CESifo, a Munich-based, globe-spanning economic research and policy advice institution Venice Summer Institute 2014 Venice Summer Institute July 2014 BEHAVIOURAL POLITICAL ECONOMY Organisers: Heinrich Ursprung, Urs Fischbacher and Arye Hillman Workshop to be held on 21 – 22 July 2014 on the island of San Servolo in the Bay of Venice, Italy CHOOSING A FUTURE BASED ON THE PAST: INSTITUTIONS, BEHAVIOR, AND PATH DEPENDENCE Jenna Bednar, Andrea Jones-Rooy and Scott E. Page CESifo GmbH • Poschingerstr. 5 • 81679 Munich, Germany Tel.: +49 (0) 89 92 24 - 1410 • Fax: +49 (0) 89 92 24 - 1409 E-Mail: [email protected] • www.cesifo.org/venice Choosing a Future based on the Past: Institutions, Behavior, and Path Dependence (DRAFT) Jenna Bednar, Andrea Jones-Rooy, and Scott E Page∗ University of Michigan July 14, 2014 Abstract In this paper, we link institutional features to individuals’ behavioral repertoires and then connect those behaviors to optimal choices over future institutional choices. In our framework, institutions create incentives that advantage some behaviors over others. Those behaviors become part of the context for future institutions creating spillovers between institutions. These spillovers result in path dependent behaviors and outcomes. They also imply path dependence in the institutional choice, as some subsequent institutions will better leverage existing behaviors than others. We also find that institutions vary in the extent to which they create adaptive behavioral repertoires that reduce path dependence allowing for greater flexibility in future choices. ∗ You can contact us at [email protected] or [email protected]. We thank Anna Grzymala-Busse, Bill Zimmerman and Gerry Mackie for helpful conversations, and seminar participants at ICER (Turin) and APSA, especially our discussants Daniel Diermeier and Tasos Kalandrakis. For research assistance, we are indebted to Jennifer Miller and Neill Mohammad. Funds to support this research project were provided by the McDonnell Foundation, an NSF IGERT grant, and AFOSR-MURI Grant 57100001867 and AOR Grant need NUMBER 1 Introduction Individuals interact in multiple contexts ranging from formal political and economic institutions to informal organizational and social settings. Ideally, those interactions produce efficient, fair outcomes, but often they do not. Institutional failure can result from poor design. To borrow the language of mechanism design: the institution may not implement the social objective. Failure can also arise because the people interacting within the institution do not act as expected. This second sort of failure underpins this paper. We ask why people behave as they do within institutions. One approach would be to assume that human behavior differs from the rational choice models assumed by most formal models in social science and to embrace the behavioral economic approach. To do so would be to replace homo economicus with actors who better resemble real humans with all of their cognitive biases and computational limits. Two empirical regularities limit the generality of this approach. First, evidence suggests that behavior and institutional performance often depend on context. How people behave varies by culture even for simple games. Experiments in which people form different cultures play identical games reveal diverse outcomes. For example, Roth et. al. (1991) find that players from three countries behave differently in bargaining games, and they attribute the variation in play to cultural differences. A study by Henrich et al. (2004) reveals that individuals in different cultures play the Ultimatum Game very differently. In addition, a study, which also covers fifteen distinct populations even finds differences in how people play simpler dictator game (Henrich et al 2010). The authors of that study conclude that prosocial behavior is not solely the product of an innate psychology, but also reflects norms and institutions that have emerged over the course of human history. Finally, some have argued that many if not most of the documented biases have only been shown in Western societies, so many think of as human biases, may be Western biases (Medin and Chandler 2010). Second, decades of research in experimental economics, political science, and sociology 2 demonstrates unequivocally that people learn (Fudenberg and Tirole 1998, Camerer 2003, Morton and Williams 2010). Learning tends to lead to equilibrium, though not necessarily to efficient equilibria. In this paper, we advance a possible contributing explanation for both variations in institutional performance and the the fact that people learn: behavioral spillovers. These spillovers influence what behaviors individual learn to play and as result influence the effectiveness of particular institutional forms. Pushing the logic one step forward, it follows then that different communities may choose different types of institutions to perform similar tasks, which implies a degree of institutional path dependence (Pierson 2000, Page 2006). We construct a framework in which we represent institutions as game forms. When placed in an institutional context, individuals learn to play the game using a standard learning rule. Our framework builds from game theoretic models of institutions (Diermeier and Krehbiel 2003) in that we characterize institutions as game forms, and we assume purposeful individuals. However, our approach differs in that we assume that context matters and that the performance of an institution depends on the existing set of behavioral rules. Thus, we our approach bridges the gap between stark game theoretic models and thicker descriptive accounts of institutions. Spillovers occur because when confronted with a new institutions, individuals initially dig into their behavioral repertoires and use a behavior that has worked for them in a similar game. They don’t stick to that behavior necessarily. It merely serves as an initial behavior from which they attempt to learn something that produces a better outcome. As we shall show, these initial predispositions can have rather large effects and unexpected effects. Intuitively, one might think that if agents learn to cooperate, be selfish, or alternate in one game that those outcomes would then be more likely in subsequent games, and in fact, we find that to be to a large extent true. But not all spillovers are as obvious. For example, we will find that learning to alternate can lead to more selfish behavior in a Stag Hunt game than can learning to be Selfish. This unexpected result can only be understood by looking deeply into behaviors as we shall do in the paper. 