2001
DOI: 10.1111/1468-0262.00239
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Cognition and Behavior in Normal-Form Games: An Experimental Study

Abstract: ''Human experience, which is constantly contradicting theory, is the great test of truth.''This paper reports experiments designed to study strategic sophistication, the extent to which behavior in games reflects attempts to predict others' decisions, taking their incentives into account. We study subjects' initial responses to normal-form games with various patterns of iterated dominance and unique pure-strategy equilibria without dominance, using a computer interface that allowed them to search for hidden pa… Show more

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Cited by 684 publications
(413 citation statements)
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References 26 publications
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“…41 Experiments suggest that, on first impression, about one-fifth of players in an iterated game play the optimal equilibrium strategy, implying that the vast majority are unable to work through chains of decisions to eliminate the least rewarding strategies. 42 However, in repeated play about two-thirds learn their way to the equilibrium by repeatedly eliminating inferior strategies. 43 …”
Section: Strategic Interaction: Experienced Elites May Be Better At Pmentioning
confidence: 99%
“…41 Experiments suggest that, on first impression, about one-fifth of players in an iterated game play the optimal equilibrium strategy, implying that the vast majority are unable to work through chains of decisions to eliminate the least rewarding strategies. 42 However, in repeated play about two-thirds learn their way to the equilibrium by repeatedly eliminating inferior strategies. 43 …”
Section: Strategic Interaction: Experienced Elites May Be Better At Pmentioning
confidence: 99%
“…In this section, we investigate the effect of features on individual behavior first by applying the model presented in Costa-Gomes et al [37] to our data, then defining new types based on features, and finally comparing the performances of the two models. Costa-Gomes et al [37] identify nine types of strategic behavior, which summarize a wide range of possible decision rules a player can apply in a game: Altruistic (an agent aiming at the cell that maximizes the sum of his own and his opponent's payoff), Pessimistic (an agent choosing the strategy with the highest minimum payoff), Naïve (an agent picking the strategy with the highest average payoff, under the assumption that the opponent's choices are equally likely), Optimistic (a player aiming at the highest payoff for herself), L2 (an agent who best responds to a Naïve opponent), D1 (an agent who is able to single out a dominated strategy and then assign equal probability to the remaining choices of her opponent), D2 (an agent performing two rounds of iterated elimination of dominated strategies), Equilibrium (an agent who selects equilibrium strategies), Sophisticated (an agent who best responds to the probability distribution of his opponent's decisions).…”
Section: Analysis Of Individual Behaviormentioning
confidence: 99%
“…An alternative explanation may be that the focal point is chosen being the outcome that yields the highest payoff sum. Fairness-based explanations of out-of-equilibrium play are widespread, and behavioral models such as that of Costa-Gomes et al [37] include an "Altruistic" type, who systematically opts for the cell with the highest payoff sum. In order to test whether players select FP for this reason, in the following we analyze the relative attractiveness of the "fair" cell, defined as the one with the highest payoff sum.…”
Section: Pareto-efficiencymentioning
confidence: 99%
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