Skip to main content

Equilibrium Refinement Versus Level-k Analysis: An Experimental Study of Cheap-Talk Games with Private Information

  • Chapter
Behavioral Interactions, Markets, and Economic Dynamics

Abstract

We present the experimental results of cheap-talk games with private information. We systematically compare various equilibrium refinement theories and bounded rationality models such as level-k analysis in explaining our experimental data. As in the previous literature, we find that when interests between sender and receiver are aligned, informative communication frequently arises. While babbling equilibrium play is observed more frequently in conflicting interest cases, a substantial number of players tend to choose truth-telling and credulous play. We also find that level-k analysis outperforms equilibrium refinement theories in explaining this phenomenon. Our results also confirm the existence of the “truth bias” and “truth-detection bias” reported in communication theory.

The original article first appeared in Games and Economic Behavior 66: 238–255, 2009. A newly written addendum has been added to this book chapter.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Our findings were independently obtained at almost the same time. The earliest version of our paper appeared in 1999 (Kawagoe and Takizawa 1999).

  2. 2.

    For signaling games, Brandts and Holt (1992, 1993), Banks et al. (1994), and Cadsby et al. (1998) compared performance of various refinements concepts such as the intuitive criterion in laboratory experiments.

  3. 3.

    Blume et al. (1998) examine how the meaning of the language evolves in the laboratory without common language between players.

  4. 4.

    The labels for the receiver’s action we used in the experiments were A, B, and C for X, Y, and Z respectively in Session 1, and they were then permuted from Session 2 on to prevent the labels from working as a coordination device. However, it is convenient to use X, Y, and Z as indicated in the text when we need to classify the play of receivers.

  5. 5.

    See Kawagoe and Takizawa (1999) for detailed information on sequential equilibria of these games including mixed strategies.

  6. 6.

    Of course, “successively stronger” is not a rigorous expression. However, the meaning should be clear from the explanation below. The same applies to the expression “successively weaker” for the concept of announcement-proofness.

  7. 7.

    The standard refinement arguments usually stop where a deviant type succeeds in making the receiver believe that she is in some subset of T and respond optimally to this belief. However, the receiver might change his equilibrium belief when he receives the equilibrium message, and change his action accordingly. This might trigger further changes in messages that non-deviant types want to send.

  8. 8.

    A sketch of the proof is as follows. As the sender’s payoff for each message is the same in cheap-talk games in general, by definition of the game, AQRE correspondence must assign the same probability to each message for every value of λ, regardless of the receiver’s actions. On the other hand, as the receiver cannot distinguish the sender’s type from such a message, action Z is the best response due to our choice of payoff function in the class of games we considered. Of course, as the receiver must assign equal probability to every action at \( \lambda =0 \), by definition of AQRE correspondence, it is the only exception.

  9. 9.

    In Ellingson and Östling (2006) terms, this is a SCH (simple cognitive hierarchy) model.

  10. 10.

    To the best of our knowledge, Camerer et al. (2004) and Crawford and Iriberri (2007b) are the only papers analyzing games with incomplete information.

  11. 11.

    In the earliest sessions, we also adopted a lottery reward procedure, first developed by Roth and Malouf (1979) and further extended by Berg et al. (1986), to induce a risk-neutral utility function from subjects. However, as we found no significant difference between lottery and ordinary payment conditions, we used the ordinary payment method in the rest of the session to simplify the instructions. Differences in experimental procedures between sessions are discussed in our previous paper (Kawagoe and Takizawa 1999). Those interested in the details may want to consult that paper.

  12. 12.

    Before the session began, they were randomly divided into two groups of equal size for Sessions 1, 3, and 4. Separate rooms were assigned for both groups.

  13. 13.

    This is because of the nature of the matching procedure we adopted. We devised random matching so that each subject plays both player roles and both sender types equally often, matched with a different subject in each round.

  14. 14.

    See Footnote 4.

  15. 15.

    In Session 1 and 2, we used a within-subject design in which each subject played Game 1, 2, and 3 randomly four times over 13 rounds. (In one round, they just waited, not participating in the game). In Session 3 and 4, we followed a between-subject design in which each subject played either Game 1 or 3 over 13 sessions. As we have noted, there was significant difference in the subjects’ behaviors through these design changes.

  16. 16.

    Unfortunately, individual data in Session 3 conducted at Kyoto Sangyo University were lost.

  17. 17.

