Lecture Notes in Economics and Mathematical Systems For information about Vols. 1-183, please contact your bookseller or Springer-Verlag Vol. 184: R. E. Burkard and U. Derigs, Assignment and Matching Problems: Solution Methods with FORTRAN·Programs. VIII, 148 pages. 1980. Vol. 185: C. C. von Weizsacker, Barriers to Entry. VI, 220 pages. 1980. Vol. 186: Ch.·L. Hwang and K. Yoon, Multiple Attribute Decision Making - Methods and Applications. A State·of·the·Art·Survey. XI, 259 pages. 1981. Vol. 187: W. Hock, K. Schittkowski, Test Examples for Nonlinear Programming Codes. V. 178 pages. 1981. Vol. 188: D. Bos, Economic Theory of Public Enterprise. VII, 142 pages. 1981. Vol. 189: A. P. Luthi, Messung wirtschaftlicher Ungleichheit. IX, 287 pages. 1981. Vol. 190: J. N. Morse, Organizations: Agents with Multiple Criteria. Proceedings, 1980. VI, 509 pages. 1981. Vol. 191: H. R. Sneessens, Theory and Estimation of Macroeconomic Rationing Models. VII, 138 pages. 1981. Vol. 192: H. J. Bierens: Robust Methods and Asymptotic Theory in Nonlinear Econometrics. IX, 198 pages. 1981. ' Vol. 193: J. K. Sengupta, Optimal Decisions under Uncertainty. VII, 156 pages. 1981. Vol. 194: R. W. Shephard, Cost and Production Functions. XI, 104 pages. 1981. Vol. 195: H. W. Ursprung, Die elementare Katastrophentheorie. Eine Darstellung aus der Sicht der Okonomie. VII, 332 pages. 1982. Vol. 196: M. Nermuth, Information Structures in Economics. VIII, 236 pages. 1982. Vol. 197: Integer Programming and Related Areas. A Classified Bibliography. 1978 - 1981. Edited by R. von Randow. XIV, 338 pages. 1982. Vol. 198: P. Zweifel, Ein okonomisches Modell des Arztverhaltens. XIX, 392 Seiten. 1982. Vol. 199: Evaluating Mathematical Programming Techniques. Pro- ceedings, 1981. Edited by J.M. Mulvey. XI, 379 pages. 1982. Vol. 200: The Resource Sector in an Open Economy. Edited by H. Siebert. IX, 161 pages. 1984. Vol. 201: P. M. C. de Boer, Price Effects in Input-output-Relations: A Theoretical and Empirical Study for the Netherlands 1949-1967. X, 140 pages. 1982. Vol. 202: U. Witt, J. Perske, SMS - A Program Package for Simulation and Gaming of Stochastic Market Processes and Learning Behavior. VII, 266 pages. 1982. Vol. 203: Compilation of Input-Output Tables. Proceedings, 1981. Edited by J. V. Skolka. VII, 307 pages. 1982. Vol. 204: K. C. Mosler, Entscheidungsregeln bei Risiko: Multivariate stochastische Dominanz. VII, 172 Seiten. 1982. Vol. 205: R. Ramanathan, Introduction to the Theory of Economic Growth. IX, 347 pages. 1982. Vol. 206: M. H. Karwan, V. Lotli, J. Teigen, and S. Zionts, Redundancy in Mathematical Programming. VII, 286 pages. 1983. Vol. 207: Y. Fujimori, Modern Analysis of Value Theory. X, 165 pages. 1982. Vol. 208: Econometric Decision Models. Proceedings, 1981. Edited by J. Gruber. VI, 364 pages. 1983. Vol. 209: Essays and Surveys on Multiple Criteria Decision Making. Proceedings, 1982. Edited by P. Hansen. VII, 441 pages. 1983. Vol. 210: Technology, Organization and Economic Structure. Edited by R. Sato and M.J. Beckmann. VIII, 195 pages. 1983. Vol. 211: P. van den Heuvel, The Stability of a Macroeconomic System with Quantity Constraints. VII, 169 pages. 1983. Vol. 212: R. Sato and T. NOno, Invariance Principles and the Structure of Technology. V, 94 pages. 1983. Vol. 213: Aspiration Levels in Bargaining and Economic Decision Making. Proceedings, 1982. Edited by R. Tietz. VIII, 406 pages. 1983. Vol. 214: M. Faber, H. Niemes und G. Stephan, Entropie, Umwelt- schutz und Rohstoffverbrauch. IX, 181 Seiten. 1983. Vol. 215: Semi-Infinite Programming and Applications. Proceedings, 1981. Edited by A. V. Fiacco and K. O. Kortanek. XI, 322 pages. 1983. Vol. 216: H. H. MUlier, Fiscal Policies in a General Equilibrium Model with Persistent Unemployment VI, 92 pages. 1983. Vol. 217: Ch. Grootaert, The Relation Between Final Demand and Income Distribution. XIV, 105 pages. 1983. Vol. 218: P.van Loon, A Dynamic Theory of the Firm: Production, Finance and Investment. VII, 191 pages. 1983. Vol. 219: E. van Damme, Refinements of the Nash Equilibrium Concept. VI, 151 pages. 1983. Vol. 220: M. Aoki, Notes on Economic Time Series Analysis: System Theoretic Perspectives. IX, 249 pages. 1983. Vol. 221: S. Nakamura, An Inter-Industry Translog Model of Prices and Technical Change for the West German Economy. XIV, 290 pages. 1984. Vol. 222: P. Meier, Energy Systems Analysis for Developing Countries. VI, 344 pages. 1984. Vol. 223: W. Trockel, Market Demand. VIII, 205 pages. 1984. Vol. 224: M. Kiy, Ein disaggregiertes Prognosesystem fOr die Bundes- republik Deutschland. XVIII, 276 Seiten. 1984. Vol. 225: T. R. von Ungern-Sternberg, Zur Analyse von Markten mit unvollstandiger Nachfragerinformation. IX, 125 Seiten. 1984 Vol. 226: Selected Topics in Operations Research and Mathematical Economics. Proceedings, 1983. Edited by G. Hammer and D. Pallaschke. IX, 478 pages. 1984. Vol. 227: Risk and Capital. Proceedings, 1983. Edited by G. Bam- berg and K. Spremann. VII, 306 pages. 1984. Vol. 228: Nonlinear Models of Fluctuating Growth. Proceedings, 1983. Edited by R. M. Goodwin, M. KrUger and A. Vercelli. XVII, 277 pages. 1984. Vol. 229: Interactive Decision Analysis. Proceedings, 1983. Edited by M. Grauer and A. P. Wierzbicki. VIII, 269 pages. 1984. Vol. 230: Macro-Economic Planning with Conflicting Goals. Proceed- ings, 1982. Edited by M. Despontin, P. Nijkamp and 1. Spronk. VI, 297 pages. 1984. Vol. 23t: G. F. Newell, The MIMI"" Service System with Ranked Ser- vers in Heavy Traffic. XI, 126 pages. 1984. Vol. 232: L. Bauwens, Bayesian Full Information Analysis of Simultaneous Equation Models Using Integration by Monte Carlo. VI, 114 pages. 1984. Vol. 233: G. Wagenhals, The World Copper Market XI, 190 pages. 1984. Vol. 234: B. C. Eaves, A Course in Triangulations for Solving Equations with Deformations. III, 302 pages. 1984. Vol. 235: Stochastic Models in ReliabilityTheory. Proceedings, 1984. Edited by S. Osaki and Y. Hatoyama. VII, 212 pages. 1984. continuation on peg- 169
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Lecture Notes in Economics and Mathematical Systems
For information about Vols. 1-183, please contact your bookseller or Springer-Verlag
Vol. 184: R. E. Burkard and U. Derigs, Assignment and Matching Problems: Solution Methods with FORTRAN·Programs. VIII, 148 pages. 1980.
Vol. 185: C. C. von Weizsacker, Barriers to Entry. VI, 220 pages. 1980.
Vol. 186: Ch.·L. Hwang and K. Yoon, Multiple Attribute Decision Making - Methods and Applications. A State·of·the·Art·Survey. XI, 259 pages. 1981.
Vol. 187: W. Hock, K. Schittkowski, Test Examples for Nonlinear Programming Codes. V. 178 pages. 1981.
Vol. 188: D. Bos, Economic Theory of Public Enterprise. VII, 142 pages. 1981.
Vol. 189: A. P. Luthi, Messung wirtschaftlicher Ungleichheit. IX, 287 pages. 1981.
Vol. 190: J. N. Morse, Organizations: M~ltiple Agents with Multiple Criteria. Proceedings, 1980. VI, 509 pages. 1981.
Vol. 191: H. R. Sneessens, Theory and Estimation of Macroeconomic Rationing Models. VII, 138 pages. 1981.
Vol. 192: H. J. Bierens: Robust Methods and Asymptotic Theory in Nonlinear Econometrics. IX, 198 pages. 1981. '
Vol. 193: J. K. Sengupta, Optimal Decisions under Uncertainty. VII, 156 pages. 1981.
Vol. 194: R. W. Shephard, Cost and Production Functions. XI, 104 pages. 1981.
Vol. 195: H. W. Ursprung, Die elementare Katastrophentheorie. Eine Darstellung aus der Sicht der Okonomie. VII, 332 pages. 1982.
Vol. 196: M. Nermuth, Information Structures in Economics. VIII, 236 pages. 1982.
Vol. 197: Integer Programming and Related Areas. A Classified Bibliography. 1978 - 1981. Edited by R. von Randow. XIV, 338 pages. 1982.
Vol. 198: P. Zweifel, Ein okonomisches Modell des Arztverhaltens. XIX, 392 Seiten. 1982.
Vol. 200: The Resource Sector in an Open Economy. Edited by H. Siebert. IX, 161 pages. 1984.
Vol. 201: P. M. C. de Boer, Price Effects in Input-output-Relations: A Theoretical and Empirical Study for the Netherlands 1949-1967. X, 140 pages. 1982.
Vol. 202: U. Witt, J. Perske, SMS - A Program Package for Simulation and Gaming of Stochastic Market Processes and Learning Behavior. VII, 266 pages. 1982.
Vol. 203: Compilation of Input-Output Tables. Proceedings, 1981. Edited by J. V. Skolka. VII, 307 pages. 1982.
Vol. 204: K. C. Mosler, Entscheidungsregeln bei Risiko: Multivariate stochastische Dominanz. VII, 172 Seiten. 1982.
Vol. 205: R. Ramanathan, Introduction to the Theory of Economic Growth. IX, 347 pages. 1982.
Vol. 206: M. H. Karwan, V. Lotli, J. Teigen, and S. Zionts, Redundancy in Mathematical Programming. VII, 286 pages. 1983.
Vol. 207: Y. Fujimori, Modern Analysis of Value Theory. X, 165 pages. 1982.
Vol. 208: Econometric Decision Models. Proceedings, 1981. Edited by J. Gruber. VI, 364 pages. 1983.
Vol. 209: Essays and Surveys on Multiple Criteria Decision Making. Proceedings, 1982. Edited by P. Hansen. VII, 441 pages. 1983.
Vol. 210: Technology, Organization and Economic Structure. Edited by R. Sato and M.J. Beckmann. VIII, 195 pages. 1983.
Vol. 211: P. van den Heuvel, The Stability of a Macroeconomic System with Quantity Constraints. VII, 169 pages. 1983.
Vol. 212: R. Sato and T. NOno, Invariance Principles and the Structure of Technology. V, 94 pages. 1983.
Vol. 213: Aspiration Levels in Bargaining and Economic Decision Making. Proceedings, 1982. Edited by R. Tietz. VIII, 406 pages. 1983.
Vol. 214: M. Faber, H. Niemes und G. Stephan, Entropie, Umweltschutz und Rohstoffverbrauch. IX, 181 Seiten. 1983.
Vol. 215: Semi-Infinite Programming and Applications. Proceedings, 1981. Edited by A. V. Fiacco and K. O. Kortanek. XI, 322 pages. 1983.
Vol. 216: H. H. MUlier, Fiscal Policies in a General Equilibrium Model with Persistent Unemployment VI, 92 pages. 1983.
Vol. 217: Ch. Grootaert, The Relation Between Final Demand and Income Distribution. XIV, 105 pages. 1983.
Vol. 218: P.van Loon, A Dynamic Theory of the Firm: Production, Finance and Investment. VII, 191 pages. 1983.
Vol. 219: E. van Damme, Refinements of the Nash Equilibrium Concept. VI, 151 pages. 1983.
Vol. 220: M. Aoki, Notes on Economic Time Series Analysis: System Theoretic Perspectives. IX, 249 pages. 1983.
Vol. 221: S. Nakamura, An Inter-Industry Translog Model of Prices and Technical Change for the West German Economy. XIV, 290 pages. 1984.
Vol. 222: P. Meier, Energy Systems Analysis for Developing Countries. VI, 344 pages. 1984.
Vol. 223: W. Trockel, Market Demand. VIII, 205 pages. 1984.
Vol. 224: M. Kiy, Ein disaggregiertes Prognosesystem fOr die Bundesrepublik Deutschland. XVIII, 276 Seiten. 1984.
Vol. 225: T. R. von Ungern-Sternberg, Zur Analyse von Markten mit unvollstandiger Nachfragerinformation. IX, 125 Seiten. 1984
Vol. 226: Selected Topics in Operations Research and Mathematical Economics. Proceedings, 1983. Edited by G. Hammer and D. Pallaschke. IX, 478 pages. 1984.
Vol. 227: Risk and Capital. Proceedings, 1983. Edited by G. Bamberg and K. Spremann. VII, 306 pages. 1984.
Vol. 228: Nonlinear Models of Fluctuating Growth. Proceedings, 1983. Edited by R. M. Goodwin, M. KrUger and A. Vercelli. XVII, 277 pages. 1984.
Vol. 229: Interactive Decision Analysis. Proceedings, 1983. Edited by M. Grauer and A. P. Wierzbicki. VIII, 269 pages. 1984.
Vol. 230: Macro-Economic Planning with Conflicting Goals. Proceedings, 1982. Edited by M. Despontin, P. Nijkamp and 1. Spronk. VI, 297 pages. 1984.
Vol. 23t: G. F. Newell, The MIMI"" Service System with Ranked Servers in Heavy Traffic. XI, 126 pages. 1984.
Vol. 232: L. Bauwens, Bayesian Full Information Analysis of Simultaneous Equation Models Using Integration by Monte Carlo. VI, 114 pages. 1984.
Vol. 233: G. Wagenhals, The World Copper Market XI, 190 pages. 1984.
Vol. 234: B. C. Eaves, A Course in Triangulations for Solving Equations with Deformations. III, 302 pages. 1984.
Vol. 235: Stochastic Models in ReliabilityTheory. Proceedings, 1984. Edited by S. Osaki and Y. Hatoyama. VII, 212 pages. 1984.
continuation on peg- 169
Lectu re Notes in Economics and Mathematical Systems
Managing Editors: M. Beckmann and W. Krelle
341
Gerald R. Uhlich
Descriptive Theories of Bargaining An Experimental Analysis of Two- and Three-Person Characteristic Function Bargaining
Springer-Verlag Berlin Heidelberg New York London Paris Tokyo Hong Kong
editorial Board
H.Albach M.Beckmann (Managing Editor) p. Ohrymes G. Fandel G. Feichtinger J. Green W. HildenbrandW. Krelle (Managing Editor) H. P. Kunzi K. Ritter R. Sato U. Schittko P. Schonfeld R. Selten
Managing Editors
Prof. Dr. M. Beckmann Brown University Providence, RI 02912, USA
Prof. Dr. W. Krelle Institut fur Gesellschafts- und Wirtschaftswissenschaften der Universitat Bonn Adenauerallee 24-42, 0-5300 Bonn, FRG
Author
Gerald R. Uhlich Universitiit Bonn Institut fUr Gesellschafts- und Wirtschaftswissenschaften Adenauerallee 24-42, 0-5300 Bonn 1, FRG
This work is subject to copyright. All rights are reserved, whether the whole or part ofthe material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in other ways, and storage in data banks. Duplication of this publication or parts thereof is only permitted under the provisions of the German Copyright Law of September 9, 1965, in its current version, and a copyright fee must always be paid. Violations fall under the prosecution act of the German Copyright Law.
e Springer-Verlag Berlin Heidelberg 1990
To Kerstin and my parents
ACKNOWLEDGEMENTS
The author expresses his appreciation to Reinhard Selten, who first stimulated my
interest in experimental economics, for his helpful comments and suggestions. I would like to
thank Abdolkarim Sadrieh, who did a lot of the programming for the two-person bargaining
experiments, and Anja Rosenbaum for typing parts of the manuscript. Without mentioning
names, I want to thank those colleagues, who supported me during the experimental sessions,
and all researchers who made unpublished data available to me. Sincere appreciation is also
extended to my wife Kerstin and to my parents, who enabled me to study economics.
1.
2.
2.1
2.2
3.
