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LECTURE 8: NOISY BEHAVIOUR, QUANTAL RESPONSE EQUILIBRIA AND LEVEL- K 1

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Page 1: LECTURE 8: NOISY BEHAVIOUR, QUANTAL RESPONSE …georgana.net/sotiris/teach/docs/exp/Lecture8.pdf · Usingmodels’of’bounded’ raonality’ • Level k model also predicts aggregate

LECTURE 8: NOISY BEHAVIOUR, QUANTAL RESPONSE EQUILIBRIA AND LEVEL-K 1

Page 2: LECTURE 8: NOISY BEHAVIOUR, QUANTAL RESPONSE …georgana.net/sotiris/teach/docs/exp/Lecture8.pdf · Usingmodels’of’bounded’ raonality’ • Level k model also predicts aggregate

•  Reading – Goeree & Holt, Ten little treasures, 2001 AER – McKelvey & Palfrey 1995 GEB – Nagel 1995 AER

•  Learning outcomes •  Understand how expected payoff functions

can influence play •  Be familiar with Quantal Response Equilibria

and methods to calculate them

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Auc$on  with  Resale  Georganas  2011  

•  Standard  English  auc$on  for  one  unit  – With  n  bidders  –  IPV  in  [0,100]  

•  Twist:  there  is  a  second  stage  where  winner  can  resell  the  good  to  an  other  bidder  – Chooses  a  reserve  price  – Other  bidders  can  see  and  decide  whether  they  are  interested  

–  If  more  than  1  interested  there  is  a  new  English  auc$on   3

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Auc$ons  with  Resale:  result  

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Explana$on  

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Equilibrium  plus  noise  

•  Noisy  equilibrium  is  not  the  same  as  Nash  +  mistakes  – Noise  can  drive  behavior  very  far  away  from  equilibrium  

•  A  player’s  errors  can  change  another’s  best  responses  – Games  of  this  type  

•  Guessing  games  •  Auc$ons  with  resale  •  Cen$pede  •  etc  

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Quantal  response  equilibrium  McKelvey  -­‐  Palfrey  1995  

•  An  equilibrium  concept  that  systema$cally  introduces  noise  

•  Nash  equilibrium=  consistent  beliefs  +  best  response  

•  In  QRE  players  play  be#er  responses  – Strategies  with  higher  expected  payoff  chosen  more  oYen  

– But  not  with  probability  one  – Another  interpreta$on:  avoiding  costly  mistakes  

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The  error  structure  in  QRE  •  Luce  (1959):    

1.  response  probabili$es  are  an  increasing  func$on  of  the  strength  of  the  s$mulus  f(U)  

2.  probabili$es  of  all  possible  choices  have  to  add  up  to  one    pj=f(Uj)/Σf(U)  

•  For  prac$cal  purposes  we  need  to  assume  a  specific  func$onal  form  –  Simplest:  linear  pj=Uj/ΣU  

•  What  about  nega$ve  payoffs?  

–  logis$c  errors  pj=e-­‐λU/Σe-­‐λU  

•  Quantal  Response  Equilibrium  is  then  a  fixed  point  same  as  Nash  –  I  have  some  beliefs  –  Given  beliefs  I  can  calculate  my  expected  payoffs  –  Transform  payoffs  using  logit  or  linear  and  play  according  to  that  –  Equilibrium  when  my  beliefs  consistent  with  (noisy)  play  of  others  

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QRE  example  in  normal  form  games  

L   R  

U   3,3   0,0  

D   0,0   1,1  

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•  Row  has  belief  that  column  plays  leY  with  prob  λ  •  Expected  payoff  is  then    

•  Eπ[U]=3λ+(1-­‐λ)0  •  Eπ[D]=λ0+(1-­‐λ)1  

•  Quantal  Response  with  Luce  errors  •  Prob  of  playing  up  μ=Eπ[U]/(Eπ[U]+Eπ[D]) •  µ=3λ/(2λ+1)

•  Do  same  for  Column  •  Game  is  symmetric,  so  µ=3µ/(2µ+1) •  µ=0 or µ=1  

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How  to  calculate  QRE  

•  QRE  yields  a  system  of  equa$ons  •  For  large  strategy  spaces  impossible  to  calculate  algebraically  

•  Numerical  methods  needed  1.  Tracing  method  (see  gambit  soYware)  2.  Itera$on  method  

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Filng  QRE  to  data  

•  For  applica$ons  the  logit  version  is  the  most  flexible  –  λ  can  be  interpreted  as  degree  of  ra$onality,  as  for  λ-­‐>∞  QRE  approached  Nash  

