CURSED SEQUENTIAL EQUILIBRIUM
2.4 Applications
which coincides with the maximization problem of π-CE. This completes the proof.
β‘ From the proof of Proposition 4, one can see that in one-stage games players have correctperceptions about the average strategy of others. Therefore, the maximiza- tion problem ofπ-CSE coincides with the problem ofπ-CE. For general multi-stage games, because of the π-dampened updating property, players will update beliefs incorrectly and thus their perceptions about other playersβ future moves can also be distorted.
This result is driven by theπ-dampened updating property which restricts the set of off-path beliefs. As discussed above, when πgets larger, the set of feasible off-path beliefs shrinks, eliminating some pooling π-CSE.
Proposition 5. A pooling π-CSE is a πβ²-CSE for πβ² β€ π.
Proof. See Appendix A.1. β‘
The proof strategy is similar to the one in Eyster and Rabin (2005) Proposition 3. Given a π-CSE behavioral strategy profile, we can separate the histories into on-path and off-path histories. For on-path histories in a pooling equilibrium, since all types of players make the same decisions, players cannot make any inference about other playersβ types. Therefore, for on-path histories, their beliefs are the prior beliefs, which are independent of π. On the other hand, for off-path histories, as shown in Proposition 3, a necessary condition for π-CSE is that the belief system has to satisfy theπ-dampened updating property. Asπgets larger, this requirement becomes more stringent, and hence some pooling π-CSE may break down.
Example 1 is a signaling game where the sender has only two types and two messages, and the receiver has only two actions. This example demonstrates the implication of Proposition 5 and shows the lack of lower hemi-continuity; i.e., it is possible for a pooling behavioral strategy profile to be a π-CSE, but not a πβ²-CSE forπβ²> π. We will also use this example to illustrate how the notion of cursedness in sequential cursed equilibrium proposed by Cohen and Li, 2023 departs from CSE.
Example 1. The sender has two possible types drawn from the set Ξ = {π1, π2} with Pr(π1) = 1/4. The receiver does not have any private information. After the senderβs type is drawn, the sender observes his type and decides to send a message π β {π΄, π΅}, or any mixture between the two. After that, the receiver decides between actionπ β {πΏ , π }or any mixture between the two, and the game ends. The game tree is illustrated in Figure 2.1.
If we solve for the π-CE of the game (or the sequential equilibria), we find that there are two pooling equilibria for every value of π. In the first pooling π-CE, both sender types choose π΄; the receiver chooses πΏ in response to π΄ and π at the off-path historyπ΅. In the second pooling π-CE, both sender types pool atπ΅and the receiver chooses π at both histories. By Proposition 3 of Eyster and Rabin (2005), these two equilibria are pooling π-CE for all π β [0,1]. The intuition is that in
2,2 πΏ
β1,4 π π΄
4,β1 πΏ
1,0 π π΅
π1
[14]
2,1 πΏ
β1,0 π π΄
4,β2 πΏ
1,0 π π΅ π2
[34] Nature
1 1
2
2
Figure 2.1: Game Tree for Example 1
a pooling π-CE, players are not able to make any inference about other playersβ
types from their actions because the average normal form strategy is the same as the type-conditional normal form strategy. Therefore, their beliefs are independent of π, and hence a pooling π-CE will still be an equilibrium for any π β [0,1].
However, as summarized in Claim 1 below, theπ-CSE imposesstrongerrestrictions than π-CE in this example, in the sense that when πis sufficiently large, the second pooling equilibrium cannot be supported as a π-CSE. The key reason is that when the game is analyzed in its normal form, theπ-dampened updating property shown in Proposition 3 does not have any bite, allowing both pooling equilibria to be supported as a π-CE for any value of π. Yet, in the π-CSE analysis, the additional restriction of π-dampened updating property eliminates some extreme off-path beliefs, and hence, eliminates the second pooling π-CSE equilibrium for sufficiently large π. For simplicity, we use a four-tuple [(π(π1), π(π2));(π(π΄), π(π΅))] to denote a behavioral strategy profile.
Claim 1. In this example, there are two pure pooling π-CSE, which are:
1. [(π΄, π΄);(πΏ , π )]is a pooling π-CSE for any π β [0,1].