3.1
3.1.1
3.1.2
3.1.3
3.2
3.2.1
3.2.2
3.3
3.3.1
3.3.2
3.4
3.4.1
3.4.2
3.4.3
3.5
CONTENTS
Introduction
Notations and Definitions of Characteristic Function Games
Measurement of Predictive Success
Prominence Level
Two-Person Bargaining Games
Programs for Computer-Controlled Two-Person Bargaining Games
System Requirements
The Two-Person Bargaining Master-Program
The Two-Person Bargaining Terminal-Program
Experimental Design
Experimental Procedure
The Data Base
The Negotiation Agreement Area
Power, Justice Norms and Aspirations
A Descriptive Theory
Evaluation of Two Pilot Experiments
General Results
Comparison of Different Point-Solution Concepts
Comparison of Different Area Theories i Summary on Two-Person Games
1
4
9
11
15
15
15
16
11
18
18
19
22
23
25
3(
30
33
38
41
VIII
4. Three-Person Bargaining Games 43
4.1 Programs for Computer-Controlled Three-Person Bargaining Games 44
4.1.1 System Requirements 47
4.1.2 The Three-Person Bargaining Master-Program 48
4.1.3 The Three-Person Bargaining Terminal-Program 49
4.2 Experimental Design 52
4.2.1 Experimental Procedure 52
4.2.2 The Data Base 52
4.3 Theories of Coalition Formation 58
4.3.1 The Core. 58
4.3.2 Bargaining Set 59
4.3.3 Equal Excess Theory 62
4.3.4 Equal Division Payoff Bounds 64
4.3.5 Proportional Division Payoff Bounds 68
4.4 Experimental Results 85
4.4.1 Overall Comparisons 85
4.4.2 Games with Zero and Positive Payoffs to the One-Person Coalitions 94
4.4.3 Additional Hypotheses 98
4.4.4 The Relevance of the Core in Games with a Thick Core .107
4.4.5 Experience of Negotiators in Bargaining Games .113
4.5 Summary on Three-Person Games. .115
5. S~ary and Conclusion .119
Appendix .
A. Introduction to the Rules and the Experimental Apparatus of a
Two-Person Bargaining Experiment .
B.
c.
Introduction to the Rules and the Experimental Apparatus of a
Three-Person Bargaining Experiment
Listing of All Results
References
IX
.122
.122
.128
.139
.162
1. INTRODUCTION
The aim of this book is the presentation of two new descriptive theories for experimental
bargaining games and a comparison with other descriptive and normative theories. To obtain
data it was necessary to develop two sets of computer programs for computer controlled ex
periments. Moreover, data obtained by other researchers, which are available to us will be
included in this study.
The use of laboratory experiments in economics was introduced by THURSTONE [1931]
in the field of utility theory. CHAMBERLIN [1948] was the first person to establish an expe
rimental market for the purpose of testing a theory. The first experiment on characteristic
function games was done by KALISH, MILNOR, NASH, and NERING [1954]. Today the use
of experiments in controlled laboratory settings has become widespread. Earlier, economists
went into the field to observe phenomena as the behavior of individuals, corporations and
nations in action, then they formulated theories to explain what they saw. But unlike natural
scientists, economists have not been able to test their theories under controlled conditions.
Now experimental economists are able to replicate their results. Replication is very proble
matic for field studies, because rarely the same conditions can be established again. Moreover,
experimenters are able to test theories for situations described by simplified models which are
not observable in the real world.
Since some years it is convenient to use computers in experimental economics. There are
many advantages of using computers, such as bookkeeping, automatic data recording, check
ing subjects' behavior for procedural errors, and reduction of time necessary to run an experi
ment. More importantly, the computer insures experimental constancy in presentation across
conditions that might be very different psychologically. A human experimenter might un
consciously influence behavior towards his own hypotheses. In the light of these arguments
KAHAN and HELL WIG [1971] developed a set of comput.er controlled bargaining games
2 1. Introduction
written for the PDP-8 computer. In 1985 SELTEN founded the Bonn Laboratory of Experi
mental Economics, equipped with 17 personal computers connected through a local area net
work. All computers are placed in separate cubicles in order to secure anonymity of the sub
jects. With this environment a number of different experiments have been done up to now.
The present book will report our research on experimental bargaining games in characte
ristic function form. Our main interest is in three-person bargaining. The reevaluation of
data obtained by different researchers and the evaluation of our own data lead to the develop
ment of a new descriptive theory for experimental three-person games in characteristic func
tion form called the PROPORTIONAL DIVISION PAYOFF BOUNDS. It will be shown
that this theory is significantly more successful in the prediction of the results than other
descriptive and normative theories.
Some of the theoretical questions posed by the body of our data already arise in two-per
son games, but the literature on two-person games does not offer a well supported descriptive
theory. Therefore it was necessary to conduct an experiment on two-person games, which has
lead to the formulation of a new descriptive theory for experimental two-person games in
characteristic function form called the NEGOTIATION AGREEMENT AREA. This theory
seems to be more successful in prediction than other theories, even if more replicatjons would
be required for a stronger statistical analysis. Nevertheless, the results are suggestive. The
two-person experiments improve our understanding of subjects' behavior in three-person
games.
The structure of the book is as follows: after introducing some notations and definitions
we shall present our measures of predictive success for the comparisons of different theories.
The last section of chapter 2 is concerned with the fact that subjects prefer round numbers in
their decisions, therefore a method to calculate prominence levels in data sets will be
described. Chapter 3 reports our pilot study on two-person games. First a detailed descrip
tion of the experimental setup and the computer programs will be given, then we shall intro-
3
duce the NEGOTIATION AGREEMENT AREA, which will be compared with other point
and area solution concepts. The next chapter is concerned with three-person bargaining
games. Section 4.1 describes the hard- and software which was used to obtain our data. After
a detailed description of our experimental setup, a short description of each data set in our
data base will be given. Our new descriptive theory, the PROPORTIONAL DIVISION PAY
OFF BOUNDS will be introduced in section 4.3. Moreover, other descriptive and normative
theories, to be compared with our theory will be discussed. Section 4.4 is concerned with the
evaluation and reevaluation of 3088 plays of different games contained in 49 data sets, which
partially are played under different conditions. We start with comparisons of the different
theories over all data sets and continue with a separate analysis of games with and without
positive payoffs to the one-person coalitions. Section 4.4.4 is restricted to games with a non
empty core in order to get an impression of the relevance of the CORE-eoncept. The last
section analyzes the effects on the results of games played by experienced and unexperienced
subiects. Annendix A. and B. contains a translation of the instructions for two- and three-
2. NOTATIONS AND DEFINITIONS OF CHARACTERISTIC FUNCTION GAMES
Our particular interest is in cooperative n-person games ir. characteristic function form
with sidepayments. Before turning to the theories of coalition formation, we need to define the
n-person games these theories address.
An autonomous decision making unit with a unitary interest motivating its decisions is
called a player. A cooperative game describes the possibilities for binding agreements among
players, without a detailed specification of strategic possibilities. In our context binding
agreements are formed by coalitions. The set of players in a game will be denoted by
N = {I, ... ,n}. A coalition is a non-empty subset C of the set of all players N. To form a coali
tion C it is required that an agreement takes place involving approval by every player in C.
This agreement binds the players to each other and reconstitutes the separate individuals as a
coordinated whole. Agreements between any member of C and any member not in C then are
not any more permitted.
A simplified notation will be used for a specific coalition : coalition i stands for coalition
{i} and ij for {i,j}. The grand coalition of all n players will be referred as coalition N. The
number of elements in the set C is denoted by 1 C I. Coalitions with 1 C 1 = I are called one
person coalitions and those with 1 C 1 > I are referred to as genuine coalitions.
A characteristic function v assigns a real number v(C) to every element C of a set P of
non-empty subsets of the player set N. P contains at least all one-element subsets of N. The
non-empty subsets of N are called coalitions, and those in P are called permissible coalitions.
The set of all permissible genuine coalitions is denoted by Q. In the case of a three-person
game Q may contain the coalitions {I23}, {I2}, {I3}, and {23}.
Now a characteristic function game can be described by a triple r = (N,Q,v) where N is
the player set, Q is the set of permissible genuine coalition}! tnd v is a characteristic function
5
defined on the set P of permissible coalitions, which contains the elements of Q and all one
person coalitions.
A coalition structure of a game describes how the players divide themselves into mutu
ally exclusive coalitions. Any proposed or actual partition of the players can be described by
a set
(2.1)
of the genuine coalitions that formed. The set It is a partition of a subset of N, where for all
elements Cj E It :
Cj E Q, j= 1, .. ,m
for all it j, i,j = 1, ... ,m (2.2)
The players not in one of the Cj form one-person coalitions.
In the end-state of the game each player receives a payoff. It will be assumed, that the
payoffs are in money. Many normative theories like the BARGAINING SET depend only on
ordinal utility comparisons. As far as these theories are concerned, money can be identified
with utility in characteristic function games with sidepayments (see AUMANN [19671, KA
HAN and RAPOPORT [19841, pp. 21-23). Behavioral theories are formulated directly in
terms of money. The issue of utility measurement does not arise there either. The payoff of
player i will be denoted by Xi. The vector
(2.3)
is the collection of payoffs to all players.
The end result of a play is described by a conftguraton:
(2.4)
which shows the coalition structure and the payoff vector reached by the players. In a confi-
6 2. Notations and Definitions
guration the payoffs Xi are subject to the following restrictions:
Xi = v(i) if i t Cj , for j = 1, ... ,m
Xi ~ v(i)
LXi = v(Cj), ieCj
if i e Cj , for j = 1, ... ,m
for j = 1, ... ,m
A characteristic function v is called admissible, if we have
v(C)~ L v(i) ieC
(2.5)
(2.6)
for every permissible genuine coalition CeQ. A genuine coalition CeQ is called profitable, if
v(C» L v(i) ieC
and is called attractive, if
v(C) > V(Ci) + v(Cj) for all Cj, Cj C C such that
Cj n Cj = 0 and Cj U Cj = C.
(2.7)
(2.8)
There are several implicit assumptions incorporated in the definition of characteristic
functions (KAHAN and RAPOPORT [1984], pp. 26-27):
a) The value of any coalition is in money, and the players prefer more money to less.
b) A coalition C forms by making a binding agreement on the way its value v(C) is to
be distributed among its members. Any distribution of v(C) is permitted, given the
unanimous consent of all members of C.
c) The amount v(C) does not in any way depend on how the set N-C might partition
itself into coalitions. It is not possible to give parts of the amount v(C) to a member
of N-C, and no member of C can receive payment from N-C, within the episode
defined as the present game.
d) The characteristic function v is known to all players. ,Any agreement concerning the
7
formation of a coalition and the disbursement of its value is known to all n players as
soon as it is made. The termination of negotiations with respect to a proposed agree
ment is also publicly known.
e) Only the characteristic function influences player affinities for each other.
For experimental purposes some of these implicit assumptions have to be discussed in more
detail.
Most experimenters do not allow an infinitely fine division of v(C). There is a smallest
money unit 1 that cannot be subdivided, hence the range of possible outcomes is not a conti
nuum, but rather a finite set of configurations. A pair (r,1), where r = (N,Q,v) is a charac
teristic function game and 1 > 0 is a smallest money unit, is called a grid game if the follow
ing condition is satisfied for r [SELTEN 1987]. The values v(C) of all permissible coalitions
are integer multiples of 1- A grid configuration a = (xt, ... ,xn; Ct, ... ,Cm) for a grid game is a
configuration for r with the property that the payoffs Xt, ... ,Xn are integer multiples of the
smallest money unit 1.
Assumption e) is very problematic, because in real game situations there may exist many
additional influences on the players affinities for each other. This will be discussed in detail in
section 4.1.
In other definitions of characteristic functions, conceptually every non-ilmpty coalition
can form. Characteristic functions then may be constructed so as to make the formation of
certain coalitions so unrewarding to their members as to be practically infeasible. Unless
otherwise specified such coalitions in our context are permissible.
Sometimes a property of characteristic function games called superadditivity, which is
defined as
V(Ci U Cj) ~ V(Ci) + v(Cj)
such that Ci n Cj = 0,
for all Ci, Cj ~ N
i, j = 1, ... ,m (2.9)
8 2. Notations and Definitions
will be used. While this property was part of the original definition of a game in characteris
tic function form [v. NEUMANN and MORGENSTERN 1947] and is used by some authors
without comment, we shall mention this property only if required.
For experimental purposes only games with at least one profitable coalition in Q are of
interest, such games will be called essential.
Two games r = (N,Q,v) and r' = (N,Q,v') are called strategicaUy equivalent, if there
exists a A > 0 and a vector a = (al, ... ,an) such that
v'(C) = A v(C) + Lai
ieC for all C £ N (2.10)
For every game r = (N,Q,v) with v(N) > 0 we define a one-normalized game r 1 = (N,Q,Vl)
with
Vl(C) = ~f~l for every permissible coalition C and a zero-normalized game ro = (N,Q,vo) with
vo(C) = v(C) - L v(i) ieC
(2.11)
(2.12)
for every permissible coalition C. A game r = (N,Q,v) is called zero-normalized if v(i) = 0
holds for i = 1, ... ,n.
Cooperative solution theories are usually based on the implicit or explicit assumption
that the behavior of players is invariant with respect to strategic equivalence. Already the
first experiments on characteristic function games by KALISH, MILNOR, NASH and NE
RING [1954] supplied evidence against this hypothesis. Therefore it is not sufficient to per
form experiments on zero-normalized or one-normalized games in order to obtain data for
the comparison of descriptive theories. Especially it seems to matter whether a game is zero
normalized or not.
2.1 Measurement of Predictive Success 9
When talking about zero-normalized games, the following notation will be used for
three-person games :
g = v(123)
a = v(12)
b=v(13)
c = v(23)
2.1 MEASUREMENT OF PREDICTIVE SUCCESS
(2.13)
For the comparison of different theories two measures will be applied: one for point pre
diction theories and one for area theories.
The first measure, used for the comparison of area theories, called success measure was
introduced by SELTEN and KRISCHKER [1983]. If the success of area theories has to be
compared, it is not sufficient to check which theory yields more correct predictions, since the
predicted area of one theory may be larger than the other. Therefore the size of the predicted
area has to be taken into account. In his recent paper SELTEN [1989] introduced an axioma
tic characterization of the success measure, which will not be discussed here.
Let K be the number of possible coalition structures for a given characteristic function,
and let N(Ct, ... ,Cm) be the number of configurations within the coalition structure (C1, ... ,Cm),
then for every grid configuration a = (xl, ... ,Xni Ct, ... ,Cm) the weight A( a) of a is defined as
1 A(a)= K.N(C1, ... ,Cm) •
Let Z be a set of predicted configurations, then the area A(Z) is defined as follows:
A(Z)= L A(a) aeZ
(2.14)
(2.15)
10 2. Notations and Definitions
A(Z) is the measure of the size of the predicted range of outcomes relative to the size of all
possible outcomes. The measures gives equal weight to all possible coalition structures.
Suppose a data set consists of k plays of different games v and s is the number of correct
predictions by a specific theory, then the hit rate is defined as
s R =][. (2.16)
Let Aj{Zj) be the size of the predicted range of play j of any game v in the data set, then the
average area is defined as
k
A = ~ L,Aj(Zj) j=1
The success measure is the difference between the hit rate and the average area:
M=R-A
(2.17)
(2.18)
Since R is a number between 0 and 1, and A is in the same range if the predicted size is lower
or equal to the size of the set of all possible configurations, then the success measure M has a
range between -1 and 1. This is always satisfied within this framework.
The second measure, used for point solution concepts, was introduced by RAPOPORT
and KAHAN [1976] as the mean absolute deviation score which will be used in a normalized
form, in order to permit aggregation of data obtained with different characteristic functions.
While the success measure will be used for two- and three-person games, the mean absolute
deviation score will be used only for two-person games.
Let k be the number of plays of the data set. Different plays may be plays of different
games. Let fi be the theoretical payoff of player i in play j, and let xji be the actual payoff of
player i in play j. The mean absolute deviation score D for the data set is defined as follows:
with dj = I xjl-fll + ~~-.d I 2(v j (12)-v j (1 )-v j (2))
(2.19)
2.2 Prominence Level 11
If actual payoffs and solution payoffs are individually rational, i.e. if xji ~ vj (i) and
cd ~ veil holds for i=I,2 then this measure is between 0 and 1. In most cases this assumption
is satisfied.
While a theory with a mean absolute deviation score lower than the score of another
solution concept is more successful, the reverse is true for the success measure.
2.2 PROMINENCE LEVEL
The phenomenon that subjects prefer "round" numbers is known to every researcher in
experimental economics. The idea of prominence was first introduced by SCHELLING [1960].
Investigation of prominence in the decimal system suggest that numbers are perceived as
"round", if they are divisible without remainder by a prominence level .:l, which depends on
the context [ALBERS and ALBERS 1983, TIETZ 1984, SELTEN 1987].
A prominence level .:l must be an integer multiple of the smallest money unit 1 of the
form .:l=p.1O'fl1 with p.=1, 2, 2.5, 5 and 1]=0, 1, 2, .... The method used in this book for the
determination of the prominence level of a data set was developed by SELTEN [1987].
A prominence level is assigned to every integer multiple n1 of 1. The prominence level of
n1 is the greatest prominence level 6. such that n1 is divisible by 6. without remainder.
In a data set one must distinguish between the number of observations and the number of
values at a prominence level 6.. In the number of observations every observation of a number
with the prominence level 6. is counted as often as it occurs in the data set, but in the num
ber of values an observed number which occurs several times in the data set is counted only
once.
12 2. Notations and Definitions
Table 2.1 shows an example for the computation of the prominence level of a data set.
The greatest value in the data of our two-person experiment in session 2 is 320. Therefore we
get a list of possible prominence levels beginning with 250 up to 1, which is shown in the first
column. The smallest money unit 'Y is 1. The next column m(d) shows the number of
values. For example for d = 100 we find the values 100 and 300, therefore m(IOO) = 2. We
observe 100 five times and 300 two times, which gives us the numbers of observations on the
prominence level 100, hence h(100) = 7. Such computations have to be done for all
prominence levels. Now the cumulative number of values M(d) and observations H(d) have
to be computed beginning with the highest d. Let M and H be the sum of values and
observations, respectively, then the cumulative distributions M(d)/M and H(d)/H can be
* calculated. The prominence level d is defined as the greatest maximizer of the surplus
* D(d)=H(d)/H-M(d)/M. In our example d is 5. A binomial test proposed by SELTEN
* [1987 pp. 89-91] yields a significance level of 0.001175, so we can trust d = 5. If the test is
* not significant on a certain level, one should not trust d . In the present study this
sometimes occurs in data sets with a small number of observations. In the light of
comparisons with other data involving coalition values of similar size, we found that in these
cases it is appropriate to use the next lower level, but this may not be true in general.
