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Journal of Economic Dynamics & Control 33 (2009) 1123–1133
Contents lists available at ScienceDirect
Journal of Economic Dynamics & Control
journal homepage: www.elsevier.com/locate/jedc
Guessing with negative feedback: An experiment
Angela Sutan a,, Marc Willinger b
a
b
LESSAC-CEREN, Burgundy School of Business, 29 rue Sambin, 21000 Dijon, France
LAMETA, University of Montpellier 1, Espace Richter, Avenue de la Mer, 34000 Montpellier, France
a r t i c l e in fo
abstract
Article history:
Received 31 January 2008
Accepted 12 January 2009
Available online 13 February 2009
We investigate experimentally a new variant of the beauty contest game (BCG) in which
players’ actions are strategic substitutes (a negative feedback BCG). Our results show that
chosen numbers are closer to the rational expectation equilibrium than in a strategic
complements environment (a positive feedback BCG). We also find that the estimated
average depth of reasoning from the cognitive hierarchy model does not differ between
the two environments. We show that the difference may be attributed to the fact that
additional information is more valuable when players’ actions are strategic substitutes
rather than strategic complements, in line with other recent experimental findings.
& 2009 Elsevier B.V. All rights reserved.
JEL classification:
C72
C91
Keywords:
Guessing games
Negative feedback
Strategic substitutes vs. strategic
complements
1. Introduction
Most speculative markets are driven by future price expectations. Traders who try to buy (sell) at a low price (high
price) need to forecast the time when the excess supply turns to excess demand and conversely. To make such a guess, each
trader has to guess not only the other traders’ excess demand forecasts, but also other traders guesses about other traders’
forecasts, ad infinitum. Fundamentally all traders’ expectations are interdependent. Under common knowledge of
rationality, the guessing game boils down to a fixed point solution where all traders hold the same expectations. However,
if the assumption of common knowledge of rationality is relaxed, thus acknowledging for heterogeneity in guessing
abilities, the outcome becomes highly unpredictable.
Beauty contest games (BCG) provide an attractive framework that yields insights into how subjects make guesses about
other subjects’ expectations in a laboratory setting. BCG have two interesting features that facilitate understanding depth
of reasoning: first, they have a unique solution (under suitable restrictions), and second, BCG games are based on simple
guessing rules, i.e. iterated elimination of dominated strategies through eductive1 reasoning (Binmore, 1987, 1988;
Guesnerie, 1992). The standard BCG assumes that M players have to choose simultaneously a number from the closed
interval (0, 100), the winner being the player whose chosen number is closest to p times the mean, with pA(0,1). The
winner is entitled to a fixed prize, which is split equally in case of ties.
Corresponding author.
E-mail address:
[email protected] (A. Sutan).
Following Binmore (1987), the word eductive (to educe ¼ to bring, to drow out, develop, extract or evolve from latent of potential existence; infer a number, a
principle, from data or from another state in which it previously existed, from the Latin word educere, lead; Oxford English Dictionary) is used to describe a
dynamic process by means of which equilibrium is achieved through careful reasoning on the part of the players before and during the play of the game.
1
0165-1889/$ - see front matter & 2009 Elsevier B.V. All rights reserved.
doi:10.1016/j.jedc.2009.01.005
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A number of papers have conducted experiments based on BCG. One finding is that in a population of equally wellinformed subjects, average numbers are far from the predicted winning number (Nagel, 1995, 1998; Camerer, 2003).
Furthermore subjects seem to perform only a few steps of reasoning (about 2) and have heterogeneous guessing abilities.
Several models have been proposed to capture individual differences in guessing ability or stressed popular reasons to
choose a particular number (see Stahl, 1996, 1998; Camerer et al., 2004; Guth et al., 2002).2
Some other recent experimental findings about price guessing games (Fehr and Tyran, 2008) demonstrated that the
strategic environment matters. In their paper, the authors examined this question in the context of the adjustment of
nominal prices after an anticipated (exogenous) monetary shock, and showed that when agents’ actions are strategic
substitutes, adjustment to the new equilibrium is extremely quick, whereas under strategic complementarity, adjustment
is both very slow and associated with relatively large real effects. These findings support the predictions of Haltiwanger and
Waldman (1985, 1989), who showed that in a heterogeneous population composed of rational and irrational agents, the
speed of adjustment to the equilibrium price depends on whether agent’s actions are strategic complements or substitutes.
When individual actions are strategic substitutes, irrational behaviour has less influence on the adjustment process than if
actions are strategic complements. The intuition is that ‘‘the presence of strategic complements causes the sophisticated to
have a rational incentive to imitate the less wise in equilibrium’’ (Haltiwanger and Waldman, 1989). Such incentive for
sophisticated agents to imitate naı̈ve agents exacerbates the adjustment bias initiated by naı̈ve agents.
