Title: Jekyll
1- Jekyll Hyde
- Marie-Edith Bissey (Università Piemonte
Orientale, Italy) - John Hey (LUISS, Italy and University of York,
UK) - Stefania Ottone (Econometica, Università Milano
Bicocca, Italy)
2Dynamic Inconsistencies
- Non-EU people may be dynamically inconsistent.
- Are such people aware of their dynamic
inconsistency? - If not, they presumably behave naively.
- If they are aware, how do they behave?
- Do they behave resolutely or sophisticatedly?
3Aims of the Experiment
- Inducing dynamic inconsistencies in the lab,
taking into account the fact that dynamically
inconsistent people are really several different
selves. - Check how people behave when facing dynamic
inconsistencies.
4Jekyll Hyde
- We look at the way an individual makes his
consumption/saving decision when the rate at
which he discounts the future is not constant
over time - Jekyll and Hyde were two different people inside
the same body. - Each was aware of the other but they clearly
had different preferences. - As a whole Jekyll Hyde was a dynamically
inconsistent person.
5The Context
- We analyse the behaviour of Jekyll Hyde (two
different subjects) within the context of a
simple life-cycle consumption/savings model. - Each period Jekyll Hyde receives an income M
which he/they can consume or save. - They take it in turns to decide on consumption.
- Accumulated savings earn interest.
6The Model
- They both get utility out of consumption and both
try to maximise expected discounted lifetime
utility of consumption. - They have different discount factors that of
Hyde (1) lower than that of Jekyll (2). - Objective (payment) function (where ?i is the
discount factor of player i) - u(c1) ?iu(c2) ?i2u(c3)
- where u(c) ?c.
7Naivety?
- Assuming naivety each ignores the other, or
equivalently - assumes that the other uses the
same discount factor as himself. - The optimal solution is
-
and ? ?1 in odd periods ? ?2 in even periods
8Resoluteness?
- Assuming resoluteness the first player imposes
the solution (how?) - The optimal solution is
-
and ? ?1
9Sophistication?
- Assuming sophistication players take into
account the behaviour of the other. - We assume that Jekyll/Hyde
- receives income M each period
- can save at rate of return r.
- We assume that
10The solution (Sophistication)
- We can show that the optimal consumption strategy
is given by
11Experimental Design (I)
- 2n subjects and n projects.
- In each project there is an odd player - who
plays in odd periods and has the lower continuing
probability... - ...and an even player who plays in even periods
and has the higher continuing probability. - The session as a whole has an earthquake which
occurs with probability e. When the earthquake
happens the whole session finishes. - Player i has a continuing probability equal to
his or her ?i pi - e. If does not continue,
exits the project. - When a player exits from a project he or she is
re-assigned to a new project in which he or she
has not been before (if there is a space). - A subject may change project and role several
times during the experiment... - ... and may not be in a project.
12Experimental Design (II)
- Each project is endowed with a given stock of
wealth in tokens. - Each period the subject chooses how much of his
accumulated wealth to convert into money - the
conversion scale pence ?(conversion) - Payment for each period to both players is the
converted value. - Subjects paid the total of all these payments
over the duration of the session.
13Experimental Design (Implications)
- No participant will ever find him or herself in
any particular project more than once. Thus the
way a participant behaves in any one project
cannot affect the earnings that he or she gets
from any other project ?participants should
consider each project as completely independent
of any other project that he or she may be in. - Each period in each project contributes to the
determination of the final payment. - Jekylls behavior influences Hydes payoff and
vice-versa. - Unconverted tokens left when the experiment
finishes become worthless.
14Experimental Design (Parameters)
- T1. ?1 0.85 and ?2 0.85
- T2. ?1 0.82 and ?2 0.85
- T3. ?1 0.85 and ?2 0.88
- T4. ?1 0.82 and ?2 0.88
- Note that Treatment 1 is not a case of dynamic
inconsistency since both players have the same
stopping probability. - M 100
- r 1.25
- e 0.02
- 10 pounds show-up fee
15Experimental Procedure
- Overall, 106 subjects. 26 players in T1, 28
subjects both in the T2 and in T3, 24 in T4 - 2 hours per session
- Average payoff 13 pounds
- Written instructions
- Power Point presentation with sample screens
- Table with conversion scale and calculator on the
screen - Control Questions
- Questionnaire
16Odd Participant Odd period
17Even participant Odd period
18Example of control questions
- A) You are in project 2. You are the odd
participant. Your partner is the even
participant. At the end of each period, what is
the chance that you exit the project? - 10
- 13
- 20
- At the moment, the stock of tokens associated
with project 2 is 1600. It is your turn and you
decide to convert 36 tokens. - How many pence do you earn?
- 6
- 36
- 72
- How many pence does your partner earn?
- 0
- 6
- 36
19The Optimal apcs
20Results (I)
- Result 1. It is generally true that the subject
with the lower continuing probability has a
higher apc. - Actual apcs
21Results (II)
- Result 2. Naïve fits better during the first
periods while, over time, Sophisticated shows a
better performance.
22Mean absolute deviations from optimal
23Results (III)
- Result 3. The treatment effects are not in
accordance with our theory
24Results (IV)
- Players play erratically there is a big
difference between different subjects. - Some understand the nature of the problem and try
and save. - Others do not understand and consume all or most
every period. - Some subjects realise that there is a trade-off
the more you consume now the higher the present
utility, the less you consume now the higher the
utility in the future. They (probably) cannot
find the correct trade-off, so they consume in
some periods and save in others. - Players are influenced by the time effect and
their previous experience.
25Some examples of actual play
- From treatments 1, 2 and 4.
- The person with the higher stopping probability
plays in the odd periods. - The green graph is what they did.
- The black graph is the optimal strategy.
- The solid red line is the naive response of the
player in the odd periods. - The solid blue line is the naive response of the
player in the even periods. - The dashed red line is the average response of
the players in the odd periods. - The dashed blue line is the average response of
the players in the even periods. - The numbers at the top indicate the subject.
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29Further analysis
- Random effects tobit regression ? time and the
fact of being in a new project - Correlation between subjects decisions and
partners decisions ? 25 players over 106
30Main conclusions
- We need a good analysis of data!
31Further research
- Analyse the behavior of each player in each
project and try and define a trend for each
player over time. - Why is there so much noise in the data?
- Since subjects do not know with whom they are
playing it may be best to assume an irrational
partner?
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