(Non) Equilibrium Selection, Similarity Judgments and the “Nothing to Gain / Nothing to Lose” Effect Jonathan W. Leland The National Science Foundation* June 2007 *The research discussed here was funded by an Italian Ministry of Education “Rientro dei Cervelli” fellowship. Views expressed do not necessarily represent the views the National Science Foundation nor the United States government. Not for quote without permission Motivation “Many interesting games have more than one Nash equilibrium. Predicting which of these equilibria will be selected is perhaps the most important problem in behavioral game theory.” (Camerer, 2003) Games with Multiple Equilibria The Matching Game The Stag Hunt Game Player 2 Player 2 L Player 1 U $80, $80 $10, $10 D $10, $10 R $50,$50 L Player 1 R U $80, $80 $10, $50 D $50, $10 $50,$50 Two pure strategy equilibria One pareto superior, one pareto inferior Incentives are compatible – problem is coordination Stag-hunt is harder – achieving pareto outcome is riskier Equilibrium Selection Criteria Payoff Dominance choose the equilibrium offering all players their highest payoff – predicts UL The Stag Hunt Game Security-mindedness Player 2 Player 1 L R U $8, $8 $1, $5 D $5, $1 $5,$5 choose the strategy that minimizes the worst possible payoff – predicts DR Risk Dominance choose the strategy that minimizes loses incurred by players as a consequence of unilaterally deviating from their eq. strategy – predicts DR An Alternative Approach Similarity Judgments in Choice R:{$X S:{$M X similar / dissimilar M , , p q p similar / dissimilar q Favor R, Favor S, Inconclusive, Inconsequential ; ; $Y $N , , Y similar / dissimilar N 1-p 1-q } } 1-p similar / dissimilar 1-q Favor R, Favor S, Inconclusive, Inconsequential Choose R (S) if it is favored in some comparisons and not disfavored in any, otherwise choose at random. Similarity Judgments The “Nothing to Gain/Nothing to Lose” Effect R:{$10 S:{$9 , , 10 ~x 9 .90 .90 ; ; .90 ~ p .90 $0 $9 9 >x 0 Inconsequential R’:{$10 , S’:{$1 , 10 >x 1 Favors R’ , , .10 .10 } } antg .10 ~ p .10 Favors S .10 .10 .10 ~ p .10 ; ; $0 $1 1 ~x 0 , , .90 .90 .90 ~p .90 Inconsequential } antl } Similarity Judgments and the Allais Paradox S:{$3000 , R:{$6000, .90 .45 ; ; 6000 >x 3000 .9 >p .45 $0 $0 0 ~x 0 Inconclusive S’:{$3000, R’:{$6000, .10 .55 }a } .55 >p .10 Favors S .02 .01 6000 >x 3000 .02 ~p .01 Favors R’ , , ; ; $0 $0 , , 0 ~x 0 .98 .99 .99~p .98 Inconsequential } } antl Similarity Judgments and Intertemporal Choice T1:{$20, T2:{$25 , S or D? $25 >x $20 T11:{$20, T12:{$25 , S or D? $25 >x $20 1 month 2 months } } S or D? 2 >t 1 11 month 12 months S or D? 12 ~t 11 Inconclusive Choose either } } Nothing to lose Choose T12 Sources of prediction in Similarity based models Intransitivity of the similarity relation E.g., 20 ~x 17, 17 ~x 15 but 20 >x 15 Theoretically inconsequential manipulation of prizes, probabilities, dates of receipt may have consequences if they influence perceived similarity or dissimilarity. Framing of the choice Framing determines what is compared with what – theoretically inconsequential changes in the description of the choice may influence what is compared with