Wherever it is possible one should use not only the final results, but the complete negotiation
protocols to determine the prominence level. However, not all values can be used because we
only have I C 1-1 degrees of freedom in a proposed coalition. Therefore one payoff should be
left out in every proposal. The computations reported for two-person games are based on
values a proposer demands for himself. The computations for the three-person games are
based on the rule, that the smallest payoff in a proposal is left out or if there are two or more
smallest payoffs, one of the smallest ones is left out.
Tab
le 2
.1:
Det
erm
inat
ion
of th
e pr
omin
ence
leve
l in
the
tw
o-pe
rson
gam
es o
f se
ssio
n 2
Cum
ulat
ive
Cm
ulat
ive
Num
ber
of
num
ber
of
dist
ribu
tion
s
Prom
inen
ce
Val
ues
Obs
erva
tions
Val
ues
Obs
erva
tions
I(
Ll)
H
(Ll)
Surp
lus
leve
l Ll
m
(Ll)
h(L
l)
I(L
l)
H(L
l) I
H
D(L
l)
250.
00
1 12
1
12
0.00
60
0.02
29
0.01
70
200.
00
1 11
2
23
0.01
20
0.04
40
0.03
20
100.
00
2 7
4 30
0.
0240
0.
0574
0.
0334
50
.00
2 14
6
44
0.03
59
0.08
41
0.04
82
25.0
0 5
16
11
60
0.06
59
0.11
47
0.04
89
20.0
0 11
71
22
13
1 0.
1317
0.
2505
0.
1187
10
.00
9 47
31
17
8 0.
1856
0.
3403
0.
1547
5.
00
19
75
50
253
0.29
94
0.48
37
0.18
43
2.00
61
15
3 11
1 40
6 0.
6647
0.
7763
0.
1116
1.
00
56
117
167
523
1.00
00
1.00
00
0.00
00
"" ~ ""d
.... o ~. m
~
t"' [ ......
<:,.
)
14 2. Notations and Definitions
The computation of a prominence level does not make any sense if the games played are
very different, because we cannot expect to get a unique prominence level if we have some
games with high coalition values and other games with small coalition values in the same
data set. Therefore prominence levels should not be determined for data sets with great diffe
rences between individual games with respect to the range of coalition values. However, it is
not clear to what extent such differences can be tolerated. The data sets included in this
study are quite homogeneous with respect to the range of coalition values.
3. TWO-PERSON BARGAINING GAMES
There are many theories of two-person bargaining games, but most of them do not seem
to have much relevance for the explanation of laboratory experiments. This may be due to
the fact, that most of the theories are normative rather than descriptive. Thousands of plays
of different three-person games in characteristic function form have been evaluated at the
Bonn Laboratory of Experimental Economics. Some of the theoretical questions posed by this
body of data already arise in two-person games. The experimental literature on two-person
games does not offer a well supported descriptive theory.
Since no experimental data were available, it was necessary to conduct an experiment.
The aim of this chapter is to compose reasonable theories which are based on equity and
parity norms. Moreover, the present chapter is concerned with the experimental testing of a
new descriptive approach to the bargaining problem.
3.1 PROGRAMS FOR COMPUTER-CONTROLLED TWO-PERSON BARGAINING
GAMES
"NEGOTIATIONS 2" is a set of programs designed for two-person games in characte
ristic function form. To run the two-person game two different programs are necessary: The
Master-Program and the Terminal-Program.
3.1.1 SYSTEM REQUIREMENTS
In the maximal configuration 16 subjects can participate simultaneously . All in all 17
IBM PC, XT or AT computers (or close compatibles) running DOS 3.1 or a later version are
16 3. Two-Person Bargaining Games
required. One PC is needed to run the Master-Program and one PC is needed for every sub
ject to run the Terminal-Program, thus in the minimal configuration for two participants
three Personal Computers are required. The programs support all known Graphic Adapters
including VGA. No commands specific to a Network Program are used, thus the set of pro
grams may run in all Network environments which allow to share a hard-disk or RAM-disk.
For use with the IBM PC Network Programs one PC must have 640 KB of memory and one
disk drive to run the Master-Program. A hard disk is desirable. To run the
Terminal-Program 256 KB of memory and one disk drive is required.
3.1.2 THE TWO-PERSON BARGAINING MASTER-PROGRAM
The main task of this program is to control the whole experiment. All data will be re
corded and stored to disk. The experimenter can observe every negotiation step on the screen
of the PC running the Master-Program.
Further the program supports an interactive development of the experimental design.
First the program asks for the games to be played, then the combination of the players has to
be set and wh.jch game in the data base they shall play. Moreover, it has to be decided which
player moves first.
Finally the experimenter is asked for a point to cash rate. The complete setup will be
stored in a file. At the beginning of a session the experimenter is asked for the name of the
setup file. Now he turns into a spectator until it becomes necessary to change the setup or the
session ends. If a printer is connected, then a list with the money payoffs for the subjects is
printed.
3.1 Programs for Computer-Controlled Two-Person Bargaining Games 17
3.1.3 THE TWO-PERSON BARGAINING TERMINAL-PROGRAM
This is the computer-program, running on all terminals, which the subjects use to trans
mit proposals to other subjects. Communication is restricted to a formalized interaction. The
players act in alternate order. A player in the decision mode has four options:
1) The player can propose a non-negative integer valued allocation of the coalition
value v(12), independent of any proposals made before.
2) The player can shift the initiative to the other player.
3) The player can accept an outstanding proposal. A proposal is called outstanding if it
has been made by the other player in his last decision mode.
4) The player can abort the negotiations.
There are no time restrictions or restrictions on the number of proposals. The game only
ends, if one player aborts the negotiations or a proposal is accepted. Figure 1 shows a
hardcopy from the display of the Terminal-Program. Due to the fact that the experiments
were conducted in Germany all instructions to the subjects are in German language.
TWO PERSON BARGAINING GAME - TERMINAL PROGRAM •
r-- AKTUELLER VORSCHLAG - -AUSZAHWNGEN- r-:~UST~=-1 vorrh1aq Ich Er/Sie ICH ER/SIE Entscheiden Nr. von erhalte erhilt
32 128 I SPIELER 11 3 ihm(r) 60 260 320 :
VERHAHDWNGSGESCHICHTE KOALITION I SPIEL NR : 11
ihm(r) 280 IIEINGEBEN IIABBRECHENI
1 40 I ANNEIIMEN II SCHIEBEN 2 mir 160 160
3 ih1D(r) 60 260
PqUp/PqDn : Blattern in Home/End : Anfanq/Ende t / l : Auf/Job in
} der Geschichte
"/~ : Links/Rechts Bewequnq <~ : Akzeptieren ESC : Zuriick oal : tOschen einer Ziffer Leertaste : tOschen der qanzen Zahl
Figure 3.1: Hardcopy from the display of the Terminal Program
18 3. Two-Person Bargaining Games
3.2 EXPERIMENTAL DESIGN
The experiments reported below were designed as pilot studies. Game theorists have
developed many theories, which in the case of two-person games in characteristic function
form either do not restrict the imputation space or are equal to Schelling's "Split the
difference" [1960]. These solution concepts, in the following called equal surplus solution, are
good predictors, if the game is symmetric. However, the games for this study have been
selected in such a way, that there is a large variation in the "threat-point".
3.2.1 EXPERIMENTAL PROCEDURE
The subjects were 24 male and female undergraduate students of economics and law, who
never participated in two-person bargaining games before. The experiment was conducted in
two sessions at the Bonn Laboratory of Experimental Economics. The bargaining procedure
was computer controlled by the software package described above.
All participants were introduced to the experimental apparatus and the rules of the
games in a 30 minutes session immediately before the experiment started.
In each session two groups of 6 subjects played 5 different games in different dyads. The
games were played for money converted to cash at a fixed rate. The point to cash rate was
1:0.05 Deutsche Mark in session 1 and 1:0.025 Deutsche Mark in session 2. All dyads in one
subject group played the same games but in a randomized order. Therefore 60 results of 20
different games with four independent subject groups were obtained.
3.2 Experimental Design 19
3.2.2 THE DATA BASE
The 10 games of session 1 were selected such that the relative distance between the one-per
son payoffs (v(1)-v(2»/v(12) varies from 0.0 to 0.9 (see table 3.1). If one looks at the
one-normalization of the games, it can be seen, that the equal surplus solution point is varied
systematically (see figure 3.2).
In session 2 the 10 games were selected such that the "threat-point" of the one
normalized games varies systematically in the range for superadditive games (see table 3.2
and figure 3.3). One play will be excluded from the analysis, because a subject declared that
he has made a clerical error in typing his demand (12 instead of 129).
Figure 3.2: Graphical representation of the 10 'one-normalized' games contained in session 1. The intersection with the Pareto-Efficient line shows the equal surplus solution point.
Figure 3.3: Graphical representation of the 10 'one-normalized' games contained in session 2. The intersection with the Pareto-Efficient line shows the equal surplus solution point.
22 3. Two-Person Bargaining Games
3.3 THE NEGOTIATION AGREEMENT AREA
The aim of this chapter is to introduce a new descriptive theory for two-person games in
characteristic function form. SELTEN [1983, 1987] has introduced the theory of EQUAL
DIVISION PAYOFF BOUNDS. This theory has been conceived for thr~person games with
zero-payoffs for the one-person coalitions only. It is not clear how the EQUAL DIVISION
PAYOFF BOUNDS should be generalized to thr~person games with non-zero payoffs to
one-person coalitions. One way of doing this is the computation of bounds for the strategi
cally equivalent zero-normalized game with a subsequent retransformation of the bounds.
Whenever we talk of EQUAL DIVISION PAYOFF BOUNDS for thr~person games with
non-zero payoffs to one-person coalitions we refer to this generalization based on the prin
ciple of strategic equivalence. However, it should be emphasized that this generalization is
not really adequate, since the behavior of the subjects is not invariant with respect to strate
gic equivalence. Nevertheless it has been shown by SELTEN and UHLICH [1988] that the
generalization based on strategic equivalence is more successful in prediction than various
versions of the BARGAINING SET [AUMANN and MASCHLER 1964; MASCHLER 1963,
1978]. Therefore the generalized version of the EQUAL DIVISION PAYOFF BOUNDS con
sidered here is not without interest, even if it cannot be considered to be an adequate genera
lization of the concept.
In the case of games with zero-payoffs to one-person coalitions the predictive power of
the EQUAL DIVISION PAYOFF BOUNDS can be improved by the order of strength hypo
thesis which maintains that within a coalition a stronger player does not receive less than a
weaker one [SELTEN 1972]. This is not true for games with non-zero payoffs for one-person
coalitions.
Since in games with non-zero payoffs for one-person coalitiOns, subjects do not behave
in the same way as in the stra.tegically equivalent zero-l!otmalized game, one has to look
3.3 The Negotiation Agreement Area 23
again at the basic assumptions of the theory of EQUAL DMSION PAYOFF BOUNDS.
Especially the "order of strength hypothesis" needs to be modified. There is only one plau
sible way to define an order of strength for zero-normalized games, but for games with
non-flero payoffs for one-person coalitions it is not obvious how an order of strength should
be defined.
H one looks at the negotiation protocols of three-person characteristic function games, it
can be seen that there are sequences of bilateral negotiations. Therefore a theory for three
person games has to include a concept for two-person negotiations.
3.3.1 POWER, JUSTICE NORMS AND ASPIRATIONS
There is some evidence to suggest that any theory that ignores either power or justice
norms is not likely to be very accurate [KOMORITA 1984]. Moreover, because there is
considerable evidence that power as well as justice norms have strong influence on a
bargainer's share of the reward, the theory should take account of both. Of course, there are
some additional influences on the result of a negotiation such as personal skills and
aspirations. The effect of personal skills has to be neglected because it is very problematic to
translate them into parametric values. This does no harm in the framework of this chapter,
because only games with non-verbal communication will be analyzed.
The first question to answer is, where does power come from. An answer is given by
FISHER and URY [1981]: "The better your BATNA (Best Alternative to a Negotiated
Agreement), the greater your power. People think of negotiating power as being determined
by resources like wealth, political connections, physical strength, friends, and military might.
In fact, the relative power of two parties depends primarily upon how attractive to each is the
option of not reaching agreement." Therefore in terms of the t;wb-person characteristic func
tion game player 1 is stronger than player 2, if and only if v(1»v(2), and player 1 and 2 are
24 3. TW<rPerson Bargaining Games
equally strong, if v(I)=v(2). Without loss of generality it will be assumed that we have
v(I)~v(2). Moreover, it will be assumed that v(12), v(I), v(2) ~ O.
While the question of power is easy to answer in the two-person case it becomes more
difficult to think about justice norms, because normally there is more than one justice norm,
which also may be called a fair solution. If two players have to distribute 100 units of money,
player l's alternative is to receive 40 units and player 2's alternative are 10 units, then player
1 may think a fair solution will be to divide the surplus (100 - 40 -10) equally in addition to
the alternative value, while player 2 proposes to divide the value of 100 equally. Both
distribution schemes can be derived by justice norms, and an astute negotiator will select
that principal of fairness that favors his side. Before answering the question how this non
unique concept of justice norms influences the outcome, the effects of aspiration levels have to
be discussed.
Unfortunately, with one exception aspiration levels cannot be observed directly. Only
the first proposals of both players in the negotiation can serve as aspiration levels and will be
called revealed aspirations A~ev. It is plausible that these revealed aspirations have an
influence on the outcome, because it seems to be impossible to raise a demand in a later
stage. Therefore the first demand has to be high, but not too high, because of the risk of a
break-<>ff of the negotiations. The maximal aspiration will be defined as the contribution of
player i, if he joins the coalition:
A~X = v(12)-v(j), i=I,2 and i;j. (3.1)
If player j is individuaUy rational, which means that he will join a coalition, if his payoff Xj is
greater than or equal to v(j), then i cannot receive more than v(12}-v(j). It is clear that the
first proposal will not be lower than an expected attainable aspiration level. The attainable
aspiration level A~tt will depend on justice norms, but for. the moment it is not yet defined.
3.3 The Negotiation Agreement Area 25
3.3.2 A DESCRIPTIVE THEORY
In the sections above it has been explained that power, justice norms and aspiration
levels influence the outcome of negotiations. The descriptive theory introduced here proceeds
from the assumption that power and justice norms influence the aspiration levels and that
only the aspiration levels influence the outcome directly. Two questions need to be discussed:
1) How do aspiration levels depend on power and justice norms? 2) How do aspiration levels
influence the outcome of negotiations?
We shall distinguish four kinds of aspiration levels: maximal, minimal, attainable, and
revealed aspiration levels. The upper bounds for the aspiration levels of both players are the
maximal aspirations A ~ax as defined in the section above. These bounds depend on the power
of the players, therefore one has A ~x~A ~x , if v(1 )~v(2). The minimal aspiration level A ~in
is given by the assumption of individual rationality (A~in = v(i), i=1,2). At last the
attainable aspiration levels depend on justice norms, but because these are not unique the
worst case for each player will be assumed:
A~tt = max [v(1), vQ2)] and
A~tt = v(2) + (V(12)-;(1)-V(2))
In the case v(1) = v(2) both right hand sides are equal to v(12)/2.
(3.2)
It is plausible that the revealed aspiration level will be somewhere between the attain
able aspiration level and the maximal aspiration level. In the following the question will be
examined how the final agreement depends on revealed aspiration levels. Mostly, there will be
a conflict and the negotiators have to reduce their aspirations to achieve an agreement, but
no reliable theory on the dependencies of the concessions made by negotiators is known to the
26 3. Two-Person Bargaining Games
author. In view of the fact that many field studies show that opponent's behavior does
influence the negotiator I and the finding of BARTOS, TIETZ and MCLEAN [1983] that those
who made a large first demand tended to make a large total concession, it will be assumed
that the relative concession of a negotiator is equal to the relative concession of the opponent.
If the process runs until the demands are compatible then the solution point Srev =(Xt,X2) is
given by
A rev Xl = v(12)· rev I rev and
Al +A2
A rev X2 = v(12). re v 2 rev (3.3)
Al +A2
This point solution concept predicts that the negotiators distribute the coalition value in
proportion to their revealed aspirations (figure 3.4).
Player 1
X,
(v(1},v(2))
/
/ /
I
/
/
/
v(12}
'-------=X2:--------:>....-- Player 2
Figure 3.4: Graphical representation of the solution point Srev
I See, for example, the HOPMANN /SMITH [1978] analysis of the Soviet-American test ban negotiations.
3.3 The Negotiation Agreement Area 27
Though this concept will be used, it will not be expected that the underlying process is a
good description of observable data. The process must be thought of as an approximation,
because in laboratory experimentations there are tendencies of the subjects to propose round
numbers and payoffs are not infinitely divisible, since there is a smallest money unit which
cannot be further subdivided. Moreover there may exist sociological or psychological
differences between different subjects which lead to short-term deviations from the described
process rule but it will be assumed that on the average the negotiators behave according to
this rule.
For given revealed aspiration levels (3.3) is a point theory for the negotiation outcome.
However, it is the intention of this section to develop an area theory. Area theories have
important advantages over point theories. "An area theory is one that predicts a range of
outcomes. Other kinds of theories predict only average outcomes or are even less specific. The
advantage of area theories is that for every single play of the game one can check whether the
prediction was correct or false. This is a great heuristic advantage if one wants to improve
theories in the light of data. In every case in which a prediction fails one can ask oneself what
went wrong" [SELTEN 1987, p.43]. This is the reason for our aim to find a solution area
determined through lower bounds for the predicted payoffs.
