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Overview Weaknesses of NE 1 Example 1: Centipede Game Example 2: Matching Pennies Logit QRE 2 Explaining the Centipede Game using logit-QRE Explaining Matching Pennies using Logit QRE Impulse Balance Equilibrium 3 Action-Sampling


  1. Overview Weaknesses of NE 1 Example 1: Centipede Game Example 2: Matching Pennies Logit QRE 2 Explaining the Centipede Game using logit-QRE Explaining Matching Pennies using Logit QRE Impulse Balance Equilibrium 3 Action-Sampling Equilibrium 4 5 Comparing Equilibrium Concepts 3 / 41

  2. 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

  3. 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

  4. “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

  5. “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

  6. 806 R. D. MCKELVEY AND T. R. PALFREY niques. This enables us to estimate the number of subjects that actually behave in such a fashion, and to address the question as to whether the beliefs of subjects are on average correct. Our experiment can also be compared to the literature on repeated prisoner'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 behavior would be predicted by incomplete information models like that of Kreps et al. (1982). However, Selten and Stoecker also find that inexperienced subjects do not immediately adopt this pattern of 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 optimizing behavior to account for such a learning phase. One could alternatively develop a model similar to the of one used here, where in addition to incomplete information about the payoffs others, all subjects have some chance of making errors, which decreases over then it could be in the time. If some other subjects might be making errors, since they can interest of all subjects to take some time to learn to cooperate, analog of the model used here masquerade as slow learners. Thus, a natural offer an alternative for the data in Selten and Stoecker. might explanation 2. EXPERIMENTAL DESIGN Our budget is too constrained to use the payoffs proposed 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 both a two round (four move) and a three round (six move) by two. We consider version of the game. This leads to the extensive forms illustrated in 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 of the six move game. payoff structure equivalent to the last four moves 1 1 2 2 6.40 Centipede Game P 1.60 fT 1T fT fT 0.40 0.20 1.60 0.80 0.10 0.80 0.40 3.20 Centipede Game: McKelvey and Palfrey (1992) FIGURE 1.-The four move centipede game. I 2 2 1 2 25.60 14 P . P P P0 P P 6.40 fT fT fT fT fT fT 26 0.40 0.20 1.60 0.80 6.40 3.20 1.60 0.10 0.80 0.40 3.20 I2.80 FIGURE 2.-The six move centipede game. What is the unique subgame-perfect equilibrium of this game? Play T at all nodes What are the NE? 7 / 41

  7. 806 R. D. MCKELVEY AND T. R. PALFREY niques. This enables us to estimate the number of subjects that actually behave in such a fashion, and to address the question as to whether the beliefs of subjects are on average correct. Our experiment can also be compared to the literature on repeated prisoner'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 behavior would be predicted by incomplete information models like that of Kreps et al. (1982). However, Selten and Stoecker also find that inexperienced subjects do not immediately adopt this pattern of 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 optimizing behavior to account for such a learning phase. One could alternatively develop a model similar to the of one used here, where in addition to incomplete information about the payoffs others, all subjects have some chance of making errors, which decreases over then it could be in the time. If some other subjects might be making errors, since they can interest of all subjects to take some time to learn to cooperate, analog of the model used here masquerade as slow learners. Thus, a natural offer an alternative for the data in Selten and Stoecker. might explanation 2. EXPERIMENTAL DESIGN Our budget is too constrained to use the payoffs proposed 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 both a two round (four move) and a three round (six move) by two. We consider version of the game. This leads to the extensive forms illustrated in 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 of the six move game. payoff structure equivalent to the last four moves 1 1 2 2 6.40 Centipede Game P 1.60 fT 1T fT fT 0.40 0.20 1.60 0.80 0.10 0.80 0.40 3.20 Centipede Game: McKelvey and Palfrey (1992) FIGURE 1.-The four move centipede game. I 2 2 1 2 25.60 14 P . P P P0 P P 6.40 fT fT fT fT fT fT 26 0.40 0.20 1.60 0.80 6.40 3.20 1.60 0.10 0.80 0.40 3.20 I2.80 FIGURE 2.-The six move centipede game. 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

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