what. Application to Games - Preliminaries Assume Players all have the same Bernoullian utility function Let: >x mean “is dissimilar and greater than” A strict partial order (asymmetric and transitive) ~x mean “is similar to” Symmetric but not necessarily transitive (e.g., 20 ~x 15, 15 ~x 10 but 20 >x10. Similarity Judgments in Games Player 2 L R Player 1 U h, t l, c D m, b m, c Player 2 L R Player 1 U 8, 8 2, 5 D 5, 2 5, 5 Payoffs to Player 1: h(igh) > m(edium) > l(ow) Payoffs to Player 2: t(op) > c(enter) > b(ottom) Decision process Do I have a dominating strategy, if so, choose it. Do I have dominating strategy in similarity – if so, choose it. Does Other have dominating strategy, if so, best respond Does Other have dominating strategy in similarity, if so, best respond ? Similarity Judgments in the StagHunt Player 1 (2): Checks for dominance U Player Checks for dominance in 1 similarity D Checks for dominance for P2 (1), and best responds Checks for dominance in similarity for P2(1), best responds Chooses at random L R 8, 8 2, 5 5, 2 5, 5 An Example If Other L and You U Y=$8, D $5 Favors U,D,I If Other R and You U Y=$2 D $5 O=$8 $2 Favors L,R,I O=$2 $5 Favors U,D,I Favors L,R,I If U(D) favored in some and not disfavored in any, Choose U(D), otherwise If L(R ) favored in some and not disfavored in any, best response to L(R ), otherwise random. The “Nothing to Lose” Effect and the Payoff Dominant Eq. Decrease m and c. For Player 1: h >x m ~x l, Choose U – ntl For Player 2: t >x c ~x b, Choose L – ntl Outcome is payoff dominant UL Player 1 L R 8, 8 2, 2.1 2.1, 2 2.1, 2.1 U D The “Nothing to Gain” Effect and the Security-minded Eq. Increase m and c For Player 1: h ~x m >x l, Choose D – ntg For Player 2: t ~x c >x b, Choose R – ntg Outcome is securityminded DR Player 1 L R 8, 8 2, 7.9 7.9, 2 7.9, 7.9 U D The “Nothing to Gain/Nothing to Lose” Effect and Non-eq. Outcomes Increase m, decrease c. For Player 1: Player x x h ~ m > l, 1 Choose D – ntg For Player 2: t >x c ~x b, Choose L – ntl Outcome is non-equilibrium DL L R 8, 8 2, 2.1 7.9, 2 7.9, 2.1 U D Predictions in the Stag Hunt x x h > m, m ~ l x t >x c, c ~x b Increasing c t >x c, c >x b, t ~x c, c ~x b t ~x c, c >x b UL ntl, ntl UL ntl, br UR ntl, ntg UL br, ntl ?? DR br, ntg DL ntg, ntl DR ntg, br DR ntg, ntg x Increasing h > m, m > l , m h ~x m, m ~x l h ~x m, m >x l Testing the Ntg/Ntl Effect – Experiment Details 76 students at the University of Trento Experiment consisted of 3 parts, 1st of which involved games. 9 games – 5 stag hunts, 3 matching pennies games, 1 additional stag hunt (always last) Order otherwise randomized Subjects played 1 of games at end of session – payouts between 1.20 and 8.00 euro. Games and Individual Results Increase c I n c r e a s e m L R U 8.00, 8.00 2.00, 2.10 37 (97%) D 2.10, 2.00 2.10, 2.10 1 (3%) 37 (97%) 1 (3%) ntl ntl U D L R U 8.00, 8.00 2.00, 2.10 17 (45%) D 7.90, 2.00 7.90, 2.10 21 (55%) 35 (92%) 3 (8%) U D L 8.00, 8.00 5.00, 2.00 26 (68%) ? L 8.00, 8.00 7,90, 2.00 20(53%) R 2.00, 5.00 18 (47%) 5.00, 5.00 20 (53%) 12 (32%) ? R 2.00, 5,00 11 (29%) 7,90, 5.00 27 (71%) 18 (47%) L R U 8.00, 8.00 2.00, 7.90 14 (37%) D 7.90, 2.00 7.90, 7.90 