If negotiators distribute the coalition value v(12) proportional to the revealed aspira
tions, then a lower bound Xl for the strong player 1 (v(l) > v(2» can be deduced from (3.3),
if the maximal aspirations become revealed aspirations:
A~ax Xl = v(12) • ---;;:;;':;:-"-----;;;=
A max Amax 1 + 2
for v(l) > v(2). (3.4)
Player 2 may think that a high demand is very risky because player l's BATNA is very
attractive and a break-{)ff of the negotiations must be taken into account. In order to avoid a
break-{)ff he could try to propose a fair solution and the attainable aspiration level A~tt be
comes the revealed aspiration level. A similar argument does' not hold for the strong player;
28 3. TW<rPerson Bargaining Games
"equality and justice are always sought by the weaker party, but those who have the upper
hand pay no attention to them" [ARISTOTLE, Pol. 6, I, 14, 1318 b5]. Following this a lower
bound for player 2 can be deduced from (3.3):
Aatt X2 = v(12)· max 2 att , for vel) > v(2).
Al + A2 (3.5)
H both players are equally strong (v(l) =v(2», then the obtained area, which will be
called NEGOTIATION AGREEMENT AREA for two-person games (NAA), shrinks to a
single point:
A max XI = v(12)· max I max and
Al + A2
A max X2 = v(12)· max 2 max , for vel) = v(2).
Al + A2 (3.6)
Only in this case the NAA equals the usual solution concepts which predict a "split the
difference" allocation, but it can be proved that the N AA always contains this solution point.
For the case of non-superadditive games it will be assumed that no coalition forms.
In order to test this theory in an experimental setup, one cannot ignore the phenomenon
that subjects prefer "round" numbers, therefore the bounds Xi are rounded to the next lower
number divisible by the prominence level 1:1. Whenever this yields an amount lower than or
equal to v(i), the final bound will be v(i)+'Y, because it is obvious that a player only joins a
coalition, if he receives at least one smallest money unit 'Y in addition to his alternative veil.
Hence, we have:
Ui = max [ v(i)+'Y, 1:1 int -¥-]. (3.7)
The symbol flint p." stands for the greatest integer not greater than p.. The NAA is the set of
all grid points (XI,x2) with xI+x2=v(12) and Xi~Ui for i=l,2.
3.3 The Negotiation Agreement Area
Player 1
v(l}
I
-+ /1
/1 . I
/NAA
i )" / / I . /
/ . x· / / . . /
/ . ./
I
- .~ /
/ I I
~.,..,-__ >--~ ___ = __ """_ Player 2
v(2}
29
Figure 3.5: Graphical representation of the NEGOTIATION AGREEMENT AREA for two-person games.
30 3. Two-Person Bargaining Games
3.4 EVALUATION OF TWO PILOT EXPERIMENTS
Before going into details it must be said that the results only depend on two pilot
studies. Altogether only 59 observations from 20 different games with four independent
subject groups (one play is excluded due to an error) could be obtained. There have to be
more replications to get significant results, but some implications from this research are
worth talking about.
3.4.1 GENERAL RESULTS
Ten of the 59 plays ended with a break-{)ff of negotiation and will be excluded from
further analysis. On average a strong player received in the remaining 49 games a reward of
50.48% of the surplus v(12)-v(I)-v(2). This will be no surprise to the researchers who favor
the "split the difference" concept but only in 7 plays the subjects have divided the surplus
exactly equally. In three of these results the games played were symmetric (v(I)=v(2». If an
equal split was not possible due to the existence of the smallest money unit, the solution
point was rounded in favor of the strong player. In 22 cases a strong player earned more than
50% of the surplus and 20 cases less than 50%. If one takes a closer look at the two sessions;
it can be seen that a strong player only received a reward of 46.6% of the surplus in session 1,
while a strong player in session 2 earned 54.86% of the surplus. This difference seems to be
due to a "first move advantage". The strong player was first mover in ten of 26 plays
contained in session 1 (38.46%) and in 14 of 23 plays contained in session 2 (60.87%). Hence
on average over both sessions a first moving strong player received a share of 53.53% of the
surplus, while only 47.55% could be reached, if the weak player was the first mover. An
overview is given in table 3.3.
3.4 Evaluation of two Pilot Experiments
Table 3.3: First move advantage (Payoffs in percent of the surplus)
Strong player
First mover 53.53
Second mover 47.55
Total 50.48
31
Weak player Total
52.45 52.98
46.47 47.02
49.52 100
Moreover, a first moving player independently of his strength received 52.98% of the sur
plus. This very surprising result should be tested, but only four independent subject groups
are available and the first move advantage can be observed only in three groups, therefore a
reliable test on this small data base is impossible. Figures 3.6 and 3.7 show the distribution of
the surplus depending on the first moving player. For example, the bar in figure 6 labeled
with "50" means that 9 first moving strong players received a payoff of more than or equal
50% of the surplus but less than 60%. It can be seen that we have 23 first moving strong
players and 23 first moving weak players, but independently of the players' power 30 of the
first moving players earned more than or equal to 50% of the surplus and 16 less than 50%. If
the 46 plays are assumed to be independent from each other, then a Binomial-Test can be
used to test the null hypothesis that there is no difference in the probability for a first moving
player to earn more or less than 50% of the surplus against the alternative hypothesis that
the probability for a first moving player to earn more than 50% is greater than the
probability to get less than 50%. The null hypothesis has to be rejected (Significance 0.05).
Even if the independence assumption is dubious this suggests, that there is an advantage for
any player to have the first move. The main question to answer is, where does this come
from? There are no hints that this result depends on the structure of the games or on the
experimental setup. Further investigations are necessary. It seems to be obvious that theories
developed only on the basis of the characteristic function are very problematic. Rubinstein's
bargaining theory [1982] predicts a first move advantage depenc;ling on the discount rate, but .
only on the equilibrium path, on which the first offer is accepted. Even if our procedure does
32 3. Two-Person Bargaining Games
not specify a discount rate, the theory can be applied, if one assumes that the discount rate is
part of the players' preferences. However, in the experiments the first offer was accepted only
in 4 out of 49 cases in which an agreement was reached. The average number of periods in a
play was 19.75.
• 18
• ... u e c • :J IT 6 • L
II.
• 4 _I. <J :J _1_1 .... 2 D • .D • a: 9
-20 -10 0 18 29 30 40 60 60 70 eo 90
Figure 3.6: Absolute profit frequencies of the first moving strong player in percents of the surplus. (Symmetric games are excluded)
3.4 Evaluation of two Pilot Experiments 33
• 8
• ... u C 6 • J IT • L 4
'" • 4J J 2 ... 0 • 1J <t 8 --
-211 -111 211 311 411 511 611 78 811 ell
Figure 3.7: Absolute profit frequencies of the first moving weak player in percents of the surplus. (Symmetric games are excluded)
3.4.2 COMPARISON OF DIFFERENT POINT-SOLUTION CONCEPTS
In this section different point solution concepts will be compared with the help of the
mean absolute deviation score measure (2.18) defined in section 2.1. An infinite division of the
payoffs was not allowed to the subjects, therefore if a theory predicts an impossible distribu
tion the theoretical solution is rounded in favor of the strong player. There are many inge
nious theories applicable to the type of two-person games underlying this paper, so only some
representatives can be quoted.
EQUAL SURPLUS: Many theorists propose this solution, which is nothing else than
The main problem of two-person games in characteristic function games seems to be the
high dispersion of the agreed shares. The most hits (87.98%) are explained by the so called
PARITY and EQUALITY theory but the predicted area is 61.53% of the area of possible
outcomes, so that the success measure performs poorly. The smallest area is predicted by the
EQUAL SURPLUS theory but unfortunately only 35.11% of the outcomes are explained, so
the best compromise seems to be the NAA concept. Further tests not reported here have been
done with varying a permissible percentage of deviation in the EQUAL SURPLUS concept,
but a predictive success as high as obtained by the NAA concept could not be reached.
3.5 SUMMARY ON TWO-PERSON GAMES
Chapter 3 was concerned with the presentation of a new descriptive theory for experi
mental two-person characteristic function games. The NEGOTIATION AGREEMENT
AREA was found to be more successful in prediction than other theories. However, the data
set is very small and there have to be more replications of the experiment in order to confirm
our new descriptive theory. Especially more has to be found out about the first move
advantage.
Up to now our theory is only applicable to two-person characteristic function games
with non-negative payoffs to the one-person coalitions, but a version which takes negative
42 3. Two-Person Bargaining Games
values to the one-person coalitions into account will be available soon. Moreover, there are
some suggestions for a generalization to other types of two-person bargaining games. How
ever, this study on two-person games was mainly concerned with lower bounds for the
outcome, derived from the described proportional division scheme. The data on three-person
characteristic :function games suggested the appropriateness of these bounds. The tWo-peIson
experiments had the purpose to examine their predictive power in the more basic two-person
context.
4. THREE-PERSON BARGAINING GAMES
Many theories for three-person bargaining games in characteristic function form have
been developed, but most of them do not seem to have much relevance for the explanation of
laboratory experiments, because most of the theories are normative rather than descriptive.
This chapter is concerned with the presentation of a new descriptive theory, called
PROPORTIONAL DIVISION PAYOFF BOUNDS, which takes findings of experimental
research on two-person characteristic function games with positive payoffs to the on~perBon
coalitions into account. This theory is a modification and generalization of SELTEN's [1987]
EQUAL DMSION PAYOFF BOUNDS, a theory which was found to be more successful in
the prediction of experimental results than different versions of the BARGAINING SET
[AUMANN and MASCHLER 1964] for a large data basis [SELTEN and UHLICH 1988].
For the purpose of developing the PROPORTIONAL DIVISION PAYOFF BOUNDS
additional experiments had to be conducted at the Bonn Laboratory of Experimental Econo
mics, therefore a computer program, which will be described in section 4.1, had to be written.
Altogether 34 data sets with 1099 plays of different games were obtained by experiments with
the help of the "NEGOTIATIONS 3" computer program. Now our data basis is enlarged to
49 data sets with 3088 plays of different games. 15 data sets were reported by other resear
chers and will be reevaluated in this chapter. The experimental design and the data sets of all
reported studies and of our series will be described in detail in section 4.2.
To get an impression of the predictive power of the PROPORTIONAL DMSION
PAYOFF BOUNDS we shall compare this theory with the CORE [GILLIES 1953], the
BARGAINING SET, the EQUAL DIVISION PAYOFF BOUNDS, and a modified version of
the EQUAL EXCESS THEORY, which was originall, devel~~d by KOMORITA [1979]. All
theories will be described in section 4.3.
44 4. Three-Person Bargaining Games
Section 4.4 is concerned with the evaluation and reevaluation of all 49 data sets. More
over, the ORDER OF STRENGTH HYPOTHESIS, introduced by SELTEN [1972] as part of
the EQUAL SHARE ANALYSIS, will be tested in our enlarged data basis. This hypothesis
was found to improve predictive success of all theories examined in an earlier paper [SELTEN
and UHLICH 1988]. Further, the effects of the subjects' experience on the results will be
discussed.
4.1 PROGRAMS FOR COMPUTER-CONTROLLED THREE-PERSON
BARGAINING GAMES
One of the reasons for the multiplicity of cooperative solution concepts in game theory
can be seen in the fact, that a game in characteristic function form is an insufficient descrip
tion of real game situations. Various methods in which proposals can be made and agreements
can be reached by different bargaining rules may result in different theories.
First we have to look at the communication conditions. If negotiations take place with
free communication, personal skills might improve a negotiator's performance. The possibility
to transmit reasons for proposed agreements, or the ability to persuade others may be of
crucial importance. Restricting free verbal communication to a more formalized interaction
with written verbal messages up to an interaction by a limited set of messages, like proposals
and decisions to accept or reject proposals of other negotiators will reduce the influence of
personal skills and tactical tricks.
Another important distinction is, whether the negotiations are face to face or not. People
probably find it easier to act tough if they are not looking at the other negotiator. Face to
face contact may facilitate the development of trust.
4.1 Programs for Computer-Controlled Three-Person Bargaining Games 45
However, there is a wide field of intermediate conditions between free verbal face to face
communication and restricted communication via letters, computers or by telephone.
Moreover, the negotiations may be influenced by different bargaining rules. Most researchers
use a bargaining procedure with at least two stages. In the first stage players are free to make
proposals at any time in this stage to other players. If a proposed coalition and the
distribution of the payoff is accepted by all members of the coalition, then the second stage is
reached. The present agreement has to survive for a certain length of time, but all players are
free to negotiate for a better outcome within or outside of that coalition. The game ends if no
other proposal is accepted by all members of the other proposed coalition within that length
of time. If a new coalition is accepted again, the agreement again has to survive for the
certain length of time. A game theoretic analysis of the described procedure seems to be very
complicated. For the investigation of stationary equilibrium points in a noncooperative model
of characteristic function bargaining, SELTEN [1981] introduced a much simpler set of
bargaining rules. The rules describe a game with perfect information:
1. Initiator: At the beginning of the game, a randomly selected player becomes the ini
tiator. He must decide whether he wants to make a proposal. If he does not want to do this,
he must shift the initiative to another player; this other player then becomes the new
initiator.
I. Proposal: If the initiator does not shift the initiative, he must propose a genuine coali
tion, where he is a member, and a payoff division of the coalition value among the members
of the coalition. The other members in this coalition are called receivers of the proposal. The
initiator must select one of the receivers. This receiver becomes the responder.
S. Responder: The responder can either accept or reject the proposal. If he rejects, he
becomes the new initiator. The old proposal is erased, and he can make a new one or he can
shift the initiative. If all receivers have accepted the proposal the game ends. Otherwise the
responder must select a new responder among the receivers who have not yet accepted.
46 4. Three-Person Bargaining Games
-I. End: If the proposal is accepted by all receivers the game ends and all members of the
proposed coalition receive the proposed payoffs. All the other players get the payoffs of their
one-person coalitions. A problem arises in the case of an infinite play, because there is no
natural end. In this case SELTEN's model assigns their one-person payoffs to all players. We
never observed this problem in an experimental game. In very long negotiations there was at
least one subject who gave up and accepted a low payoff.
NO
YES
Initiator proposes coalition C and division of u(C) and selects respondcr among receivc!$.
Proposal becomes final agrccmcnl.
Did all receivers accept?
Rcspondcr selects new respondcr among receivcrs who bavc nol yClacxeplcd.
Figure 4.1: Flow chart of the bargaining process [SELTEN 1981 p. 139]
4.1 Programs for Computer-Controlled Three-Person Bargaining Games 47
All experiments conducted at the Bonn Laboratory of Experimental Economics use the
bargaining rules introduced by SELTEN. However, whereas SELTEN in his theoretical paper
permitted the formation of one-person coalitions, our laboratory procedure excluded this
possibility. To avoid influences by personal skills, friendship between negotiators etc., because
such things cannot be described by a formal model, the communication was restricted to
proposals only. All participants were seated in separate cubicles. Therefore, a set of computer
programs called "NEGOTIATIONS 3" was developed in order to establish anonymous com
munication among the subjects. The set includes four programs. The first one, called Ma
ster-Program, is the coordinator program that controls the whole experiment. The second
program called Terminal-Program is used by the subjects in their separate cubicles to com
municate with each other and sends data to the Master-Program for data recording. A spe
cial keyboard driver is necessary to get full control over the keyboard. The last program is
used for predefinition of game parameters.
4.1.1 SYSTEM REQUIREMENTS
To use the described software package in an experiment with three subjects, four IBM
PC, XT or AT (or closely compatibles) computers are required. The maximal configuration
to run the experiments with up to 15 subjects simultaneously requires 16 computers. The set
of programs support CGA-, Hercules-, EGA-, and VGA-Adapter. To run the Master-Pro
gram one computer must have 640 KB of memory, one disk drive, and a hard disk. The other
computers only need 256 KB of memory and one disk drive to run the Terminal-Program.
This software package was designed to run in an IBM local area network environment with
the IBM PC Network Program l.x, but it may run in different network environments as long
as it is possible to share a hard disk or a RAM disk with different computers. The operating
system has to be MS/PC-DOS 3.1 or a later version.
48 4. Three-Person Bargaining Games
4.1.2 THE THREE-PERSON BARGAINING MASTER-PROGRAM
The Master-Program is used to coordinate and control the whole experiment. In the
current version it is designed to coordinate experiments with up to 15 subjects simultaneous
ly. This is done, because our laboratory consists of three rooms with 16 cubicles in them, so
there is a limited capacity for participants in one session of an experiment. The IBM PC
Network supports up to 72 terminals, but for speed considerations a high number of
controlled terminals is not advisable. Also the current version only supports three-person
characteristic function games.
After program initialization, all participants which are in a stand-by mode are grouped.
Then a characteristic function will be selected from the data file produced by the program for
predefinition of game parameters and will be attached to a group of three players. One player
called initiator, is selected randomly. At every time in the experiment, if three players are in
the stand-by mode they will only be grouped for a new game, if they have not played in this
grouping before. If one group ends a game, all players within this group have to wait until an
other group ends a game and a new grouping is possible. A problem arises, if one group
negotiates a long time and other subjects have to wait very long. In this case negotiations will
be interrupted after one hour. Now a new grouping with new games is possible. If there is no
further game in the data file, the interrupted games will be attached again. No game will be
terminated by the experimenter. A game ends only if an agreement is reached. The experi
ment ends if there is no further characteristic function in the data file, or after a specified
number of games. But all games have to end normally. The protocol of the negotiations is
written to a file on the fixed disk after every shift, reject, or accept command of the players,
so that in case of a technical problem not all data are lost. A further procedure for security is
implemented, for the case that a participant switches the system off, disconnects it from the
main power, or terminates the Terminal-Program in an unusual way. If this happens, all
terminals of players in the group with the problem have to be switched off before the experi-
4.1 Programs for Computer-Controlled Three-Person Bargaining Games 49
menter can initialize them again with the Master-Program. After reinitialization all termi
nals have to be switched on again. Only the last proposal is lost, but the initiator, who is the
same as before the problem occurred, can make the same proposal again. At the end of the
experiment a list of all participants with their payoffs in cash is printed or shown on the
screen. The point to cash rate can be selected during the initialization of the program.
