By M Kaneko with A Takeuchi Y Funaki and J J Kline 0 No knowledge about the payoffs even for his own Prisoners dilemmas are repeated 50 times No RoleSwitching Alternating RoleSwitching ID: 618985
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Slide1
An Experimental Study of Cognition and Behavior from the Perspective of Inductive Game TheoryBy M. Kaneko (with A. Takeuchi, Y. Funaki and J. J. Kline)
0) No knowledge about the payoffs, even for his own Prisoner’s dilemmas are repeated 50 timesNo Role-Switching Alternating Role-Switching Cognition and behavior - - learning payoffs by trial/error revising his behavior from time to time The IGT Perspective (Kanko-Kline 2008, 2009):The above points are considered in the IGT perspectiveSharpened Extended
1Slide2
Social Justice
Research ProjectsM. KanekoChiayi 2011・10・03Mathematical thinkingLogical Inferences & Decision Making
Emphases
Symbolic thinking (Syntactical/grammatical)
Interpretation of Symbolic Expressions (semantic)
2
Inductive Game
Theory
Epistemic Logic
Understanding of Society and Human in Society
Experiences as Given
Derivations/Use/Revision of Beliefs/UnderstandingEmphasisFrom Experiences to BeliefsGenerations of ExperiencesInteractions between cognition and behavior Interpretation of Symbolic thinking
Social Institutions
Soft InstitutionsEmergence of Value・MoralityEtc.Hard InstitutionsTax SystemsEtc.Slide3
1: Sources for Knowledge - - experiences 2: From accumulated experiences, a player derives his understanding of the situation. 3: Uses of his derived view for behavioral revisions.
3a): Generating experiences - - trials/errorsb): Memorizing such experiences c): Limitations on a) and b): restricted trials/errors, forgetfulness, mistakes, misunderstanding
Interactive
Kaneko-Kline papers
Formal Theory
Informal Theory
Basic Assumption: no knowledge about payoffs
A model of individual behavior – Statistical Analysis:
- - sharpening and extending the informal theory - -
Present paperSlide4
Basic Set-upSubjects repeatedly play a prisoner’s dilemma game for 50 rounds with the same subject.In each round:Each subject is assigned a role of either BLUE (row) or GREEN
(column).Each subject chooses action c or d Feedback information is given: (his role; pair of actions chosen; his payoff)After the 50 rounds, they answer questionnaire about the payoff matrix.4Slide5
Experimental Treatments 2 × 3 and 50 rounds2 types of role-switching
No role-switching (NRS) Alternating role-switching (ARS)3 types of PD Games Quasi-Symmetric (QS1) Quasi-Symmetric (QS2) Twisted (T)×
NRS
ARS
5
50 rounds
B
B
B
G
G
G
1
2
2
2
1
1
G
1
2
B
B
B
G
G
G
1
2
1
1
2
2
G
1
2
B
BSlide6
Three Types of Prisoner’s Dilemma GamesQuasi-Symmetric 1 (QS1)Quasi-S
ymmetric 2 (QS2)Twisted (T)6(5, 4)(2, 5)(6, 1)
(3, 2)
(5, 5)
(2, 6)
(6, 2)
(3, 3)
(0, 1)
(0, 1)
(0, 1)
(0, 1)
(8, 7)
(2, 8)
(9, 1)
(3, 2)
(8, 8)
(2, 9)(9, 2)(3, 3)
(0, 1)
(0, 1)
(0, 1)
(0, 1)
(5, 4)
(2,
10
)
(6, 1)
(3, 2)
(5, 4)
(2, 5)
(6, 1)
(3, 2)
(0, 0)
(0,
5
)
(0,0)
(0, 0)
=
=
=
-
+
-
c
d
c
d
c
d
c d
c d
c d
Asymmetric?
Twisted?
In all games
d – Dom
(
d,d
) - - NE
(
c,c
) is an ICE
in QS1,QS2
(
c,d
) is an ICE
in TSlide7
Summary of the TreatmentsQS1QS2TRole-Switching
14 Pairs14 Pairs14 PairsNo Role-Switching14 Pairs14 Pairs14 Pairs7= 168 subjects (14 × 2 × 6)Between-Subject DesignSubjects
・
Undergraduate students of
Wased
a University.
・
Recruited from many majors;
excepts for economics.
LocationExperiment Lab ofWaseda UniversitySlide8
Basic Information StructureKnown structure:Number of actions for each roleNo change in the Payoff matrix across periodsA role assignment but not a specific assignment.