    Rubinstein (2000) and Glazor and Rubinstein (2006) adopt the argument of Grice’s pragmatics (1989) in a game theoretical framework and attempt to show that persuasion is profitable and successful.

References

  • Banks J, Camerer C, Porter D (1994) An experimental analysis of Nash refinements in signaling games. Game Econ Behav 6:1–31

    Article  Google Scholar 

  • Battigalli P, Charness G, Dufwenberg M (2013) Deception: the role of guilt. J Econ Behav Organ 93:227–232

    Article  Google Scholar 

  • Berg JE, Daley LA, Dickhaut JW, O’Brien JR (1986) Controlling preferences for lotteries on units of experimental exchange. Q J Econ 101:281–306

    Article  Google Scholar 

  • Blume A, DeJong DV, Kim YG, Sprinkle GB (1998) Experimental evidence on the evolution of meaning of messages in sender-receiver games. Am Econ Rev 88:1323–1340

    Google Scholar 

  • Blume A, DeJong DV, Kim YG, Sprinkle GB (2001) Evolution of communication with partial common interest. Game Econ Behav 37:79–120

    Article  Google Scholar 

  • Blume A, Board OJ, Kawamura K (2007) Noisy talk. Theor Econ 2:395–440

    Google Scholar 

  • Brandts J, Holt CA (1992) An experimental test of equilibrium dominance in signaling games. Am Econ Rev 82:1350–1365

    Google Scholar 

  • Brandts J, Holt CA (1993) Adjustment patterns and equilibrium selection in experimental signaling games. Int J Game Theory 22:279–302

    Article  Google Scholar 

  • Burgoon JK, Buller DB, Ebesu AS, Rockwell P (1994) Interpersonal deception: V. Accuracy in deception detection. Commun Monogr 61:303–325

    Article  Google Scholar 

  • Cadsby CB, Frank M, Maksimovic V (1998) Equilibrium dominance in experimental financial markets. Rev Financ Stud 11:189–232

    Article  Google Scholar 

  • Cai H, Wang JT-Y (2007) Overcommunication in strategic information transmission games. Game Econ Behav 56:7–36

    Article  Google Scholar 

  • Camerer C (2003) Behavioral game theory: experiments on strategic interaction. Princeton University Press, Princeton

    Google Scholar 

  • Camerer C, Ho T-H, Chong JK (2004) A cognitive hierarchy theory of one-shot games. Q J Econ 119:861–898

    Article  Google Scholar 

  • Cho I-K, Kreps D (1987) Signaling games and stable equilibria. Q J Econ 102:179–221

    Article  Google Scholar 

  • Cooper R, DeJong DV, Forsythe R, Ross TW (1989) Communication in the battle of sexes game. Rand J Econ 20:568–587

    Article  Google Scholar 

  • Cooper R, DeJong DV, Forsythe R, Ross TW (1992) Communication in coordination games. Q J Econ 107:739–771

    Article  Google Scholar 

  • Costa-Gomes M, Crawford V (2006) Cognition and behavior in two-person guessing games: an experimental study. Am Econ Rev 96:1737–1768

    Article  Google Scholar 

  • Costa-Gomes M, Crawford V, Broseta B (2001) Cognition and behavior in normal form games: an experimental study. Econometrica 69:1193–1235

    Article  Google Scholar 

  • Crawford V (1998) A survey of experiments on communication via cheap talk. J Econ Theory 78:286–298

    Article  Google Scholar 

  • Crawford V (2003) Lying for strategic advantages: rational and boundedly rational misrepresentations of intentions. Am Econ Rev 93:133–149

    Article  Google Scholar 

  • Crawford V (2007) Let’s talk it over: coordination via preplay communication with level-k thinking. Paper presented at 26th Arne Ryde symposium on communication in games and experiments, , Lund, 24–25 Aug 2007

    Google Scholar 

  • Crawford V, Iriberri N (2007a) Fatal attraction: salience, naivete, and sophistication in experimental hide-and-seek games. Am Econ Rev 97:1731–1750

    Article  Google Scholar 

  • Crawford V, Iriberri N (2007b) Level-k auctions: can a non-equilibrium model of strategic thinking explain the winner’s curse and overbidding in private-value auctions? Econometrica 75:1721–1770

    Article  Google Scholar 

  • Crawford V, Sobel J (1982) Strategic information transmission. Econometrica 50:1431–1451

    Article  Google Scholar 

  • Dewatripont M, Tirole J (2005) Modes of communication. J Polit Econ 113:1217–1238

