Abstract
Using a laboratory experiment, we investigate whether a variety of behaviors in repeated games are related to an array of individual characteristics that are popular in economics: risk attitude, time preference, trust, trustworthiness, altruism, strategic skills in one-shot matrix games, compliance with first-order stochastic dominance, ability to plan ahead, and gender. We do find some systematic relationships. A subject’s compliance with first-order stochastic dominance as well as, possibly, patience, gender, and altruism have some systematic effects on her behavior in repeated games. At the level of a pair of subjects who are playing a repeated game, each subject’s gender as well as, possibly, patience and ability to choose an available dominant strategy in a one-shot matrix game systematically affect the frequency of the cooperate–cooperate outcome. However, overall, the number of systematic relationships is surprisingly small.
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1 Introduction
Laboratory experiments on repeated games have shown that there is substantial heterogeneity across subjects: some cooperate a lot while others hardly do so (e.g., see Dal Bó and Fréchette (2011a, b) and Davis et al. (2010)).Footnote 1 This raises the question of whether the behavior of subjects in repeated games is related to other individual characteristics. We address this question by focusing on an array of individual characteristics that are popular in economics and may plausibly be related to behavior in repeated games: risk attitude, time preference, trust, trustworthiness, altruism, strategic skills in one-shot matrix games, compliance with first-order stochastic dominance, ability to plan ahead, and gender.
Research on the relationship between individual characteristics and behavior in repeated games could be useful in at least three ways. First, it could provide insights into what motivates the different kinds of behavior in repeated games. Second, such research could tell us whether (i) at the individual level, a player’s individual characteristics help predict her behavior in repeated games and (ii) at the pair level, the individual characteristics of a pair of players help predict to what extent cooperation would emerge if these players are matched to play a repeated game. Third, such research could be used to guide theoretical developments on repeated games.
To better understand the sources of heterogeneous play, we conducted a laboratory experiment in which each subject attended two sessions. In session 1, subjects played for several matches a two-player repeated game based on a “Mini-Bertrand” stage game, a three-price version of the regular Bertrand game.Footnote 2 Following the repeated Mini-Bertrand (RMB) games, subjects played for several matches a repeated Prisoner’s Dilemma (RPD). In session 2, subjects performed an array of tasks meant to measure the individual characteristics of interest.
We do find some systematic relationships between individual characteristics and behavior in repeated games. At the individual level, a subject’s compliance with first-order stochastic dominance as well as, possibly, patience, gender, and altruism have some systematic effects on her behavior in repeated games. At the pair level, each subject’s gender as well as, possibly, patience and ability to choose an available dominant strategy in a one-shot matrix game systematically affect the frequency of the cooperate-cooperate outcome. None of the remaining individual characteristics systematically affect behavior at either the individual or the pair level. Overall, the number of systematic relationships we find is surprisingly small.
Our paper adds to a small, but growing, experimental literature exploring the connection between behavior in indefinitely repeated games and individual characteristics that are popular in economics.Footnote 3 Dreber et al. (2011) find that, when cooperation is an equilibrium with selfish preferences, behavior in the RPD is largely unrelated to giving in the dictator game, answers to survey questions about prosocial behavior outside the lab, and individual characteristics (such as age, belief in God, and risk attitudes); it also appears that, in line with our study, men are more cooperative than women.Footnote 4 Reuben and Suetens (2012) and Cabral et al. (2012) provide evidence that behavior in indefinitely repeated games is mostly driven by strategic motives rather than by other-regarding preferences or non-strategic reciprocity.Footnote 5
In contrast with our findings, Sabater-Grande and Georgantzis (2002) find that cooperative behavior in the RPD is negatively correlated with risk aversion. The discrepancy may be due to the fact that Sabater-Grande and Georgantzis used a version of the RPD that is somewhat different from the version used in our study. In their study, the first 15 rounds were played with shrinking payoffs of the stage game and a continuation probability of 1; in the remaining rounds, the stage game payoffs were unchanged and there was a positive probability of the game ending after each round.Footnote 6
Our study contributes beyond previous studies in that we consider a wide array of additional individual characteristics that are popular in economics. In particular, to the best of our knowledge, no previous study has looked at the connection between, on the one hand, behavior in indefinitely repeated games, and, on the other hand, patience, trust, trustworthiness, strategic skills in one-shot matrix games, compliance with first-order stochastic dominance, and ability to plan ahead.
The remainder of the paper is organized as follows. In Sect. 2, we explain the experimental design. Section 3 explains how we quantify subjects’ behavior in repeated games. Section 4 examines the possible connections between the individual characteristics we consider and behavior in repeated games. Section 5 contains the data analysis. Section 6 concludes.
2 Experimental design
In our experiment, each subject attended two sessions that were one week apart. Subjects were grouped into cohorts with all subjects in a cohort attending sessions 1 and 2 together. There were 92 participants who attended session 1 and were grouped in three cohorts of roughly equal size; 87 of these participants returned for the second session.Footnote 7
Subjects were undergraduate students at Virginia Commonwealth University (VCU). The experiment was conducted at the Experimental Laboratory for Economics and Business Research at VCU. Each session lasted around 2 hours. The experiment was programmed and conducted with the software z-Tree (Fischbacher 2007).
2.1 Session 1
In session 1, we used an RMB game and an RPD game. The stage games are shown in the two panels of Table 1. The Mini-Bertrand stage game is an especially designed version of a regular Bertrand game in which players are allowed to post only three prices–a high price (H), medium price (M), and low price (L).Footnote 8,Footnote 9 In both the RMB and RPD, the continuation probability was \(\delta =0.93\). That is, in each round there was a 0.07 probability that the game will end after that round.
In both the RMB and RPD, the most cooperative action (i.e., H/C in the RMB/RPD) can be sustained as part of a subgame-perfect Nash equilibrium.Footnote 10 Nevertheless, the stage game in the RMB and the stage game in the RPD are very different strategically. In the latter, D is a dominant strategy for each player. In the former, there is a unique Nash equilibrium in which both players choose L, but there is no dominant strategy. This suggests, but does not guarantee, that the RMB and RPD games are in some sense also quite different from each other.
Subjects played in pairs one practice RMB and thirteen RMB games for cash and, after that, one practice RPD and thirteen RPD games for cash.Footnote 11 At the end of each match, subjects were randomly and anonymously rematched into new pairs.Footnote 12 In any round during a repeated game, except in round 1, each subject could see the choices she and the other subject had made in all previous rounds of the repeated game.
