An Experimental Study of the Centipede Game Author(s): Richard D. McKelvey and Thomas R. Palfrey Source: Econometrica, Vol. 60, No. 4 (Jul., 1992), pp. 803-836 Published by: The Econometric Society Stable URL: http://www.jstor.org/stable/2951567 Accessed: 07/12/2010 11:10 Your use of the JSTOR archive indicates your acceptance of JSTOR's Terms and Conditions of Use, available at http://www.jstor.org/page/info/about/policies/terms.jsp. JSTOR's Terms and Conditions of Use provides, in part, that unless you have obtained prior permission, you may not download an entire issue of a journal or multiple copies of articles, and you may use content in the JSTOR archive only for your personal, non-commercial use. Please contact the publisher regarding any further use of this work. Publisher contact information may be obtained at http://www.jstor.org/action/showPublisher?publisherCode=econosoc. Each copy of any part of a JSTOR transmission must contain the same copyright notice that appears on the screen or printed page of such transmission. JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. The Econometric Society is collaborating with JSTOR to digitize, preserve and extend access to Econometrica. http://www.jstor.org Econometrica, Vol. 60, No. 4 (July, 1992), 803-836 AN EXPERIMENTALSTUDY OF THE CENTIPEDEGAME BY RICHARD D. MCKELVEY AND THOMASR. PALFREY 1 We reporton an experimentin whichindividualsplaya versionof the centipedegame. In this game, two players alternatelyget a chance to take the larger portion of a continuallyescalatingpile of money. As soon as one person takes, the game ends with that playergettingthe largerportionof the pile, and the other playergettingthe smaller portion.If one views the experimentas a completeinformationgame, all standardgame theoretic equilibriumconcepts predictthe first movershould take the large pile on the firstround.The experimentalresultsshow that this does not occur. An alternativeexplanationfor the data can be given if we reconsiderthe game as a game of incomplete informationin which there is some uncertaintyover the payoff functions of the players. In particular,if the subjects believe there is some small likelihoodthat the opponent is an altruist,then in the equilibriumof this incomplete informationgame, playersadopt mixedstrategiesin the early roundsof the experiment, with the probabilityof takingincreasingas the pile gets larger.We investigatehowwell a versionof this model explainsthe data observedin the centipedeexperiments. KEYWORDS:Game theory,experiments,rationality,altruism. AND THERESULTS 1. OVERVIEW OFTHEEXPERIMENT THIS PAPERREPORTSTHE RESULTSof several experimentalgames for which the predictions of Nash equilibrium are widely acknowledgedto be intuitively unsatisfactory.We explainthe deviationsfromthe standardpredictionsusing an approachthat combinesrecent developmentsin game theorywith a parametric specificationof the errors individualsmight make. We construct a structural econometricmodel and estimatethe extent to which the behavioris explainable by game-theoreticconsiderations. In the games we investigate, the use of backwardinduction and/or the eliminationof dominatedstrategiesleads to a uniqueNash prediction,but there are clear benefits to the playersif, for some reason, some playersfail to behave in this fashion.Thus, we have intentionallychosen an environmentin which we expect Nash equilibriumto performat its worst. The best known exampleof a game in this class is the finitely repeated prisoners'dilemma.We focus on an even simpler and, we believe more compelling, example of such a game, the closely related alternating-movegame that has come to be known as the "centipedegame"(see Binmore(1987)). The centipede game is a finite move extensiveform two persongame in which each playeralternatelygets a turn to either terminatethe game with a favorable payoff to itself, or continue the game, resultingin social gains for the pair. As 'Supportfor this researchwas providedin partby NSF Grants#IST-8513679and #SES-878650 to the CaliforniaInstituteof Technology.We thank MahmoudEl-Gamalfor valuablediscussions concerningthe econometricestimation,andwe thankRichardBoylan,MarkFey, ArthurLupia,and David Schmidtfor able researchassistance.We thankthe JPL-Caltechjoint computingprojectfor grantingus time on the CRAY X-MP at the Jet PropulsionLaboratory.We also are gratefulfor commentsand suggestionsfrom many seminar participants,from an editor, and from two very thoroughreferees. 803 804 R. D. MCKELVEY AND T. R. PALFREY far as we are aware, the centipede game was first introducedby Rosenthal (1982), and has subsequentlybeen studiedby Binmore(1987),Kreps(1990),and Reny (1988). The originalversions of the game consisted of a sequence of a hundredmoves (hence the name "centipede")with linearlyincreasingpayoffs. A concise version of the centipede game with exponentiallyincreasingpayoffs, called the "Share or Quit" game, is studied by Megiddo (1986), and a slightly modifiedversionof this game is analyzedby Aumann(1988). It is this exponential version that we study here. In Aumann'sversion of the centipede game, two piles of money are on the table. One pile is larger than the other. There are two players,each of whom alternatelygets a turn in which it can choose either to take the largerof the two piles of money or to pass. When one player takes, the game ends, with the player whose turn it is getting the large pile and the other player getting the small pile. On the other hand, whenever a player passes, both piles are multiplied by some fixed amount, and the play proceeds to the next player. There are a finite numberof moves to the game, and the numberis known in advance to both players. In Aumann'sversion of the game, the pot starts at $10.50,whichis dividedinto a large pile of $10.00and a smallpile of $.50. Each time a playerpasses, both piles are multipliedby 10. The game proceeds a total of six moves, i.e., three moves for each player. It is easy to show that any Nash equilibriumto the centipede game involves the first playertakingthe large pile on the first move-in spite of the fact that in an eight move versionof the game, both playerscould be multi-millionairesif they were to pass everyround.Since all Nash equilibriamake the same outcome prediction,clearly any of the usual refinementsof Nash equilibriumalso make the same prediction.We thus have a situationwhere there is an unambiguous predictionmade by game theory. Despite the unambiguousprediction, game theorists have not seemed too comfortablewith the above analysisof the game, wonderingwhether it really reflects the way in which anyone would play such a game (Binmore (1987), Aumann (1988)). Yet, there has been no previous experimentalstudy of this game.2 In the simple versions of the centipede game we study, the experimental outcomes are quite different from the Nash predictions.To give an idea how badly the Nash equilibrium(or iterated elimination of dominated strategies) predictsoutcomes,we find only 37 of 662 games end with the firstplayertaking the large pile on the first move, while 23 of the games end with both players passing at everymove. The rest of the outcomes are scatteredin between. One class of explanationsfor how such apparentlyirrationalbehaviorcould arise is based on reputation effects and incomplete information.3This is the approachwe adopt. The idea is that players believe there is some possibility 2There is related experimentalwork on the prisoner'sdilemmagame by Selten and Stoecker (1986)and on an ultimatumbargaininggamewith an increasingcake by Guth et al. (1991). 3See Kreps and Wilson (1982a),Kreps et al. (1982), Fudenbergand Maskin(1986), and Kreps (1990, pp. 536-543). CENTIPEDE GAME 805 that their opponenthas payoffsdifferentfrom the ones we tried to induce in the laboratory.In our game, if a playerplaces sufficientweight in its utilityfunction on the payoff to the opponent, the rational strategyis to alwayspass. Such a playeris labeled an altruist.4 If it is believed that there is some likelihoodthat each player may be an altruist,then it can pay a selfish player to try to mimic the behaviorof an altruist in an attempt to develop a reputationfor passing. These incentivesto mimicare very powerful,in the sense that a very smallbelief that altruistsare in the subjectpool can generatea lot of mimicking,even with a very short horizon. The structureof the centipede game we run is sufficientlysimple that we can solve for the equilibriumof a parameterizedversion of this reputationalmodel. Using standard maximumlikelihood techniques we can then fit this model. Using this assumptionof only a single kind of deviation from the "selfish" payoffsnormallyassumed in induced-valuetheory5 we are able to fit the data well, and obtain an estimate of the proportionof altruisticplayerson the order of 5 percent of the subject pool. In addition to estimatingthe proportionof altruistsin the subject pool, we also estimate the beliefs of the players about this proportion.We find that subjects' beliefs are, on average, equal to the estimated "true" proportionof altruists,thus providingevidence in favor of a versionof rationalexpectations.We also estimate a decision errorrate to be on the order of 5%-10% for inexperiencedsubjectsand roughlytwo-thirdsthat for experiencedsubjects,indicatingtwo things:(i) a significantamountof learning is takingplace, and (ii) even with inexperiencedsubjects,only a smallfractionof their behavioris unaccountedfor by a simple game-theoreticequilibriummodel in which beliefs are accurate. Our experimentcan be comparedto that of Camererand Weigelt (1988) (see also Neral and Ochs (1989) and Jung et al. (1989)). In our experiment,we find that many features of the data can be explained if we assume that there is a belief that a certain percentageof the subjectsin the populationare altruists. This is equivalent to asserting that subjects did not believe that the utility functionswe attemptedto induce are the same as the utility functionsthat all subjects really use for making their decisions. I.e., subjects have their own personal beliefs about parametersof the experimentaldesign that are at odds with those of the experimentaldesign. This is similarto the point in Camerer and Weigelt, that one way to account for some features of behavior in their experimentswas to introduce"homemadepriors"-i.e., beliefs that there were more subjectswho alwaysact cooperatively(similarto our altruists)than were actually induced to be so in their experimentaldesign. (They used a rule-ofthumb procedure to obtain a homemade prior point estimate of 17%.) Our analysisdiffers from Camererand Weigelt partlyin that we integrateit into a structural econometric model, which we then estimate using classical tech4We called them "irrationals"in an earlierversionof the paper.The equilibriumimplicationsof this kind of incomplete informationand altruism has been explored in a different kind of experimentalgame by Palfreyand Rosenthal(1988).See also Cooperet al. (1990). 