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Cross-cultural dierences in playing centipede-like games

with surprising opponents

Sujata Ghosh

1

, Rineke Verbrugge

2

, Harmen de Weerd

3

, Aviad Heifetz

4

1

Indian Statistical Institute, Chennai, India

2

University of Groningen, Groningen, the Netherlands

2

Hanze University of Applied Sciences, Groningen, the Netherlands

4

The Open University of Israel, Raanana, Israel

Introduction

• Cognitive science is not only concerned with universal patterns of cognition, but also variations in those patterns, induced by relevant factors such as culture.

• There has been a lot of interest in the possible dierences between people from dierent countries with respect to adherence to game-theoretic predictions (Camerer, 2011).

• We provide a cross-cultural empirical study to investigate certain aspects of strategic reasoning in centipede-like games: (i) adherence to strategies dened in game theory, (ii) degree of risk-taking, and (iii) cooperative versus competitive tendencies.

• We compare participants from India, Israel, and the Netherlands, who are expected to dier in their levels of individualism and uncertainty avoidance (Hofstede, 1991).

Experimental games

• Participants play two-player repeated Marble Drop games (Meijering et al., 2011). The computer is the other player.

• The participant P and the computer C determine the path of a purple marble by controlling orange and blue trapdoors, respectively. The participant's goal is that the purple marble drops into a bin with as many orange marbles as possible; the computer's goal is similar, with respect to blue marbles. • In Game 1 and Game 2, the game-theoretic best move is to end the game immediately. In Game 3, any move at any node is justiable.

• The computer often rst chooses to continue the game to the next set of trapdoors. We investigate how participants react to this surprising move.

Game 1 Game 2 Game 3

Uncertainty Avoidance

Backward induction reasoning starts at endpoints in Game 1 (see red arrows):

1. 4 > 3, so P opens bottom left trapdoor; 2. 3 > 1, so C opens lower right trapdoor; 3. 2 > 1, so P opens upper left trapdoor; 4. 4 > 1, so C opens top right trapdoor.

If the computer does choose to go left at the start, this is surprising. But in backward in-duction, participants do not take the past into account and will still stop by opening the up-per left orange door.

Always stopping at their rst move could also be a sign of risk-averse behavior: uncer-tainty avoidance and backward induction reasoning lead to the same rst participant choice.

Forward induction reasoning participants interpret the computer's surprising choice to go left at the top as a sign that it wants to reach more blue marbles than the rightmost bin contains:

• In Game 1, this means the computer would not choose right at the middle blue trap-doors because 3 < 4.

• In Game 2, this means that the computer may choose right at the middle blue trap-doors because 3 > 2.

So participants using forward induction rea-soning are expected to continue (right) in Game 1, but may stop (left) in Game 2.

Risk-seeking participants would show simi-lar behavior at their rst choice in Game 1.

Results and discussion

• Despite dierences in uncertainty avoidance across countries, on average, we nd mostly risk-seekers across nationalities.

• Dutch participants behave consistently with forward induction reasoning, possibly, risk-seeking.

• Israeli participants behave contrary to forward induction reason-ing, possibly indicating higher levels of distrust.

• Participants behaved highly competitively across nationalities.

• Contrary to predictions based on individualism across nationali-ties, Dutch participants were most likely to behave cooperatively. • Additional information such as eye tracking data, reaction times, or cognitive modeling could shed further light on these ndings.

Individualism

In Game 3, the nal choice for the participant does not aect the number of orange marbles they receive: 4 (see purple ellipses). The num-ber of blue marbles that the computer receives are however dierent. The participants may therefore choose to:

• be cooperative, non-individualistic, and let the purple marble drop in the bin with

6 blue marbles; or

• be competitive, more individualistic, and leave the computer with only 1 blue mar-ble.

Participants are truthfully told that the com-puter opponent does not learn from the par-ticipant's moves in previous games, including their nal cooperative or competitive move.

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