24 (63%) 13 (34%) 25 (66%) Results Regarding Game Outcomes I n c r e a s i n g P1 U 95% 3% 37 (97%) D 3% 0% 1 (3%) 37 (97%) 1 (3%) L R P1 U 32% 15% 18 (47%) D 36% 17% 20 (53%) 26 (68%) 12 (32%) L R m P1 U 41% 4% 17 (45%) D 51% 4% 21 (55%) 35 (92%) 3 (8%) L R P1 U 15% 14% 11 (29%) D 37% 34% 27 (71%) 20(53%) 18 (47%) L R P1 U 13% 24% 14 (37%) D 22% 42% 24 (63%) 13 (34%) 25 (66%) Performance Relative to Proposed Selection Criteria Game I-I Predominant Eq. Predicted Based on Player' Responses UL (95%) Equilibrium Selection Criterion Mixed Strategies DR Payoff Dominance UL Security-mindedness DR Risk Dominance UL ntg/ntl UL III-I III-III DL (51%) DR (42%) 25% each UL DR UL or DR DL UL UL DR DR DR Games of Pure Conflict Player’s interests are diametrically opposed No equilibrium in pure strategies, only a mixed strategy Player 1 L R h, b m, t l, c h, b U D Games of Pure Conflict and Ntg/Ntl Effects Player 1 compares: L R high and low and U Player h, b m, t high and middle 1 Increasing m produces D l, c h, b “Nothing to Gain” effect - choose U Player 2 compares top and bottom and bottom and center. Decreasing c produces “Nothing to Lose” effect – choose R Predictions in Conflict Games Decreasing c t >x b, c ~x b t >x b , c >x b h >x l, h >x m Increasing m h >x l, h ~x m DR br, ntl ?? UR ntg, ntl UR ntg, br Results IV-III P2 P1 U D m= c= P1 U D P1 U D L 7.5, 3.5 3.5, 7.4 VI-I P2 R 3.6, 7.5 7.5, 3.5 L R U 7.5, 3.5 7.49, 7.5 P1 D 3.5, 3.51 7.5, 3.5 3.6 7.49 7.4 3.51 Results and Implied Outcome Frequencies P2 P2 L R L R 13% 50% U 90% 24 (63%) 5% P1 8% 29% D 0% 5% 14 (37%) 8 (21%) 30 (79%) 2 (5%) 36 (95%) Mixed Strategy Probablilities and Implied Outcome Frequencies P2 P2 L R L R 24% 25% U 0% 0% 49% P1 25% 26% D 0% 100% 51% 49% 51% 0% 100% 36 (95%) 2 (5%) 0% 100% Additional Results in Conflict Games C11 Player 2 # P1/P2 L Player 1 U D 10 1 23% 7% R 1 1 0 1 30% 55% 15% 10 0 78% U(ntl) 34/34 22% 70% R(ntl) m=c=1 C13 Player 2 L Player 1 U D 10 1 82% 15% R 9 9 0 1 97% L(ntg) 3% 0% 10 0 85% U(ntl) 31/31 15% 3% m=1, c=9 C33 Player 2 L Player 1 U D 10 9 10% 90% 100% L(ntg) R 9 9 0 9 0% 0% 0% 10 0 10% 90% 29/29 D(ntg) m=c=9 Across Game Results P2 1 P1 L R U 8.00, 8.00 2.00, 2.10 D 2.10, 2.00 2.10, 2.10 P2 3 P1 P2 2 L 8.00, 8.00 7.90, 2.00 R 2.00, 2.10 7.90, 2.10 P2 4 L R L R U 8.00, 8.00 2.00, 7.90 7.5, 3.5 7.49, 7.5 D 7.90, 2.00 7.90, 7.90 3.5, 3.51 7.5, 3.5 P1 Predicted Pattern U D D U P2 Predicted Pattern L L R R Predicted 1 Off 2 Off 3 Off 16 11 9 2 Player 1 42% 29% 24% 5% Player 2 22 58% 14 37% 1 3% 1 3% Total 38 25 10 3 50% 33% 13% 4% Across Game Results cont. P1 Choice Patterns Predicted 1 off 2 off 3 off 1 U U U U U U D 2 D U D U U U U 3 D D U U D U D 4 U U U U D D U N 16 6 5 8 1 1 1 % 42% 16% 13% 21% 3% 3% 3% 100% 1 L L L R 2 L L L R 3 R L L R 4 R R L L N 22 14 1 1 % 58% 37% 3% 3% 100% P2 Choice Patterns Predicted 1 off 2 off 3 off Other Implications - The Relativity of Similarity Judgments P2 P1 U D L 80, 40 40, 80 48% P2 R 40, 80 48% 80, 40 52% 52% P1 U D P2 P1 U D L R 320, 40 40, 80 96% 40, 80 80, 40 4% 16% 84% L 44, 40 40, 80 80% R 40, 80 8% 80, 40 92% 20% Similarity Judgments and Framing Effects In Choice Under Uncertainty A B 1-20 (20%) 21-40 (20%) 41-80 (40%) 81-100 (20%) $5 $5 $0 $13 $0 $12 $5 $0 A' B' 1-20 (20%) 21-40 (20%) 41-80 (40%) 81-100 (20%) $0 $13 $5 $0 $5 $5 $0 $12 A B A' 31 (53%) 5 (8%) 36 (61%) B' 18 (31%) 5 (8%) 23 (39% 49 (89%) 10 (17%) Framing Effects in Games Own First vs Other First and non-Equilibrium Outcomes III-I Player 2 L 8.00, 8.00 7.90, 2.00 U D Player 1 III-I* Player 2 R 2.00, 2.10 7.90, 2.10 L 7,20, 7,20 7,10, 1,20 U D Player 1 Increasing c x h >x m, m ~x l x Increasing m x x x Increasing c x x t > c, c ~ b t > c, c > b, t ~x c, c ~x b t ~ c, c > b UL ntl, ntl UL ntl, br UR ntl, ntg x h >x m, m ~x l x h > m, m > l , x x h ~ m, m ~ l h ~x m, m >x l R 1,20, 1,20 7,10, 1,30 x UL br, ntl ?? DR br, ntg DL ntg, ntl DR ntg, br DR ntg, ntg Increasing m x x x x x t > c, c ~ b t > c, c > b, t ~x c, c ~x b t ~ c, c > b UL br, br UL ntl, br DL br, br UL br, ntl ?? DR br, ntg UR br, br DR ntg, br DR br, br x h > m, m > l , x x h ~ m, m ~ l h ~x m, m >x l Framing and Question Format in Games If Other chooses If Other chooses L R and you choose and you choose U You receive 7,20 and Other receives 7,20 D You receive 7,10 and Other receives 1,20 U You receive 1,20 and Other receives 1,30 D You receive 7,10 and Other receives 1,30 Given the payoffs Other faces, what choice do you predict he or she will make? L)____ or R______ Please indicate which choice you would like to make. U_____ or D_____ Results and Implications for Quantal Response Models Responses and Implied Outcome Frequencies III-I Player 2 Player 1 U D L 41% 51% 35 (92%) R 4% 4% 3 (8%) III-I* Player 2 17 (45%) Player 1 21 (55%) L U 54% D 14% 26 (68%) R 25% 7% 12 (32%) 30 (79%) 8 (21%) What Would You Choose? For Player 1 If other chooses W and you choose U D You receive 6 12 and Other receives 13 12 If other chooses X and you choose U D You receive 5 8 and Other receives 5 8 If other chooses Y and you choose U D You receive 2 6 and Other receives 7 6 If other chooses Z and you choose U D You receive 13 2 and Other receives 2 2 Level-1 Bounded Rationality vs. Similarity EQ and Similarity and Level-1 predict DW Player 2 W Player 1 U D 2 12 X 13 12 Y 13 5 8 8 12.5 5 6 Z 7 6 6.5 7 2 2 2 6.5 6.75 7 2 Similarity and EQ predicts U, Level-1 predicts D Player 2 W Player 1 U D 13 2 X 13 12 5 12 Y 5 8 12.5 7 8 Z 7 6 6.5 2 6 2 2 6.5 6.75 7 2 EQ and L1 predict D, Similarity allows U Player 2 W Player 1 U D 7 12 X 13 12 12.5 Y 5 5 8 8 6.5 2 6 Z 7 6 6.5 13 2 2 2 2 6.75 7 A Speculation - the social benefit of individual irrationality? I-I P2 P1 U D P1 U D I-II I-III II-I II-II II-III III-I P2 III-II III-III P2 L 8.00, 8.00 16 2.10, 2.00 4.10 L 8.00, 8.00 16 7.90, 2.00 9.90 R 2.00, 2.10 4.10 2.10, 2.10 4.2 R 2.00, 2.10 4.10 7.90, 2.10 10 P1 U D L 8.00, 8.00 16 7.90, 2.00 9.90 R 2.00, 7.90 9.90 7.90, 7.90 15.80 A Speculation - the social benefit of individual irrationality? (cont.) Player 2 L Player 1 U D 10 1 11 2 R 1 1 0 1 10 1 10 0 C13 Player 2 L Player 1 U D 10 1 19 10 R 9 9 0 1 10 1 10 0 C33 Player 2 L Player 1 U D 10 9 19 18 R 9 9 0 9 10 9 10 0 A Speculation - the social benefit of non-strategic thinking and limits to learning III-I Player 2 Player 1 U D L 8.00, 8.00 7.90, 2.00 R 2.00, 2.10 7.90, 