52 research outputs found

    Learning to Respond: The Use of Heuristics in Dynamic Games

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    While many learning models have been proposed in the game theoretic literature to track individuals’ behavior, surprisingly little research has focused on how well these models describe human adaptation in changing dynamic environments. Analysis of human behavior demonstrates that people are often remarkably responsive to changes in their environment, on time scales ranging from millennia (evolution) to milliseconds (reflex). The goal of this paper is to evaluate several prominent learning models in light of a laboratory experiment on responsiveness in a lowinformation dynamic game subject to changes in its underlying structure. While history-dependent reinforcement learning models track convergence of play well in repeated games, it is shown that they are ill suited to these environments, in which sastisficing models accurately predict behavior. A further objective is to determine which heuristics, or “rules of thumb,” when incorporated into learning models, are responsible for accurately capturing responsiveness. Reference points and a particular type of experimentation are found to be important in both describing and predicting play.learning, limited information, dynamic games

    Joint Bidding in Common Value Auctions: Theory and Evidence

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    We examine theoretically and experimentally two countervailing effects of collusion and symmetric mergers among bidders. On one hand, the pooling of information within bidding rings increases the precision of competing estimates. We demonstrate that, in average value auctions, this leads to more aggressive bidding. On the other hand, since collusion decreases the number of active bidders, competition is lessened, reducing the price paid at auction. We demonstrate that the reduction in competition dominates the informational effects, resulting in lower prices. We examine these hypothesized e®ects experimentally by conducting a series of auctions with constant informational content but a varying number of bidders among whom this information is distributed. The experimental results are consistent with our theoretical predictions for different value and auction mechanism specifications.common value auctions, mergers, collusion, information

    Age Effects and Heuristics in Decision Making

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    Using controlled experiments, we examine how individuals make choices when faced with multiple options. Choice tasks are designed to mimic the selection of health insurance, prescription drug, or retirement savings plans. In our experiment, available options can be objectively ranked allowing us to examine optimal decision making. First, the probability of a person selecting the optimal option declines as the number of options increases, with the decline being more pronounced for older subjects. Second, heuristics differ by age with older subjects relying more on suboptimal decision rules. In a heuristics validation experiment, older subjects make worse decisions than younger subjects.experiments, decision making, optimal choice, age effects, heuristics

    Decision-making Strategies and Performance among Seniors

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    Using paper and pencil experiments administered in senior centers, we examine decision-making performance in multi-attribute decision problems. We find a significant decline in performance with age due to reduced reliance on common heuristics among our oldest subjects. Subjects in their early sixties incorporate a wide array of heuristics, septuagenarians employ progressively fewer strategies, and subjects in their 80s make nearly random selections. However, we find that increasing the number of options in a decision problem increases the number of heuristics brought to the task. This challenges the choice overload view that people give up when confronted with too much choice.

    Age Effects and Heuristics in Decision Making

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    We examine in controlled experiments how individuals make choices when faced with multiple options. The choice tasks mimic the selection of health insurance, prescription drug, or retirement savings plans. However, in our experiment, the available options can be objectively ranked. We find that the probability of a person selecting the optimal option declines as the number of options increases, with the decline more pronounced for older subjects. Heuristics seem to differ by age with older subjects relying more on suboptimal decision rules. Behavior consistent with the estimated decision rules is observed in an out-of-sample experiment.

    THE IMPACT OF MALICIOUS AGENTS ON THE ENTERPRISE SOFTWARE INDUSTRY 1

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    Abstract In this paper, a competitive software market that includes horizontal and quality differentiation, as well as a negative network effect driven by the presence of malicious agents, is modeled. Software products with larger installed bases, and therefore more potential computers to attack, present more appealing targets for malicious agents. One finding is that software firms may profit from increased malicious activity. Software products in a more competitive market are less 1 Peter Gutmann was the accepting senior editor for this paper. Lech Janczewski served as the associate editor. The appendix for this paper is located in the "Online Supplements" section of the MIS Quarterly's website (http://www.misq.org). likely to invest in security, while monopolistic or niche products are likely to be more secure from malicious attack. The results provide insights for IS managers considering enterprise software adoption

    Effort and Performance: What Distinguishes Interacting and Noninteracting Groups from Individuals?

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    We study how group membership affects behavior both when group members can and cannot interact with each other. Our goal is to isolate the contrasting forces that spring from group membership: a free-riding incentive leading to reduced effort and a sense of social responsibility that increases effort. In an environment with varying task difficulty and individual decision making as the benchmark, we show that the free-riding effect is stronger. Group members significantly reduce their effort in situations where they share the outcome but are unable to communicate. When group members share outcomes and can interact, they outperform groups without conmmnication and individuals. We show that these groups do as well as the best constituent member would have done on his or her own

    Age Effects and Heuristics In Decision Making

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    Using controlled experiments, we examine how individuals make choices when faced with multiple options. Choice tasks are designed to mimic the selection of health insurance, prescription drug, or retirement savings plans. In our experiment, available options can be objectively ranked, allowing us to examine optimal decision making. First, the probability of a person selecting the optimal option declines as the number of options increases, with the decline being more pronounced for older subjects. Second, heuristics differ by age, with older subjects relying more on suboptimal decision rules. In a heuristics validation experiment, older subjects make worse decisions than younger subjects

    Reducing Choice Overload without Reducing Choice

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    Previous studies have demonstrated that a multitude of options can lead to choice overload, reducing decision quality. Through controlled experiments, we examine sequential choice architectures that enable the choice set to remain large while potentially reducing the effect of choice overload. A specific tournament-style architecture achieves this goal. An alternate architecture in which subjects compare each subset of options to the most preferred option encountered thus far fails to improve performance due to the status quo bias. Subject preferences over different choice architectures are negatively correlated with performance, suggesting that providing choice over architectures might reduce the quality of decisions
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