2. [(π΅, π΅);(π , π )] withπ2(π1|π΄) β 1
3,1β 3
4π
is a pooling π-CSE if and only if π β€ 8/9.
From previous discussion, we know in general, the sets of π-CSE and π-CE are non-overlapping because of the nature of sequential distortion of beliefs in π-CSE.
Yet, a pooling π-CSE is an exception. In a pooling π-CSE, players can correctly
anticipate othersβ future moves, so a poolingπ-CSE will mechanically be a pooling π-CE. In cases such as this, we can find that π-CSE is arefinementof π-CE.7 Remark. This game is useful for illustrating some of the differences between the notions of βcursednessβ inπ-CSE and the sequential cursed equilibrium ((ππ, ππ)- SCE) proposed by Cohen and Li, 2023.8 The first distinction is that the π and ππ parameters capture substantively different sources of distortion in a playerβs beliefs about the other playersβ strategies. In π-CSE, the degree of cursedness, π, captures how much a player neglects the dependence of the other playersβ behavioral strategies on those playersβ (exogenous) private information, i.e, types, drawn by nature, and as a result, mistakenly treats different types as behaving the same with probability π. In contrast, in(ππ, ππ)-SCE, the cursedness parameter, ππ, captures how much a player neglects the dependence of the other playersβ strategies on future moves of the others, or current moves that are unobserved because of simultaneous play. Thus, it is a neglect related to endogenous information. If playerπ observes a previous move by some other player π, then player π correctly accounts for the dependence of player πβs chosen action on player πβs private type, as would be the case in π-CSE only at the boundary where π =0.
In the context of pooling equilibria in sender-receiver signaling games, if ππ = 1, then in SCE the sender believes the receiver will respond the same way both on and off the equilibrium path. This distorts how the sender perceives the receiverβs future action in response to an off-equilibrium path message. Inπ-CSE, cursedness does not hinder the sender from correctly perceiving the receiverβs strategy since the receiver only has one type. Take the strategy profile [(π΄, π΄);(πΏ , π )] for example, which is a pooling π-CSE equilibrium for all π β [0,1]. However, with (ππ, ππ)- SCE, a sender misperceives that the receiver, upon receiving the off-path message π΅, will, with probability ππ, take the same action (πΏ) as when receiving the on-path messageπ΄. Ifππis sufficiently high, the sender will deviate to sendπ΅, which implies that [(π΄, π΄);(πΏ , π )] cannot be supported as an equilibrium when ππis sufficiently large (ππ > 1/3). The distortion induced by ππ also creates an additional SCE if ππ is sufficiently large: [(π΅, π΅);(πΏ , π )]. To see this, if ππ = 1, then a sender
7Note that the π-CSE correspondenceΞ¦(π)is not lower hemi-continuous with respect to π. To see this, we consider a sequence of{ππ}where ππ = 89 + 1
9π forπ β₯1. From the analysis of Claim 1, we know[(π΅, π΅);(π , π )]β Ξ¦(ππ)for anyπ β₯1. However, in the limit whereππ β8/9, [(π΅, π΅);(π , π )]withπ2(π1|π΄)=1/3 is indeed a CSE. That is,[(π΅, π΅);(π , π )]is not approachable by this sequence ofππ-CSE.
8To avoid confusion, we will henceforth add the subscript βSβ to the parameters of SCE.
incorrectly believes that the receiver will continue to chooseπ if the sender deviates to π΄, rather than switching to πΏ, and hence π΅ is optimal for both sender types.
However,[(π΅, π΅);(πΏ , π )]isnota π-CSE equilibrium for any π β [0,1], or a π-CE in the sense of Eyster and Rabin (2005), or a sequential equilibrium.
In the two possible pooling equilibria analyzed in the last paragraph, the second SCE parameter, ππ, does not have any effect, but the role of ππ can be illustrated in the context of the [(π΅, π΅);(π , π )] sequential equilibrium. This second SCE parameter, ππ, is introduced to accommodate a playerβs possible failure to fully account for the informational content fromobservedevents. The larger (1βππ) is, the greater extent a player neglects the informational content of observed actions.