2.10 III-I* Player 2 Player 1 U D L 7.20, 7,20 7.10, 1.20 R 1.20, 1.20 7.10, 1.30 Some Other Speculations and Conjectures Things will matter that shouldn’t Time, recalibration and regret Differences in similarity perceptions and acrimony in negotiations Conclusions Many choice anomalies can be explained if people employ “nothing to gain/nothing to lose reasoning” The same reasoning process applied to games predicts: play in coordination and conflict games and the successes and failures of equilibrium selection criteria and mixed strategy choice systematic differences in play as a consequence of theoretically inconsequential changes in the way strategy choices are elicited. References Camerer, C. Behavioral Game Theory: Experiments on Strategic Interaction, Princeton, 2003. Camerer, C., Teck-Hua Ho and Juin Kuan Chong. Behavioral Game Theory: Thinking, Learning and Teaching," with Teck-Hua Ho and Juin Kuan Chong. Forthcoming in a book edited by Steffen Huck, Essays in Honor of Werner Guth." Goerree, J. and C. Holt. “Ten Little Treasures of Game Theory and Ten Intuitive Contradictions.” American Economic Review. 2001. Vl. 91(5), pp 1402-1422. Haruvy, E. and D. Stahl. “Deductive versus Inductive equilibrium selection” experimental results.” Journal of Economic Behavior and Organization. 2004, 53, 319-331. Keser, C. and B. Vogt. “Why do experimental subjects choose an equilibrium which is neither risk nor payoff dominant?” Cirano Working Paper. 2000. http://www.cirano.qc.ca/pdf/publication/2000s-34.pdf Leland, J. "Generalized Similarity Judgments: An Alternative Explanation for Choice Anomalies." Journal of Risk and Uncertainty, 9, 1994, 151-172. 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Standord Encycolpedia of Philosophy. http://plato.stanford.edu/entries/game-theory/ Testing the Ntg/Ntl Effect – Question Format If Other chooses L and you choose U D You receive You receive 8,00 and Other receives 8,00 5,00 and Other receives 2,00 If Other chooses R and you choose U D You receive You receive 2,00 and Other receives 5,00 5,00 and Other receives 5,00 The Problem “existing deductive selection rules have been shown to do poorly in experiments” (Haruvy & Stahl, 2004) Should we be surprised? “…Game theory is the study strategic interactions among rational players..” We know people behave irrationally in risky and intertemporal choice situations – why would we expect them to do better in complex strategic settings? A Speculation the problem with being strategic in a non-strategic world III-I Player 2 L 8.00, 8.00 7.90, 2.00 U D Player 1 III-I* Player 2 R 2.00, 2.10 7.90, 2.10 L 7,20, 7,20 7,10, 1,20 U D Player 1 Increasing c x x x x x h > m, m ~ l Increasing m h > m, m > l , h ~x m, m ~x l h ~x m, m >x l x x x R 1,20, 1,20 7,10, 1,30 Increasing c x x t > c, c ~ b t > c, c > b, x x t ~ c, c ~ b t ~ c, c > b UL ntl, ntl UL ntl, br UR ntl, ntg UL br, ntl ?? DR br, ntg DL ntg, ntl DR ntg, br DR ntg, ntg x x x x x h > m, m ~ l Increasing m h > m, m > l , h ~x m, m ~x l h ~x m, m >x l x t > c, c ~ b t >x c, c >x b, x x t ~ c, c ~ b t ~x c, c >x b UL br, br UL ntl, br DL br, br UL br, ntl ?? DR br, ntg UR br, br DR ntg, br DR br, br