5See Smith(1976). 806 R. D. MCKELVEY AND T. R. PALFREY niques. This enables us to estimate the numberof subjectsthat actuallybehave in such a fashion, and to address the question as to whether the beliefs of subjectsare on averagecorrect. Our experimentcan also be comparedto the literatureon repeatedprisoner's dilemmas. This literature (see e.g., Selten and Stoecker (1986) for a review) finds that experienced subjects exhibit a pattern of "tacit cooperation"until shortlybefore the end of the game, when they start to adopt noncooperative behavior.Such behaviorwould be predictedby incompleteinformationmodels like that of Kreps et al. (1982). However, Selten and Stoecker also find that inexperiencedsubjectsdo not immediatelyadopt this patternof play, but that it takes them some time to "learn to cooperate."Selten and Stoecker develop a learningtheory model that is not based on optimizingbehaviorto account for such a learningphase. One could alternativelydevelop a model similarto the one used here, where in additionto incompleteinformationaboutthe payoffsof others, all subjects have some chance of making errors,which decreases over time. If some other subjects might be making errors, then it could be in the interest of all subjectsto take some time to learn to cooperate, since they can masqueradeas slow learners. Thus, a natural analog of the model used here might offer an alternativeexplanationfor the data in Selten and Stoecker. 2. EXPERIMENTAL DESIGN Our budget is too constrainedto use the payoffsproposedby Aumann.So we run a rather more modest version of the centipede game. In our laboratory games, we start with a total pot of $.50 divided into a large pile of $.40 and a small pile of $.10. Each time a playerchooses to pass, both piles are multiplied by two. We considerboth a two round(four move) and a three round(six move) version of the game. This leads to the extensive forms illustratedin Figures 1 and 2. In addition,we consider a version of the four move game in which all payoffs are quadrupled.This "high payoff" condition therefore produced a payoffstructureequivalentto the last four moves of the six move game. 1 1T fT 0.40 0.10 1 2 0.20 0.80 FIGURE 1.-The 2 I . fT 0.40 0.10 P P 14 2 6.40 fT fT 1.60 0.40 0.80 3.20 P 1.60 four movecentipedegame. 1 2 P P0 2 25.60 P P fT fT fT fT fT 0.20 0.80 1.60 0.40 0.80 3.20 6.40 1.60 3.20 I2.80 2.-The six movecentipedegame. FIGURE 6.40 26 807 CENTIPEDE GAME TABLE I EXPERIMENTAL DESIGN Session 1 2 3 4 5 6 7 Subject pool subjects PCC PCC CIT CIT CIT PCC PCC 20 18 20 20 20 18 20 Games/ subject 10 9 10 10 10 9 10 Total # games moves High Payoffs 100 81 100 100 100 81 100 4 4 4 4 6 6 6 No No No Yes No No No In each experimentalsession we used a total of twenty subjects, none of whom had previouslyplayed a centipede game. The subjectswere divided into two groups at the beginningof the session, which we called the Red and the Blue groups. In each game, the Red player was the first mover, and the Blue playerwas the second mover.Each subjectthen participatedin ten games, one with each of the subjectsin the other group.6The sessions were all conducted throughcomputerterminalsat the Caltech Laboratoryfor ExperimentalEconomics and PoliticalScience. Subjectsdid not communicatewith other subjects except throughthe strategychoices they made. Before each game, each subject was matchedwith another subject,of the opposite color, with whom they had not been previouslymatched, and then the subjects who were matched with each other played the game in either Figure 1 and Figure 2 dependingon the session. All details describedabove were made commonknowledgeto the players,at least as much as is possible in a laboratory setting. In other words, the instructionswere read to the subjects with everyone in the same room (see AppendixB for the exact instructionsread to the subjects).Thus it was common knowledgethat no subjectwas ever matchedwith any other subjectmore than once. In fact we used a rotatingmatchingscheme which insuresthat no player i ever plays against a playerwho has previouslyplayed someone who has played someone that i has already played. (Further, for any positive integer n, the sentence which replaces the phrase "who has previouslyplayed someone who has played someone"in the previoussentence with n copies of the same phrase is also true.) In principle, this matching scheme should eliminate potential supergameor cooperativebehavior, yet at the same time allow us to obtain multipleobservationson each individual'sbehavior. We conducted a total of seven sessions (see Table I). Our subjects were students from Pasadena CommunityCollege (PCC) and from the California Institute of Technology(CIT). No subjectwas used in more than one session. Sessions 1-3 involved the regular four move version of the game, session 4 6Only one of the three versions of the game was played in a given session. In sessions 2 and 6, not all subjects showed up, so there were only 18 subjects, with 9 in each group, and consequently each subject played only 9 games. 808 R. D. MCKELVEYAND T. R. PALFREY TABLE IIA PROPORTION OF OBSERVATIONS AT EACH TERMINAL NODE f f7 .20 .35 .23 .01 .11 .12 .01 .02 .01 .253 .078 .014 N fi f2 f3 f4 f5 1 2 3 (PCC) (PCC) (CIT) 100 81 100 .06 .10 .06 .26 .38 .43 .44 .40 .28 .20 .11 .14 .04 .01 .09 Total 1-3 281 .071 .356 .370 .153 .049 High Payoff 4 (High-CIT) 100 .150 .370 .320 .110 .050 Six Move 5 6 7 (CIT) (PCC) (PCC) 100 81 100 .02 .00 .00 .09 .02 .07 .39 .04 .14 .28 .46 .43 Total 5-7 281 .007 .064 .199 .384 Session Four Move involved the high payoff four move game, and sessions 5-7 involved the six move version of the game. This gives us a total of 58 subjectsand 281 plays of the four move game, and 58 subjectswith 281 plays of the six move game, and 20 subjectswith 100 plays of the high payoff game. Subjectswere paid in cash the cumulativeamount that they earned in the session plus a fixed amountfor showingup ($3.00 for CIT students and $5.00 for PCC students).7 3. DESCRIPTIVE SUMMARY OF DATA The complete data from the experimentis given in AppendixC. In Table II, we present some simple descriptivestatistics summarizingthe behaviorof the subjects in our experiment. Table IIA gives the frequencies of each of the terminal outcomes. Thus fi is the proportion of games ending at the ith terminalnode. Table IIB gives the implied probabilities,pi of takingat the ith decisionnode of the game. In other words,pi is the proportionof games among those that reached decision node i, in which the subjectwho moves at node i chose TAKE. Thus, in a game with n decision nodes, pi =fi/ElEf1f. All standardgame theoretic solutions(Nash equilibrium,iterated elimination of dominatedstrategies,maximin,rationalizability,etc.) would predict fi = 1 if i = 1, fI = 0 otherwise. The requirement of rationality that subjects not adopt dominatedstrategieswould predictthat fn+i = 0 and Pn= 1. As is evidentfrom Table II, we can reject out of hand either of these hypothesesof rationality.In only 7% of the four move games, 1% of the six move games, and 15% of the high payoffgames does the firstmoverchoose TAKE on the firstround.So the subjectsclearlydo not iterativelyeliminatedominatedstrategies.Further,when a game reaches the last move, Table IIB shows that the player with the last move adopts the dominatedstrategyof choosingPASS roughly25% of the time 7The stakes in these games were large by usual standards. Students earned from a low of $7.00 to a high of $75.00, in sessions that averaged less than 1 hour-average earnings were $20.50 ($13.40 in the four move, $30.77 in the six move, and $41.50 in the high payoff four move version). CENTIPEDE 809 GAME TABLE IBa IMPLIED FORTHECENTIPEDE GAME TAKEPROBABILITIES Four Move Session Pi P2 P3 P4 1 (PCC) .06 (100) .10 (81) .06 (100) .28 (94) .42 (73) .46 (94) .65 (68) .76 (42) .55 (51) .83 (24) .90 (10) .61 (23) Total 1-3 .07 (281) .38 (261) .65 (161) .75 (57) 4 (CIT) .15 (100) .44 (85) .67 (48) .69 (16) S (CIT) .02 (100) .00 (81) .00 (100) .09 (98) .02 (81) .07 (100) .44 (89) .04 (79) .15 (93) .01 (281) .06 (279) .21 (261) 2 (PCC) 3 (CIT) High Payoff Six Move 6 (PCC) 7 (PCC) Total 5-7 P5 P6 .56 (50) .49 (76) .54 (79) .91 (22) .72 (39) .64 (36) .50 (2) .82 (11) .92 (13) .53 (205) .73 (97) .85 (26) aThe number in parentheses is the number of observations in the game at that node. in the four move games, 15%in the six move games,and 31% in the high payoff games.8 The most obvious and consistent pattern in the data is that in all of the sessions, the probabilityof TAKE increases as we get closer to the last move (see Table IIB). The only exception to this pattern is in session 5 (CIT) in the last two moves, where the probabilitiesdrop from .91 to .50. But the figure at the last move (.50) is based on only two observations.Thus any model to explain the data should capturethis basic feature. In additionto this dominantfeature, there are some less obviouspatternsof the data, which we now discuss. Table III indicates that there are some differencesbetween the earlier and later plays of the game in a given treatment which are supportive of the propositionthat as subjectsgain more experiencewith the game, their behavior appears"morerational."Recall that with the matchingscheme we use, there is no game-theoreticreason to expect players to play any differentlyin earlier games than in later games. Table IIIA shows the cumulative probabilities, Fj = _j=1fiof stoppingby the jth node. We see that the cumulativedistribution in the first five games stochasticallydominatesthe distributionin the last five gamesboth in the four and six move experiments.This indicatesthat the games end earlier in later matches. Table IIIB shows that in both the four and six move sessions,in later games subjectschose TAKEwith higherprobabilityat all 8For sessions 1-3, 7 of the 14 cases in this category are attributable to 2 of the 29 subjects. In the high payoff condition, 4 of the 5 events are attributable to 1 subject. 