Outline Motivation Mutual Consistency: CH Model Noisy Best-Response: QRE Model Instant Convergence: EWA Learning August 2007 Duke PhD Summer Camp 1 Standard Assumptions in Equilibrium Analysis Assumptions Nash Equilbirum Cognitive Hierarchy QRE EWA Learning Strategic Thinking X X X X Best Response X X Solution Method X X Mutual Consistency Instant Convergence August 2007 X X Duke PhD Summer Camp X X 2 Example A: Exercise Consider matching pennies games in which the row player chooses between Top and Bottom and the column player simultaneously chooses between Left and Right, as shown below: G1 G2 August 2007 Top Bottom Left 80,40 40,80 Right 40,80 80,40 Top Bottom Left 320,40 40,80 Right 40,80 80,40 Top Bottom Left 44,40 40,80 Right 40,80 80,40 Duke PhD Summer Camp 3 Example A: Exercise Consider matching pennies games in which the row player chooses between Top and Bottom and the column player simultaneously chooses between Left and Right, as shown below: G1 G2 August 2007 Top Bottom Left 80,40 40,80 Right 40,80 80,40 Top Bottom Left 320,40 40,80 Right 40,80 80,40 Top Bottom Left 44,40 40,80 Right 40,80 80,40 Duke PhD Summer Camp 4 Example A: Data August 2007 Duke PhD Summer Camp 5 Example B: Exercise The two players choose “effort” levels simultaneously, and the payoff of each player is given by pi = min (e1, e2) – c x ei Efforts are integer from 110 to 170. August 2007 Duke PhD Summer Camp 6 Example B: Exercise The two players choose “effort” levels simultaneously, and the payoff of each player is given by pi = min (e1, e2) – c x ei Efforts are integer from 110 to 170. C = 0.1 or 0.9. August 2007 Duke PhD Summer Camp 7 Example B: Data August 2007 Duke PhD Summer Camp 8 Motivation: CH Model heterogeneity explicitly (people are not equally smart) Introduce the word surprise into the game theory’s dictionary (e.g., Next movie) Generate new predictions (reconcile various treatment effects in lab data not predicted by standard theory) Camerer, Ho, and Chong (QJE, 2004) August 2007 Duke PhD Summer Camp 9 Example 1: “zero-sum game” ROW T L 0,0 COLUMN C 10,-10 R -5,5 M -15,15 15,-15 25,-25 B 5,-5 -10,10 0,0 Messick(1965), Behavioral Science August 2007 Duke PhD Summer Camp 10 Nash Prediction: “zero-sum game” ROW Nash Equilibrium August 2007 Nash Equilibrium T L 0,0 COLUMN C 10,-10 R -5,5 0.40 M -15,15 15,-15 25,-25 0.11 B 5,-5 -10,10 0,0 0.49 0.56 0.20 0.24 Duke PhD Summer Camp 11 CH Prediction: “zero-sum game” ROW Nash Equilibrium CH Model (t = 1.55) August 2007 Nash CH Model Equilibrium (t = 1.55) T L 0,0 COLUMN C 10,-10 R -5,5 0.40 0.07 M -15,15 15,-15 25,-25 0.11 0.40 B 5,-5 -10,10 0,0 0.49 0.53 0.56 0.20 0.24 0.86 0.07 0.07 Duke PhD Summer Camp 12 Empirical Frequency: “zero-sum game” ROW Nash Equilibrium CH Model (t = 1.55) Empirical Frequency Nash CH Model Empirical Equilibrium (t = 1.55) Frequency T L 0,0 COLUMN C 10,-10 R -5,5 0.40 0.07 0.13 M -15,15 15,-15 25,-25 0.11 0.40 0.33 B 5,-5 -10,10 0,0 0.49 0.53 0.54 0.56 0.20 0.24 0.86 0.07 0.07 0.88 0.08 0.04 http://groups.haas.berkeley.edu/simulations/CH/ August 2007 Duke PhD Summer Camp 13 The Cognitive Hierarchy (CH) Model People are different and have different decision rules. Modeling heterogeneity (i.e., distribution of types of players). Types of players are denoted by levels 0, 1, 2, 3,…, Modeling decision rule of each type. August 2007 Duke PhD Summer Camp 14 Modeling Decision Rule Frequency of k-step is f(k) Step 0 choose randomly k-step thinkers know proportions