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1.1.Consequence Effects
Allais Paradox (Allais, 1953):
Allais expected that people faced with these choices might opt for s1 in the first problem, lured by the
certainty of becoming a millionaire, and select r2 in the second choice where the odds of winning seem very
similar, but the prizes very different. Evidence quickly emerged that many people did respond to these
problems as Allais had predicted.
Example: First, imagine choosing between the two prospects: s1 = ($1M,1) or r1 = ($5M,0.1; $1M, 0.89;
0, 0.01). Then, second problem, between s2 = ($1M,0.11; 0,0.89) or r2 = ($5M,0.1; 0,0.9).
Choice between pair of prospect with the following form:
s = (y,p; c,1-p) and r = (q,p; c,l-p), where q=(x,γ; 0,1-γ) and 0< γ< 1
The payoffs c, x and y are nonnegative (usually monetary) consequences such that x > y. Both prospects s*
and r* give outcome c with probability (1 – p): this is the "Common Consequence" and it is an obvious
implication of the independence axiom of EUT that choices between s* and r* should be independent of
the value of c.
Individuals choose s* when c = y, and r* when c = 0.
1.3.Conventional Theories:
The general spirit of the approach is to seek "well behaved" theories of preference consistent with observed
violations of independence.
Assumptions:
Procedure Invariance: Preferences over prospects are independent of the method used to elicit them.
Description Invariance: Preferences over prospects are purely a function of the probability distributions of
consequences implied by prospects and do not depend on how those given distributions are described.
1. Allais Paradox and Consequence Effect: Indifference curves could have a steeper slope than the lines
connecting prospects, in which case s1 > r1 and s2 > r2. People often violate EUT, revealing s1 > r1 in the
left-hand problem, r2 > s2 in the right-hand problem. Relative to the predictions of EUT, in choosing r2 over
s2 these people are being more risk seeking than they should be, given their choice of s1 over r1.
2. Common Ratio Effect (Right Figure), the pair of prospects {s1**, r1**}, near the left edge of the triangle,
correspond with the Common Ratio problems where p = 1. As p falls, we generate pairs of prospects like
{s2**, r2**}, located on parallel lines further to the right in the triangle. Assuming EUT preferences, an
individual must either prefer the "safer option" in both choices or the "riskier option" in both choices, yet
many people choose s1** over r1** and r2** over s2**. Relative to the predictions of EUT, there is an
"inconsistency" in the risk attitudes revealed across their choices.
The Predictions of EUT: Choices between prospects located in the bottom right-hand corner appear more
risk prone than should be expected given preferences revealed for choices located leftwards and/or upwards
in the triangle.
The Violations of EUT: Indifference curves determine preferences over pairs of prospects located near the
right-hand corner of a given triangle, say {s2**, r2**} will need to be relatively flat (reflecting more risk-prone
behavior), compared with indifference curves determining choices over pairs of prospects, like {s1**, r1**},
near to the left- hand edge of the triangle.
Developments in 2019-2020 Starmer C.
Non-Expected Utility Theory (1-4.1)
Given the existence of phenomena like the Common Ratio and Common Consequence Effects, Machina
hypothesized that the local utility functions U(.;q) become more concave as we move from (first order)
stochastically dominated to stochastically dominating distribution.
Hypothesis II: Hypothesis that implies a tendency for agents to become
more risk averse as the prospects they face get better; in the context
of the triangle, it means that indifference curves become steeper, or "fan
out" as we move northwest.
Since indifference curves are relatively steeply sloped in the
neighborhood of prospect m, m lies on a higher indifference curve than
q or r. Flatter indifference curves in the bottom right-hand corner of the
triangle are such that t lies on a higher indifference curve than s. A
common consequence effect (e.g. m > q and t > s) and a common ratio
effect (e.g. m > r and t > s).
Quasi-Convex Preference: if for every q ≠ r, V(q,p; r,(1 - p)) < max[V(q) ,V(r)] for all p. When
preferences are quasi-convex, indifference curves are concave and consequently the individual will be
averse to randomization among equally valued prospects.
Quasi-Concave Preference: if for every q ≠ r, V(q,p; r,(1 - p)) < max[V(q) ,V(r)] for all p. When
preferences are quasi-concave, indifference curves are convex and consequently the individual will prefer
to randomize among equally valued prospects.
Another variant of the conventional strategy involves the use of probability transformation functions which
convert objective probabilities into subjective decision weights. An important feature of these models is
that, excepting special cases, betweenness does not hold.
Subjective Expected Value: Consequences are treated in the way that probabilities are handled in the
standard theory and enter "raw" with u(xi) =xi for all i.
