Table 4 - uploaded by Leonidas Spiliopoulos
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An example of a 3 × 3 normal form game Column player

An example of a 3 × 3 normal form game Column player

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We test empirically the strategic counterpart of the Adaptive Decision Maker hypothesis (Payne et al., 1993), which states that decision makers adapt their attention and decision rules to time pressure in predictable ways. For twenty-nine normal form games, we test whether players adapt to tightening time constraints by reducing their information s...

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... proceed by defining each decision rule below, and showing the calculations required from the perspective of the row player in the game presented in Table 4. Note that Figure 2 may also be useful as a reference as it visually shows the typical information search patterns of the decision rules. ...

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... In Experiment 2c we also sought to gather some initial evidence for our claim that Level 2 strategies are more cognitively demanding than Level 0 and implicit Level 1 strategies. A number of authors have presented evidence that more complex strategies in resolutions of social dilemmas and other games (e.g., trust games) are more cognitively demanding; and/or that certain types of cues are more demanding to process than others (Evans & Krueger, 2011;Fiedler et al., 2013;Rand et al., 2012;Spiliopoulos et al., 2018). In a similar vein, we consider that Level 2 strategies, in particular, will require more of participants' cognitive resources than Level 0 and implicit Level 1 strategies. ...
... Secondly, a common approach to investigating the cognitive complexity of strategies in the context of economic games is to measure, or limit, participants' response times, with the broad hypothesis being that participants employing more cognitively-demanding strategies will tend to be slower to make their decisions (see, e.g., Rand et al. (2012); Spiliopoulos et al. (2018), though note Evans et al. (2015) and Evans & Rand (2019), which suggest that decision conflict is what primarily drives reaction times). Being able to present responsetime analyses showing that participants employing Level 2 mindreading strategies (i.e., combining signals with payoffs and/or reliability information) tended to be slower to make their choices would thus have been useful convergent evidence for our model. ...
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... According to an account from Payne et al. (1988), decision-makers adjust their strategies to optimize effort and accuracy in response to time pressure (Dambacher & Hübner, 2015;Gok & Atsan, 2016;Payne et al., 1988). These strategic changes include acceleration (faster processing; Spiliopoulos et al., 2018;Gok & Atsan, 2016) and filtration (increased specificity in information acquisition; Oh et al., 2016;Spiliopoulos et al., 2018;Maule et al., 2000;Gok & Atsan, 2016). Acceleration, evidenced by speeded information processing, is demonstrated here with decreased response times, and Filtration, selective information processing, is also apparent through enhanced selective attention to Flanker arrows (seen in reduced inhibition). ...
... According to an account from Payne et al. (1988), decision-makers adjust their strategies to optimize effort and accuracy in response to time pressure (Dambacher & Hübner, 2015;Gok & Atsan, 2016;Payne et al., 1988). These strategic changes include acceleration (faster processing; Spiliopoulos et al., 2018;Gok & Atsan, 2016) and filtration (increased specificity in information acquisition; Oh et al., 2016;Spiliopoulos et al., 2018;Maule et al., 2000;Gok & Atsan, 2016). Acceleration, evidenced by speeded information processing, is demonstrated here with decreased response times, and Filtration, selective information processing, is also apparent through enhanced selective attention to Flanker arrows (seen in reduced inhibition). ...
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... Given that readiness for responsible citizenship relies on rational thinking, and that overworked or emotionally burdened individuals may be more likely to engage in fast, heuristic processing rather than slow, effortful processing of continuously incoming information (cf. Gillard et al., 2009;Spiliopoulos et al., 2018), we suggest that children, adolescents, and adults are encouraged to replace unhealthy, workaholic habits with healthy work-home balance (e.g., Deloitte Consulting, 2010;Bannai and Tamakoshi, 2014;Anxo et al., 2017;Anxo and Karlsson, 2019). Therefore, unhealthy habits instilled in school-age children and adolescents through a tremendous amount of schoolwork should be limited to foster intentional deployment of cognitive resources from an early age. ...
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... The presentation times of the task stimuli in these studies varied: some had time limits [8][9][10] and others did not [11,14]. This variation may have contributed to the differences in the study results, as time constraints during the decision-making process may influence the outcomes and strategies [16]. However, no studies have explored the effects of variations in stimuli presentation time on SRGP bias. ...
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... A decision policy is a mapping from the payos of any n × n normal form game to the set of n possible (pure) strategies or actions. Our analysis compared 10 decision policies (playing against each other): the (pure-strategy) Nash equilibrium, a baseline random policy (a uniform distribution over the n actions), and a set of eight heuristics that have been identied as commonly employed in laboratory experiments (Stahl and Wilson 1994;Stahl and Wilson 1995;Costa-Gomes, Crawford, and Broseta 2001;Costa-Gomes and Weizsäcker 2008;Sutter, Czermak, and Feri 2013;Polonio, Guida, and Coricelli 2015;Devetag, Guida, and Polonio 2016;Spiliopoulos, Ortmann, and Zhang 2018)see Table 1. ...
... The complexity Ω i of a policy (Spiliopoulos, Ortmann, and Zhang 2018) is the number of elementary information processing (EIP) units required to execute a decision policy (Payne, Bettman, and Johnson 1992;Payne, Bettman, and Johnson 1993;Newell and Simon 1972). ...
... The determination of the complexity of the decision policies below follows (Spiliopoulos, Ortmann, and Zhang 2018) with one exception that will be noted. ...
