Bargaining and Coalition Formation Dr James Tremewan - - PowerPoint PPT Presentation
Bargaining and Coalition Formation Dr James Tremewan - - PowerPoint PPT Presentation
Bargaining and Coalition Formation Dr James Tremewan (james.tremewan@univie.ac.at) Experiments on Cooperative Solution Concepts Experiments on Cooperative Solution Concepts Experiments on Cooperative Solution Concepts A test of the core,
Experiments on Cooperative Solution Concepts
Experiments on Cooperative Solution Concepts
- ”A test of the core, bargaining set, kernel and Shapley models in
N-Person Quota Games with one weak player,” Horowitz (1977).
- Experiments on four and five-player versions of the ”Three
Player Game” we looked at last week.
- ”An Experiment on a Core Controversy,” Yan and Friedman
(2010).
- Experiments on the ”Glove Market” from last week, and a five
player version.
- ”Committee decisions under Majority Rule: An Experimental
Study,” Fiorina and Plott (1978).
- Classic paper testing a variety of theories in ”spatial games.”
- ”Patterns of Distribution in Spatial Games,” Eavey (1991).
- Challenges some of the conclusions of the previous paper.
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Horowitz (1977)
Horowitz (1977)
- Experiments on ”n-person (n-1) quota games” with one weak
player for n ∈ {4, 5}.
- n-player game where the value of a coalition is positive if and
- nly if it contains at least n-1 players.
- Values of coalitions are chosen such that in core allocations:
- One player (the weak player) will receive zero.
- A different range of payoffs is predicted for the other players.
- The value of the grand coalition is equal to the highest value of
(n-1) coalitions.
- Example for n = 3 from last week:
- v({1, 2, 3}) = 10,
- v({1, 2}) = 10, v({1, 3}) = 3, v({2, 3}) = 2,
- v({1}) = v({2}) = v({3}) = 0.
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Horowitz (1977)
3-Player Quota Game With One Weak Player
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✉ ✉ ✉
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(0,10,0) (10,0,0) (0,0,10) (8,2,0) (3,7,0) Shapley value Core
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Horowitz (1977)
Horowitz (1977): Implementation
- Mediated through computers.
- Comunication occured in fixed order, and restricted to six
keywords: offer, accept, reject, ratify, pass, solo.1
- If an offer was accepted by enough people, there would be a
ratification stage where a preliminary agreement becomes binding.
- Results: as predicted by the core, the weak player always
received zero!
1”Solo” meant withdraw from game which is pointless in these
games... the program (coalitions: see Kahan and Rapaport, 1974) was designed for general games in characteristic form.
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Horowitz (1977)
Horowitz (1977): Results (4 Players)
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Horowitz (1977)
Horowitz (1977): Results (5 Players)
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Horowitz (1977)
Horowitz (1977): Results
- The core does a good job of predicting outcomes:
- The weak player always gets zero.
- For 8/9 types of players, the average payoff was in the core.
- 90/108 individual payoffs were within the core.
- Where payoffs fell outside of the core they were in the direction
- f the Shapley value.
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Yan and Friedman (2010)
Yan and Friedman (2010)
- Market Game:
- s sellers with cost c and b buyers with valuation v, where
v = c + 1.
- Each seller has precisely one good, and each buyer can buy one.
- For s = 1 and b = 2 this game is equivalent to the Glove Market
game we looked at last week.
- If s > b the sellers are on the ”long side” of the market and
buyers on the ”short side” (and vice versa).
- In general, the core predicts that the players on the short side
will extract all the surplus.
- This results in the extreme prediction that switching one buyer
to a seller can switch the entire surplus from one side to the
- ther, often seen as a bad feature of the core: intuitively players
- n the long side should be able to collude in some way.
- This paper tests this prediction for s = 1 and b = 2, and s = 2
and b = 3.
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Yan and Friedman (2010)
Yan and Friedman (2010): Implementation
- Uses continuous double auction (CDA): Buyers and seller post
bids and offers publicly, which can be accepted in real time.
- Three treatments:
- Std: no communication (apart from bids and offers).
- Chat: free pre-play (public) communication in online chatroom.
- Barg: allows chat, and for players on the long side to form
collusive agreements.
- A collusive agreement means one or more players withdraw from
trading and give another the right to buy or sell their good in exchange for a proportion of the profit. These agreements can be withdrawn from unilaterally, but only before a trade has been implemented.
