320 likes | 425 Vues
Exploring belief learning in an unstable infinite game using direct elicitation and payoff table tracking methods. Analyzing subjects' beliefs and strategies in an experimental setup to fit models and study formation of beliefs.
E N D
Belief Learning in an Unstable Infinite Game Paul J. Healy CMU
Issue #3 Issue #2 Belief Learning in an Unstable Infinite Game Issue #1
Issue #1: Infinite Games • Typical Learning Model: • Finite set of strategies • Strategies get weight based on ‘fitness’ • Bells & Whistles: experimentation, spillovers… • Many important games have infinite strategies • Duopoly, PG, bargaining, auctions, war of attrition… • Quality of fit sensitive to grid size? • Models don’t use strategy space structure
Previous Work • Grid size on fit quality: • Arifovic & Ledyard • Groves-Ledyard mechanisms • Convergence failure of RL with |S| = 51 • Strategy space structure: • Roth & Erev AER ’99 • Quality-of-fit/error measures • What’s the right metric space? • Closeness in probs. or closeness in strategies?
Issue #2: Unstable Game • Usually predicting convergence rates • Example: p–beauty contests • Instability: • Toughest test for learning models • Most statistical power
Previous Work • Chen & Tang ‘98 • Walker mechanism & unstable Groves-Ledyard • Reinforcement > Fictitious Play > Equilibrium • Healy ’06 • 5 PG mechanisms, predicting convergence or not • Feltovich ’00 • Unstable finite Bayesian game • Fit varies by game, error measure
Issue #3: Belief Learning • If subjects are forming beliefs, measure them! • Method 1: Direct elicitation • Incentivized guesses about s-i • Method 2: Inferred from payoff table usage • Tracking payoff ‘lookups’ may inform our models
Previous Work • Nyarko & Schotter ‘02 • Subjects BR to stated beliefs • Stated beliefs not too accurate • Costa-Gomes, Crawford & Boseta ’01 • Mouselab to identify types • How players solve games, not learning
This Paper • Pick an unstable infinite game • Give subjects a calculator tool & track usage • Elicit beliefs in some sessions • Fit models to data in standard way • Study formation of “beliefs” • “Beliefs” <= calculator tool • “Beliefs” <= elicited beliefs
The Game • Walker’s PG mechanism for 3 players • Added a ‘punishment’ parameter
Parameters & Equilibrium • vi(y) = biy – aiy2 + ci • Pareto optimum: y = 7.5 • Unique PSNE: si* = 2.5 • Punishment γ= 0.1 • Purpose: Not too wild, payoffs rarely negative • Guessing Payoff: 10 – |gL - sL|/4 - |gR - sR|/4 • Game Payoffs: Pr(<50) = 8.9% Pr(>100) = 71%
Choice of Grid Size S = [-10,10]
Properties of the Game • Best response: • BR Dynamics: unstable • One eigenvalue is +2
Design • PEEL Lab, U. Pittsburgh • All Sessions • 3 player groups, 50 periods • Same group, ID#s for all periods • Payoffs etc. common information • No explicit public good framing • Calculator always available • 5 minute ‘warm-up’ with calculator • Sessions 1-6 • Guess sL and sR. • Sessions 7-13 • Baseline: no guesses.
Does Elicitation Affect Choice? • Total Variation: • No significant difference (p=0.745) • No. of Strategy Switches: • No significant difference (p=0.405) • Autocorrelation (predictability): • Slightly more without elicitation • Total Earnings per Session: • No significant difference (p=1) • Missed Periods: • Elicited: 9/300 (3%) vs. Not: 3/350 (0.8%)
Does Play Converge? Average | si – si* | per Period Average | y – yo | per Period
Accuracy of Beliefs • Guesses get better in time Average || s-i – s-i(t) || per Period Elicited guesses Calculator inputs
Model 1: Parametric EWA • δ : weight on strategy actually played • φ : decay rate of past attractions • ρ : decay rate of past experience • A(0): initial attractions • N(0): initial experience • λ : response sensitivity to attractions
Model 1’: Self-Tuning EWA • N(0) = 1 • Replace δ and φ with deterministic functions:
STEWA: Setup • Only remaining parameters: λ and A0 • λ will be estimated • 5 minutes of ‘Calculator Time’ gives A0 • Average payoff from calculator trials:
STEWA: Fit • Likelihoods are ‘zero’ for all λ • Guess: Lots of near misses in predictions • Alternative Measure: Quad. Scoring Rule • Best fit: λ = 0.04 (previous studies: λ>4) • Suggests attractions are very concentrated
STEWA: Adjustment Attempts • The problem: near misses in strategy space, not in time • Suggests: alter δ (weight on hypotheticals) • original specification : QSR* = 1.193 @ λ*=0.04 • δ = 0.7 (p-beauty est.): QSR* = 1.056 @ λ*=0.03 • δ = 1 (belief model): QSR* = 1.082 @ λ*=0.175 • δ(k,t) = % of B.R. payoff: QSR* = 1.077 @ λ*=0.06 • Altering φ: • 1/8 weight on surprises: QSR* = 1.228 @ λ*=0.04
STEWA: Other Modifications • Equal initial attractions: worse • Smoothing • Takes advantage of strategy space structure • λ spreads probability across strategies evenly • Smoothing spreads probability to nearby strategies • Smoothed Attractions • Smoothed Probabilities • But… No Improvement in QSR* or λ* ! • Tentative Conclusion: • STEWA: not broken, or can’t be fixed…
Other Standard Models • Nash Equilibrium • Uniform Mixed Strategy (‘Random’) • Logistic Cournot BR • Deterministic Cournot BR • Logistic Fictitious Play • Deterministic Fictitious Play • k-Period BR
“New” Models • Best respond to stated beliefs (S1-S6 only) • Best respond to calculator entries • Issue: how to aggregate calculator usage? • Decaying average of input • Reinforcement based on calculator payoffs • Decaying average of payoffs
Model Comparisons * Estimates on the grid of integers {-10,-9,…,9,10} In = periods 1-35 Out = periods 36-End
The “Take-Homes” • Methodological issues • Infinite strategy space • Convergence vs. Instability • Right notion of error • Self-Tuning EWA fits best. • Guesses & calculator input don’t seem to offer any more predictive power… ?!?!