The payoff structure is not known:A subject does not know about the payoff structure --- not “unknown” in the sense of uncertainty.A subject receives a payoff value after each round --- Experiences become the source for his subjective view.8Slide9
95, 4
2, 106, 13, 2
c
d
c
d
(T, ARS):
pair 8
Aggregated Frequencies over the subjects for NRSSlide10
10Slide11
11Slide12
12Today, we will mainly look at:Cognitive Aspects – Resulting knowledge about payoffs from experiences
Interactions between behavior and cognition.Behavioral Predictions:No Role-switching – Dominant Strategy Role-switching –
IC equilibrium
predicts a pair of actions maximizing the
simple sum of payoffs,
and the Nash EQ.
Cognitive Data:
Payoffs Questionnaire, after 50 rounds
We got the subjective payoffs from the answers to this
Correctness of a subject’s understanding and his behavior Slide13
Summary of Experimental Data3 games ×2 types of role-switching = 6 treatmentsEach treatment has 14 pairs of subjects Each pair show a trajectory of action pairs for 50 rounds.13
Payoff answers from each subjectIn each treatment of NRS, 4 numerical answers are given In each treatment of RS, 8 numerical answers are given.Behavioral Data
Cognitive DataSlide14
QuestionsSome Analysis of behavioral and cognitive resultsWhat is the general tendency of subjects’ choices?What is the payoff understandings of subjects?Objective game and subjective viewMore experiences, more precise view?Behavior when subjective view is correct/
incorrect w.r.t. the objective game14Round t
Round t’’
Round t’
5,
?
?
,
?
?
,
?
?
, ?
5,
?
?
,
?
6
,
?
?
,
?
5,
?
2,
?
6,
?
?
,
?
2
1
C
D
C
(5, 4)
(2, 5)
D
(6, 1)
(3, 2)Slide15
Payoffs Correctness relative to the Objective Payoffs
NNRSNARSSlide16
16Subjective view and Equilibrium
What is the equilibrium of the subjective view?Are they playing the equilibrium of the subjective view?(T, ARS): pair 8Incorrect but good enough to suggest for ICESlide17
17Incorrect for Dom for subject 1; X: 5 > [3] & 2 < 3; O: [5] < 10 & 1 < 2 for subject 2; X: [1] <2 & [1] = [1]; X:[1] < 10 & [1] =[1] Slide18
18Statistical Tests: Comparisons of Behaviors
Ambitious Claim:Statistical Tests are implied in Informal Postulates of IGT Slide19
Summary and Further Considerations19
We considered interactions between behavior and cognition.They are related to the thought processcriterion of trial/errorInductive derivation of a subjective view (interpretation of experiences) a lot of constraints - - inferential ability, forgetfulness, simplification of detailed informationetc.---------------------
A model of individual behavior is presented.
Statistical test about history-independence, excluding
the tit-for-tat strategy behavior, trigger strategy behavior.
Is the ambition accomplished? Slide20
20References
Entire Projects1.Kaneko, M., Game Theory and Mutual Misunderstanding, Springer (2004)2.Kaneko, M., and J. J. Kline, Two Dialogues on Epistemic Logic and Inductive Game Theory, forthcoming in Advances in Mathematics Research, Vol. 12, edited by Albert R. Baswell, Nova Science, New York (2011).
3.
ーーー
『
社会正義 地界で考える
』
勁草書房
2007
年
4.Kaneko,
M., Exploring New Socio-Economic Thought for a Small and Narrow Earth, mimeo (2009).Epistemic Logic
Kaneko, M., Epistemic logics and their game theoretical applications: Introduction. Economic Theory 19 (2002), 7-62.Kaneko, M., and N-Y. Suzuki, Epistemic Logic of Shallow Depths and Game Theory, Economic Theory 19:63-103, (2002).
Inductive Game Theory
Kaneko, M., and J. J. Kline, (2008), Inductive Game Theory: A Basic Scenario, Journal of Mathematical Economics
44, 1232-1263.Kaneko, M., and J. J. Kline, (2008), Par
tial Memories, Inductively Derived Views, and their Interactions with Behavior, to appear in
Economic Theory
, DOI: 10.1007/s00199-010-0519-0
Kaneko, M.,
and A. Mitra, (2007),
Discrimination in Festival Games with Limited Observability and Accessibility, to appear in Mathematical Social Sciences. doi:10.1016/j.mathsocsci.2011.03.002
Kaneko, M. and J. J. Kline, (2009), Transpersonal Understanding through Social Roles, and Emergence of Cooperation, University of Tsukuba, SSM.DP.1228.