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... According to an account from Payne et al. (1988), decision-makers adjust their strategies to optimize effort and accuracy in response to time pressure (Dambacher & Hübner, 2015;Gok & Atsan, 2016;Payne et al., 1988). These strategic changes include acceleration (faster processing; Spiliopoulos et al., 2018;Gok & Atsan, 2016) and filtration (increased specificity in information acquisition; Oh et al., 2016;Spiliopoulos et al., 2018;Maule et al., 2000;Gok & Atsan, 2016). Acceleration, evidenced by speeded information processing, is demonstrated here with decreased response times, and Filtration, selective information processing, is also apparent through enhanced selective attention to Flanker arrows (seen in reduced inhibition). ...
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... From an econometric point of view, C-Lasso avoids a series of drawbacks of mixture models. In particular, the likelihood function of a finite mixture model usually shows irregularities such as multimodality (Lehmann and Casella 2006;Spiliopoulos et al. 2018), and therefore introduces a complication in detecting the local maximum point that corresponds to the efficient root. 1 On the contrary, the application of a penalized likelihood maximization of C-Lasso produces a unique solution. One other application of this method is provided by Bordt and Farbmacher (2019) who use experimental data of repeated public good games to replicate the classification of behavioral types proposed by Fischbacher et al. (2001) using the C-Lasso mechanism. ...
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... We did not train the participants long enough to check their proficiency in this case. Time constraints add cognitive load while completing a task and is used in many tasks in games [33]. In our trials before the actual study with our colleagues, they could complete the medium-and short-distance tasks before the allocated times. ...
... Our analysis compared 10 decision policies (playing against each other): the Nash equilibrium, a baseline random policy, and a set of eight heuristics that have been identified as commonly used by actual players in real-life situations (Costa-Gomes, Crawford, & Broseta, 2001;Costa-Gomes & Weizsäcker, 2008;Devetag, Di Guida, & Polonio, 2016;Polonio, Di Guida, & Coricelli, 2015;Spiliopoulos, Ortmann, & Zhang, 2018;Stahl & Wilson, 1994Sutter, Czermak, & Feri, 2013). The decision policies are defined in Table 2; more detailed examples of how to compute them can be found in Appendix B. ...
... ⍀ refers to the rank order of the decision policies according to their complexity (as analyzed in Spiliopoulos, Ortmann, & Zhang, 2018), with 1st referring to the most complex one and 6th to the least complex one. This document is copyrighted by the American Psychological Association or one of its allied publishers. ...
... First, as discussed earlier, the calculation of a mixed strategy NE is computationally demanding. 12 Therefore, we consider only the subset of NE that could plausibly also be implemented as a descriptive model of behavior in one-shot games, as there is some evidence of purestrategy NE use in simple games (Rey-Biel, 2009;Spiliopoulos et al., 2018;Stahl & Wilson, 1995). Second, the epistemic interpretation of a mixed strategy, particularly in a one-shot game, is controversial: 13 "We are reluctant to believe that our decisions are made at random. ...
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The ecological rationality of heuristics has been extensively investigated in the domain of individual decision making. In strategic decision making, however, the focus has been on repeated games, and there is a lack of research on 1-shot games, where opponents and the game itself can vary from one interaction to another. Mapping the performance of simple versus more complex decision policies (or strategies) from the experimental game theory literature is an important first step in this direction. We investigate how 10 policies fare conditional on strategic properties of the games and 2 classes of uncertainty. The strategic properties are the complexity (number of actions) and the degree of harmony (competitiveness) of the games. The first class of uncertainty is environmental (or payoff) uncertainty, arising from missing payoff values. The second class is strategic uncertainty about the type of opponent a player is facing. Policies' performance was measured by 3 criteria: a mean criterion averaging over the whole set of opponent policies, a maxmin criterion capturing the worst-case scenario and another criterion measuring robustness to different distributions of opponent policies. Heuristics performed well and were more robust than complex policies such as pure-strategy Nash equilibria, while simultaneously requiring significantly less information and fewer computational resources. Our ranking of the decision policies' performance was closely aligned to their prevalence in experimental studies of games. In particular, the Level-1 policy, which completely ignores an opponent's payoffs and uses equal weighting to determine the expected payoffs of different actions, exhibited a robust beauty. (PsycINFO Database Record (c) 2019 APA, all rights reserved).
... One way to potentially lower average strategic levels is to force subjects to make decisions more quickly, under time pressure. For example, Spiliopoulos, Ortmann, and Zhang (2018) found that people tend to choose more heuristic strategies when facing a time constraint, in several normal form games. If higher levels of strategic thinking take more time (e.g., Brocas et al. 2014), time pressure will correspond to reducing the value of τ. ...
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Coordination games often have salient “focal points”. In games where choices are locations in images, we test for the effect of salience, predicted a priori using a neuroscience-based algorithm, Concentration of salience is correlated with the rate of matching when players are trying to match (r=.64). In hider-seeker games, all players choose salient locations more often, creating a “seeker’s advantage” (seekers win 9% of games). Salience-choice relations are explained by a salience-enhanced cognitive hierarchy model. The novel prediction that time pressure will increases seeker’s advantage, by biasing choices toward salience, is confirmed. Other links to salience in economics are suggested.