3 This result and others shed light on why institutional performance varies so widely across cultures and contexts and why people from different places play identical games differently The reason: Institutions produce behaviors and those behaviors become part of individual’s behavioral repertoires. They become rules of thumb that people follow at least initially. Though the framework we present considers only two by two games, we intend for the results to be interpreted more broadly as an extension of standard game theoretic models of institutions in political science and economics. To make that point requires first providing some background. The institutions as games idea originated in the field of mechanism design (Reiter 1986). Mechanism design characterizes institutions as action sets, payoffs, and communication structures. Optimal institutions align individual incentives with the collective interests and aggregate privately held information to the extent possible given constraints on participation and misrepresentation. In brief, institutions create incentives to advantage some behaviors over others and for the revelation of information of collective value or interest. Mechanisms are then evaluated by their ability to produce good outcomes in equilibrium (Diermeier and Krehbiel 2003). Owing to this focus on outcomes, nearly the entire mechanism design literature considers single institutions.1 Here, we extend that standard model by considering multiple institutions added sequentially. Were the performance of each of these institutions independent of previous institutional choices, then each could be considered in isolation and neither the past nor the present would hold sway over the future. But the evidence mentioned above suggests that context does matter. Individuals do not confront a new institution with a clean slate. Instead, they’re burdened by past beliefs and behaviors. Past behaviors can influence institutional performance in two ways. First, a current behavior might be an equilibrium behavior in the new institution, which we model as a game. But that equilibrium may or may not be efficient. However, it will be what the agents do. In this case, behavior can be thought of as an equilibrium selection device. Although in the culture as equilibrium selector literature, beliefs and not behavior are the 1 See Page (2012) for a survey and critique of mechanism design along the lines implicit in this paper. 4 mechanism that selects the equilibrium. Second, and this is the primary focus of this paper, an existing behaviors may fail to be an equilibrium behavior in the new institution. However, it may be a good starting point, an initial behavior. And, if final learned behavior depends on initial behaviors, then past behaviors can influence current behaviors.2 The notion of applying existing strategies or actions in a new context has strong support (see Gilboa and Schmeidler (1995) for a survey). For example, if individuals learn how to cooperate in one setting, they may also begin by cooperating in another setting.3 Recent experimental research demonstrates that these behavioral spillovers exist in laboratory setting (Bednar, Chen, et al 2011, 2012). In addition, empirical evidence supports the claim that human intelligence arises from the interaction between our mental models of the world, stores of physical behaviors we might use to respond to the world, and the dynamic world itself (Clark 1997). Thus, we can think of people as having linked cognitive and physical subroutines: individuals carry around with them a collection of “tools” in the form of learned behaviors that they invoke selectively as they confront new challenges and opportunities.4 These learned behaviors are often consistent within an individual and coordinated across individuals (Bednar, Bramson, Jones-Rooy, and Page 2010). In our model, we characterize the process of adaptation as a dynamic system with three parts: (i) a representation of strategies, (ii) the initial strategies (often a distribution over them), and (iii) a learning rule for creating new strategies. The behaviors that the individuals in our model learn will nearly always be equilibria of the games they play. Research has shown that citizens use rules of thumb when they make inferences about new political can2 To explicitly represent individuals’ behaviors, we rely on automata (Rubinstein 1986, Kalai and Stanford 1988, Miller 1996). 3 Differences in how members of a community learn could also affect institutional performance. One community may be more individualistic, another may be more collectively minded (Inglehart 1977) Individual learning rules and collective learning rules differ in the equilibria they locate (Golman and Page 2010). Thus, societies that learn differently can experience different outcomes from the same institution. Though variation in learning rules can produce distinct equilibria in different communities, it would not, on its own, produce path dependent institutional performance. 4 These physical behaviors may resemble tacit knowledge in that they may be inaccessible to the conscious mind (Polanyi 1974). 5 didates(Mondak and McCurley 1994, Ottati 1990, Brent and Granberg 1982). On deriving opinions about which candidate to support, Brady and Sniderman (1983) find that the most common heuristic used by Americans is what they call the “likability heuristic” – that is, Americans give much more weight to how much they personally like each candidate than to other characteristics like policy positions or background when making choices about whom to support. Relatedly, legal research has shown that jurors also simple heuristics to weigh evidence in a trial (Saks and Kidd 1981). In economics and psychology, numerous studies show that people rely on cognitive “shortcuts” both in decision contexts and in strategic setting (see Kahneman and Tversky 1979, Camerer 2003). Heuristics can be time- and energysaving and produce nearly optimal actions (Gigerenzer and Selten 2002, Clark 1997, Barber 1977). For example, Simpson (2004) finds that cooperation is ubiquitous in a community of citizens who apply prosocial heuristics to social dilemma games, such as the Prisoner’s Dilemma. Our focus in on how these behaviors depend on institutions. We find strong evidence that both the set of existing institutions as well as can the order in which they arise can influence behaviors. We also find that the optimal institutional choice for a community depends on the set of previous institutions and on the order the institutions were put in place. These last two results imply that the best institutional choice cannot be made without regard to existing institutions. Therefore, the model provides a candidate explanation for institutional path dependence without explicitly assuming increasing returns or positive feedback (Pierson 2000, 2004, Page 2006). Finally, we show the some early institutional choices create more flexibility than others. Specifically, we find that some institutions dramatically limit future choices over institutions. One can place the behavioral repertoires that emerge in our model comprise a part of what political scientists and anthropologists with the larger category of culture. The influence of culture on institutional and organizational outcomes has been the subject of substantial ethnographic and case study research (Platteau 2000). On a range of policy