Title: Lecture 2B Experimental Methods for Business Strategy
1Lecture 2BExperimental Methods for Business
Strategy
- In this session you will design a game on your
own laptop and have your colleagues log on as
subjects. I will then provide some guidance on
how to analyze experimental data.
2Designing an experiment that uses the extensive
or strategic form
- Open a browser and visit http//www.comlabgames.c
om/ - Click Old discrete and Strategic Form Module
http//www.comlabgames.com/tree/index.html - Click Edit a Tree to design a game in extensive
form or Edit a Matrix to design a game in
strategic form.
3The rudiments of constructing a simultaneous move
game
- The mechanics of designing your own two player
simultaneous move game are easy - Determine the dimensions of the matrix.
- Enumerate the strategies.
- Define the payoffs in the cells.
- Name the players.
- Give your game a title.
- Undo your work and revise your game.
- Save your game in a directory.
4The rudiments of constructing an extensive form
- The mechanics of designing your own extensive
form game are almost as easy - Draw the moves of the players and nature.
- Label the moves and define the probabilities.
- Name the players and define the payoffs.
- Draw the information sets.
- Undo your work and revise your game.
- Save your game in a directory
5Conducting an Experiment
- Disable all firewalls on your laptop. Otherwise
your experimental subjects will be prevented from
participating by the firewall. - Use a wired connection to the internet to avoid
congestion. If you use a wireless connection,
your subjects may be disconnected while waiting
to join your game. - Open your game in the Comlabgames module and
provide your subjects with your internet IP
address and port number.
6Analyzing the data
- The experimental results are automatically saved
in the same directory as your game, and can be
opened as an HTML file or in Excel. - We now review methods for analyzing categorical
data from finite games played in the extensive
and strategic forms. - We discuss measures for evaluating performance,
ways of summarizing the data, and statistical
methods for forming confidence intervals and
testing hypotheses. - Chapter 2 of Strategic Play provides a more
detailed analysis.
7Learning strategic behavior using experimental
methods
- Applying experimental methods is a self-contained
training tool for learning strategic behavior - Design a variety of games that capture parts of
the strategic issue you are trying to understand. - Conduct experiments with human subjects in the
area using small monetary stakes as motivation.
Your subjects do not need to have any training in
game theory or experimental methods. - Analyze the results from the experiments seeking
behavioral patterns that might apply in real life.
8Four advantages of experimental methods over
theory
- One way of formulating strategy is to find
empirical behavioral patterns that emerge from
repeatedly conducting experiments - The game might be too complex to solve.
- The game might have multiple solutions.
- Experimental subjects and also managers sometimes
make irrational decisions. - Managers learn more from experience than theory,
so managers in training might learn more quickly
by artificially recreating strategic situations
rather than theorizing about them.
9Empirically optimal strategiesfor strategic form
games
- Given the behavior of the subject population,
what is optimal play? - To answer this question for the row player in a
strategic form game, we weight each cell payoff
by the relative frequency its column was visited
by the column player, and form the average payoff
the row player would have received from playing
any given strategy. - The best reply to the empirical distribution
generated by the column players maximizes the
average payoff calculated in this fashion.
10Empirically optimal strategiesfor extensive form
games
- In the extensive form game, a similar approach is
used to evaluate a any given move that taken be
taken from a designated information set. - First we compute the expected payoff from making
a particular move from a given node, weighting
the payoffs with their relative frequency of
occurrence conditional on making that move. - Then we calculate the relative frequency of
arriving at any node belonging to the same
information set. - In this way we form the empirical expected payoff
from making any given move from any given
information set.
11Two uses for the data
- The results from the experiment can be
interpreted as a comment on the rationality of
the subjects, and also the usefulness of the
theory. - Data from experiments can be used to
- Evaluate the performance of subjects, and thus
link their incentives to play the game with the
payoffs that face them in the game. - Investigate whether subjects follow the
predictions of theory, whether the empirically
optimally strategies match the predictions, and
whether different characteristics of subjects are
significant.
12An example
You may recall playing this game in the first
lecture
13Expected value maximization
- This is an example of a game with perfect
information. - In such games each player sees exactly how the
game progresses to her decision node. There are
no dotted lines connecting decision nodes. - Perfect information games can be readily solved
if the players maximize their expected value ,
and there are not too many nodes.