810 R. D. MCKELVEY AND T. R. PALFREY TABLE IIIA CUMULATIVEOUTCOMEFREQUENCIES (Fj= E Ifi) Treatment Game N F1 F2 F3 F4 F5 Four Move 1-5 6-10 145 136 .062 .081 .365 .493 .724 .875 .924 .978 1.00 1.00 Six Move 1-5 6-10 145 136 .000 .015 .055 .089 .227 .317 .558 .758 .889 .927 F6 F7 .979 .993 1.000 1.000 TABLE IIIB IMPLIEDTAKE PROBABILITIES COMPARISONOF EARLY VERSUS LATE PLAYS IN THE Low PAYOFF CENTIPEDEGAMES Treatment Game Pi P2 P3 P4 Four 1-5 .06 .32 6-10 (145) .08 (136) (136) .49 (125) .57 (92) .75 (69) .75 (40) .82 (17) .00 (145) .01 (136) .06 (145) .07 (134) .18 (137) .25 (124) .43 (112) .65 (93) Move Four 1-5 Move 6-10 P5 P6 .75 (64) .70 (33) .81 (16) .90 (10) stages of the game (with the exception of node 5 of the six move games). Further,the numberof subjectsthat adopt the dominatedstrategyof passingon the last move drops from 14 of 56, or 25%, to 4 of 27, or 15%. A third pattern emerges in comparingthe four move games to the six move games(in Table IIB). We see that at everymove, there is a higherprobabilityof taking in the four move game than in the correspondingmove of the six move game (.07 vs .01 in the firstmove; .38 vs .06 in the second move, etc.). The same relationholds between the high payoffgames and the six move games.However, if we compare the four move games to the last four moves of the six move games, there is more taking in the six move games (.75 vs .85 in the last move; .65 vs .73 in the next to last move, etc.). This same relationshipholds between the high payoff games and the six move games even though the payoffsin the high payoffgames are identical to the payoffsin the last four moves of the six move games. There is at least one other interestingpattern in the data. Specifically,if we look at individuallevel data, there are several subjects who PASS at every opportunity they have.9 We call such subjects altruists, because an obvious way to rationalizetheir behavioris to assumethat they have a utilityfunctionthat is 9Some of these subjects had as many as 24 opportunities See Appendix C. to TAKE in the 10 games they played. CENTIPEDE GAME 811 monotonicallyincreasingin the sum of the red and blue payoffs,ratherthan a selfish utility function that only depends on that players'own payoff. Overall, there were a total of 9 playerswho chose PASS at every opportunity.Roughly half (5) of these were red playersand half (5) were in four move games. At the other extreme (i.e., the Nash equilibriumprediction), only 1 out of all 138 subjectschose TAKE at every opportunity.This indicatesthe strongpossibility that playerswho will alwayschoose PASS do exist in our subjectpool, and also suggests that a theory which successfully accounts for the data will almost certainlyhave to admitthe existenceof at least a smallfractionof such subjects. Finally, there are interesting non-patterns in the data. Specifically, unlike the ten cases cited above, the preponderanceof the subjectbehavioris inconsistent with the use of a single pure strategythroughoutall games they played. For example, subject #8 in session #1 (a red player) chooses TAKE at the first chance in the second game it participatesin, then PASS at both opportunitiesin the next game, PASS at both opportunitiesin the fourth game, TAKE at the first chance in the fifth game, and PASS at the first chance in the sixth game. Fairlycommonirregularitiesof this sort, which appearratherhaphazardfrom a casual glance, would seem to require some degree of randomnessto explain. While some of this behavior may indicate evidence of the use of mixed strategies,some such behavioris impossibleto rationalize,even by resortingto the possibilityof altruisticindividualsor Bayesianupdatingacross games. For example, subject #6 in session #1 (a blue player), chooses PASS at the last node of the first game, but takes at the first opportunitya few games later. Rationalization of this subject's behavior as altruistic in the first game is contradictedby the subject'sbehaviorin the later game. Rational play cannot accountfor some sequencesof playswe observein the data, even with a model that admitsthe possibilityof altruisticplayers. 4. THE MODEL In what follows, we constructa structuraleconometricmodel based on the theory of games of incomplete informationthat is simultaneouslyconsistent with the experimentaldesign and the underlyingtheory. Standardmaximum likelihoodtechniquescan then be applied to estimate the underlyingstructural parameters. The model we constructconsistsof an incompleteinformationgame together with a specificationof two sources of errors-errors in actions and errors in beliefs. The model is constructedto accountfor both the time-seriesnature of our data and for the dependence across observations,features of the data set that derive from a design in which every subject plays a sequence of games against different opponents. The model is able to account for the broad descriptivefindingssummarizedin the previoussection. By parameterizingthe structureof the errors,we can also addressissues of whether there is learning going on over time, whether there is heterogeneity in beliefs, and whether individuals'beliefs are on averagecorrect. 812 R. D. MCKELVEY AND T. R. PALFREY We first describe the basic model, and then describe the two sources of errors. 4.1. TheBasicModel If, as appearsto be the case, there are a substantialnumberof altruistsin our subjectpool, it seems reasonableto assume that the possible existence of such individualsis commonlyknownby all subjects.Our basic model is thus a game of two sided incomplete informationwhere each individualcan be one of two types (selfish or altruistic),and there is incomplete informationabout whether one's opponent is selfish or altruistic. In our model, a selfish individualis defined as an individualwho derives utility only from its own payoff,and acts to maximizethis utility. In analogyto our definitionof a selfish individual,a naturaldefinitionof an altruistwould be as an individualwho derives utility not only from its own payoff,but also from the payoff of the other player. For our purposes, to avoid having to make parametric assumptions about the form of the utility functions, it is more convenient to define an altruistin terms of the strategychoice rather than in terms of the utility function. Thus, we define an altruistas an individualwho alwayschooses PASS. However,it is importantto note that we could obtain an equivalentmodel by makingparametricassumptionson the form of the utility functions. For example, if we were to assume that the utility to player i is a convex combination of its own payoff and that of its opponent, then any individualwho places a weight of at least 2 on the payoffof the opponent has a dominant strategy to choose PASS in every round of the experiment.Thus, defining altruists to be individualswho satisfy this condition would lead to equivalentbehaviorfor the altruists. The extensiveform of the basic model for the case when the probabilityof a selfish individualequals q is shown in Figure 8 in Appendix A. Hence, the probabilityof an altruist is 1 - q. This is a standard game of incomplete information.There is an initial move by nature in which the types of both playersare drawn.If a playeris altruistic,then the player has a trivialstrategy choice (namely, it can PASS). If a player is selfish, then it can choose either PASS or TAKE. 4.1.1. Equilibriumof the Basic Model The formal analysis of the equilibriumappears in Appendix A, but it is instructiveto provide a brief overview of the equilibriumstrategies, and to summarizehow equilibriumstrategiesvaryover the familyof games indexed by q. We analyticallyderive in AppendixA the solution to the n-move game, for arbitraryvalues of q (the common knowledgebelief that a randomlyselected playeris selfish) rangingfrom 0 to 1. For any given q, a strategyfor the first playerin a six move game is a vector, (P1, P3, p5), where pi specifiesthe probabilitythat Red chooses TAKE on move i conditionalon Red being a selfish player. Similarly,a strategyfor Blue is a CENTIPEDE GAME 813 vector (P2, P4, P6) giving the probabilitythat Blue chooses TAKE on the correspondingmove conditionalthat Blue is selfish. Thus a strategypair is a vector p = (P1, P2, ... , P6), where the odd componentsare moves by Red and the even componentsare moves by Blue. Similarnotation is used for the four move game. In Appendix A, we prove that for generic q there is a unique sequential equilibriumto the game, and we solve for this equilibriumas a function of q. Let us write p(q) for the solution as a function of q. It is easy to verify the followingpropertiesof p(q), which are true in both the four move and six move games. Property 1: For any q, Blue chooses TAKE with probability1 on its last move. Property2: If 1 - q > 4,both Red and Blue alwayschoose PASS, except on the last move, when Blue chooses TAKE. Property3. If 1 - q E (0, 7) the equilibriuminvolvesmixed strategies. Property4: If q = 1, then both Red and Blue alwayschoose TAKE. From the solution, we can compute the implied probabilitiesof choosing TAKE at each move, accountingfor the altruistsas well as the selfish players. We can also compute the probabilitys(q) = (sl(q), .. ., s7(q)) of observingeach of the possible outcomes, T, PT,PPT,PPPT,PPPPT,PPPPPT,PPPPPP. Thus, s1(q) = qpl(q), s2(q) = q2(1 - pj(q))p2(q) + q(l - q)p2(q), etc. Figures 3 and 4 graph the probabilitiesof the outcomes as a function of the level of altruism, 1 -q. It is evident from the properties of the solution and from the outcome probabilitiesin Figures 3 and 4 that the equilibriumpredictionsare extremely sensitiveto the beliefs that playershave about the proportionof altruistsin the population.The intuition of why this is so is well-summarizedin the literature on signallingand reputationbuilding(for example, Kreps and Wilson (1982a), Kreps et al. (1982)) and is exposited very nicely for a one-sided incomplete informationversion of the centipede game more recentlyin Kreps (1990). The guidingprincipleis easy to understand,even if one cannot follow the technical details of the Appendix.Because of the uncertaintyin the game when it is not common knowledgethat everyoneis self-interested,it will generallybe worthwhile for a selfish playerto mimic altruisticbehavior.This is not very different from the fact that in poker it may be a good idea to bluff some of the time in order to confuseyour opponent aboutwhetheror not you have a good hand. In our games, for any amount of uncertaintyof this sort, equilibriumwill involve some degree of imitation.The form of the imitationin our setting is obvious: selfishplayerssometimespass, to mimic an altruist.By imitatingan altruistone mightlure an opponentinto passingat the next move, therebyraisingone's final payoffin the game. The amountof imitationin equilibriumdepends directlyon the beliefs about the likelihood(1 - q) of a randomlyselected playerbeing an altruist.The more likelyplayersbelieve there are altruistsin the population,the more imitationthere is. In fact, if these beliefs are sufficientlyhigh (at least 4,in our versions of the centipede game), then selfish players will always imitate altruists,therebycompletelyreversingthe predictionsof game theorywhen it is 814 R. D. MCKELVEY AND T. R. PALFREY 0.8 01 0.2005 0.2 015 I D 0.05 FIGURE 4.