LIBRARIES Digitized by the Internet Archive in 2011 with funding from Boston Library Consortium Member Libraries http://www.archive.org/details/allocationofatteOOgaba HB31 .M415 Massachusetts Institute of Technology Department of Economics Working Paper Series THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE Xavier Gabaix David Laibson Guillermo Moloche Working Paper 03-31 August 29, 2003 Room E52-251 50 Memorial Drive Cambridge, MA 02142 This paper can be downloaded without charge from the Social Science Research Network http://papers.ssrn.com/abstract Paper Collection id=XXXXXX at THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE GUILLERMO MOLOCHE David Laibson Xavier Gabaix* MIT and NBER Harvard University and NBER NBER Stephen Weinberg Harvard University Current Draft: August 29, 2003 Abstract. A host of recent studies show that attention allocation has important economic consequences. This paper reports the first empirical test of a cost-benefit model of the endogenous allocation of attention. The model assumes that economic agents have processing speeds and cannot analyze all of the elements in makes tractable predictions about attention in our environment. allocation measured The model complex problems. is mental The model allocation, despite the high level of complexity successfully predicts the key empirical regularities of attention in a choice experiment. In the experiment, decision time and attention allocation finite is a scarce resource continuously measured using Mouselab. Subject choices correspond well to the quantitative predictions of the model, which are derived from cost-benefit and option- value principles. JEL classification: C7, C9, D8. Keywords: attention, *Email satisficing, Mouselab. xgabaix@mit.edu, dlaibson@arrow.fas.harvard.edu, gmoloche@mit.edu, sweinWe thank Colin Camerer, David Cooper, Miguel Costa-Gomes, Vince Crawford, Andrei Shleifer, Marty Weitzman, three anonymous referees, and seminar participants at Caltech, Harvard, MIT, Stanford, University of California Berkeley, UCLA, University of Montreal, and the Econometric Numerous research assistants helped run the experiment. We owe a particular debt to Rebecca Society. Thornton and Natalia Tsvetkova. We acknowledge financial support from the NSF (Gabaix and Laibson SES-0099025; Weinberg NSF Graduate Research Fellowship) and the Russell Sage Foundation (Gabaix). addresses: ber@kuznets.fas.harvard.edu. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE Introduction l. 1.1. Attention as a scarce economic resource. assume that cognition is 2 instantaneous and costless. Standard economic models conveniently The that are based on the fact that cognition takes time. current paper develops and tests models Like players in a chess tournament or students taking a test, real decision-makers need time to solve problems and often encounter trade- Time almost always has a because they work under time pressure. offs whether or not formal time limits Because time tively thinking is about others. is some elements in decision problems while Such selective thinking exemplifies the voluntary and involuntary processes that lead to attention Economics allocation. (i.e. value, of attention allocation, with its consequences for decision-making, Indeed, in recent years many selec- conscious) 2 often defined as the study of the allocation of scarce resources. economic research. shadow exist. scarce, decision-makers ignore 1 positive seems like The process a natural topic for authors have argued that the scarcity of attention has large effects on economic choices. For example, Lynch (1996), Gabaix and Laibson (2001), and Rogers (2001) study the premium Mankiw and puzzle. study the effects effects of limited attention Gumbau Reis (2002), on consumption dynamics and the equity (2003), Sims (2003), and Woodford (2002) on monetary transmission mechanisms. D'Avolio and Nierenberg (2002), Delia Vigna and Pollet (2003), Peng and Xiong (2003), and Pollet (2003) study the and Teoh (2002) and pricing. Finally, Daniel, Hirshleifer, Hirshleifer, the effects on corporate finance, especially corporate disclosure. limited attention from a theoretical perspective. studying The 1 its associated market consequences. current paper Simon (1955) is part of a new effects on asset Lim, and Teoh (2003) study Some of these papers analyze Others analyze limited attention indirectly, by None of these papers measures attention directly. literature in experimental economics that empirically studies — — analyzed decision algorithms e.g. satisficing that are based on the idea that calculation See Kahneman and Tversky (1974) and Gigerenzer et al. (1999) for heuristics that simplify problem-solving. See Conlisk (1996) for a framework in which to understand models of thinking costs. Attention "allocation" can be divided into four categories: involuntary perception (e.g., hearing your name spoken is first time-consuming or across a noisy operations (e.g. room (e.g. costly. at a cocktail party, see 1995); involuntary central cognitive Wegner 1989); voluntary perception searching for a cereal brand on a display shelf, see Yantis 1998); and voluntary central cognitive operations planning and control of action, see excellent overview of research Kahneman on attention. categories of attention allocation, but last Moray 1959 and Wood and Cowan trying to not think about white bears, but doing so anyway, see two categories). we (e.g. 1973, and Pashler and Johnston 1998). See Pashler (1998) for an The model that we analyze in this paper can be applied to all of these discuss an application that focuses on conscious attention allocation (the THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE the decision-making process by directly measuring attention allocation (Camerer Gomes, Crawford, and Broseta 2001, Johnson In the current paper, we report the first et al 2002, 3 et al. 1993, Costa- and Costa-Gomes and Crawford 2003). an economic cost-benefit model of direct empirical test of endogenous attention allocation. This economic approach contrasts with more descriptive models of attention allocation in the psychology literature (e.g. Payne, Bettman, and Johnson 1993). The economic approach provides a general framework for deriving quantitative attention allocation predictions without introducing extraneous parameters. 1.2. Directed cognition: An economic approach to attention allocation. the economic approach in a computationally tractable way, by Gabaix and Laibson (2002), which they we apply a cost-benefit the directed cognition model. call To implement model developed In this model, time- pressured agents allocate their thinking time according to simple option-value calculations. agents in this model analyze information that likely to be redundant. For example, it is surely dominated by an alternative good. likely to is be useful and ignore information that not optimal to continue to analyze a good that It is also The is is almost not optimal to continue to investigate a good about which you already have nearly perfect information. The directed cognition model calculates the economic option-value of marginal thinking and directs cognition to the mental activity with the highest expected shadow value. The directed cognition model comes with the advantage of tractability. model can be computationally solved even in highly complex settings. The directed cognition To gain this tractability, however, the directed cognition model introduces some partial myopia into the option-theoretic calculations, and can thus only approximate the shadow value of marginal thinking. In this paper we show myopic calculations that this approximation comes at relatively in the directed cognition little cost, since the partially model generate attention allocation choices that ap- proximate the payoffs from a perfectly rational — i.e. infinitely forward-looking — calculation of option values. Because infinite-horizon option value calculations are not generally computationally tractable we and because directed cognition is close to those calculations focus our analysis on the directed cognition model. anyway (cf. Appendix C), THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 4 Perfect rationality: an intractable model in generic high-dimensional problems. 1.3. Perfect rationality represents a formal (theoretical) solution to any well-posed problem. But per- fectly rational solutions cannot be calculated in complex environments and have limited value as modeling benchmarks such environments. Researchers in this limitation Among ple. in and taken the extreme step of abandoning perfect rationality artificial intelligence researchers, predictive accuracy, and generality In contrast to modeling framework for is as have acknowledged an organizing based on economic analysis. when rationality. economists use perfect rationality as their pri- most But alternatives to perfect perfect rationality The not computationally tractable. princi- its tractability, — not by proximity to the predictions of perfect Perfect rationality continues to be the topics of economic study either is the merit of an algorithm artificial intelligence researchers, mary modeling approach. rationality artificial intelligence is and useful disciplined rationality should a bad predictive model or be active when perfect latter case applies to our attention allocation analysis. The complex environment that we study in this paper only partially reflects the even greater complexity of most attention allocation problems. But even in our relatively simple setting perfectly rational option value calculations are not computationally tractable. 3 on a solvable range of cost-benefit model — directed cognition — which can realistic attention allocation cognition model is its tractability, not of attention allocation. We problems. Hence we focus our easily analysis be applied to a wide For our application, the merit of the directed any predictive deviations from the perfectly rational model do not study such deviations due to the computational intractability of the perfectly rational model. 1.4. An qualitative empirical analysis of the directed cognition model. and quantitative predictions of the directed cognition This paper compares the model to the results of iment in which subjects solve a generalized choice problem that represents a very economic decisions: choose one good from a set of N goods. Many economic an exper- common set of decisions are special cases of this general problem. 