problems, such as environmental protection, state formation, and economic development: 6 it is well documented that one-size-fits-all solutions often don’t work (Ostrom 2007) and sometimes fail miserably (Stiglitz 2003, Easterly 2001, Svensson and Dollar 1998). More to the point, wholesale copying of institutions that have worked elsewhere rarely works (Fish 1995).5 The failure of the Washington Consensus policies to deliver economic growth in developing countries in the ’90s is representative of this larger point. Some countries, such as Botswana in recent years, have responded well to World Bank and IMF interventions and exhibited rapid growth, while others, such as Zambia, have seen few results – even negative growth (Irving 1998). Our findings align with that intuition, and they suggest that institutions should be designed with an eye toward leveraging existing behaviors. Institutions that build off existing behaviors should perform better than those that demand wholesale changes. Anecdotal evidence supports this view. Efforts by the Chinese Government in the early 1950s to implement gender equality in rural households that proved most enduring were those that validated existing divisions of labor (Hershatter 2002, p. 57). On the other hand, laws implemented that ban arranged marriage and bride-buying in rural China have not translated into better treatment of women (Allen 2006). A Model of Sequential Institutions and Behavioral Spillovers In the model, agents confront a sequence of institutions that we formalize as games. Each game is played repeatedly. The agents first learn to play the initial game in this sequence They then add a second game, and eventually a third. The spillovers arise because the agents initial strategies in that second game depend on the strategies that they learned in the first game. The extent of that dependence, we refer to as the behavioral spillover. In the most extreme case, every agent initially plays the new game using the strategy it learned in the first game. The agents then learn how to play in this second game. This construction produces avertical ensemble of games in which the learned behaviors in the second game 5 The evidence that behavioral patterns, and more broadly, that culture matters can be seen in other data as well. Evidence suggests that adherence to past behaviors despite new incentives can span generations. For example, in the United States, the number of offspring in immigrant families lies between the average number in their home culture and the U.S. average (Fernandez and Fogli 2005). 7 can depend on the strategies used in the first game. This differs from a situation in which the agents confront the entire ensemble of games at the same time, or a horizontal context (Bednar and Page 2006).6 This vertical influence on behavior and therefore outcomes creates the possibility of both set and path dependent behaviors. The former would hold if the learned behavior in the second game depends on the first game. The latter would be true if the same two games played in a the opposite order produce different behaviors. If either set of path dependence arises, then it also follows that the optimal choice of a game form could be a function of the set or path of previous choices. Therefore, in addition to behavioral dependence (the notion that behaviors depend on the set or order of earlier games), there may also exist what we call institutional dependence in that the optimal choice of an institution, i.e. game form, may depend on the set or order of previous games. It is of course possible that the learned behavior in the second game does not depend in any way on the strategies developed in the first game. If so, then we will say that the second game is immune to behavioral spillovers. We will find that games with dominant, pareto efficient strategies are immune, but that games that have multiple equilibria in the repeated game setting, tend not to be immune. Set and Path Dependence To lay the groundwork for our formal model, we present examples of set and path dependence. These examples demonstrates how behavior can bleed from one game to the next. We begin with an example of set dependence. In this example, the second game will be what we call the Knife Edge Game. 6 Ensembles of games differ from nested games in which one action has implications in many games (Tsebelis 1991). 8 Knife Edge Game Row Column C S C 8,8 2,14 S 14,2 4,4 The repeated version of the Knife Edge game has many equilibria. Here, we focus on two of those equilibria: the Cooperative equilibrium, in which both agents choose C in each period, and the alternating equilibrium, in which the agents alternate between the outcomes (S, C) and (C, S). In each of the first two equilibria, each agent receives an average payoff of eight.7 Recall that the Knife Edge game is played second. We want to see if behavior in that game depends on the first game. Let’s suppose that the agents first play Prisoners’ Dilemma game. In this game, the agents may well learn to cooperate. Prisoners’ Dilemma Game Row Column C S C 8,8 1,10 S 10,1 2,2 Assume a maximal level of the behavioral spillover, so that when the Knife Edge Game is added, the agents initially play the cooperative strategy that they were using in the Prisoners’ Dilemma. This might be Tit for Tat, or it might be Grim Trigger. The agents then learn. The strategy used in the Prisoners’ Dilemma might become intrenched in the second game. The agents might learn to play the cooperative equilibrium in the Knife Edge game as well. If so, we will say that the learned behavior in the first game spills over into the second game. Suppose that instead, the first game played was what we call the Alternation Game. In this game, the efficient equilibrium strategy calls for each pair of agents to alternative between (C, S) and (S, C). We refer to this as the alternation strategy. If the agents initially play the alternation strategy, then even after learning, they may stick with this strategy. 7 Note that we assume no discounting. 9 Alternation Game Row Column C S C 2,2 -2,10 S 10,-2 2,2 The table below shows how learned behavior in the initial game can influence the learned behavior in the second game through the spillover. Ensemble Composition affects Behavior Game 1 Behavior Game 2 Behavior Community 1 Community 2 Prisoners’ Dilemma Alternation (Cooperate) (Alternate) Knife Edge Knife Edge (Cooperate) (Alternate) In this example, behavior differs in the Knife Edge game across the two communities because the initial games differ and those initial games produce behaviors that then get applied in the Knife Edge game. As this example suggests, we are using the learning rules as a type of refinement criterion. By the Folk Theorem, any repeated game has lots of equilibria. We’re using an evolutionary learning rule to select from among those equilibria. The initial conditions for the rules are influenced by the existing set of games. To show path dependence, we must show that the behaviors depend on the order in which the games are played. To see how this could occur, assume that in one sequence the Knife Edge game is played first and the Alternation Game is then added. Suppose that in both games, individual learn to play cooperatively, i.e. to take the action pair (C, C). Assume next that we switch the order so that the Alternation Game is played first. Now, suppose that the individuals learn to alternate in the first game and then use the same strategy in the second game. Thus, the same games, in different orders, produce different behaviors. 