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CURSED SEQUENTIAL EQUILIBRIUM

2.4 Applications

which coincides with the maximization problem of πœ’-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œ’-CSE coincides with the problem ofπœ’-CE. For general multi-stage games, because of the πœ’-dampened updating property, players will update beliefs incorrectly and thus their perceptions about other players’ future moves can also be distorted.

This result is driven by theπœ’-dampened updating property which restricts the set of off-path beliefs. As discussed above, when πœ’gets larger, the set of feasible off-path beliefs shrinks, eliminating some pooling πœ’-CSE.

Proposition 5. A pooling πœ’-CSE is a πœ’β€²-CSE for πœ’β€² ≀ πœ’.

Proof. See Appendix A.1. β–‘

The proof strategy is similar to the one in Eyster and Rabin (2005) Proposition 3. Given a πœ’-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 players’ types. Therefore, for on-path histories, their beliefs are the prior beliefs, which are independent of πœ’. On the other hand, for off-path histories, as shown in Proposition 3, a necessary condition for πœ’-CSE is that the belief system has to satisfy theπœ’-dampened updating property. Asπœ’gets larger, this requirement becomes more stringent, and hence some pooling πœ’-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œ’-CSE, but not a πœ’β€²-CSE forπœ’β€²> πœ’. 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 Θ = {πœƒ1, πœƒ2} with Pr(πœƒ1) = 1/4. The receiver does not have any private information. After the sender’s type is drawn, the sender observes his type and decides to send a message π‘š ∈ {𝐴, 𝐡}, or any mixture between the two. After that, the receiver decides between actionπ‘Ž ∈ {𝐿 , 𝑅}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œ’-CE of the game (or the sequential equilibria), we find that there are two pooling equilibria for every value of πœ’. In the first pooling πœ’-CE, both sender types choose 𝐴; the receiver chooses 𝐿 in response to 𝐴 and 𝑅 at the off-path history𝐡. In the second pooling πœ’-CE, both sender types pool at𝐡and the receiver chooses 𝑅at both histories. By Proposition 3 of Eyster and Rabin (2005), these two equilibria are pooling πœ’-CE for all πœ’ ∈ [0,1]. The intuition is that in

2,2 𝐿

βˆ’1,4 𝑅 𝐴

4,βˆ’1 𝐿

1,0 𝑅 𝐡

πœƒ1

[14]

2,1 𝐿

βˆ’1,0 𝑅 𝐴

4,βˆ’2 𝐿

1,0 𝑅 𝐡 πœƒ2

[34] Nature

1 1

2

2

Figure 2.1: Game Tree for Example 1

a pooling πœ’-CE, players are not able to make any inference about other players’

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œ’, and hence a pooling πœ’-CE will still be an equilibrium for any πœ’ ∈ [0,1].

However, as summarized in Claim 1 below, theπœ’-CSE imposesstrongerrestrictions than πœ’-CE in this example, in the sense that when πœ’is sufficiently large, the second pooling equilibrium cannot be supported as a πœ’-CSE. The key reason is that when the game is analyzed in its normal form, theπœ’-dampened updating property shown in Proposition 3 does not have any bite, allowing both pooling equilibria to be supported as a πœ’-CE for any value of πœ’. Yet, in the πœ’-CSE analysis, the additional restriction of πœ’-dampened updating property eliminates some extreme off-path beliefs, and hence, eliminates the second pooling πœ’-CSE equilibrium for sufficiently large πœ’. For simplicity, we use a four-tuple [(π‘š(πœƒ1), π‘š(πœƒ2));(π‘Ž(𝐴), π‘Ž(𝐡))] to denote a behavioral strategy profile.

Claim 1. In this example, there are two pure pooling πœ’-CSE, which are:

1. [(𝐴, 𝐴);(𝐿 , 𝑅)]is a pooling πœ’-CSE for any πœ’ ∈ [0,1].

2. [(𝐡, 𝐡);(𝑅, 𝑅)] withπœ‡2(πœƒ1|𝐴) ∈ 1

3,1βˆ’ 3

4πœ’

is a pooling πœ’-CSE if and only if πœ’ ≀ 8/9.

From previous discussion, we know in general, the sets of πœ’-CSE and πœ’-CE are non-overlapping because of the nature of sequential distortion of beliefs in πœ’-CSE.

