A Cognitive Hierarchy Model of One-Shot Games Teck H. Ho Haas School of Business University of California, Berkeley Joint work with Colin Camerer, Caltech Juin-Kuan Chong, NUS April 15, 2004 CH Model Teck-Hua Ho 1 Motivation Nash equilibrium and its refinements: Dominant theories in economics for predicting behaviors in games. Subjects do not play Nash in many one-shot games. Behaviors do not converge to Nash with repeated interactions in some games. Multiplicity problem (e.g., coordination games). Modeling heterogeneity really matters in games. April 15, 2004 CH Model Teck-Hua Ho 2 Behavioral Game Theory How to model bounded rationality in one-shot games? Cognitive Hierarchy (CH) model (Camerer, Ho, and Chong, QJE, 2004) How to model equilibration? EWA learning model (Camerer and Ho, Econometrica, 1999; Ho, Camerer, and Chong, 2004) How to model repeated game behavior? Teaching model (Camerer, Ho, and Chong, JET, 2002) April 15, 2004 CH Model Teck-Hua Ho 3 First-Shot Games The FCC license auctions, elections, military campaigns, legal disputes Many marketing models and simple game experiments Initial conditions for learning April 15, 2004 CH Model Teck-Hua Ho 4 Modeling Principles Principle Nash CH Strategic Thinking Best Response Mutual Consistency April 15, 2004 CH Model Teck-Hua Ho 5 Modeling Philosophy General Precise Empirically disciplined (Game Theory) (Game Theory) (Experimental Econ) “the empirical background of economic science is definitely inadequate...it would have been absurd in physics to expect Kepler and Newton without Tycho Brahe” (von Neumann & Morgenstern ‘44) “Without having a broad set of facts on which to theorize, there is a certain danger of spending too much time on models that are mathematically elegant, yet have little connection to actual behavior. At present our empirical knowledge is inadequate...” (Eric Van Damme ‘95) April 15, 2004 CH Model Teck-Hua Ho 6 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 April 15, 2004 CH Model Teck-Hua Ho 7 Nash Prediction: “zero-sum game” ROW Nash Equilibrium April 15, 2004 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 CH Model Teck-Hua Ho 8 CH Prediction: “zero-sum game” ROW Nash Equilibrium CH Model (t = 1.55) 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 http://groups.haas.berkeley.edu/simulations/CH/ April 15, 2004 CH Model Teck-Hua Ho 9 Empirical Frequency: “zero-sum game” ROW Nash Equilibrium CH Model (t = 1.55) Empirical Frequency April 15, 2004 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 CH Model Teck-Hua Ho 10 The Cognitive Hierarchy (CH) Model People are different and have different decision rules Modeling heterogeneity (i.e., distribution of types of players) Modeling decision rule of each type Guided by modeling philosophy (general, precise, and empirically disciplined) April 15, 2004 CH Model Teck-Hua Ho 11 Modeling Decision Rule f(0) step 0 choose randomly f(k) k-step thinkers know proportions f(0),...f(k-1) Normalize g (h) f ( h) K 1 f (h ) and best-respond ' h ' 1 April 15, 2004 CH Model Teck-Hua Ho 12 ROW t1 .5 5 Level 0 Proportion 0.212 0 1 0.212 0.329 0 1 2 0.212 0.329 0.255 0 1 2 3 0.212 0.329 0.255 0.132 0 1 2 3 4 0.212 0.329 0.255 0.132 0.051 Aggregate Aggregate Aggregate Aggregate Aggregate April 15, 2004 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 Belief 1.00 0.39 0.61 1.00 0.27 0.41 0.32 1.00 0.23 0.35 0.28 0.14 1.00 0.22 0.34 0.26 0.13 0.05 1.00 T 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 0.33 0 0 0 0.08 0.33 0 0 0 0 0.07 ROW M 0.33 0.33 0.33 1 0.74 0.33 1 0 0.50 0.33 1 0 0 0.43 0.33 1 0 0 0 0.41 CH Model B 0.33 0.33 0.33 0 0.13 0.33 0 1 0.41 0.33 0 1 1 0.50 0.33 0 1 1 1 0.51 L 0.33 0.33 0.33 1 0.74 0.33 1 1 0.82 0.33 1 1 1 0.85 0.33 1 1 1 1 0.85 COL C 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 0.33 0 0 0 0.08 0.33 0 0 0 0 0.07 R 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 0.33 0 0 0 0.08 0.33 0 0 0 0 0.07 Teck-Hua Ho 13 Implications Exhibits “increasingly rational expectations” Normalized g(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 April 15, 2004 CH Model Teck-Hua Ho 14 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 April 15, 2004 CH Model Teck-Hua Ho 15 Modeling Heterogeneity, f(k) A1: f (k ) 1 f (k ) t f (k 1) k f (k 1) k sharp drop-off due to increasing working memory constraint A2: f(1) is the mode A3: f(0)=f(2) (partial symmetry) A4: f(0) + f(1) = 2f(2) April 15, 2004 CH Model Teck-Hua Ho 16 Implications A1 Poisson distribution and variance = t f (k ) e t tk k! with mean A1,A2 Poisson distribution, 1< t < 2 A1,A3 Poisson, t21.414.. A1,A4 Poisson, t1.618..