In the version presented by Handa, the decision weight attached to each outcome is determined by a
probability weighting function π (pi) which transforms the individual probabilities of each consequence
directly into weights. As in most theories that incorporate probability weights, π (.) is assumed to be in-
creasing with π (1) = 1 and π (O) = 0, and I will retain these assumptions from now on.
In this model there is a meaningful distinction between Decision Weights (W) and Probability Weights (π).
Notice that π (pi +…+ pn) is a subjective weight attached to the probability of getting a consequence of xi
or better, and π (pi+1 +…+ pn) is a weight attached to the probability of getting a consequence better than
xi, so, π (.) is a transformation on cumulative probabilities. Ensure that V(.) is Monotonic.
A less appealing feature of the model is that a small change in the value of some outcome of a prospect can
have a dramatic effect on its decision weight if the change affects the rank order of the consequence. A
change in the value of an outcome, no matter how large the change, can have no effect on the decision
weight if it does not alter its rank.
Developments in 2019-2020 Starmer C.
Non-Expected Utility Theory (1-4.1)
The predictions of the rank-dependent model depend crucially on the form of π (.). If π (.) is convex, this
generates a set of concave indifference curves (implying aversion to randomization) which are parallel at
the hypotenuse but fan out as we move left to right across the triangle and fan in (i.e., become less steep)
as we move vertically upwards.
Curvature of π(.) in the rank-dependent model has been interpreted as reflecting "optimism" and/or
"pessimism" with respect to probabilities. Hence the weight attached to the lower ranking consequence, x1,
will be higher than the weight attached to the larger consequence. Pessimism = Risk Aversion
The early evidence of EUT violation can be explained either by
assuming a simple convex π (.)
One possibility is the function which has π (p) = p for a unique value
of p = p*; it is concave below p* and convex above it, hence "low"
probabilities (below p*) are over weighted.
The essential difference between EUT and rank-dependent expected
utility is that the latter theory relies on a weakened form of
independence called Co-monotonic Independence.
Co-monotonic Independence: It asserts that preferences between
prospects will be unaffected by substitution of Common
Consequences so long as these substitutions have no effect on the rank
order of the outcomes in either prospect.
Psychological Aspects
1. Decomposed Fashion
Each alternative being assigned a separate level of utility. In the first type, alternatives are compared against
a preset standard and eliminated if they fail to measure up.
The model is conjunctive, if it is required that all attributes meet certain minimum standards.
The model is disjunctive, if satisfaction of at least one dimensional standard is sufficient.
For example, Melvin W. Reder (1947) found that investment projects are often eliminated from
consideration because the probability of ruin exceeds some critical level (i.e., a disjunctive rejection rule).
In the second type, no preset standards are used; instead the alternatives are compared directly (in a
decomposed manner). One such approach is elimination-by-aspects, a type of lexicographic model.
Another lexicographic model was proposed by Payne and Braunstein (1971) in their study of pairs of
duplex gambles. Subjects first compared probabilities. If the difference was sufficiently large a choice
would be made on this basis alone. If not, dollar dimensions would be considered. (P-bet and $-bet)
2. Task Complexity
When alternatives and dimensions are numerous, subjects tend to use conjunctive and lexicographic models
as initial screening rules. With fewer attributes, holistic evaluations are more probable. However, with just
two alternatives and many different attributes the additive difference model is predominant.
Interesting evidence comes from studies on decision time and task complexity by Charles Kiesler.
For example, Charles Kiesler (1966) examined how much time children took in choosing one piece of candy
from four alternatives. Surprisingly, the decision times were shorter when all four pieces were about equally
attractive than when two were attractive and two unattractive!
This finding suggests a greater motivation to be optimal with simple than with complex choices.
3. Isolation
Isolation proved some violations of the first-order stochastic dominance. For instance, a decision
concerning a particular insurance policy would, in theory, depend on all other risks one faces. However,
people may not approach decisions in this comprehensive way, and simply treat problems in isolation.
Another example they discuss concerns the treatment of a $20 loss. Say that in one scenario you purchase
a $20 theater ticket, which you then lose while waiting in the lobby. Would you buy a new ticket? In the
other scenario you are about to purchase this same theater ticket, but upon opening your wallet you
discover that $20 is missing. Would you still buy the ticket?
Because of the way people partition decision contexts, the $20 loss seems less relevant to the second than
to the first choice. Similar isolation effects are demonstrated in prospect theory (Kahneman and Tversky,
1979) concerning windfall profits, and in Shoemaker (1980) with insurance.
Psychological Aspects 2019-2020 Paul J. H. Schoemaker
Another common heuristic is estimation on the basis of availability. In judging the chances of dying from
a car accident versus lung cancer, people may base their estimates solely on the frequencies with which
they hear of them. Due to unrepresentative news coverage in favor of car accidents, these estimates will be
systematically biased.