10 Path Dependent Behavior Game 1 Behavior Game 2 Behavior Sequence 1 Sequence 2 Knife Edge Alternation (Cooperate) (Alternate) Alternation Knife Edge (Cooperate) (Alternate) Though we have only considered two games so far, we could add a third game. When adding a third game, we must make some sort of assumption about how initial behavior depends on the past behavior. If the agents use the same strategy in each of the first two games, then we can assume that they use that strategy initially in the third game. If the strategies differ, then we can assume that the agents are more likely to use the strategy of the game that’s more similar to the new game. In this case, that would be the Knife Edge game. If we assume that all agents cooperate in both games in the first sequence, they we might well expect cooperation in the the Prisoners’ Dilemma. IF the players alternate in each of the first two games, then it’s less clear what the agents will learn to play in the Prisoners’ Dilemma. They could alternate. They could cooperate. Or, they could defect. The Model We now present our formal model. We assume a finite population of agents who interact in multiple institutional contexts that we model as repeated games. New institutions are added sequentially. Agents first play one game, and then a second game is added. Agents learn to play each new game, until another game is added. Therefore, each period in which a new game is introduced consists of numerous iterations each containing multiple rounds of play giving agents have the opportunity to learn effective behaviors in the new institution before another institution is added. Within this general framework, the game forms could include any number of actions or strategies and involve any number of players. Here, we restrict attention to seven two player game forms. Each game has two actions, one that is more selfish (S) and one that is 11 more cooperative (C). In this way, it makes sense to think of agents transferring behaviors from one game to another. We have already described three of the games: the Knife Edge, Alternation and Prisoners’ Dillemma games. The fourth game is the familiar Stag Hunt game in which the selfish strategy has a guaranteed payoff, but cooperation gives a higher payoff only if the other player cooperates as well. The fifth game, we call the Self Interest game. In this game, choosing to be selfish is a strictly dominant strategy. Self Interest (SI) Row Stag Hunt (SH) Column C S C 0,0 0,6 S 6,0 8,8 Row Column C S C 8,8 0,6 S 6,0 6,6 The final two games are asymmetric, advantaging either the row or column player. Each also has two pure strategy equilibria in which one player cooperates and the other plays selfishly. We refer to these as Top Right and Bottom Left. The games are meant to represent institutions in which particular roles (represented as being the row or column player) are endowed with advantages. These games can be thought of as capturing contexts in which an agent in a particular role, say manager, or with a higher status, has an advantage. One question that we will consider is whether behaviors that advantage one player spread to later games which are not symmetric.8 Top Right Game (TR) Row C S Bottom Left Game (BL) Column C S 4,6 6,10 8,2 4,6 Row C S Column C S 6,4 2,8 10,6 6,4 Note that all six games have a maximal joint payoff of sixteen. We will denote the 8 Note all of these games with the exception of Stag Hunt are analyzed in Bednar and Page (2007). 12 efficiency of the outcomes at the end of the learning process as the average total payoff divided by sixteen. We capture the strategies of the agents using finite state automata that can encode common repeated game strategies such as tit for tat, grim trigger, alternate, and always defect. In games such as those we consider here, they have proven capable of generating outcomes that qualitatively align with what people produce in laboratory experiments (Rubinstein 1986, Kalai and Stanford 1988, Miller 1996). The use of the automaton allows us to effectively take snapshots of the agent’s behavioral rules. Our specific formulation assumes that for each game, each agent uses an automata that consists of six binary variables known as bits. When playing a game, an agent is designated as either the row player of the column player. Two of the bits denote the agent’s initial action, either C or S, if the agent is the row player and the initial action if the agent is the column player. The other four bits denote the agent’s action as a function of the its action and its opponent’s action in the previous period. There are four such possible pairs: CC, CS, SC, SS. The strategy of agent i in game G Θi (G) can be written a follows: {Row 1st Action, Column 1st Action, Action(CC), Action (CS), Action(SC), Action(SS)} where Action(CC) denotes the action following the outcome CC To provide some intuition for this representation of strategies, the later two pairs of bits bits can also be thought of as capturing behavior in two mental states: a cooperative state and a selfish state. Given how we represent strategies, the third and fourth bits describe how the agent will behave in the next period following a cooperative action by the other agent. If the third and fourth bit are set to C, this means that once the agent cooperates, it will cooperate forever. The fifth and sixth bits represent the selfish mental state. If the agent’s fifth bit equals C and its sixth bit equals S, then following a selfish action, the agent will copy the behavior of it’s opponent. Later, we will characterize this particular behavior as matching. Note that there exist sixty-four unique automata and that each 13 encodes a reasonable strategy. For example, Tit for Tat is represented as {C, C, C, S, C, S}, Grim Trigger is represented as {C, C, C, S, S, S}, and Win Stay, Lose Shift, is represented as {C, C, C, S, S, C}. Evolving Strategies We assume a population of sixty-four agents.9 . We arrange the agents in a circle and assume that each agent plays both as row and column player against the two agents to its left and the two agents to its right. Each interaction lasts forty rounds. Having agents play in a network increases the likelihood that cooperative and alternating strategies will emerge. Agents learn new strategies through mimicry and random search. Mimicry After each iteration of twenty-five rounds, each agent copies the automata with the highest total payoff from among its four opponents and