
Overview 1 Weaknesses of NE Example 1: Centipede Game Example 2: Matching Pennies 2 Logit QRE Explaining the Centipede Game using logit-QRE Explaining Matching Pennies using Logit QRE 3 Impulse Balance Equilibrium 4 Action-Sampling Equilibrium 5 Comparing Equilibrium Concepts 3 / 41 Literature Fey, M., McKelvey, R. D., and Palfrey, T. R. (1996): An Experimental Study of Constant-Sum Centipede Games, International Journal of Game Theory, 25, 269-287. Goeree, J. K. and Holt, C. A. (2001): Ten Little Treasures of Game Theory and Ten Intuitive Contradictions, American Economic Review, 91(5), 1402-1422 McKelvey, R. D., and Palfrey, T. R. (1992): An Experimental Study of the Centipede Game, Econometrica, 60(4), 803-836 Selten, R. and Chmura, T. (2008): Stationary Concepts for Experimental 2x2-Games, American Economic Review, 98(3), 938Ð966 Brunner, C., Camerer, C., and Goeree, J. (2011): Stationary Concepts for Experimental 2x2-Games, Comment, American Economic Review, 101, 1-14 4 / 41 Nash Equilibrium Nash Equilibrium (NE) assumes agents have correct beliefs about other agent’s behavior agents best respond given their beliefs These assumptions are often violated unobservable variables (weather, temperature, framing...) cognitive limitations, lack of attention/willpower social preferences etc. 5 / 41 Stigler (1965) proposes 3 criteria to evaluate economic theories: Congruence with Reality Tractability Generality “Improve on NE?” Critics of NE typically point out that it is not always congruent with reality But is this the only criterion that a “good” theory has to satisfy? 6 / 41 “Improve on NE?” Critics of NE typically point out that it is not always congruent with reality But is this the only criterion that a “good” theory has to satisfy? Stigler (1965) proposes 3 criteria to evaluate economic theories: Congruence with Reality Tractability Generality 6 / 41 How many pairs of subjects play T at the first node? 0.7% 806 R. D. MCKELVEY AND T. R. PALFREY niques. This enables us to estimate the numberof subjectsthat actuallybehave in such a fashion, and to address the question as to whether the beliefs of subjectsare on averagecorrect. Our experimentcan also be comparedto the literatureon repeatedprisoner's dilemmas. This literature (see e.g., Selten and Stoecker (1986) for a review) finds that experienced subjects exhibit a pattern of "tacit cooperation"until shortly before the end of the game, when they start to adopt noncooperative behavior.Such behaviorwould be predictedby incomplete informationmodels like that of Kreps et al. (1982). However, Selten and Stoecker also find that inexperiencedsubjects do not immediatelyadopt this patternof play, but that it takes them some time to "learn to cooperate." Selten and Stoecker develop a learning theory model that is not based on optimizingbehavior to account for such a learning phase. One could alternativelydevelop a model similar to the one used here, where in additionto incompleteinformation about the payoffsof others, all subjects have some chance of making errors, which decreases over time. If some other subjects might be making errors, then it could be in the interest of all subjects to take some time to learn to cooperate, since they can masqueradeas slow learners. Thus, a natural analog of the model used here might offer an alternativeexplanation for the data in Selten and Stoecker. 2. EXPERIMENTAL DESIGN Our budget is too constrainedto use the payoffsproposed by Aumann.So we run a rather more modest version of the centipede game. In our laboratory games, we start with a total pot of $.50 divided into a large pile of $.40 and a small pile of $.10. Each time a player chooses to pass, both piles are multiplied by two. We considerboth a two round(four move) and a three round (six move) version of the game. This leads to the extensive forms illustratedin Figures 1 and 2. In addition, we consider a version of the four move game in which all payoffs are quadrupled.This "high payoff" condition therefore produced a payoff structureequivalent to the last four moves of the six move game. 1 2 1 2 6.40 Centipede Game fT 1T fT fT P 1.60 0.40 0.20 1.60 0.80 0.10 0.80 0.40 3.20 Centipede Game:FIGURE McKelvey 1.-The four and move Palfreycentipede (1992)game. I 2 14 2 1 2 25.60 . P P P0 P P P 6.40 fT fT fT fT fT fT 26 0.40 0.20 1.60 0.80 6.40 3.20 0.10 0.80 0.40 3.20 1.60 I2.80 FIGURE2.