Finally, people suffer from a serious hindsight bias resulting in suboptimal learning. Events that did (not)
happen appear in retrospect more (less) likely than they did before the outcome was known. Fischhoff
(1975) explains this phenomenon as due to reconstructive memory.
1. Present-Biased Preference
Let ut be a person’s instantaneous utility in period t. A person in period t cares not only about her present
instantaneous utility, but also about her future instantaneous utilities. We let Ut (ut , ut+1 , ... , uT ) represent
a person’s intertemporal preferences from the perspective of period t, where Ut is continuous and increasing
in all components.
The standard simple model employed by economists is exponential discounting: For all t, Ut (ut , ut+1 , ... ,
uT ) ≡ ∑ δt ut , where δ C (0, 1] is a ‘‘discount factor.’’ .Exponential discounting parsimoniously captures
the fact that people are impatient.
Time-Consistent: A person’s relative preference for well-being at an earlier date over a later date is the
same no matter when she is asked.
Present-Biased Preferences: When considering trade-offs between two future moments, present-biased
preferences give stronger relative weight to the earlier moment as it gets closer.
A sophisticated person know exactly what her future selves’ preferences will be.
A naive person believe her future selves’ preferences will be identical to her current self ’s, not realizing
that as she gets closer to executing decisions her tastes will have changed. If you were naive, you would
never worry that your tomorrow self might choose an option you do not like today.
2. Doing It Once
Suppose there is an activity that a person must perform exactly once, and there are T < ∞ periods in which
she can do it. Let v ≡ (υ1 , υ2 , ... , υT ) be the reward schedule, and let c ≡ (c1 , c2 , ... , cT ) be the cost
schedule, where υT ≥ 0 and ct ≥ 0 for each t ∈ {1, 2, ... , T}.
In each period t ≤ T - 1, the person must choose either to do it or to wait. If she does the activity in period
t, she receives reward υT but incurs cost ct , and makes no further choices. If she waits, she then will face
the same choice in period t + 1. Importantly, if the person waits she cannot commit in period t to when later
she will do it. If the person waits until period T, she must do it then.
Doing Now or Later 2019-2020 O’DONOGHUE
The reward schedule υ and the cost schedule c represent rewards and costs as a function of when the person
does the activity. However, the person does not necessarily receive the rewards and costs immediately upon
completion of the activity.
Some activities, such as writing a paper or mowing the lawn, are unpleasant to perform, but create future
benefits. We refer to activities where the cost is incurred immediately while the reward is delayed as
activities having immediate costs. Other activities, such as seeing a movie or taking a vacation, are
pleasurable to perform, but may create future costs. We refer to activities where the reward is received
immediately while the cost is delayed as activities having immediate rewards.
We refer to people with standard exponential, time-consistent preferences (i.e., ꞵ=1) as TCs. We then focus
on two types of people with present-biased preferences (i.e., ꞵ<1), representing the two extremes. We call
people with sophisticated perceptions sophisticates, and people with naive perceptions naïfs. Sophisticates
and nails have identical preferences (throughout we assume they have the same b), and therefore differ only
in their perceptions of future preferences.
A person’s behavior can be fully described by a strategy s ≡ (s1 , s2 , ... , sT ), where st ∈ {Y, N} specifies
for period t ∈ {1, 2, ... , T} whether or not to do the activity in period t given she has not yet done it. The
strategy s specifies doing it in period t if st = Y, and waiting if st = N. In addition to specifying when the
person will actually complete the activity, a strategy also specifies what the person ‘‘would’’ do in periods
after she has already done it; e.g., if st = Y, we still specify st, for all t* > t. This feature will prove useful
in our analysis. Since the person must do it in period T if she has not yet done it, without loss of generality
we require sT = Y.
A perception-perfect strategy: A strategy that in all periods (even those after the activity is performed ) a
person chooses the optimal action given her current preferences and her perceptions of future behavior.
Reflecting the fact that TCs do not have a self-control
problem, Definition 2 says that in any period, TCs will
complete the activity if and only if it is the optimal period
of those remaining given her current preferences.
Naifs have present-biased preferences (since b < 1 ), but
naifs believe that they are time-consistent. As a result,
the decision process for naifs is identical to that for TCs.
Definition 3 says that in any period, naifs will complete
the activity if and only if it is the optimal period of those
remaining given her current preferences.
Doing Now or Later 2019-2020 O’DONOGHUE
3. Behavior
Proposition 1 is as simple as it seems: Naifs believe they will behave like TCs in the future but are more
impatient now. Hence, the qualitative behavior of naifs relative to TCs intuitively and solely reflects the
present-bias effect.