-Equilibrium 0. I T~~~- 0.2 0.15 outcomeprobabilitiesfor basicsix movegame. common knowledge that there are no altruists.Between 0 and predictsthe use of mixed strategiesby selfish players. 7, the theory 4.1.2. Limitationsof theBasic Model The primaryobservationto make from the solutionto the basic model is that this model can account for the main feature of the data noted in the previous section-namely that probabilitiesof taking increase as the game progresses. CENTIPEDE GAME 815 For any level of altruismabove 1/72 in the four move game, and for any value above 1/73 in the six move game, the solution satisfiesthe propertythat pi >p whenever i >j. Despite the fact that the basic model accounts for the main pattern in the data, it is just as obviousthat the basic model cannot accountfor the remaining features of the data. It is apparentfrom Figures3 and 4 that for anyvalue of q, there is at least one outcomewith a 0 or close to 0 probabilityof occurrence.So the model will fit poorly data in which all of the possible outcomes occur. Nor can it accountfor any consistentpatternsof learningin the data, for substantial variationsacross individuals,or for some of the irregularitiesdescribedearlier. To account for these features of the data, we introduce two additional elements to the model-the possibilityof errorsin actions,and the possibilityof errorsin beliefs. 4.2. ErrorsinActions-Noisy Play One explanationof the apparentlybizarreirregularitiesthat we noted in the previous section is that players may "experiment"with different strategies in order to see what happens. This may reflect the fact that, early on, a subject may not have settled down on any particularapproachabout how to play the game. Alternatively,subjectsmay simply "goof," either by pressing the wrong key, or by accidentallyconfusingwhich color player they are, or by failing to notice that is the last round, or some other random event. Lacking a good theory for how and why this experimentationor goofing takes place, a natural way to model it is simplyas noise. So we refer to it as noisyplay. We model noisy play in the followingway. In game t, at node s, if p* is the equilibriumprobabilityof TAKE that the player at that node attempts to implement,we assume that the player actuallychooses TAKE with probability (1 - e,)p*, and makes a randommove (i.e. TAKE or PASS with probability.5) with probabilityst. Therefore,we can view st/2 as the probabilitythat a player experiments,or, alternatively,goofs in the tth game played.We call St the error rate in game t. We assume that both types (selfish and altruistic)of players make errorsat this rate, independentlyat all nodes of game t, and that this is commonknowledgeamong the players. 4.2.1. Learning If the reasons for noisy play are along the lines just suggested, then it is natural to believe that the incidence of such noisy play will decline with experience. For one thing, as experience accumulates,the informationalvalue of experimentingwith alternativestrategiesdeclines, as subjectsgatherinformation about how other subjectsare likely to behave. Perhapsmore to the point, the informationalvalue will decline over the course of the 10 games a subject plays simplybecause, as the horizonbecomes nearer,there are fewer and fewer games where the informationaccumulatedby experimentationcan be capital- 816 R. D. MCKELVEY AND T. R. PALFREY ized on. For different,but perhapsmore obvious reasons,the likelihoodthat a subjectwill goof is likely to decline with experience.Such a decline is indicated in a wide range of experimentaldata in economics and psychology,spanning many differentkinds of tasks and environments.We call this decline learning. We assumea particularparametricform for the errorrate as a functionof t. Specifically,we assume that individualsfollow an exponentiallearning curve. The initial error rate is denoted by e and the learning parameter is 8. Therefore, Notice that, while according to this specification the error rate may be differentfor differentt, it is assumedto be the same for all individuals,and the same at all nodes of the game. More complicatedspecificationsare possible, such as estimatingdifferent E'sfor altruisticand selfish players,but we suspect that such parameterproliferationwould be unlikelyto shed muchmore light on the data. When solvingfor the equilibriumof the game, we assumethat players are aware that they make errors and learn, and are aware that other players make errors and learn too.'0 Formally,when solving for the Bayesianequilibrium TAKE probabilities,we assume that e and 8 are commonknowledge. 4.2.2. Equilibrium with Errors in Actions For e > 0, we do not have an analyticalsolution for the equilibrium.The solutionswere numericallycalculatedusing GAMBIT,a computeralgorithmfor calculatingequilibriumstrategiesto incomplete informationgames, developed by McKelvey(1990).For comparison,the equilibriumoutcomeprobabilitiesas a functionof q, for , = .2, are illustratedgraphicallyin Figures5 and 6. 4.3. Errors in Beliefs-Heterogeneous Beliefs In addition to assumingthat individualscan make errors in their strategies, we also assume that there can be errorsin their beliefs. Thus, we assume that there is a true probabilityQ that individualsare selfish (yielding probability 1 - Q of altruists),but that each individualhas a belief, qi, of the likelihoodof selfishplayers,whichmaybe differentfrom the true Q." In particular,individuals' beliefs can differ from each other, givingrise to heterogeneousbeliefs. 10Analternative specification would have it common knowledge that subjects believe others make errors, but believe they do not commit these "errors" themselves. Such a model is analytically more tractable and leads to similar conclusions, but seems less appealing on theoretical grounds. 1tThis is related to the idea proposed independently by Camerer and Weigelt (1988) and Palfrey and Rosenthal (1988), where they posit that subjects' beliefs about the distribution of types may differ from the induced-value distribution of types announced in the instructions. CENTIPEDE p 817 GAME PA 0.8 ~~~~4 0.4 * ~~i14~~~~~.: ' **.** 5 w. ?.. 0i2 PPPT pppp . . . . ......................... FIGURE 5 0 . . .~. ............... . . Equilibrumoutcome.probailities.for.fourmove.game.....2) 0.05 0.1 0.2 0.15 FIGURE 6.-Equilibriumoutcomeprobabilitiesfor fourmovegame(et = .2). t1-..+-... 0.4 F~~~~~~~~~~~~~~~~~~~ 0~~~~. a 2 T PT ,.,~~~~~~~~~~~~~~~~~~7PPPPt 0 0.05 0.1 0.15 0.2 FIGURE6.-Equilibrium outcome probabilities for six move game (Et = .2). For individuali, denote by qi the belief individuali holds that a randomly selected opponent is selfish. (We assume that each individualmaintains its belief throughoutall 10 games that it plays.)Because this convertsthe complete informationcentipede game into a Bayesiangame, it is necessaryto make some kind of assumptionabout the beliefs a player has about its opponent'sbeliefs, etc. etc. If there were no heterogeneityin beliefs, so that qi = q for all i, then one possibility is that a player's beliefs are correct-that is, q is common knowledge,and q = Q. We call this rational expectations. One can then solve for 818 R. D. MCKELVEY AND T. R. PALFREY the Bayesianequilibriumof the game played in a session (whichis unique),as a function of e, 8, t, and q. An analyticalsolution is derivedin AppendixA for the case of e = 0. To allow for heterogeneity,we make a parametricassumptionthat the beliefs of the individuals are independently drawn from a Beta distributionwith parameters(a,/3), where the mean of the distribution,q, is simply equal to a/(a + /3).There are severalways to specifyhigherorder beliefs. One possibility is to assume it is common knowledge among the players that beliefs are independentlydrawnfrom a Beta distributionwith parameters(a, /) and that the pair (a, ,3) is also common knowledgeamong the players.This version of higherorder beliefs leads to serious computationalproblemswhen numerically solvingfor the equilibriumstrategies.Instead,we use a simpler12 versionof the higher order beliefs, which might be called an egocentricmodel. Each player playsthe game as if it were commonknowledgethat the opponenthad the same belief. In other words, while we, the econometricians,assume there is heterogeneity in beliefs, we solve the game in which the players do have heterogeneous beliefs, but believe that everyone'sbeliefs are alike. This enables us to use the same basic techniquesin solvingfor the Bayesianequilibriumstrategies for playerswith differentbeliefs as one would use if there were homogeneous beliefs. We can then investigatea weaker form of rationalexpectations:is the averagebelief (a/(a + ,B))equal to the true proportion(Q) of selfish players? Given the assumptionsmade regardingthe form of the heterogeneity in beliefs, the introductionof errorsin beliefs does not change the computationof the equilibriumfor a given individual.It only changesthe aggregatebehaviorwe will expect to see over a group of individuals.For example,at an error rate of Et= .2, and parameters a, / for the Beta distribution,we will expect to see aggregatebehaviorin period t of the six move gameswhichis the averageof the behaviorgeneratedby the solutions in Figure 6, when we integrateout q with respect to the Beta distributionB(a, f). 