A subject’s earnings from a given match equaled the sum of the experimental currency units (ECU) earned in all rounds of that match. A subject’s total earnings for the session equaled a $6 show-up fee plus the accumulated earnings from all matches, converted at an exchange rate of 500 ECU/$1. Average earnings for the session (including the show-up fee) equaled $24.29.Footnote 13,Footnote 14
At the start of the session, the experimenter read the instructions aloud as subjects read along, seated at their computer terminals.Footnote 15 After clarifying questions, subjects completed a short understanding test. Experimenters walked around checking subjects’ quizzes, answering questions, and explaining mistakes. In case a subject made a mistake, extra care was taken to make sure she understood the task.
2.2 Session 2
In session 2, subjects performed an array of tasks meant to measure individual characteristics that are popular in economics and may plausibly be related to behavior in repeated games: risk attitude, time preference, trust, trustworthiness, altruism, strategic skills in one-shot matrix games, compliance with first-order stochastic dominance, and ability to plan ahead. The order of the tasks was different across cohorts. We also recorded each participant’s gender through a dummy variable, \(Male\), that equals 1 for a male participant and 0 for a female one.
Subjects were paid for one randomly chosen task.Footnote 16 Average earnings, including the $6 show-up fee, equaled $24.07.
Before each task, the experimenter read the instructions for that task aloud as subjects read along, followed by clarifying questions.Footnote 17 Below, we describe each task in more detail. After that, we address the possibility that these tasks may measure subjects’ “true” individual characteristics with error.
2.2.1 Risk attitude
Subjects made ten Holt and Laury (2002) style choices between a safe lottery (Option A) and a risky lottery (Option B). In each decision, the safe lottery offered a $20 prize with probability \(p\) and a $16 prize with probability \(1-p\). The risky lottery offered a $38.5 prize with probability \(p\) and a $1 prize with probability \(1-p\). In decision 1, \(p\) equalled 0.1 and increased in increments of 0.1 for each subsequent decision, so that the risky lottery became progressively more appealing relative to the safe lottery. In decision 10, both lotteries paid the high prize with certainty, so that the risky lottery was clearly superior.Footnote 18 A screenshot from this task is given in Fig. 1. Subjects were told to imagine that the computer rolls a ten-sided die to determine the outcome of a lottery. The vertical line in the description of a given lottery in the screenshot indicates that if the random number is to the left/right of this bar, the left/right prize is realized.
Subjects were told that the payment for this task, subject to this task being chosen for payment purposes, would be determined as follows. The computer randomly selects one of the ten decisions. Each subject is paid according to the lottery she chose in that decision, with the computer rolling an imaginary die to determine the lottery outcome.
Our measure of a subject’s behavior in this task is \(N_{risky}\), the number of decisions in which she chose the risk lottery.Footnote 19 A higher value of \(N_{risky}\) indicates more risk loving. Two subjects always chose the safe lottery despite the fact that it is clearly inferior in decision 10. For these subjects, the low value of \(N_{risky}\) (namely, \(N_{risky}=0\)) may indicate a kind of misunderstanding of the task that has nothing to do with risk attitude. Therefore, we create a dummy variable \(A_{risk}\) that equals 1 for these two subjects and equals 0 for everyone else. Including this dummy in our regressions will allow them to treat these subjects differently, so that these subjects’ behavior will not affect the estimated coefficient on \(N_{risky}\). (The estimated coefficient on \(A_{risk}\) will be of no interest.)
2.2.2 Time preference
Subjects made ten choices between receiving $18 today (Option A) and receiving $\(x\) in one week (Option B), where \(x=18.09\) in decision 1 and \(x\) increases in subsequent decisions. A screenshot from this task is given in Fig. 2.
Subjects were told that the payment for this task, subject to this task being chosen for payment purposes, would be operationalized as follows. The computer randomly selects one of the ten decisions and each subject is paid according to her preferred option in that decision. In particular, if the subject chose the “today” option, she receives a check that can be cashed immediately; if she chose the “in-one-week” option, she receives a check with a date on it that is one week in the future, i.e., the subject has to wait for one week before being able to cash the check.
Our measure of a subject’s behavior in this task is \(N_{patient}\), the number of decisions in which she was patient and chose the “in-one-week” option.Footnote 20
2.2.3 Trust and trustworthiness
Subjects played a binary-choice trust game in which a first mover decides whether to keep $16 or pass them to the second mover. If the first mover decides to pass, the money is tripled, so that the second mover has $48 at her disposal. The second mover then decides whether to keep all $48 or keep only $24 and pass back $24 to the first mover.
Subjects were anonymously paired to play the game. Each subject had to decide how she would behave both as a first mover and as a second mover. Subjects were told that the payment for this task, subject to this task being chosen for payment purposes, would be determined as follows. After each subject in a pair has made her decisions in the role of a first mover and a second mover, the computer randomly assigns the first mover role to one of the subjects and the second mover role to the other subject. Each subject’s payment is determined based on the choice she made for her assigned role and the choice the other subject made for the other role.
Our measures of a subject’s behavior in this task are: (i) \(Trust\), a dummy variable that equals 1 if the subject’s decision as a first mover was to pass the $16 to the other subject and equals 0 otherwise and (ii) \(Trustworthy\), a dummy variable that equals 1 if the subject’s decision as a second mover was to pass back $24 and equals 0 otherwise.
2.2.4 Altruism
Each subject was endowed with $20 and had to decide how much of this amount to keep for herself (any integer between 0 and $20 was allowed) and how much to donate to the charity “Feed the Children,” about which subjects were given some basic information. Subjects were told that, at the end of the experiment, the experimenter would add up all donations and write a check to the charity for the total amount. Subjects were also told that the check would be mailed immediately after the session, and were encouraged to accompany the experimenter to the closest mailbox (which was across the street). Our measure of a subject’s behavior in this task is \(Alt\), the fraction of the endowment contributed to the charity.
2.2.5 Strategic skills in one-shot matrix games
Subjects were anonymously matched into pairs and each pair played two matrix games without feedback. One of the subjects in a pair played as the row player while the other subject played as the column player. The first matrix game is presented in Table 2. Notice that CENTER is a dominant strategy for the column player. The second matrix game is a transposed version of the first one, in which, to disguise the relationship with the first game, we scrambled the order of the rows and columns and subtracted $1 from each payoff. Thus, in effect, each subject played the game in Table 2 from both sides.Footnote 21 Subjects were told that, subject to this task being chosen for payment purposes, the computer would randomly choose one of the two matrix games and subjects would be paid based on that game.
Our measures of a subject’s behavior in this task are: (i) \(Dom\), a dummy that equals 1 if the subject plays a dominant strategy when one is available and equals 0 otherwise and (ii) \(Str\), a dummy that equals 1 if a subject chooses a best-response to the opponent’s dominant strategy (whenever the opponent has a dominant strategy) and equals 0 otherwise. \(Dom\) is meant to capture very basic rationality in a game; \(Str\) is meant capture a kind of strategic thinking that goes one level deeper, namely whether a subject thinks about her opponent’s incentives for choosing different strategies.