Fehr and Tyran (2008) found evidence for the prediction of Haltiwanger and Waldman (1985, 1989) in their laboratory
experiment with large exogenous shocks, whereas, in another experiment, Heemeijer et al. (2008) observed that the
adjustment speed towards the equilibrium is faster under strategic substitutes (negative feedback) than under strategic
complements (positive feedback) even if the market price is perturbed only by small random (zero mean) fluctuations in
each period. In their experiment, subjects had to guess the next period market price, defined as a linear function of the
average guess. Subjects were only informed about past realized market prices and their own past price expectations, but
were unaware of the pricing rule. Therefore, it is likely that the strategic environment, i.e. the type of feedback rule, affects
subjects’ expectation rule even in a nearly stable environment. They suggest that incentives to adopt contrarian behaviour
under negative feedback tend to destroy the tendency of trend-following behaviour observed under positive feedback.
Therefore, we conjecture that the type of feedback influences the way subjects form their expectations even in the absence
of exogenous shocks.
The aim of our experiment is to investigate the above conjecture in a stable environment (without shocks) where
subjects have to perform a simple guessing task with an explicitly known feedback rule. To do this, we compare
experimentally two variants of the standard BCG with the same unique and interior solution. In each game the subjects’
task is to choose a number from the same interval. In the positive feedback game, the winner is the player choosing the
closest number to p (mean+c), where p and c are parameters known to all players (with pA(0,1)). In the negative feedback
game, the winner is the player choosing the closest number to hp mean, where h is another parameter known to all
players. In both cases the winner receives a fixed prize, which is eventually split equally in case of ties. While eductive
reasoning predicts the same equilibrium for the two games, the underlying process of iterated elimination of dominated
strategies differs for negative and positive feedback.
We therefore compare in this paper positive and negative feedback rules in a BCG with a unique interior equilibrium. To
our knowledge this is the first experiment on negative feedback in BCG. Under positive feedback players’ chosen numbers
are strategic complements while under negative feedback the chosen numbers are strategic substitutes. Assuming eductive
reasoning, the negative feedback rule generates a convergence process by which weakly dominated strategy intervals are
deleted on both sides of the equilibrium point. The process alternates between elimination of low and high numbers until
the equilibrium is reached, following an oscillatory pattern. In contrast, under positive feedback weakly dominated strategy
intervals are deleted on one side of the equilibrium point generating a monotonic convergence process. We found that
numbers are closer to the equilibrium point under negative feedback than under positive feedback in a one-shot
experiment. The negative feedback rule seems to allow a more accurate location of the equilibrium point by inexperienced
subjects. However, our estimates of the average depth of reasoning, based on the cognitive hierarchy (CH) model, reject the
hypothesis of a deeper reasoning under negative feedback. While this model is based on the assumption that players
choose numbers which best reply to their estimated distribution of reasoning depths in the population, there might be
other reasons why subjects perform more steps of reasoning or better under negative feedback. Our explanation is inspired
by the ‘‘directed cognition theory’’ (Gabaix et al., 2006). Subjects adopt a step by step reasoning, comparing the expected
value of an additional step to the additional cost of thinking. Due to the alternating elimination process under negative
feedback, each step provides more valuable information, compared to positive feedback.
The remainder of this paper is organized as follows. In Section 2 we present the positive and negative feedback BCG and
discuss their properties. In Section 3 we present our experiment and in Section 4 our main findings. Section 5 provides a
general discussion on our findings, and Section 6 concludes.
2
In particular the cognitive hierarchy model (Camerer et al. (2004) assumes that each player holds beliefs about other players’ reasoning depth, and
chooses a number which is the best reply for his estimated distribution of reasoning depths. While the cognitive hierarchy model fits the data of
experimental beauty contest games with corner solutions (i.e. zero) quite well there might be other reasons for observing large numbers. For example,
subjects might be reluctant to choose extreme end-points from the set of possible numbers. For instance, Guth et al. (2002), found that chosen numbers
get closer to the predicted winning number when the game admits an interior equilibrium solution.
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2. Positive and negative feedback in BCG
Assume that M players have to choose simultaneously a number from a closed interval (l, h), where l, h are known
parameters. We consider two types of rules for selecting the winner of the game: positive and negative feedback. The
winner is awarded a fixed prize, which is split equally among winners if there are several. Under the positive feedback rule,
the winner is the player whose chosen number is closest to:
(1)
P ðmean þ cÞ,
where mean stands for the mean of all chosen numbers, p and c are parameters known to all players with pA(0,1).
This setting describes the BCG with an interior equilibrium (presented for instance in Guth et al., 2002) and will be
designated BCG+ thereafter.3 Under the negative feedback rule, the winner of the game is the player who chooses the
number closest to:
(2)
h p mean.
This game will be designated BCG thereafter.