The Sophistication Effect: Sophisticates are fully aware of any self-control problems they might have in
the future, and this awareness can influence behavior now. The sophistication effect is captured in
comparisons of sophisticates to naifs.
In our one-activity model, the sophistication effect is straightforward: Because sophisticates are (correctly)
pessimistic that they will behave themselves in the future, they are more inclined than naifs to do it now,
irrespective of whether it is costs, rewards, or both that are immediate.
For immediate costs, that sophisticates do it before naifs reflects that sophistication helps mitigate the
tendency to procrastinate. For immediate rewards, that sophisticates do it before naifs reflects that
sophistication can exacerbate the tendency to preproperate.
Immediate Cost (and Reward) - Importance to read the Example 3, page 112.
TCs: They write the paper on Saturday because the marginal benefit of a better paper outweighs the
marginal cost of giving up college football for pro basketball
Sophisticates: Since the example involves immediate costs, the present-bias effect suggests that
sophisticates should procrastinate. However, they behave exactly opposite from what present-biased
preferences would suggest. Indeed, when rewards are immediate, sophisticates always preproperate
because the sophistication effect exacerbates the self-control problem.
Doing Now or Later 2019-2020 O’DONOGHUE
4. Welfare
Welfare comparisons for people with time inconsistent preferences are in principle problematic; The very
premise of the model is that a person’s preferences at different times disagree, so that a change in behavior
may make some selves better off while making other selves worse off.
Since present-biased preferences are often meant to capture self-control problems, where people pursue
immediate gratification on a day-to-day basis, we feel the natural perspective in most situations is the
‘‘long-run perspective’’.
To formalize the long-run perspective, we suppose there is a (fictitious ) period 0 where the person has no
decision to make and weights all future periods equally. We can then denote a person’s long-run utility
from doing it in period ŧ by U0 (ŧ) ≡ υt - ct.
When costs are immediate, sophistication is good because it mitigates the tendency to procrastinate.
Indeed, it is straightforward to show that when costs are immediate, sophisticates always do at least as well
as naifs [i.e., U0 (ŧs) ≥ U0 (ŧn) ]. Intuitively, since sophisticates never procrastinate in a period where naifs
do it, the only way their utilities can differ is when sophisticates preempt costly procrastination.
When rewards are immediate, on the other hand, implied that sophistication is bad because it exacerbates
the tendency to preproperate. More severe preproperation will often lead to lower long-run utility.
Since sophisticates, naifs, and TCs have identical long-run utility, we can measure the welfare loss from
self-control problems by the deviation from TC long-run utility [i.e., U0 (ŧtc) - U0 (ŧs) and U0 (ŧtc ) - U0 (ŧn)].
Sophisticates: They know exactly when they will do it if they wait, so delaying from period ŧtc to period ŧs
is a single decision to procrastinate. Hence, for sophisticates small self-control problems cannot cause
severe welfare losses. (Proposition 3)
Doing Now or Later 2019-2020 O’DONOGHUE
5. Smoking Guns
Commitment Devices: External device that limit future choice sets, because the use of such devices
provides smoking guns that prove time consistency wrong.
Dominance: First property that claims that one strategy
dominates another if it yields in every period an
instantaneous utility at least as large as the instantaneous
utility from the other strategy, and strictly larger for
some periods.
In our model, one strategy is dominated by another if and only if the first strategy implies doing it at a cost
with no reward while the second strategy implies doing it for a reward with no cost.
Time-consistent Behavior: The second property that a
person with time-consistent behavior will never violate
is independence of irrelevant alternatives, eliminating
an option from the choice set that is not chosen should
not change the person’s choice from the remaining
options.
A time-consistent person will never violate dominance nor independence of irrelevant alternatives. These
results hold for any time-consistent preferences, including time-consistent preferences that discount
differently from period to period, and even time-consistent preferences that are not additively separable.
Proposition 5 establishes that these results do not hold for people with present-biased preferences.
Sophisticates violate dominance when they choose a dominated
early time to do an activity because they (correctly ) worry that
their future selves will not choose the dominating later time.
Naifs can violate dominance because of incorrect perceptions
about future behavior.
1.1 Introduction
Inequity averse individual: Individual that dislikes outcomes that are perceived as inequitable. This
definition raises, of course, the difficult question of how individuals measure or perceive the fairness of
outcomes.
Fairness judgments are inevitably based on a kind of neutral reference outcome.
The reference outcome that is used to evaluate a given situation is itself the product of complicated social
comparison processes.
One key insight of this literature is that relative material payoffs affect people's well-being and behavior.
There is, moreover, direct empirical evidence for the importance of relative payoffs. Agell and Lundborg
show that relative payoff considerations constitute an important constraint for the internal wage structure
of firms.