- Designed to give collusion its best shot.
- After 8 periods, a “long-side” subject switches roles.
- In following slides, SSS (Short Sider Surplus Shares) = the
fraction of the surplus obtained by the short sider.
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Yan and Friedman (2010)
Yan and Friedman (2010): Results
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Yan and Friedman (2010)
Yan and Friedman (2010): Results
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Yan and Friedman (2010)
Yan and Friedman (2010): Results
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Yan and Friedman (2010)
Yan and Friedman (2010): Results
- Median share obtained by short side player (1x2 games, similar
results for 2x3):
- Std: 0.912
- Chat: 0.706
- Barg: 0.735
- Paper claims this is strong evidence in favour of the core
prediction as observations are significantly closer to this (1) than the equal split (0.333).
- Certainly, switching one player from buyer to seller has a large
impact on outcomes as predicted by the core. (Would be more spectacular with bigger markets, but expensive).
- Comment: It is not immediately obvious why this is the
appropriate comparison to make, for example observations in the last two treatments are close to the Shapley value (0.666). Ideas
- f fairness may take into account strategic advantage.
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Fiorina and Plott (1978)
Fiorina and Plott (1978)
- Spatial Games:
- Players asked to select as a group a point on a plane (i.e. the
blackboard).
- Each player has a different preference ordering over the points:
essentially an ”ideal point” which results in their highest payoff, with payoffs for other points decreasing with distance from that point (private information).
- Players communicate freely face-to-face, but:
- May not make side deals.
- May not discuss their monetary payoff for different points.
- Procedure:
- Initial point (motion on the floor) is the top right corner.
- Any player may propose a new point: if this passes a majority
vote it becomes the new motion.
- At any time there can be a vote on a motion to end debate,
which if passed ends the experiment.
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Fiorina and Plott (1978) 16/28
Fiorina and Plott (1978)
Fiorina and Plott (1978): Results and Conclusions
- Sessions were run for high and low incentives, and three different
preference configurations.
- 16 different models were considered, from economics, sociology,
political science etc.
- All models performed poorly in the low incentives sessions,
where outcomes tend to be more central (fairer).
- In the high incentives treatment the outcomes were tightly
clustered around the core (in the two configurations where it existed).
- Note that the core coincided with the van
Neumann-Morgernstern solution and the ”Voting Equilibruim” (Plott and Sloss, ?).
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Eavey (1991)
Eavey (1991)
- In the previous paper (FP) there were no points where all players
got a substantial payoff, i.e. a point satisfying the ”something for everyone” fairness norm.
- Eavey argues that the core performed well in FP because there
were no ”fair” alternatives.
- This paper uses the same design as FP (as well as Hoffmann and
Plott (1983) who just change the procedural rules), but alter the payoff functions.2
- Note that the preference orderings are the same, so the core
does not change.
- The payoff functions are such that there is now a region (closer
to player 5 than the core) where all players get a substantial payoff.
2Two other games are also studied which we will not discuss here.
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Eavey (1991)
Eavey (new) vs Fiorina and Plott (original)
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Eavey (1991)
Eavey (new) vs Hoffmann and Plott (original)
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Eavey (1991) 21/28
Eavey (1991)
Eavey (1991)
- Conclusion: when fair outcomes are available, outcomes drift
away from the core to fairer alternatives.
- BUT! Maybe this is just weak incentives!:
- Note the frequency of round numbers in Eavey’s results
compared to the original studies (previous slide). This could indicate ”satisficing” behaviour: the incentives are flat so there is no point wasting too much effort getting it just right.
- See the next slides for a comparison of the two incentive
schemes (much flatter for Players 1,2, and 3, slightly steeper for 4, and the same for 5).
- FP had already noted that fairness concerns seemed only to
play a role when size of incentives were substantial.
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Eavey (1991) 23/28
Eavey (1991) 24/28
Eavey (1991) 25/28
Eavey (1991) 26/28
Eavey (1991) 27/28
Eavey (1991)
General Conclusions
- The core generally predicts experimental outcomes well.
- However, for many games the core does not exist, or is too large
to provide a useful prediction.
- Sometimes there is a tendency towards ”fairer” allocations like
the Shapley value, especially where incentives are weak (e.g. low incentive treatment in FP, and possibly Eavey).
- Fairer outcomes may also be more prominent where ordinal
payoff information is public, so interpersonal comparisons are
- facilitated. This was specifically prevented in FP.
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