5. MAXIMUM LIKELIHOOD ESTIMATION 5.1. Derivationof the LikelihoodFunction Considerthe version of the game where a playerdrawsbelief q. For every t, and for every Et, and for each of that player'sdecisionnodes, v, the equilibrium solution derivedin the previoussection yields a probabilitythat the decision at that node will be TAKE, conditionalon the player at that decision node being selfish, and conditional on that player not making an error. Denote that probabilityp(e, q, v). Therefore, the probabilitythat a selfish type of that player would TAKE at v is equal to P,(et, q, v) = (st/2) + (10- st)ps(e, q, v), and the probability that an altruistic type of this player would take is Pa(6tgq, v) = Et/2. For each individual, we observe a collection of decisions that 12Whileit is simpler, it is no less arbitrary.It is a version of beliefs that does not assume "commonpriors"(Aumann(1987)), but is consistentwith the standardformulationof games of incompleteinformation(Harsanyi(1967-68)). CENTIPEDE 819 GAME are made at all nodes reachedin all gamesplayedby that player.Let N,i denote the set of decision nodes visited by player i in the tth game playedby i, and let D,i denote the correspondingset of decisionsmade by i at each of those nodes. Then, for any given (?, 8, q, v) with vE Ni. we can compute Ps(Et, q, v) from above, by setting et= e-8(t'). From this we compute irti(D ;e, 8, q), the probabilitythat a selfish i would have made decisions Dti in game t, with beliefs q, and noise/learning parameters(8, 8), and it equals the product of Ps(8, q, v) over all v reached by in game t. Letting Di denote the set of all decisions by player i, we define rg(Di; s, 8, q) to be the product of the irti(Dti; 8,8, q) taken over all t. One can similarlyderive mr(Di;E, 8, q), the probability that an altruistic i would have made that same collection of decisions. Therefore, if Q is the true populationparameterfor the fractionof selfish players,then the likelihoodof observingDi, without conditioningon i's type is given by: -i(Di; Q, E, 8, q) = Qin!(Di; E, 8, q) + (1- Q)wa(Di; E, 8, q). Finally,if q is drawnfrom the Beta distributionwith parameters(a, /3), and densityB(q; a, /3), then the likelihoodof observingDi without conditioningon q is given by: si(Di; Q, 8,8, a, 13)-= f1(Di; Q, 8,8, q)B(q; a, () dq. Therefore, the log of the likelihood function for a sample of observations, D = (Dl, .. ., D1), is just L(D; Q,e , 8, a,3) = E log [si(Di; Q, E, A, a, )]. i=1 For any sample of observations,D, we then find the set of parametervalues that maximizeL. This was,done by a global grid searchusing the CrayX-MP at the Jet PropulsionLaboratory. 5.2. Treatmentsand Hypotheses We are interested in testing four hypotheses about the parametersof the theoreticalmodel. (1) Errorsin action:Is 8 significantlydifferentfrom 0? (2) Heterogeneity(errorsin beliefs):Is the varianceof the estimateddistribution of priorssignificantlydifferentfrom O?13 (3) Rational Expectations:Is the estimatedvalue of Q equal to the mean of the estimateddistributionof priors,a/(a +/3)? (4) Learning:Is the estimatedvalue of 8 positive and significantlydifferent from 0? 13Whilehomogeneityof beliefs is not strictlynested in the Beta distributionmodel (since the Beta family does not include degeneratedistributions),the homogeneousmodel can be approximated by the Beta distributionmodel by constraining(a + ,) to be greaterthan or equal to some large number. 820 R. D. MCKELVEY AND T. R. PALFREY The firsttwo hypothesesaddressthe questionof whetherthe two components of error in our model (namely errors in action and errors in belief) are significantlydifferentfrom 0. The second two hypothesesaddressissues of what propertiesthe errorshave, if they exist. In our experimentaldesign, there were three treatmentvariables: (1) The length of the game (either four move or six move). (2) The size of the two piles at the beginningof the game (either high payoff, ($1.60,$.40), or low payoff,($.40,$.10)). (3) The subjectpool (either Caltech undergraduates(CIT) or PasadenaCity College students(PCC)). We also test whether any of these treatmentvariableswere significant. 5.3. Estimation Results Table IV reports the results from the estimations. Before reporting any statisticaltests, we summarizeseveral key features of the parameterestimates. First, the mean of the distributionof beliefs about the proportionof altruists in the populationin all the estimationswas in the neighborhoodof 5%. Figure7 graphs the density function of the estimated Beta distributionfor the pooled sample of all experimentaltreatmentsfor the four and six move experiments, respectively.Second, if one looks at the rationalexpectationsestimates(which constrain a, = /a + 3) to equal Q), the constrained estimate of the Beta TABLE IV RESULTS FROM Treatment MAXIMUM LIKELIHOOD i3 , Q 2.75 2.75 2.50 .939 .941 .965 .972 .956 .941 .950 .850 Four Move unconstrained A= Q S=0 a=0 42 44 68 unconstrained 40 2.00 .952 Six A= Q 38 2.00 .950 S= 0 =0 34 1.75 unconstrained 42 =Q a=0 40 unconstrained 42 1.25 .971 28 1.00 .966 .994 .966 .955 .941 .952 Move PCC CIT = Q 64 48 28 40 -InL .18 .18 .21 .23 .045 .045 .000 .020 327.35 327.41 345.08 371.04 .904 .06 .030 352.07 .950 .06 .030 352.76 .951 .976 .908 .850 .05 .22 .000 .030 371.01 442.96 2.75 .939 .974 .14 .030 464.14 2.75 .936 .952 .936 .882 .11 .18 .040 .050 464.57 508.60 .880 .22 .040 340.27 .966 .22 .040 342.57 .750 .27 .010 424.83 .900 .938 .938 .930 .22 .22 .14 .18 .050 .050 .050 .050 107.11 435.73 702.80 813.38 a=0 High Payoff All Four Move All Low All Sessions ESTIMATIONa 2.25 2.25 1.75 2.00 aRows marked g = Q report parameter estimates under the rational expectations restriction that 6/(6 + ,l) = Q. Rows marked 8 = 0 are parameter estimates under the hypothesis of no learning. Rows marked a = 0 are parameter estimates under the assumption of no heterogeneity. CENTIPEDE 821 GAME Density Ai 125- / / Siz 2.5 - Moveo F FourMove 10 7.5 5 2.5 0 0.05 0.1 0.15 0.2 Iq FiG,URE7.-Estimated distributionof beliefsfor fourand six movegames. distribution is nearly identical to the unconstrained estimate of the Beta distribution. Furthermore,the rational expectations estimates of u are nearly identical acrossall treatments.Therefore,if we are unable to rejectrationalexpectations, then it would seem that these beliefs, as well as the true distributionof altruists are to a large extent independent of the treatments.The greatest difference acrossthe treatmentsis in the estimatesof the amountof noisy play. While the estimates of 8 are quite stable across treatments,the estimates of e are not. This is most apparent in the comparisonof the four move and the six move estimates of e. We discuss this below after reportingstatisticaltests. Finally, observethat in the o,= 0 estimates(no heterogeneityof beliefs), the estimateof A is consistentlymuch largerthan the estimate of Q, and the recoverederror rates are higher. It mightseem paradoxicalthat we estimate a level of altruismon the order of 5%,while the proportionof subjectswho choose pass on the last move is on the order of 25% for the four move experiments and 15% for the six move experiments.One reason for the low estimate of the level of altruismis that in the theoreticalmodel, part of this behavioris attributedto errorsin action. But less obviously, it should be noted that because our equilibriumis a mixed strategy,there is a sampleselection bias in the set of subjectswho get to the last move:altruistsare more likelyto make it to this stage, since they pass on earlier moveswhereasselfish subjectsmix. Thus, even with no errors,we would expect to see a higher proportionof passing on the last move than the proportionof altruistsin the subjectpool. 5.4. StatisticalTests Table V reports likelihood ratio x2 tests for comparisonsof the various treatments,and for testing the theoreticalhypothesesof rationalexpectations, learning,and heterogeneity. 822 R. D. MCKELVEY AND T. R. PALFREY TABLEV LIKELIHOODRATIO TESTS Theoretical Hypotheses Hypothesis Treatment d.f. -2 log likelihood ratio Heterogeneity(a = 0) 4-move 6-move 4-move 6-move 4-move 6-move 1 1 1 1 1 1 87.38* 181.78* .12 1.38 35.46* 37.88* 4-movevs 6-move 5 51.16* 4-highvs 4-low(PayoffTreatment) PCCvs CIT All 4-move 6-move 5 5 5 5 2.54 17.94* 9.63 8.42 Rationalexpectations( = Q) Learning(3 = 0) Treatment Effects *Significantat 1% level. Our first hypothesis-that E = 0, can be dispensedwith immediately.In both the four and six move experiments,setting e = 0 yields a likelihoodof zero. So this hypothesiscan be rejectedat any level of significance,and is not includedin Table V. To test for heterogeneity,we estimate a model in which a single belief parameter,q, is estimated instead of estimatingthe two parametermodel, a and , (see Table IV, rows marked a = 0). As noted earlier, homogeneityis approximatelynested in our heterogeneity model. Therefore, we treat the homogeneousmodel as if it is nested in the heterogeneousmodel, and report a standard x2 test based on likelihood ratios. All statistical tests were highly significant(see Table V). Note that by setting Q and all qi to one, then one obtains a pure random model where individualsPASS with probability?/2. Hence for any probabilityof passing less than or equal to 2, the pure random model is a special case of the homogeneous model. Thus the above findings mean we also reject the pure randommodel (e = 1). In the test for learning,the null hypothesisthat 3 = 0 is clearlyrejectedfor all treatments,at essentially any level of significance.We conclude that learning effects are clearlyidentifiedin the data. Subjectsare experimentingless and/or makingfewer errors as they gain experience.The magnitudeof the parameter estimatesof 3 indicate that subjectsmake roughlytwo-thirdsas manyerrorsin the tenth game, comparedto the first game. The test for rational expectations is unrejectablein most cases. The one exception is for the CIT subjectpool, where the differenceis significantat the 5% level, but not the 1% level. The payofflevel treatmentvariableis not significant.This is reassuring,as it indicatesthat the results are relativelyrobust. The other treatment effects, CIT/PCC and four move/six move, are both significant.One source of the statisticaldifferencebetween the PCC and CIT CENTIPEDE 823 GAME TABLE VI CIT-PCC ESTIMATES, BROKEN DOWN INTO FOUR MOVE AND PCC 4 CIT 4 PCC 6 CIT 6 a l3 u Q 74.0 36.0 40.0 80.0 3.75 1.50 2.50 2.25 .95 .96 .94 .97 .996 .866 .906 .902 Six MovETREATMENTS -InL .210 .220 .060 .060 .04 .05 .04 .03 216.47 214.35 231.28 116.58 TABLE VII CHI-SQUARED TESTS FOR DIFFERENCES (UNDER Parameter ? a aSignificant at p =.01 IN E AND a ACROSS TREATMENTS ASSUMPTION THAT /, = Q) Treatment d.f. -2 log L ratio 4-move vs. 6-move CIT vs. PCC 1 1 39.28a 4-move vs. 6-move CIT vs. PCC 1 1 5.76 .02 3.90 level. estimatesapparentlyderivesfrom the fact that two-thirdsof the CIT data were for four move games, while only half of the PCC data were for four move games. Consequently,we break down the statisticalcomparisonbetween PCC and CIT into the four and six move game treatments (see Table VI). The subject pool effect is not significantin the six move treatment and is barely significantat the 10%level in the four move treatment(see Table V). In orderto pin downthe sourceof the treatmenteffectswe performedseveral tests. The first one was to test for differencesin learning effects across treatments. This test is done by simultaneouslyreestimatingthe parametersfor each of the differenttreatments,subjectto the constraintthat 8 is the same for each treatment, and then conductinga likelihood ratio test. Second, we tested for differencesin the noise parameter,E. The x2 tests are reported in Table VII. The results reflect the estimates in Tables IV and V. The only significant(1% level) differenceis the estimatedinitial errorrate E in the four move versus six move games. The CIT/PCC differencein E is significantat the 5% level, but this is due to reasonsgiven in the previousparagraph.The differencebetween 8 in the six move game and four move game is significantat the 5% level. 