3 Of course, even when perfect rationality cannot be solved, its solution might still be partially characterized and do not take this approach in the current paper because the predictions of the infinite-horizon model that we have been able to formally derive have been quite weak (e.g., ceteris paribus, analyze information with the highest tested. We variance). THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE In our experiment, decision time continuously. We make subjects an exogenous is a scarce resource and attention allocation time scarce in two different ways. amount 5 of time to choose one is measured In one part of the experiment good from a set of goods we give — a choice problem with an exogenous time budget. Here we measure how subjects allocate time as they think about each good's attributes before making a final selection of In a second part of the experiment problems like until a total is the one above. we give the subjects an open-ended sequence of choice In this treatment, the subjects keep facing different choice problems budget of time runs out. The amount of time a subject chooses now an endogenous variable. But moving too quickly reduces the quality and quantity. for each choice problem Because payoffs are cumulative and each choice problem has a positive expected value, subjects have an incentive to off quality which good to consume. move through the As a of their decisions. choice problems quickly. result, the subjects trade Spending more time on any given choice problem raises the quality of the final selection in that problem but reduces the time available to participate in future choice problems with accumulating payoffs. Throughout the experiment we measure the process attention allocation within each choice problem (i.e. of attention allocation. how is In addition, in the open-ended sequence design, choice problems (i.e. how much time does a final selection in that problem and we measure is made attention allocation across moving on to the next choice problem?). et at. 1993 and Costa-Gomes, Crawford, and Broseta 2001), we use the "Mouselab" programming language to measure is 4 subjects' attention Mouselab tracks subjects' information search during our experiment. hidden "behind" boxes on a computer screen. boxes. one screen box to be open at any point 4 is in time, the Information Subjects use the computer mouse to open the Mouselab records the order and duration of information information the subject in that choice the subject spend on one choice problem before making Following the lead of other economists (Camerer allocation. measure time allocated in thinking about the different goods within a single choice problem before a final selection problem?). We acquisition. Since we allow only Mouselab software enables us to pinpoint what contemplating on a second-by-second basis throughout the experiment. 5 Payne, Bettman, and Johnson (1993) developed the Mouselab language in the 1970's. Mouselab is one of many For example, Payne, Braunstein, and Carrol (1978) elicit mental processes by asking subjects to "think aloud." Russo (1978) records eye movements. Mouselab has the drawback that it uses an artificial decision environment, but several studies have shown that "process tracing" methods. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 6 In our experiment, subject behavior corresponds well to the predictions of the directed cognition model. Subjects allocate thinking time when the marginal value because competing goods are close in value or because there information to be revealed. We demonstrate this in of information acquisition within choice problems. is of such thinking is high, either a "large" amount of remaining numerous ways. First, we evaluate the pattern Second, in the endogenous time treatment, evaluate the relationship between economic incentives and subjects' stopping decisions: i.e. we when do subjects stop working on one choice problem so they can move on to the next choice problem? We find that the acquisition models. economic model of attention allocation outperforms mechanistic information The marginal value of information turns out to be the most important predictor of attention allocation. However, the experiment also reveals one robust deviation from the predictions of the directed cognition cost-benefit model. ically, subjects Subject choices are partially predicted by a "boxes heuristic." Specif- become more and more likely to end analysis of a problem the more boxes they open, holding fixed the economic benefits of additional analysis. insensitivity to the particular We also test In this sense, subjects display a partial economic incentives in each problem that they models of heuristic decision-making, but we find ied heuristics, including satisficing and elimination by aspects. little face. evidence for commonly stud- Instead, our subjects generally allocate their attention consistently with cost-benefit considerations, matching the precise quantitative attention-allocation patterns generated by the directed cognition model. Hence, this paper demonstrates that an economic cost-benefit model predicts both the qualitative and quantitative patterns of attention allocation. Section 2 describes our experimental set-up. Section 3 summarizes an implementable one- parameter attention allocation model (Gabaix and Laibson 2002). results of our experiment and compares those Section 4 summarizes the results to the predictions of our model. Section 5 concludes. the Mouselab environment only minimally distorts final choices over goods/actions and Broseta 2001 and Costa-Gomes and Crawford 2002). "left-to-right" search biases, which we discuss in subsection (e.g., Costa-Gomes, Crawford, Mouselab's interface does generate "upper-left" and (4.4) below. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE Experimental Set-up 2. Our experimental design facilitates decision problem, a choice An 2.1. among An TV-good game. second-by-second measurement of attention allocation in a basic TV goods. TV-good game Each box contains a random payoff 1). is an TV-row by M-column matrix of boxes (Figure generated with normal density and zero (in units of cents) After analyzing an TV-good game, the subject makes a final selection and "consumes" a mean. The row from that game. single 7 subject is paid the Consuming a row represents an abstraction sum of a very of the boxes in the wide consumed row. The problem an TV-good game, since the TV rows conceptually represent TV goods. this chooses to consume one of these TV goods. For example, consider a shopper The consumer to choose). warranty, etc. number faces a fixed The who analogy, the TV metric) appear in the M TV's represent M subject different attributes. Walmart different attributes — are the rows of Figure 1 TV's from which (TV different e.g. size, price, and the remote control, M attributes (in a utility M columns of each row. In our experiment, the importance or variability of the attributes declines as the columns from left For example, then the variance for column 2 So columns on the 100. left screen size or price in our far if the variance used to generate column one is 900, and so on, ending with a variance TV Columns on the example. minor clauses in the warranty. we make the task harder by masking the contents columns 2 through that all initializes in column l. 7 of boxes in (i.e., row)." columns However, a subject can M to unmask the value of that box (Figure rows had the game by breaking same value (zero). the for column 10 of 6 the eight-way tie 2 To measure through left-click M. attention, Subjects are on a masked box in 2). In our experiment, all of the attributes have been demeaned. We reveal the value of column one because it helps subjects remember which row column one 1000 (squared right represent the attributes with the our game sounds simple: "Consume the best good shown only the box values is represent the attributes with the most (utility-metric) variance, like least (utility-metric) variance, like So move In particular, the variance decrements across columns equal one tenth of the to right. variance in column one. cents), call has decided to go to Walmart to select and buy a television. of television sets at television sets have By The columns We class of choice problems. that would exist if is which. In addition, revealing subjects began with the expectation THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE Only one box from columns M can be unmasked at a time. 2 through us to record exactly what information the subject This procedure enables analyzing at every point in time. 8 is the contents of a box does not imply that the subject consumes that box. Note too that picked for consumption, then all 8 Revealing if a row is boxes in that row are consumed, whether or not they have been previously unmasked. We to introduce time pressure, so that subjects will not be able to unmask — all chooses/consumes We study Of to unmask. course, we also record a setting that reflects realistic — high i.e. frequently face attention allocation decisions that are — not choose N(M — 1) which row the subject levels of decision complexity. The Walmart shopper is picking. selectively attends to information The shopper may This com- Real consumers in real markets much more complex. Masked boxes and time pressure capture important aspects among which she will for his or her final selection. plexity forces subjects to confront attention allocation tradeoffs. ence. — or Mouselab enables us to record which of the of the boxes in the game. masked boxes the subject chooses unmask also face of our Walmart shopper's experi- about the attributes of the TV's some time pressure, either because she has a fixed amount of time to buy a TV, or because she has other tasks which she can do in the store if she selects her TV quickly. We explore both of these types of cases in our experiment. Games with exogenous and endogenous time 2.2. budgets. In our experiment, subjects play two different types of JV-good games: games with exogenous time budgets and games with endogenous time budgets. We will refer to these as "exogenous" and "endogenous" games. For each exogenous game a game-specific time budget over the interval [10 seconds, 49 seconds]. for A is generated from the uniform distribution clock shows the subject the each exogenous-time game (see clock in Figure 2) . This is amount of time remaining the case of a Walmart shopper with a fixed amount of time to buy a good. In endogenous games, subjects have a fixed budget of time many different A^-good games as they choose. — 25 minutes — in which to play as In this design, adjacent A^-good games are separated When we designed the experiment, we considered but did not adopt a design that permanently keeps boxes open once they had been selected by the subject. This alternative approach has the advantage that subjects face a reduced memory burden. On the other hand, if boxes stay open permanently then subjects have the option to quickly and mechanically that we lost — open many boxes and only afterwards analyze their content. the ability credibly to infer what the subject is — Hence, leaving boxes open implied attending to at each point in time. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE by 20 second buffer screens, which count toward the total budget of 25 minutes. to spend as little or as much time an endogenous choice variable. purchases We if she selects her as they This TV Subjects are free want on each game, so time spent on each game becomes the case of a Walmart shopper who can move on to other quickly. study both exogenous time games and endogenous time games because these two classes of problems commonly arise in the real to handle both situations robustly. attention allocation decisions. for is 9 world and any attention allocation model should be able Both types problems enable us to study within-problem of In addition, the endogenous time games provide a natural framework studying stopping rules, the between-problem attention allocation decision. Experimental 2.3. Subjects receive printed instructions explaining the structure of logistics. an iV-good game and the setup for the exogenous and endogenous games. Subjects are then given a laptop on which they read instructions that explain the Mouselab interface. 9 Subjects play three games, which do not count toward their payoffs. test Then set of subjects play 12 games with separate exogenous time budgets. endogenous games with a joint 25-minute time budget. the order of the exogenous and endogenous games. At the end Finally, subjects play a For half of the subjects we reverse of the experiment, subjects answer demographic and debriefing questions. Subjects are paid the cumulative sum of all rows that they consume. reports the running cumulative value of the 3. The Directed cognition model must decide which boxes to unmask before jointly decide We We consumed rows. previous section describes an attention allocation problem. must After every game, feedback their time runs out. In exogenous games, subjects In endogenous games, subjects which boxes to unmask and when to move on to the next game. want to determine whether economic principles guide subjects' attention allocation choices. compare our experimental data to the predictions by Gabaix and Laibson (2002). of an attention allocation model proposed This 'directed cognition' model approximates the economic value of attention allocation using simple option value analysis. Interested readers can view all of our instructions on the web: http://post.economics.harvard.edu/faculty/laibson/papers.html THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE The option value calculations capture two types of effects. compared and a particular choice gains a are being information when marginal the standard deviation of marginal information (i.e. continued analysis declines. The when many different choices large edge over the available alternatives, the Second, option value of continued analysis declines. First, 10 is analysis yields little low), the economic value of directed cognition model captures these two effects with a formal makes sharp quantitative predictions about attention search-theoretic framework that new allocation choices. Summary 3.1. we first Step 1: summarize and then describe first 2: For example, what in detail. is the expected economic benefit of unmasking three boxes in the Execute the cognitive operation with the highest ratio of expected benefit to if unmask those two For boxes. Return to step one unless time has run out of expected benefit to cost falls We now cost. exploration of the 'next' two boxes in the sixth row has the highest expected ratio of benefit to cost, then 3: which row? example, Step into three iterative steps, Calculate the expected economic benefits and costs of different potential cognitive opera- tions. Step The model can be broken down of the model. (in exogenous time games) or until the ratio below some threshold value (endogenous time games). describe the details of this search algorithm. We first introduce notation and then formally derive an equation to calculate the expected economic benefits referred to in step one. Notation. 3.2. We Since our games will use lower case letters — all have eight rows (goods), we label the rows A, B,...,H. a,b, ...,h — to track a subject's expectations of the values of the respective rows. Recall that the subject knows the values of at the beginning of the cell of each row. subject all boxes in column game, the row expectations For example, if row unmasks the second and third would be updated to 29 = 23 + 17 + C will has a 23 in cells in -11. 1 when the game begins. Thus, equal the value of the payoff in the left-most its first cell, row C, revealing then at time zero cell c = 23. If the values of 17 and -11, then c THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 3.3. Step In step 1:. 1 11 the agent calculates the expected economic benefits and costs of ferent cognitive operations. For our application, a cognitive operation unmasking/analysis of boxes in a particular row of the matrix. is V additional boxes in row A." a partial or complete Such an operation enables the decision-maker to improve her forecast of the expected value of that row. represents the operation, "open In our notation, O rA Because tractability concerns lead we assume that us to limit agents' planning horizons to only a single cognitive operation at a time, individual cognitive operations themselves can include one or dif- more box openings. Multiple box openings increase the amount of information revealed by a single cognitive operator, increase the option value of information revealed by that cognitive operator, and make the (partially myopic) model more forward-looking. 10 The operator 0\ words, the variances O vA (i.e. selects the boxes to be opened using a maximal-information operator would select the with the most information). openings (skipping any boxes that We assume that single box. T unopened boxes (in row .A) cost to include many components, is memory to right box the cost of unmasking a including the time involved in opening a box with a mouse, reading the contents of the box, and updating expectations. includes an addition operation as well as two left already). an operator that opens T boxes has cost T-k, where k We take this In other that have the highest In our game, this corresponds with may have been opened rule. Such updating operations: recalling the prior expectation and rememorizing the updated expectation. The expected benefit (i.e. option value) of a cognitive operation is given by = <7*g)-|*|*(-M), w (x,v) ,) S *4>{±)-\x\*\-!f\, (1) :i where 4> represents the standard normal density function, distribution function, x its is <& represents the associated cumulative the estimated value gap between the row that next best alternative, and a is is under consideration and the standard deviation of the payoff information that would be 10 To gain intuition for this effect, consider two goods A and B, with E(a) = 3/2 and E(b) = 0. Suppose that opening one box reveals one unit of information so that after this information is revealed E(a') = 5/2 or E(a') = 1/2. Hence, a partially myopic agent won't see the benefit of opening one box, since no matter what happens E(a ) > E(b). However, if the agent considers opening two boxes, then there is a chance that E(a') will fall below 0, implying that gathering the information from two boxes would be useful to the agent. Analogous arguments generalize to the case of continuous information densities. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE We revealed by the cognitive operator. motivate equation below, but (1) first 12 present an example calculation. In the game shown row H. The initial in Figure 2, consider a cognitive operator H expected value of has a current payoff of c = 23. is h A box in column n will reveal a payoff r\ = that explores three boxes in —28. The best current alternative So the estimated value gap between xo of = z OH \h — c\ row C, which H and the best alternative is = 51. Hn with variance (40.8) (1 — n/10), and the updated value H after the three boxes have been opened will be = h' -28 + r] H2 + Vm + VH4- Hence the variation revealed by the cognitive operator is o (Q + To oo i.e. To k = • = maker is that row 63.2. So the benefit of the cognitive operator is To + 7 \ To)' w(xo,&o) — 7.5, and its cost is 3k. We now to is motivate equation analyzing row A and To (1). will fix ideas, consider a new game. Suppose that the decision- then immediately use that information to choose a row. Assume B would be the leading row if row A were eliminated, so row B is the next best alternative row A. The agent is considering learning more about row Executing the cognitive operator a to a' If = a + e, where e is the will sum A by executing a cognitive operator O^. enable the agent to update the expected payoff of row of the values in the T newly unmasked boxes in the agent doesn't execute the cognitive operator, her expected payoff will be max (a, b) row A. A from THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE If 13 the agent plans to execute the cognitive operator, her expected payoff will be E [max (a', b)] . This expectation captures the option value generated by being able to pick either row The B, contingent on the information revealed by cognitive operator 0^. cognitive operator A or row value of executing the the difference between the previous two expressions: is E [max (a', 6)] — max (a, b) This value can be represented with a simple expression. (2) Let a represent the standard deviation of the change in the estimate resulting from applying the cognitive operator: a2 Appendix A = E{a! - a) 2 . shows that the value of the cognitive operator is 11 E [max (a', &)] — max (a, b) — w (a — b,a) To help gain intuition about the deduced from the fact that w function, Figure 3 plots (3) . w (x, 1). The w (x, a) = aw (x/a, 1) The option value framework captures two fundamental comparative of a row exploration decreases the w (x,a) is decreasing in \x\. larger the is likely to statics. First, the value gap between the active row and the next best row: Second, the value of a row exploration increases with the variability of the information that will be obtained: information that general case can be w (x, a) is increasing in a. In other words, the more be revealed by a row exploration, the more valuable such a path exploration becomes. 