a game of matching pennies
play

A game of matching pennies column L R row T 2,0 0,1 B 0,1 - PDF document

A game of matching pennies column L R row T 2,0 0,1 B 0,1 1,0 People last names A-M play ROW (choose T, B) People last names N-Z play COLUMN (choose L, R) A game of matching pennies: Mixed-strategy equilibrium


  1. A game of “matching pennies” column L R row T 2,0 0,1 B 0,1 1,0 People last names A-M play ROW (choose T, B) People last names N-Z play COLUMN (choose L, R) A game of “matching pennies”: Mixed-strategy equilibrium column mixed-strategy L R equilibrium row T 2,0 0,1 .5 B 0,1 1,0 .5 mixed-strategy equilibrium .33 .67

  2. Behavioral game theory: Thinking, learning & teaching Colin F. Camerer, Caltech Teck Ho, Wharton Kuan Chong, National Univ Singapore • How to model bounded rationality? – Thinking steps (one-shot games) • How to model equilibration? – Learning model (fEWA) • How to model repeated game behavior? – Teaching model Behavioral models use some game theory principles, relax others Principle Nash Thinking Learning Teaching ! ! ! ! concept of a game ! ! ! ! strategic thinking ! best response ! mutual consistency ! ! learning ! ! strategic foresight

  3. Thinking steps Parametric EWA learning (E’metrica ‘99) (parameter τ ) • free parameters δ , ϖ , ϕ , κ , N(0) Functional EWA learning Strategic teaching (JEcTheory ‘02) • functions for parameters • Reputation-building w/o “types” • parameter ( κ ) • Two parameters ( ρ , α ) Potential economic applications • Thinking – price bubbles, speculation, competition neglect • Learning – evolution of institutions, new industries – Neo-Keynesian macroeconomic coordination – bidding, consumer choice • Teaching – contracting, collusion, inflation policy

  4. Modelling philosophy • General (game theory) • Precise (game theory) • Progressive (behavioral econ) • Empirically disciplined (experimental econ) “...the empirical background of economic science is definitely inadequate...it would have been absurd in physics to expect Kepler and Newton without Tycho Brahe” (von Neumann & Morgenstern ‘44) Modelling philosophy • General (game theory) • Precise (game theory) • Progressive (behavioral econ) • Empirically disciplined (experimental econ) “...the empirical background of economic science is definitely inadequate...it would have been absurd in physics to expect Kepler and Newton without Tycho Brahe” (von Neumann & Morgenstern ‘44) “Without having a broad set of facts on which to theorize, there is a certain danger of spending too much time on models that are mathematically elegant, yet have little connection to actual behavior. At present our empirical knowledge is inadequate...” (Eric Van Damme ‘95)

  5. Beauty contest game • N players choose numbers x i in [0,100] • Compute target (2/3)*( Σ x i /N) • Closest to target wins $20 Beauty contest game: Pick numbers [0,100] closest to (2/3)*(average number) wins Beauty contest results (Expansion, Financial Times, Spektrum) average 23.07 0.20 frequencies 0.15 relative 0.10 0.05 0.00 numbers 0 100 22 50 33

  6. Beauty contest results 0.3 0.25 0.2 0.15 frequency 0.1 0.05 0 0 6-10 16-20 26-30 Portfolio managers 36-40 46-50 Econ PhDs 56-60 66-70 CEOs 81-90 Caltech students Results 0.6 0.5 0.4 0.3 Predictions 0.2 9 0.1 7 5 Round 0.0 0.6 0 3 1~10 11~20 21~30 31~40 41~50 51~60 1 61~70 71~80 81~90 91~100 0.5 Choices 0.4 0.3 0.2 9 0.1 7 5 Round 0 0 3 1~10 11~20 21~30 31~40 41~50 51~60 1 61~70 71~80 81~90 91~100 Choices

  7. The thinking steps model • Discrete steps of thinking Step 0’s choose randomly K-step thinkers know proportions f(0),...f(K-1) * Normalize f’(h)=f(h)/ Σ h=0 K-1 f(h) and best-respond A j (K)= Σ m ο (s j ,s m ) (P m (0) f’(0) + P m (1) f’(1)+... P m (K-1) f’(K-1)) logit probability P j (K)=exp( κ A j (K))/ Σ h exp( κ A h (K)) • What is the distribution of thinking steps f(K)? * alternative: K-steps think others are one step lower (K-1) Poisson distribution of thinking steps • f(K)= τ K /e τ K! 56 games: median τ=1.78 • Heterogeneous ( " “spikes” in data) • Steps > 3 are rare (working memory bound) • Steps can be linked to cognitive measures Poisson distributions for various τ 0.4 0.35 0.3 frequency τ=1 0.25 0.2 τ=1.5 0.15 τ=2 0.1 0.05 0 0 1 2 3 4 5 6 number of steps

  8. Beauty contest results (Expansion, Financial Times, Spektrum) average 23.07 0.20 frequencies 0.15 relative 0.10 0.05 0.00 numbers 0 100 22 50 33 0.4 0.35 predicted frequency 0.3 0.25 0.2 0.15 0.1 0.05 0 1 9 17 25 33 41 49 57 65 73 81 89 97 number choices Thinking steps in entry games • Entry games: Prefer to enter if n(entrants)<c; stay out if n(entrants)>c All choose simultaneously • Experimental regularity in the 1st period: Close to equilibrium prediction n(entrants) # c “To a psychologist, it looks like magic”-- D. Kahneman ‘88