4.1.3 THE THREE-PERSON BARGAINING TERMINAL-PROGRAM
This is the computer program, running on all terminals, which the subjects use to
transmit proposals to other subjects. The bargaining rules, introduced by SELTEN [1981],
which are described in detail in section 4.1! are implemented in this program.
Before starting this programs, the Master-Program must have been started. Then the
keyboard driver has to be started. The keyboard driver is necessary to lock critical keys such
as "[ALT] [CTRL] [DEL]" and "[CTRLj [BREAKj". If these keys are not locked, subjects are
able to terminate the program. After the Terminal-Program is started, the participants see
five different windows on the screen (figure 4.2). At the beginning of each game, subjects see
this screen with a greeting in window 5. They are asked to press any key to enter the
stand-by mode, if they are ready to start the negotiations in the next game. If any three
participants, that not have played before in this grouping, are in stand-by mode, they receive
a game. The game will be displayed in window 1 (see figure 4.3). The whole characteristic
function is shown in a graphical representation. Subjects have to be introduced to the
meaning of the values in this representation. A translation of the instructions to the subjects
can be found in appendix B.
50
IIINDOIoI 1 IIINDOIoI 2
IIINDOIoI 4
IIINDOIoI 5
Figure 4.2: Screen of the Terminal-Program.
v(2) 2
1
vel)
v(23)
4. Three-Person Bargaining Games
IIINDOIoI 3
v(3)
3
Figure 4.3: Graphical representation of a characteristic function game. The single num hers are the player positions. The position assigned to a specific player will blink in the experiment. The v( • ) will be replaced by the payoffs of the game.
4.1 Programs for Computer-Controlled Three-Person Bargaining Games 51
One player will be randomly selected as initiator. He has the option to make a proposal
or shift the initiati'l1e. IT the initiator chooses to shift, he has to select the next initiator.
Otherwise window 3 opens. In this "send-window' the initiator has to select potential part
ners for a desired coalition and to distribute the payoff among the members of the coalition.
The program now checks, that not more than the payoff of this coalition is distributed, and
that the proposal is rational for this coalition. Coalition rationality means, that a genuine
coalition should not receive less than the coalition value. The program does not check for
individual rationality, so it is possible, that a player receives less than his one-person value,
but not less than zero. IT the initiator has confirmed his proposal, he is asked to select a
responder among the receivers if a grand coalition is selected. IT a two-person coalition is
proposed, the only receiver automatically becomes responder. The responder receives this
proposal in window 2 (the "recei'l1e-window"). Now the responder has the option to accept or
to reject. IT the responder rejects the proposal, all players receive a message in their
"receive-window". This message contains the proposal, the number of the player who was the
initiator, and the number of the player who rejects the proposal. The responder who rejects
the proposal now becomes the new initiator. The old proposal is erased, and the initiator can
make a new one or shift the initiative. For the case that the responder accepts the proposal,
the program checks whether all members of the proposed coalition have accepted. IT that is
not true, the proposal will be send to the last receiver, who now becomes responder. The
game ends, if the proposal is accepted by all receivers. The members of the coalition receive
the proposed payoff, while the other players receive their one-person values. The result is
shown in window 3 for 30 seconds. Then in window 5 the players are asked not to enter the
stand-by mode if they are not ready for the next game. In the current version window 4 only
is needed for the message, that an interrupted game starts again. In a further version this
window will be used to transmit written verbal messages.
52 4. Three-Person Bargaining Games
4.2 EXPERIMENTAL DESIGN
The experiments conducted at the Bonn Laboratory of Experimental Economics, which
will be reported below are all played with the help of our computer program "NEGOTIA
TIONS 3", therefore the bargaining rules are identical in all series. Some experiments were
designed to get impressions of subject's behavior if they play specific types of games or to
replicate findings in studies of other researchers, but most of the experiments were designed
such that there is a systematic variation over all types of games. The differences in our series
will be described in detail in section 4.2.2 .
4.2.1 EXPERIMENTAL PROCEDURE
In 26 experimental sessions 1099 plays of different games were played with our compu
ter-controlled procedure, which is described above. Subjects were 312 graduate and undergra
duate students mostly of economics and law. All subjects were recruited around the campus
to participate in a negotiation game. The games were played for points with a fixed point to
cash ratio. The earnings in the four to five hour sessions (including 30 minutes for the
introduction) differed between DM 10,- and DM 60,- . The complete instructions, given to
the subjects, are described in appendix B.
4.2.2 THE DATA BASE
This section is concerned with a description of all data sets in our data basis. First we
shall describe data sets of different researchers, which will be reevaluated within this study
and then the data obtained at the Bonn Laboratory of 'Experimental Economics will be
4.2 Experimental Design
described. A complete listing of the results of series 1 to 7 is given in appendix C.
Hens, Momper, OHmann and Schmauch [1985] I:
53
This set contains 30 plays of 15 different superadditive games and 30 plays of 15
non-superadditive games with nonzero values for the one-person coalition. All games
were played with free communication condition. The games were played for points
converted to cash at a fixed rate. The time limit for negotiations in one game was 105
minutes. Subjects were introduced to the rules and the experiment in a 2-hour session.
Hens, Momper, Ostmann and Schmauch [1985] IT:
The setup of this experiment is identical to the one above except, that there was restric
ted communication via computer terminals. Subjects were free to communicate with
written verbal messages. All participants played the games before with the free com
munication condition.
Hens, Momper, Ostmann and Schmauch [1985] m:
This data set of 128 plays of 32 different superadditive and non-superadditive games
with nonzero payoffs for the one-person coalitions was played face-to-face. Communi
cation was not restricted. The games were played for points converted to cash at a fixed
rate.
Kahan and Rapoport [1974]:
240 plays of five non-superadditive games with zero payoffs for the one-person coalition
are reported. Three different communication conditions were used with the Coalitions
program. Since the REMARK keyword was disabled we shall call these conditions as
restricted communication. Games were played for points converted to cash at a fixed
rate per point. 12 tetrads of players played four iterations of the set of five games. Play
ers within tetrads were rotated through positions and the "observer role", so that at
any time no one knew who was resting and who was in which game role. There was no
time restriction for the negotiations. The subjects were introduced to the experimental
apparatus and rules of the game in a 3-hour training session consisting of written in
structions, verbal elaborations, and three separate experimenter-guided practice games.
54 4. Three-Person Bargaining Games
Kahan and Rapoport [1977]:
160 plays of five superadditive and 160 plays of five non-superadditive games with
nonzero values for the one-person coalitions. All games were played with a restricted
communication condition. Instead of playing in tetrads, as in Kahan and Rapoport
[1974], players were pa1red in 16 triads, whose members were shumed between sessions
of game playing. The other experimental setup is identical to Kahan and Rapoport
[1974].
Kahan and Rapoport [1980]:
The aim of this study was to obtain results of games with two weak and one strong
player. The study reports the outcomes of 90 plays of 5 superadditive games with zero
payoffs for the one-person coalitions. All games were played under restricted
communication conditions with the Coalitions-II program. For half of the plays the
REMARK keyword was enabled. This is a special case of a restricted communication
condition, because written verbal messages could be send to other negotiators. All
subjects were experienced in playing 4-person characteristic function games. The other
conditions were as in Kahan and Rapoport [1974].
Leopold-Wildburger [1985]:
This data set contains 54 plays (partially unpublished) of 9 superadditive games with
zero payoffs for the one-person coalition. All games were played face-to-face with free
communication. The negotiation time was not restricted. All subjects knew that no one
would play twice against the other and that each of them would be in the role of player
A, B an C respectively only once. Payoffs are in Austrian Schilling.
Maschler [1978]:
78 plays of different superadditive and non-superadditive games with zero payoffs for
one-person coalitions were reported. All games were played face-to-face with free
communication. There was no cash reward for the subjects, only three prizes were
offered to the first winners of the contest, in which also games not included here have
been played.
4.2 Experimental Design 55
Medlin [1976]:
This study reports 160 plays of 8 superadditive games with zero payoffs for the
one-person coalitions. All games were played with restricted communication conditions
with the Coalitions program (see Kahan and Rapoport [1974]).
Mumighan and Roth [1977]:
Six different restricted communication communication conditions were tested with 432
plays of one superadditive game with zero payoffs for the one-person coalition. This
study contains 36 independent subject groups. The Subjects were introduced shortly
with written instructions. The participants did not receive any monetary payoffs. All of
them did receive credit toward a course requirement for participating.
Popp [1986]:
The reported data set contains 60 plays of three different games with zero payoffs to the
one-person coalitions. Subjects were 180 male students of economics and law, who were
payed a sum of DM 7.50, and additionally the payoff gained by the bargaining. All
subjects only played once and had no experience in coalition experiments. Half of the
triads were given a suitable text to establish a cooperative motivational orientation.
Moreover, two communication conditions were applied, therefore we shall split the data
into two data sets. In the first data set, called Popp I, subjects could communicate by
means of an intercommunication system. A player not included in communication could
neither hear anything nor perceive the offers of the communicators. The number of
bargaining rounds was not restricted, but each was limited to two minutes. In the
second data set, called Popp II verbal communication was not allowed.
Rapoport and Kahan [1976]:
This study is an extension of Kahan and Rapoport [1974], adding a nonzero valued
grand coalition to the characteristic function of the five games. 160 plays of these
superadditive games with 8 independent subject groups were reported.
56 4. Three-Person Bargaining Games
Riker [1967]:
In this study one game is replicated 93 times. The non-iluperadditive game had a zero
valued grand coalition and zero payoffs for the one-person coalitions. The payoff was in
American cent. Communication was free only within dyads. However since the 3-person
coalition value was zero the study will be classified as free communication. At all there
were three independent subject groups.
Selten and Stoecker:
This unpublished data set contains 54 plays of 27 superadditive games with zero payoffs
for the one-person coalitions. The payoff was in German Pfennig. The bargaining rules
underlying this experiment were as described in section 4.1, with the exception that the
formation of one-person coalitions was permissible. The subjects were seated in
different rooms. Formalized messages were transmitted by intercom via a central
operator. No direct communication among the players was possible.
All following series were conducted at the Bonn Laboratory of Experimental Economics at
the University of Bonn with the set ofthe "NEGOTIATIONS 3" computer programs.
Series 1.1-1.2:
The aim of this series was a test of the new set of the "NEGOTIATIONS" computer
programs. The data set contains 56 different superadditive games with zero payoffs for
the one-person coalitions. Values of the two-person coalitions were varied systemati
cally. In the first session, due to a technical problem only 36 games could be played.
Altogether 92 results could be obtained in the two sessions. Subjects were undergra
duate students mostly of economics.
Series 2.1-2.2:
For this series a new data set was developed with games which were not zero-normali
zed. The normalized two-person coalition values v(ij)-v(i)-v(j) were varied systemati
cally. The payoffs for the one-person coalitions were varied randomly such that the sum
4.2 Experimental Design 57
of the values for the on~person coalitions was a fixed number, the same one in every
game. The on~person coalition value then was added to every coalition, were that
player was a member. So the zero-normalized games are identical to those of series 1.
In two sessions of this series the participants were graduate students and professors of
economics. Due to the fact of time constraints not the whole set of games could be
played. Altogether 88 results could be obtained.
Series 3.1-3.2:
The data set used in this series was created similarly to the data set of series 2. In two
sessions 85 plays of different games could be observed. Subjects were undergraduate
students mostly of a course in game theory.
Series 4.1-4.6:
This series was conducted to replicate the results of Kahan and Rapoport [1980]. There
fore 10 superadditive games with zero payoffs for the on~person coalitions similar to
those played by Kahan and Rapoport were chosen. In three sessions with two indepen
dent subject groups in each, 120 results could be obtained. Subjects were undergraduate
students mostly of economics and law
Series 5.1-5.6:
The the same basic games as in series 4 with a higher valued grand coalition were used.
The procedure is identical to series 4.
Series 6.1-6.4:
The aim of this series was a test of different strength hypotheses. Therefore 10 very
problematic superadditive games with a zero payoff for only one on~person coalition
were created. In two sessions with two independent subject groups in each session 80
results could be observed. Subjects were students mostly of economics and law.
Series 7.1-7.12:
The aim of this series was to get data on the whole range of possible variations in
58 4. Three-Person Bargaining Games
superadditive games with smaller steps as in the series above. Using a systematic
procedure of variation of the coalition values 125 different games with positive payoffs
for the one-person coalitions were constructed. In 12 sessions 514 results could be
obtained. Subjects were students of economics and law. In the first six sessions all
subjects were unexperienced, while in the following six sessions all subjects had
participated in 3-person characteristic functions games before.
4.3 THEORIES OF COALITION FORMATION
In this section a new descriptive theory for three-person characteristic function bargain-
ing, called PROPORTIONAL DIVISION PAYOFF BOUNDS will be presented. Further a
short description of the EQUAL DIVISION PAYOFF BOUNDS [SELTEN 1987] and a modi
fied version of the EQUAL EXCESS THEORY, which was originally introduced by KOMO
RITA [1979] will be given. Moreover, other theories such as the CORE [GILLIES 1953,
AUMANN and DREZE 1974] and the BARGAINING SET [AUMANN and MASCHLER
1964] which seem to have descriptive power will be explained.
4.3.1 THE CORE
One of the most popular solution concepts for characteristic function games is the CORE
introduced by GILLIES [1953] for superadditive games. This concept was generalized to non
superadditive games by AUMANN and DREZE [1974]
A payoff vector x that gives each player at least as much as he can guarantee himself
and gives all players together v(N) is called an imputation. The generalized CORE is easy to i
define as the set of all payoff configurations (Xh"" Xn; Ch .• ·., 'Cm) with
4.3 Theories of Coalition Formation
L Xi ~ v( C) for all C £ N ieC
59
(4.1)
In the following we shall restrict ourselves to zer<r-normalized three-person games.
Whenever talking about zer<r-normalized games, we shall use g instead of v(123) for the value
of the grand coalition, a for v(12), b for v(13), and c for v(23). The zer<r-normalization does
not matter to this concept, because the CORE is invariant with respect to strategic equiva
lence. However, for some games the core may be empty. Without loss of generality we shall
assume that a ~ b ~ c, which is always achievable by a suitable renumbering of players. For
the case that a > b + c the core is always non-empty, but if a 5 b + c holds the core is
empty unless g ~ ; (a + b + c). If the core is non-empty it is found in the coalition structure
{123} or {12,3} depending on whether or not g ~ a, respectively. If g = a the core is in both
coalition structures. However, if g < a the core is found in coalition {12} with Xl ~ b and
X2 ~ c and (Xl + X2 = a).
4.3.2 BARGAINING SET
The BARGAINING SET [AUMANN and MASCHLER, 1964] is one of the most impor-
tant theories for characteristic function games. Unlike some other normative solution con
cepts it seems to be at least in partial agreement with experimental results. In the literature
many versions of bargaining sets are presented, but in the special case of three-person games
they coincide.
The definition of the bargaining set is based on concepts named objections and counter
objections. A configuration is considered stable in the sense of the bargaining set, if for every
objection there is a counterobjection. A detailed definition can be found in the in the
literature [e.g. ROSENMULLER 1981, OWEN 1982, KAHAN and RAPOPORT 1984] and
60 4. Three-Person Bargaining Games
will not be repeated here.
In the context of this study we shall restrict ourselves to the description of the bargain-
ing set for zero-normalized three-person games. For non-zero normalized games one has to
find the bargaining set of the zero-normalized game and to apply the inverse of the zero-nor
malization mapping.
In the following the notational conventions for zero-normalized three-person games will
be used (see 2.13). Without loss of generality it will be assumed that a ~ b ~ c, which can
always be achieved by a suitable renumbering of the players.
Three numbers qh q2, and q3 called quotas are important for the BARGAINING SET.
The quotas are characterized by the property
qi + Clj = v(ij)
for every permutation i,j,k of 1,2,3, so we have
q _ a+b-e l--r
q -a+b+c 3= 2
(4.2)
(4.3)
To calculate the BARGAINING SET some case distinctions have to be made, therefore
a complete calculation scheme is given in Table 4.1.
The BARGAINING SET does do not predict a coalition structure but only a region of
payoff vectors for every coalition structure. Not even the case that only one-person coalitions
form is excluded. We refer to this case as null-structure. It seems to be fair to add the predic
tion to the bargaining sets that at least one coalition with more then one member will be
formed. This definition of the BARGAINING SET without null-structure was used in earlier
studies by SELTEN [1987] and SELTEN and UHLICH [19~8J.
Tab
le 4
.1:
Bar
gain
ing
set
for
zero
-nor
mal
ized
thr
ee-p
erso
n ga
mes
a ~
b+
c
-(O
,O,O
j 1,
2,3)
12
(q1,
q2,O
j 12
,3)
13
(q1,
0,q3
j 13
,2)
23
(0,Q
2,Q
3j 1
,23)
(g,O
,Oj
123)
if g
<b
-e
(X1,X
2,Oj
123)
w
ith
Xi=Q
i+g-
-q~-
-q2
123
if 2
a-b-
e> g~
b-<:
,(Xt,X
2,X
3i 1
23)
wit
h X
i=Q
i-gt
+g2
+g3
-g
3 -
if ¥
a+b
+c)
> g
~ 2
a-b-
e
(X1,X
2,X3i
123
) w
ith
Xt+
X2
~ a,
Xt+
X3
~ b,
X
2+X
3 ~
c, X
t+X
2+X
3 =
g
if g
~ ¥
a+b
+c)
a>
b+
c
(O,O
,Oj
1,2,
3)
(X1,X
2,Oj
12,3
)
(b,O
,Oj
13,2
)
(O,C
,Oj
1,23
)
(g,O
,Oj
123)
if g
<b
-e
(X1,
X2,
0) if a>g~b-e
(X1,X
2,X3i
123
)
if g
~ a
wit
h Xt~b,
X2~C
, Xt+x2~a
wit
h Xi=Qi+g-q~--q2
wit
h X
t+X
2 ~
a, X
t+X
3 ~
b
X2+
X3
~ c,
Xt+
X2+
X3
= g
~
c,., ~
po" 2l ::l.