Under the assumptions of common knowledge of rationality and common knowledge of the rules of the game, iterated
elimination of dominated strategies leads to an interior solution, corresponding to the rational expectations equilibrium
(REE), equal to:
(3)
pc=ð1 pÞ
in the BCG+, and to
(4)
h=ð1 þ pÞ
in the BCG. At the equilibrium, the prize is equally split among all players, each one making a negligible profit if the
population is large enough to avoid strategic manipulation.
As we illustrate bellow, in BCG+, iterated elimination of dominated strategies is one-sided with respect to the
equilibrium point, while it is two-sided in BCG. More precisely, elimination of dominated intervals alternates around the
equilibrium point in BCG. Therefore, in the BCG, convergence to the equilibrium point oscillates, whereas in BCG+ it is
monotonic. This mathematical property will help us showing that non-monotonic elimination of dominated strategies help
subjects to make more accurate choices.
Under eductive reasoning the process is usually assumed to start at one of the end-points of the strategy interval.
However, under weaker behavioural assumptions the process may start as any point x of the strategy interval, e.g. the midpoint. The choice of a different starting point does not alter the qualitative properties of the elimination process. It remains
monotonic in BCG+ and oscillating in BCG. Consider BCG+: in any step of the reasoning process, a player who for instance
guesses a high mean chooses a high number, and a player who guesses a low mean chooses a low number, according to the
rule stated in Eq. (2). The iterated elimination process is therefore one-sided from the equilibrium. The process is described
in expression (5). Starting from some initial point x in the strategy interval (including boundaries), numbers larger than the
values indicated by (5) are iteratively eliminated by eductive reasoning:
pðx þ cÞ; p2 ðx þ cÞ þ pc; . . . ; pn ðx þ cÞ þ pc
1 pn1
.
1p
(5)
The standard sequence of elimination assuming eductive reasoning is obtained by replacing x by high and low boundaries
(‘‘from the top’’ or ‘‘from the bottom’’).
In contrast, in BCG elimination occurs on both-sides of the equilibrium. In the process of elimination of dominated
strategies, the equilibrium point is reached by alternately eliminating low and then high numbers, starting from an initial
value x. In the first step, numbers smaller than hpx are eliminated, in step 2 numbers larger than hp(hpx) ¼ hph+p2x)
are eliminated, in step 3, numbers smaller than hp(hph+p2x) are eliminated and so on. The sequence of bounds
generated by the eductive reasoning in this game is described in
h px; h pðh pxÞ; . . . ; h
1 ð1Þn pn
þ ð1Þn pn x; . . . .
1þp
(6)
Thanks to our restrictions on the values of p, c, h, and l and to the isomorphism between BCG+ and BCG, there is a strict
correspondence of odd and even bounds in the sequences described by (5) and (6). More precisely, the values of the odd
bounds in (5) are equal to the values of the odd bounds in (6). Symmetrically, the even bounds generated by the
complementary values to x with respect to h+pc in (5) are equal to the even bounds in (6) (see Fig. 1 for visual details). In
other words, in BCG+ a player who follows the sequence described by (5) and starts the process from some initial value x,
would iteratively eliminate exactly the same intervals as under negative feedback, provided that he takes into account both
the sequence starting with x and the sequence starting with the complementary value of x (with respect to h+pc). Note that
in BCG+ a player needs to combine the bounds of two different sequences to eliminate the same intervals as in BCG.
3
Note that c ¼ 0 corresponds to the standard BCG studied for example by Nagel (1995).
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BCG+(from the top)
BCG-
BCG+(from the bottom )
100
80
60
40
20
0
0
1
2
3
4
5
6
7
8
9
10
Fig. 1. Eductive reasoning in the BCG(winning number as a function of the depth of reasoning and the value of p) and in the BCG and BCG+ for p ¼ 2/3.
Table 1
Experimental design.
Type of
feedback
Treatment
Definition of mean
Target value
Rational expectation
equilibrium
Number of
groups
Negative
Negative
Positive
Positive
BCG
BCGothers
BCG+
BCG+others
Standard
Non-strategic
Standard
Non-strategic
1002/3 mean
1002/3(others’ mean)
2/3 (mean+30)
2/3 (other’s mean+30)
60
60
60
60
9
22
4
20
In our experiment we adopted standard parametric boundaries l ¼ 0 and h ¼ 100. Setting c ¼ 30 and p ¼ 2/3 leads to
the same interior equilibrium, 60, under positive and negative feedback. Since po1 there is a unique and stable REE, which
is the limit value when n-N of the sequences described in (5)–(6). Fig. 1 provides a graphical representation of the
eductive process in the BCG and BCG+ and shows the winning number for iteration steps from 1 to 10 (‘‘from the bottom’’
and ‘‘from the top’’ boundaries) for p ¼ 2/3.
3. Experimental design
Four hundred and forty subjects participated in a one-shot experiment. They were split into 55 independent groups of
eight subjects each. The winner in a group received a prize of 8 Euros. In the case of ties, the prize was shared equally
among the winners. Participants were randomly assigned either to a BCG group or to a BCG+ group. Sessions were
organized in different locations4 between May 2004 and October 2007. Participants were students from various disciplines.