    Article  Google Scholar 

  • Dickhaut JW, McCabe KA, Mukherji A (1995) An experimental study of strategic information transmission. Econ Theory 6:389–403

    Article  Google Scholar 

  • Ellingsen T, Östling R (2006) Organizational structure as the channeling of boundedly rational pre-play communication. SSE/EFI working paper series in economics and finance, no 634

    Google Scholar 

  • Farrell J (1987) Cheap talk, coordination, and entry. Rand J Econ 18:34–39

    Article  Google Scholar 

  • Farrell J (1988) Communication, coordination and Nash equilibrium. Econ Lett 27:209–214

    Article  Google Scholar 

  • Farrell J (1993) Meaning and credibility in cheap talk games. Game Econ Behav 5:514–531

    Article  Google Scholar 

  • Feldman R (2010) The liar in your life: the way to truthful relationship. Twelve, New York

    Google Scholar 

  • Glazor J, Rubinstein A (2006) A study in the pragmatics of persuasion: a game theoretical approach. Theor Econ 1:395–410

    Google Scholar 

  • Gneezy U (2005) Deception: the role of consequences. Am Econ Rev 95:384–394

    Article  Google Scholar 

  • Grice P (1989) Studies in the way of words. Harvard University Press, Cambridge, MA

    Google Scholar 

  • Ho T-H, Camerer C, Weigelt K (1998) Iterated dominance and iterated best response in experimental ‘p-beauty contests’. Am Econ Rev 39:649–660

    Google Scholar 

  • Holm H (2010) Truth and lie detection in bluffing. J Econ Behav Organ 76:318–324

    Article  Google Scholar 

  • Holm H, Kawagoe T (2010) Face-to-face lying - an experimental study in Sweden and Japan. J Econ Psychol 31:310–321

    Article  Google Scholar 

  • Kartik N (2009) Strategic communication with lying costs. Rev Econ Stud 76(4):1359–1395

    Article  Google Scholar 

  • Kawagoe T, Takizawa H (1999) Instability of babbling equilibrium in cheap talk games. Saitama University, Saitama

    Google Scholar 

  • Kawagoe T, Takizawa H (2005) Why lying pays: truth bias in the communication with conflicting interests. SSRN electronic paper collection, 691641

    Google Scholar 

  • Kawagoe T, Takizawa H (2009) Equilibrium refinement vs. level-k analysis: an experimental study of cheap-talk games with private information. Game Econ Behav 66:238–255

    Article  Google Scholar 

  • Kawagoe T, Takizawa H (2012) Level-k analysis of experimental centipede games. J Econ Behav Organ 82:548–566

    Article  Google Scholar 

  • Matthews S, Okuno-Fujiwara M, Postlewaite A (1991) Refining cheap-talk equilibria. J Econ Theory 55:247–273

    Article  Google Scholar 

  • McCornack S (1992) Information manipulation theory. Commun Monogr 59:1–16

    Article  Google Scholar 

  • McCornack S, Parks M (1986) Deception detection and relationship development: the other side of trust. In: McLaughlin M (ed) Communication yearbook, vol 9. Sage, Beverly Hills

    Google Scholar 

  • McKelvey RD, Palfrey TR (1998) Quantal response equilibria for extensive form games. Exp Econ 1:9–41

    Article  Google Scholar 

  • Nagel R (1995) Unraveling in guessing games: an experimental study. Am Econ Rev 85:1313–1326

    Google Scholar 

  • Rabin M, Sobel J (1996) Deviations, dynamics and equilibrium refinement. J Econ Theory 68:1–25

    Article  Google Scholar 

  • Roth AE, Malouf WK (1979) Game-theoretic models and the role of bargaining. Psychol Rev 86:574–594

    Article  Google Scholar 

  • Rubinstein A (2000) Economics and language. Cambridge University Press, Cambridge

    Book  Google Scholar 

  • Sánchez-Pagés S, Vorsatz M (2007) An experimental study of truth-telling in a sender-receiver game. Game Econ Behav 61:86–112

    Article  Google Scholar 

  • Stahl D, Wilson P (1995) On player’s models of other players: theory and experimental evidence. Game Econ Behav 10:218–254

    Article  Google Scholar 

  • Vrij A (2000) Detecting lies and deceit. Wiley, West Sussex

    Google Scholar 

  • Wang JT-Y, Spezio M, Camerer CF (2010) Pinocchio’s pupil: using eyetracking and pupil dilation to understand truth-telling and deception in games. Am Econ Rev 100:984–1007

