In this paper, we claim that agents confronting with new interactive situations apply behavioral heuristics that drastically reduce the problem complexity either by neglecting the other players' incentives, or by restricting attention to subsets of "salient" outcomes. We postulate that these heuristics are sensitive to the manipulation of those features that can be modified without altering the (Nash) equilibrium structure of the game. We call these features "descriptive". We test experimentally the effect of these descriptive features on both choice behavior and cross-game similarity perception. Analysis of individual choices confirms our hypotheses, and suggests that non-equilibrium choices may derive from simplified mental models of the game structure, rather than from heterogeneous beliefs or limited iterative thinking. In addition, subjects tend to behave similarly in games sharing similar descriptive features, regardless of their strategic structure.Games 2013, 4 777
IntroductionEvery day, people face several decisions; most of them have risible consequences and can be dealt with almost automatically, only a few are crucial. Many of these decisions, however, are new, i.e., they have never been encountered before. The situations people face in their daily routine are in fact often similar to other situations previously encountered, but rarely identical. Then, how do people react to a strategic situation they have never encountered before? When do people perceive two situations as being similar?Behavioral game theory in the last decade has produced abundant experimental evidence in response to these questions, which in turn has informed empirically grounded modeling efforts. The enterprise has led to the development of new equilibrium concepts (e.g., Quantal Response Equilibrium [1], Cursed Equilibrium [2], to name a few) and of models that take on board individuals' limited reasoning abilities (i.e., the vast family of the level-k models [3][4][5]).Behavioral models of game playing, although relaxing the most implausible assumptions of standard game theory, still rely on the notion of strategic thinking, i.e., they assume that players form beliefs about other players (in other words, players have a mental model of the other player's strategic behavior) and try to maximize their utility given these beliefs (an exception is given by level-0 players in level-k models, who are assumed to choose a strategy randomly).Some of the available evidence, however, suggests a partly different picture of behavior in one-shot games, by pointing out that choice and belief might not be one the result of the other [6], by suggesting, more radically, that players may significantly underestimate their opponents' rationality [7], and finally, by hinting at the possibility that players may even act on the basis of a very simplified and/or incorrect model of the "true" strategic situation [8,9].In this paper, we submit that players in several occasions may apply choice heuristics that imply a drastic simplification of the original ...