The software of the computerized experiment was developed within z-Tree (Fischbacher, 2007). On average a session lasted
for about 30 minutes overall.
Subjects received written instructions (Appendix A.1). A written questionnaire was submitted to check their
understanding before the beginning of the session. Subjects’ task was to choose a real number between 0 and 100. In
order to control for strategic choices, we implemented a 2 2 factorial design: (positive vs. negative feedback) (mean
number vs. others’ mean number). In the ‘‘others’s mean’’ treatments, the mean for subject i was defined as the average of
all numbers chosen by the other members of his group. It was pointed out to the subjects that their own chosen number
had no influence upon the mean. Since groups were relatively small (eight players) it was important to check for possible
beliefs players had about one’s influence on the average number. Furthermore, in the reference ‘‘mean number’’ treatments,
the slopes of the best reply functions differed for the two games: the absolute value for the slope is 7/11 in the BCGgame
and 7/13 in the BCG+game (Appendix A.2). This strategic difference is eliminated in the ‘‘others’ mean number’’ treatments
where the absolute value of the best reply function is the same for both games. Whereas the best-reply functions differ
between ‘‘mean’’ treatments and ‘‘others’ mean’’ treatments, the equilibrium predictions are the same under both
conditions. Table 1 summarizes the experimental design.
4
Participating laboratories were LEEM (Montpellier), LEES (Strasbourg) and LESSAC (Dijon) all located in France.
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Recall that under our parametric restrictions (l ¼ 0, h ¼ 100, p ¼ 23 and c ¼ 30), there is a unique rational and stable
expectations equilibrium equal to 60 for both feedback rules. In the result section we keep the notation BCG and BCG+ for
the treatments taking into account the mean of all numbers, while BCGothers and BCG+others identify treatments for
which subjects had to guess the mean of the numbers chosen by other players in their group.
4. Results
As summarized in Table 1, we collected data from nine independent groups for BCG and four independent groups for
BCG+. For the non-strategic treatments, we collected data from 22 independent groups for BCGothers and 20 independent
groups for BCG+others.
We start with a comparison of the numbers chosen in the strategic and non-strategic treatments.
Result 1. Under negative feedback, chosen numbers are closer to the equilibrium than under positive feedback.
Furthermore, numbers chosen in ‘‘non-strategic’’ treatments are closer the equilibrium than in strategic treatments.
Support for Result 1: Fig. 2 shows the frequency distributions of the chosen numbers for our four treatments. Visual
inspection of the distributions shows that numbers are closer to the equilibrium point for non-strategic treatments
(BCG+others and BCGothers) compared to the standard treatments (BCG+ and BCG). Furthermore, numbers in negative
feedback treatments get closer to the equilibrium point than do those in positive feedback treatments. From Table 2 one
can see that the average winning numbers in BCG and BCGothers are closer to the REE than they are in BCG+ and
BCG+others, respectively. We test whether absolute deviations from the REE are smaller in BCG (BCGothers) than in
BCG+ (BCG+others) and find no support for the null hypothesis (p valueo0.0076). The percentages of choices at the REE
(60) were significantly larger for BCG and BCGothers than for BCG+ and BCG+others, respectively (p valueo0.0007).
Result 2. The average depth of reasoning is about two steps in the BCG+ and the BCG games. While the distribution of the
depths of reasoning does not differ across feedback rules, it differs according to the definition of the mean.
Support for Result 2: To test Result 2 we need to assume that a non-negligible fraction of subjects actually rely on models
of step-level thinking. While this might not be the case, it is nevertheless important to investigate whether the CH model
leads to any difference in depth of reasoning between the two feedback rules. Recall that the CH (Camerer et al., 2004)
assumes heterogeneity of depths of reasoning within the population of players (see Appendix A.3): a player who is able to
perform k steps of reasoning believes that other players perform at most k1 steps of reasoning. Each player therefore
BCG-others
BCG+others
0.25
0.25
0.2
0.2
0.15
0.15
0.1
0.1
0.05
0.05
0
0
0
10
20
30
40
50
60
70
80
90 100
0
10
20
30
40
BCG-
50
60
70
80
90 100
60
70
80
90 100
BCG+
0.25
0.25
0.2
0.2
0.15
0.15
0.1
0.1
0.05
0.05
0
0
0
10
20
30
40
50
60
70
80
90 100
0
10
20
30
40
50
Fig. 2. Choice frequencies per treatment.
Table 2
Depths of reasoning (in steps) and average winning numbers.
Type of feedback
Treatment
Average winning number
Rational expectation equilibrium
Depth of reasoning
Negative
Negative
Positive
Positive
BCG
BCGothers
BCG+
BCG+others
56.46
59.71
43.26
51.39
60
60
60
60
1.55
2.20
1.48
2.56
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Table 3
Distribution of depths of reasoning of the population.