2.2.6 Compliance with first-order stochastic dominance and ability to plan ahead
Subjects performed a task developed by Bone et al. (2009) to test whether people plan ahead. As a by-product, the task also measures whether people respect first-order stochastic dominance. The task is based on the decision tree presented in Fig. 3. In this decision tree, the subject moves first by choosing UP or DOWN. Next, the computer moves by choosing UP or DOWN with 50-50 chance. Then, the subject moves again UP or DOWN, followed by another 50-50 UP or DOWN move by the computer. The sequence of moves by the subject and the computer leads to a payoff which the subject receives if this task is selected for payment purposes.
The decision tree has the following two key features. First, whenever a subject has to make her second move, one of her two choices first-order stochastically dominates the other one. Second, if a subject plans ahead and anticipates this when making her first move, DOWN first-order stochastically dominates UP at the initial node. In particular, fixing a subject’s choices at all four second-move nodes in a way that respects first-order stochastic dominance, a choice of UP at the initial node leads to a uniform-distribution lottery over $6, $8, $16, $20 while a choice of DOWN leads to a uniform-distribution lottery over $8, $15, $17, $20.
Our measures of a subject’s behavior in this task are: (i) \(FOSD\), a dummy that equals 1 if the subject respects first-order stochastic dominance at her second move and equals 0 otherwise and (ii) \(PA\), a dummy that equals 1 if a subject chooses DOWN at her first move and equals 0 otherwise. \(FOSD\) is meant to capture very basic rationality in choice under risk; \(PA\) is meant to capture whether a subject plans ahead to the future in deciding what is currently optimal.
2.2.7 Measurement error
Later, we will use the individual characteristics variables defined above as independent variables in regressions in an attempt to see if they predict behavior in repeated games. However, it is possible that some of these variables capture subjects’ “true” individual characteristics with error. Such measurement error would lead to inconsistent coefficient estimates in our regressions.
There are two possible sources of measurement error. First, some subjects could make a mistake and not choose in accordance with their true preferences/abilities. Although some such mistakes invariably occur, the danger that they are large and/or widespread is limited by the fact that we use standard tasks that are well established in the literature.
Second, \(Dom, Str, FOSD\), and \(PA\) may involve measurement error even if subjects are not making mistakes. \(Dom\) measures basic rationality in a game with error because a subject who does not recognize the dominant strategy may nevertheless choose it by fluke. Similarly, \(FOSD\) measures basic rationality in choice under risk with error because a subject who does not recognize first-order stochastic dominance may nevertheless make the right choice at her second move in the decision tree by fluke.
\(Str\) may measure the kind of strategic thinking we are after with error because (i) even a subject who does not think about the opponent’s incentives may still choose the best-response to the opponent’s dominant strategy by fluke and (ii) even a subject who thinks about the opponent’s incentives may still have serious doubts about the opponent’s rationality and, hence, may not choose the best-response to the opponent’s dominant strategy. The possibility for measurement error due to (i) is diminished by evidence that naive players choose the strategy with the highest average payoff, which in our games is different from the best-response to the opponent’s dominant strategy (see Costa-Gomes et al. 2001). (For example, in Table 2 DOWN is a best-response for the row player to the column player’s dominant strategy while UP has the higher average payoff.) The possibility for measurement error due to (ii) is diminished by the fact that, in our games, a subject who thinks about the opponent’s incentives need not be certain that the opponent will play her dominant strategy: in Table 2, it suffices that the row player assigns a probability greater than \(\frac{15}{22}\) to the opponent playing her dominant strategy for DOWN to be optimal (assuming linear utility).
\(PA\) may measure the kind of planning ahead we are after with error because even a subject who does not plan ahead may still choose DOWN at her first move by fluke. This possibility for measurement error is diminished under the plausible assumption that subjects who do not plan ahead simply compare the top eight payoffs with the bottom eight payoffs: the top eight payoffs simply look better (for example, a lottery that assigns \(1/8{\mathrm{th}}\) chance to each of the top eight payoffs first-order stochastically dominates a lottery that assigns \(1/8{\mathrm{th}}\) chance to each of the bottom eight payoffs).
When we run regressions with subjects’ individual characteristics as independent variables, what will be the direction of inconsistency of the estimated regression coefficients as a result of measurement error? In general, it is not possible to give a definitive answer, largely because there are multiple independent variables.Footnote 22 However, as shown in the appendix, under certain assumptions one can say that the inconsistency will be toward zero, i.e., that there will be so-called attenuation bias. The key assumptions are that (i) the individual characteristic variables are uncorrelated and (ii) our non-dummy variables (\(N_{risky}, N_{patient}\), and \(Alt\)) satisfy the classical errors-in-variables assumption. Although these assumptions do not hold exactly in our experiment, they probably do provide a reasonable approximation. (See the appendix for details.) Thus, our best guess is that, if anything, measurement error would lead to attenuation bias.
Perhaps the more important question concerns the size of the inconsistency, which, of course, depends on the size of the measurement errors. Although the elicitation tasks probably do involve some measurement error (\(Dom\) and \(FOSD\) almost surely do), for the reasons given above any measurement error should not be so large as to completely dilute away (or, in the unlikely case of inconsistency away from zero, to magnify greatly) any genuine effects of individual characteristics on behavior in repeated games. Having said that, one should bear in mind the possibility of inconsistency (most probably toward zero) when interpreting our regression results in Sect. 5.
3 Aspects of behavior in repeated games
To relate behavior in a repeated game to subjects’ individual characteristics, we need to be able to somehow formally quantify behavior in the repeated game. The theoretical notion that does this is that of a strategy: a strategy describes how a player behaves at each possible history in the repeated game. The problem is that strategies are notoriously difficult to estimate.Footnote 23
Instead of estimating players’ full-blown strategies, we use six summary measures of each player’s behavior, called aspects, that were developed in Davis et al. (2014). Before we present these aspects, let us introduce some notation. Consider an RPD game with two players, \(i\) and \(j\). Let C stand for “cooperate” and D for “defect”. Let (UV, XY,...) denote a history in which i played U and j played V in round 1, i played X and j played Y in round 2, etc., where U,V,X,Y \(\in \{\hbox {C,D}\}\). For each subject \(i\), we consider the following aspects.
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Round-1 cooperation (\(C1\)): the probability with which \(i\) plays C in round 1. Thus, \(C1\) is about how a player starts off the game.
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Lenience (\(Len\)): the probability with which \(i\) plays C at history (CD). Thus, \(Len\) is about not immediately retaliating after a unilateral defection by the other player.