Subjects exhibit a strong and robust aversion against disadvantageous inequality: for a given own income
xi, subjects rank outcomes in which a comparison person earns more than xi substantially lower than an
outcome with equal material payoffs.
The second term measures the utility loss from disadvantageous inequality, while the third term measures
the loss from advantageous inequality.
Behavioral Economics 2019-2020 Fehr & Schmidt
To evaluate the implications of this utility function, let us start with the two-player case. For simplicity, we
assume that the utility function is linear in inequality aversion as well as in xi. This implies that the marginal
rate of substitution between monetary income and inequality is constant.
Note that ꞵi ≤ αi essentially means that a subject is loss averse in social comparisons: negative deviations
from the reference outcome count more than positive deviations.
ꞵi ≥ 0 means that we rule out the existence of subjects who like to be better off than others. We impose this
assumption here, although we believe that there are subjects with ꞵi < 0. The reason is that in the context
of the experiments we consider individuals with ꞵi < 0 have virtually no impact on equilibrium behavior.
ꞵi < 1, suppose that player i has a higher monetary payoff than player j. In this case ꞵi = 0.5 implies that
player i is just indifferent between keeping one dollar to himself and giving this dollar to player j. If ꞵi = 1,
then player i is prepared to throw away one dollar in order to reduce his advantage relative to player j
which seems very implausible.
Example: To see this, suppose that player i has a lower monetary payoff than player j. In this case player i
is prepared to give up one dollar of his own monetary payoff if this reduces the payoff of his opponent by
(1 + αi)/αi dollars. For example, if αi = 4, then player i is willing to give up one dollar if this reduces the
payoff of his opponent by 1.25 dollars.
If there are n > 2 players, player i compares his income with all other n - 1 players. In this case the
disutility from inequality has been normalized by dividing the second and third term by n - 1. This
normalization is necessary to make sure that the relative impact of inequality aversion on player i's total
payoff is indepen- dent of the number of players.
PROPOSITION 1
Proposer Preference: α1, ꞵ1 Responder Preference: α2, ꞵ2
It is a dominant strategy for the responder to accept any offer s ≥ 0.5, to reject s if
and to accept s > s'(α2).
If the proposer knows the preferences of the responder,
If the proposer does not know the preferences of the responder but believes that α2 is distributed
according to the cumulative distribution function F(α2).
If ꞵ1 > 0.5, his utility is strictly increasing in s for all s ≤ 0.5. This is the case where the proposer prefers to
share his resources rather than to maximize his own monetary payoff, so he will offer s = 0.5.
If ꞵ1 = 0.5, he is just indifferent between giving one dollar to the responder and keeping it to himself; i.e.,
he is indifferent between all offers
If ꞵ1 < 0.5, the proposer would like to increase his monetary payoff at the expense of the responder.
However, he is constrained by the responder's acceptance threshold. If the proposer is perfectly informed
about the responder's preferences, he will simply offer s'(α2). If the proposer is imperfectly informed about
the responder's type, then the probability of acceptance is F(s/(l - 2s)).
The probability of acceptance, F(s/(l - 2s)), is increasing in s for s'<s'(α)<0.5. Note also that the
acceptance threshold s'(α2)= α2/(l + 2α2) is nonlinear and has some intuitively appealing properties. It is
increasing and strictly concave in α2, and it converges to 0.5 if α2 -> ∞. Furthermore, relatively small values
of α2 already yield relatively large thresholds.
PROPOSITION 2
Suppose that the utility functions of the players are given by the utility function of any player i. For any
parameters (αi, ꞵi), i C (1, ..., n), there is a unique subgame perfect equilibrium outcome in which at least
two proposers offer s = 1 which is accepted by the responder.
The responder must accept any s ≥ 0.5. Suppose that he rejects a "low" offer s < 0.5. This cannot happen
on the equilibrium path either since in this case proposer i can improve his payoff by offering si = 0.5 which
is accepted with probability 1 and gives him a strictly higher payoff. Hence, on the equilibrium path s must
be accepted.
Consider now any equilibrium candidate with s < 1. If there is one player i offering s i < s, then this player
should have offered slightly more than s. There will be inequality anyway, but by winning the competition,
player i can increase his own monetary payoff, and he can turn the inequality to his advantage.
A similar argument applies if all players offer si = s < 1. By slightly increasing his offer, player i can increase
the probability of winning the competition from 1/(n - 1) to 1. Again, this increases his expected monetary
payoff, and it turns the inequality toward the other proposers to his advantage. Therefore, s < 1 cannot be
part of a subgame perfect equilibrium.