Type of feedback
Treatment
% Of 0-step players
% Of 1-step players
% Of 2-steps players
% Of 3-steps players
Negative
Negative
Positive
Positive
BCG
BCGothers
BCG+
BCG+others
27
14
28
10
41
30
41
27
32
33
31
34
0
24
0
29
Table 4
Fractions of choices in non-dominated strategies intervals.
Interval
BCGothers
BCG+others
BCG
BCG+
I0
I1
I2
I3
I4
I5
1
0.954545455
0.920454545
0.886363636
0.806818182
0.698863636
1
0.89375
0.84375
0.68125
0.64375
0.34375
1
0.833333333
0.819444444
0.694444444
0.583333333
0.402777778
1
0.625
0.5625
0.3125
0.3125
0.09375
chooses a number which is a best reply of his estimated distribution of depths of reasoning in the population. We estimated
the average depth of reasoning for each treatment (assuming a Poisson distribution, see Appendix A.3) in order to
ensure that subjects were drawn from the same population, i.e. they were equally skilled under both conditions. The
estimated average depths of reasoning are 1.55 for BCG, 2.20 for BCGothers, 1.48 for BCG+ and 2.56 for BCG+others.
Table 2 reports these values together with the average winning number in each game. There is no significant difference in
the depth of reasoning between BCG+ and BCG, and between BCG+others and BCGothers (p value40.7). Distributions
are similar within a strategic design (between BCG+ and BCG, and between BCG+others and BCGothers). We conclude
that BCG+ and BCG subjects are drawn from the same population; and equivalently for BCG+others and BCGothers
subjects.
The depth of reasoning is larger in the non-strategic treatments (BCGothers and BCG+others) than in the
corresponding standard treatments (BCG and BCG+). Subjects seem to have a deeper guessing ability when the task is
to guess the others mean (p valueo0.0009). Table 3 reports the estimated distributions of reasoning depths for all
treatments. A player with a k depth of reasoning performs k steps of introspection and is defined as a k-step player. Our
results report a population with 0-, 1- and 2-steps players in standard designs and a population with up to 3-steps players
in the non-strategic design. This is consistent with our condition and consistent with Camerer’s findings (Camerer, 2003)
about a natural depth of reasoning of about two steps of introspection.
While the CH model rejects the hypothesis that the average depth of reasoning is larger under negative feedback than
under positive feedback, Result 1 showed that subjects are closer to the equilibrium value under negative feedback. We
therefore need to find another explanation. We first establish (Result 3) that under negative feedback, subjects ‘‘use’’ more
intensively higher order intervals. We measure the frequency of chosen numbers in non-dominated interval for different
levels of the eductive process.
Result 3. More subjects choose numbers in higher-order intervals under negative feedback than under positive feedback,
independently of the starting point (x) used to compute the sequence of non-dominated intervals.
Support for Result 3: Table 4 shows the percentage of choices in each non-dominated strategies interval for the first five
steps of reasoning, starting at value x ¼ 100. Table A1 (Appendix A.3) provides the same data for other values of x
(90,80,y,10).
Clearly, all intervals are more intensively ‘‘used’’, and the higher the interval order, the higher the difference in reported
percentages in this interval in the BCG and the BCGothers than in BCG+ and BCG+others, respectively. We test for equal
frequency of chosen numbers in each interval under positive and negative feedback by a one-sided frequency test. The null
hypothesis is rejected most of the time a the 5% level in favour of the hypothesis that more numbers are chosen in each
interval under negative feedback, for all values of x.5
5
The hypothesis of equal frequency is rejected only four times (out of 45 comparisons) for ‘‘non-strategic’’ treatments and seven times (out of 45
comparisons) for ‘‘strategic treatments’’.
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5. Discussion
Our main finding is that winning numbers are closer to the predicted outcome under BCG than under BCG+, although
we cannot reject the hypothesis that the average depth of reasoning is equal in both games. These results are partly in line
with the findings of Heemeijer et al. (2008) and Fehr and Tyran (2008). Before we discuss our own results, let us briefly
recall the explanations provided in these two papers. Although the two experiments use different settings and investigate
different issues, they both compared a simple price guessing game-which admits a unique equilibrium6-under two
feedback rules: strategic substitutes vs. strategic complements. Under strategic substitutes (negative feedback), Heemeijer
et al. (2008) found prices to be relatively stable, often moving closely towards the equilibrium level. In contrast, under
strategic complements (positive feedback), they observed oscillatory price movements with persistent deviations from the
equilibrium value. They attribute the difference to a stronger tendency towards trend following behaviour under positive
feedback: if many players follow such a strategy it is more profitable for a player to adopt the same behaviour, which
reinforces the trend. Exactly the opposite is true in a negative expectations feedback environment, with the consequence of
weakening the trend. Therefore, trend following behaviour is less likely to survive in markets with a negative feedback
structure, because of a strong incentive to adopt contrarian behaviour. A similar interpretation is provided in Fehr and
Tyran (2008), leading them to the conclusion that errors are more salient and costly under negative feedback: ‘‘the higher
saliency of the error means that detecting the error is less cognitively costly; the higher economic cost associated with the
error implies that the gains from avoiding the error are higher’’. They attribute the higher saliency and higher cost of the
error under strategic substitutes to the fact that a rational player has a strong incentive to choose an action that is ‘‘far
away’’ from that of an adaptive player, i.e. makes a larger payoff gain from playing rationally. In contrast, under strategic
complementarity, moving away from the action of an adaptive player does not lead to a substantially larger payoff for a
rational player, making the cost of error less salient.