    Article  Google Scholar 

  • Yamamori T, Kato K, Kawagoe T, Matsui A (2008) Voice matters in a dictator game. Exp Econ 11:336–343

    Article  Google Scholar 

Download references

Acknowledgments

We are especially grateful to Vincent Crawford for his abundant advice and suggestions for revising an earlier version of our paper. We would also like to thank Masahiko Aoki, Bram Cadsby, Colin Camerer, Rémy Juston Coumat, Håkan Holm, Akihiko Matsui, Richard McKelvey, Masahiro Okuno-Fujiwara, Charles Plott, Tatsuyoshi Saijo, Fei Song, and Takehiko Yamato for their helpful comments and encouragement. Part of this research was supported by a grant-in-aid of the Japan Society for the Promotion of Science project for the first 3 years since 1998 in collaboration with Yuji Aruka and Sobei Oda.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Toshiji Kawagoe .

Editor information

Editors and Affiliations

Appendices

Appendix. Instructions

This is an experiment on economic decision making. You can earn some amount of money in cash in this experiment, if you make appropriate choices according to what is explained below.

In this experiment, each group consists of two persons, one of whom we call “S-player” and the other “R-player.” Scores of both players are determined by choices of both players. We will not inform you who are “S-players (R-players)” or who are matched with whom at each round. Matching players are determined at random at each round. In each round, one of you has to “wait” and do nothing until the next round.

We repeat such an experimental round several times. When all the rounds finish, the instructors will tell you the end of experiment. Your reward is finally determined based on the score you earned all over the rounds. More detailed experimental procedure follows.

1.1 A.1. Experimental Procedure

In this experiment, each round proceeds as follows:

  1. 1.

    Each of you are told whether you are an “S-player” or an “R-player” at this round.

  2. 2.

    If you are an “S-player,” you are also told whether you are type A or type B at this round.

  3. 3.

    S-player” chooses between two alternatives “I am a type A” or “I am a type B.”

  4. 4.

    R-player,” informed of the choice of “S-player” who is your matched opponent, chooses from among three alternatives “A,” “B,” and “C.”

  5. 5.

    The score is determined according to the type of “S-player,” which is assigned at the beginning of this round, and the choice by “R-player”.

  6. 6.

    The final reward is determined based on the score you earned all over the rounds, and then paid in cash.

Let us see the details of each stage more closely.

Step1

Each pair of subjects participates in each decision making, so there are 6 pairs and 1 person has to wait. One subject of a pair is called “S-player,” while the other subject “R-player.” Throughout the experiment, you are never told who and who match to form a pair. All that you are told is the number assigned to the pair to which you belong and whether you are an “S-player” or “R-player.” All of these are predetermined according to some random matching rule by the experimenters.

More specifically, at each round a “Payoff table” is distributed to each of those who participate in the experiment. On the table, you will find a payoff table and the number assigned to the pair to which you are belonging at this round. We will later explain how to read the payoff table in more detail. If you are an “S-player,” “Answer sheet” will also be distributed.

Fill in the blank of your “Recording sheet” with the number of your pair that you have found on the “Answer sheet.” Circle the letter “S” in the Player field of your “Recording sheet” if you are an “S-player,” “R” if “R-player.”

If you are told to wait at this round, write “wait” in the Pair field of your “Recording sheet,” and wait silently until the next round.

Step2

Look at the upper half of your “Answer sheet.” If you are told to be an “S-player” in Stage 1, you are also told whether you are type A or type B. Throughout the experiment, the probabilities of being type A and type B are equal. No one except you knows whether you are type A or type B.

If you are an “S-player” and your type is A, circle the letter “A” in the Type field of your “Recording sheet,” likewise for the case that your type is B.

Step3

Those who are told to be an “S-player” in the 1st stage choose between “Alternative A” or “Alternative B.”

  • Alternative A: “I am a type A.”

  • Alternative B: “I am a type B.”

The choice is completely up to you. While the type of which you are informed in the second stage will not be known to the matched “R-player,” the choice you made in the second stage will be known to the opponent.

If you choose “Alternative A,” circle the letter A in the Alternative field on your “Recording sheet,” likewise for the case that you choose “Alternative B.” Also do the same for the “Choice of S-player” field in the lower half of your “Answer sheet” and hand it to the instructors.