CD
rn S o o ~
.... g' i ~ g' C)
I-'
62 4. Three-Person Bargaining Games
One cannot expect that experimental results will exactly hit the bargaining set in view of
the subjects' preference for round numbers, therefore on has to admit deviations up to the
prominence level d for each player's payoff separately. Unless specified otherwise, when
talking about the BARGAINING SET we mean BARGAINING SET without null-structure
and with deviations up to d.
In the discussion of his experiments, MASCHLER [1963, 1978] proposed to apply the
BARGAINING SET not to the characteristic function in its original form, but to two power
transformations of this function. Enlarging the original BARGAINING SET by all configura
tions of the BARGAINING SETS for the power transformations, which are also
configurations for the original characteristic function, we obtain the UNITED BARGAINING
SET [SELTEN 1987], but for the sake of shortness it will be not examined here.
4.3.3 EQUAL EXCESS THEORY
The EQUAL EXCESS THEORY [KOMORITA 1979] in its original form, has been
proposed to account for coalition formation and payoff division. The principal basis of this
theory is that an individual's bargaining strength in negotiations is based on the alternative
coalitions the person can form, and that the members of a potential coalition are most likely
to agree on a division based on sharing equally the excess of what can be gained by the coali
tion, relative to the total outcomes if each chooses his best alternative. The theory has the
form of an iterative process of expectation formation. At each stage of this process each
player has a payoff expectation for each coalition in which he is a member. The theory
assumes an unspecified finite number of iterations of the process. The main problem of the
theory is the lack of a prediction for this stage number. The modification of the EQUAL
EXCESS THEORY introduced here is an area theory, which avoids this problem.
4.3 Theories of Coalition Formation 63
Two assumptions specify the preferences of the individuals and their expectations during
the various stages of the process of expectation formation:
1) The initial expectation of player i in coalition C is given by the equal shares:
E~(C) = Tbf1 for all C, i e C (4.4)
2) In the first stage the players refer to the best alternative they expected to receive in
the initial stage 0, and use this as their starting point. An alternative coalition T to a
coalition C has to be a valid threat in the sense that the consensus of at least one
player of C is not needed in T. Therefore the best alternative expected payoff of
player i to a coalition C in stage r is defined as
A~(C) = max ( E~(T) I ieT, T#C, [(C\{i})nT = 0] V [TeC] ). (4.5)
The remainder of the coalition value over the sum of the best alternatives of the
members should be divided evenly among the members. This will be repeated for
every stage r, where the reference values for the best alternatives are derived from
stage r-I. The expectations change over successive stages according to
Ei(C) = Ai (T) + TCT v(C) - ~ Aj (T) r r-l 1 ( ~ r-l )
jeC
(4.6)
It could be argued, that the definition of the best alternative expected payoff of player i
should not include players in the alternative coalition T, who are also members of C, because
there consensus is needed to form T and therefore T cannot be a valid threat. Of course play
ers in C may not have valid alternative coalitions as individual players, but they may have
valid alternatives as subsets of players. Consider a three-person game where in negotiations
among all members of the grand coalition not only the solo coalitions are valid threats but
also each pair of players can threaten the third player to form a two-person coalition. Such
threats are highly credible, therefore subsets of players of C are ;Valid alternative coalitions.
64 4. Three-Person Bargaining Games
In contrast to the original theory we shall determine bounds for the payoffs of the
players, which are given if we use the minimum of the maximal expectations of each stage
from 0 to the asymptote as lower bound and the maximum of the maximal expectations as
upper bounds including deviations up to the prominence level Ii. Hence,
r r inf Ei(C) -Ii S Xi(C) S sup Ei(C) + Ii reIN reIN
,ieC. (4.7)
Of course no specific coalition structure can be predicted, but if an agreement on coalition C
is reached, then our theory predicts that the payoffs of the members of C will be in the range
described by (4.7).
Unfortunately no general proof of convergence is known to the author, but for three-per
son quota games in the limit the quotas are reached in the two-person coalitions and in the
grand coalition each players' expectation converges to a value equidistant from his quota. For
all other games within this study the sequence converges to an asymptotic value. The same
was observed by KAHAN and RAPOPORT, Am. [1984, p.153].
4.3.4 EQUAL DMSION PAYOFF BOUNDS
The theory of EQUAL DIVISION PAYOFF BOUNDS [SELTEN 1983,1987] intends to
reflect the limited rationality of human decision making. Players in SELTEN's theory do not
behave as maximizers but they try to obtain at least as much as their lowest acceptable aspi
ration level. The theory of EQUAL DIVISION PAYOFF BOUNDS is an attempt to describe
commonsense reasons that influence the aspiration levels of the players, because experimental
subjects who do not perform complicated computations must base their strategic reasoning on
simple commonsense arguments.
Originally the theory was proposed to explain ~rf~ental results of superadditive
zero-normalized three-person games, but it may also be'applied to non-superadditive games
4.3 Theories of Coalition Formation 65
without any changes and to games with positive payoffs for one-person coalitions, simply by
the computation of EQUAL DIVISION PAYOFF BOUNDS for the strategically equivalent
zero-normalized game and a subsequent retransformation of the bounds [SELTEN and
UHLICH 1988].
The theory of EQUAL DIVISION PAYOFF BOUNDS specifies three numbers Uh U2,
and U3 to be interpreted as the lowest reasonable aspiration levels for players I, 2, and 3,
respectively. This does not mean that a player may not have higher aspiration level, but that
no player will have an aspiration level lower than his payoff bound Ui.
The bounds can be derived from the game through an analysis of the strategic situation
of the players in the order of strength beginning with the most powerful player using the idea
that players use various equal shares for the formation of aspiration levels.
Again using the notational convention for zero-normalized games it will be assumed
without loss of generality that a ~ b ~ c, which can always be achieved by a suitable renum
bering of the players. In an intuitively obvious sense for games with zero payoffs to the
one-person coalitions player 1 is stronger then player 2, if we have b > c and player 2 is
stronger than 3, if we have a > b. For b = c (a = b) players 1 and 2 (2 and 3) are equally
strong. To express the relationships stronger and equaUy strong the symbols > and - will be
used. In view of the convention on the renumbering of the players there are only four possible
orders of strength:
1>2>3 for a>b>c
IN2>3 for a>b=c
1>2N3 for a=b>c
IN2N3 for a=b=c (4.8)
66 4. Three-Person Bargaining Games
Only a summary explanation of EQUAL DIVISION PAYOFF BOUNDS can be given
here, but the reasoning leading from tentative bounds to preliminary bounds and final bounds
is simple for every particular game. The tentative bounds depend on coalition shares, substi
tution shares, completion shares, and a competitive bound for player 3. The computation of
equal division payoff bounds is described in table 4.2.
Coalition shares are equal shares of the coalition values v(C). They are relevant for the
strongest players in every coalition. Since no other member of C is stronger, a strongest play
er should receive at least the equal share of v(C), if C is formed.
The substitution share is only relevant for player 2. Assume 1 >- 2 >- 3 and suppose that
player 1 and 3 form a coalition, then player 2 is able to throw 3 out, because player 1 can get
at most b in {13}, but in {12} both can get a - b more than that. Player 2 can claim at least
half of this additional amount.
Completion shares are defined by the assumption that two players j and k may form a
coalition, but if {123} is permissible then there may be an additional amount g-v(jk) if player
i completes the grand coalition. Player i can claim g-v~jk) , which becomes one of the tenta
tive bounds.
Player 3's competitive bound becomes relevant, if the highest tentative bounds of player 1
and 2, which are the maximum of all tentative bounds, sum up to less or equal a, and player
3 is weaker than player 2. In this very bad position he must fear that the most attractive
two-person coalition {12} forms, if no agreement on the grand coalition is reached. If player 3
wants to bargain about another two-person coalition, where he is a member, he must be
willing to offer to both other players what they maximally can get in {12}. The minimum of
both differences between the coalition values and his offers becomes the competitive bound w.
4.3 Theories of Coalition Formation
Table 4.2: Equal division payoff bounds
Tentative bounds for 1 and 2
ti = max [~, t] t2 = ti
[ c a-b ~] t2 = max 2"---r-' ~
Competitive bound w
hi = a - t2 h2 = a - tt
w = min [ b - hi , C - h2 ]
Player 3's tentative bound
ta = t2
Preliminary bounds
Pi = ti
Pi = t and P2 = Pa = ~ - i
Final bounds
[ Pi 1 Ui = max "1, ll. int A
for b=c
for b>c
fora=b
for a > b and ti + h ~ a
for a > b and ti + h > a
for i = 1,2,3
if g = a or ti + t2 + ta ~ g
for i = I, 2 and Pa = g - a
if tt + t2 + ta > g > a > b ~ c
fori = 1,2,3
if ti + h + ta > g > a = b = c
if ti + t2 + ta > g > a = b > c
for i = I, 2, 3
67
68 4. Three-Person Bargaining Games
Aspirations based on tentative bounds become preliminary bounds in most of the cases,
but if the tentative bounds sum up to more than g in spite of the fact that {123) yields more
than {12} there is a strong tendency to form the grand coalition and aspirations must be
reduced generally by the weakest player. Only if player 2 and 3 are equally strong, player 1
has to reduce his aspirations.
The subjects tend to propose agreements involving round numbers. Therefore the final
bounds are determined as follows: The preliminary bounds are rounded to the next lower
number divisible by the prominence level. If this is a value lower or equal to zero the final
bound is one smallest money unit.
4.3.5 PROPORTIONAL DMSION PAYOFF BOUNDS
The theory of PROPORTIONAL DIVISION PAYOFF BOUNDS is closely connected to
SELTEN's [1983, 19871 theory of EQUAL DIVISION PAYOFF BOUNDS. In contrast to
SELTEN's theory, which was originally restricted to superadditive zero-normalized three
person games, the PROPORTIONAL DIVISION PAYOFF BOUNDS take non-negative
values to the one-person coalition explicitly into account. Though the generalization of the
EQUAL DIVISION PAYOFF BOUNDS to non-superadditive games does not meet serious
obstacles, the generalization to games with non-negative values to the one-person coalition is
very problematic, because subjects do not behave in the same way as in the strategically
equivalent zero-normalized game. Therefore two basic elements of the EQUAL DIVISION
PAYOFF BOUNDS have to be replaced. First, the crude power comparisons among players
have to be refined. Moreover, for some purposes the equal division concept has to be replaced
by a concept, which takes differences in the payoffs to one-person coalitions into account.
4.3 Theories of Coalition Formation 69
In the chapter above we already mentioned that a descriptive theory of bargaining
should ignore neither power nor justice norms. In the case of two-person games in characte
ristic function form it is easy to see which player is more powerful. One simply has to com
pare the one-person coalition values, because the relative power of both players depends
primarily upon how attractive to each is the option of not reaching an agreement. In the case
of three-person games one has to extend this argument. For the comparison of the power of
two players in a three-person game the players have the additional option to form a coalition
with the third player. Therefore the relative power of the two players now depends upon how
attractive to each are the options of not reaching an agreement with the player in compari
son. Such power comparisons will lead to an order of strength, which is a basic element of the
PROPORTIONAL DIVISION PAYOFF BOUNDS. Our new descriptive theory will analyze
the strategic situation of each player in the order of player power, because a weaker player
has to take aspirations of stronger players into account.
Another basic element of the theory depends on the fact that in asymmetric game situa
tions generally more than one justice norm has to be taken into account. Therefore for some
purposes we shall replace SELTEN's equal division concept from the EQUAL DMSION
PAYOFF BOUNDS by a proportional division concept, which depends on a proportional
division of the prize with respect to the aspiration levels. The proportional division scheme is
no justice norm, but the result of a negotiation process. As mentioned in the context of the
NEGOTIATION AGREEMENT AREA, we believe that the outcome of a negotiation pro
cess depends on the first demands of the players. These first demands are aspiration levels,
which depend on the strategic situation of the players. Strong players have very high de
mands, while weaker players may propose fair divisions of the prize. Almost always the first
demands are not compatible. This conflict can only be resolved by reduction of the players
demands. We suppose that the relative concession of a negotiator is nearly equal to the
relative concession of the opponent. There may be deviations from this rule due to the fact
70 4. Three-Person Bargaining Games
that subjects prefer round numbers for proposals, or due to the fact that there is a smallest
money unit, which cannot be further subdivided. Moreover, there may exist soctological or
psychological differences between different subjects which lead to short-term deviations from
the process rule. Further, subjects may have strategic reasons to deviate. If the concessions
are very small, it may happen that one negotiator makes a larger concession, since otherwise
the process is very slow. Too small concessions of the opponent my be answered by a very
high demand in order to express the threat of the break-off of the negotiations with the
opponent. This may not occur in games with free verbal face to face communication con
ditions, since a threat can be expressed verbally.
With respect to the negotiation process there is still work in progress. Therefore we shall
not yet give a formal description of the observed processes. We assume that on average the
relative concessions of the negotiators are equal. This leads to a proportional division of the
prize according to the first demands. The first demands may be different for different subjects
and we do not know the demands before the negotiations start, but we can use reasonable
boundaries, which depend on power and justice considerations for the first demands in order
to compute lower bounds for the result of the negotiation process.
Moreover, some additional principles will be used in the theory of PROPORTIONAL
DIVISION PAYOFF BOUNDS, but we shall never use concepts such as "subjectively expec':
ted utility maximization". Therefore this theory can be seen as a theory, which takes boun
dedly rational behavior of human decision makers explicitly into account.
ORDER OF STRENGTH
Consider a zero-normalized three-person characteristic function game r(N,Q,v). With
out loss of generality it will be assumed that we have v(12) ~ v(13) ~ v(23), which always can
be achieved by a suitable numbering. As stated by iISHER and URY [1981], the
4.3 Theories of Coalition Formation 71
negotiating power of a player depends on his BATNA (Best Alternative to a Negotiated
Agreement), therefore in an intuitively obvious sense player 1 is stronger than player 2, if we
have v(13) > v(23), because player l's alternative to form a coalition with player 3 is more
profitable than player 2's alternative to form a coalition with player 3. Obviously within the
coalition of player 1 and player 2, the stronger one should receive at least not less than the
weaker player. Such power comparisons among all players lead to a unique ordering of all
players, which is SELTEN's idea of the order of strength in the EQUAL DMSION PAY
OFF BOUNDS. Now consider the case that one-person coalitions are profitable and we have
v(13»v(23), but v(1)<v(2) then it is not obvious that player 1 is stronger than 2 because the
best alternative to a coalition of player 1 and 2 may be the coalition with player 3 or no coali
tion. In an earlier paper [SELTEN and UHLICH 1988] we have assumed that the order of
strength is based on the comparison of the zero normalized two-person coalitions, such that
player 1 is stronger than player 2, if v(13)-v(1)-v(3) > v(23)-v(2)-v(3), though the theory of
EQUAL DIVISION PAYOFF BOUNDS using this order of strength was more successful in
the prediction of the results in 1711 plays of different games than different versions of the
BARGAINING SET, we got some hints, that this order of strength may be not the right one
to apply.
However, for the PROPORTIONAL DIVISION PAYOFF BOUNDS we shall use an
order of strength which depends on the comparison of the best alternative coalitions. For the
comparison of player 1 and 2 we have to find the best alternatives for both. Player 1 has two
alternative coalitions: the coalition with player 3 with the value v(13) and the one-person
coalition with the value v(l). The best alternative is defined as the maximum over the alter
native maximal aspirations, hence player I's best alternative is max[v(13)-v(3), v(l)].
Analogously player 2's best alternative is max[v(23)-v(3), v(2)]. The idea behind the order of
strength proposed here depends on pairwise comparisons of the players best alternatives. If
the best alternatives of two players are equal, then the second best alternatives will be
72 4. Three-Person Bargaining Games
compared. We say that a three-person game is partially s'Uperadditive in the two-person coali
tions if we have v(ij) ~ v{i) + v(j) for every two-person coalition. It may happen that the
maximal aspirations from a specific coalition is negative in games without partial superaddi
tivity in the two-person coalitions. Up to now it is not clear, whether negative maximal aspi
rations can serve as alternatives. However, in the present study all games are partially super
additive in the two-person coalitions. Obviously, the best alternative is always found in the
alternative two-person coalition, and the second best alternative is the one-person coalition.
In our context the order of strength can be simply characterized by the following three pro
perties:
Property 1: If
Property 2: If
Property 3: If
v(ik) > v(jk) then i is stronger than j (i >- j).
v(ik) = v(jk) and v(i) > v(j)
then i is stronger than j (i >- j).
v(ik) = v(jk) and v(i) = v(j)
then i and j are equally strong (i '" j).
(4.9)
(4.10)
(4.11)
Lemma: Properties 1 to 3 uniquely determine a complete transitive order of strength for three
person games.
Proof: We have to make four case distinctions:
i) v(12) > v(13) > v(23)
With property 1 we have 1 >- 2 >- 3.
ii) v(12) = v(13) > v(23)
With property 1 we have 1 >- 2 and 1 >- 3. Intransitivity is excluded.
iii) v(12) > v(13) = v(23)
With property 1 we have 1 >- 3 and 2 >- 3. Intransitivity is excluded.
iv) v(12) = v(13) =v(23)
The order of strength is determined by the v(i). Intransitivity is excluded.
