Bargaining and Coalition Formation Dr James Tremewan - - PowerPoint PPT Presentation

bargaining and coalition formation
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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,


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SLIDE 1

Bargaining and Coalition Formation

Dr James Tremewan (james.tremewan@univie.ac.at) Experiments on Cooperative Solution Concepts

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SLIDE 2

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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SLIDE 3

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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SLIDE 4

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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SLIDE 5

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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SLIDE 6

Horowitz (1977)

Horowitz (1977): Results (4 Players)

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SLIDE 7

Horowitz (1977)

Horowitz (1977): Results (5 Players)

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SLIDE 8

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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SLIDE 9

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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SLIDE 10

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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SLIDE 11

Yan and Friedman (2010)

Yan and Friedman (2010): Results

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SLIDE 12

Yan and Friedman (2010)

Yan and Friedman (2010): Results

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SLIDE 13

Yan and Friedman (2010)

Yan and Friedman (2010): Results

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SLIDE 14

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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SLIDE 15

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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SLIDE 16

Fiorina and Plott (1978) 16/28

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SLIDE 17

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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SLIDE 18

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

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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.

22/28

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SLIDE 23

Eavey (1991) 23/28

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Eavey (1991) 24/28

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SLIDE 25

Eavey (1991) 25/28

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SLIDE 26

Eavey (1991) 26/28

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SLIDE 27

Eavey (1991) 27/28

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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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