•  The  idea  is  to  fit  a  QRE  to  the  data  using  maximum  likelihood  –  Find  the  λ  that  makes  choice  probabili$es  most  likely  –  E.g.  if  people  play  right  with  probability  ½  find  λ  such  that  the  associated  QRE  predicts  play  of  right  with  probability  as  close  to  ½  as  possible  

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QRE  and  Auc$ons  with  Resale  

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QRE  and  first  price  auc$ons    (Goeree,  Holt  &  Palfrey  2002  JET)      

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Discrete value first price auctions Low value treatment: Values 0, 2, 4, 6, 8, 11 High value treatment: Values 0, 3, 5, 7, 9, 12

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QRE  and  first  price  auc$ons  

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QRE  and  all  pay  auc$ons  (Anderson,  Goeree  &  Holt  JPE  1998)  

•  All  pay  auc$on:  highest  bidder  gets  good,  everyone  pays  bid    – good  model  of  contests,  lobbying  etc  

•  People  rarely  play  equilibrium  – Mixed  strategy  eq.  where  expected  payoffs  are  zero  

•  QRE  predicts      – Overdissipa$on  of  rents  –  rent  dissipa$on  to  increase  with  n  

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Other  games  with  QRE  analysis  •  Cen$pede  •  Alterna$ng  offer  bargaining  •  Coordina$on  games  •  etc  •  Camerer,    Teck-­‐Hua    Ho,    and    Juin  Kuan    Chong    (2004)    

–  Quantal    response    equilibrium    (QRE),  a    sta8s8cal  generaliza8on  of  Nash,    almost  always  explains  the  direc8on  of  devia8ons    from  Nash    and  should  replace  Nash    as    the  sta8c  benchmark    to  which    other  models    are  rou8nely  compared.    

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What  happens  when  people  first  see  a  game  

•  QRE  is  supposed  to  model  behavior  aYer  people  understand  the  game,  play  for  some  $me  but  s$ll  respond  noisily  

•  What  about  the  first  response  to  a  game?  •  Start  with  normal  form…  

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Underculng  game  

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2  person  Guessing  game  •  Two  player  Games  

–  Asymmetric  •  parameterized  by  a  lower  bound  ai  ≥  0,  upper  bound  bi  >  ai,  and  target  pi  >  0  for  each  player  

–  Strategies  are  given  by  si  ∈  [ai,bi]  and  player  i  is  paid  according  to  how  far  her  choice  is  from  pi  $mes  sj,  denoted  by  ei  =  |  si  −  pisj  |  

•  15  −  (11/200)ei  ,  if  ei≤200  •  5  −  (1/200)  ei,    if  ei  ∈  (200,  1000]  •  Zero,  if  e  i  ≥  1000  

•  Example  1:  p1  ([100,  500],  0.5)  ,  p2  ([100,  900],  1.3)  •  Example  2:  p1  ([100,  500],  0.7),  p2  ([300,  900],  1.3)  

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The  classic  guessing  game  (Nagel  1995  AER)  

•  N players, can say a number [0,100], winner is the person closest to 2/3 times the average number

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2/3-mean lab-students

0.00

0.05

0.10

0.15

0.20

67

chosen numbers

rela

tive

freq

uen

cies

22 50 10033

mean: 36.732/3-mean: 23.49

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2/3-mean, gametheorists and experimenters

0,00

0,05

0,10

0,15

0,20

chosen numbers

rela

tive

freq

uenc

es

22 50 10033

mean: 18.982/3-mean: 12.65

0 14

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The  classic  guessing  game  •  Theory  is  very  clear:  all  

choose  0  •  Actual  behavior  chao$c?    

–  No?  there  is  a  structure  through  the  spikes:  22,  33,  0,  67,  100    

–  This  can  be  explained  by  a  model  of  iterated  best  reply  (a  concept  of  game  theory)  

–  Start assuming others play random

–  L1 best responds to that, L2 to L2 etc

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6. Newspaper experiments (15-17)

0,00

0,02

0,04

0,06

0,08

0,10

10022 50

mean: 23.082/3mean: 15.39

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Using  models  of  bounded  ra$onality  

•  Level k model also predicts aggregate behaviour well in other lab games –  2x2 games, 3x3 games, auctions, hide-and-seek

games… •  Level k can even explain the experience of the

ECB with liquidity auctions –  Banks demand liquidity – ECB supplies, if total

demand lower than supply there is a proportional rationing rule

–  Nash equilibrium if supply<demand: demand infinity! –  What actually happened?

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Level  k  Consistence:  Aggregate  Results  

Guessing games Undercutting games

Are players consistent? Georganas, Healy and Weber 2011

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2  person  guessing  game  results  

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Good news? Bad news?

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Switching  

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Problem Set

1.  Find the QRE for the normal form game in slide 9 using the logit specification (for all λ) –  Algebraically –  Numerically

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