5.5. Fit In order to get a rough measureof how well our model fits the data, we use the unconstrainedparameter estimates from Table IV to obtain predicted aggregateoutcomes. Table VIII displaysthe predicted frequenciesof each of the five possible outcomesof the four move game, and comparesthese frequencies to the observedfrequencies.This comparisonis done for each of the ten periods, t, t = 1,..., 10, and for the time-aggregateddata. Table IX displays 824 R. D. MCKELVEY AND T. R. PALFREY TABLE VIII COMPARISON OF PREDICTED (FIRST) VS. ACTUAL (SECOND) FREQUENCIES, FOUR MOVE (CELLS 4 AND 5 COMBINED FOR COMPUTATION OF X2) Predicted Actual Period n e fI f2 f3 f4 f5 fl f2 f3 f4 f5 x 1 2 3 4 5 6 7 8 9 10 58 58 58 58 58 58 58 58 58 40 .18 .17 .16 .16 .15 .14 .14 .13 .13 .12 .106 .101 .097 .096 .100 .095 .095 .090 .090 .095 .269 .292 .314 .314 .329 .349 .349 .369 .369 .380 .291 .298 .316 .316 .320 .335 .335 .338 .338 .348 .291 .271 .241 .241 .223 .197 .197 .181 .182 .159 .042 .037 .032 .032 .028 .024 .024 .021 .021 .017 .000 .103 .034 .103 .069 .103 .069 .069 .103 .050 .276 .276 .310 .276 .379 .310 .414 .414 .483 .450 .379 .345 .379 .379 .310 .414 .448 .345 .310 .400 .241 .241 .172 .172 .172 .172 .069 .138 .069 .050 .103 .034 .103 .069 .069 .000 .000 .034 .034 .050 7.72 .69 3.11 1.24 1.04 2.00 9.39* .87 5.10 2.99 Total 562 - .097 .333 .324 .218 .028 .071 .356 .370 .153 .050 *Significant at .05 level. similarnumbersfor the six move games. The last columnof the table displaysa x2 for each period, comparingthe predictedto the actualvalues.14 It is evident from Tables VIII and IX that the fit to the four move games is better than that of the six move games. For the four move games,in only one of the periods (period 7), are the predicted and actual frequencies significantly differentat the .05 level. In the six move games, there are six periods in which there are differencessignificantat the .05 level, and four of these differencesare significantat the .01 level. The predictedfrequenciesfor the four move games also pick up reasonablywell the trends in the data between periods. Thus f2 and f3 increaseover time, while f4 decreases,all in accordancewith the actual data. In the six move data, on the other hand, the predictedfrequenciesshow very small trends in comparisonwith those in the actual data. The tables can also be used to help identifywhere the model seems to be doing badly. In the four move games, the model overestimatesf1 and f4 and underestimatesf2 and f3. In the six move games, the model underestimates f3. The differencesin fit between the four and six move games can be accounted for by the limitationsof the model we fit. As noted earlier,the main difference between the estimatesfor the four and six move games is in the estimate of S. In the four move games, we find a high value of e = .18, while in the six move game we find a lower value of e =.06. The reason for the differencesin the estimatesof e between the four and six move games is fairlyclear. In order to obtain a high value of the likelihoodfunctionin the six move games, the model is forced to estimate a low error rate, simply because there are almost no observationsat the first terminalnode.15 14The x2 statistic is not reported for the time-aggregated data, since the assumption of independence is violated. 15In fact, there were no such observations in the first 9 periods and only 2 in the last period. CENTIPEDE 109 8 7 6 5 4 3 2 1 Total **Significant *Significant 562 at at 825 GAME 40585858585858585858 Period n .01.05 - .05.05.05.05.05.05.05.06.06.06 E level. level. f, .035 .035 .035 .031.030 .030 .030 .030 .030 .030 .030 f2 .076 .076 .077 .077 .077 .076 .076 .076 .076 .076.076 (CELLS 1 f .113 .113 .113 .113 .113 .113 .096 .096 .096 .108.113 .435 .43514 .435 .432 .433.432 .432 .432 .432 .432 .432 5 .275 .275 .275 .273 .273 .273 .273 .273 .273 .274.273 .068 .072f6 .068 .072 .068 .068 .068 .068 .072 .069.068 .009 .009 .009 .010 .010 .010f7 .009 .009 .009 .009 .009 COMPARISON AND 2 OF Predicted COMBINED PREDICrED AND (FIRST) CELLS 6 VS. AND 7 TABLE IX ACrUAL fi .000 .000 .000 .000 .000 .000 .000 .007 .100 .000 .000 COMBINED (SECOND) f2 .103 .069 .069 .069 .069 .069 .069 .000 .034 .064.100 FOR .241 .241 .103 .103f3 .172 .199.250 .276 .276 .172 .172 FREQUENCIES, .345 .345 .483 .276 .448 .310 .310h4 .552 .414 .384.350 COMPUTATION SIX Actual OF X2)MOVE .241 .345 .345fs .379 .253.050 .138 .379 .207 .172 .207 f6 .103 .103 .103 .069 .069 .069 .078.150 .069 .034 .034 .069 .000 .000 .034 .014.000 .000 .034 .000 .000 .000 5.33 2 3.86 8.39 12.72* 5.32 10.41* 20.66** 15.68** 17.98** 18.99** 826 R. D. MCKELVEY AND T. R. PALFREY The differencein the estimatesof e also accountsfor the failureof the model to explainthe trendsin the six move data. The way that our model explainstime trends is throughthe learningparameter,c, which representsthe rate at which the errorrate, ?, declines over time. As et declines, the model implies that the game will end sooner, by predicting more frequent outcomes at the earlier terminalnodes. In the four move game, the initial error rate is 8 =.18. With this high initial error rate, a decay of 8 = .045 is able to lead to substantial changes in predictedbehavior.However,in the six move games, we estimate a significantlylower e = .06. With this lower initial error rate, a similar rate of learningwill lead to less dramaticchanges in behavior. Our model of errors assumes that in any given game, the error rate is a constant. In other words the likelihoodof makingan error is the same at each node regardless of whether the equilibriumrecommends a pure or mixed strategyat that node. It mightbe reasonableto assume instead that individuals make more errorswhen they are indifferentbetween altematives(i.e., when the equilibriumrecommendsa mixed strategy)than when they have preferences over alternatives(i.e., when the equilibriumrecommendsa pure strategy).In other words,the errorrate may be a functionof the utilitydifferencesbetween the choices. Such a model mightbe able to explainthe behaviorof the six move games with error rates on the same order of magnitudeas those of the four move games. This in turn might lead to a better fit, and a better explanationof the trends in the six move games. We have not investigatedsuch a model here because of computationaldifficulties. One final point regardsthe comparisonsbetween the take probabilitiesin the four move games and the six move games. As noted in Section 3, the aggregate data from the four move games exhibit higher take probabilitiesthan the six move games at each of the decision nodes 1, 2, 3, and 4. But in contrastto this, when one comparesthe take probabilitiesof the last four moves of the six move game with the four move game (wherethe terminalpayoffsare exactlycomparable), this relationshipis reversed;the six move data exhibit the higher take probabilities.Both of these features of the data are picked up in the estimates from our model. From Tables VIII and IX, the predictedtake probabilitiesfor the four move and six move games are p4 = (.097,.368,.568,.886), and P6 = (.031,.078,.120,.552,.778,.885),respectively. 6. CONCLUSIONS We concludethat an incompleteinformationgame that assumesthe existence of a small proportionof altruistsin the populationcan accountfor manyof the salient featuresof our data. We estimatea level of altruismon the order of 5%. In the version of the model we estimate, we allow for errors in actions and errorsin beliefs. Both sources of errorsare found to be significant.Regarding errorsin action,we find that there are significantlevels of learningin the data, in the sense that subjectslearn to make fewer errorsover time. Subjectsmake roughlytwo thirds as many mistakes at the end of a session as they make in CENTIPEDE 827 GAME early play. Regardingerrorsin beliefs, we reject homogeneityof beliefs. However, we find that rationalexpectations,or on-averagecorrectbeliefs, cannot be rejected. While we observesome subjectpool differences,they are small in magnitude and barelysignificant.The payoff treatmenthad no significanteffect. The only significantdifferencebetween the parameterestimates of the four and the six move games was that the estimatedinitial errorrate was lower in the six move game. A model in which the error rate is a function of the expected utility difference between the available action choices might well account for the observed behavior in both the four and the six move games with similar estimates of the error rate. This might be a promisingdirection for future research. Divisionof the Humanitiesand Social Sciences,CaliforniaInstituteof Technology, Pasadena,CA 91125, U.SA. receivedMay,1990;final revisionreceivedFebruary,1992. Manuscript APPENDIXA In this appendix,we provethat there is a uniquesequentialequilibriumto the n movecentipede game with two sided incompleteinformationover the level of altruism(see Figure8). There are n nodes, numberedi = 1,2,...,n. Player 1 moves at the odd nodes, and Player 2 moves at the even nodes. We use the terminology"playeri" to refer to the playerwho moves at node i. Let the payoffif playeri takes at node i be (ai, bi) where ai is payoffto playeri and bi is 1 Player 1 2 2 7 (l-q) / I 1 q(I-q) q2~ b, I Ip II I I! I I I p ol p| I I? 02 q(l-q) - ~~~b2 | bp b3 I - I IX b1-2 P ?S p I101, p b4 Pb- b4 * * * b9 P b+ Ib P I b5,b Eri0 0T0 1 0 P0 b1 i p I I ,.2 0, b/ I I, Is t b / I I I p / , I Player n-I n n-2 p oP1 p P/ i I ,- pP .. 