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Outline In-Class Experiment on Centipede Game Test of Iterative Dominance Principle I: McKelvey and Palfrey (1992) Test of Iterative Dominance Principle II: Ho, Camerer, and Weigelt (1988)
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Four-move Centipede Game
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Six-move Centipede Game
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Variables and Predictions Proportion of Observations at each Terminal Node, f j, (j=1-5 for four-move and j=1-7 for six-move games) Implied Take Probability at Each Stage, p j (j=1-4 for four-move and j=1-6 for six move games) Iterative Dominance Predictions f j = 1.0 for j=1 and 0 otherwise p j = 1.0 for all j.
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Experimental Design
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Basic Results: f j
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Basic Results: p j
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Basic Results: Cumulative Outcome Frequencies
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Basic Results: Early versus Later Rounds
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Summary of Basic Results All outcomes occur with strictly positive probability. p j is higher at higher j. Behaviors become “more rational” in later rounds. p j is higher in 4-move game than in 6-move game for the same j. For a given j, p n-j in a n-move game increases with n. There are 9 players who chose PASS at every opportunity.
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Basic Model “Gang of Four” (Kreps, Milgrom, Roberts, and Wilson, JET, 1982) Story Complete Incomplete information game where the prob. of a selfish individual equals q and the prob. of an altruist is 1-q. This is common knowledge. Selfish individuals have an incentive to “mimic” the altruists by choosing to PASS in the earlier stages.
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Properties of Prediction For any q, Blue chooses TAKE with probability 1 on its last move. If 1-q > 1/7, both Red and Blue always choose PASS, except on the last move, when Blue chooses TAKE. If 0 < 1-q < 1/7, the equilibrium involves mixed strategies. If q=1, then both Red and Blue always choose TAKE. For 1-q> 1/49 in the 4-move game and 1-q > 1/243, the solution satisfies p i > p j whenever i > j.
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Proportions of Outcomes as a Function of the Level of Altruism
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Problems and Solutions For any 1-q, there is at least one outcome with 0 or close to 0 probability of occurrence. Possibility of error in actions TAKE with probability (1- t ) p* and makes a random move (50-50 chance of PASS and TAKE) with probability t. Learning: Heterogeneity in beliefs (errors in beliefs) Q (true) versus q i (drawn from beta distribution ( )) Each player plays the game as if it were common knowledge that the opponent had the same belief.
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Equilibrium with Errors in Actions
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The Likelihood Function A player draws a belief q For every t and every t, and for each of the player’s decision nodes, v, we have the equilibrium prob. of TAKE given by: Player i’s prob. of choosing TAKE given q:
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The Likelihood Function If Q is the true proportion for the fraction of selfish players, then the likelihood becomes: The Likelihood function is:
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Maximum Likelihood Estimates
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Estimated Distribution of Beliefs
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Tests of Nested Models
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Differences in Noisy Actions Across Treatments
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Predicted Versus Actual Choices
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Predicted versus Actual Choices
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Summary
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