3.4. Step to cost. 2. Step 2 executes the cognitive operation with the highest ratio of expected benefit Recall that the expected benefit of an operator the implementation cost of an operator is is given by the w(x,a) function and that proportional to the This result assumes Gaussian innovations, which is number of boxes that it unmasks. the density used to generate the games in our experiment. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE The 12 subject executes the cognitive operator with the greatest benefit/cost ratio G = m ax o where k is w{x 14 , ,(To) ... ^f^' the cost of unmasking a single box. Since k (4) constant, the subject executes the is cognitive operator O* Appendix 3.5. Step B = argmaxiu(xo,o"o)/ro- contains an example of such a calculation. Step 3 3. is a stopping rule. In games with an exogenous time budget, the subject keeps returning to step one until time runs out. In games with an endogenous time budget, the subject keeps returning until 3.6. G falls below the marginal value of time, which must be calibrated. We use Calibration of the model. two different methods to calibrate the marginal value of time during the endogenous time games. First, we estimate the marginal value of time as perceived by our subjects. Advertisements for the experiment implied that subjects would be paid about $20 for their participation, which would take about an hour. In addition, subjects were told that the experiment would be divided into two halves, and that they were guaranteed a $5 show- up fee. Using this information, we calculate the subjects' anticipated marginal payoff per unit time during games with endogenous time budgets. This marginal payoff per unit time opportunity cost of time during the endogenous time games. is the relevant Since subjects were promised $5 of guaranteed payoffs, their expected marginal payoff for their choices during the experiment about $15. was Dividing this in half implies an expectation of about $7.50 of marginal payoffs for the endogenous time games. Since the endogenous time games were budgeted to take 25 minutes, which was known to the subjects, the perceived marginal payoff per second of time (750 cents)/ (25 minutes 12 Our model thus gives a crude but processing. See Aragones et al. • 60 seconds/minute) = in the experiment 0.50 cents/second. compact way to address the "accuracy vs simplicity" trade-off much more sophisticated treatment. (2003) for a was in cognitive THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE Since subjects took on average 0.98 seconds to open each box, shadow cost per box opening it — k — was chosen to make the model partially matches the average number of boxes explored cents/box. Here k to is match the order 3.7. = 0.49 cents/box. also explored a 1-parameter version of the directed cognition model, in cognition so we end up with an implied marginal of (0.50 cents/second) (0.98 seconds /box) We Conceptual plying that assumptions. issues. First, the shadow value Calibrating the model endogenous games implies k This model is easy to analyze and The simplicity of the is = 0.18 computationally tractable, im- model follows from three model assumes that the agent calculates only a who assumes directed cognition the data. of search or the distribution of search across games. gain from executing each cognitive operator. hiel (1995), in the fit which the cost of chosen only to match the average amount of search per open-ended game, not can be empirically tested. it 15 partially special myopic expected This assumption adopts the approach taken by Je- a constrained planning horizon in a game-theory context. model assumes that the agent uses a fixed positive shadow value Second, the This of time. of time enables the agent to trade off current opportunities with future opportunities. Third, the directed cognition model avoids the infinite regress problem (i.e. about thinking about thinking, etc.), by implicitly assuming that solving the costs of thinking for O* is costless to the agent. Without some version of these three simplifying assumptions the Without some in practice. calculations) the , partial myopia (i.e. model would not be useful a limited evaluation horizon for option value problem could not be solved either analytically or even computationally. Without the positive shadow value of time, the agent would not be able to trade off her current activity with unspecified future activities and would never finish an endogenous time game without (counterfactually) opening up all of the boxes. Finally, without eliminating cognition costs at primitive stage of reasoning, maximization models are not well-defined. We return now to the first first some 13 of the three points listed in the previous paragraph: the perfectly See Conlisk (1996) for a description of the infinite regress problem and an explanation of why it plagues We follow Conlisk in advocating exogenous truncation of the infinite regress of thinking. decision cost models. all THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE rational attention allocation rationality model is An not solvable in our context. model requires the calculation 16 exact solution of the perfect of a value function with 17 state variables: one expected value for each of the 8 rows, one standard deviation of unexplored information in each of the 8 suffers R 17 This dynamic programming problem in rows, and finally the time remaining in the game. from the curse of dimensionality and would overwhelm modern supercomputers. 14 model contrast, the directed cognition which has only two state is equivalent to 8 completely separable problems, each of variables: x, the difference and the current expected value By between the current expected value of the row of the next best alternative row; and a, the standard deviation of So the "dimensionality" of the directed cognition model unexplored information in the row. is only 2 (compared to 17 for the model of perfect rationality). Although this cation (or to test paper does not attempt to solve the model of perfectly rational attention it) , we can compare the performance model and the performance of the perfectly rational model. the perfectly rational model assumes that examining a optimal search strategy Appendix C gives lower is of the partially costless (analogous to our bounds on the payoffs exogenous time games and at 3.8. least Other decision algorithms. 71% new box rules, which can be parameterized two models are just benchmarks, — is costly of the directed cognition and that calculating the 91% model The first we O* is costless). relative to the payoffs endogenous time games. discuss three other models that we two models are simple, mechanical search model (Simon 1955). which are presented as objects The for as well as perfect rationality as well as perfect rationality for as variants of the satisficing candidate theories of attention allocation. 1972) is assumption that solving In this subsection, compare to the directed cognition model. myopic directed cognition Like the directed cognition model, of the perfectly rational model. Directed cognition does at least for allo- third model for These first comparison, not as serious — Elimination by Aspects (Tversky the leading psychology model of choice from a set of multi-attribute goods. The Column model unmasks boxes column by column, stopping either when time runs out (in 14 Approximating algorithms could be developed, but after consulting with experts in operations research, we concluded that existing approximation algorithms cannot be used without a prohibitive computational burden. The Gittins index (Gittins 1979, Weitzman 1979, Weitzman and Roberts 1980) does not apply here either - for much the same reason it does not apply to most dynamic problems. In Gittins's framework, it is crucial that one can only do one thing to a row (an "arm"): access it. In contrast, in our game, a subject can do more than one thing with a row. She can explore it further, or take it and end the game. Hence our game does not fit in Gittins' framework. We explored several modifications of the Gittins index, but they proved unfruitful at breaking the curse of dimensionality. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE games with exogenous time budgets) or stopping according to a endogenous time budgets). (top to bottom), then in column 3,..., etc. endogenous games, the unmasking continues A CoiuTan model the simulations generate an average number of empirical box openings number Row model unmasks all ; number of boxes as a 'yoked' subject. 15 In a row has been revealed with an estimated until an aspiration or of simulated satisficing level estimated so that box openings that matches the average row, starting with the "best" row and moving to the when time runs out stopping according to a satisficing rule the the boxes in column 2 (26 boxes per game). The Row model unmasks boxes row by "worst" row, stopping either all In exogenous games, this column-by-column unmasking continues until the simulation has explored the same value greater than or equal to games with satisficing rule (in Column model unmasks Specifically the 17 (in (in games with exogenous time budgets) or games with endogenous time budgets). ranks the rows according to their values in column the boxes in the best row, then the second best row, Specifically Then the Row model 1. In exogenous games, this etc. row-by-row unmasking continues until the simulation has explored the same number of boxes as a yoked subject (see previous footnote). In endogenous games, the unmasking continues until a row has been revealed with an estimated value greater than or equal to A Row model or satisficing level estimated so that the simulations generate an average number , an aspiration box of simulated openings that matches the average number of empirical box openings. A choice algorithm called Elimination by Aspects (EBA) has been widely studied in the psy- We apply framework to analyze games with endogenous time budgets. We chology literature (see work by Tversky 1972 and Payne, Bettman, and Johnson 1993). this algorithm to our decision use the interpretation that each row by the ten a good with 10 different attributes or "aspects" represented is different boxes of the row. Our aspect by aspect (i.e. aspect that below some threshold value falls EBA column by column) from left A EBA point where the next elimination would eliminate application assumes that the agent proceeds to right, eliminating goods . all (i.e. rows) with an This elimination continues, stopping at the remaining rows. At this stopping point, As above, we estimate pick the remaining row with the highest estimated value. ^4 we EBA so that the simulations generate an average number of simulated box openings that matches the average 5 In such a yoking, the simulation is the yoked simulation opens TV boxes in tied to a particular subject. game g. If that subject opens N boxes in game g, then THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE number of empirical box openings. Results 4. Our subject pool Subject Pool. 4.1. of the subjects are male (66%). 