-The six move centipedegame. What is the unique subgame-perfect equilibrium of this game? Play T at all nodes 7 / 41 0.7% 806 R. D. MCKELVEY AND T. R. PALFREY niques. This enables us to estimate the numberof subjectsthat actuallybehave in such a fashion, and to address the question as to whether the beliefs of subjectsare on averagecorrect. Our experimentcan also be comparedto the literatureon repeatedprisoner's dilemmas. This literature (see e.g., Selten and Stoecker (1986) for a review) finds that experienced subjects exhibit a pattern of "tacit cooperation"until shortly before the end of the game, when they start to adopt noncooperative behavior.Such behaviorwould be predictedby incomplete informationmodels like that of Kreps et al. (1982). However, Selten and Stoecker also find that inexperiencedsubjects do not immediatelyadopt this patternof play, but that it takes them some time to "learn to cooperate." Selten and Stoecker develop a learning theory model that is not based on optimizingbehavior to account for such a learning phase. One could alternativelydevelop a model similar to the one used here, where in additionto incompleteinformation about the payoffsof others, all subjects have some chance of making errors, which decreases over time. If some other subjects might be making errors, then it could be in the interest of all subjects to take some time to learn to cooperate, since they can masqueradeas slow learners. Thus, a natural analog of the model used here might offer an alternativeexplanation for the data in Selten and Stoecker. 2. EXPERIMENTAL DESIGN Our budget is too constrainedto use the payoffsproposed by Aumann.So we run a rather more modest version of the centipede game. In our laboratory games, we start with a total pot of $.50 divided into a large pile of $.40 and a small pile of $.10. Each time a player chooses to pass, both piles are multiplied by two. We considerboth a two round(four move) and a three round (six move) version of the game. This leads to the extensive forms illustratedin Figures 1 and 2. In addition, we consider a version of the four move game in which all payoffs are quadrupled.This "high payoff" condition therefore produced a payoff structureequivalent to the last four moves of the six move game. 1 2 1 2 6.40 Centipede Game fT 1T fT fT P 1.60 0.40 0.20 1.60 0.80 0.10 0.80 0.40 3.20 Centipede Game:FIGURE McKelvey 1.-The four and move Palfreycentipede (1992)game. I 2 14 2 1 2 25.60 . P P P0 P P P 6.40 fT fT fT fT fT fT 26 0.40 0.20 1.60 0.80 6.40 3.20 0.10 0.80 0.40 3.20 1.60 I2.80 FIGURE2.-The six move centipedegame. What is the unique subgame-perfect equilibrium of this game? Play T at all nodes How many pairs of subjects play T at the first node? 7 / 41 806 R. D. MCKELVEY AND T. R. PALFREY niques. This enables us to estimate the numberof subjectsthat actuallybehave in such a fashion, and to address the question as to whether the beliefs of subjectsare on averagecorrect. Our experimentcan also be comparedto the literatureon repeatedprisoner's dilemmas. This literature (see e.g., Selten and Stoecker (1986) for a review) finds that experienced subjects exhibit a pattern of "tacit cooperation"until shortly before the end of the game, when they start to adopt noncooperative behavior.Such behaviorwould be predictedby incomplete informationmodels like that of Kreps et al. (1982). However, Selten and Stoecker also find that inexperiencedsubjects do not immediatelyadopt this patternof play, but that it takes them some time to "learn to cooperate." Selten and Stoecker develop a learning theory model that is not based on optimizingbehavior to account for such a learning phase. One could alternativelydevelop a model similar to the one used here, where in additionto incompleteinformation about the payoffsof others, all subjects have some chance of making errors, which decreases over time. If some other subjects might be making errors, then it could be in the interest of all subjects to take some time to learn to cooperate, since they can masqueradeas slow learners. Thus, a natural analog of the model used here might offer an alternativeexplanation for the data in Selten and Stoecker. 2. EXPERIMENTAL DESIGN Our budget is too constrainedto use the payoffsproposed by Aumann.So we run a rather more modest version of the centipede game. In our laboratory games, we start with a total pot of $.50 divided into a large pile of $.40 and a small pile of $.10. Each time a player chooses to pass, both piles are multiplied by two. We considerboth a two round(four move) and a three round (six move) version of the game. This leads to the extensive forms illustratedin Figures 1 and 2. In addition, we consider a version of the four move game in which all payoffs are quadrupled.This "high payoff" condition therefore produced a payoff structureequivalent to the last four moves of the six move game. 1 2 1 2 6.40 Centipede Game fT 1T fT fT P 1.60 0.40 0.20 1.60 0.80 0.10 0.80 0.40 3.20 Centipede Game:FIGURE McKelvey 1.-The four and move Palfreycentipede (1992)game.
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