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Forgiveness (\(Forg\)): the probability with which \(i\) plays C at history (CD,DC). Thus, \(Forg\) is about returning to cooperation after punishing the opponent for a unilateral defection, which the opponent was quick to correct.
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Loyalty (\(Loyal\)): the probability with which \(i\) is not weakly first to play D in a game that starts out with (CC).Footnote 24,Footnote 25 Thus, \(Loyal\) is about not breaking a streak of mutual cooperation.
-
Leadership (\(Lead\)): the probability with which \(i\) is weakly first to play C in a game that starts out with (DD).Footnote 26 Thus, \(Lead\) is about breaking a streak of mutual defections by being the first to cooperate.
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Following (\(Foll\)): the probability with which \(i\) plays C at history (DC). Thus, \(Foll\) is about switching from D to C in response to the opponent playing C.
In the RMB game, we define our aspects exactly as above except that we take “C” to stand for “H” and “D” to stand for “L” or “M.”Footnote 27
For each subject \(i\) and each repeated game (i.e., the RMB or RPD), we estimate each aspect in that repeated game by computing the corresponding empirical frequencies based on the 13 matches in which the game was played; we denote these frequencies by \(\widehat{C1}, \widehat{Len}, \widehat{Forg}, \widehat{Loyal}, \widehat{Lead}\), and \(\widehat{Foll}\), respectively. For example, if in the RPD \(i\) faced history (CD) 5 times during the 13 matches and played C at that history 3 times, \(\widehat{Len}=0.6\).Footnote 28 Although Davis et al. (2014) argue that it is a very crude measure of behavior in repeated games, for completeness sake we also consider \(\widehat{C}\), the aggregate frequency with which \(i\) plays C.Footnote 29
Note that the empirical frequencies are obtained from \(i\)’s behavior over several matches. Thus, either one has to make the implicit assumption that the probabilities in the definitions of each aspect are constant across matchesFootnote 30 or, alternatively, one could view these probabilities as average probabilities across matches.Footnote 31
4 Possible connections between individual characteristics and behavior in repeated games
We choose the particular individual characteristics used in our study for three main reasons. First, they are standard characteristics that play a large role in economics. Second, in contrast with “soft” personality traits used in psychology, they have clear definitions in terms of behavior. Third, although there exists no formal theory linking these individual characteristics to behavior in indefinitely repeated games, there are plausible intuitive arguments for why most of these characteristics might affect behavior in repeated games. Below, we discuss for each individual characteristic whether/how it might affect behavior in repeated games.
Risk attitude: In practice, each player \(i\) does not know how the other player \(j\) would choose at each history either because \(i\) does not know \(j\)’s strategy or because \(j\)’s strategy involves mixing. Thus, a player’s attitude to risk may affect her behavior in repeated games in potentially systematic ways. We had no prior expectation about the sign of the effect. For example, it is plausible that risk aversion might induce a subject to defect because this guarantees she will earn at least 20 ECU per round and she will never be the “sucker” who earns 0 ECU. On the other hand, risk aversion may also prompt a subject to cooperate out of fear of disrupting existing or potential mutual cooperation.
Time preference: Cooperating at any point in an indefinitely repeated game requires foregoing current benefits for the sake of expected future benefits. Thus, presumably, patient players would be more likely to cooperate at any point in the game. Thus, we expected \(N_{patient}\) to be positively correlated with our aspects.Footnote 32
Trust: Cooperating requires some trust that the opponent will not defect (in the current round or in the near future or ever). Thus, we expected \(Trust\) to be positively correlated with our aspects.
Trustworthiness: One would expect trustworthiness to be positively correlated with \(\widehat{Loyal}\) (\(\widehat{Loyal}\) is to a large extent about not betraying the other player) and, possibly, with \(\widehat{Foll}\) (\(\widehat{Foll}\) is to some extent about rewarding the other player for having displayed trust by choosing the most cooperative action in round 1).
Altruism: Altruism provides additional motives for cooperating. Thus, we expected \(Alt\) to be positively correlated with our aspects, except possibly with \(\widehat{Len}\) and \(\widehat{Forg}\). Just because a subject is generous towards a charity (as captured by \(Alt\)) does not mean that she is unconditionally altruistic and would have tolerance for the other player’s defections (as captured by \(\widehat{Len}\) and \(\widehat{Forg}\)).
Strategic skills in one-shot matrix games: Behavior in repeated games requires strategic thinking: “if I do this, the opponent might react like that...”. Thus, we thought that basic measures of strategic thinking, such as \(Dom\) and \(Str\), might be correlated with our aspects. We had no prior expectation about the signs of the correlations.
Compliance with first-order stochastic dominance: The measure \(FOSD\) emerges as a by-product in the task used for eliciting subjects’ ability to plan ahead. \(FOSD\) seems like a basic measure of rationality and we included it in our regressions. We had no prior expectation about how this measure might correlate with our aspects.
Ability to plan ahead: In a repeated game, a player needs to think about how her current actions affect the opponent’s future behavior. Thus, we thought that an independent measure of subjects’ ability to plan ahead might be correlated with our aspects. Moreover, because a lack of planning ahead would probably favor defections, we expected the correlations to be positive.
Gender: Many studies (including some on repeated games) have focused on the role of gender. Including this characteristic was easy and seemed natural.
5 Results
We start the data analysis by exploring the connection between the individual characteristics variables defined in Sect. 2.2 and the aspects defined in Sect. 3. After that, we investigate whether two subjects’ individual characteristics help predict the frequency of the CC outcome (i.e., the outcome in which both players choose C in the RPD or H in the RMB) if these two players are matched to play a repeated game. Then, we consider whether a player’s individual characteristics predict her earnings in the repeated games.Footnote 33,Footnote 34
In our data analysis, we will run a number of regressions with the individual characteristics variables as independent variables and variables that are based on behavior in either the RMB or RPD as dependent variables. Each regression will be run separately for the RMB and RPD. In our regressions, we will focus on coefficients that, for both the RMB and RPD, (i) have the same sign and (ii) are statistically significant at the 10-percent level.Footnote 35 In this way, we hope to capture some kind of systematic effects that are at work in different repeated games. In addition, if one estimates many coefficients (as we do), some are likely to turn out statistically significant by fluke (more on this below). However, the possibility that a coefficient comes out statistically significant by fluke for both the RMB and RPD is smaller. By way of language, whenever in a regression a coefficient satisfies conditions (i) and (ii), we say that the corresponding individual characteristic variable has a systematic (positive or negative) effect on the dependent variable.
5.1 Can individual characteristics explain aspects?
Table 3 reports the results from OLS regressions of each aspect, as computed separately from the RMB and RPD games, on the individual characteristics variables. Based on this table, we can now state our first result.