While the interpretations offered by Heemeijer et al. (2008) and Fehr and Tyran (2008) are compelling, they do not
translate easily to our data. The reason is that our experiment did not involve any explicit dynamic process, which would
help subjects to adjust their actions over time. Intuitively, in the BCG subjects rely on an introspective process, whereby
they perform virtual steps in notional time, rather than explicit steps in real time. Surprisingly, the outcome of this
unobservable introspection process parallels the findings of the explicit dynamic process of the price guessing game of
Heemeijer et al. (2008) and Fehr and Tyran (2008). Further evidence for this is given in our related papes (Sutan and
Willinger, 2005, 2006) in which we report data from a 10 times repeated BCG game, with the same interior equilibrium (60)
under positive and negative feedback. In contrast to the one-shot game, the repeated game allows subjects to adjust their
current strategy to past winning numbers, and therefore learning plays a crucial role. Although the learning issue is beyond
the scope of this paper, there is one important finding that is relevant to our discussion. Except for period 1, we found no
significant difference in the average deviation to the equilibrium value, between positive and negative feedback. When
subjects can adjust their current strategy with respect to past winning numbers, on average they tend to reduce the
deviation with respect to the equilibrium value equally well under both feedback conditions. The average deviation with
respect to the equilibrium value was measured by the mean squared deviation and the mean absolute value deviation.
Taking either of these two measures, there is a significantly larger deviation in period 1 under positive feedback compared
to negative feedback, but no such difference for all subsequent periods. This is a further reason to conjecture that subjects
think differently in the negative feedback environment. What really seems to matter is the unobservable cognitive process
that leads them to the selection of a number.
Could it be then, that subjects perform a deeper reasoning under negative feedback than under positive feedback?
According to our Result 2 (Section 4), the answer would be ‘‘no’’. The estimated average depths of reasoning based on the
CH model are remarkably similar for BCG+ and BCG, and the two distributions coincide almost perfectly. There is some
difference between BCG+others and BCGothers, but actually in favour of a deeper reasoning under positive feedback.
However, according to Result 3 (Section 4), the answer to the previous question would be ‘‘yes’’!. Subjects might perform
more steps of reasoning for other reasons than those underlying CH. Below, we suggest that such performance is likely to
be driven by a higher value of expected information under negative feedback.
Following Gabaix et al. (2006) and Gabaix and Laibson (2005) directed cognition theory, we may consider the
introspective process underlying one-shot BCG as a bounded rational process: at each stage a player decides myopically to
perform an additional step of reasoning by trading off the cognitive cost of the additional step with its expected benefit.
This process differs from an optimal cognition process which assumes that players equate marginal cost of thinking to
marginal benefit, by taking into account (non-myopically) all potential steps of reasoning. Assuming a step-by-step
evaluation, we suggest that for equal cognitive cost under positive and negative feedback, the latter generates more useful
information (expected benefit) for locating the equilibrium. The higher value of information under negative feedback
results from the two-sided elimination of dominated strategies. In Section 2 we showed that the sequences of eliminated
intervals for BCG+ and BCG coincide either in even periods or in odd periods, depending on whether BCG+ is considered or
its’ complementary process. Starting from any point x of the strategy interval, players always eliminates more weakly
6
The experiment of Fehr and Tyran (2008) involves heterogeneous payoff functions, which implies that their equilibrium prediction is an average,
while individual equilibrium expectations are slightly different according to types.
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dominated numbers under negative feedback than under positive feedback. Therefore, each step of reasoning generates
more useful information for locating the winning number under negative feedback. In Result 3 we showed that, for a
selection of values of x covering the whole range of possible values, the frequency of chosen numbers is most of the time
larger for any depth of reasoning, under negative feedback. This result suggests that subjects’ choices are compatible with
the value of information interpretation. Under negative feedback, there is an incentive for deeper thinking, because it is
more valuable than under positive feedback, all things equal.
Additionally, there is a reason to believe that the cost of locating the equilibrium point is lower under negative feedback.
Recent findings in cognitive psychology established that numbers are perceived on a mental scale with a left-to-right
orientation (Dehaene, 1993). Starting the eductive process at any number x, under positive feedback the winning number is
never scanned, while under negative feedback it is scanned at each step of the reasoning process. Therefore, the mental cost
for locating the equilibrium value might be lower under negative feedback.