Hence, the only equilibrium candidate is that at least two sellers offer s = 1. This is a subgame perfect
equilibrium since all sellers receive a payoff of 0, and no player can change this outcome by changing his
action.
3. Cooperation Games
We start with the following public good game. There are n - 2 players who decide simultaneously on their
contribution levels gi C [O,y], i C {1, ... , n}, to the public good. Each player has an endowment of y. The
monetary payoff of player i is given by
where a denotes the constant marginal return to the public good Since a < 1, a marginal
investment into G causes a monetary loss of (1 - a); i.e., the dominant strategy of a com- pletely selfish
player is to choose gi = 0. Thus, the standard model predicts gi = 0. However, since a > 1/n, the aggregate
monetary payoff is maximized if each player chooses gi =y.
Consider now a slightly different public good game that consists of two stages. At stage 1 the game is
identical to the previous game. At stage 2 each player i is informed about the contribution vector (g1, . . .,
gn) and can simultaneously impose a punishment on the other players; i.e., player i chooses a punishment
vector pi = (Pi1, Pin), where pij ≥ 0 denotes the punishment player i imposes on player j. The cost of this
punishment to player i is given by Player i, however, may also be punished by
the other players, which generates an income loss to i of Thus, the monetary payoff of
player i is given by
Since punishments are costly, players' dominant strategy at stage 2 is to not punish. Therefore, if selfishness
and rationality are common knowledge, each player knows that the second stage is completely irrelevant.
Behavioral Economics 2019-2020 Fehr & Schmidt
Without Punishment:
In the final period of n-person cooperation games (n > 3) without punishment the vast majority of subjects
play the equilibrium strategy of complete free riding. If we average over all studies, 73 percent of all
subjects choose gi = 0 in the final period. It is also worth mentioning that in addition to those subjects who
play exactly the equilibrium strategy there are very often a nonnegligible fraction of subjects who play
"close" to the equilibrium.
With Punishment:
However, if we turn to the public good game with punishment, there emerges a radically different picture
although the standard model predicts the same outcome as in the one-stage game. Note that the same
subjects generated the distribution in the game without and in the game with punishment. A strikingly large
fraction of roughly 80 percent cooperates fully in the game with punishment. Researchers report that the
vast majority of punishments are imposed by cooperators on the defectors and that lower contribution levels
are associated with higher received punishments. Thus, defectors do not gain from free riding because
they are being punished.
PROPOSITION 4
(Part a) By spending one dollar on
the public good, he earns a dollars
in monetary terms. In addition, he
may get a non-pecuniary benefit of
at most ꞵi dollars from reducing
inequality. Therefore, since αi + ꞵi
< 1 for this player, it is a dominant
strategy for him to contribute
nothing.
(Part b) of the proposition says that if the fraction of subjects, for whom g i = 0 is a dominant strategy, is
sufficiently high, there is a unique equilibrium in which nobody contributes. The reason is that if there are
only a few players with αi + ꞵi > 1, they would suffer too much from the disadvantageous inequality caused
by the free riders. The proof of the proposition shows that if a potential contributor knows that the number
of free riders, k, is larger than a(n - 1)/2, then he will not contribute either.
(Part c) shows that if there are sufficiently many players with αi + ꞵi > 1, they can sustain cooperation
among themselves even if the other players do not contribute. However, this requires that the contributors
are not too upset about the disadvantageous inequality toward the free rider. goes up. To put it differently,
the greater the aversion against being the sucker, the more difficult it is to sustain cooperation in the one-
stage game. We will see below that the opposite holds true in the two-stage game.
Fairness and Retaliation 2019-2020 Fehr & Gächter
The Economics of Reciprocity
Reciprocity: In response to friendly actions, people are frequently much nicer and much more cooperative
than predicted by the self-interest model; conversely, in response to hostile actions they are frequently much
more nasty and even brutal.
We term the cooperative reciprocal tendencies "positive reciprocity" while the retaliatory aspects are
called "negative reciprocity."
When people face strong material incentives to free ride, the self-interest model predicts no cooperation at
all. However, if there are individual opportunities to punish others, then the reciprocal types vigorously
punish free riders even when the punishment is costly for the punisher.
Indeed, the power to enhance collective actions and to enforce social norm is probably one of the most
important consequences of reciprocity. Details of the institutional environment, like the presence of
incomplete contracts or of costly individual punishment opportunities, determine whether the reciprocal or
the selfish types are pivotal.
In the ultimatum bargaining experiment, responders do not behave in a self-interest maximizing manner.
In general, the motive indicated for the rejection of positive, yet "low," offers is that subjects view them as
unfair.
In a trust game (Money x and 3y), many Proposers send money and that many Responders give back some
money. There is frequently a positive correlation between y and the amount sent back at the individual as
well as at the aggregate level. Again, positive reciprocity does not appear to diminish even if the monetary
stake size is rather high.