Result 1
\(N_{patient}\) has a systematic positive effect on \(\widehat{Len}\).Footnote 36 \(Alt\) has a systematic negative effect on \(Foll\). \(FOSD\) has a systematic negative effect on \(\widehat{Loyal}\). \(Male\) has a systematic positive effect on \(\widehat{C}\) and \(\widehat{C1}\). No other individual characteristic variable (except for \(A_{risk}\)) has a systematic effect on any aspect. Footnote 37
Perhaps, the most interesting and surprising feature of Result 1 is the overall paucity of relationships between individual characteristics and behavior in repeated games. \(N_{risky}, Trust, Trustworthy, Dom, Str\), and \(PA\) have no systematic effects on behavior. For each of the four variables that do have systematic effects, these effects are limited in the sense that they apply to only one or, at most, two aspects.Footnote 38
5.2 Can individual characteristics explain the frequency of the CC outcome?
Consider two subjects, \(i\) and \(j\), who are matched together to play a repeated game. Let \(FreqCC\) denote the frequency (on a 0–1 scale, i.e., not in percent) of the CC outcome in that repeated game and, for each individual characteristic variable, let a superscript \(i/j\) indicate that we are referring to \(i\)’s/\(j\)’s individual characteristic. (For example, \(N_{risky}^i\) refers to the value of \(N_{risky}\) for \(i\).)
We run the following OLS regression (separately for the RMB and RPD):
where \(\varepsilon \) is the idiosyncratic error term.Footnote 39,Footnote 40
The first and second columns in Table 4 report the result for the RMB and RPD, respectively. Based on the table, we can state the following result.
Result 2
\(N_{patient}^l, Male^l\), and \(Dom^l\,(l \in \{i,j\})\) have a systematic positive effect on \(FreqCC\). No other individual characteristic variable (except for \(A_{risk}^l, l \in \{i,j\}\)) has a systematic effect on \(FreqCC\).
In the RMB/RPD, \(FreqCC\) increases (i) by 0.2/0.1 if one replaces an impatient player for whom \(N_{patient}=0\) with a patient player for whom \(N_{patient}=10\), (ii) by 0.18/0.15 if one replaces a female player with a male one, and (iii) by 0.07/0.17 if one replaces a player who does not choose a dominant strategy in a one-shot matrix game with a player who does. These effects are not only statistically, but also economically significant.Footnote 41 However, \(N_{risky}, Trust, Trustworthy, Alt, Str, FOSD\) and \(PA\) have no systematic effects on \(FreqCC\).
To check the robustness of Result 2, we tried three alternative specifications of regression equation (1): the first replaces each sum \(x^i+x^j\) with \(max(x^i,x^j)\), the second replaces this sum with \(min(x^i,x^j)\), and the third replaces it with the product, \(x^i x^j\). \(Male\) retains its systematic effect on \(FreqCC\) under all three alternative specifications. \(N_{patient}\) retains its systematic effect both under the min and the product specifications, but not under the max specification.Footnote 42 \(Dom\) loses its systematic effect under all three alternative specifications because, under each of them, its coefficient is not significant for the RPD. The bottom line from this robustness exercise is that (i) the systematic effects of gender and, largely, of patience on \(FreqCC\) are confirmed, and (ii) the systematic effect of \(Dom\) becomes more questionable.Footnote 43
5.3 Individual characteristics and individual profits
The first and second columns in Table 5 report the results from OLS regressions of \(Earnings\)–a subject’s earnings (in USD) in the RMB and RPD games, respectively–on the individual characteristics variables. Based on the table, we can state:
Result 3
\(Male\) has a systematic positive effect on earnings. No other individual characteristic variable has a systematic effect on earnings.
5.4 Testing multiple hypotheses
For each coefficient estimated in Tables 3, 4 and 5, except for the constant and the coefficient on \(A_{risk}\), we were interested in testing the hypothesis that it equals 0. This gives us 180 hypotheses, which means that some rejections are likely to be false positives. We try to guard against false positives by restricting attention to coefficients that are statistically significant in both the RMB and RPD. This approach also has the advantage that it allows us to focus on what are hopefully systematic effects operating in different repeated games.
An alternative approach is to use an existing formal procedure designed to deal with the problem of testing multiple hypotheses. Such a procedure would not exploit any information contained in the fact that the coefficient on a given individual characteristic comes out significant in both the RMB and RPD. Nevertheless, it makes sense to employ such a procedure as a robustness check on Results 1, 2, and 3.
We use the Holm–Bonferroni procedure (Holm 1979) that controls at some level, \(\alpha \), the so-called familywise error rate, i.e., the probability that there are one or more false positives. Note that by trying to limit the risk of even a single false positive, this kind of procedure is inherently conservative.Footnote 44 The coefficients in Tables 3, 4 and 5 that remain significant after the Holm–Bonferroni procedure for 180 hypotheses and \(\alpha =0.1\) are underlined in the tables. There are seven such coefficients.Footnote 45
The Holm–Bonferroni procedure confirms our finding in Result 1 that \(FOSD\) has an effect on \(Loyal\) for both the RMB and RPD. Our findings in Result 1 regarding the effects of \(N_{patient}, Alt\), and \(Male\) on individual behavior in repeated games as well as our finding in Result 3 regarding the effect of \(Male\) on earnings are not confirmed. Although this does not necessarily negate these findings, it does cast some doubt on them.
Regarding Result 2, the Holm–Bonferroni procedure confirms that \(Male\) has an effect on \(FreqCC\) in both the RMB and RPD. This procedure also partially confirms the findings about the effect of \(N_{patient}\) and \(Dom\) on \(FreqCC\)–“partially” because the coefficient on each of \(N_{patient}\) and \(Dom\) remains significant only in one of the repeated games. The bottom line is that, the Holm–Bonferroni procedure leads to an even greater paucity of statistically significant relationships between individual characteristics and behavior in repeated games.Footnote 46,Footnote 47
6 Concluding remarks
In the current paper, we investigate the relationship between several individual characteristics that are popular in economics and behavior in repeated games. Although we do find some evidence of systematic relationships, their number is surprisingly small overall.
Although game theory provides no guidance regarding how individual characteristics might be related to behavior in indefinitely repeated games, our intuitive expectation was that, at a minimum, patience, trust, trustworthiness, altruism, and an ability to plan ahead would be strongly positively related to most aspects and, possibly, to the frequency of the CC outcome. Instead, we find that trust, trustworthiness, and an ability to plan ahead have no effect on behavior both at the individual and at the pair level; altruism has no effect at the pair level and has the opposite from the expected effect at the individual level. Patience affects only one aspect (\(Len\)) at the individual level (and the effect does not survive the Holm–Bonferroni procedure). Attitude to risk and strategic thinking in one-shot matrix games (as captured through \(Str\)) also seem to have no effect on behavior both at the individual and at the pair level. Overall, our data indicate that behavior in repeated games is driven by factors that are largely independent of many of the individual characteristics we consider.