Although the parameterππ has a similar flavor to 1β πin π-CSE, it is different in a number of ways. In particular this parameter only has an effect via its interaction with ππ and thus does not independently arise. In the two parameter model, the overall degree of cursedness is captured by the product, ππ(1βππ), and thus any cursedness effect ofππis shut down when ππ =0. For instance, under our π-CSE, the strategy profile[(π΅, π΅);(π , π )]can only be supported as an equilibrium whenπ is sufficiently small. However,[(π΅, π΅);(π , π )]can be supported as a(ππ, ππ)-SCE even when (1βππ) =1 as long as ππ is sufficiently small. In fact, when ππ =0, a (ππ, ππ)-SCE is equivalent to sequential equilibrium regardless of the value ofππ. See Fong et al. (2023) for a more detailed discussion.
45,30 30,30 πΆ
15,0 0,0 π·
30,15 50,35 πΈ
πΌ
30,90 45,90 πΆ
0,15 15,15 π·
45,15 100,30 πΈ π
π1
[12]
30,30 30,30 πΆ
0,45 30,45 π·
30,15 30,0 πΈ πΌ
45,0 45,0 πΆ
15,30 0,30 π·
30,15 0,15 πΈ π
π2
[12]
BH 3 BH 4
Nature
1 1
2
2
Figure 2.2: Game Tree forBH 3andBH 4in Brandts and Holt, 1993 Example 2. Here we analyze two signaling games that were studied experimentally by Brandts and Holt (1993) (BH 3 and BH 4) and show that π-CSE can help
explain some of their findings. In both GameBH 3 andBH 4, the sender has two possible types{π1, π2}which are equally likely. There are two messagesπ β {πΌ , π} available to the sender.9 After seeing the message, the receiver chooses an action fromπ β {πΆ , π· , πΈ}. The game tree and payoffs for both games are summarized in Figure 2.2.
In both games, there are two pooling sequential equilibria. In the first equilibrium, both sender types send message πΌ, and the receiver will chooseπΆ in response to πΌ andπ·in response to π. In the second equilibrium, both sender types send message π, and the receiver will chooseπ· in response toπΌ while chooseπΆin response toπ. Both are sequential equilibria, in both games, but only the first equilibrium where the sender sendsπΌsatisfies the intuitive criterion proposed by Cho and Kreps (1987).
Since the equilibrium structure is similar in both games, the sequential equilibrium and the intuitive criterion predict the behavior should be the same in both games.
However, this prediction is strikingly rejected by the data. Brandts and Holt (1993) report that in the later rounds of the experiment, almost all type π1 senders send πΌ in GameBH 3(97 %), and yet all typeπ1senders sendπin GameBH 4(100%). In contrast, typeπ2senders behave similarly in both gamesβ46.2% and 44.1% of type π2senders sendπΌin GamesBH 3andBH 4, respectively. Qualitatively speaking, the empirical pattern reported by Brandts and Holt (1993) is thatsender typeπ1is more likely to send πΌ in Game BH 3 than Game BH 4 while sender typeπ2βs behavior is insensitive to the change of games.
To explain this finding, Brandts and Holt (1993) propose a descriptive story based on naive receivers. A naive receiver will think both sender types are equally likely, regardless of which message is observed. This naive reasoning will lead the receiver to chooseπΆin both games. Given this naive response, a typeπ1sender has an incentive to send πΌ in Game BH 3and choose π in Game BH 4. (Brandts and Holt, 1993, p. 284 β 285)
In fact, their story of naive reasoning echoes the logic of π-CSE. When the receiver is fully cursed (or naive), he will ignore the correlation between the senderβs action and type, causing him to not update the belief about the senderβs type. Proposition 6 characterizes the set of π-CSE of both games. Following the previous notation, we use a four-tuple [(π(π1), π(π2));(π(πΌ), π(π))] to denote a behavioral strategy profile.
9πΌstands for βIntuitiveβ andπstands for βSequential but not intuitiveβ, corresponding to the two pooling sequential equilibria of the two games.
Proposition 6. The set of π-CSE of Game BH 3 and BH 4 are characterized as below.