Step4

“R-player” chooses among “Alternative A,” “Alternative B,” and “Alternative C” knowing the choice made by “S-player” at stage 3. You can find the choice of the matched “S-player” on the “Answer sheet.”

If you choose “Alternative A,” circle the letter A in the Alternative field on your “Recording sheet,” likewise for the case that you choose “Alternative B” or “Alternative C.” Also do the same for the “Choice of R-player” field on the “Answer sheet” handed to you.

Step5

Both players’ scores are determined according to the choice made by “R-player” in stage 4 and the type revealed to “S-player” in the second stage. Note that the choice by “S-player” in the third stage does not affect scores.

The score table shows you how both players’ scores are determined. The scores that both players get will be shown on the blackboard, so ensure your score at each round. After ensuring your score, write it in the Score field on your “Recording sheet.”

Example

Suppose you are distributed a payoff table as follows:

 

type A

type B

Alternative A

S

R

S

R

 

90

20

60

30

Alternative B

S

R

S

R

 

50

10

10

90

Alternative C

S

R

S

R

 

80

70

30

50

If “S-player” is assigned type A in stage 2, look down under the column “type A” on this table. If “S-player” is assigned type B, then look down under the column “type B.” The left digit in each cell indicates S-player’s score and the right R-player’s.

For example, suppose “S-player” is told that his type is type A and “R-player’s” choice is “Alternative A,” then “S-player” gets 90 and “R-player” gets 20 according to this payoff table. If “S-player” is told that his type is type B and “R-player’s” choice is “Alternative B,” then “S-player” gets 10 and “R-player” gets 90.

Also suppose that “S-player” is told that his type is A and “S-player” chooses “Alternative B.” In this case, if “R-player” chooses “Alternative A,” then “S-player” gets 90 and “R-player” gets 20. Next suppose that “S-player” is told that his type is B and “S-player” chooses “Alternative B.” In this case, if “R-player” chooses “Alternative A,” then “S-player” gets 60 and “R-player” gets 30.

Step6

Stages 1–5 complete a round of the experiment. Your reward in cash in this round is 50 Yen times the score you get in this session. Fill in the Reward field on your “Recording sheet” with the number that is 50 times as large as the score in this round. The total reward in the experiment is the sum of each round’s reward plus participation fee, a 1,000 Yen.

1.2 A.2. Notices

  • Please be quiet throughout the experiment. You might be expelled if the instructor thinks it necessary. In that case, you might not be rewarded.

  • You cannot leave the room throughout the experiment in principle.

  • Please turn off your pocket bell or cellular phone.

  • Do not take anything used in the experiment with you.

1.3 A.3. Questions

If you have any question concerning the procedure of experiment, raise your hand quietly. An instructor will answer your question in person. In some cases, the content of your question might disallow the instructor to answer it, however.

1.4 A.4. Practice

Before conducting the experiment, we have three sessions for practice. These are purely for practice and the results therein will not be counted in your reward. You can always refer to this instruction throughout the experiment.

Please take out “Recording sheet (Practice)” from your envelope and fill in your name and student ID.

We will distribute “Answer sheets (Practice)” and “Score table (Practice)” to those who are to be “S-players” in this session. To those who are to be “R-players” in this session, only “Score table (Practice)” will be distributed.

S-players” should now circle the letter S in the Player field of the “Recording sheet (Practice)” and “R-players” the letter R.

S-players” now make their choice looking at your own type on the “Answer sheet (Practice)” and the “Payoff table (Practice).” Mark your own type in the Type field of your “Recording sheet (Practice)” and also mark your choice in the Choice field of the “Recording sheet (Practice).” Next mark your choice on the “Answer sheet (Practice)” too. “Answer sheet (Practice)” will be collected later.

Then the lower half of the “Answer sheet (Practice),” on which “S-players” have already marked their choices, will be distributed to the matched “R-players.” “R-players” can thus see the choice of “S-players,” but not their true types. “R-players” should now make choice by examining the score table and mark your choice in the Choice field of your “Recording sheet (Practice).” Also mark your choice on the “Answer sheet (Practice).”

Let us now turn to actual experiment. Please fill in your name and student ID on your “Recording sheet.”

Addendum: Recent Developments

This addendum has been newly written for this book chapter.