In conclusion, we view our study as taking a step towards answering some interesting questions about the connections (or lack thereof) between individual characteristics and behavior in repeated games. It is definitely not the final word on the matter. To deal with the issue of testing multiple hypotheses, one needs to confirm any effects we do find in further studies. To reduce the possibility of measurement error in eliciting the individual characteristics, one might employ multiple tasks to elicit each characteristic (possibly focusing on fewer individual characteristics due to time constraints). Finally, one needs to investigate whether our results extend to other repeated games.
Notes
Our experiment is based on indefinitely repeated games, which are similar to infinitely repeated games. Thus, our focus is on infinitely and indefinitely repeated games. Finitely repeated games involve some very different issues related to backward induction.
We use “match” to refer to play of a whole repeated game between two subjects. Within each match there are multiple “rounds”.
The RPD games were with noisy implementation of actions. That is, there was some probability that a subject’s chosen action was changed to the opposite action.
The above-mentioned effects of altruism in our study are only significant at the 10-percent level and have the wrong sign. Thus, we do not view them as strong evidence contradicting the studies mentioned in this paragraph.
A number of studies look at the relationship between individual characteristics and behavior in finitely repeated games. Dolbear and Lave (1966) investigate the relationship between risk attitude and a measure of lenience in the finitely repeated Prisoner’s Dilemma (namely, how often a subject cooperates against a “stooge” who always defects). Al-Ubaydli et al. (2013, 2014) study the relationship between, on the one hand, individual characteristics (cognitive ability, patience, risk attitude, the Big-5, gender, and age) and, on the other hand, behavior in the finitely repeated stag-hunt game and the finitely repeated Prisoner’s Dilemma. Drouvelis and Jamison (2012) study the relationship between, on the one hand, behavior in finitely repeated public good games with rewards and punishments, and, on the other hand, risk aversion, ambiguity aversion, and loss aversion. Kimbrough and Vostroknutov (2013) divide subjects into groups based on the strength of their preference for following rules and have them play finitely repeated public good games. Groups composed of individuals with a strong preference for following rules are more able to sustain cooperation over time.
We also conducted a pilot with 12 participants. We exclude the pilot data from the analysis.
In a regular repeated Bertrand game with many possible prices, it is less clear how to quantify behavior (see Sect. 3).
The payoffs in the Mini-Bertrand matrix can be obtained from a typical Bertrand game in which firms with zero production costs are choosing whether to post a price of 1, 2, or 3 when facing a market demand function \(D(\cdot )\) with \(D(1)=40, D(2)=30\), and \(D(3)=\frac{80}{3}\).
In fact, in both the RMB and RPD, the most cooperative action can be sustained as part of a subgame-perfect Nash equilibrium as long as \(\delta \ge 0.5\). Furthermore, in both the RMB and RPD, cooperation is risk dominant in the sense defined by Dal Bó and Fréchette (2011a) as long as \(\delta \ge 2/3\). (For risk dominance to be applied to the RMB, one needs to define (i) the always-defect strategy as prescribing L at any history and (ii) the grim-trigger strategy as prescribing L at any history at which the opponent chose M or L in the past and prescribing H at all other histories.)
In the first cohort, subjects played 15 RMB games for cash and 14 RPD games for cash. For comparability with the other cohorts, we exclude the last two RMB games and the last RPD game from the data analysis.
To facilitate comparison across cohorts, game lengths were drawn in advance, and the same game lengths were used in each cohort. The lengths of the thirteen RMB games were 5, 16, 15, 3, 2, 10, 6, 13, 4, 20, 5, 10, and 17 rounds. The lengths of the thirteen RPD games were 3, 5, 26, 5, 24, 4, 6, 4, 4, 14, 9, 6, and 25 rounds.
In each round, subjects also had to forecast the current-round choice of the other player and obtained 5 ECU for each correct forecast. This feature of our design was included because we were initially interested in issues that turned out to be peripheral. Subjects’ forecasts are excluded from the main analysis, but are studied in the appendix. Subjects’ earnings from forecasts made up only a small portion of their total earnings–on average, earnings from forecasts equalled $1.99 (and the maximum was $2.34).
One might wonder if forecast elicitation affected behavior. At least for the RPD, there appear to be no large effects: Davis et al. (2014) use a very similar version of the RPD (the only differences were the exchange rate and the number of matches–20 instead of 13) and behavior is quite similar even though there is no forecast elicitation. Note that even if forecast elicitation does affect behavior, this is only a concern if it affects behavior differentially for subjects with different individual characteristics, e.g., if forecast elicitation makes patient subjects cooperate more while it does not affect the behavior of impatient subjects.
To guarantee that subjects would return for session 2, they were paid only $10 from their earnings at the end of session 1. The balance, plus any earnings in session 2, were paid to them at the end of session 2.
The instructions are in the appendix.
This task was randomly determined ahead of time and was the task with one-shot matrix games. Subjects were not told which task was selected for payment purposes until the end of the session.
The instructions are in the appendix. For some of the tasks, subjects also completed a short understanding quiz. See the instructions for details.
In decision 10, Option B is not really risky as it pays $38.5 with certainty. Nevertheless, for brevity, we still refer to it as the “risky lottery.”
To avoid multiple switch points, subjects were told that if they chose Option B on any decision, they had to keep choosing Option B on subsequent decisions as well.
To avoid multiple switch points, subjects were told that if they chose Option B on any decision, they had to keep choosing Option B on subsequent decisions as well.
To keep the presentation similar for both subjects, we presented each game in a transposed form to the column player, so that she too had to choose a row.
See (Woldridge 2002), Sect. 4.4.2.
From an econometric point of view, the main limitation arises from the fact that we observe how each player behaves only at a limited number of histories and, for most of those histories, we have only few observations even if the player played the repeated game many times (because in each repeated game play tends to go down different paths in the game tree). To perform the estimation, one needs to start out by specifying a set of candidate strategies, the crucial assumption being that this set is correctly specified, i.e., that it doesn’t omit empirically relevant strategies. This set is typically small. For example, Dal Bó and Fréchette (2011) restrict attention to six strategies. Some studies start out with a larger set of strategies (e.g., Engle-Warnick and Slonim (2006)) and reduce this set by trading off in an essentially ad hoc manner goodness-of-fit against a penalty for having more strategies.
Conditional on the game having at least two rounds.
“weakly first” allows the possibility that both players play the given action simultaneously.
Conditional on the game having at least two rounds.