The fraction of subjects who show a concern for fairness and behave reciprocally in one-shot situations is
relatively high.
Fairness and Retaliation 2019-2020 Fehr & Gächter
The Economics of Reciprocity
Male behavior in the ultimatum game is systematically linked to testosterone levels. Males who reject unfair
offers have higher testosterone levels than males who accept unfair offers. This is interesting because
testosterone levels are thought to be important mediators of male willingness to engage in aggressive
behavior.
Reciprocal Behavior: An emerging consensus that the propensity to punish harmful behavior is stronger
than the propensity to reward friendly behavior.
A fourth group of researchers, in contrast, views the reciprocal actions in laboratory experiments as a form
of boundedly rational behavior.
Reciprocity: Stable behavioral response by a nonnegligible fraction of the people that can be reliably
elicited under appropriate circumstances.
2. Public Goods
Positive reciprocity implies that subjects are willing to contribute something to the public good if others
are also willing to contribute, because a contribution to the public good represents a kind action, which
induces reciprocally motivated people to contribute.
Negative reciprocity has not played a role, because in the game as described there are no opportunities for
direct retaliation in response to observed free riding. However, negative reciprocity can play the role that if
subjects expect that others free ride, and if they interpret that as a hostile act, then they can "punish" others
by free riding.
The result is likely to be that self-interested types choose to free ride because they are self-interested, and
reciprocal types free ride because they observe others free riding. Although the motivation to free ride is
different for the reciprocal type, in the end the behavior of the selfish and the reciprocal type is
indistinguishable.
Fairness and Retaliation 2019-2020 Fehr & Gächter
The Economics of Reciprocity
Suppose that a group has the possibility to observe the contributions of others, and to punish those who do
not contribute. It is important that punishment be costly to the agent who imposes it.
1. If all subjects were purely self-interested, contribution decisions would be unaffected by the
punishment opportunity.
2. Negatively reciprocal subjects are willing to pay a price to act reciprocally and will use the costly
punishment opportunity to punish free riders. This will induce self-interested subjects to contribute
to avoid the punishment.
The public good game with direct punishment opportunities provides, therefore, an example where the
reciprocal types can induce the selfish types to make "cooperative" choices. Even a minority of reciprocal
subjects is capable of inducing a majority of selfish subjects to cooperate in these circumstances
2.2. Perfect Stranger and Partner Version
Perfect Stranger Version: Version that ensures that the actions in a particular period have no rewards in
future periods. All subjects knew the total number of periods in advance.
Partner Version: Version that ensures that there are possible strategic spillovers across periods so that
present actions can have future return.
This figure shows how much a subject is
punished for a given negative deviation
from the average contribution of other
members in the group. The punishment is
measured by the average percentage
reduction in the incomes of the punished
subject.
It turns out that the negative deviation from
others' average contributions to the public
good is a strong determinant of punishment.
The more a subject free rides relative to the others the more it gets punished. Moreover, this pattern is
almost the same in the two versions of the game: Free riders are punished irrespective of whether there are
future rewards for the punisher.
Next figure reflect the heavy punishment of free riders, in turn, has a large disciplining effect on subjects'
cooperation behavior. It compares the time paths of the average contributions of the two versions.
The first observation is that in the absence of a
punishment opportunity, average cooperation converges
to very low levels in the later periods.
When subjects are perfect strangers they can at least
stabilize contributions at relatively high levels. In the
Partner version they almost converge to the maximum
level of contributions, and this indicates the disciplining
force of the punishment opportunity.
Fairness and Retaliation 2019-2020 Fehr & Gächter
The Economics of Reciprocity
It has been observed that social norms influence work morale and behavior against "rate busters". Social
sanctions by peer members are probably a very important determinant of effort behavior in work relations
Social norms also constitute perhaps one of the most important elements of what recently has been termed
"social capital. There are powerful arguments that social norms also have a decisive impact on the
functioning of markets.
Alternative to Fehr’s Experience: Employers can also respond reciprocally by rewarding or punishing
workers after they observe actual effort choices.
Observations:
1. A selfish employer will never reward or punish since rewarding and punishing is costly.
2. Reciprocity substantially contributes to the enforcement of contracts and provides incentives for
the potential cheaters to behave cooperatively or at least to limit their degree of noncooperation.
It exist two conditions in the context of a competitive double auction in a labor market:
Complete Labor Contract:
1. The experimenter enforced a given effort level.
2. Employers take full advantage of the low wage offers made by the workers and, as a consequence,
wages are close to the competitive level in this market.