β’ In Game BH 3, there are three pure π-CSE:
1. [(πΌ , πΌ);(πΆ , π·)]is a pooling π-CSE if and only if π β€ 4/7.
2. [(π, π);(π· , πΆ)]is a pooling π-CSE if and only if π β€ 2/3.
3. [(πΌ , π);(πΆ , πΆ)]is a separating π-CSE if and only ifπ β₯ 4/7.
β’ In Game BH 4, there are three pure π-CSE:
1. [(πΌ , πΌ);(πΆ , π·)]is a pooling π-CSE if and only if π β€ 4/7.
2. [(π, π);(π· , πΆ)]is a pooling π-CSE if and only if π β€ 2/3.
3. [(π, π);(πΆ , πΆ)]is a pooling π-CSE for any π β [0,1].
As noted earlier for Example 1, by Proposition 3 of Eyster and Rabin (2005), pooling equilibria (1) and (2) in games BH 3 and BH 4 survive as π-CE forall π β [0,1]. Hence, Proposition 6 implies that π-CSE refines the π-CE pooling equilibria for larger values of π. Moreover, π-CSE actually eliminates allpooling equilibria in BH 3 if π > 2/3. Proposition 6 also suggests that for any π β [0,1], sender type π2 will behave similarly in both games, which is qualitatively consistent with the empirical pattern. In addition, π-CSE predicts that a highly cursed (π >2/3) type π1 sender will send different messages in different gamesβhighly cursed type π1 senders will sendπΌ andπin GamesBH 3andBH 4, respectively. This is consistent with the empirical data.
A Public Goods Game with Communication
Our second application is a threshold public goods game with private information and pre-play communication, variations of which have been studied in laboratory experiments (Palfrey and Rosenthal, 1991; Palfrey et al., 2017). Here we consider the βunanimityβ case where there are πplayers and the threshold is also π.
Each playerπ has a private cost parameterππ, which is independently drawn from a uniform distribution on [0, πΎ] whereπΎ > 1. After each playerβsππis drawn, each player observes their own cost, but not the othersβ costs. Therefore, ππ is playerπβs private information and corresponds toππ in the general formulation.10 The game
10This application has a continuum of types. The framework of analysis developed for finite types is applied in the obvious way.
consists of two stages. After the profile of cost parameters is drawn, the game will proceed to stage 1 where each player simultaneously broadcasts a public message ππ β {0,1}without any cost or commitment. After all players observe the message profile from this first stage, the game proceeds to stage 2 which is a unanimity threshold public goods game. Playerπ has to pay the cost ππ if he contributes, but the public good will be provided only if all players contribute. The public good is worth a unit of payoff for every player. Thus, if the public good is provided, each playerβs payoff will be 1βππ.
If there is no communication stage, the unique Bayesian Nash equilibrium is that no player contributes, which is also the unique π-CE for any π β [0,1]. In contrast, with the communication stage, there exists an efficient sequential equilibrium where each playerπ sendsππ = 1 if and only if ππ β€ 1 and contributes if and only if all players send 1 in the first stage.11 Since this is a private value game, the standard cursed equilibrium has no bite, and this efficient sequential equilibrium is also a π-CE for all values of π, by Proposition 2 of Eyster and Rabin (2005). In the following, we demonstrate that the prediction of π-CSE is different from CE (and sequential equilibrium).
To analyze the π-CSE, consider a set of βcutoffβ costs, {πΆ
π π, πΆ
π 0, πΆ
π
1, . . . , πΆ
π π}. In the communication stage, each player communicates the messageππ =1 if and only if ππ β€ πΆ
π
π. In the second stage, if there are exactly 0 β€ π β€ π players sending ππ =1 in the first stage, then such a player would contribute in the second stage if and only if ππ β€ πΆ
π
π. A π-CSE is a collection of these cost cutoffs such that the associated strategies are a π-CSE for the public goods game with communication.
The most efficient sequential equilibrium identified above for π=0 corresponds to cutoffs withπΆ0
0 =πΆ0
1 =Β· Β· Β·=πΆ0
πβ1 =0 andπΆ0
π =πΆ0
π =1.