4.3 Theories of Coalition Formation 73
Without loss of generality it will be assumed in the following that the order of strength
obeys 1 t 2 t 3, which is always achievable be a suitable renumbering.
TENTATIVE BOUNDS
According to SELTEN's EQUAL DIVISION PAYOFF BOUNDS three types of bounds
for the payoffs of the players have to be defined. This section will discuss the tentative
bounds, which are derived from the order of strength and a proportional division scheme.
In chapter 2 we have introduced an area theory for two-person games, where the lower
bound for the strong player was determined by a proportional division of the prize according
to the maximal aspirations of both players. Since it can be observed in experimental data of
three-person games, that there are negotiation sequences of only two persons, it seems to be
reasonable to use coalition shares as tentative bounds. Coalition shares are defined for all
coalitions, which do not have genuine subcoalitions. Hence, the coalition shares are found in
all two- and one-person coalitions. The coalition shares are proportional shares of the strong
est member according to the order of strength of each two-person coalition and of course the
value of the one-person coalition. Consider a profitable coalition {ij}, where j is not stronger
than i, then v{ij) - v(j) is player i's maximal aspiration and v{ij) - v{i) is player j's maximal
aspiration. A division of v{ij) proportional to these maximal aspirations yields the following
coalition share of player i:
(4.12)
This coalition share is a tentative bound of player i.
If we have v(12) > v(13) > v(23) and v{ij) ~ v{i)+v(j) for i,j E N, then the order of
strength is 1 >- 2 >- 3, and we have three tentative bounds for player 1, because player 1 is a
strongest member in coalition {12} and {13} and of course i~ lUs solo coalition. Player two is
a strongest member only in coalition {23}, therefore he has only one coalition share in addi-
74 4. Three-Person Bargaining Games
tion of his solo coalition. Since player 3 is never strongest member of a tw<>-person coalition
only his one-person value can serve as coalition share.
The next shares to be defined are the completion shares, which can serve as tentative
bounds for all three players. Consider two players j and k agree to form the permissible ge
nuine coalition {jk}, then player i is in a bad position. The only way to improve his outcome
is to propose a grand coalition, if it is attractive, but he is faced with the subcoalition {jk}
and therefore in a weak position. From ARISTOTLE we know that the weaker party seeks
for equality and justice, hence player i demands at least an equal split of the surplus,
v(i) + V(123)-v(i)-m3[v(jk),v(j)+v(k)], (4.13)
while the subcoalition demands the maximal aspiration
v(123) - v(i) (4.14)
If the prize will be distributed proportional to the demands, then the completion share
Ci = v(i) + v(123)-v(i )-m3[v(jk),v(j)+v(k)] ----------"---------v(123)
v(123) -v(i )+v(i)+ v( 123)-v(i )-max[ v (jk),v(j)+v(k)] 3
=
(4.15)
is a tentative bound for player i. Since all players are confronted with the situation that a
block forms, such completion shares are tentative bounds for all players.
Moreover, each player has eventually the possibility to be a substitute for another play
er. Suppose coalitions {ij} and {ik} are profitable. Without the help of player j player i can
not do anything better than to form a coalition with player k, where he can claim at most
v(ik)-v(k) if this amount is not negative. If v(ij)-(v(ik)-v(k» is greater than zero, then
player j may demand at least an equal share of this increment' and the substitution share
4.3 Theories of Coalition Formation 75
v{ ij)-{ v~ ik )-v{k)) (4.16)
becomes a tentative bound of player j. Analogous, if coalitions {jk} and {ik} are profitable,
then player k cannot do anything better without the help of player j than to form a coalition
with i, hence a further substitution share
V{jk)-{V~ik)-V{i)) (4.17)
becomes a tentative bound for player j. Such tentative bounds are available for all players, if
there is an increment from substitution arguments. This completes the discussion of tentative
bounds with exception of the weakest player.
According to our convention of numbering, the weakest player is player 3, if 2 )- 3, but
before player 3's further bound can be discussed, the highest tentative bounds tl and t2 of
player I and 2 have to be defined. The highest tentative bound ti of player i (i=I,2) is the
maximum of player i's tentative bounds. For the case that player I and player 2 are equally
strong, we have t2=h
Assume that tl+t2 ~ v(12) then player 3 must fear that coalition {12} forms, even if
v(123) > v(12), therefore he may be willing to make an attractive offer to each of the other
players. If player 2 does not reduce his aspiration level below his highest tentative bound t2
then player I cannot claim more than hi = v(12)-h, respectively player 2 cannot claim more
than h2 = v(12)-tl' hence player 3 may offer hi to player I, which leaves him v(13)-hl or h2
to player 2, which leaves him v(23)-h2. Of course player 3 has to reduce his aspiration level
to the minimum of both amounts, which defines player 3's competitive bound
(4.18)
and becomes one of his tentative bounds. As the highest tentative bounds of player I and 2,
the highest tentative bound of player 3 is the maximum over all of his tentative bounds.
76 4. Three-Person Bargaining Games
PRELIMINARY BOUNDS
In general the highest tentative bounds ti become preliminary bounds Pi, but sometimes
there are reasons that aspiration levels according to the highest tentative bounds have to be
reduced. Assume that the grand coalition is attractive (see 2.8) but tl+t2+t3 > v(123), then
it seems to be plausible that one or more players have to reduce their aspiration levels in
order to make coalition {123} possible. The determination of players who have to reduce their
aspiration levels to a certain level is not easy even to the subjects, therefore a reasonable way
to allocate the prize is a proportional distribution according to the highest tentative bounds.
Moreover, it can happen that two players i and j are equally strong (i N j) and their highest
tentative bounds sum up to more than v(ij). In this situation both have to lower their
aspiration levels down to an equal share of v(ij), since they get into a competition in order to
form a coalition with player k, or they try to establish a grand coalition, where they can
claim the completion share. Therefore, both players reduce their aspiration levels below their
highest tentative bounds to the maximum of the alternatives, but not below their one-person
coalition value.
{c.
Let mi = 1
v(i)
if {123} at tractive
othewise
where Ci is the completion share defined by (4.15).
The preliminary bounds are defined as:
Pi = max [ mi'~' v(i) ]
ti otherwise
for i = 1,2,3
if {123} attractive and t 1+t2+t3> v(123)
if ti+tj > v(ij) and H and not iNk
tl+h+t3 ~ v(123)
(4.19)
4.3 Theories of Coalition Formation 77
FINAL BOUNDS
The final bounds are concerned with the phenomenon that subjects prefer "round
numbers". This will be taken into account through a reduction of the preliminary bounds to a
sufficiently round number. Therefore all Pi will be divided by the prominence level A within
the data set (see section 2.2) and the integer part of the result will be multiplied with A. This
is the final bound unless individual rationality is violated. Moreover it seems to be plausible
that no one joins a coalition if his outcome is at least not more or equal to his one-person
coalition value plus one smallest money unit r. Hence the final bounds are defined as
Ui = max [veil + r, A int ~] for i=l, 2, 3 (4.20)
The theory of PROPORTIONAL DIVISION PAYOFF BOUNDS predicts, that a
coalition C with v(C) ~ 1', Ui is formed if a coalition with this property is permissible;
iEC moreover the final payoffs Xi of the members of a genuine resulting coalition C will not be
below their final bounds:
Xi ~ Ui for every i E C (4.21)
CALCULATION SCHEME
1. Determination of the order of strength according to 4.9 - 4.11.
Renumber the players such that 1 ~ 2 ~ 3.
2. Calculation of player l's highest tentative bound
Tentative bounds are:
i) v~12l-v(2l 2v(I2 v I)-v 2) • v(12) if v(12)-v(1 )-v(2) > 0 (4.22)
* Quotas for the normalized game. A quota may be negative.
Every game with 1 t 2 t 3 belongs to exactly one of these classes. This can be seen as
follows. Ambiguities could arise only in cases i N j for at least one pair of players. For i N j we
have v(ik) = v(jk) and v(i) = v(j); this has the consequence that the normalized quotas qi
and Qj are equal; which means that the exchange of the player numbers i and j does not.
change the type of the game.
Table 4.6 shows hit rates, areas, success measures and the number of observations in
each class for the BS, EE, EDPB, and PDPB. A graphical representation of the average
results from table 4.6 is given in figure 4.5. It can be seen, that according to the classification,
the predictive power of the PROPORTIONAL DMSION PAYOFF BOUNDS increases
while the predictive power of EQUAL DMSION PAYOFF BOUNDS decreases in compari
son to the average success measures over the independent data sets. The significance levels of
all comparisons with respect to the Wilcoxon test are listed an table 4.7, but we have to use
these values carefully, because the results for the different, types of games are not independent
Tab
le 4
.6:
Res
ults
of a
ll ty
pes
of g
ames
Bar
gain
ing
Set
E
qual
Exc
ess
The
ory
Type
O
bsv.
h
it r
ate
area
m
easu
re
hit
rat
e ar
ea
mea
sure
1
1700
0.
5147
0.
2025
0.
3122
0.
8806
0.
3136
0.
5670
2
52
0.92
31
0.29
17
0.63
14
0.92
31
0.43
89
0.48
42
3 58
6 0.
1416
0.
1000
0.
0417
0.
9625
0.
4707
0.
4917
4
20
0.95
00
0.34
43
0.60
57
0.95
00
0.35
53
0.59
47
5 14
6 0.
7192
0.
3204
0.
3988
0.
8630
0.
3714
0.
4916
6
2 1.
0000
0.
2039
0.
7961
0.
5000
0.
2507
0.
2493
7
119
0.72
27
0.29
76
0.42
51
0.71
43
0.40
98
0.30
45
8 18
0.
8333
0.
3808
0.
4525
0.
8889
0.
3870
0.
5019
9
145
0.76
55
0.34
56
0.41
99
0.82
76
0.31
71
0.51
05
10
8 1.
0000
0.
4049
0.
5951
1.
0000
0.
1613
0.
8387
11
74
0.
8649
0.
3306
0.
5343
0.
5946
0.
2795
0.
3151
12
14
0.
6429
0.
2556
0.
3872
0.
5000
0.
1888
0.
3112
13
20
4 0.
7255
0.
2772
0.
4483
0.
4902
0.
1939
0.
2963
Ave
rage
0.
7541
0.
2889
0.
4653
0.
7765
0.
3183
0.
4582
Eq.
D
iv.
Pay
off
Bou
nds
hit
rat
e ar
ea
mea
sure
0.
8624
0.
2112
0.
6512
0.
7500
0.
0152
0.
7348
0.
9027
0.
2747
0.
6280
0.
7000
0.
0279
0.
6721
0.
7192
0.
1940
0.
5252
0.
5000
0.
0020
0.
4980
0.
7143
0.
1984
0.
5159
0.
8889
0.
2252
0.
6637
0.
6414
0.
1452
0.
4962
0.
6250
0.
0732
0.
5518
0.
6622
0.
1231
0.
5391
0.
8571
0.
1991
0.
6580
0.
6618
0.
1678
0.
4940
0.72
96
0.14
28
0.58
68
Pro
p.
Div
. P
ayof
f B
ound
s
hit
rat
e ar
ea
mea
sure
0.
8735
0.
2192
0.
6543
0.
8846
0.
1036
0.
7810
0.
9181
0.
2841
0.
6340
0.
9500
0.
0900
0.
8600
0.
9178
0.
2556
0.
6622
0.
5000
0.
1102
0.
3898
0.
8067
0.
2388
0.
5679
0.
8333
0.
2485
0.
5849
0.
7448
0.
1677
0.
5771
0.
8750
0.
0441
0.
8309
0.
7973
0.
1580
0.
6393
0.
9286
0.
2742
0.
6544
0.
7745
0.
1752
0.
5993
0.83
11
0.18
22
0.64
89
,j:>.
~ g (1
) ::1. S a e. ~
<Il
~
<Il
co ,....
92 4. Three-Person Bargaining Games
from each other in the sense that some subjects may have played games of different types.
If we look at the game types 6,8, and 12 in table 4.6, it can be seen that the PROPOR
TIONAL DIVISION PAYOFF BOUNDS are not the best predictor for all types of games in
comparison to the EQUAL DIVISION PAYOFF BOUNDS, but we have to be aware, that
this depends only on a small number of observations .
• 0
•• oa
0>
0 .... .. ..... G'
Q.)
C12
G'
... '" II: .". .....
THrOllllCS
Figure 4.5: Overall comparison of classified games
Table 4.7: Significance levels of the overall comparisons according to the different types of games
Comparison
PDPB-EDPB PDPB-BS PDPB-EE EDPB-BS EDPB-EE BS-EE
Significance
0.0592 0.0211 0.0021 0.0253 0.0253
not significant
4.4 Experimental Results 93
A surprising result is, that the success measures of the BARGAINING SET and the
modified version of the EQUAL EXCESS THEORY are nearly equal, while the success mea
sures differed highly in the comparison over all independent data sets in favor of the EQUAL
EXCESS THEORY. This result seems to depend on a special type of games where
ql> q2 = q3 (class 3). Excluding this type in the comparison of EQUAL EXCESS THEORY
and the BARGAINING SET yields an average success measure of 0.5006 for BS and 0.4554
for EE, therefore it can be said that the BARGAINING SET is not an adequate theory for all
types of games. However, this may have caused MASCHLER [1963, 1978] to propose that the
BARGAINING SET should not be applied to the characteristic function in its original form,
but to a power transformation of this function. 432 plays of the 586 plays of games in class 3
were obtained by a study of MURNIGHAN AND ROTH [1977] who played the game v(123)
= v(12) = v(13) = 100 and v(23) = v(1) = v(2) = v(3) = o. In this case the BARGAINING
SET coincides with the CORE and predicts a payoff of 100 for player 1 if a genuine coalition
forms. Even if deviations up to a prominence level /). are taken into account, this seems not
to be a reasonable prediction of the outcome. SELTEN [1987] already mentioned, that in view
of the extreme character of this game, one should expect power transformations to be rele
vant. Though the UNITED BARGAINING SET achieves a success measure of 0.2909, the
BARGAINING SET theory for this class of games is not very impressive. Such great differen
ces in the prediction for different types of games cannot be observed for other theories. A
comparison of the standard deviations of the success measures for the different types of games
shows the smallest value for the EQUAL DIVISION PAYOFF BOUNDS (EDPB: 0.0799,
PDPB: 0.1180, EE: 0.1565, BS: 0.1745).
We have proved that the predictive power of the PROPORTIONAL DIVISION PAY
OFF BOUNDS is greater than that of other theories in a comparison over all independent
data sets as well as in a comparison according to our classification of the power structure
within the games. In the next section we shall compare the theories for games with zer<rpay
offs and positive payoffs payoffs to the one-person coalitions separately. Experimental results
of games with negative payoffs to the one-person coalitions are not available to us.
94 4. Three-Person Bargaining Games
4.4.2 GAMES WITH ZERO AND POSITIVE PAYOFFS TO THE ONE-PERSON
COALITIONS
With the exception of the EQUAL EXCESS THEORY and the PROPORTIONAL
DIVISION PAYOFF BOUNDS, all other solution concepts being examined here are
invariant with respect to strategic equivalence, which means that there is no need to
distinguish between games with zero and non-zero payoffs to the on~person coalitions,
because one ought to be able to transform these games to their zero-normalized strategic
equivalents with a subsequent retransformation after the application of the solution concepts.
Though it was not SELTEN's [1987] intention to propose the EQUAL DIVISION PAYOFF
BOUNDS for games with positive payoffs to the on~person coalition, we found in an earlier
study [SELTEN and UHLICH 1988] that the EQUAL DIVISION PAYOFF BOUNDS, even
if they are applied to the zero-normalized strategic equivalent transformation of games with
positive payoffs to the on~person coalitions, are more successful than different versions of the
BARGAINING SET.
However, this transformation has implications for non-invariant properties such as
equality and the order of player power expressed by the quotas. For example a basic idea of
the EQUAL DMSION PAYOFF BOUNDS are coalition shares, which are equal splits of th,e
coalition values, but this concept, which enhances the intuitive value of this theory, changes
if the theory is applied to a zero-normalized transformation of a game with positive payoffs
to the on~person coalitions to a "split the difference" concept after retransformation. More
over, the computation of the bounds depends on the order of player power, which depends on
comparisons of the coalition values of a game with zero-payoffs to the on~person coalitions.
This gives an order in an intuitively obvious sense and equals the order expressed by the quo
tas, but for games with positive payoffs to the on~person coalitions, it does not seem to be
clear whether the normalized game or the original game should be used to determine the
order of strength. If the game theoretic assumption of stra.t~gic equivalence is accepted, then
4.4 Experimental Results 95
the zero-normalized game is the right one to use, but as mentioned above, there is strong
empirical and theoretical evidence against this hypothesis. Because of these potential
problems we shall now analyze games with zero payoffs and positive payoffs to the
one-person coalitions separately.
Figure 4.6 shows average hit rates, areas and success measures for the BS, EE, EDPB,
and PDPB over 25 independent data sets with different plays of games with zero payoffs to
the one-person coalitions.
,D
I~I ... ""
QS04
'" % 0.'
cu Q.2
0.1II1II 0.'
II'l a: ~ I'tJ'U
T"[O~'[S
Figure 4.6: Comparison of games with zero payoffs to the one-person coalitions
It can be seen that the BARGAINING SET performs poorly while the EQUAL DIVI
SION PAYOFF BOUNDS and the PROPORTIONAL DIVISION PAYOFF BOUNDS are
nearly equal in the prediction, which depends on the fact that both theories coincide for for
most of the games with zero payoffs to the one-person coalitions. In 114 plays of different
zero-normalized games both theories predict different low:er bounds. In these cases I
96 4. Three-Person Bargaining Games
the PROPORTIONAL DIVISION PAYOFF BOUNDS predict on average a greater area
than the EQUAL DIVISION PAYOFF BOUNDS. While the hit rate is the same in both
theories, some hits are in different plays. Among the 25 data sets containing zero-normalized
games, there are only 14 which contain at least one of the 114 plays. We can compare both
theories with the help of the success measures for these data sets, where only the 114 plays
are taken into account. The differences are significant (0.0057) with respect to the Wilcoxon
test in favor of the EQUAL DIVISION PAYOFF BOUNDS. However, the number of plays in
the independent observations is small. The result may change if more plays of this type are
available.