6. Conclusion
In this paper we investigated if the type of feedback-or strategic environment-underlying the reasoning process could
be a reason in subjects’ guessing success. We compared two possible feedback rules: positive and negative. Under positive
feedback, subjects’ actions are strategic complements. Assuming eductive reasoning, the iterated elimination of dominated
strategies corresponds to a process where strategies are eliminated from one side of the equilibrium point. The standard
BCG with an equilibrium point at zero is an illustration of this process, but BCG with positive feedback can also have
interior equilibria as well, depending on how the winning number is defined. Under negative feedback, subjects’ actions are
strategic substitutes. In this case, eductive reasoning implies the elimination of strategies from both sides of the
equilibrium point by alternately eliminating numbers below and above the equilibrium point. Therefore, under negative
feedback, the equilibrium point is necessarily within the limits of the strategy space.
Our main finding is that under negative feedback winning numbers are much closer to the equilibrium than under
positive feedback. The average depth of reasoning, estimated according for instance to the CH model, is not different
between the two feedback rules. In the CH model, the main assumption is made on the fact that players choose numbers
which best reply to their estimated distribution of reasoning depths in the population. However, we show that the data is
compatible with the conjecture that subjects have an incentive towards deeper reasoning, because each additional step of
thinking is more valuable under negative feedback.
Our results are closely related to the recent experimental findings by Heemeijer et al. (2008) and Fehr and Tyran (2008), for
price guessing games when guesses are strategic substitutes or strategic complements. While our game is one-shot, the
outcome of the unobservable introspective process of guessing the winning number parallels the findings of the price guessing
games. Under strategic substitutes price expectations converge closer to the equilibrium value than strategic complements.
While the CH model does not account for the difference between the negative and the positive feedback environments,
such difference might be compatible with a generalized notion of eductive reasoning. As pointed out in footnote 1 (quoting
Binmore, 1987), eductive reasoning is just one ingredient of a more general decision process which corresponds to the
entire reasoning activity that intervenes between the receipt of a decision stimulus and the ultimate decision, including the
manner in which the agent forms the beliefs on which the decision will be based. By taking into account the costs and
benefits of thinking, eductive reasoning is a generalized theory of step-by-step reasoning, and it can account for the
observed differences between the two feedback rules.
Appendix A
A.1. Example of instructions
Welcome!
The goal of this experiment is to study how individuals make decisions. The instructions are simple and if you follow
them carefully you will receive a certain amount of money in cash by the end of the experiment. Payments will be made
confidentially, so no one will receive information about the earnings of the other participants. You can ask a question at any
time by raising your hand first. Apart from these questions it is strictly forbidden to talk among participants. Talking may
result in immediate expulsion from the experiment.
There are four groups of eight people each in this room. Therefore, in your group, there are eight participants, including you.
In this experiment, you have to choose a number. All members in your group will have to choose numbers. Among all
participants, it will be a winner and he will win 8 Euros. If you want to be a winner of the group and to earn the prize, the
number that you choose has to be the closest possible to a target determined by: 1002/3 (mean of all chosen numbers in
your group).
Example: If you choose eight and the others seven participants in your group choose 0, the target is 1002/
3(0+0+0+0+0+0+0+8)/8 ¼ 1002/3 * 1 ¼ 99.33. In this case, you are the winner, because 8 is closer to 99.33 than 0 to 99.33.
If there are several winners, the 8 euros will be split among them. Good luck!
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1131
A.2. Best reply functions
We Compute the magnitude of the slope of the best reply function for the case p ¼ 2/3. h ¼ 100, l ¼ 0, c ¼ 30. When the
winning number in the BCG and in the BCG+ is related to the mean chosen by all (in the BCG1002/3mean, in the
BCG+2/3(30+mean), player i’s best reply to the average chosen by the others ðxi Þ is to choose:
xi ðBCGÞ ¼
n
pðn 1Þ
x in the BCG but;
nþp
n þ p i
xi ðBCGÞ ¼ 100
np
pðn 1Þ
x in the BCG but:
np
n p i
While the equilibrium is the same (at 60) in both treatments, the absolute slope of the best reply function is different in the
two treatments:
qxi
pðn 1Þ
7
¼
ðBCGÞ ¼
nþp
13
qxi
but
qxi
pðn 1Þ
7
¼
.
ðBCGþÞ ¼
np
11
qxi
As a consequence, the range of dominated strategies is different: from (approximately) 92.3 (for xi ¼ 0) to 38.5 (for
xi ¼ 100) in the BCG, but from 21.8 to 85.5 in the BCG+ (for p ¼ 2/3). Hence, the range of non-dominated choices is wider
in BCG+ than in BCG (about 63.6 vs. 53.8) which means that BCG+ is ‘‘more difficult’’.