11% math 21% or statistics; social sciences. The is comprised of 388 Harvard undergraduates. Two-thirds subjects are distributed relatively evenly over concentrations: natural sciences; In a debriefing survey Only 15% report taking an advanced 45% 18 20% we asked our 29% humanities; 20% economics; and other subjects to report their statistical background. statistics class; 40% report only an introductory level class; report never having taken a statistics course. Subjects received a mean range from $13.07 to $46.69. total payoff of $29.23, with a standard deviation of $5.49. 16 All subjects played 12 games with exogenous times. On Payoffs average subjects chose to play 28.7 games under the endogenous time limit, with a standard deviation of The number 7.9. of games played ranges from 21 to 65. To Payoffs do not systematically vary with experimental experience. we calculate the average payoff games. We X A (k) for the regression /3 is calculate X B (k) X (k) for the of games played in = 1, round k exogenous games played After the endogenous games. X (k) = a + fik for the not significantly different from We Before and After datasets. 0, 12 of the exogenous time exogenous games played Before the endogenous games and which indicates that there exogenous time games. Learning would imply /? > 0. is We no fail both regressions, significant learning within Also, the constant any significant learning in exogenous time games. Hence we estimate a separate find that in tinguishable across the two samples. Playing endogenous time games in ..., get a sense of learning, first a is statistically indis- does not contribute to to detect any significant learning our data. 17 4.2. for Statistical our empirical methodology. statistics. samples of 388 subjects. 16 Payoffs show little of the current paper, but See e.g. Camerer The standard errors are calculated Hence the standard all subjects have identical strategies. In light of this, from the particular we have chosen to adopt is beyond the scope Relaxing this assumption we regard such a relaxation as an important future research goal. Camerer and Ho (1999) and Erev and Roth (1998) for some examples (2003), where learning plays an important role. errors by drawing, with replacement, 500 errors reflect uncertainty arising systematic variation across demographic categories. the useful approximation that 17 Throughout our analysis we report bootstrap standard of problems THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE sample of 388 subjects that attended our experiments. Our 19 point estimates are the bootstrap means. In the figures discussed below, the confidence intervals are plotted as dotted lines around those point estimates. We also calculated Monte Carlo means and standard errors for our associated standard errors tend to be extremely small, since the strategy determined by the is In the relevant figures (4-9), the confidence intervals for the model predictions are visually model. indistinguishable from the means. To calculate measures of and calculate a fit 18 of our models, fit statistic that bootstrap mean fit statistic we generate a bootstrap sample compares the model predictions the associated data for that bootstrap sample. We We budgets. patterns in the games with exogenous time budgets. openings across columns and rows. We of 388 subjects for that bootstrap sample to repeat this exercise 500 times to generate a and a bootstrap standard error Games with exogenous time 4.3. The model predictions. for the fit statistic. begin by analyzing attention allocation Our analysis focuses on the pattern of compare the empirical patterns of box box openings to the patterns of box openings predicted by the directed cognition model. We begin with a trivial prediction of our theory: subjects should always open boxes from right, following a declining variance rule. variance rule 92.6% of the time unopened box in a given row, unopened boxes may arise in that row. (s.e. left to In our experimental data, subjects follow the declining 0.7% 19 ). Specifically, when subjects open a previously 92.6% of the time that box has the highest variance of the as-yet- For reasons that we explain below, such left-to-right box openings because of spatial biases instead of the information processing reasons implied by our theory. Now we number consider the pattern of search across columns and rows. Figure 4 reports the average of boxes opened in columns 2-10. column by column, The for report the average number empirical profile is calculated by averaging together subject responses on Specifically, In Figures 4-9, the width of the associated confidence intervals for the models The unmasked, all of the exoge- each of our 388 subjects played 12 exogenous games, is on average only one-half of one percent of the value of the means. 19 of boxes both the subject data and the model predictions. nous games that were played. 1 We units here refer to percentage points, not to a percentage of the point estimate. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE yielding a total of 388 x 12 = 4656 was assigned a subset games from a of 12 was played an average of 4656/160 To the calculate the empirical ~ opening. if value, (and profile all of the profiles that we analyze) we count only a subject unmasks the same box twice, this counts as only one relatively rare in our Memory We do not study repeat data and because we are interested in building Hence, we only implicitly model a simple and parsimonious model. each subject Hence, each of the 160 games Approximately 90% of box openings are first-time unmaskings. unmaskings because they are form. unique games. set of 160 this total, 30 times in the exogenous time portion of the experiment. column unmasking of each box. So first To generate exogenous games played. 20 costs are part of the (time) cost of opening a memory costs as a reduced box and encoding/remembering its which includes the cost of mechanically reopening boxes whose values were forgotten. 20 Figure 4 also plots the theoretical predictions generated by yoked simulations of our model. 21 by simulating the directed cognition model on the Specifically, these predictions are calculated exact set of 4656 games played by the subjects. of 4656 We simulate the model on each game games and instruct the computer to unmask the same number of boxes that from this set was unmasked by the subject who played each respective game. The analysis compares the particular boxes opened by the subject to the particular boxes opened by the yoked simulation of the model. Figure 4 reports an R' 2 measure, which captures the extent to which the empirical data matches the theoretical predictions. statistic 22 This measure is simply the R2 from the following constrained regression: 23 Boxes(col) = constant + Boxes{col) +e(col). Here Boxes(col) represents the empirical average number of boxes unmasked in column An extension of this framework might consider the case in which the memory technology include memory col and capacity constraints or depreciation of memories over time. See footnote 15 for a description of our yoking procedure. 22 In other words, R = Y^jcoI \Boxes{col) ^ - (Boxes) — : / Ylicol - [Boxes(col) + Boxes(col) /_— (Boxes) ] \\2 — (Boxes) I where (} represents empirical means. 3 In this section of the paper, the constant independent variable. However, is redundant, since the dependent variable has the same mean as the we will consider cases in which this equivalence does not hold, in the next subsection necessitating the presence of the constant. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE Boxes(col) represents the simulated average number of boxes opened in column varies from 2 to — oo below by above by 10, since the boxes in column Intuitively, the R' . around the mean explained by the model. 1.7%), implying a very close (s.e. 2 is bounded squared deviations For the column predictions, the R' 2 match between the data and the predictions statistic is 86.6% of the model. Figure 5 reports the number of boxes opened on average by row, with the rows ranked by their value never masked.) is col constrained equal to unity) and bounded statistic represents the fraction of Figure 5 reports analogous calculations by row. Note that col. always unmasked. This R' 2 statistic on Boxes(col) (since the coefficient 1 (a perfect fit) 1 are 21 in column one. column one (Recall that is We report the number of boxes opened on average by row for both the subject data and the model predictions. As above, the model predictions are calculated using yoked simulations. Figure 5 also reports an R' 2 measure analogous to the one described above. now the that in row row. For our row predictions our R' 2 measure is is unmaskings on the top ranked rows and coefficient much less selective far too unity. This 9.2%), implying a poor match (s.e. is The R' 2 is negative because we number each game. 4.4. of boxes For our row predictions the R' 2 statistic cussed in section 3, endogenous games. We we is 86.7% calibrate one variant With we at the end of 1.4%). As when analyzing dis- the by exogenously setting k to match the subjects' ex- = 0.49 cents/box this calibration, subjects are predicted to In the data, however, subjects frequency of box opening, k, (s.e. consider two variants of the directed cognition model We discussion in section 3). 