There are in fact multiple equilibria in this game with communication. In order to demonstrate how the cursed belief can distort playersβ behavior, here we will focus on the π-CSE that is similar to the most efficient sequential equilibrium identified above, whereπΆ
π 0 =πΆ
π
1 = Β· Β· Β· =πΆ
π
πβ1 = 0 andπΆ
π
π =πΆ
π
π. The resulting π-CSE is given in Proposition 7.
Proposition 7. In the public goods game with communication, there is a π-CSE where
11One can think of the first stage as a poll, where players are asked the following question: βAre you willing to contribute if everyone else says they are willing to contribute?". The messageππ =1 corresponds to a βyes" answer and the messageππ =0 corresponds to a βno" answer.
1. πΆ
π 0 =πΆ
π
1 =Β· Β· Β·=πΆ
π
πβ1=0, and
2. there is a uniqueπΆβ(π , πΎ , π) β€1s.t. πΆ
π
π =πΆ
π
π =πΆβ(π , πΎ , π) that solves:
πΆβ(π , πΎ , π) β π
πΆβ(π , πΎ , π) πΎ
πβ1
=1β π .
To provide some intuition, we sketch the proof by analyzing the two-person game, where the π-CSE is characterized by four cutoffs {πΆ
π π, πΆ
π 0, πΆ
π 1, πΆ
π
2}, with πΆ
π 0 = πΆ
π
1 = 0 and πΆ
π
π = πΆ
π
2. If players use the strategy that they would send message 1 if and only if the cost is less thanπΆ
π
π, then by Lemma 1, at the history where both players send 1, playerπβs cursed posterior belief density would be
π
π
π (πβπ|{1,1}) =


ο£²

ο£³ πΒ·
1 πΎ
+ (1β π) Β·
1 πΆ
π π
ifπβπ β€ πΆ
π π
πΒ·
1 πΎ
ifπβπ > πΆ
π π.
Notice that cursedness leads a player to put some probability weight on a type that is not compatible with the history. Namely, for π-cursed players, when seeing another player sending 1, they still believe the other player might have πβπ > πΆπ
π. When π converges to 1, the belief simply collapses to the prior belief as fully cursed players never update their beliefs. On the other hand, when π converges to 0, the belief converges to 1/πΆ
π
π, which is the correct Bayesian inference.
Given this cursed belief density, the optimal cost cutoff to contribute,πΆ
π
2, solves πΆ
π 2 =
β« πΆ
π 2
0
π
π
π (πβπ|{1,1})ππβπ. Finally, at the first stage cutoff equilibrium, theπΆ
π
π type of player would be indifferent between sending 1 and 0 at the first stage. Therefore,πΆ
π
π satisfies 0=
πΆ
π π
πΎ (
βπΆ
π π +
β« πΆ
π 2
0
π
π
π (πβπ|{1,1})ππβπ )
. After substituting πΆ
π
π = πΆ
π
2, we obtain the π-CSE satisfies πΆ
π
π = πΆ
π
2 = (πΎ β πΎ π)/(πΎ β π).
From this expression, one can see that the cutoffπΆπ
π (as well asπΆπ
2) is decreasing in πandπΎ. When π β 0,πΆ
π
π converges to 1, which is the cutoff of the sequential equilibrium. On the other hand, when π β 1, πΆ
π
π converges to 0, so there is no possibility for communication when players are fully cursed. Similarly, when
πΎ β1,πΆ
π
π converges to 1, which is the cutoff of the sequential equilibrium, while limπΎββπΆ
π
π =1β π.
These comparative statics results with respect to π and πΎ are not just a special property of theπ = 2 case, but hold for allπ > 1. Furthermore, there is a similar effect of increasing π that results in a lower cutoff (less effective communication).
These properties ofπΆβ(π , πΎ , π) are summarized in Corollary 3.
Corollary 3. The efficient π-CSE predicts for allπ β₯ 2andπΎ > 1:
1. πΆβ(π , πΎ ,0) =1andπΆβ(π , πΎ ,1) =0.
2. πΆβ(π , πΎ , π)is strictly decreasing in π,πΎ, and πfor anyπ β (0,1).