0 ptb \P p_r"P pob.+1 t 0 20 _ b--2 b,..1 0, b, 8.-Centipede game with incompleteinformation(dashed lines representinformation sets and open circlesare startingnodes, with probabilitiesindicated). FIGURE 828 R. D. MCKELVEY AND T. R. PALFREY payoffto playeri - 1 (or i + 1). Also, if i = n + 1, then (ai, bi) refersto the payoffif playern passes at the last node. Define 'Iii =- ai -bi+I Ia.+2- bi+l We assume that ai+2 > ai > bi+, and that i7i is the same for all i. We write 77= 1i (A similar solutioncan be derivedwhen the 71'are different.) Now a strategyfor the game can be characterizedby a pair of vectors p = (p. pn) and r = (r1,..., rn),wherefor any node i, pi is the probabilitythat a selfishtype takes at that node, and ri is the conditionalprobability,as assessedby playeri at node i, of the other playerbeing selfish. Let q be the initialprobabilityof selfishness.So r1= q. LEMMA1: If p E R' and r e R' are a sequential equilibrium, then: (a) forall i, pi=O =*piO for allj < i; (b) Pn= 1. Also, pi = 1 i=n or i =n-1. PROOF: (a) Assume pi = 0. Clearlypi-1 = 0, because at node i - 1, the value to playeri - 1 of passingis at least ai+1, whichis by assumptiongreaterthan ai-1, the payofffrom taking. (b) By dominance, pn = 1. Suppose pi = 1 for i < n - 1. Then by Bayes rule ri+ 1 = 0, so Pi+ 1 = 0 is the best response by player i + 1, since i's type has been revealed. But pi+, = 0 p1 = 0 by part (a), whichis a contradiction. Q.E.D. Define k to be the firstnode at which0 <pi, and k to be the firstnode for which pi = 1. Clearly k < k. Then k and k partitionthe nodes into at most three sets, whichwe refer to as the passing stage(i < k), the mixingstage(k < i < k), and the takingstage(k < i). FromLemma1 it followsthat there are no pure strategiesin the mixingstage.FromLemma1(b),it followsthat the takingstage is at least one and at most two moves. LEMMA 2: In any sequentialequilibrium (p, r), for 1 < i S n - 1, = (a) O<Pi < 1 ,ripi+1 1 -77; (b) riPi+ 1 < 1 -77 ==Pi = ; (c) ripi+1 > 1-u =*1=Pi 1. PROOF:(a) Assume 0 <Pi < 1. Let vi be the value to player i at node i given equilibriumplay from node i on. Write vn+1 = an+1. Now if i = n - 1, then vi+2 = vn+1 = an+1 = ai+2- If i <n - 1, then by Lemma1, 0 <Pi ? 0 <Pi+2, which implies Vi+2= ai+2. Now in both cases 0 <pi implies vi = ai = ripi+1bi+1 + (1 - ripi+1)ai+2. Solving for ripi+1, we get ai+2 - ai riPi+1 = ai+2 - bi+l 1 77. (b) If rip1+1 < 1 - q, then at node i, v, > ripi+1b,+l + (1 - ripi+i)ai+2 = ai+2 - ripi+,1(ai+2 ai+2 - (ai+2 -ai)= ai. So vi >ai =ip= 0. (c) If ripi+ I> 1 - u7,then Pi+1 > 0 =OPi+2> 0 (by Lemma 1). Hence, Vi+2= ai+2. By similar argument to (b), vi < a5 i = 1. Q.E.D. bi+1)> LEMMA 3: For genericq, for any sequentialequilibrium thereare an even numberof nodesin the mixingstage. I.e., k = k + 2K for some integer0 < K < n/2. For any k < K, (a) rk+2k= 1-(1-q)/nqk; k+1 1 (b) rk-12k= PROOF: We firstshow(a) and (b), and then show k = k + 2K. (a) For any node i, Bayes rule implies () (1 -p,+)ri ri+2 = (1-pi+ Ori + (1-ri) ri-Pi+ 1-Pi+lri CENTIPEDEGAME 829 By assumptionr1= q. And since in the passingstage pi = 0, it followsthat rk = q. Now if both i and i + 2 are in the mixingstage,it followsfromLemma1 that i + 1 is also, implying0 <pi+ < 1. So by Lemma 3, ripi+,1 = 1 - q. Hence, (1) becomes _ ri -_1 (2) (l -rr) __ By induction,it followsthat as long as k < '(1 - k), then k + 2k < k is in the mixingstage. So rr k+2k 1-q k 1 k k 1 (b) As above,as long as both i and i - 2 are in the mixingstage,we get ri-2) (1 Solvingfor ri-2, we get ri-2 (l = 1- - ri). Now from Lemma2, it follows,since PT,= 1, 1rl- =7 1 -,. =-1=-= Pi~ Hence, by induction,as long as k < 2(k - k), we have rk-1-2k = 1-7k(l-r k-1) = 1-nk+l. Finally,to show that there are an even numberof nodes in the mixingstage, assume,to the contrarythat there are an odd number.Then we can write k = k + 2k + 1 for some k > 0. Thus k = k - 1 - 2k. So by part (b) we have r I = 1 - 7k+ 1. But by (a) we have r k = 1 - (1 - q) = q, implyingthat q = 1 - nk+ 1. For generic q, this is a contradiction,implyingthat k = k + 2K for some K > 0. If k > n/2, then k > k + n > n, whichcontradictsLemmal(b). Hence k = k + 2K for Q.E.D. some 0 6 K < n/2. THEOREM4: For generic q, there is a unique sequential equilibrium(p, r) which is characterized as follows: Let I be the smallest integer greater than or equal to n/2. If 1 - q < ', set K = I - 1, k = 1, and k = 2I - 1. If 1 - q > t7, let K be the largest integer with 1 - q <K, k= n, and k =k -2K. The solution then satisfies: (a) if i<k, then ri+1 = qandpi=0; (b) if i>k, then ri+1=O andpi 1=; K (ii) if i = k + 2k, with - 1)/qK; (c) if k S i < k: (i) if i = k, then ri+ I- 1 _ , and pi = (q + 1 S k <K, then rj+j = 1 - 77K-k, and pi = (1 - q)/(1 _ +1 ); (iii) if i= k + 2k + 1, with 0 6 k < K, thenr1+j = 1-(1-q)/rqk +1, and pi = nk(l _ 7)/(nk_(1-q)). PROOF: The formulaefor ri and pi in parts(a), (b), and(c) followby applicationof the previous lemmastogetherwith Bayes rule. In particularin (a), pi = 0 followsfrom the definitionof k, and ri+1 = q follows from pi = 0 for i < i together with Bayes rule. In (b), pi = 1 follows from the definitionof k, and ri1I = 0 then followsby Bayesrule. In (c), all the formulaefor ri1 followfrom Lemma3. In (c) part (i), we set k = i + 1 in (1) and solve for Pk to get - rk+1 rk-1 rk= -rk-lrk+1 But rk - 1 = q and rk+1 =1 q -1 Pk= + 77K K q?7 - K. So 830 R. D. MCKELVEY AND T. R. PALFREY In parts(ii) and (iii) of (c), we applyLemma2a to get that p = (1 - r)/(ri11). Substitutingin for the valuesof ri -I gives the requiredformulae. Thus, it only remainsto prove the assertionsabout k and k. We first prove two preliminary inequalities.First,note, k > 1 implies,by Lemma2, Pk-1=0 1l-f rk-lPk ( i q+nK K =*q + K17 => 1 q>fK+l K _ 1K+ I Hence, (3) 1- I=f q <q+ Second, note k = k = 1. n - 1 implies, by Lemma 2, r > i-X =*r7kp+I p;= q+nK_ 1 S ,1-Xl 1-q<flK+1 Hence, (4) Let 1_q > 77K+1=,k=n. n I=[21. There are two cases. Case I: 1 - q < i7 FromLemma3, we have n n - -1=oI>K+1. =K? K< 2 Thus we have 1 - q << 121 I SK+l. But from (3), this implies k = 1. Now since k > n - 1, it follows that K = I - 1, and k = k + 2K = 2I - 1. O > =* (q O Case II: 1-q > 71. Now Pk + qK - 1)/q7K > 1-q < qK. Suppose 1 q < qK+ 1. Then, from(1), we have k = 1, and by the same argumentas Case I, K = I - 1=>1 q <l K+l1=7 I, a contradiction.Hence we must have K+1 < 1-q <yK. So K is the largestintegerwith 1 - q < rK. But now,from(4), it followsthat k = n. Q.E.D. In the centipede games describedin the text, the piles grow at an exponentialrate: There are real numbersc > d > 1 with ai = cbl and ai+ 1 = dai for all i. So f7= (c - d)/(cd2 - d). In our experimentsc = 4, and d = 2, so Y7= 4. The figuresin the text correspondto the solutionfor the two and three roundgames(n = 4 and n = 6) for these parameters. It is interestingto note that since the solutiondependsonly on Y7,the abovesolutionalso applies if there are linearly increasing payoffs of the form ai + 1 = ai + c, and bi+ 1 = bi + c (with c > 0), as 1 = bi + c. Hence pickingai, bi, and c so that long as ai > bi+ a,-b2 a3-b2 aI-b1-c 1 ai-bi+c 7 (e.g., a1 = 60, b1= 20, c = 30) one can obtaina gamewith linearlyincreasingpayoffswhose solution is exactlythe same as the solutionof the gamewith exponentiallyincreasingpayoffstreatedin this paper. CENTIPEDE 831 GAME APPENDIX B ExperimentInstructions This is an experimentin group decision making,and you will be paid for your participationin cash, at the end of the experiment.Differentsubjectsmay earn differentamounts.Whatyou earn dependspartlyon your decisions,partlyon the decisionsof others,and partlyon chance. The entire experimentwill take place throughcomputerterminals,and all interactionbetween you will take place throughthe computers.It is importantthat you not talk or in any way try to communicatewith other subjectsduringthe experiments.If you disobeythe rules,we will have to ask you to leave the experiment. We will startwith a brief instructionperiod. Duringthe instructionperiod,you will be given a completedescriptionof the experimentandwill be shownhow to use the computers.You musttake a quiz after the instructionperiod. So it is importantthat you listen carefully.If you have any questions duringthe instructionperiod, raise your hand and your questionwill be answeredso everyonecan hear. If any difficultiesarise after the experimenthas begun, raise yourhand, and an experimenterwill come and assistyou. The subjectswill be divided into two groups,containing10 subjectseach. The groupswill be labeled the RED group and the BLUE group.To determinewhich color you are, will you each please select an envelopeas the experimenterpasses by you. [EXPERIMENTER PASS OUT ENVELOPES] If you chose BLUE,you will be BLUE for the entire experiment.If you chose RED, you will be RED for the entire experiment.Please rememberyour color, because the instructionsare slightly differentfor the BLUE and the RED subjects. In this experiment,you will be playingthe followinggame, for real money. First,you are matchedwith an opponentof the oppositecolor. There are two piles of money:a LargePile and a SmallPile. At the beginningof the gamethe LargePile has 40 cents and the Small Pile has 10 cents. RED has the firstmoveand can either "Pass"or "Take."If RED chooses"Take,"RED gets the LargePile of 40 cents, BLUE gets the smallpile of 10 cents, and the game is over. If RED chooses "Pass,"both piles double and it is BLUE'sturn. The LargePile now contains80 cents and the Small Pile 20 cents. BLUE can take or pass. If BLUE takes, BLUE ends up with the LargePile of 80 cents and RED ends up with the SmallPile of 20 cents and the game is over. If BLUE passes, both piles double and it is RED's turn again. This continuesfor a total of six turns,or three turnsfor each player.On each move, if a player takes,he or she gets the LargePile, his or her opponentgets the SmallPile, and the gameis over. If the playerpasses,both piles double againand it is the other player'sturn. The last moveof the gameis move six, and is BLUE'smove(if the game even gets this far).The LargePile now contains$12.80and the Small Pile contains$3.20. If BLUE takes, BLUE gets the LargePile of $12.80and RED gets the SmallPile of $3.20. If BLUE passes,then the piles double again.RED then gets the LargePile, containing$25.60,and BLUE gets the SmallPile, containing $6.40.This is summarizedin the followingtable. PAYOFF CHART FOR DECISION EXPERIMENT 1 2 Move # 3 4 5 6 T P T P P T P P P P P P P P P P P P T P P P T P P T P Large Pile Small Pile RED's Payoff BLUE's Payoff .10 .40 .10 .40 .80 .20 .20 .80 1.60 .40 1.60 .40 3.20 6.40 12.80 25.60 .80 1.60 3.20 6.40 .80 6.40 3.20 25.60 3.20 1.60 12.80 6.40 [EXPERIMENTER HAND OUT PAYOFF TABLE] Go over table to explainwhat is in each columnand row. The experimentconsistsof 10 games. In each game,you are matchedwith a differentplayerof the opposite color fromyours.Thus, if you are a BLUE player,in each game,you will be matched with a RED player.If you are a RED player,in each game you are matchedwith a BLUE player. 