(golden ratio Φ) April 15, 2004 CH Model Teck-Hua Ho 17 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 April 15, 2004 CH Model Teck-Hua Ho 18 ROW t1 .5 5 Level 0 Proportion 0.212 0 1 0.212 0.329 0 1 2 0.212 0.329 0.255 0 1 2 3 0.212 0.329 0.255 0.132 0 1 2 3 4 0.212 0.329 0.255 0.132 0.051 Aggregate Aggregate Aggregate Aggregate Aggregate April 15, 2004 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 Belief 1.00 0.39 0.61 1.00 0.27 0.41 0.32 1.00 0.23 0.35 0.28 0.14 1.00 0.22 0.34 0.26 0.13 0.05 1.00 T 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 0.33 0 0 0 0.08 0.33 0 0 0 0 0.07 ROW M 0.33 0.33 0.33 1 0.74 0.33 1 0 0.50 0.33 1 0 0 0.43 0.33 1 0 0 0 0.41 CH Model B 0.33 0.33 0.33 0 0.13 0.33 0 1 0.41 0.33 0 1 1 0.50 0.33 0 1 1 1 0.51 L 0.33 0.33 0.33 1 0.74 0.33 1 1 0.82 0.33 1 1 1 0.85 0.33 1 1 1 1 0.85 COL C 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 0.33 0 0 0 0.08 0.33 0 0 0 0 0.07 R 0.33 0.33 0.33 0 0.13 0.33 0 0 0.09 0.33 0 0 0 0.08 0.33 0 0 0 0 0.07 Teck-Hua Ho 19 Historical Roots “Fictitious play” as an algorithm for computing Nash equilibrium (Brown, 1951; Robinson, 1951) In our terminology, the fictitious play model is equivalent to one in which f(k) = 1/N for N steps of thinking and N ∞ Instead of a single player iterating repeatedly until a fixed point is reached and taking the player’s earlier tentative decisions as pseudo-data, we posit a population of players in which a fraction f(k) stop after k-steps of thinking April 15, 2004 CH Model Teck-Hua Ho 20 Theoretical Properties of CH Model Advantages over Nash equilibrium Can “solve” multiplicity problem (picks one statistical distribution) Solves refinement problems (all moves occur in equilibrium) Sensible interpretation of mixed strategies (de facto purification) Theory: τ∞ converges to Nash equilibrium in (weakly) dominance solvable games Equal splits in Nash demand games April 15, 2004 CH Model Teck-Hua Ho 21 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 April 15, 2004 CH Model Teck-Hua Ho 22 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 ) April 15, 2004 CH Model Teck-Hua Ho 23 Behaviors of Level 0 and 1 Players (t =1.25) Level 1 Level 0 Demand (as % of # of players) April 15, 2004 CH Model Teck-Hua Ho 24 Behaviors of Level 0 and 1 Players(t =1.25) Level 0 + Level 1 Demand (as % of # of players) April 15, 2004 CH Model Teck-Hua Ho 25 Behaviors of Level 2 Players (t =1.25) Level 2 Level 0 + Level 1 Demand (as % of # of players) April 15, 2004 CH Model Teck-Hua Ho 26 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) April 15, 2004 CH Model Teck-Hua Ho 27 Entry Games (Imposing Monotonicity on CH Model) 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) April 15, 2004 CH Model Teck-Hua Ho 28 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 April 15, 2004 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 CH Model 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 Teck-Hua Ho 29 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 April 15, 2004 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 CH Model Mixed Lower Upper Entry Lower Upper Teck-Hua Ho 30 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. April 15, 2004 CH Model Teck-Hua Ho 31 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 April 15, 2004 CH Model Teck-Hua Ho 32 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 April 15, 2004 CH Model Teck-Hua Ho 33 Nash vs CH (Mixed Games) April 15, 2004 CH Model Teck-Hua Ho 34 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 April 15, 2004 CH Model Teck-Hua Ho 35 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 April 15, 2004 CH Model Teck-Hua Ho 36 CH vs. Nash (Entry and Mixed Games) April 15, 2004 CH Model Teck-Hua Ho 37 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 April 15, 2004 CH Model Teck-Hua Ho 38 Nash versus CH Model: Economic Value April 15, 2004 CH Model Teck-Hua Ho 39 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$10 April 15, 2004 CH Model Teck-Hua Ho 40 April 15, 2004 CH Model Teck-Hua Ho 41 A Sample of Caltech Board of Trustees David Baltimore President California Institute of Technology Donald L. Bren Chairman of the Board The Irvine Company • Eli Broad Chairman SunAmerica Inc. • Lounette M. Dyer Chairman Silk Route Technology April 15, 2004 • David D. Ho Director The Aaron Diamond AIDS Research Center • Gordon E. Moore Chairman Emeritus Intel Corporation • Stephen A. Ross Co-Chairman, Roll and Ross Asset Mgt Corp • Sally K. Ride President Imaginary Lines, Inc., and Hibben Professor of Physics CH Model Teck-Hua Ho 42 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 April 15, 2004 CH Model Teck-Hua Ho 43
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