3. For all π β [0,1],limπββπΆβ(π , πΎ , π)=limπΎββπΆβ(π , πΎ , π)=1β π .
0.0 C*(3, K, ) C*(2, K, ) 1.0 K
C
0.0 1.0 1
1 (C K)N 1 1 C
-CSE Equilibrium Condition (K = 1.5, = 0.5)
N = 2 N = 3
0.0 0.2 0.4 0.6 0.8 1.0
0.0 0.2 0.4 0.6 0.8 1.0
C*(N, K, )
-CSE Cutoffs for Different N (K = 1.5)
N = 2 N = 3 N =
0.0 0.2 0.4 0.6 0.8 1.0
0.0 0.2 0.4 0.6 0.8 1.0
C*(N, K, )
-CSE Cutoffs for Different K (N = 2)
K = 1.25 K = 1.5 K =
Figure 2.3: (Left) Illustration of the π-CSE equilibrium condition when πΎ = 1.5 and π=0.5. (Middle) The π-CSE cutoffπΆβ(π , πΎ , π)forπ =2,3 and forπ β β when πΎ = 1.5. (Right) The π-CSE cutoff πΆβ(π , πΎ , π) for πΎ = 1.25,1.5 and for πΎ β βwhenπ =2.
These properties are illustrated in Figure 2.3. The left panel illustrates the equilib- rium condition forπΆβ in a graph where the horizontal axis isπΆ β [0, πΎ]. We can rewrite the characterization ofπΆβ(π , πΎ , π) in Proposition 7 as a solution forπΆ to the following equation:
1βπΆ π
=1β πΆ
πΎ πβ1
.
The left panel displays the LHS of this equation, 1βππΆ, as the downward sloping line that connects the points (0, 1
π) and (1,0). The RHS is displayed for π = 2 and π =3 by the two curves that connect the points(0,1) and(πΎ ,0). The equilibrium,
πΆβ(π , πΎ , π), is given by the (unique) intersection of the LHS and RHS curves. It is easy to see thatπΆβ(π , πΎ , π)is strictly decreasing inπ,πΎ, andπ. Whenπincreases, the RHS increases for allπΆ β (0, πΎ), resulting in an intersection at a lower value ofπΆ. WhenπΎ increases, again the RHS increases for allπΆ β (0, πΎ), and also the intercept of the RHS on the horizontal axis increases, leading to a similar effect;
and when π increases, the intercept of the LHS on the horizontal axis decreases, resulting in an intersection at a lower value ofπΆ. In addition, whenπgrows without bound, the RHS approaches to 1 forπΆ < πΎ, resulting in a limiting intersection at πΆβ(β, πΎ , π) =1β π. This is illustrated in the middle panel of Figure 2.3, which graphs πΆβ(2,1.5,Β·), πΆβ(3,1.5,Β·), and πΆβ(β,1.5,Β·). A similar effect occurs for πΎ β β, illustrated in the right panel of Figure 2.3, which displaysπΆβ(2,1.25,Β·), πΆβ(2,1.5,Β·), andπΆβ(2,β,Β·).
An interesting takeaway of this analysis is that in the public goods game with communication,cursedness limits information transmission: π-CSE predicts when players are more cursed (higher π), it will be harder for them to effectively com- municate in the first stage for efficient coordination in the second stage. Moreover, Corollary 3 shows thisπ-CSE varies systematically withall three parameters of the model: π , πΎ, and π. In contrast, in the standard π-CE, players best respond to the average type-contingent strategyrather than the average behavioral strategy. Since it is a private value game, players do not care about the distribution of types, only the distribution of actions. Thus, the prediction of standard CE coincides with the equilibrium prediction for all π , πΎ, and π. This seems behaviorally implausible and is also suggestive of an experimental design that varies the two parameters π andπΎ, since the qualitative effects of changing these parameters are identified.
Reputation Building: The Centipede Game with Altruists
π1 π2 π3 π4
π4 π3
π2 π1
1 2 1 2 1
4,1 2,8 16,4 8,32
64,16
Figure 2.4: Four-stage Centipede Game
In order to further demonstrate the difference between π-CE and π-CSE, in this section we consider a variation of the centipede game with private information,