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The control of game form recognition in experiments: understanding dominant strategy failures in a simple two person “guessing” game

机译:实验中游戏形式识别的控制:在一个简单的两人“猜”游戏中理解主导策略的失败

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摘要

This paper focuses on instructions and procedures as the reasons that subjects fail to behave according to the predictions of game theory in two-person “guessing game” (beauty contest game) experiments. In this game, two individuals simultaneously choose a number between 0 and 100. The winner is the person whose chosen number is the closest to 2/3 of the average of the two numbers. The weakly dominant strategy is zero. Because of the simplicity of the game, the widespread failure of subjects to choose the weakly dominant strategy has been interpreted as evidence of some fundamental inability to behave strategically. By contrast, we find that subjects’ behavior reflects a lack of understanding of the game form, which we define as the relationships between possible choices, outcomes and payoffs. To a surprising degree, subjects seem to have little understanding of the experimental environment in which they are participating. If subjects do not understand the game form, the experimental control needed for testing game theory is lost. The experiments reported here demonstrate that the failure to act strategically is related to how the game is presented. We test how well subjects are able to recognize the game under a variety of different presentations of the game. Some subjects fail to recognize the game form when it is presented abstractly. When the game is transformed into a simple isomorphic game and presented in a familiar context, subjects do choose weakly dominant strategies. While our results confirm the ability of subjects to make strategic decisions, they also emphasize the need to understand the limitations of experimental subjects’ ability to grasp the game as the experimenter intends. Given these limitations, we provide suggestions for better experimental control.
机译:本文着重介绍指令和程序,因为在两个人的“猜谜游戏”(美人比赛)实验中,受试者无法根据博弈论的预测做出行为。在这个游戏中,两个人同时选择一个0到100之间的数字。获胜者是其所选择的数字最接近两个数字平均值的2/3的人。弱优势策略为零。由于游戏的简单性,主体选择弱势策略的普遍失败已被解释为某些根本无法进行策略性行为的证据。相比之下,我们发现对象的行为反映了对游戏形式的缺乏理解,我们将游戏形式定义为可能的选择,结果和收益之间的关系。令人惊讶的是,受试者似乎对他们所参与的实验环境了解甚少。如果受试者不了解游戏形式,则将失去测试游戏理论所需的实验控制。此处报道的实验表明,策略上的失败与游戏的呈现方式有关。我们测试对象在各种不同的游戏演示形式下识别游戏的能力。当游戏形式被抽象地呈现时,一些主体无法识别游戏形式。当将游戏转换为简单的同构游戏并在熟悉的环境中展示时,主体确实会选择弱势策略。尽管我们的结果证实了受试者做出战略决策的能力,但他们也强调需要了解实验受试者按照实验者的意图掌握游戏的能力的局限性。鉴于这些限制,我们为更好的实验控制提供了建议。

著录项

  • 来源
    《Experimental Economics》 |2009年第2期|159-179|共21页
  • 作者单位

    Kellogg School of Management, Northwestern University, Evanston, IL, USA;

    Division of Humanities and Social Sciences, California Institute of Technology, Pasadena, CA, USA;

    Institucio Catalana de Recerca i Estudis Avan?ats (ICREA), Department of Economics, Universitat Pompeu Fabra, Barcelona, Spain;

    Division of Humanities and Social Sciences, California Institute of Technology, Pasadena, CA, USA;

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  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Experiments; Games; Methodology; Instructions;

    机译:实验;游戏;方法;使用说明;

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