlying any ualistic, and 16% by competitive orientations. one strategy, powerfully showcasing how identical However, despite the qualitative support for the moves can be interpreted in drastically different ways. theoretical concepts, the verbal records showed that When comparing the two highly cooperative player almost all participants engaged in multiple levels of pairs, for example, the first pair was shown to comprise reasoning and were influenced by several different two highly sophisticated reasoners who strategically SVOs, depending on the situation and their previous compromised their own payoffs in order to avoid the

European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. 759 Exploring cooperation E. M. Krockow et al. game’s equilibrium outcome. The other player pair, An important aspect of the design—shared with most however, kept choosing GO based on hope, activity published Centipede experiments—was the flexibility bias, and a very pro-socially orientated Player B. Despite of permitted response times that allowed for indefinite their different motives and reasoning levels, both pairs delays, potentially carrying non-verbal timing signals. produced very similar, extremely cooperative, game Our qualitative data revealed that human decision outcomes that has hitherto dominated the literature makers attach meaning to pauses made by their co- on the Centipede game. players and that they also sometimes deliberately use de- Hence, this qualitative study strongly calls into lays as covert signals of their own intentions or emotions, question the simplistic economic assumption of a direct such as discontent. Future studies should therefore connection between reasoning levels and game consider controlling such means of communication outcomes. The results showed that no one move was and impose standardised response times in order to associated with a particular level of rationality or a circumvent covert signalling between participants. motive. There was no evidence that sophisticated Overall, this study demonstrates the potential merits of recursive reasoning skills led to the equilibrium qualitative analyses for behavioural game theory. All outcome of immediate defection in the Centipede game. participants produced intelligible verbalisations that pro- In fact, those participants with higher-level reasoning vided powerful evidence for a complex interplay of large skills—and in particular the one participant with full BI numbers of different reasoning levels and motives. The reasoning—cooperated more consistently than subjects range of motives was much larger than could ever be of lesser strategic depth who frequently opted for hap- accounted for by econometric models, and the qualita- hazard trial-and-error strategies. These qualitative results tive data provide evidence for previously neglected mo- therefore call into question previous empirical findings tives, such as activity bias. It became obvious that on BI play by expert Chess players with supposedly ad- participants treated the Centipede game as a social vanced levels of reasoning (Palacios-Huerta & Volij, interaction rather than a merely financial decision 2009). Furthermore, despite lending support to the exis- context, making assumptions about their co-players’ tenceofdifferenttypesofrationalityasassumedbyToM, likely motives, and reacting—in some cases emotionally the findings challenge these types’ predictive power in —to previous game outcomes. Thus, game play was the context of the Centipede game. characterised by more than the sum of two static decision When examining the effects of different motives, a types by two different players. The players’ strategies closer look at the context of the move is necessary to de- turned out to be mutually influential with participants tect patterns in the verbal data. A mere activity bias ap- flexibly responding to their previous game experiences peared to be the most frequent motive for cooperation and their updated perceptions of their respective co- at the first decision node. Many participants considered players. Our findings also point to the need for design the initial GO move an obvious, almost non-debatable improvements, such as the control of permitted response choice. Furthermore, early GO moves were generally latencies. Future research should apply qualitative linked to a general pursuit of high numbers, because methods to a wider range of experimental games, with most participants considered the payoffs at the first few a focus on other mixed-motive games in which motives terminal nodes insubstantial. This finding lends support for choices are likely to be complex. to previous research demonstrating the importance of stake size in Centipede games (Rapoport, Stein, Parco, & Nicholas, 2003) and suggesting that not all results from Acknowledgements this study may be fully applicable to Centipede games The research reported in this article was supported by an with very high payoffs. Motivessuchasprosocialvalue award from the Friedrich-Naumann-Stiftung für die orientations usually became important only towards Freiheit and a grant to the second and third authors theendofthegameand,alongsideawishtocomplete from Leicester Judgment and Decision Making Endow- the game, seemed to have a particularly strong influence ment Fund. The authors are grateful to Diana Pinto for on the decision at the final decision node. help with data collection and to Kevin McCracken for Similarly, whereas there were many motives for help with software development. general STOP moves in the game, with a majority related to individualistic concerns about personal risks Supporting Information and losses, there was a strong link between immediate defection at Node 1 and spite, frustration, and retalia- Additional supporting information may be found in the tion. The game-theoretic outcome was therefore online version of this article at the publisher’s web-site. interpreted as a particularly competitive move. With regard to the research design and materials, the verbalisations demonstrated that the instructions on the References game’s rules were well understood and generally Au, W. T., & Kwong, J. Y. Y. (2004). Measurements and effects believed by all participants. However, details (e.g., of social-value orientation in social dilemmas: A review. In regarding the assignment of player roles) were R.Suleiman,D.Budescu,I.Fischer,&D.Messick(Eds.), occasionally overlooked and could be made more Contemporary psychological research on social dilemmas (pp. prominent in future instruction slides. 71–98). Cambridge, UK: Cambridge University Press.

760 European Journal of Social Psychology 46 (2016) 746–761 Copyright © 2016 John Wiley & Sons, Ltd. E. M. Krockow et al. Exploring cooperation

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