  9. How entry varies with capacity (c) , (Sundali, Seale & Rapoport) 1 0.9 0.8 0.7 % entry entry=capacity 0.6 experimental data 0.5 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 capacity Thinking steps in entry games How entry varies with capacity (c) , experimental data and thinking model 1 0.9 0.8 0.7 entry=capacity % entry 0.6 experimental data 0.5 τ=1.25 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 capacity

  10. 0-Step and 1-Step Entry 0-Step + 1-Step + 2 Step Entry 0-Step + 1-Step + 2 Step Entry 0-Step and 1-Step Entry 100 100 100 100 90 90 90 90 80 80 80 80 70 70 70 70 Percentage Entry Percentage Entry Percentage Entry Percentage Entry 60 60 60 60 Capacity Capacity Capacity Capacity 50 0-Level 50 50 50 0+1 Level ` ` ` ` 0+1+2 Level 0+1 Level 1-Level 2-Level 40 40 40 40 30 30 30 30 20 20 20 20 10 10 10 10 0 0 0 0 0 10 20 30 40 50 60 70 80 90 100 0 0 0 10 10 10 20 20 20 30 30 30 40 40 40 50 50 50 60 60 60 70 70 70 80 80 80 90 90 90 100 100 100 Percentage Capacity Percentage Capacity Percentage Capacity Percentage Capacity Thinking steps estimates of τ range of τ common τ • Matrix games Stahl, Wilson ( 1.7, 18.3) 8.4 Cooper, Van Huyck (.5, 1.3) .8 Costa-Gomes, Crawford, Broseta (1.3, 2.4) 2.2 • Mixed-equilibrium games (.3, 2.7) 1.5 • First period of learning (0, 3.9) • Entry games 2.0 • Signaling games (.3,1.2) (Fits significantly better than Nash, QRE)

  11. Estimates of mean thinking step τ • 33 one-shot matrix games • 1 entry game • 15 mixed-equilibrium games • 7 thinking-learning games Distribution of τ τ estimates (56 games) median=1.68, interquartile range (.8, 2.2) 0.4 0.35 0.3 frequency 0.25 0.2 0.15 0.1 0.05 0 0-1 1-2 2-3 3-4 4-5 5+ τ interval Fitting the model to normal-form games (n=1672 player-games) Figure : Fit of thinking-steps model to three data sets (R^2=.84) 1 0.9 0.8 0.7 Stahl-Wilson data (3x3 symmetric) 0.6 data Cooper-Van Huyck data (2x2 0.5 asymmetric) 0.4 Costa-Gomes-Craw ford- Broseta(2x2-4x2 asymmetric) 0.3 0.2 0.1 0 0 0.2 0.4 0.6 0.8 1 thinking steps model (common tau)

  12. Nash equilibrium vs data in normal-form games Equilibrium predictions vs data in three games (Stahl-Wilson, Cooper- van Huyck, Costa-Gomes et al) 1.2 2 = 0.4948 R 1 Equilibrium prediction 0.8 0.6 0.4 0.2 0 0 0.2 0.4 0.6 0.8 1 -0.2 Data Thinking steps analysis ( τ =1.5) row step thinker choices steps mixed 0 1 2 3 4... overall equilm data 2,0 0,1 .5 1 1 0 0 .72 .5 .? 0,1 1,0 .5 0 0 1 1 .28 .5 .? 0 .5 .5 1 .5 .5 2 0 1 3 0 1 4 1 0 5 1 0 overall .34 .66 mixed .33 .67 data .? .?

  13. Equilibrium vs thinking-steps (overconfidence version) in mixed-equilibrium games (n=15 games) Fit of data to equilibrium & thinking steps predictions (game-specific tau) in games with mixed equilibria (tau from .1-2.9, mean 1.45) 0.9 0.8 0.7 0.6 predictions 0.5 0.4 0.3 0.2 thinking steps (r=.93) 0.1 equilibrium(r=.91) 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 actual frequencies Comparing QRE and thinking-steps • Fit (thinking-steps slightly better) • Heterogeneity ``spikes” in p-beauty contests noisy cutoff rules in entry games endogeneous “purification” in mixed-equil’m games • Cognitive measures Effects of “prompting” beliefs-- pushes steps up by 1? Response times (modest correlation with pBC choice) Attention measures in shrinking-pie bargaining

  14. Response times vs deviation from equilibrium in p-beauty contest games Deviation from equilibrium (x) vs response time (y) (standardized data, n=4 grouped) 2.5 R 2 = 0.12 (p=.10) 2 1.5 response time 1 0.5 0 -1 -0.5 0 0.5 -0.5 -1 -1.5 -2 absolute deviation from equilibrium Conclusions • Discrete thinking steps, frequency Poisson distributed (mean number of steps τ $ 1.5) • One-shot games & initial conditions • Advantages: Can “solve” multiplicity problem Explains “magic” of entry games Sensible interpretation of mixed strategies • Theory: group size effects (2 vs 3 beauty contest) approximates Nash equilm in some games (dominance solvable) refinements in signaling games (intuitive criterion)

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend