TL;DR: Behavioral game theory (BGT) as mentioned in this paper is a mathematical tool to describe and analyze situations of conflict, cooperation, and coordination, and it is used to answer the following research questions:
Abstract: Game theory is a mathematical tool to describe and analyze situations of conflict, cooperation, and coordination. In rational player models it is typically assumed that players are highly rational beings who completely understand the strategic situation and who always maximize their consistent preferences given their rationally formed beliefs about the behavior of their opponents. At the opposite extreme, in evolutionary models, players have no cognition and therefore “no choice” but are “programmed strategies” that survive or go extinct in an evolutionary contest. By contrast, the approach of behavioral game theory (BGT) is to seek empirical information about how human beings – as opposed to highly rational beings or programmed strategies – behave in strategic situations. Thus, BGT takes the middle ground between these two extremes but builds on the great advances of formal game theory, without which BGT would not exist. BGT aims to answer the following research questions:
TL;DR: In this paper, the authors consider the centipede game as a game of incomplete information, in which there is some uncertainty over the payoff functions of the players, and investigate how well a version of this model explains the data observed in the Centipede experiments.
Abstract: We report on an experiment in which individuals play a version of the centipede game. In this game, two players alternately get a chance to take the larger portion of a continually escalating pile of money. As soon as one person takes, the game ends with that player getting the larger portion of the pile, and the other player getting the smaller portion. If one views the experiment as a complete information game, all standard game theoretic equilibrium concepts predict the first mover should take the large pile on the first round. The experimental results show that this does not occur. An alternative explanation for the data can be given if we reconsider the game as a game of incomplete information in which there is some uncertainty over the payoff functions of the players. In particular, if the subjects believe there is some small likelihood that the opponent is an altruist, then in the equilibrium of this incomplete information game, players adopt mixed strategies in the early rounds of the experiment, with the probability of taking increasing as the pile gets larger. We investigate how well a version of this model explains the data observed in the centipede experiments.
TL;DR: Submodular games as mentioned in this paper are finite non-cooperative games in which the set of feasible joint decisions is a sublattice and the cost function of each player has properties of submodularity and antitone differences.
Abstract: A submodular game is a finite noncooperative game in which the set of feasible joint decisions is a sublattice and the cost function of each player has properties of submodularity and antitone differences. Examples of submodular games include 1) a game version of a system with complementary products; 2) an extension of the minimum cut problem to a situation where players choose from different sets of nodes and perceive different capacities, with special cases being a game with players choosing whether or not to participate in available economic activities and a game version of the selection problem; 3) the pricing problem of competitors producing substitute products; 4) a game version of the facility location problem; and 5) a game with players determining their optimal usage of available products. A fixed point approach establishes the existence of a pure equilibrium point for certain submodular games. Two algorithms which correspond to fictitious play in dynamic games generate sequences of feasible join...
TL;DR: It is shown that there exists no simple ultimatum strategy whereby one player can enforce a unilateral claim to an unfair share of rewards, but such strategies unexpectedly do exist.
Abstract: The two-player Iterated Prisoner’s Dilemma game is a model for both sentient and evolutionary behaviors, especially including the emergence of cooperation. It is generally assumed that there exists no simple ultimatum strategy whereby one player can enforce a unilateral claim to an unfair share of rewards. Here, we show that such strategies unexpectedly do exist. In particular, a player X who is witting of these strategies can (i) deterministically set her opponent Y’s score, independently of his strategy or response, or (ii) enforce an extortionate linear relation between her and his scores. Against such a player, an evolutionary player’s best response is to accede to the extortion. Only a player with a theory of mind about his opponent can do better, in which case Iterated Prisoner’s Dilemma is an Ultimatum Game.
TL;DR: Simultaneous versus sequential play in an extended game is studied in this paper, where players decide whether to select actions in the basic game at the first opportunity or wait until observing their rivals' first period actions.