itself. Random Search After each iteration, with a small probability, each bit in each agent’s automaton gets randomly assigned with probability 0.02. We assume that agents conduct both mimicry and random search for one hundred iterations. We then turn off random search for fifty periods so as to allow for more convergence on common best strategies. Results We first presenting outcomes for the seven individual games assuming a uniform initial distribution over strategies.. These results provide a baseline from which we can identify set ad path dependent outcomes and behaviors. We classify outcomes as cooperative, selfish, diagonal: alternating, or diagonal: asymmetric using the following procedure. We first sum the percentage of outcomes in which the two agents took different actions. We refer to these as diagonal outcomes. We then compare the percentage of diagonal outcomes to the percentages of selfish and cooperative outcomes. We classify the outcome according to which 9 See the appendix for robustness checks on this and all other parameter settings 14 of these three categories has the largest percentage. If the diagonal category, has the largest percentage and if neither off diagonal box occurs more than twice as often as the other, we classify the outcome as alternating. If one diagonal outcome is more than twice as likely, we classify, the outcome as asymmetric. In figure 1, we plot those outcomes using barycentric coordinates. We classify (C, S) and (S, C) as off diagonal outcomes which allows us to display the outcomes from each game in a two dimensional simplex, where the three possible outcomes are cooperate (CC), selfish (SS), and diagonal (CS) and (SC). Diagonal TR ,BL = (0,0,1) ALT =(0,.86,.14) KE =(.3,.67,.03) PD =(1,0,0) SH =(0.97,.01,.02) SI= (0,1,0) Cooperative Selfish Figure 1: Simplex Representation of the Outcome Distributions for the Six Games In each game, a joint payoff maximizing outcome is achieved nearly every time. And, only in the Knife Edge and Alternation games do we see variation in the outcomes. We can further unpack the outcomes in these two games by computing how often the outcome results in an alternating strategy between the off diagonals in which each player receives the same average payoff and how often the players settle into an asymmetric equilibrium. Those 15 results are shown in figure 2.10 In each game, approximately, two thirds of the time, the agents are able to learn to alternate. 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 Cooperative Asymmetric Alternating Knife Edge Alternation Selfish Figure 2: Strategies used in Knife Edge and Alternation Game Set Dependence Given these baseline results, we next explore the extent to which see set dependence. We explore set dependence in both outcomes and behaviors. We focus here first on the effect of various initial games on two games: Knife Edge and Stag Hunt. Doing so enables us to demonstrate how and why set dependence of outcomes occurs as well as revealing how behaviors drive that dependence. We begin by showing the dramatic differences in outcomes that occur in Knife Edge following different initial games in the sequence. Figure 3 shows the outcomes for the Knife 10 Strategies are classified by modal outcomes. A strategy was classified as asymmetric if one of the off diagonal outcomes was more than twice as probable as the other. 16 Edge game given different initial games. When Knife Edge is the first game in the sequence, agents playing Knife Edge produce approximately twice as much alternating outcomes as cooperative outcomes, and about three times as many cooperative outcomes as asymmetric outcomes. Thus, alternating outcomes are fifteen times as likely as asymmetric outcomes. But, when the agents play Knife Edge after Bottom Left, asymmetric outcomes become more likely. In fact, the agents arrive at asymmetric outcomes more than six times as often as alternating outcomes. But then, when the agents play Knife Edge after Stag Hunt, Prisoner’s Dilemma, or Self Interest, asymmetric outcomes almost never occur. And finally, selfish outcomes prove to be rare occurrences in every setting except for when Knife Edge follows Alternation. 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 Knife Edge ALT - KE Cooperative PD - KE Asymmetric BL - KE SI - KE Alternating SH- KE Selfish Figure 3: Outcomes in Knife Edge Under Different Initial Institutions (100 trials) Some of these results can be explained intuitively. In the Stag Hunt and Prisoners’ Dilemma games, the agents cooperate and that cooperation bleeds over into the Knife Edge game. Similarly, in Bottom Left, the agents settle on an asymmetric outcome and that 17 outcome often is maintained in Knife Edge. But other results are less intuitive. Why, for example, does playing the self interest game first make the agents more likely to alternate than if they had not played any game at all. And why does playing Bottom Left first, make the agents more likely to learn to cooperate. To explain these less intuitive findings, we must look at the behaviors that produce them. When Knife Edge is the initial game, the agents begin with arbitrary strategies and that they then learn how to play each game. A natural way to represent those strategies relies on how the agents’ behavior changes as a function of the agent’s own behavior and that of its opponent. Recall that an agent can be thought of as having two mental states: one in which it is being cooperative, and one in which it is being selfish. These mental states correspond to the agents’ action. Given the agent’s action in the previous period, there exist four possible transitions. First, the agent could remain fixed to the same action. An agent using Grim Trigger would be fixed given the selfish action. Second, the agent could match the action of its opponent. An agent using Grim Trigger matches if taking the cooperative action. An agent playing Tit for Tat matches the action of its opponent when the agent defects as well. Third, the agent could automatically switch to the other action. This transition rule would be useful in the Alternation Game. Finally, the agent take the opposite action of its opponent. This last transition rule will be useful in the Top Left and Bottom Right games given that the agents would like to take opposing actions. In figure 4, we plot a randomly drawn initial distribution of strategies using this classification of strategies. The size of the circles corresponds the propensity of the strategy. Given that we generate these automata randomly, they’re evenly spread across the possible classifications. As the agents evolve strategies, this distribution will change. In figure 5, we plot the average automata after the agents have learned to play Knife Edge. Three types of strategies tend to evolve: (match,fixed), (match, match), and (switch,match). The first of these pairs encodes grim trigger (assuming the agents cooperate in the first period, which they do). The second pair can encode either Tit for Tat or Alternating