Under the assumption that the target number is xi (the mean of the numbers chosen by all players except i) rather than
x, the absolute value of the slope and the range of non-dominated strategies are the same (p and 66.6 for p ¼ 2/3).
A.3. The CH model (Camerer et al., 2004)
Level-0 players choose randomly, with equal probability, any number between 0 and 100. A level-k0 player believes that
he faces a population of players of lower level, i.e. players of level k ¼ 0 to level k ¼ k0 1. Furthermore, the CH model
assumes that the proportion of level k players in the population is a decreasing function of k. Assume that the beliefs of
0
0
0 P
level k-players about the proportions of level k0-players, g k ðk Þ, is the normalized true distribution (g k ðk Þ ¼ f ðk Þ= k1
l¼0 f ðlÞ;
for hok). Level k-players chose a number which is a best reply to the estimated average number chosen by the other
players, computed according to their beliefs. Following Camerer and et al. (2004), we assume that deeper reasoning is
increasingly rare due to working memory constraints and doubts about the rationality of others. This is captured by letting
f ðkÞ=f ðk 1Þ be proportional to 1/k which implies that f ðkÞ ¼ et tk =k!, the Poisson distribution, where t is the mean and
variance of the number of reasoning steps. Camerer and et al. (2004) found for BCG+ that t lies between 1 and 2, which
means that, in the one-shot game, players do not compute more than two steps of reasoning. Table A1 provides the same
data for other values of x (90,80,y,10).
Table A1
Frequency distribution of numbers for the five first intervals (I1–I5) of the eductive reasoning process for different values of x.
Value of x
Interval
BCGothers
BCG+others
BCG
BCG+
100
I0
I1
I2
I3
I4
I5
1
0.954545455
0.920454545
0.886363636
0.806818182
0.698863636
1
0.89375
0.84375
0.68125
0.64375
0.34375
1
0.833333333
0.819444444
0.694444444
0.583333333
0.402777778
1
0.625
0.5625
0.3125
0.3125
0.09375
50
I0
I1
I2
I3
I4
I5
1
0.784090909
0.676136364
0.409090909
0.340909091
0.318181818
1
0.6375
0.34375
0.28125
0.21875
0.16875
1
0.583333333
0.402777778
0.166666667
0.111111111
0.097222222
1
0.3125
0.09375
0.03125
0
0
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Table A1 (continued )
Value of x
Interval
BCGothers
BCG+others
BCG
BCG+
90
I0
I1
I2
I3
I4
I5
I0
1
0.931818182
0.869318182
0.778409091
0.625
0.551136364
1
1
0.8125
0.76875
0.575
0.54375
0.30625
1
1
0.777777778
0.722222222
0.486111111
0.361111111
0.305555556
1
1
0.5
0.40625
0.1875
0.1875
0.09375
1
80
I1
I2
I3
I4
I5
I0
0.909090909
0.823863636
0.715909091
0.4375
0.369318182
1
0.70625
0.675
0.36875
0.325
0.24375
1
0.708333333
0.583333333
0.402777778
0.194444444
0.138888889
1
0.34375
0.3125
0.09375
0.03125
0.03125
1
70
I1
I2
I3
I4
I5
I0
0.755681818
0.488636364
0.409090909
0.323863636
0.318181818
1
0.5375
0.46875
0.24375
0.16875
0.16875
1
0.472222222
0.25
0.194444444
0.097222222
0.097222222
1
0.1875
0.15625
0.0625
0.03125
0
1
40
I1
I2
I3
I4
I5
I0
0.869318182
0.778409091
0.625
0.551136364
0.375
1
0.76875
0.575
0.54375
0.30625
0.24375
1
0.722222222
0.486111111
0.361111111
0.305555556
0.125
1
0.40625
0.1875
0.1875
0.09375
0.03125
1
30
I1
I2
I3
I4
I5
I0
0.943181818
0.909090909
0.8125
0.704545455
0.4375
1
0.86875
0.70625
0.66875
0.3625
0.325
1
0.833333333
0.708333333
0.583333333
0.402777778
0.194444444
1
0.59375
0.34375
0.3125
0.09375
0.03125
1
20
I1
I2
I3
I4
I5
0.965909091
0.931818182
0.869318182
0.767045455
0.613636364
0.9375
0.775
0.74375
0.55625
0.525
0.930555556
0.777777778
0.722222222
0.486111111
0.361111111
0.8125
0.4375
0.40625
0.1875
0.1875
10
I0
I1
I2
I3
I4
I5
1
0.982954545
0.931818182
0.880681818
0.857954545
0.784090909
1
0.96875
0.8375
0.79375
0.66875
0.6375
1
0.944444444
0.777777778
0.75
0.680555556
0.583333333
1
0.9375
0.5625
0.46875
0.3125
0.3125
Bold values do not differ significantly correspond to non-significant differences (one sided frequency test, 5% significance level). N.B. all differences are
significant at the 10% level.
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