Title: An%20Experimental%20Investigation%20of%20Aggregate%20Information%20Revelation%20in%20the%20Centipede%20Game.
1An Experimental Investigation of Aggregate
Information Revelation in the Centipede Game.
2The Basic Question
- Is aggregate information about how the public
behaves always good for society? When does
self-censoring make sense?
3The Answer
- Our experiment suggests that revealing
information about the aggregate data reduces
social welfare in our model economy. This is
contrary to theoretical expectations.
4The Four-Move Centipede Game.
1
2
1
2
(9.6, 2,4)
T1
T2
T4
T3
(0.3, 1.2)
(0.6, 0.15)
(2.4, 0.6)
(1.2, 4.8)
Two-person trust game. Players take turns in
choosing whether to take or pass an escalating
pile of money.
5The Equilibrium.
- The unique Nash equilibrium outcome in this game
is for player 1 to Take at her first choice. - This has been widely regarded a problematic
solution, and many experiments have been
conducted to test it. - If it was known that more that 1/7th of player
2s would pass in the last decision node, the
result would be overturned.
6Previous Results from Experiments of the
Centipede Game.
- McKelvey and Palfrey (1992) found Nash
equilibrium play (fraction of matches where
player 1 takes immediately) around 8, even in
late rounds. - Nagel and Tang (1998), using the equivalent
normal form of the game, find relative
frequencies of equilibrium play not exceeding 5.
7Is it a Good Idea to Release Aggregate
Information About this Economy?
- In the data of MP(1992) many people pass in the
last decision node (18). - Fudenberg-Levine (1997) argue that many people
fail to experiment enough to learn this, so
they take in early rounds. - It seems like a good idea to reveal this
information these people will be induced to
pass more.
8The Experiment.
- Took place in CASSEL laboratory with UCLA
students. - Six sessions with different subjects were
conducted. - Common features for each session
- Subjects were split into 2 groups of player 1s
and player 2s. - Played 15 or 14 rounds of the four-move centipede
game. - A rotating matching scheme was used.
- 3 practice rounds.
9The New Treatment Information Revelation.
- Subjects saw the Pass and Take fractions in
each decision node in the previous round. - Full Information Revelation (FIR) treatment
subjects saw these fractions for all nodes. - Partial Information Revelation (PIR) treatment
subjects saw the fractions in the nodes of the
other group only.
10The Sessions.
Session Subjects Aggregate information Number of total matches
NIR1 30 NO 225
NIR2 28 NO 196
FIR1 30 FULL 225
FIR2 30 FULL 225
PIR1 30 OTHER GROUP ONLY 225
PIR2 28 OTHER GROUP ONLY 196
PIR3 30 OTHER GROUP ONLY 225
11The Main Features of the Data.
- In the sessions with information revelation,
Nash equilibrium play was very frequently played
in the late rounds, except in session PIR1. - When information was provided, subjects passed
less in the last decision node. - The conditional take probabilities increase as
we get closer to the last move.
12Behavior in the Last Decision Node.
- In the four-move sessions of MP(1992) and in our
No Information session, 3-9 of the total
matches end in node P4. In almost all
Information sessions, this fraction is less
than 1. - Furthermore, the Take probability, conditional
on that the last decision node was reached, was
lower in the information sessions.
13For all Rounds , Pooling our Results with MPs
4-Move Sessions
- 31/802 matches ended in the last terminal node in
experiments without information revelation and
only 8/1096 matches with aggregate information. - Given that the last decision node was reached,
8/112 passed in the sessions with information,
and 31/124 in the sessions without information.
14Signaling was Not Important.
- Note that given the necessary restrictions in the
number of subjects, signaling is possible. A
subject may Pass to affect the behavior of the
people in the other group in the future. - In fact, signaling was used very little. Perhaps
subjects did not realize that it was potentially
profitable to signal.
15Conclusions.
- Revealing true information about a society may
not be a good Idea. - Although there were reasons to believe that
providing aggregate information would be
beneficial, social surplus actually fell
significantly.
16Late-Round Play in the FIR Sessions.
17Late-Pound Play in the PIR Sessions.
18Late-Round Play in the NIR Sessions