depending on whether the two agents begin taking the same action or different actions. The third encodes 18 Switch i i g a Opposite c c c g Match g g i c Fixed c c c g Fixed Match Selfish Opp Switch Cooperative Figure 4: A Randomly Drawn Initial Behavior: Alternating. In figure 6, on the left we plot the distribution over automata after the agents have learned to play Bottom Left, a game that advantages the row player on the right we plot the distribution for the agents after they have learned to play Knife Edge given that there initial behaviors were those learned for Bottom Left. Notice that when playing Bottom Left, the agents tend to learn a behavior classified as (opposite, fixed). This strategy will cooperate when the other agent is being selfish and remain selfish when being selfish. When the Knife Edge game is played first, this pair of strategies rarely occurs. However, when Knife Edge follows Bottom Left, a substantial percentage of the time, that behavior remains in place when Knife Edge is played. The fact that when playing Bottom Left first, the agents learn to be fixed when in the selfish state also explains why so much cooperation occurs when agents start playing Knife Edge. Grim Trigger (represented as (match, fixed)) can induce cooperation by severely punishing those who don’t. A similarly strong behavioral spillover can be seen by comparing what behaviors the agents learn to play in the Prisoners’ Dilemma to what they learn to play in Knife Edge after first playing the Prisoners’ Dilemma. As shown in figure 7, in the Prisoners’ Dilemma 19 Switch ` b ` d Opposite ` a ` ` Match ` k ` Fixed b m e Match Opp Selfish Fixed ` Switch Cooperative Figure 5: Behavior: Knife Edge (100 Trials) Switch ` ` ` ` Switch ` ` ` ` Opposite b ` i ` Opposite ` d ` ` Match ` ` ` Match ` e ` c Fixed k ` Fixed h m Selfish ` # ` "! Fixed Match Opp Switch Fixed Match ` Opp Switch Cooperative Figure 6: Behavior: Bottom Left and Knife Edge Following Bottom Left 20 Switch a Opposite a Match a Selfish Fixed b Fixed g h Match ` ` Switch ` b ` b ` ` Opposite ` a ` ` ` ` Match ` ` ` Fixed b Opp Switch Fixed Match ` ` Opp ` Switch Cooperative Figure 7: Behavior: Prisoners’ Dilemma and Knife Edge Following Prisoners’ Dilemma the agents learn match in the cooperative state. In the selfish state, they may play fixed (Grim Trigger), match (Tit for Tat), switch (Punish Once), or opposite (Win Stay, Lose Shift). Each of these behaviors produces cooperation. When the agents learn to play Knife Edge after having played the Prisoner’s Dilemma, many of these behaviors remain. A close look at figure 7 also reveals why playing Knife Edge following the Prisoners’ Dilemma produces almost no asymmetric outcomes. Asymmetric outcomes require agents to be fixed or play the opposite in each state. After playing the Prisoners’ Dilemma, almost all of the agents learn to match in the cooperative state. Given that mutual cooperation produces a good payoff, and that cooperating when the other is selfish does not, this behavior will only be abandoned if the other player introduces an alternating strategy. We know turn to set dependence for outcomes in Stag Hunt. Recall that when Stag Hunt is the first game in the sequence that the agents always learned to cooperate. In figure ??, we show the percentage of selfish outcomes for Stag Hunt following each of five games. But when Stag Hunt follows Self Interest, approximately ten percent of the time, the agents remain selfish. This is to be expected. In the Self Interest game the agents learn to be selfish and this behavior is not always unlearned in Stag Hunt. But, quite surprisingly, 21 0.35 0.3 0.25 0.2 0.15 0.1 0.05 0 PD-SH KE-SH SI-SH BL-SH ALT-SH Figure 8: Percentage of Selfish Outcomes in Stag Hunt (100 trials) when Stag Hunt follows Bottom Left of Top Right, thirty percent of the time the agents learn to be selfish in Stag Hunt, a nearly three fold increase over the level of selfish outcomes following Self Interest. To see why, we need only look at the behaviors in the games. Figure 9 shows behavior in Stag Hunt when it is the first game in the sequence. Agents learn to play either be fixed or match in the cooperative state. It doesn’t really matter what they do in the selfish state as that is not reached. Figure 10 shows behavior following Bottom Left and behavior following Self Interest.playing Bottom Left, the agents often learn opposite in the cooperative state. They, in effect, learn to take turns - to do the opposite of what the other player does. So, if the other player cooperates, the agent will then be selfish. This behavior produces selfish behavior in the Stag Hunt game. In contrast, when agents learn the Self Interest game, they learned fixed behavior in the selfish state but they’re no more likely to learn opposite behavior in the cooperative state than any other behavior. This makes agents more likely to learn to be cooperative following self interest rather than less likely. A similar intuition explains why there exists more selfish play in Stag Hunt following Alternation. Agents who first play alternation often learn either opposite or switch behavior 22 Switch f g ` ` Opposite d l ` ` Match e e ` ` Fixed c m ` ` Selfish Fixed Match Opp Switch Cooperative Figure 9: Behavior: Following Stag Hunt (100 Trials) Switch ` ` ` ` Switch ` ` ` ` Opposite b ` i ` Opposite ` ` ` ` Match ` ` ` Match c d e d Fixed k ` ` Fixed j j k i Selfish ` # "! Fixed Match Opp Switch Fixed Match Cooperative Figure 10: Behavior: Bottom Left and Self Interest 23 Opp Switch Switch ` b ` h Opposite ` ` ` ` Match ` f ` Fixed b ` Selfish Fixed Match ` Opp Switch Cooperative Figure 11: Behavior: Following Alternation Game (100 Trials) in the cooperative state. (See figure ). Switching to selfish behavior immediately after cooperating makes it more difficult for cooperation to emerge. Path Dependence The previous results demonstrated set dependence of outcomes and of behaviors. We now explore the extent to which our model produces path dependence. Path dependence exists if the same games played in a different order produced distinct outcomes and behaviors. We begin our analysis by considering two pairs of games that include the Alternation game and another game. We first analyze Knife Edge and Alternation. The second pair consists of Stag Hunt and Alternation. In figure 12, we show outcomes in Knife Edge and in Alternation when Knife Edge is played first and when Alternation is played first. The graph on the top shows outcomes for Knife Edge. When agents play Knife Edge second, they are far less likely to cooperate and are more likely to alternate or to act selfishly. The graph on the bottom shows that when Alternation is played second, individual are much more likely to alternate. These may seem like minor differences, but notice that when Alternation is played first, 24 0.8 0.6 0.4 0.2 0 Cooperative Asymmetric Knife Edge (1) Alternating Selfish Knife Edge (2) 1 0.8 0.6 0.4 0.2 0 Cooperative Asymmetric Alternation (1) Alternating Selfish