f(0),...f(k-1) Form beliefs beliefs gk (h) f (h) K 1 f (h ) ' and best-respond based on h ' 1 Iterative and no need to solve a fixed point August 2007 Duke PhD Summer Camp 15 ROW K 0 1 2 3 >3 Proportion, f(k) 0.212 0.329 0.255 0.132 0.072 August 2007 T L 0,0 COLUMN C 10,-10 R -5,5 M -15,15 15,-15 25,-25 B 5,-5 -10,10 0,0 K's Level (K) Proportion 0 0.212 Aggregate 0 0.212 1 0.329 Aggregate 0 0.212 1 0.329 2 0.255 Aggregate K+1's Belief 1.00 1.00 0.39 0.61 1.00 0.27 0.41 0.32 1.00 Duke PhD Summer Camp T 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 ROW M 0.33 0.33 0.33 1 0.74 0.33 1 0 0.50 B 0.33 0.33 0.33 0 0.13 0.33 0 1 0.41 L 0.33 0.33 0.33 1 0.74 0.33 1 1 0.82 COL C 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 16 R 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 Theoretical Implications Exhibits “increasingly rational expectations” Normalized gK(h) approximates f(h) more closely as k ∞ (i.e., highest level types are “sophisticated” (or "worldly") and earn the most. Highest level type actions converge as k ∞ marginal benefit of thinking harder 0 August 2007 Duke PhD Summer Camp 17 Alternative Specifications Overconfidence: k-steps think others are all one step lower (k-1) (Stahl, GEB, 1995; Nagel, AER, 1995; Ho, Camerer and Weigelt, AER, 1998) “Increasingly irrational expectations” as K ∞ Has some odd properties (e.g., cycles in entry games) Self-conscious: k-steps think there are other k-step thinkers Similar to Quantal Response Equilibrium/Nash Fits worse August 2007 Duke PhD Summer Camp 18 Modeling Heterogeneity, f(k) A1: f (k ) t f (k 1) k sharp drop-off due to increasing difficulty in simulating others’ behaviors A2: f(0) + f(1) = 2f(2) August 2007 Duke PhD Summer Camp 19 Implications A1 Poisson distribution and variance = t f (k ) e t tk k! with mean A1,A2 Poisson, t1.618..(golden ratio Φ) August 2007 Duke PhD Summer Camp 20 Poisson Distribution f(k) with mean step of thinking t: f (k ) e t tk k! frequency Poisson distributions for various t 0.4 0.35 0.3 0.25 0.2 0.15 0.1 0.05 0 t1 t1.5 t2 0 1 2 3 4 5 6 number of steps August 2007 Duke PhD Summer Camp 21 Existence and Uniqueness: CH Solution Existence: There is always a CH solution in any game Uniqueness: It is always unique August 2007 Duke PhD Summer Camp 22 Theoretical Properties of CH Model Advantages over Nash equilibrium Can “solve” multiplicity problem (picks one statistical distribution) Sensible interpretation of mixed strategies (de facto purification) Theory: τ∞ converges to Nash equilibrium in (weakly) dominance solvable games August 2007 Duke PhD Summer Camp 23 Example 2: Entry games Market entry with many entrants: Industry demand D (as % of # of players) is announced Prefer to enter if expected %(entrants) < D; Stay out if expected %(entrants) > D All choose simultaneously Experimental regularity in the 1st period: Consistent with Nash prediction, %(entrants) increases with D “To a psychologist, it looks like magic”-- D. Kahneman ‘88 August 2007 Duke PhD Summer Camp 24 Example 2: Entry games (data) How entry varies with industry demand D, (Sundali, Seale & Rapoport, 2000) 1 0.9 0.8 % entry 0.7 entry=demand experimental data 0.6 0.5 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 Demand (as % of number of players ) August 2007 Duke PhD Summer Camp 25 Behaviors of Level 0 and 1 Players (t =1.25) Level 1 Level 0 Demand (as % of # of players) August 2007 Duke PhD Summer Camp 26 Behaviors of Level 0 and 1 Players (t=1.25) Level 0 + Level 1 Demand (as % of # of players) August 2007 Duke PhD Summer Camp 27 Behaviors of Level 2 Players (t=1.25) Level 2 Level 0 + Level 1 Demand (as % of # of players) August 2007 Duke PhD Summer Camp 28 Behaviors of Level 0, 1, and 2 Players (t =1.25) Level 2 Level 0 + Level 1 + Level 2 Level 0 + Level 1 Demand (as % of # of players) August 2007 Duke PhD Summer Camp 29 CH Predictions in Entry Games (t = 1.25) How entry varies with demand (D), experimental data and thinking model 1 0.9 0.8 % entry 0.7 entry=demand 0.6 experimental data 0.5 t1.25 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 Demand (as % of # of players) August 2007 Duke PhD Summer Camp 30 Homework What value of tcan help to explain the data in Example A? How does CH model explain the data in Example B? August 2007 Duke PhD Summer Camp 31 Empirical Frequency: “zero-sum game” ROW Empirical Frequency August 2007 T L 0,0 COLUMN C 10,-10 R -5,5 0.125 M -15,15 15,-15 25,-25 0.333 B 5,-5 -10,10 0,0 0.542 0.875 0.083 0.042 Duke PhD Summer Camp Frequency 32 MLE Estimation T M B L C R Count 13 33 54 88 8 4 Label N1 N2 N3 M1 M2 M3 LL(t ) p1 (t ) N1 p2 (t ) N2 (1 p1 (t ) p2 (t )) N3 q1 (t ) M1 q2 (t ) M 2 (1 q1 (t ) q2 (t )) M 3 August 2007 Duke PhD Summer Camp 33 Estimates of Mean Thinking Step t Table 1: Parameter Estimate t for Cognitive Hierarchy Models Data set Game-specific t Game 1 Game 2 Game 3 Game 4 Game 5 Game 6 Game 7 Game 8 Game 9 Game 10 Game 11 Game 12 Game 13 Game 14 Game 15 Game 16 Game 17 Game 18 Game 19 Game 20 Game 21 Game 22 Median t Common t August 2007 Stahl & Wilson (1995) Cooper & Van Huyck Costa-Gomes et al. 2.93 0.00 1.35 2.34 2.01 0.00 5.37 0.00 1.35 11.33 6.48 1.71 16.02 1.04 0.18 1.22 0.50 0.78 0.98 1.42 2.16 2.05 2.29 1.31 1.71 1.52 0.85 1.99 1.91 2.30 1.23 0.98 2.40 1.86 1.01 1.54 0.80 Duke PhD Summer Camp Mixed Entry 0.69 0.83 0.73 0.69 1.91 0.98 1.71 0.86 3.85 1.08 1.13 3.29 1.84 1.06 2.26 0.87 2.06 1.88 9.07 3.49 2.07 1.14 1.14 1.55 1.95 1.68 3.06 1.77 1.69 1.48 0.73 0.71 34 CH Model: CI of Parameter Estimates Table A1: 95% Confidence Interval for the Parameter Estimate t of Cognitive Hierarchy Models Data set Game-specific t Game 1 Game 2 Game 3 Game 4 Game 5 Game 6 Game 7 Game 8 Game 9 Game 10 Game 11 Game 12 Game 13 Game 14 Game 15 Game 16 Game 17 Game 18 Game 19 Game 20 Game 21 Game 22 Common t August 2007 Stahl & Wilson (1995) Lower Upper Cooper & Van Huyck Lower Upper Costa-Gomes et al. Lower Upper 2.40 0.00 0.75 2.34 1.61 0.00 5.20 0.00 1.06 11.29 5.81 1.49 3.65 0.00 1.73 2.45 2.45 0.00 5.62 0.00 1.69 11.37 7.56 2.02 15.40 0.83 0.11 1.01 0.36 0.64 0.75 1.16 16.71 1.27 0.30 1.48 0.67 0.94 1.23 1.72 1.58 1.44 1.66 0.91 1.22 0.89 0.40 1.48 1.28 1.67 0.75 0.55 1.75 3.04 2.80 3.18 1.84 2.30 2.26 1.41 2.67 2.68 3.06 1.85 1.46 3.16 0.67 0.98 0.57 2.65 0.70 0.87 2.45 1.21 0.62 1.34 0.64 1.40 1.64 6.61 2.46 1.45 0.82 0.78 1.00 1.28 0.95 1.70 1.22 2.37 1.37 4.26 1.62 1.77 3.85 2.09 1.64 3.58 1.23 2.35 2.15 10.84 5.25 2.64 1.52 1.60 2.15 2.59 2.21 3.63 0.21 0.73 0.56 0.26 1.43 0.88 1.09 1.58 1.39 1.67 0.74 0.87 1.53 2.13 1.30 1.78 0.42 1.07 Duke PhD Summer Camp Mixed Lower Upper Entry Lower Upper 35 Nash versus CH Model: LL and MSD Table 2: Model Fit (Log Likelihood LL and Mean-squared Deviation MSD) Stahl & Wilson (1995) Cooper & Van Huyck Costa-Gomes et al. Mixed Entry -824 0.0097 -150 0.0004 -872 0.0179 -150 0.0005 Cross-dataset Forecasting Cognitive Hierarchy (Common t ) -599 -1929 -941 LL 0.0257 0.0328 