0.01). Figure 6 reports repeat the analysis above for the endogenous games. pected earnings per unit time in the endogenous games: k (s.e. constrain the opened on average by row, with the rows ranked by their values Endogenous games. The the only bad prediction that the model makes. Figure 6 reports similar calculations using an alternative way of ordering rows. the many simulations predict too few unmaskings on the bottom ranked rows. than the model. on simulated boxes to be -16.1% The model between the data and the predictions of the model. subjects are only difference Boxes(row), the empirical average number of boxes opened is variable of interest The open 26.53 boxes per game consider a second calibration with k = opened (see calibration open 15.67 boxes per game (s.e. 0.18. 0.55). With To match this this lower level of the model opens the empirically "right" number of boxes. We begin with an evaluation of the declining variance rule. In our endogenous games, subjects THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 91.0% of the time follow the declining variance rule (s.e. 0.8%). when Specifically, 22 subjects open a previously unopened box in a given row, 91.0% of the time that box has the highest variance of the as-yet-unopened boxes in that row. Figure 7 reports the average number of boxes unmasked in columns 2-10 in the endogenous games. We k the model predictions with The empirical data is Specifically, = The we use the games that the subjects played. number the of 0.49 of boxes and n = unmasked by column all one. 4.2%) of boxes We report The model generates its own stopping and 64.6% (s.e. we no longer yoke R statistic for these column comparisons in the endogenous for « statistic is 96.3% (s.e. the 1.4%) for n mean number of boxes opened by row for Figure 8 reports both the subject data and the model = (s.e. 1.3%) for k These subjects 0.49 figures across rows effect that = of boxes opened and 84.5% on average by row, with the rows ranked by (s.e. 0.8%) for k = 0.49 Figure 9 their values at the statistics are 91.8% (s.e. 0.18. show that the model explains a very and columns. = 0.18. end of each game. For these endogenous games, the alternative row R' 2 0.5%) for k 0.49 opened on average by row, with the rows ranked by their values in column 2.4%) for k number = = 0.18. Figure 9 reports similar calculations using the alternative way of ordering rows. reports the of our rule (so For these endogenous games, the row R' 2 statistics are 85.3% predictions. endogenous box openings). (s.e. number of the by yoked simulations Figure 8 reports analogous calculations by row for the endogenous games. the for directed cognition model to simulate play of the 10,931 endogenous For these endogenous games, the column R' 2 and 73.1% data and 0.18. theoretical predictions are generated Figure 7 also reports the associated games. for the subject calculated by averaging together subject responses on games that were played. model. number report the average large fraction of the variation in attention However, a subset of the results in this section are confounded by an Costa-Gomes, Crawford, and Broseta (2001) have found in their analysis. In particular, who use the Mouselab interface tend to have a bias toward selecting corner of the screen and transitioning from The up-down component left cells in the upper to right as they explore the screen. of this bias does not affect our results, since our rows are ordered with respect to their respective payoffs. left The left-right bias affects randomly only our column results THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE (figures 4 and 7) since information with greater economic relevance , is 23 located toward the left-hand side of the screen. One way to evaluate this column bias would be to flip the presentation of the problem dur- ing the experiment so that the rows are labeled on the right and variance declines from right to Alternatively, one could rotate the presentation of the problem, left. Unfortunately, the internal constraints of Mouselab rows. sible. 24 Finally, of our analyses of either we note that neither the up-down nor the in attention allocation. The subjects allocate their attention between games. First, we compare the all a predicted mean we focus on several measures game to the predicted variation By Our experiment g. 24 utilized 160 first (s.e. moments. 0.01). unique g. Let Boxes(g) represent the average number of In this subsection The we we analyze the first and second . Note are analyzing game-specific averages. empirical (equally weighted) contrast the 0-parameter version of our of 15.67 correctly predict sample {Boxes(g)}^1 and the simulated sample {Boxes(g)} 1 ^1 begin by comparing 0.55). how 160 games. Let Boxes(g) represent the average number by subjects who played game of the empirical (s.e. most also enables us to evaluate In this subsection that these respective vectors each have 160 elements, since 26.53 of the analysis above reports Most importantly, we ask whether the model can boxes opened by the model when playing game We all empirical variation in boxes opened per games, though no single subject played moments any and rows within a game, matching the patterns which games received the most attention from our subjects. of boxes opened left-right biases influence variation. opened per game. in boxes Almost Our experimental design predicted by the directed cognition model. between-game such spatial analysis above shows that subjects allocate of their attention to economically relevant columns of such facilitates row openings (above) or endogenous stopping decisions (below). Stopping Decisions in Endogenous Games. within-game variation is either of these relabelings impos- Future work should use a more flexible programming language that rearrangements. 4.5. make swapping columns and model (with k mean = of Boxes(g) 0.49) generates Hence, unless we pick k to match the empirical mean (i.e. However, one could leave the labels on the left and have the unobserved variances decline from right to left. In would have the minimal variance instead of the maximal variance. Such a design would eliminate the old left-right bias, but it would create a new bias by making the row "label" appear on the opposite side of the screen from where search should (theoretically) begin. this design, the displayed cells THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE re = 0.18), our We turn model only crudely approximates the average number now The to second moments. deviation of 12.05 Moreover, when we set 0.03). (s.e. the standard deviation rises to 15.85 0.03). (s.e. opened per game. empirical standard deviation of Boxes(g) 0-parameter version of our model (with 0.14), while the of boxes re The = re = 24 is 6.32 (s.e. 0.49) generates a predicted standard 0.18 to match the average boxes per game, relatively high standard deviations simulations reflect the model's sophisticated search strategy The model continuously from the adjusts its search strategies in response to instantaneous variation in the economic incentives that the subjects By face. contrast, the subjects are less sensitive to high frequency variation in economic incentives. Despite these shortcomings, the model successfully predicts the pattern of empirical variation in the number 0.66 (s.e. = 0.18. re of boxes opened when we 0.02) set re game. in each = The correlation between Boxes(g) Similarly, the correlation 0.49. is 0.61 (s.e. See Figure 10 for a plot of the individual (160) datapoints for the re and Boxes(g) 0.02) = 0.18 when we case. is set These high correlations imply that the model does a good job predicting which games the subjects will analyze most thoroughly. The model good job predicting the relationship between economic incentives and also does a Figure 11 plots a non-parametric kernel estimate of the expected number of depth of analysis. additional box openings in a game, conditional on the current value of the ratio of the benefit of marginal analysis to the cost of marginal analysis (see G= Recall that xo is The w{xo,ao) maxO kTo the gap between the expected value of the current row and the expected value of the next best row, operator O, and eq. 4) To ao is is the the standard deviation of the information which number of boxes confidence intervals. re = 0.18). For most levels of to the pattern in the subject data. G The The light figure also dashed line represents the relationship shows bootstrap estimates of the 99% (the benefit-cost ratio), the model's predictions are close Subjects do more analysis economic incentives to do so are high. revealed by mental opened by mental operator O. solid line represents the subject data. predicted by the model (with is (i.e. open up more boxes) when the Moreover, the functional form of this relationship roughly matches the form predicted by the theory. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE We also evaluate the directed cognition game and move on decide to stop working on the current logit (1 = = stop, G model by asking whether predicts to the next game. We 25 when subjects run a stopping continue) with explanatory variables that include the measure of the economic value of continued search (or G), the number of different boxes opened to date in the current game (boxes), the expected value in cents of the leading and subject Note that fixed effects. row in the current models predict that satisficing G /V-good game (leader), and boxes should not have predictive power in this logit regression, but that a higher value of the leader variable will increase the stopping probability. Each observation for this logit is a decision-node dogenous games, generating 330,873 observations. 