Lecture 2B Experimental Methods for Business Strategy - PowerPoint PPT Presentation

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Lecture 2B Experimental Methods for Business Strategy

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Title: Lecture 2B Experimental Methods for Business Strategy


1
Lecture 2BExperimental Methods for Business
Strategy
  • In this session you will design a game on your
    own laptop and have your colleagues log on as
    subjects. I will then provide some guidance on
    how to analyze experimental data.

2
Designing an experiment that uses the extensive
or strategic form
  • Open a browser and visit http//www.comlabgames.c
    om/
  • Click Old discrete and Strategic Form Module
    http//www.comlabgames.com/tree/index.html
  • Click Edit a Tree to design a game in extensive
    form or Edit a Matrix to design a game in
    strategic form.

3
The rudiments of constructing a simultaneous move
game
  • The mechanics of designing your own two player
    simultaneous move game are easy
  • Determine the dimensions of the matrix.
  • Enumerate the strategies.
  • Define the payoffs in the cells.
  • Name the players.
  • Give your game a title.
  • Undo your work and revise your game.
  • Save your game in a directory.

4
The rudiments of constructing an extensive form
  • The mechanics of designing your own extensive
    form game are almost as easy
  • Draw the moves of the players and nature.
  • Label the moves and define the probabilities.
  • Name the players and define the payoffs.
  • Draw the information sets.
  • Undo your work and revise your game.
  • Save your game in a directory

5
Conducting an Experiment
  • Disable all firewalls on your laptop. Otherwise
    your experimental subjects will be prevented from
    participating by the firewall.
  • Use a wired connection to the internet to avoid
    congestion. If you use a wireless connection,
    your subjects may be disconnected while waiting
    to join your game.
  • Open your game in the Comlabgames module and
    provide your subjects with your internet IP
    address and port number.

6
Analyzing the data
  • The experimental results are automatically saved
    in the same directory as your game, and can be
    opened as an HTML file or in Excel.
  • We now review methods for analyzing categorical
    data from finite games played in the extensive
    and strategic forms.
  • We discuss measures for evaluating performance,
    ways of summarizing the data, and statistical
    methods for forming confidence intervals and
    testing hypotheses.
  • Chapter 2 of Strategic Play provides a more
    detailed analysis.

7
Learning strategic behavior using experimental
methods
  • Applying experimental methods is a self-contained
    training tool for learning strategic behavior
  • Design a variety of games that capture parts of
    the strategic issue you are trying to understand.
  • Conduct experiments with human subjects in the
    area using small monetary stakes as motivation.
    Your subjects do not need to have any training in
    game theory or experimental methods.
  • Analyze the results from the experiments seeking
    behavioral patterns that might apply in real life.

8
Four advantages of experimental methods over
theory
  • One way of formulating strategy is to find
    empirical behavioral patterns that emerge from
    repeatedly conducting experiments
  • The game might be too complex to solve.
  • The game might have multiple solutions.
  • Experimental subjects and also managers sometimes
    make irrational decisions.
  • Managers learn more from experience than theory,
    so managers in training might learn more quickly
    by artificially recreating strategic situations
    rather than theorizing about them.

9
Empirically optimal strategiesfor strategic form
games
  • Given the behavior of the subject population,
    what is optimal play?
  • To answer this question for the row player in a
    strategic form game, we weight each cell payoff
    by the relative frequency its column was visited
    by the column player, and form the average payoff
    the row player would have received from playing
    any given strategy.
  • The best reply to the empirical distribution
    generated by the column players maximizes the
    average payoff calculated in this fashion.

10
Empirically optimal strategiesfor extensive form
games
  • In the extensive form game, a similar approach is
    used to evaluate a any given move that taken be
    taken from a designated information set.
  • First we compute the expected payoff from making
    a particular move from a given node, weighting
    the payoffs with their relative frequency of
    occurrence conditional on making that move.
  • Then we calculate the relative frequency of
    arriving at any node belonging to the same
    information set.
  • In this way we form the empirical expected payoff
    from making any given move from any given
    information set.

11
Two uses for the data
  • The results from the experiment can be
    interpreted as a comment on the rationality of
    the subjects, and also the usefulness of the
    theory.
  • Data from experiments can be used to
  • Evaluate the performance of subjects, and thus
    link their incentives to play the game with the
    payoffs that face them in the game.
  • Investigate whether subjects follow the
    predictions of theory, whether the empirically
    optimally strategies match the predictions, and
    whether different characteristics of subjects are
    significant.

12
An example
You may recall playing this game in the first
lecture
13
Expected value maximization
  • This is an example of a game with perfect
    information.
  • In such games each player sees exactly how the
    game progresses to her decision node. There are
    no dotted lines connecting decision nodes.
  • Perfect information games can be readily solved
    if the players maximize their expected value ,
    and there are not too many nodes.