14Solution
- Expected value maximizers use the principle of
backwards induction to solve the problem - At node 4, NATURE selects node 6 with probability
0.5 and node 7 with probability 0.5. On reaching
that node, the expected value for INNOVATOR is 5
and the expected value for VENTURE CAPITALIST is
6. - Anticipating this, the VENTURE CAPITALIST would
fund project at node 2 because 6 exceeds 5. - At node 1, INNOVATOR will request funding
because 5 is more than 2. - So in the solution to this game the INNOVATOR
requests funding and the VENTURE CAPITALIST will
fund the project.
15Conduct of the experiment
- 23 subjects from the 2003 undergraduate economics
class participated in the experiment. - No knowledge of game theory was explained to the
subjects before the experiment. The solution of
the game was not explained. - The subjects were randomly assigned player roles
upon logging on the game, and pairs were
anonymously matched. - Subjects were told that they should play the game
at least once, and were permitted to play more
than once. - 13 subjects played the game once. The remaining
10 played it twice or three times.
16Criteria for rewards and grading
- In this experiment subjects were told there were
no rewards from playing the game well. - An alternative scheme is to sum the points each
player gets in total and pay them at the rate of
a dollar a point. - Or we get reward subjects by playing the game
correctly. For example we could award each
subject one point every time the game in which he
is participating ends in the terminal node that
is solution to the game, and zero otherwise, and
sum the points for each subject and divide
through by the number of games played.
17List of subjects
18Test results
How would subjects have fared under this
alternative scheme for awarding points?
19Further notes on assessment
- Should we let the grade a particular subject
receives be affected by other subjects behavior
or chance? - Under the alternative grading scheme in this
example the VENTURE CAPITALIST is automatically
punished if the INNOVATOR makes a mistake. - In the alternative scheme, it is implicitly
assumed that both players are net present value
maximizers, although very risk averse subjects
might rationally choose to pass on the project. - If we do not make points proportional to the
payoffs in the game, the game is being modified.
20Trials and outcomes
- We now turn to the second use of the data, for
analyzing the game and its solution. - We could treat each game played by a pair of
subjects as a trial, and the full history of play
as an outcome. - Alternatively we could treat each time a subject
plays one game as a trial. Then his moves would
be the trial outcome. - In both cases the number of trials is the size of
the sample.
21Analyzing behavior
- The sample of trials and their associated
outcomes is used as evidence to inform us about
the underlying population pool from which the
sample is drawn. - We compare the predictions of the theory to the
sample behavior observed, to see whether the
theory applies to the underlying population. - Similarly the behavior of different sub-samples
are compared with each other, to see whether
different types of subjects behave the same way
or not.
22Summary statistics
As a first cut a histogram shows the predicted
and observed outcomes
23Other graphics
- Bar graphs, pie charts and Venn diagrams are also
useful ways of graphically depicting the data. - An advantage of the pie chart is that it
automatically incorporates the normalization that
the proportions implied by a partitioning must
sum to one. If one of K outcomes occurs each
trial, their relative frequencies are easy to
read off a pie chart. - A Venn diagram is quite useful in showing sets of
outcomes that have nonempty intersections. For
example we could illustrate the number of times
the INNOVATOR maximized expected value, the
number both players did, and the remaining times,
when the INNOVATOR did not maximize expected
value.
24Statistical inference
- We might consider each outcome of a trial as a
random draw from a probability distribution. - The characteristics of the sample then provide us
with information to estimate the parameters
describing the distribution, and to test
hypotheses of interests to us. - In our example, we define each trial as a move by
a subject and ask what is the probability that
subjects maximize expected value.
25Estimating the mean of a Bernoulli random
variable
26Are there gender differences?
- The numbers in brackets predict the number who
would have ended up on a terminal node if both
genders behaved exactly the same way. - For example, considering females who played in a
game ending on node 5, note that 3 9 divided by
39 times 13. - Are the corresponding numbers in brackets
statistically different from the actual outcomes?
27Estimated expected cell frequency for testing
gender differences
28Are juniors and seniors different?
The test statistic is 4.18, which is less than
the Chi-square critical value, for an 0.5 test
with 2 degrees of freedom, of 5.99. We cannot
reject the null hypothesis that juniors and
seniors are the same.
29Lecture Summary
- We designed games in the extensive and strategic
forms. - We explained how to conduct experiments for
analyzing strategic behavior with invited
subjects who have internet access. - We showed how to analyze categorical data
generated by experimental sessions. - Finally, we discussed the merits of using
experimental methods to learn strategy.