25 economic significance are cient G on is G G and boxes, with We is 0.0064 (0.0002). clicks) in The playing the most important role. is G coeffi- 0.0404 (0.0008); At the mean values of the explanatory one-standard deviation reduction in the value of our en- find that the variables with the greatest -0.3660 (with standard error 0.0081); the coefficient on boxes the coefficient on leader A a choice over mouse (i.e. more than doubles the probability variables, a of stopping. one-standard-deviation increase in the value of boxes has an effect roughly 1/2 as large and a one-standard-deviation increase in the value of leader has an effect less than 1/4 as large. The logistic regression shown most importantly by the strong predictive power subjects place partial weight on the analyzing the current A^-good game u as boxes heuristic" calculate G, the boxes heuristic reliance on boxes as an The is far the most of the boxes variable. If increasing the propensity to stop a useful additional decision input. example of sensible by — they who can will be less likely only imperfectly We view our subjects' partial — perhaps constrained optimal — decision-making. predictive power of the boxes variables supports experimental research on "system neglect" In other terms, Wu (2002). find that subjects use 5 x) " = — expf 1 is These authors we estimate: Probability of continuation where x i.e. For an unsophisticated player by Camerer and Lovallo (1999) and Massey and ~5 — more and more boxes are opened to spend a long time on any one game. is However, our subjects are also using other important predictor of the decision to stop searching. information, as —G— shows that the economic value of information a vector of decision-node attributes, and /3 is + exp(P'x) the vector of estimated coefficients. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE sensible rules, but heuristic is fail to adjust those rules adequately to the particular problem at hand. a good general rule, but incentives generated 26 by each specific not the first-best rule since it is The boxes iV-good game. it The boxes neglects the idiosyncratic heuristic a type of imperfectly is sophisticated attention allocation. Finally, our uncertain about too experiment reveals another bias that we have not emphasized because we are its generalizability to other classes of games. much time per game had generally collected in the less endogenous games. is the directed cognition model. Table Subject payoffs would have been higher if they a goal for future research. Comparisons with Other Models. their performance. our subjects allocated information in each game, thereby enabling them to play more games. Exploring the robustness of this finding 4.6. Specifically, 1 The In this subsection analysis to date focuses on the predictions of we reports R' 2 measures for consider alternative models and evaluate all of the alternative models summarized in subsection 3.8. None benchmarks does nearly of these as well as the zero-parameter directed cognition model. For the exogenous games, the directed cognition model has an average R' 2 value of 52.4% (with a standard deviation of 3.4 percentage points). averages of -18.8% (s.e. 6.4%) and -137.4% (s.e. The Column and Row models have respective 13.9%). For the endogenous games, the zero-parameter directed cognition model has an average R' 2 of 91.2% (s.e. (s.e. 0.7%). 0.7%). 0.4%). We The Column model with a The Row model with satisficing stopping rule a satisficing stopping rule has an average R' 2 of 55.4% The Elimination by Aspects model has an average R' 2 also evaluate the different models' ability to forecast time allocation. 26 Table 1 has an average Rl 2 of 42.9% shows that all of the satisficing of -6.3% (s.e. 6.2%). game-by-game variation models yield (s.e. effectively in average no correlation between the game-by-game average number of box openings predicted by these models and the game-by-game average number of box openings actually has a large negative correlation. By in the data. The Elimination by Aspects model contrast, the zero-parameter directed cognition model generates predictions that are highly correlated (0.66) with the empirical average boxes opened by 26 number of boxes opened per game for the 160 unique games compiled from the endogenous time segment of the experiment. Recall that this analysis uses the average dataset. This data is in the THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 27 game. 5. A Conclusion rapidly growing literature shows that limited attention can play an important role in economic Most analysis. of the papers in that literature have In this paper according to cost-benefit principals. and we cost-benefit analysis, direct empirical test of directly assumed that scarce attention we develop a is allocated tractable framework for such We report measure the attention allocation process. the first an economic cost-benefit model of endogenous attention allocation. Our research was conducted with a stylized choice attention allocation with a well-understood laboratory problem that makes method it possible to measure Mouselab). (i.e. In this sense, our choice problem was a natural starting point for this research program. The directed cognition model successfully predicts the key empirical regularities of attention allocation measured in our experiment. relying on extraneous parameters. Moreover, the model makes these predictions without Instead, the model is based on cost-benefit principles. Understanding how decision-makers think about complex problems in We economic science. is The study level of cognitive processes poses a fundamental the study of attention allocation. way Stripping back decision- is still in its infancy, particularly But we are optimistic that such process-based research for a science of decision-making with much greater predictive the classical "as if modeling that treated cognition as a closed black box. growing body of work that pries open that box Crawford, and Broseta 2001). box more completely. frontier set of long-run research goals. of cognitive processes in economic decision-making ultimately pave the new believe that understanding the cognitive processes underlying economic choices will further economists' understanding of the choices themselves. making to the a relatively We (e.g. Camerer et al. will power than This paper joins a 1993 and Costa-Gomes, look forward to future process-based research that will open the THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE Appendix A: Derivation of equation 6. To gain intuition for equation (3), begin . max [a ,b) by assuming that — max (a, b) = is drawn from a Normal(0, a 2 ) the right-hand-side of equation j a +£— KcrJ °" = b < 6>a + E 6 if 6 < (e _| o _ il> 6 a +e (i)* )0 | V J\a-b\ can re-express the option value formula by noting that when if distribution, integrating over the relevant states yields /"(.+«_»),(£)*_'/- Likewise, In this case, a. (3): Jb-a We > (3) < | Because e b (|a — 6| ,a) x(j) = (x) CT —(f)' y cr (x), so that: . a, max ,,. — max (a, 6) = 6J (a !;6 — aif6>a + e < , le b if < a +e Integrating over the relevant states again yields the right-hand-side of equation = 7. variance of payoffs in column box located in row u; (\b — a\ , n is then a\ m and column n. = a 2 are 1 (II Using G drawn from a N(0,a 2 ) — n) /10, for (3): a) Appendix B: Example calculation of Consider a game where the payoffs in column of the 28 n E {1...10}. this notation, the current distribution. Call rj mn the The payoff expected value of row THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 29 A is a = Suppose that at the current that boxes {3, 5, 9, time in A row 27 10} remain unopened. a VAn J2 already opened boxes n row in a subject has already opened boxes {1,2,4,7,8} and The current value of leading row, except if A the leading row is itself row A is = VAl + VA2 + VA4 + VA7 + VA8 In most instances a the value of the current best alternative to row A. Call a A which case a itself, in is is the value of the the value of the second leading row. The 'open boxes So, if x A relevant cognitive operators for exploring row and 3, 5, =a—a , 9' and 'open boxes 3, 5, 9, and 10.' then the value of the benefit/cost ratio Ga = max{ii> (2,0-3) ,w( x,Jcrl+al box are 'open 3,' 'open boxes 3 and Their costs are respectively Ga of row A 3 and 4. is, /2,w( x,\Io\-\-o\+g\ ) 1, 2, 5,' \ /3, w\ >(x,yj al+al+4+a\A /4} ' x and the value of G = a — a at the current time is simply the highest possible benefit/cost ratio across all rows: G = maxG n . n Finally, note that the highest benefit/cost ratio that opens in a game more than one box. in if = 0.0013) is — — differ by 3<7i. Hence, if only one box required to generate a rank reversal in the rows. two boxes are opened, the chance of reversal 2T associated with a cognitive operator For example, consider a case in which no boxes have been opened which the leading row and the next best row opened, a three-sigma event (p contrast, may be is 11 time greater. Specifically, is By the standard This pattern of box openings would not arise under the model, since the model would never {1,2, 4, 7, 8} However, such skips can arise in experimental play, and hence the directed cognition model must be able to handle such cases if it is used to predict continuation play (e.g., stopping decisions). skip a column. THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE deviation of aggregated noise in the two box case 3/\/l^9 = 2.2, we only is a = require a 2.2-sigma event (p \Jo\ = (0.9) a\. Since 3ui/'y'a\ + (0.9) a\ = 0.0146) in the two-box case to generate a may be much more Hence, the two-box cognitive operator rank reversal. + 30 (when cost effective evaluated by the directed cognition algorithm) than the one-box cognitive operator, since the two- box cognitive operator increases the chance of reversal by a factor of 11 but only has twice the cognitive cost. Appendix C: Lower bounds for the performance of the directed cognition 8. ALGORITHM We wish to evaluate how well directed cognition does compared to the Perfectly Rational solution of a model with calculation costs. Perfect Rationality's complexity Here we provide bounds on to evaluate. performs at least 91% its performance. We will makes it prohibitively hard show that directed cognition as well as Perfect Rationality for exogenous time games and at least 71% as well as Perfect Rationality for endogenous time games. A useful benchmark could inspect a is all that of Zero Cognition Costs, the boxes at zero cost. game with standard a normal with is mean deviation of the We first the performance of an algorithm that evaluate Zero Cognition Costs' performance for column a. Each and standard deviation a times Costs will select the best of those 8 values. variables first i.e. of the 8 rows will have a value w ( Vj/10 V [ The expected value of the which /2 = 5.5 1 /2 maximum . Zero Cognition of 8 i.i.d. N (0, 1) is: v ~ 1.423. So the average performance of Zero Cognition Costs will (5) be X 2 5.5 / ZA7 ~ 3.34a. We gather this as the following Fact. Fact: The average payoff V* of the optimal algorithm will be V* < We less than 3.34<t. use this result to analyze exogenous and endogenous time games. 