Yet, a pooling πœ’-CSE is an exception. In a pooling πœ’-CSE, players can correctly

anticipate others’ future moves, so a poolingπœ’-CSE will mechanically be a pooling πœ’-CE. In cases such as this, we can find that πœ’-CSE is arefinementof πœ’-CE.7 Remark. This game is useful for illustrating some of the differences between the notions of β€œcursedness” inπœ’-CSE and the sequential cursed equilibrium ((πœ’π‘†, πœ“π‘†)- SCE) proposed by Cohen and Li, 2023.8 The first distinction is that the πœ’ and πœ’π‘† parameters capture substantively different sources of distortion in a player’s beliefs about the other players’ strategies. In πœ’-CSE, the degree of cursedness, πœ’, captures how much a player neglects the dependence of the other players’ behavioral strategies on those players’ (exogenous) private information, i.e, types, drawn by nature, and as a result, mistakenly treats different types as behaving the same with probability πœ’. In contrast, in(πœ’π‘†, πœ“π‘†)-SCE, the cursedness parameter, πœ’π‘†, captures how much a player neglects the dependence of the other players’ 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 player𝑖 observes a previous move by some other player 𝑗, then player 𝑖 correctly accounts for the dependence of player 𝑗’s chosen action on player 𝑗’s private type, as would be the case in πœ’-CSE only at the boundary where πœ’ =0.

In the context of pooling equilibria in sender-receiver signaling games, if πœ’π‘† = 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 receiver’s future action in response to an off-equilibrium path message. Inπœ’-CSE, cursedness does not hinder the sender from correctly perceiving the receiver’s strategy since the receiver only has one type. Take the strategy profile [(𝐴, 𝐴);(𝐿 , 𝑅)] for example, which is a pooling πœ’-CSE equilibrium for all πœ’ ∈ [0,1]. However, with (πœ’π‘†, πœ“π‘†)- SCE, a sender misperceives that the receiver, upon receiving the off-path message 𝐡, will, with probability πœ’π‘†, take the same action (𝐿) as when receiving the on-path message𝐴. Ifπœ’π‘†is sufficiently high, the sender will deviate to send𝐡, which implies that [(𝐴, 𝐴);(𝐿 , 𝑅)] cannot be supported as an equilibrium when πœ’π‘†is sufficiently large (πœ’π‘† > 1/3). The distortion induced by πœ’π‘† also creates an additional SCE if πœ’π‘† is sufficiently large: [(𝐡, 𝐡);(𝐿 , 𝑅)]. To see this, if πœ’π‘† = 1, then a sender

7Note that the πœ’-CSE correspondenceΞ¦(πœ’)is not lower hemi-continuous with respect to πœ’. To see this, we consider a sequence of{πœ’π‘˜}where πœ’π‘˜ = 89 + 1

9π‘˜ forπ‘˜ β‰₯1. From the analysis of Claim 1, we know[(𝐡, 𝐡);(𝑅, 𝑅)]βˆ‰ Ξ¦(πœ’π‘˜)for anyπ‘˜ β‰₯1. However, in the limit whereπœ’π‘˜ β†’8/9, [(𝐡, 𝐡);(𝑅, 𝑅)]withπœ‡2(πœƒ1|𝐴)=1/3 is indeed a CSE. That is,[(𝐡, 𝐡);(𝑅, 𝑅)]is not approachable by this sequence ofπœ’π‘˜-CSE.

8To avoid confusion, we will henceforth add the subscript β€œS” to the parameters of SCE.

incorrectly believes that the receiver will continue to choose𝑅if the sender deviates to 𝐴, rather than switching to 𝐿, and hence 𝐡 is optimal for both sender types.

However,[(𝐡, 𝐡);(𝐿 , 𝑅)]isnota πœ’-CSE equilibrium for any πœ’ ∈ [0,1], or a πœ’-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, πœ“π‘†, does not have any effect, but the role of πœ“π‘† can be illustrated in the context of the [(𝐡, 𝐡);(𝑅, 𝑅)] sequential equilibrium. This second SCE parameter, πœ“π‘†, is introduced to accommodate a player’s possible failure to fully account for the informational content fromobservedevents. The larger (1βˆ’πœ“π‘†) is, the greater extent a player neglects the informational content of observed actions.