832 R. D. MCKELVEY AND T. R. PALFREY Since there are ten subjectsof each color, this means that you will be matchedwith each of the subjectsof the other color exactlyonce. So if your label is RED, you will be matchedwith each of the BLUE subjectsexactlyonce. If you are BLUE, you will be matchedwith each of the RED subjectsexactlyonce. We will now begin the computerinstructionsession.Will all the BLUE subjectsplease move to the terminalson the left side of the room, and all the RED subjectsmove to the terminalson the rightside of the room. [SUBJECrS MOVE TO CORRECT TERMINALS] Duringthe instructionsession,we will teachyou how to use the computerby goingthrougha few practice games. During the instruction session, do not hit any keys until you are told to do so, and when you are told to enter information,typeexactlywhatyou are told to type.You are not paid for these practicegames. Please turnon yourcomputernow by pushingthe buttonlabeled"MASTER"on the righthand side of the panel underneaththe screen. [WAIT FOR SUBJECTS TO TURN ON COMPUTERS] When the computerpromptsyou for your name,type yourfull name.Then hit the ENTER key. [WAIT FOR SUBJECTS TO ENTER NAMES] When you are asked to enter your color, type R if your color is RED, and B if your color is BLUE. Then hit ENTER. [WAIT FOR SUBJECTS TO ENTER COLORS] You now see the experiment screen. Throughout the experiment, the bottom of the screen will tell you what is currently happening, and the top will tell you the history of what happened in the previous games. Since the experiment has not begun yet, the top part of the screen is currently empty. The bottom part of the screen tells you your subject number and your color. It also tells you the subject number of the player you are matched against in the first game. Is there anyone whose color is not correct? [WAIT FOR RESPONSE] Please recordyour color and subjectnumberon the top left hand cornerof your recordsheet. Also recordthe numberof the subjectyou are matchedagainstin the firstgame. Each game is representedby a row in the upperscreen,and the playeryou will be matchedwith in each of the ten gamesappearsin the columnlabeled "OPP"(whichstandsfor "opponent")on the right side of the screen. It is importantto note that you will never be pairedwith the same playertwice. We will now start the first practicegame. Remember,do not hit any keys until you are told to do so. [MASTER HIT KEY TO START FIRST GAME] You now see on the bottompart of the screen that the first game has begun, and you are told who you are matchedagainst.If you are a RED player,you are told that it is your move, and are givena descriptionof the choices availableto you. If you are a BLUE player,you are told that it is youropponent'smove, and are told the choices availableto youropponent. Will all the RED playersnow choose PASS by typingin P on your terminalsnow. [WAIT FOR SUBJECTS TO CHOOSE] Since RED chose P, this is recordedon the top part of the screen with a P in the first RED column,and the cursorhas moved on to the second column,which is BLUE, indicatingthat it is BLUE'smove. On the bottompart of the screen,the BLUE playersare now told that it is their turnto choose, and are told the choicesthey can make.The RED playersare told that it is theiropponent'sturnto choose, and are told the choices that their opponentcan make. Notice, that there is now a Large Pile of $.80 and a SmallPile of $.20. Will all the BLUE playersnow please choose TAKEby typingT at your terminalnow. [WAIT FOR SUBJECTS TO CHOOSE] CENTIPEDE GAME 833 Since BLUE chose T, the firstgame has ended. On the bottompart of the screen,you are told that the game is over, and that the next game will begin shortly.On the top part of the screen, BLUE'smove is recordedwith a T in the second column.The payoffsfrom the firstgame for both yourselfandyouropponentare recordedon the righthandside of the screenin the columnslabeled "Payoff."Your own payoffis in yourcolor. That of youropponentis in the opponent'scolor. Please recordyourown payoffon the recordsheet that is provided. [WAIT FOR SUBJECTS TO RECORD PAYOFFS] You are not being paid for the practicesession, but if this were the real experiment,then the payoffyou have recordedwould be moneyyou have earnedfrom the firstgame, and you would be paid this amountfor that game at the end of the experiment.The total you earn over all ten real games is what you will be paid for your participationin the experiment. We will now proceedto the second practicegame. [MASTER HIT KEY TO START SECOND GAME] You now see that you have been matchedwith a new playerof the oppositecolor, and that the second game has begun. Does everyonesee this? [WAIT FOR RESPONSE] The rules for the second game are exactlylike the first.The RED playergets the firstmove. [DO RED-P, BLUE-P, RED-P] Now notice that it is BLUE'smove.It is the last moveof the game.The LargePile now contains $3.20, and the Small Pile contains$.80. If the BLUE playerchooses TAKE, then the game ends. The BLUE playerreceivesthe LargePile and the RED playerreceivesthe SmallPile. If the BLUE player chooses PASS, both piles double, and then the game ends. The RED playerreceives the Large Pile, which now contains $6.40, and the BLUE player receives the Small Pile, containing $1.60. Will the BLUE playerplease choose PASS by typingP at your terminalnow. [WAIT FOR SUBJECTS TO CHOOSE] The second practicegame is now over. Please record your payoffon the second line of your recordsheet. [WAIT FOR PLAYERS TO RECORD PAYOFFS] [MASTER HIT KEY TO START THIRD GAME] We now go to the thirdpracticegame. Notice again that you have a new opponent.Will all the RED playersplease choose TAKE by typingT at your terminalnow. [WAIT FOR PLAYERS TO CHOOSE] Since the RED playerchose TAKEon the firstmove,the gameis over,and we proceedon to the next game. Since RED chose TAKE on the firstmove, BLUE did not get any chance to move. Please recordyour payofffor the thirdgame on the thirdline of yourrecordsheet. [WAIT FOR PLAYERS TO RECORD PAYOFFS] This concludesthe practicesession. In the actualexperimentthere will be ten games insteadof three, and, of course,it will be up to you to makeyourown decisions.At the end of game ten, the experimentends and we will pay each of you privately,in cash, the TOTAL amount you have accumulatedduring all ten games, plus your guaranteedfive dollar participationfee. No other person will be told how much cash you earned in the experiment.You need not tell any other participantshow muchyou earned. Are there any questionsbefore we pass out the quiz? [EXPERIMENTER TAKE QUESTIONS] O.K., then we will now have you take the quiz. [PASS OUT QUIZ] [COLLECT AND MARK QUIZZES] [HAND QUIZZES BACK AND GO THRU CORRECT ANSWERS] 834 R. D. MCKELVEY AND T. R. PALFREY We will now beginwith the actualexperiment.If there are anyproblemsfromthis point on, raise your hand and an experimenterwill come and assistyou. When the computerasks for your name, please start as before by typingin your name. Wait for the computerto ask for your color, then respondwith the correctcolor. [START EXPERIMENT] [CHECK THAT COLORS ARE OK BEFORE BEGINNING EXPERIMENT] APPENDIXC Data Experimental The following tables give the data for our experiment.Each row representsa subject. The columnsare Col 1: Session number Col 2: Subjectnumberof Red Player Col 2 +j: Outcomeof gamej. Letting k be the entryin this column,and n be the numberof moves in the game(n = 4 for Exp. 1-4, n = 6 for Exp. 5-7), then k gameendedwith T on move k, gameendedwith P on move n. < n -=> = n + 1= The matchingscheme was: In game j, Red subject i is matched with Blue subject [(i +j 1)modmi],where m is the numberof subjectsof each color in the session.Thus,with ten subjectsof each color, in the firstgame, Red i is matchedwith Blue i. In the second game, Red i is matched with Blue 1 + i, except Red 10, who is matchedwith Blue 1. 1 2 3 4 5 6 7 8 9 10 1 1 1 1 1 1 1 1 1 1 3 2 3 3 1 3 2 1 3 2 3 4 3 4 2 5 4 2 3 4 3 4 2 3 3 4 2 5 4 4 2 4 3 3 3 5 4 1 2 3 3 4 2 4 1 3 3 4 3 2 2 4 4 3 3 3 3 4 1 3 2 2 3 3 3 4 2 3 3 3 3 4 3 2 3 4 3 3 2 1 2 4 3 3 2 3 2 3 3 2 3 2 2 2 2 3 3 3 2 5 SESSION 1 (Four move, PCC) 2 2 2 2 2 2 2 2 2 1 2 3 4 5 6 7 8 9 4 2 3 3 3 3 2 3 2 4 1 3 3 4 3 4 2 4 3 4 2 3 2 3 3 3 2 2 3 1 3 2 3 5 2 4 3 1 2 3 3 2 4 3 3 SESSION 2 (Four move, PCC) 4 2 1 2 3 3 2 3 2 2 2 1 3 3 2 3 2 3 2 2 1 2 2 3 2 3 2 2 1 1 3 3 2 2 2 2 835 CENTIPEDE GAME 2 4 2 2 3 4 2 3 2 2 3 SESSION 3 2 1 2 2 5 4 3 5 2 2 2 1 3 2 2 5 3 5 3 4 2 2 2 5 2 3 3 4 4 3 4 2 3 3 5 2 2 5 4 1 2 3 4 5 6 7 8 9 10 3 3 3 3 3 3 3 3 3 3 3 2 1 3 4 4 3 2 2 3 2 2 1 3 3 4 2 2 2 3 2 5 3 3 3 2 2 2 4 2 1 4 3 3 2 2 2 5 2 2 3 3 2 2 3 2 1 2 4 3 4 1 2 3 4 2 1 3 2 1 4 1 3 3 2 2 3 2 2 1 2 1 3 2 2 2 2 2 3 1 4 3 2 2 2 2 1 2 3 1 4 2 3 2 1 2 1 3 2 1 4 2 3 3 4 3 5 3 4 2 2 3 3 3 5 3 4 3 2 4 4 2 3 3 5 3 4 2 4 4 3 2 5 3 1 3 2 1 4 6 (Four move, CIT) 4 3 2 3 3 3 3 5 3 2 2 3 4 2 3 3 3 3 3 3 1 2 3 4 5 6 7 8 9 10 4 4 4 4 4 4 4 4 4 4 2 2 3 2 5 4 2 3 3 1 4 SESSION 4 2 2 3 2 5 4 2 3 1 5 2 3 2 3 2 5 4 3 1 (Four move, High payoff, CIT) 5 3 5 3 5 4 3 5 5 5 1 2 3 4 5 6 7 8 9 10 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 1 2 3 4 5 6 7 8 9 7 3 4 3 4 4 3 4 5 5 5 3 4 3 4 4 3 5 5 4 5 6 4 5 4 4 4 2 5 6 5 5 5 5 2 6 5 4 4 3 4 3 5 4 3 3 5 4 5 SESSION (Sixmove,CIT) 4 3 3 3 3 3 3 4 5 5 4 7 5 5 6 5 4 4 5 5 4 4 4 6 4 4 5 4 5 6 5 5 4 4 3 4 5 6 SESSION (Sixmove,PCC) 2 4 3 3 4 3 3 3 4 5 5 4 4 4 4 4 4 5 4 6 4 4 4 5 4 3 4 4 5 4 4 5 4 7 5 6 3 4 4 5 5 5 6 4 5 4 836 R. 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