3.34cr. (6) THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 8.1. We Exogenous time games. rithm on a large number of and unit standard deviation of the 49sec], as in the experiment. simulate the performance of the directed cognition algo- games with the same stochastic structure i.i.d. first column. The time allocated The performance at least 3.064/3.34 is = is of directed cognition inequality (6), the performance of Perfect Rationality ative performance 31 than is less as in the experiments, randomly drawn from is on average 3.064. Applying 3.34, so directed cognition's rel- Hence, directed cognition does 0.917. [lOsec, 91% as well as Perfect Rationality in exogenous time games. Endogenous time games. 8.2. in games of standard deviation Monte-Carlo simulations determine the performance of V DC a, defined as the expected value of the chosen cost of time, times the time taken to explore the games. Rationality. The relative performance of directed cognition V* Call (a, k) rows minus k, (<x, the the performance of Full is: V DC (a,K) By generic definition game G 7r (<r, k) with a < first 1. We now column of unit variance. The cost the expected value under the optimal strategy. Call 1, and £ = , expected value of G" a rj max{r] A1 ,Tj Hi } the highest valued box lower value than the game G" that has game G' is A i, ...,rj Hi the expected payoff of the zeroes in the first column. column, V G = V G + v. t boxes consider a nt is . V* is the values of the 8 rows in column column. The game in the first first We (a, k). of exploring that would have equal values of £ in the V* < Game G" bound on V* look for an upper E [£] G has thus a VG first column: V* < = ~ 1.42, plus the value of It has 8 rows. v . The So V G" + v has the structure of our games, with zeros in column 1. Thus, it has lower value than a game G'" that has an infinite number of rows, and the same stochastic structure otherwise: variance column (N+l-n)/N with 1 has boxes of value 0, N = 10 columns. V G " and column n 6 < V G '" The . property similar to a Gittins index. Indeed, suppose that one row. Without loss of generality call that row A. One is value {2, ..., 10} has boxes with M ~ VG '" of G'" has the thinking about exploring a will stop exploring this row new after stopping in k) THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE column r. Call at the value of that row after exploring column 2 through i-l So we have: t. \ 1/2 —n Ely (rir) / 32 AT \ where the Ar^s are r\ standard normals. i.i.d. VA,n+l game G'" we have In = a\ At the end of the 0. exploration of this row, one can either pick the box, which has a value a T or drop the current row, , and start the row is game from max (aT M). , which has a value scratch, So the value M= M of game G'" M = VG So the payoff after exploring the . satisfies: E [max-(.aTj M) — k (r - 1) max stopping time t | ai = 0] i.e. = E [max (a T - M, 0) - « (r - I) max . a\ . | = 0] (8) stopping time r game 28 that has explored up Call u (a,t, k) the value of the and that at the end of the search r yields a payoff max (a r , to column t, has current payoff minus the cognition costs k(t 0) a, — t). k) = Formally: v (a, t, k) = max stopping time r>t a 6 M, for 0, t G {1, ..., 10}, «; > 0. Because of E [max (a r (8), Using we conclude (5), (k) = a game a general a — k(t — s.t. game t) \ at M (k) = of a unit standard deviation. satisfies v (— M, 1, the smallest real with that property: v (-x, 1, = k) 0} 1.42 As V* + M(«). {a, k) is homogenous of degree is: In terms of Gabaix a] that V* 3 it is min {x > V* < for 0) the value of the and by standard properties of value functions M , and Laibson (a, k) (2002), this is < 1.42(7 + crM (k/<t) . the value function of an "a vs 0" game. 1, the inequality for THE ALLOCATION OF ATTENTION: THEORY AND EVIDENCE 33 Full Rationality does less well that Zero Cognition Costs, so (6) gives: V*{a,n) < We combine those two inequalities using the 3.34o- fact that V is convex in k, which comes from the usual replication arguments. This gives: V* where V (a, k) is {a, k) < V* (a, k) the convex envelope 29 of 3.34ct and 1.42<r + aM (k/ct), seen as functions of k. Eq. 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Average R' Evaluation of Alternative Models Games Time Budgets with Endogenous Time Budgets Column Row Directed Model Model Cognition Column Row Directed Cognition Model Model Cognition No No No No k = 0.18 S = 42 S = 43 S = 45 A 86.6% -107.7% 39.3% 96.3% 73.1% 79.7% 34.5% 75.3% -70.4% (1.7%) (18.7%) (0.9%) (1.4%) (4.2%) (1.8%) (0.9%) (1.5%) (18.4%) -16.1% 26.2% -540.6% 85.3% 64.6% 25.1% 88.6% 65.6% -31.1% (9.2%) (0.5%) (0.4%) (1.3%) (2.4%) (0.4%) (0.7%) (1.0%) (0.7%) 86.7% 25.0% 89.1% 91.8% 84.5% 23.8% 43.0% 53.3% 82.5% (1.4%) (0.4%) (1.5%) (0.5%) (0.8%) (0.3%) (0.6%) (0.8%) (0.8%) 52.4% -18.8% -137.4% 91.2% 74.1% 42.9% 55.4% 64.7% -6.3% (3.4%) (6.4%) (13.9%) (0.7%) (1.7%) (0.7%) (0.4%) (0.6%) (6.2%) 0.66 0.61 0.00 0.02 0.03 -0.39 (0.02) (0.02) (0.02) (0.02) (0.02) (0.02) profile profile row : Directed Free parameters? R' 1 profile 2 Directed Elimination Cognition Satisficing Satisficing Satisficing by Aspects = -6 Correlation with Empirical Number of Boxes per Game ... ... Bootstrapped standard errors 2 R' refers to the plus the R2 statistic in ... ... parentheses. from a regression of the empirical number of boxes opened by subjects number of boxes predicted by the models, where the Correlation refers to the correlation between the openings predicted by the models. number of co-efficient on the predictions boxes opened by subjects in is each in each row or column on a constant fixed to equal of the 1 160 games and the number of box Figure 1 : Sample Game with All Values Unmasked box at column are drawn independently with the same variance, with variances In the actual experiment, the subjects see only the value of one a time (see Figure 2). Values in each from a normal distribution declining linearly from left to right. In this sample, the left-most column is generated with a standard deviation of 30.6 cents, which is explained to subjects as a 95% confidence interval of -60 to 60 cents. Figure 2: Sample This is how a sample Game with Values Concealed game would appear to subjects, with values concealed by boxes. Subjects can use the mouse to open one box time. In this game at a the subject faces a set time limit; the clock in the upper right corner reveals the fraction of time remaining. Figure 3: w(x,o) for a= 1 0.35 0.25 0.15- 0.05- Figure 3 plots the expected benefit from continued search on an alternative if the difference between the value of the searched alternative and its best alternative is x, and the standard deviation of the information gained is c = 1 as defined in Equation 3. This w function is homogeneous of degree one. Figure 4: 6r Column Profiles for Games with Exogenous Time Budgets DC 5 6 7 Model (R' 2 = 86.6%) 10 Column Figure 4 plots the mean number of boxes opened in each column by subjects and by the directed cognition model, for games in which time budgets are imposed exogenously. Dotted lines show the bootstrapped 95% confidence intervals for the data. Figure 5: Row Profiles for Games with Exogenous Time Budgets DC Model (FT = -16.1%) Data Row mean number boxes opened in each row by subjects and by the directed cognition model, for games in which time budgets are imposed Figure 5 plots the of exogenously. Dotted lines show the bootstrapped 95% confidence intervals for The rows are ordered according to the values in the first column. the data. Figure 6: Row Profiles (alternative ordering) for Games with Exogenous Time Budgets 8r DC Model (FT = 86.7%) Row Figure 6 plots the mean number the directed cognition model, of for boxes opened in each row by subjects and by games in which time budgets are imposed exogenously. Dotted lines show the bootstrapped 95% confidence intervals for the data. The rows are ordered according to all the information available to subjects after they have concluded their search, just prior to making a choice. Figure 6r 7: Column Profiles for Games with DC Endogenous Time Budgets Model, k = 0.18 (R' 2 = 73.1%) Data t,5 C DC Model, k = 0.49 (R' 2 = 96.3%) w X O 3 CD r> £**. .a £ - E 6 8 10 Column mean number of boxes opened each column by subjects and by both calibrations of the directed cognition model, for games in which agents choose how much time to allocate from a fixed time budget. Dotted Figure 7 plots the lines Figure show 8: the bootstrapped Row Profiles for 95% in confidence intervals for the data. Games with Endogenous Time Budgets Data DC DC Model, K Model, K := := 0.18 (R' 0.49 (R' 2 2 = 64.6%) = 85.3%) Row Figure 8 plots the mean number of boxes opened in each row by subjects and by both calibrations of the directed cognition model, for games in which agents choose how much time to allocate from a fixed time budget. Dotted lines show the bootstrapped 95% confidence intervals for the data. The rows are ordered according to the values in the initial column. Figure 9: Row Profiles (Alternative Ordering) for 8r Games DC with Model, K Endogenous Time Budgets = 2 0.18(R' = 84.5%) = 0.49 (R' : Data DC Model, K : 2 = 91.8%) Row Figure 9 plots the mean number of boxes opened in each row by subjects games in which and by both calibrations of the directed cognition model, for agents choose how much time to allocate from a fixed time budget. Dotted lines show the bootstrapped 95% confidence intervals for the data. The rows are ordered according to all the information available to subjects after they have concluded their search, just prior to making a choice. Figure 10: Boxes Opened by Game 45 40 10 20 30 Box openings predicted by the model (k= 0.18) Figure 10 takes each of the 160 game-types played by number of boxes opened by number of box openings predicted by the model, for the games in which agents choose their crossgame time allocations. The correlation between the subjects and compares the subjects to the model and the data is .61. — ' Figure 11: Expected Measure of Economic Gain "G" vs. Expected Remaining Time 40r ....^^MimniniHi— ««iu(iiwn«»'""— ,tt ™" 35 CD ^^^^^ 30- I 25 CO E CD o Bo CD / 1 20-/ sy — /y :.,*----- ~ " ///..•••" 1 15 In/ h/ 8-10 HI / ./' — — li'il Lii Empirical - DCVTk = 0.18 Empirical \l 99% C.I. DCVTK = 0.18 99%C.I. L* :: ( J ? i « 1— 1 1 4 6 8 10 12 Expected measure of economic gain "G" 1_ _ 14 Figure 11 plots non-parametric (kernel) estimates of the expected of additional is box openings in in equation (4). 16 number a game, conditional on the current "G" value. "G" in the directed cognition model, the benefit-to-cost ratio of marginal analysis as defined i 3337 013 Date Due MIT LIBRARIES 3 9080 026 y : : liill