Although the parameterπœ“π‘† has a similar flavor to 1βˆ’ πœ’in πœ’-CSE, it is different in a number of ways. In particular this parameter only has an effect via its interaction with πœ’π‘† and thus does not independently arise. In the two parameter model, the overall degree of cursedness is captured by the product, πœ’π‘†(1βˆ’πœ“π‘†), and thus any cursedness effect ofπœ“π‘†is shut down when πœ’π‘† =0. For instance, under our πœ’-CSE, the strategy profile[(𝐡, 𝐡);(𝑅, 𝑅)]can only be supported as an equilibrium whenπœ’ is sufficiently small. However,[(𝐡, 𝐡);(𝑅, 𝑅)]can be supported as a(πœ’π‘†, πœ“π‘†)-SCE even when (1βˆ’πœ“π‘†) =1 as long as πœ’π‘† is sufficiently small. In fact, when πœ’π‘† =0, a (πœ’π‘†, πœ“π‘†)-SCE is equivalent to sequential equilibrium regardless of the value ofπœ“π‘†. See Fong et al. (2023) for a more detailed discussion.

45,30 30,30 𝐢

15,0 0,0 𝐷

30,15 50,35 𝐸

𝐼

30,90 45,90 𝐢

0,15 15,15 𝐷

45,15 100,30 𝐸 𝑆

πœƒ1

[12]

30,30 30,30 𝐢

0,45 30,45 𝐷

30,15 30,0 𝐸 𝐼

45,0 45,0 𝐢

15,30 0,30 𝐷

30,15 0,15 𝐸 𝑆

πœƒ2

[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œ’-CSE can help

explain some of their findings. In both GameBH 3 andBH 4, the sender has two possible types{πœƒ1, πœƒ2}which are equally likely. There are two messagesπ‘š ∈ {𝐼 , 𝑆} available to the sender.9 After seeing the message, the receiver chooses an action fromπ‘Ž ∈ {𝐢 , 𝐷 , 𝐸}. 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 𝐼, and the receiver will choose𝐢 in response to 𝐼 and𝐷in response to 𝑆. In the second equilibrium, both sender types send message 𝑆, and the receiver will choose𝐷 in response to𝐼 while choose𝐢in response to𝑆. Both are sequential equilibria, in both games, but only the first equilibrium where the sender sends𝐼satisfies 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 πœƒ1 senders send 𝐼 in GameBH 3(97 %), and yet all typeπœƒ1senders send𝑆in GameBH 4(100%). In contrast, typeπœƒ2senders behave similarly in both gamesβ€”46.2% and 44.1% of type πœƒ2senders send𝐼in GamesBH 3andBH 4, respectively. Qualitatively speaking, the empirical pattern reported by Brandts and Holt (1993) is thatsender typeπœƒ1is more likely to send 𝐼 in Game BH 3 than Game BH 4 while sender typeπœƒ2’s 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 choose𝐢in both games. Given this naive response, a typeπœƒ1sender has an incentive to send 𝐼 in Game BH 3and choose 𝑆 in Game BH 4. (Brandts and Holt, 1993, p. 284 – 285)

In fact, their story of naive reasoning echoes the logic of πœ’-CSE. When the receiver is fully cursed (or naive), he will ignore the correlation between the sender’s action and type, causing him to not update the belief about the sender’s type. Proposition 6 characterizes the set of πœ’-CSE of both games. Following the previous notation, we use a four-tuple [(π‘š(πœƒ1), π‘š(πœƒ2));(π‘Ž(𝐼), π‘Ž(𝑆))] to denote a behavioral strategy profile.

9𝐼stands for β€œIntuitive” and𝑆stands for β€œSequential but not intuitive”, corresponding to the two pooling sequential equilibria of the two games.

Proposition 6. The set of πœ’-CSE of Game BH 3 and BH 4 are characterized as below.

β€’ In Game BH 3, there are three pure πœ’-CSE:

1. [(𝐼 , 𝐼);(𝐢 , 𝐷)]is a pooling πœ’-CSE if and only if πœ’ ≀ 4/7.

2. [(𝑆, 𝑆);(𝐷 , 𝐢)]is a pooling πœ’-CSE if and only if πœ’ ≀ 2/3.