Alternation (2) Figure 12: Path Dependent Outcomes in Knife Edge and Alternation (100 trials) more selfish behavior occurs in both games, resulting in lower payoffs than if Alternation is played second. Therefore, it is better to play Knife Edge first and then Alternation rather than playing Alternation first and then Knife Edge. The reason for this is that Alternation produces some selfish behavior which then gets learned in Knife Edge. When Knife Edge is played first, the agents never learn to be selfish which reduces the amount of selfish behavior in Alternation. This can be seen at an even deeper level by referring back to figure 5. Notice that when Knife Edge is played first, the agents almost never learn the opposite behavior. Next, we consider the pair of games Alternation and Stag Hunt. Figure 13 shows the outcomes in Stag Hunt and Alternation game when Stag Hunt is placed first in the sequence and when it is placed second. When Stag Hunt is played first, the agent are much more likely to learn to be cooperative than if it occurs after the Alternation game. The reason for this is that when Alternation is played first, the agents sometimes learn to switch when in the cooperative state and this is difficult to unlearn and results in selfish behavior in Stag Hunt. This unfortunate spillover would seem to argue for playing Stag Hunt first. And in fact, this is true. In fact, if Stag Hunt is played first, the agents are also more likely to alternate 25 0.8 0.6 0.4 0.2 0 Cooperative Asymmetric Knife Edge (1) Alternating Selfish Knife Edge (2) 1 0.8 0.6 0.4 0.2 0 Cooperative Asymmetric Alternation (1) Alternating Selfish Alternation (2) Figure 13: Path Dependent Outcomes in Stag Hunt and Alternation (100 trials) and less likely to be selfish in the Alternation Game. So, once again, we see path dependence in the performance of institutions. Institutional Path Dependence Having demonstrated path dependence of both behaviors and outcomes, we now extend the analysis and discuss how behavioral spillovers might produce institutional path dependence. In the previous section, we have shown that the performance of an institution can depend on the previous institutions because of behavioral spillovers. If a particular institution won’t perform well following a prior institution or set of institutions, then we can assume that the institution won’t be chosen. This could occur because the society has the foresight to know it won’t function well or because the institution is tried, fails, and is replaced with one that performs better. The existence of two previous games implies that agents have a larger repertoire of behaviors from which to choose an initial strategy. Here, we will assume that in the third game, each agent randomly chooses either its strategy in the first game or its strategy in the 26 second game.11 . This construction assumes that the agents see all pairs of games as equally similar, admittedly a strong assumption, but a reasonable starting point. What explore the extent to which institutions are path limiting, i.e. the percentage of paths of institutional choices that are inefficient. To make this assumption formal, we will assume that if given an institutional context the efficient equilibrium is located five percent less often than if the game were played alone, then the game will not be chosen. Formally, we will say that a path is inefficient if efficiency falls by at least five percent. For example, in the Knife Edge game, the efficient equilibrium is almost always learned. But, if Knife Edge follows the Alternation game, then the selfish outcome is learned more than five percent of the time. We therefore will assume that if the Alternation game is chosen first that Knife Edge will not be chosen second. With seven possible games and there exists three hundred and forty-three possible sequences of length three. Given an initial game, there exist forty-nine possible two game continuation sequences. In figure 14, we show all possible sequences following the Prisoners’ Dilemma game. Not all of these paths may be efficient. In figure ??, we erase the inefficient paths following the Bottom Left Game.12 . What’s clear from the figure is that Bottom Left limits the possible institutional sequences. In figure 16, we show the efficient paths following the Prisoners’ Dilemma game. Notice that many more paths are possible. The Bottom Left game is much more path limiting than the Prisoners’ Dilemma. The reason for this is that the Prisoners’ Dillam produces diverse behaviors in the selfish state. That diversity enables the agents to learn the efficient equilibrium for other games. They’re less likely to be stuck in the basin of a bad equilibrium. In contrast, in Bottom Left, agents learn similar behaviors. This increased behavioral coherence in each state hinders exploration. Thus, we find value in diverse behaviors within a game because it aids learning. 11 An alternative assumption would be that the agents choose the behavior from the the game that’s most similar to the new game. See Bednar and Page (2014) 12 This graph currently relies on a very small number of trials and inferences from two game sequences 27 SI SH TR TR ALT PD PD ALT PD KE ALT SH BL SH BL SI BL SH TR KE KE ALT TR PD SI SH BL SI BL SI TR SI SH TR BL PD PD ALT KE SI SI SH TR BL AL ALT PD KE SH TR PD BL KE KE ALT PD KE Figure 14: The Forty-Nine Possible Paths Following PD as Initial Game The assumption that agents initially choose the behavior of only the nearest game is a strong assumption. People might well differ in which games they believe to be near to one another leading them to choose different initial behaviors. This diversity of behaviors from which to choose will also increase the likelihood of more efficient equilibria (at least in the games that we consider here). Therefore, ideal sequences of institutions should produce diverse behavior both within and across games. This second intuition echoes the Bednar and Page (2014) results that early institutions should be diverse to build up diverse repertoires. Discussion Our results demonstrates an interplay between behavior, institutional outcomes, and institutional choice within a model. The results suggest that behavioral spillovers could lead to institutional path dependence: behavioral repertoires. This explanation complements existing models of institutional path dependence that focus on increasing returns as well as those that consider negative externalities (Pierson 2000, 2004, Page 2006). For example, what Pierson describes as increasing returns will often mean institutions that leverage similar behavior. And, the negative externalities that Page describes exist in our framework as 28 SI SH TR BL SI SH TR TR BL BL SH BL ALT SH PD SI BL PD KE KE ALT TR SI ALT SI SH TR BL PD PD ALT KE AL PD KE KE Figure 15: The Efficient Paths Following BL as Initial Game (approx) incongruent behaviors that limit the set of efficient future paths. In showing how institutions reinforce one another by relying on similar behavioral