Since the publication of our paper (Kawagoe and Takizawa 2009), we have seen growing interests in the study of communication between players with conflicting interests. To name only a few, Kartik (2009) theoretically considers a related model of aversion to lying in the context of strategic information transmission between an informed sender and an uninformed receiver. Battigalli et al. (2013) provides an account for the data in Gneezy (2005) experiment on deception based on guilt aversion.

Contribution of our research to the literature is twofold. One is that it is the first paper to report “truth bias” in an economic experiment and to give it a theoretical explanation. The other is that this research is among the first to apply the level-k model to an extensive-form game with incomplete information, thereby contributing to the development of the level-k analysis. Let us look at these points in turn.

Truth bias is a tendency of receiver to believe the truthfulness of the sender’s message, a term coined in the communication theory (McCornack and Parks 1986). In contrast to the experiments that had hitherto reported truth bias, our experiment showed that the bias would persist even when the structure of a game was common knowledge. Kawagoe and Holm (2010) also confirmed truth bias in sender-receiver type cheap-talk game with “zero-sum” payoff, where the experiment was conducted using playing cards in face-to-face environment. Even in this competitive environment, they found the tendency of truth bias. These strong results attracted attention of some psychologists. For example, Robert Feldman (2010), a specialist in the study of deception, devoted a whole book to the phenomenon of truth-bias and mentions our research at length in Chap. 2 of his book.

To the best of our knowledge, no theoretical account for the “truth bias” had been provided before us. Our explanation based on level-k analysis was very simple and had a good fit with the data. Taking a plausible L0 type, we constructed upper levels by assuming that the level-k player best responds to the level-(k-1) player, up to level-2.

One may suppose that our model as well as most papers based on level-k analysis crucially depend on the assumption that players of level-k “irrationally” believe that all the other players are of level-(k-1). This question can possibly be important and we considered it in the working paper version of our paper (Kawagoe and Takizawa 2005). There we actually analyzed a level-k model with sophisticated players as in Crawford (2003). The sophisticated player in the game anticipates that he/she faces a population consisting of sophisticated players as well as L0, L1, L2 players, and then assesses subjective belief about the distribution of these types in a way that it is consistent with his/her equilibrium strategy. We showed that truth bias could be a sequential equilibrium even in this game, which means that truth bias can be “rationally” explained.

The second contribution of our paper to the literature concerns the problem of how to apply the level-k model to an extensive-form game like the cheap-talk game. Before our paper, level-k models had been applied to many games, and had succeeded in explaining a number of anomalous behaviors found in the laboratory. However, most of them had been applied to normal-form games. This research is among the first that tried to apply the level-k model to an extensive-form game with incomplete information. There are several questions involved in so doing.

The first question is what strategy should be assumed for L0 players. Randomizing over all pure strategies with uniform distribution had been routinely used in the literature. However, it is not obvious that complete randomization works well in extensive-form games. This problem is very important, because the strategy of L0 player works as an anchor of all the other upper-level players in the level-k analysis.

The second question concerns the problem that arises in reasonably defining player’s responses in off-the-play paths in extensive-form games. Constructing level-k strategy requires us somehow to deal with this problem.

Concerning the first problem, Kawagoe and Takizawa (2009) examined two models of the L0 strategy. Later, Kawagoe and Takizawa (2012) extensively studied which L0 assumption works well in explaining controversial centipede game experiments. For the second problem, we made the model probabilistic by introducing the same noise structure in logit form as in the quantal response equilibrium (QRE, McKelvey and Palfrey 1998), which also enabled us to estimate parameters through maximum likelihood method.

Recent studies of communication in games focus on the communication with noisy channel. For example, Blume et al. (2007) study a version of cheap-talk game with noisy channels. In their setting, a message sent by a sender might be changed to the one that the sender doesn’t intend to send. With a slightly different motivation, the implications of costly efforts in sending and receiving a message for successful communication are analyzed by Dewatripont and Tirole (2005).

Investigating how truthful communication arises in the environment with possible “misinterpretation” of messages is important. Even in that environment, do we still observe truth bias? This is probably our next research question in this line of study.

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer Japan

About this chapter

Cite this chapter

Kawagoe, T., Takizawa, H. (2016). Equilibrium Refinement Versus Level-k Analysis: An Experimental Study of Cheap-Talk Games with Private Information. In: Ikeda, S., Kato, H., Ohtake, F., Tsutsui, Y. (eds) Behavioral Interactions, Markets, and Economic Dynamics. Springer, Tokyo. https://doi.org/10.1007/978-4-431-55501-8_16

Download citation

Publish with us

Policies and ethics