3. [(𝐼 , 𝑆);(𝐢 , 𝐢)]is a separating πœ’-CSE if and only ifπœ’ β‰₯ 4/7.

β€’ In Game BH 4, there are three pure πœ’-CSE:

1. [(𝐼 , 𝐼);(𝐢 , 𝐷)]is a pooling πœ’-CSE if and only if πœ’ ≀ 4/7.

2. [(𝑆, 𝑆);(𝐷 , 𝐢)]is a pooling πœ’-CSE if and only if πœ’ ≀ 2/3.

3. [(𝑆, 𝑆);(𝐢 , 𝐢)]is a pooling πœ’-CSE for any πœ’ ∈ [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œ’-CE forall πœ’ ∈ [0,1]. Hence, Proposition 6 implies that πœ’-CSE refines the πœ’-CE pooling equilibria for larger values of πœ’. Moreover, πœ’-CSE actually eliminates allpooling equilibria in BH 3 if πœ’ > 2/3. Proposition 6 also suggests that for any πœ’ ∈ [0,1], sender type πœƒ2 will behave similarly in both games, which is qualitatively consistent with the empirical pattern. In addition, πœ’-CSE predicts that a highly cursed (πœ’ >2/3) type πœƒ1 sender will send different messages in different gamesβ€”highly cursed type πœƒ1 senders will send𝐼 and𝑆in 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 β€œunanimity” case where there are 𝑁players and the threshold is also 𝑁.

Each player𝑖 has a private cost parameter𝑐𝑖, which is independently drawn from a uniform distribution on [0, 𝐾] where𝐾 > 1. After each player’s𝑐𝑖is drawn, each player observes their own cost, but not the others’ costs. Therefore, 𝑐𝑖 is player𝑖’s private information and corresponds toπœƒπ‘– 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 π‘šπ‘– ∈ {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. Player𝑖 has to pay the cost 𝑐𝑖 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 player’s payoff will be 1βˆ’π‘π‘–.

If there is no communication stage, the unique Bayesian Nash equilibrium is that no player contributes, which is also the unique πœ’-CE for any πœ’ ∈ [0,1]. In contrast, with the communication stage, there exists an efficient sequential equilibrium where each player𝑖 sendsπ‘šπ‘– = 1 if and only if 𝑐𝑖 ≀ 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œ’-CE for all values of πœ’, by Proposition 2 of Eyster and Rabin (2005). In the following, we demonstrate that the prediction of πœ’-CSE is different from CE (and sequential equilibrium).

To analyze the πœ’-CSE, consider a set of β€œcutoff” costs, {𝐢

πœ’ 𝑐, 𝐢

πœ’ 0, 𝐢

πœ’

1, . . . , 𝐢

πœ’ 𝑁}. In the communication stage, each player communicates the messageπ‘šπ‘– =1 if and only if 𝑐𝑖 ≀ 𝐢

πœ’

𝑐. In the second stage, if there are exactly 0 ≀ π‘˜ ≀ 𝑁 players sending π‘šπ‘– =1 in the first stage, then such a player would contribute in the second stage if and only if 𝑐𝑖 ≀ 𝐢

πœ’

π‘˜. A πœ’-CSE is a collection of these cost cutoffs such that the associated strategies are a πœ’-CSE for the public goods game with communication.

The most efficient sequential equilibrium identified above for πœ’=0 corresponds to cutoffs with𝐢0

0 =𝐢0

1 =· · ·=𝐢0

π‘βˆ’1 =0 and𝐢0

𝑐 =𝐢0

𝑁 =1.

There are in fact multiple equilibria in this game with communication. In order to demonstrate how the cursed belief can distort players’ behavior, here we will focus on the πœ’-CSE that is similar to the most efficient sequential equilibrium identified above, where𝐢

πœ’ 0 =𝐢

πœ’

1 = · · · =𝐢

πœ’

π‘βˆ’1 = 0 and𝐢

πœ’

𝑐 =𝐢

πœ’

𝑁. The resulting πœ’-CSE is given in Proposition 7.

Proposition 7. In the public goods game with communication, there is a πœ’-CSE where

11One can think of the first stage as a poll, where players are asked the following question: β€œAre you willing to contribute if everyone else says they are willing to contribute?". The messageπ‘šπ‘– =1 corresponds to a β€œyes" answer and the messageπ‘šπ‘– =0 corresponds to a β€œno" answer.