repertoires our paper links institutional choices with some dimensions of culture. This linkage makes intuitive sense given that institutions have considerable influence over behaviors, norms, and culture. Focusing on the micro level features of a society such as explicit behavior as we do here offers a path between the long-standing uncomfortable methodological choice of searching for culture-free regularities or treating each situation as unique. The choice between universalistic rational choice and area studies need not result in a dividing up of outcome dimensions. It is not that some outcomes – say, the number of political parties – can only be explained by rational choice models and other outcomes – rates of corruption – require an appeal to culture. Instead, within-country outcomes, whether regular or country-specific, can emerge as consistent with both purposive action and a cultural context. Thus, within our model, we see cultural behavior as emergent and not at all irrational. Rather, it may be contextually rational, or as close to it as people might assume. The fact that behavior may depend on context does not imply that we should abandon formal models 29 SI SH TR TR ALT PD PD ALT PD KE ALT SH BL SH BL SI BL SH TR KE KE ALT TR PD SI SH BL SI BL SI TR SI SH TR BL PD PD ALT KE SI SI SH TR BL AL ALT PD KE SH TR PD BL KE KE ALT PD KE Figure 16: The Efficient Paths Following PD as Initial Game (approx) or the search for regularities. To the contrary, our results suggest the value of building more and better models and for doing even more experiments. If we could understand what holds generally — free labor markets and central bank independence leads to stable growth (Franzese 2002) — and what depends upon country level factors — a tradition of cooperative behavior may be more conducive to democratic institutions than a tradition of selfish behavior — then we can reach deeper understandings and can design better institutions and policies. Ideally, social science will be able to explain regularities as well as country level differences in institutional evolution, selection, and performance. We see this framework as demonstrating proof of concept of a behavioral based approach to understanding variation in institutional performance and institutional path dependence. We do not see the results of this model or of related models such as Bednar and Page (2014) a providing definitive explanations. Models based on beliefs or belief systems that drive disparate institutional performances can produce related, but distinct insights13 Future work will be necessary to unpack the differences between our behavior centric approach and belief 13 See Greif (1994, 2006), Grief and Laitin (2004), and Putnam 1993. 30 centric models. Moreover, our current model should be explored in more general contexts. Extensions might include more realistic institutional structures and might also elaborate how people are connected, how they categorize the world, what they believe, and how they construct and interpret symbols. In constructing richer models, we can guide case study research that may validate or dispute the intuitions fleshed out in this model. Existing accounts support our core logic even though they were not undertaken with that goal in mind. For example, the experiences of Kazakhastan, Kyrgyzstan, and Uzbekistan reveal evidence of behavorial regularities on institutional performance. (Jones Luong 2002). When freed of the shackles of the Soviet system, these Central Asian countries did not revert to clan-based representational systems. All chose regionally based electoral systems that mirrored the Soviet system that had been in place. This implies that the culture, broadly speaking – here we include identity, connectedness, and belief systems, along with behavioral routines – were regionally-based not clan-based. These regionally based behaviors and attitudes influenced the choice over informal electoral institutions. Electoral reforms put in place by Gorbachev as a result of his policies of Glasnost and Perestroika which created regional power within the former states had an impact on the culture, on what institutions would perform well, and, so it appears, what institutions would be chosen when the opportunity arose. Research on interethnic conflict and cooperation is also telling. Afri (2000) has demonstrated that interethnic cooperation emerges and persists even when agents care little about the future and lack punishment mechanisms. These results fly in the face of isolated, single game analysis but align with the sequential game model presented here. Our model suggests that groups that are cooperative are more likely to select institutions that reward cooperation, which in turn further encourages future cooperation. Relatedly, Fearon and Laitin (1996) show that interethnic cooperation, once established, is likely to persist even after institutional mechanisms for cooperation are removed. Relatedly, Karl (1997) has suggested that oil-rich states have trouble developing diverse markets because the benefits that accrue from oil hinder the efficacy of markets to create 31 incentives to innovate. Grzymala-Busse (forthcoming) has found significant variation in the performance of stock markets in Eastern Europe based upon the timing of the introduction of regulatory institutions relative to stock markets. When market behavior was allowed to develop in the absence of regulation, regulation was much less effective once introduced than if behavior had developed with regulatory oversight from the start. Greif (1994, 2006) shows that institutional performance depends on the characteristics of societies – the trustbased, segregated economic relations of the 11th century Maghribi worked well as long as the trading circle was small, but the individualistic 12th century Genovese had institutions in place to enforce contracts, giving them the advantage in long-distance trading. All of these explanations for divergent development trajectories share an emphasis on diverse behavioral responses to institutions. The framework we’ve presented here can explain the emergence of behavioral consistencies that drive these diverse histories. Finally, though our analysis and discussion have focused on societal level institutional effects, we can observe our logic at work in organizational contexts as well. The corporate culture literature provides many examples of path dependent choices (Cohen and Sastry 2000). Organizational theorists refer to the importance of early stages in corporate culture formation as imprinting. Empirical evidence of imprinting has been found in craft unions, department stores, banks, newspapers, and high-tech firms (Stinchcombe 1965, Swaminathan 1996, and Boeker, 1989). Imprinting applies to routines and learning rules (Cohen and Bacdayan 1994). Ebay’s method of auctioning off goods has become prevalent because so many people have evolved strategies for playing in that game. Holbrook et al. 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