Thus, in the RMB we focus on whether a player chooses H or does not choose H instead of distinguishing between all three prices. There are two reasons for this. First, it allows us to summarize a player’s behavior in the RMB using the aspects defined above. Second, there is no clear linear order between actions in the RMB: while H is clearly more “cooperative” than L and M, the latter two cannot be compared according to “cooperativeness.” For example, M is more “cooperative” than L after a history of both players posting only L because it indicates an attempt to improve cooperation; on the other hand, M may not be more “cooperative” than L after a history of both players posting only H because in this case M constitutes an attempt to make a profit at the opponent’s expense by just undercutting her.
Note that some of these empirical frequencies may not be defined for \(i\). For example, if in the RPD \(i\) never faced history (CD), \(\widehat{Len}\) is not defined. In the RMB/RPD, \(\widehat{C1}\) is defined for 100/100 percent of subjects, \(\widehat{Len}\) is defined for 80/80 percent of subjects, \(\widehat{Forg}\) is defined for 34/36 percent of subjects, \(\widehat{Loyal}\) is defined for 80/90 percent of subjects, \(\widehat{Lead}\) is defined for 74/34 percent of subjects, and \(\widehat{Foll}\) is defined for 71/47 percent of subjects.
For brevity, we shall also refer to \(\widehat{C}\) as an aspect even though Davis et al. (2014) do not do so.
This assumption is in line with the literature on estimating strategies, in which it is standard to assume that strategies are constant across matches (e.g., see Dal Bó and Fréchette 2011a). Although this kind of assumption is clearly a simplification, it is probably a reasonable approximation in our experiment: for both the RMB and RPD, (i) the mean and standard deviation of each aspect across subjects are stable between early matches (matches 1-7) and later matches (matches 8-13) and (ii) for each aspect, there is a high correlation between early matches and later matches, i.e., subjects with a relatively high/low value of a given aspect in early matches are also the ones with a relatively high/low value of that aspect in later matches. (See Table 11 in the appendix.)
Note also that, because the empirical frequencies are computed based on a limited number of observations, they will be imperfect measures of the underlying probabilities. (E.g., \(\widehat{C1}\) is an imperfect estimate of \(C1\).) However, because we will use the aspects only as dependent variables in the current paper, the measurement error involved does not lead to inconsistent estimates (under the very plausible assumption that it is uncorrelated with the independent variables).
For this argument to hold, one needs to assume that subjects obtain utility as ECU are earned rather than when they receive the actual cash at the end of the experiment (or spend the received cash). If subjects obtain utility when they receive (or spend) the actual cash, ECU earned in the current round of a repeated game are just as valuable as ECU earned in later rounds regardless of a subject’s patience (since the actual cash is obtained at the end of the experiment all the same). In this case, to properly test the effect of patience on behavior in repeated games, one must have subjects play infinitely (rather than indefinitely) repeated games with a substantial delay between rounds–something that is probably not feasible, especially in the lab.
For each individual characteristics variable defined in Sect. 2.2, we cannot reject the hypothesis (at the 5-percent level) that its mean value is the same for all three cohorts. (Thus, we find no evidence that the different order of tasks in session 2 had an effect on behavior.) Similarly, for each aspect defined in Sect. 3, we cannot reject the hypothesis (at the 5-percent level) that its mean value in a given repeated game (either the RMB or RPD) is the same for all three cohorts.
One could require statistical significance at the 5-percent rather than the 10-percent level. However, we felt that it would be too conservative to dismiss cases in which a coefficient comes out statistically significant at the 10-percent level for both the RMB and RPD.
To get a good sense of the magnitude of the coefficient on \(N_{patient}\), one could multiply this coefficient by 10. This would give the difference in the value of the dependent variable between a subject with \(N_{patient}=0\) and a subject with \(N_{patient}=10\).
Recall that we are not interested in the estimated coefficient on \(A_{risk}\).
It is noteworthy, however, that the coefficient on \(N_{patient}\) is positive in all but two of the columns in Table 3. The same applies to \(Male\). The negative effect of \(Alt\) on \(Foll\) is somewhat surprising and we are not quite sure what to make of it.
Given that which subject is \(i\) and which \(j\) is arbitrary, the regression above implicitly imposes the natural assumption that the coefficient on a given individual characteristics variable for \(i\) and the coefficient on the same individual characteristics variable for \(j\) are the same.
Given that each subject plays the same repeated game for several matches, each time against different opponents, there are complicated dependencies between matches. The OLS regression ignores such dependencies, so that the statistical significance of the estimated coefficients should be treated with caution.
To better appreciate the magnitude of these effects, note that the average value of \(FreqCC\) is 0.35 and 0.63 in the RMB and RPD, respectively.
Under the max specification, the coefficient on \(max(N_{patient}^i,N_{patient}^j)\) remains significant in the RMB; in the RPD, it has the same numerical value as in the second column of Table 4, but is no longer significant.
Under the max specification, and only under this specification, \(N_{risky}\) has a systematic positive effect on \(FreqCC\).
The Holm–Bonferroni procedure is an alternative to, and is uniformly more powerful than, the well-known Bonferroni procedure. Unlike other alternatives to the Bonferroni procedure, the Holm–Bonferroni procedure is valid for arbitrary dependence between the test statistics, which is why we chose it.
Oddly enough, this set of coefficients remains the same for any \(0.1 \le \alpha \le 0.82\). Had we chosen \(0.02 \le \alpha < 0.1\) (which seems very strict), only two of the seven underlined coefficients lose significance–the coefficient on \(FOSD\) when the dependent variable is \(Loyal\) in the RMB and the coefficient on \(FOSD\) when the dependent variable is \(FreqCC\) in the RMB.
How do the conclusions of the Holm–Bonferroni procedure change if we replace the regressions in Table 4 with the three alternative specifications discussed at the end of Sect. 5.2? The effect of \(FOSD\) on \(\widehat{Loyal}\) both in the RMB and RPD still survives the procedure. Each of the effects on \(FreqCC\) of \(Male\) in the RMB and RPD, of \(N_{patient}\) in the RMB, and of \(Dom\) in the RPD survive the procedure in two of the three alternative specifications. (When they do not survive, that is due to a change in p-value on the order of 0.01 or less.) Thus, although there are some changes, the broad picture remains the same.
It is possible that there is a paucity of systematic effects in Tables 3, 4 and 5 because any relationship between individual characteristics and behavior in repeated games is diluted as subjects’ behavior adapts over the course of the session. This is unlikely to be the case for two reasons. First, as seen in footnote 30, each subject’s behavior in the RMB and RPD is fairly stable between early and late matches. Second, we reran the regressions reported in Tables 3, 4 and 5 by restricting attention only to the first match of the RMB and the first match of the RPD. Few coefficients are significant (none of which survive the Holm–Bonferroni procedure) and no individual characteristic has any systematic effect. (Of course, this could also be due to the fact that, by restricting attention only to the first match, we are throwing away data.)