14
Solution
  • Expected value maximizers use the principle of
    backwards induction to solve the problem
  • At node 4, NATURE selects node 6 with probability
    0.5 and node 7 with probability 0.5. On reaching
    that node, the expected value for INNOVATOR is 5
    and the expected value for VENTURE CAPITALIST is
    6.
  • Anticipating this, the VENTURE CAPITALIST would
    fund project at node 2 because 6 exceeds 5.
  • At node 1, INNOVATOR will request funding
    because 5 is more than 2.
  • So in the solution to this game the INNOVATOR
    requests funding and the VENTURE CAPITALIST will
    fund the project.

15
Conduct of the experiment
  • 23 subjects from the 2003 undergraduate economics
    class participated in the experiment.
  • No knowledge of game theory was explained to the
    subjects before the experiment. The solution of
    the game was not explained.
  • The subjects were randomly assigned player roles
    upon logging on the game, and pairs were
    anonymously matched.
  • Subjects were told that they should play the game
    at least once, and were permitted to play more
    than once.
  • 13 subjects played the game once. The remaining
    10 played it twice or three times.

16
Criteria for rewards and grading
  • In this experiment subjects were told there were
    no rewards from playing the game well.
  • An alternative scheme is to sum the points each
    player gets in total and pay them at the rate of
    a dollar a point.
  • Or we get reward subjects by playing the game
    correctly. For example we could award each
    subject one point every time the game in which he
    is participating ends in the terminal node that
    is solution to the game, and zero otherwise, and
    sum the points for each subject and divide
    through by the number of games played.

17
List of subjects
18
Test results
How would subjects have fared under this
alternative scheme for awarding points?
19
Further notes on assessment
  • Should we let the grade a particular subject
    receives be affected by other subjects behavior
    or chance?
  • Under the alternative grading scheme in this
    example the VENTURE CAPITALIST is automatically
    punished if the INNOVATOR makes a mistake.
  • In the alternative scheme, it is implicitly
    assumed that both players are net present value
    maximizers, although very risk averse subjects
    might rationally choose to pass on the project.
  • If we do not make points proportional to the
    payoffs in the game, the game is being modified.

20
Trials and outcomes
  • We now turn to the second use of the data, for
    analyzing the game and its solution.
  • We could treat each game played by a pair of
    subjects as a trial, and the full history of play
    as an outcome.
  • Alternatively we could treat each time a subject
    plays one game as a trial. Then his moves would
    be the trial outcome.
  • In both cases the number of trials is the size of
    the sample.

21
Analyzing behavior
  • The sample of trials and their associated
    outcomes is used as evidence to inform us about
    the underlying population pool from which the
    sample is drawn.
  • We compare the predictions of the theory to the
    sample behavior observed, to see whether the
    theory applies to the underlying population.
  • Similarly the behavior of different sub-samples
    are compared with each other, to see whether
    different types of subjects behave the same way
    or not.

22
Summary statistics
As a first cut a histogram shows the predicted
and observed outcomes
23
Other graphics
  • Bar graphs, pie charts and Venn diagrams are also
    useful ways of graphically depicting the data.
  • An advantage of the pie chart is that it
    automatically incorporates the normalization that
    the proportions implied by a partitioning must
    sum to one. If one of K outcomes occurs each
    trial, their relative frequencies are easy to
    read off a pie chart.
  • A Venn diagram is quite useful in showing sets of
    outcomes that have nonempty intersections. For
    example we could illustrate the number of times
    the INNOVATOR maximized expected value, the
    number both players did, and the remaining times,
    when the INNOVATOR did not maximize expected
    value.

24
Statistical inference
  • We might consider each outcome of a trial as a
    random draw from a probability distribution.
  • The characteristics of the sample then provide us
    with information to estimate the parameters
    describing the distribution, and to test
    hypotheses of interests to us.
  • In our example, we define each trial as a move by
    a subject and ask what is the probability that
    subjects maximize expected value.

25
Estimating the mean of a Bernoulli random
variable
26
Are there gender differences?
  • The numbers in brackets predict the number who
    would have ended up on a terminal node if both
    genders behaved exactly the same way.
  • For example, considering females who played in a
    game ending on node 5, note that 3 9 divided by
    39 times 13.
  • Are the corresponding numbers in brackets
    statistically different from the actual outcomes?

27
Estimated expected cell frequency for testing
gender differences
28
Are juniors and seniors different?
The test statistic is 4.18, which is less than
the Chi-square critical value, for an 0.5 test
with 2 degrees of freedom, of 5.99. We cannot
reject the null hypothesis that juniors and
seniors are the same.
29
Lecture Summary
  • We designed games in the extensive and strategic
    forms.
  • We explained how to conduct experiments for
    analyzing strategic behavior with invited
    subjects who have internet access.
  • We showed how to analyze categorical data
    generated by experimental sessions.
  • Finally, we discussed the merits of using
    experimental methods to learn strategy.
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