0.0425 MSD -884 0.0216 -153 0.0034 Nash Equilibrium 1 LL MSD -1641 0.0521 -154 0.0049 Data set Within-dataset Forecasting Cognitive Hierarchy (Game-specific t ) -540 -1690 -721 LL 0.0034 0.0079 0.0074 MSD Cognitive Hierarchy (Common t ) -560 -1743 -918 LL 0.0100 0.0136 0.0327 MSD -3657 0.0882 -10921 0.2040 -3684 0.1367 Note 1: The Nash Equilibrium result is derived by allowing a non-zero mass of 0.0001 on non-equilibrium strategies. August 2007 Duke PhD Summer Camp 36 CH Model: Theory vs. Data (Mixed Games) Figure 2a: Predicted Frequencies of Cognitive Hierarchy Models for Matrix Games (common t ) 1 0.9 y = 0.868x + 0.0499 R2 = 0.8203 Predicted Frequency 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Empirical Frequency August 2007 Duke PhD Summer Camp 37 Nash: Theory vs. Data (Mixed Games) Figure 3a: Predicted Frequencies of Nash Equilibrium for Matrix Games 1 0.9 y = 0.8273x + 0.0652 Predicted Frequency 0.8 2 R = 0.3187 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Empirical Frequency August 2007 Duke PhD Summer Camp 38 Nash vs. CH (Mixed Games) August 2007 Duke PhD Summer Camp 39 CH Model: Theory vs. Data (Entry and Mixed Games) Figure 2b: Predicted Frequencies of Cognitive Hierarchy Models for Entry and Mixed Games (common t ) 1 0.9 y = 0.8785x + 0.0419 R2 = 0.8027 Predicted Frequency 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Empirical Frequency August 2007 Duke PhD Summer Camp 40 Nash: Theory vs. Data (Entry and Mixed Games) Figure 3b: Predicted Frequencies of Nash Equilibrium for Entry and Mixed Games 1 0.9 y = 0.707x + 0.1011 0.8 2 Predicted Frequency R = 0.4873 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 Empirical Frequency August 2007 Duke PhD Summer Camp 41 CH vs. Nash (Entry and Mixed Games) August 2007 Duke PhD Summer Camp 42 Economic Value Evaluate models based on their value-added rather than statistical fit (Camerer and Ho, 2000) Treat models like consultants If players were to hire Mr. Nash and Ms. CH as consultants and listen to their advice (i.e., use the model to forecast what others will do and best-respond), would they have made a higher payoff? A measure of disequilibrium August 2007 Duke PhD Summer Camp 43 Nash versus CH Model: Economic Value August 2007 Duke PhD Summer Camp 44 Example 3: P-Beauty Contest n players Every player simultaneously chooses a number from 0 to 100 Compute the group average Define Target Number to be 0.7 times the group average The winner is the player whose number is the closet to the Target Number The prize to the winner is US$20 August 2007 Duke PhD Summer Camp 45 Results in various p-BC games August 2007 Duke PhD Summer Camp 46 Results in various p-BC games Subject Pool CEOs 80 year olds Economics PhDs Portfolio Managers Game Theorists August 2007 Group Size Sample Size 20 33 16 26 27-54 20 33 16 26 136 Duke PhD Summer Camp Mean 37.9 37.0 27.4 24.3 19.1 Error (Nash) -37.9 -37.0 -27.4 -24.3 -19.1 Error (CH) -0.1 -0.1 0.0 0.1 0.0 t 1.0 1.1 2.3 2.8 3.7 47 Summary CH Model: Discrete thinking steps Frequency Poisson distributed One-shot games Fits better than Nash and adds more economic value Explains “magic” of entry games Sensible interpretation of mixed strategies Can “solve” multiplicity problem Initial conditions for learning August 2007 Duke PhD Summer Camp 48 Outline Motivation Mutual Consistency: CH Model Noisy Best-Response: QRE Model Instant Convergence: EWA Learning August 2007 Duke PhD Summer Camp 49
© Copyright 2026 Paperzz