This is a crude measure of each subject’s belief about the other player’s behavior for two reasons. First, a subject \(i\) may hold nondegenerate beliefs about the current-round choice of the other player \(j\). Second, more importantly, \(i\)’s full belief is not just about \(j\)’s current-round choice, but about \(j\)’s behavior at any possible future history.
Conditional on the game having at least two rounds.
“weakly first” allows the possibility that both players forecast D simultaneously.
Conditional on the game having at least two rounds.
Except for the correlation between \(\widehat{Lead}\) and \(\widehat{Lead}_F\), our ex ante expectation was that all other correlations would be positive. In the case of \(\widehat{Lead}\) and \(\widehat{Lead}_F\), it is not clear what the correlation should be because it is not clear whether expecting the other player to take the initiative and break a streak of mutual defections should make oneself more or less likely to play C.
The correlation between \(\widehat{C}\) and \(\widehat{C}_F\) in both the RMB and RPD is this high because, in many games, subjects fall into a long sequence of mutual cooperation or mutual defection. In such games, actions and forecasts coincide almost perfectly.
We should note that our results based on Table 3 stand regardless of whether they do or do not change when we control for forecasts. If, say, a particular individual characteristic affects behavior in repeated games, this result stands on its own feet (and is what is of primary interest) whether or not the effect is mediated by forecasts or not. On the other hand, if a particular individual characteristic does not affect behavior in repeated games, this result also stands on its own feet (and is what is of primary interest) even if a significant effect appears once one controls for forecasts.
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Acknowledgments
Financial support from the National Science Foundation is also gratefully acknowledged (Grants SES-1034527 for Davis and Korenok, and SES-1030467 for Ivanov).
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Appendices
Appendix 1: Subjects’ forecasts
As mentioned in footnote 13, in each round of a given repeated game subjects also had to forecast the current-round choice of the other player.Footnote 48 Our primary concern in this paper is to study the possible effects of individual characteristics on behavior in repeated games. However, it may be insightful to further break down these effects by considering the following three questions:
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(1)
Do individual characteristics affect subjects’ forecasts?
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(2)
Are subjects’ forecasts related to their behavior?
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(3)
How do our results in Table 3 change if we control for subjects’ forecasts in the regressions?
To address these questions, one needs to somehow quantify each subject’s forecasts. We do so in a way that parallels how we quantified subjects’ behavior through our aspects. In particular, we define the following summary measures of the forecasts of a given subject \(i\) who is matched with another subject \(j\) to play an RPD.
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\(\widehat{C1}_F\): the frequency with which \(i\) forecasts (that \(j\) will play) C in round 1. Thus, \(\widehat{C1}_F\) captures \(i\)’s forecasts when she is deciding how to start off the game.
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\(\widehat{Len}_F\): the frequency with which \(i\) forecasts C at history (CD). Thus, \(\widehat{Len}_F\) captures \(i\)’s forecasts when she is deciding whether to be lenient.
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\(\widehat{Forg}_F\): the frequency with which \(i\) forecasts C at history (CD,DC). Thus, \(\widehat{Forg}_F\) captures \(i\)’s forecasts when she is deciding whether to be forgiving.
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\(\widehat{Loyal}_F\): the frequency with which \(i\) is not weakly first to forecast D in a game that starts out with (CC).Footnote 49,Footnote 50 Thus, \(\widehat{Loyal}_F\) is about a subject’s propensity to be the first one to suspect that the other will defect in a game in which \(i\) needs to decide whether to be loyal.
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\(\widehat{Lead}_F\): the frequency with which \(i\) is weakly first to forecast C in a game that starts out with (DD).Footnote 51 Thus, \(\widehat{Lead}_F\) is about a subject’s propensity to be the first one to expect that the other will cooperate in a game in which \(i\) needs to decide whether to lead.
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\(\widehat{Foll}_F\): the frequency with which \(i\) plays C at history (DC). Thus, \(\widehat{Foll}_F\) captures \(i\)’s forecasts when she is deciding whether to follow \(j\) in cooperating.
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\(\widehat{C}_F\): the overall frequency with which \(i\) forecasts that \(j\) will play C.
In the RMB game, we define these measures exactly as above except that we take “C” to stand for “H” and “D” to stand for “L” or “M.”
We are now ready to address the three questions above. To address the first question, we run the analogues of the regressions presented in Table 3 with each independent variable replaced by the corresponding variable defined above. The results are presented in Table 6. Based on the Table, we see that only \(Male\) has a systematic positive effect on \(\widehat{C}_F\). Thus, individual characteristics are even less useful for predicting subjects’ forecasts than they are for predicting subjects’ behavior in repeated games.
Turning to the second question, we look at the correlations between each aspect and the corresponding variable summarizing forecasts.Footnote 52 These correlations are presented in Table 7. Based on the Table, we see that, with minor exceptions, these correlations are quite large and statistically significant. However, except for the correlation between \(\widehat{C}\) and \(\widehat{C}_F\) in both the RMB and RPD, they are far from perfect.Footnote 53
To address the third question, we rerun the regressions from Table 3 by adding the relevant measure of forecasts as a control variable. E.g., in the regressions with \(\widehat{C}\) as left-hand side variable, we add \(\widehat{C}_F\) as a control. By way of notation, in a regression with \(\widehat{C}/\widehat{C1}/\widehat{Len}/\widehat{Forg}/\widehat{Loyal}/\widehat{Lead}/\widehat{Foll}\) as left-hand-side variable, let \(Control\) denote \(\widehat{C}_F/\widehat{C1}_F/\widehat{Len}_F/\widehat{Forg}_F/\widehat{Loyal}_F/\widehat{Lead}_F/\widehat{Foll}_F\). The results are presented in Table 8. Note that, based on the Table, Result 1 does not change much when we control for forecasts. The only differences in Table 8 from Table 3 are the following: (i) \(N_{patient}\) now also has a systematic positive effect on \(\widehat{C}\), (ii) \(Dom\) has a systematic positive effect on \(\widehat{C1}\), (iii) \(Male\) loses its systematic positive effect on \(\widehat{C}\). Note that (i) and (ii) are not due to differences in the estimated coefficients. Rather their standard errors change just enough in one of the repeated games for the effect to qualify as systematic according to our criterion.Footnote 54
Appendix 2: Summary statistics for individual characteristics and aspects
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Davis, D., Ivanov, A. & Korenok, O. Individual characteristics and behavior in repeated games: an experimental study. Exp Econ 19, 67–99 (2016). https://doi.org/10.1007/s10683-014-9427-7
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DOI: https://doi.org/10.1007/s10683-014-9427-7