1. 𝐢

πœ’ 0 =𝐢

πœ’

1 =· · ·=𝐢

πœ’

π‘βˆ’1=0, and

2. there is a uniqueπΆβˆ—(𝑁 , 𝐾 , πœ’) ≀1s.t. 𝐢

πœ’

𝑐 =𝐢

πœ’

𝑁 =πΆβˆ—(𝑁 , 𝐾 , πœ’) that solves:

πΆβˆ—(𝑁 , 𝐾 , πœ’) βˆ’ πœ’

πΆβˆ—(𝑁 , 𝐾 , πœ’) 𝐾

π‘βˆ’1

=1βˆ’ πœ’ .

To provide some intuition, we sketch the proof by analyzing the two-person game, where the πœ’-CSE is characterized by four cutoffs {𝐢

πœ’ 𝑐, 𝐢

πœ’ 0, 𝐢

πœ’ 1, 𝐢

πœ’

2}, with 𝐢

πœ’ 0 = 𝐢

πœ’

1 = 0 and 𝐢

πœ’

𝑐 = 𝐢

πœ’

2. If players use the strategy that they would send message 1 if and only if the cost is less than𝐢

πœ’

𝑐, then by Lemma 1, at the history where both players send 1, player𝑖’s cursed posterior belief density would be

πœ‡

πœ’

𝑖 (π‘βˆ’π‘–|{1,1}) =





ο£²



ο£³ πœ’Β·

1 𝐾

+ (1βˆ’ πœ’) Β·

1 𝐢

πœ’ 𝑐

ifπ‘βˆ’π‘– ≀ 𝐢

πœ’ 𝑐

πœ’Β·

1 𝐾

ifπ‘βˆ’π‘– > 𝐢

πœ’ 𝑐.

Notice that cursedness leads a player to put some probability weight on a type that is not compatible with the history. Namely, for πœ’-cursed players, when seeing another player sending 1, they still believe the other player might have π‘βˆ’π‘– > πΆπœ’

𝑐. When πœ’ 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œ’ converges to 0, the belief converges to 1/𝐢

πœ’

𝑐, which is the correct Bayesian inference.

Given this cursed belief density, the optimal cost cutoff to contribute,𝐢

πœ’

2, solves 𝐢

πœ’ 2 =

∫ 𝐢

πœ’ 2

0

πœ‡

πœ’

𝑖 (π‘βˆ’π‘–|{1,1})π‘‘π‘βˆ’π‘–. Finally, at the first stage cutoff equilibrium, the𝐢

πœ’

𝑐 type of player would be indifferent between sending 1 and 0 at the first stage. Therefore,𝐢

πœ’

𝑐 satisfies 0=

𝐢

πœ’ 𝑐

𝐾 (

βˆ’πΆ

πœ’ 𝑐 +

∫ 𝐢

πœ’ 2

0

πœ‡

πœ’

𝑖 (π‘βˆ’π‘–|{1,1})π‘‘π‘βˆ’π‘– )

. After substituting 𝐢

πœ’

𝑐 = 𝐢

πœ’

2, we obtain the πœ’-CSE satisfies 𝐢

πœ’

𝑐 = 𝐢

πœ’

2 = (𝐾 βˆ’ 𝐾 πœ’)/(𝐾 βˆ’ πœ’).

From this expression, one can see that the cutoffπΆπœ’

𝑐 (as well asπΆπœ’

2) is decreasing in πœ’and𝐾. When πœ’ β†’ 0,𝐢

πœ’

𝑐 converges to 1, which is the cutoff of the sequential equilibrium. On the other hand, when πœ’ β†’ 1, 𝐢

πœ’

𝑐 converges to 0, so there is no possibility for communication when players are fully cursed. Similarly, when

𝐾 β†’1,𝐢

πœ’

𝑐 converges to 1, which is the cutoff of the sequential equilibrium, while limπΎβ†’βˆžπΆ

πœ’

𝑐 =1βˆ’ πœ’.

These comparative statics results with respect to πœ’ and 𝐾 are not just a special property of the𝑁 = 2 case, but hold for all𝑁 > 1. Furthermore, there is a similar effect of increasing 𝑁 that results in a lower cutoff (less effective communication).