3. The only method for a worker to punish a firm who offers a low wage is to reject such an offer.
4. Due to the presence of purely self-interested workers, reciprocal workers have no possibility to
punish firms, which induces them to accept low wage offer.
Incomplete Labor Contract:
1. Employees could choose an effort level between a minimum and maximum after the wage contract
was concluded, and the employers could neither stipulate nor enforce an effort level above the
minimum level.
2. Employers are very reluctant to accept workers' underbidding of prevailing wages.
3. A reciprocal worker can punish the firm by choosing a low effort level after the labor contract has
been concluded. Since firms anticipate this possibility, they have a reason to pay generous wages.
Left:
Complete
Right:
Incomplete
1. Introduction:
Consider Experiment with choosing Number between (1;100) with p=2/3 and 4 consecutive rounds where
the winner is the person whose chosen number is closest to the mean times parameter p. (p is a
predetermined positive parameter of the game; p is common knowledge.)
Zero-Order Belief: Simplest case where a player selects a strategy at random without forming beliefs or
picks a number that is salient to him.
First-Order Beliefs: A somewhat more sophisticated player forms beliefs on the behavior of the other
players. He thinks that others select a number at random, and he chooses his best response to this belief.
Second-Order Beliefs: Player forms beliefs on the first-order beliefs of the others and maybe nth order
beliefs about the (n-1) th order beliefs of the others, but only up to a finite n, called the n- depth of reasoning.
For 0 ≤ p < 1, there exists only one Nash equilibrium: all players announce zero. The structure of the game
is favorable for investigating whether and how a player's mental process incorporates the behavior of the
other players in conscious reasoning.
For p = 1, one cannot distinguish between different steps of reasoning by actual subjects in an experiment.
In a two-person coordination games, players use Schelling Salience where they coordinate by either
applying depth of reasoning of order 1 or by picking a focal point. Note that in a two-player games with
p<1, Player that chose 0 always wins.
In a 3X3 games, subjects were using depths of reasoning of orders 1 or 2 or a Nash-equilibrium strategy.
1. For 0 ≤ p < 1, there exists only one Nash equilibrium at which all players choose 0.
Assume that there is an equilibrium at which at least one player chooses a positive number with positive
probability. Let k be the highest number chosen with positive probability, and let m be one of the players
who chooses k with positive probability. Obviously, in this equilibrium p times the mean of the numbers
chosen is smaller than k. Therefore, player m can improve his chances of winning by replacing k by a
smaller number with the same probability. Therefore no equilibrium exists in which a positive number is
chosen with positive probability.
All announcing 0 is also the only strategy combination that survives the procedure of infinitely repeated
simultaneous elimination of weakly dominated strategies. (Note of 2-player games)
Unraveling in Guessing Games 2019-2020 Nagel
An Experimental Study
2. For p = 1 and more than two players, the game is a coordination game, and there are infinitely
many equilibrium points in which all players choose the same number.
3. For p > 1 and 2p < M (M is the number of players), all choosing 0 and all choosing 100 are the
only equilibrium points. Note that there are no dominated strategies, but only equilibrium points.
It is straightforward to show that all choosing 0 and all choosing 100 are equilibria: it does not pay to deviate
from 0 (100) if all other players choose 0 (100) and the number of players is sufficiently large. There is no
other symmetric equilibrium since with a unilateral small increase a player improves his payoff. Also, other
asymmetric equilibria or in mixed strategies cannot exist for analogous reasons, as in the case p < 1.
According to the reference point r, results suggest that many players do not choose numbers at random but
instead are influenced by the parameter p of the game. Another results revealed that when p was increased,
the mean of the chosen numbers was higher.
Adjustment Process: Process that refers to the behavioral process of individuals to adjust their answer
according to the previous period t-1.
Zero is never the best reply in the 1/2 and 2/3 sessions, given the actual strategies. Instead the best reply is
a moving target that approaches 0. Choices of subject in 1/2 sessions converge faster toward 0 than those
in 2/3 sessions. A rate of decrease of the means and medians from period 1 to period 4 within a session
would then help to understand the behavior difference between session of ½ and 2/3.
The rates of decrease of the session medians in the 1/2 sessions are higher than those in the 2/3 session.
There is no significant difference in the rates of decrease of the means. The median seems more informative
than the mean, since the mean may be strongly influenced by a single deviation to a high number. Thus,
we can conclude that the rate of decrease depends on the parameter p.
The idea of this simple learning-direction theory is that in an ex post reasoning process a player compares
his adjustment factor at, with the optimal adjustment factor aopt,t. In the next period he most likely adapts in
the direction of the optimal adjustment factor.
If his chosen number was above p-times the mean in the previous period then he should decrease
his rate.
If his number was below p times the mean, he should then increase his adjustment factor.