Title: Monty Halls Three Doors for Dummies
1Monty Halls Three Doors for Dummies
- Andrea Morone
- Annamaria Fiore
- (presenting author)
University of Bari
FUR XII Rome, LUISS
2Overview
- Presentation of the Game
- Previous Literature
- Our experimental design
- Results
- Discussion
- Conclusions
3? In an American once-popular TV show, Lets
Make a Deal, in the final game the host Monty
Hall asked his contestant to choose one of three
doors. Only behind one of them there was a big
prize, whereas behind the remaining two doors
there were valueless prizes (a goat, for
example). ? After the contestant chose a door
(e.g., door A), Monty Hall opened one of the
remaining two that hid a valueless prize (e.g.,
door B) and then offered the contestant the
chance to choose the other door (e.g., door C).
41. The Game
The contestant is asked to choose one of the
three doors
B
C
A
51. The Game
Contestant chooses door A
61. The Game
Monty Hall opens the door B with a valueless
prize behind
71. The Game
The contestant is asked to stick with the door A
or to switch to the door C
8WHAT IS THE BEST STRATEGY?
- if you stick with your first chosen door, you
have only one third of chance of winning
- if you switch, you double your chance of
winning!
9WHAT IS THE BEST STRATEGY?
A graphical explanation
John de Pillis, 2002
10WHAT IS THE BEST STRATEGY?
? The best strategy is switching ? Nevertheless,
the stylised fact is that very few contestants
took advantage of the opportunity to switch ?
The fact that many people systematically failed
to see that the switching strategy doubles the
chance of winning encouraged plentiful of
controlled experiments
112. Experimental Evidence
- Friedman (1998)
- ?The overall switch rate over ten periods was
only 28.7 percent (Treatment 1) - ?At this point, three-door task appeared to be a
robust and persistent anomaly, even if
potentially mitigated by individual learning
(Treatment 2 switch rate 46)
122. Experimental Evidence
- Other experiments
- ? Page (1998) tests if "exaggerating a
bias enables people to learn to overcome it " .
Choice among 3 doors (11.6), 10 doors (47.1),
100 doors (87.5) - ? Palacios-Huerta (2003) size of monetary
incentives, individuals initial skills, and
communication are important determinants of
initial choices and subsequent learning - ? Slembeck and Tyran (2004) effect of
competition and of group decision making is
immediate and strong, when separately considered,
but especially if combined together (100 of
rational choices in 4 very late periods they had
40 periods)
132. Experimental Evidence
- ? Previous experiments on three-door task
focused almost exclusively on some particular
aspects that could be able to mitigate the
anomaly and help people to behave rationally.
These are treatments designed to endorse learning
and to test other institutions recognized
sensitive to anomalous choice behaviour
14Motivation
- If a thing is true there should be an easy way
to explain it
15A Debiasing Test
- ? Our approach is different from all previous
attempts to explain and correct the Monty Hall
anomaly, inasmuch we developed a more radical
debiasing test. Even if the game remains
virtually the same, we completely ruled out any
Bayesian updating, as the new framework do not
require subjects to make any calculations.
Consequently, having eliminated the cause, also
the effect could disappear.
163. Experimental Design
- 3 treatments
- CONTROL participants were proposed the same task
as in Friedman - INTERMEDIATE
- FOR DUMMIES
- Between design
- Task repeated for 12 periods whose only 10 paid
for real - 20 subjects for each treatment
- Computerized experiment (Ztree, Fischbacher,
1999) - The subjects could not see each other or
communicate - Undergraduate students in Economics not familiar
with previous similar experiments.
173. Experimental Design
- Learning devices
- trial periods
- subjects allowed to ask questions after trial
periods - stationary replication
- immediate feedback after each period
- We paid particular attention in writing
instructions, in avoiding any possible
misunderstanding and/or deception, and in keeping
them as simple as possible
183. Experimental Design
- Each treatment consisted of 2 stages
- 1st stage in common among the three
- they differentiated in the 2nd stage
- 1st stage
- to pick a card among three
- Rewards
- subjects gained 0.5 when they chose the lucky
card and zero otherwise
193. Experimental Design
- CONTROL Treatment 2nd stage
The computer revealed the content of an empty
card among the two unchosen cards
Subject asked if wanted to keep his/her first
choice or if he/she preferred to go for the
remaining card
203. Experimental Design
- INTERMEDIATE Treatment 2nd stage
The computer revealed the content of an empty
card among the two unchosen cards
Subject asked if wanted to keep his/her first
choice or if he/she preferred to go for the two
unchosen cards
213. Experimental Design
- FOR DUMMIES Treatment 2nd stage
The computer revealed no content of any unchosen
cards
Subject asked if wanted to keep his/her first
choice or if he/she preferred to go for the two
unchosen cards
224. Results
Control
Intermediate
For Dummies
(Wilcoxon rank test CONTROL/INTERMEDIATE, p
0.4203 CONTROL/FORDUMMIES, p 0.0010
INTERMEDIATE/FORDUMMIES, p 0.0125)
234. Results
- Switch rate under FOR DUMMIES treatment higher in
each single period - Monotonic increase in the average switch rate
across the three treatments, as expected (from
41.5 in CONTROL, to 45.5 for the INTERMEDIATE,
up to 58 in the FOR DUMMIES treatment, to a max
of 75 in period 10), but this percentage remains
still too low
244. Results
- Hypothesis do subjects behave randomly?
- One-sided binomial test whether switch rate
significantly differs from 50 - H0 switch rate 50
- H1 switch rate gt 50
- Interestingly, we reject the null hypothesis only
for the FOR DUMMIES treatment (p .01406
CONTROL, p .99344 INTERMEDIATE, p .91052)
254. Results
N 20
Control
Intermediate
For Dummies
264. Results
Dep. Var. 1 in periods in which the subjects
chose to switch and 0 otherwise Switchbonus
earnings from always switching minus earnings
from always remaining Switchwon equal to 1 if
the decision maker switched and won in the most
recent period Switchlost equal to 1 iff the
decision maker switched in the preceding period
but did not win the prize
274. Results
- Considering the significant variables
- Switchwon behaves quite exactly as in the
previous analysis - Switchlost has the same magnitude, but it goes
in the opposite direction - We cannot confirm precisely directional learning
theory (Selten and Buchta, 1998), because our
results are not unambiguous - Switchbonus shows the expected direction and is
more effective than in the previous analysis - Our data seem to support the reinforcement
learning theory (Erev and Roth, 1998) - ForDummies is significantly effective in
increasing the probability of switching (by
12.11) - The negative effect for Time would suggest a
downward trend to switch, the positive effect for
Time2 would show that we have a non linear and
convex trend over time, but both of them are not
significant
285. Discussion
- In the FOR DUMMIES treatment, we completely ruled
out the Bayesian updating, but the anomaly still
survived (switch rate 75 even in the final
period) - gt Bayesian updating misapplication as not a
leading explanation for this anomaly - It should be noted that with the new framework
the gamblers fallacy as well is ruled out as a
possible explanation - What more could explain this pattern?
295. Discussion
- Do people follow probability matching as decision
rule? - (The p-values are based on two-sided binomial
test. - H0 Pr(Switching) 0.33 and H0 Pr(Switching)
0.66, respectively)
305. Discussion
- Were the instructions misleading?
- Our instructions were clear, simple and neutral!
- Instructions. - This experiment is designed to
study how people make decisions. - The experiment is very simple, and you will have
the possibility of earning money, which will be
paid to you in cash at the end of the experiment.
- This amount will depend, on the one hand, on your
decisions and, on the other hand, on luck. - The game is as simple as possible. 3 cards will
appear on your screen you will be asked to
choose one of them simply pressing a button
placed in the bottom right angle. During our
experiment, each time the programme will
establish in a complete random way which card is
the winner one, i.e. the card behind which a
prize is hidden. - Whenever you choose the right card, you will win
0.5, nothing otherwise. - Still, in each period a second chance will be
given to you after you have chosen your first
card, you will have two opportunities or
sticking with your already-chosen card or
choosing both two remaining cards. - At the end of each period, winning card and your
correspondent earning will be shown to you with a
message on your screen. - This game will be repeated for 10 times, in
addition to the 2 trial periods at the beginning.
At the end, you will be paid your total payoff
(trial periods excepted) and free to leave the
laboratory. - Rules are very simple. Communicating with other
participants is forbidden (you can ask some
questions to the experimenters only during trial
periods), otherwise you will leave out from the
laboratory and another player will be given your
place in the experiment. - Good luck!
-
315. Discussion
- Were experimental subjects suspicious?
- We make any possible effort to keep our
reputation as experimenters high during
experiments - We never deceive our experimental subjects
- We try to provide our experimental subjects with
the wider information possible - We always try to clarify any possible doubt
- We always give experimental subjects the
opportunity to become friendly with the
experimental set up
325. Discussion
- Are people temporally inconsistent?
- It could provide a good explanation
- i.e., subjects decisions at the different
decision nodes as if related to different
selves - Anyway, it is quite unlikely that people do the
same mistake repeatedly over the 10 periods at
the end, they should realise that they are given
the double chance of winning
335. Discussion
- Finally, are people affected by the status quo
bias? - People seem to attach a higher value to their
previous chosen door - They seem to consider their already chosen door
as their endowment - In order to not experience loss aversion, they
should be reluctant to switch - Interestingly, even in the FOR DUMMIES treatment,
at least 15 of subjects never decided to switch
345. Conclusion
- Monty Halls three doors anomaly stronger than
peviously thought - Having ruled out the Bayesian updating failure
as explanation, a way to understand this choice
anomaly could rely on some psychological
underpinnings
355. Conclusion
- A leading explanation seems to be the status quo
bias - Our analysis also have shown some support to the
reinforcement learning (switch chosen only when
sufficient favourable evidence has been
accumulated) - These results could contribute to dismiss tha
idea that people actually use probabilities at
all in making some kinds of decisions - Further development SUPER FOR DUMMIES treatment
only 2nd stage retained