These properties ofπΆβˆ—(𝑁 , 𝐾 , πœ’) are summarized in Corollary 3.

Corollary 3. The efficient πœ’-CSE predicts for all𝑁 β‰₯ 2and𝐾 > 1:

1. πΆβˆ—(𝑁 , 𝐾 ,0) =1andπΆβˆ—(𝑁 , 𝐾 ,1) =0.

2. πΆβˆ—(𝑁 , 𝐾 , πœ’)is strictly decreasing in 𝑁,𝐾, and πœ’for anyπœ’ ∈ (0,1).

3. For all πœ’ ∈ [0,1],limπ‘β†’βˆžπΆβˆ—(𝑁 , 𝐾 , πœ’)=limπΎβ†’βˆžπΆβˆ—(𝑁 , 𝐾 , πœ’)=1βˆ’ πœ’ .

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œ’-CSE equilibrium condition when 𝐾 = 1.5 and πœ’=0.5. (Middle) The πœ’-CSE cutoffπΆβˆ—(𝑁 , 𝐾 , πœ’)for𝑁 =2,3 and for𝑁 β†’ ∞ when 𝐾 = 1.5. (Right) The πœ’-CSE cutoff πΆβˆ—(𝑁 , 𝐾 , πœ’) for 𝐾 = 1.25,1.5 and for 𝐾 β†’ ∞when𝑁 =2.

These properties are illustrated in Figure 2.3. The left panel illustrates the equilib- rium condition forπΆβˆ— in a graph where the horizontal axis is𝐢 ∈ [0, 𝐾]. We can rewrite the characterization ofπΆβˆ—(𝑁 , 𝐾 , πœ’) in Proposition 7 as a solution for𝐢 to the following equation:

1βˆ’πΆ πœ’

=1βˆ’ 𝐢

𝐾 π‘βˆ’1

.

The left panel displays the LHS of this equation, 1βˆ’πœ’πΆ, as the downward sloping line that connects the points (0, 1

πœ’) and (1,0). The RHS is displayed for 𝑁 = 2 and 𝑁 =3 by the two curves that connect the points(0,1) and(𝐾 ,0). The equilibrium,

πΆβˆ—(𝑁 , 𝐾 , πœ’), is given by the (unique) intersection of the LHS and RHS curves. It is easy to see thatπΆβˆ—(𝑁 , 𝐾 , πœ’)is strictly decreasing in𝑁,𝐾, andπœ’. When𝑁increases, the RHS increases for all𝐢 ∈ (0, 𝐾), resulting in an intersection at a lower value of𝐢. When𝐾 increases, again the RHS increases for all𝐢 ∈ (0, 𝐾), and also the intercept of the RHS on the horizontal axis increases, leading to a similar effect;

and when πœ’ increases, the intercept of the LHS on the horizontal axis decreases, resulting in an intersection at a lower value of𝐢. In addition, when𝑁grows without bound, the RHS approaches to 1 for𝐢 < 𝐾, resulting in a limiting intersection at πΆβˆ—(∞, 𝐾 , πœ’) =1βˆ’ πœ’. This is illustrated in the middle panel of Figure 2.3, which graphs πΆβˆ—(2,1.5,Β·), πΆβˆ—(3,1.5,Β·), and πΆβˆ—(∞,1.5,Β·). A similar effect occurs for 𝐾 β†’ ∞, illustrated in the right panel of Figure 2.3, which displaysπΆβˆ—(2,1.25,Β·), πΆβˆ—(2,1.5,Β·), andπΆβˆ—(2,∞,Β·).

An interesting takeaway of this analysis is that in the public goods game with communication,cursedness limits information transmission: πœ’-CSE predicts when players are more cursed (higher πœ’), 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œ’-CSE varies systematically withall three parameters of the model: 𝑁 , 𝐾, and πœ’. In contrast, in the standard πœ’-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 𝑁 , 𝐾, and πœ’. This seems behaviorally implausible and is also suggestive of an experimental design that varies the two parameters 𝑁 and𝐾, since the qualitative effects of changing these parameters are identified.

Reputation Building: The Centipede Game with Altruists

𝑇1 𝑇2 𝑇3 𝑇4

𝑃4 𝑃3

𝑃2 𝑃1

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œ’-CE and πœ’-CSE, in this section we consider a variation of the centipede game with private information,