A comparison over all data sets with plays of games with zero payoffs to the one-person
coalitions yields no significant difference between both theories. Of course, this is partially
due to the 11 data sets were both theories agree for all games played.
The EQUAL EXCESS THEORY seems to be a successful theory for this type of games
too, but EQUAL DIVISION PAYOFF BOUNDS and PROPORTIONAL DIVISION PA Y-
OFF BOUNDS are significantly more successful than other theories. The significance levels
with respect to the Wilcoxon test are given in table 4.8.
Table 4.8: Significance levels of the comparison over games with zero payoffs to the one-person coalitions
Comparison
EDPB-PDPB EDPB-EE EDPB-BS PDPB-EE PDPB-BS EE-BS
Significance
not significant 0.0851
< 0.0001 0.0758
< 0.0001 < 0.0001
However, the poor performance of the BARGAINING SET may be caused by the fact,
that a lot of games of this type have an empty core, or the core is a singleton, and for theories
4.4 Experimental Results 97
which in such cases predict only small areas as the BARGAINING SET one cannot expect
many hits.
Figure 4.7 shows average hit rates, areas, and success measures for the BS, EE, EDPB,
and PDPB over 24 independent data sets with different plays of games with positive payoffs
to the one-person coalitions. The significance levels with respect to the Wilcoxon test are
given in table 4.9.
It can be seen that the theory of PROPORTIONAL DIVISION PAYOFF BOUNDS has
very high predictive power for games with positive payoffs to the one-person coalitions in
comparison to the other theories examined here. This indicates that proportional divisions of
demands, based on player power and justice norms, rather than equality considerations are
adequate for games with positive payoffs to one-person coalitions. As we have already seen
for two-person games, theories based on "split the difference" concepts are less successful in
prediction than concepts which take the status quo into account. Of course, if the status quo
expressed by the payoffs to the one-person coalitions is equal for all players, especially if they
.0
Og
< .. O!I
i: a4 0.":5S
D.3
112
0..
os a: ~ ~
TH[ORI[ 5
FIGURE 4.7: Comparison over games with positive payoffs to the one-person coalitions
98 4. Three-Person Bargaining Games
are zero, then concepts based on equality considerations as the EQUAL DIVISION PAYOFF
BOUNDS are very impressive predictors, therefore the PROPORTIONAL DIVISION P AY
OFF BOUNDS coincide with the EQUAL DIVISION PAYOFF BOUNDS for most of such
cases.
Table 4.9: Significance levels of the comparisons over games with positive payoffs to the one-person coalitions
Comparison
PDPB-EDPB PDPB-EE PDPB-BS EDPB-EE EDPB-BS EE-BS
Significance
0.0005 0.0006
< 0.0001 0.0064
< 0.0001 not significant
However, some theories are more successful in prediction of the results of games with
positive payoffs and others are more successful for games with zero payoffs to the one-person
coalitions. In comparison over data sets (each data set taken as one observation), the PRO
PORTIONAL DIVISION PAYOFF BOUNDS are never significantly less successful than any
other theory in both types of games. The same cannot be said about any other theory examin
ed here.
4.4.3 ADDITIONAL HYPOTHESES
From an earlier study [SELTEN and UHLICH 1988] we know that the predictive success
of various theories can be improved by some simple additional hypotheses as the ORDER OF
STRENGTH and EXHAUSTIVITY. These hypotheses were introduced by SELTEN [1972]
as parts of the EQUAL SHARE ANALYSIS.
4.4 Experimental Results 99
The study mentioned above contained 11 data sets with 1711 plays of different three
person characteristic function games which all are included within this study . We found a
very strong regularity in the results of the experiments on zero-normalized characteristic
function games, that within a coalition, which is actually formed, a stronger player does not
receive less than a weaker player. Adding this ORDER OF STRENGTH hypothesis in a
version which permits deviations up to the prominence level ll. to the EQUAL DMSION
PAYOFF BOUNDS and to different versions of the BARGAINING SET yield a significant
improvement of the predictive power of all theories under consideration. However, for games
with positive payoffs to the one-person coalitions no improvement was found. This was due
to the fact that a version of the ORDER OF STRENGTH hypothesis was applied which was
invariant with respect to strategic equivalence, since it was based on the zero-normalized
game.
The aim of this section is a replication of the above mentioned study with an enlarged
data base, since more plays of games with positive payoffs to one-person coalitions are avail
able now. Moreover, two additional theories, the EQUAL EXCESS THEORY and the PRO
PORTIONAL DIVISION PAYOFF BOUNDS will be taken into account. One obtains the
combined theories BSO, EEO, EDPBO, and PDPBO if the ORDER OF STRENGTH hypo
thesis is added to the original theories. Whenever a theory has to be applied to the zero nor
malization of a game, the ORDER OF STRENGTH hypothesis will be also applied to the
zero-normalization. Further the ORDER OF STRENGTH hypothesis alone will be tested.
This theory, abbreviated by 0, predicts that within a coalition actually formed a stronger
player receives at most ll. less than a weaker player. For example if coalition C of player i
and j is formed and i t j holds for i,j e C than Xi ~ Xj - ll. holds for the payoffs Xi and Xj of i
and j respectively. 0 will be always applied to the original game.
Table 4.10 gives an overview over the results of each data set. The first part shows all
data sets with plays of games with zero payoffs to the one-person coalitions and the second
part is concentrated to plays of games with positive payoffs to the one-person coalitions.
Tab
le 4
.10:
Com
pari
son
of th
eori
es c
ombi
ned
with
the
OR
DE
R O
F S
TR
EN
GT
H h
ypot
hesi
s
Fir
st p
art:
Gam
es w
ith
v(i)
=
0
Ord
er o
f st
reng
th
Bar
gain
ing
set
Equ
al E
xces
s T
heor
y Eq
. D
iv.
Payo
ff B
ound
s O
rder
of
stre
ngth
O
rder
of
stre
ngth
O
rder
of
stre
ngth
Dat
a se
ts
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
Kah
an k
Rap
opor
t 74
0.
9875
0.
3191
0.
6684
0.
5875
0.
0779
0.
5096
0.
8041
0.
1449
0.
6592
0.
9333
0.
1660
0.
7673
K
ahan
k R
apop
ort
80
0.96
67
0.37
80
0.58
87
0.05
56
0.12
56 -
0.07
00
0.92
22
0.28
56
0.63
66
0.68
89
0.32
16
0.36
73
Leo
pold
-Wild
burg
er 8
5 1.
0000
0.
3687
0.
6313
0.
7963
0.
1348
0.
6615
0.
8518
0.
2384
0.
6134
0.
9445
0.
1999
0.
7446
la
schl
er 7
8 0.
9872
0.
3637
0.
6235
0.
4871
0.
1530
0.
3341
0.
9487
0.
2716
0.
6771
0.
9103
0.
1519
0.
7584
le
dli
n 7
6 0.
9937
0.
3603
0.
6334
0.
6687
0.
0865
0.
5822
0.
8688
0.
1673
0.
7015
0.
9313
0.
1928
0.
7385
lu
rnig
han
k R
oth
77
0.97
46
0.34
99
0.62
47
0.03
70
0.03
02
0.00
68
0.96
07
0.33
35
0.62
72
0.91
44
0.30
70
0.60
74
Popp
I
1.00
00
0.33
62
0.66
38
0.03
33
0.01
24
0.02
09
0.96
67
0.12
78
0.83
89
0.76
67
0.18
20
0.58
47
Popp
II
0.93
33
0.33
20
0.60
13
0.00
00
0.00
55 -
0.00
55
0.73
33
0.12
03
0.61
30
0.30
00
0.17
43
0.12
57
Rap
opor
t k
Kah
an 7
6 0.
9625
0.
3594
0.
6031
0.
5062
0.
0798
0.
4264
0.
8000
0.
1536
0.
6464
0.
8875
0.
1780
0.
7095
R
iker
67
0.98
93
0.31
42
0.67
51
0.40
86
0.06
08
0.34
78
0.66
66
0.12
70
0.53
96
0.68
82
0.12
31
0.56
51
Sel
ten
k St
oeck
er
0.98
15
0.38
50
0.59
65
0.70
37
0.14
69
0.55
68
0.92
60
0.24
14
0.68
46
0.90
74
0.12
26
0.78
48
Ser
ies
1.1
1.00
00
0.45
28
0.54
72
0.63
89
0.16
54
0.47
35
0.97
22
0.32
43
0.64
79
0.86
11
0.09
18
0.76
93
Ser
ies
1.2
0.98
21
0.43
80
0.54
41
0.66
07
0.15
54
0.50
53
0.98
21
0.32
17
0.66
04
0.91
07
0.08
69
0.82
38
Ser
ies
4.1
0.95
00
0.40
36
0.54
64
0.10
00
0.15
60 -
O. 0
560
0.95
00
0.33
00
0.62
00
0.90
00
0.33
37
0.56
63
Ser
ies
4,2
0.95
00
0.37
49
0.57
51
0.10
00
0.08
83
0.01
17
0.95
00
0.27
19
0.67
81
0.85
00
0.29
62
0.55
38
Ser
ies 4.~
0.95
00
0.36
44
0.58
56
0.35
00
0.13
96·
0.21
04
0.95
00
0.32
19
0.62
81
0.95
00
0.33
37
0.61
63
Ser
ies
4.4
0.95
00
0.36
09
0.58
91
0.00
00
0.04
22 -
0.04
22
0.95
00
0.23
75
0.71
25
0.90
00
0.26
94
0.63
06
Ser
ies
4.5
0.95
00
0.37
49
0.57
51
0.25
00
0.08
83
0.16
17
0.95
00
0.27
19
0.67
81
0.95
00
0.29
62
0.65
38
Ser
ies
4.6
1.00
00
0.40
36
0.59
64
0.30
00
0.15
60
0.14
40
1.00
00
0.33
00
0.67
00
1.00
00
0.33
37
0.66
63
Ser
ies
5.1
0.95
00
0.40
22
0.54
78
0.35
00
0.16
88
0.18
12
0.95
00
0.32
27
0.62
73
0.95
00
0.26
01
0.68
99
Ser
ies
5.2
0.95
00
0.40
22
0.54
78
0.20
00
0.16
88
0.03
12
0.95
00
0.32
27
0.62
73
0.95
00
0.26
01
0.68
99
Ser
ies
5.3
1.00
00
0.40
22
0.59
78
0.35
00
0.16
88
0.18
12
1.00
00
0.32
27
0.67
73
1.00
00
0.26
01
0.73
99
Ser
ies
5.4
1.00
00
0.40
22
0.59
78
0.15
00
0.16
88 -
0.01
88
1.00
00
0.32
27
0.67
73
1.00
00
0.26
01
0.73
99
Ser
ies
5.5
0.90
00
0.35
37
0.54
63
0.40
00
0.14
96
0.25
04
0.90
00
0.32
27
0.57
73
0.85
00
0.26
01
0.58
99
Ser
ies
5.6
0.95
00
0.40
22
0.54
78
0.25
00
0.16
88
0.08
12
0.90
00
0.32
27
0.57
73
0.85
00
0.26
01
0.58
99
Ave
rage
0.
9703
0.
3762
0.
5952
0.
3353
0.
1159
0.
2194
0.
9141
0.
2623
0.
6519
0.
8718
0.
2289
0.
6429
Prop
. D
iv.
Payo
ff B
ound
s O
rder
of
stre
ngth
hit
rat
e ar
ea
mea
sure
0.93
33
0.16
60
0.76
73
0.68
89
0.32
16
0.36
73
0.94
44
0.20
92
0.73
52
0.91
02
0.15
53
0.75
49
0.91
88
0.19
14
0.72
74
0.91
44
0.30
70
0.60
74
0.76
67
0.18
20
0.58
47
0.30
00
0.17
52
0.12
48
0.88
75
0.17
80
0.70
95
0.68
82
0.12
31
0.56
51
0.94
44
0.14
62
0.79
82
0.86
11
0.09
85
0.76
26
0.91
07
0.09
27
0.81
80
0.90
00
0.33
37
0.56
63
0.85
00
0.29
62
0.55
38
0.95
00
0.29
80
0.65
20
0.90
00
0.26
94
0.63
06
0.95
00
0.29
62
0.65
38
1.00
00
0.33
37
0.66
63
0.95
00
0.27
37
0.67
63
0.95
00
0.27
37
0.67
63
1.00
00
0.27
37
0.72
63
1.00
00
0.27
37
0.72
63
0.85
00
0.24
15
0.60
85
0.85
00
0.27
37
0.57
63
0.87
27
0.23
13
0.64
14
.... Cl
Cl
~
1-3 ! ~ g to JJ ~. s. ~
Q S fJl
Tab
le 4
.10:
Com
pari
son
of t
heor
ies
com
bine
d w
ith t
he O
RD
ER
OF
ST
RE
NG
TH
hyp
othe
sis
Seco
nd p
art:
Gam
es w
ith
v{i)
> 0
--------
--
----
---
Ord
er o
f st
reng
th
Bar
gain
ing
set
Equ
al E
xces
s Th
eory
Eq
. D
iv.
Payo
ff B
ound
s O
rder
of
stre
ngth
O
rder
of
stre
ngth
O
rder
of
stre
ngth
Dat
a se
ts
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
Hen
s et
. al
. I
85
0.96
66
0.47
20
0.49
46
0.90
00
0.29
75
0.60
25
0.91
67
0.35
11
0.56
56
0.90
00
0.14
38
0.75
62
Hen
s et
. al
. II
85
0.93
33
0.42
24
0.51
09
0.63
33
0.17
86
0.45
47
0.85
00
0.27
20
0.57
80
0.81
66
0.12
92
0.68
74
Hen
s et
. al
. II
I 85
0.
9688
0.
5351
0.
4337
0.
8672
0.
4454
0.
4218
0.
9922
0.
4328
0.
5594
0.
8593
0.
2280
0.
6313
K
ahan
k R
apop
ort
77
0.90
00
0.47
64
0.42
36
0.56
87
0.16
67
0.40
20
0.80
00
0.29
47
0.50
53
0.69
06
0.23
29
0.45
77
Ser
ies
2.1
0.95
35
0.59
03
0.36
32
0.76
74
0.28
47
0.48
27
0.86
04
0.37
45
0.48
59
0.69
77
0.09
23
0.60
54
Ser
ies
2.2
0.93
34
0.58
69
0.34
65
0.86
67
0.31
03
0.55
64
0.88
89
0.36
19
0.52
70
0.60
00
0.07
94
0.52
06
Ser
ies
3.1
0.83
33
0.42
82
0.40
51
0.64
29
0.19
67
0.44
62
0.76
19
0.21
37
0.54
82
0.76
19
0.14
21
0.61
98
Ser
ies
3.2
1.00
00
0.55
53
0.44
47
0.95
35
0.45
37
0.49
98
0.97
67
0.39
31
0.58
36
0.93
02
0.35
37
0.57
65
Ser
ies
6.1
1.00
00
0.25
09
0.74
91
0.60
00
0.07
40
0.52
60
1.00
00
0.10
71
0.89
29
1.00
00
0.22
53
0.77
47
Ser
ies
6.2
1.00
00
0.25
09
0.74
91
0.35
00
0.07
40
0.27
60
1.00
00
0.10
71
0.89
29
1.00
00
0.22
53
0.77
47
Ser
ies
6.3
0.90
00
0.23
99
0.66
01
0.15
00
0.03
77
0.11
23
0.90
00
0.07
89
0.82
11
0.75
00
0.20
62
0.54
38
Ser
ies
6.4
1.00
00
0.25
09
0.74
91
0.45
00
0.07
40
0.37
60
1.00
00
0.10
71
0.89
29
1.00
00
0.22
53
0.77
47
Ser
ies
7.1
0.92
85
0.60
09
0.32
76
0.40
48
0.21
32
0.19
16
0.54
76
0.26
80
0.27
96
0.42
85
0.11
69
0.31
16
Ser
ies
7.2
0.92
85
0.64
89
0.27
96
0.47
61
0.20
41
0.27
20
0.59
52
0.22
57
0.36
95
0.61
91
0.13
46
0.48
45
Ser
ies
7.3
0.95
12
0.63
38
0.31
74
0.68
30
0.30
64
0.37
66
0.82
93
0.34
07
0.48
86
0.65
86
0.17
26
0.48
60
Ser
ies
7.4
0.95
35
0.60
35
0.35
00
0.48
83
0.21
47
0.27
36
0.67
44
0.27
92
0.39
52
0.48
84
0.11
99
0.36
85
Ser
ies
7:5
0.97
73
0.64
64
0.33
09
0.52
27
0.20
28
0.31
99
0.52
28
0.22
32
0.29
96
0.52
28
0.13
47
0.38
81
Ser
ies
7.6
0.
9250
0.
6190
0.
3060
0.
6250
0.
2108
0.
4142
0.
7500
0.
2665
0.
4835
0.
6000
0.
1310
0.
4690
S
erie
s 7.
7 0.
9546
0.
6354
0.
3192
0.
7727
0.
3271
0.
4456
0.
7500
0.
3506
0.
3994
0.
7955
0.
1589
0.
6366
S
erie
s 7.
8 0.
9302
0.
6443
0.
2859
0.
4651
0.
2031
0.
2620
0.
5582
0.
2207
0.
3375
0.
6046
0.
1362
0.
4684
S
erie
s 7.
9 0.
9772
0.
6378
0.
3394
0.
6818
0.
3105
0.
3713
0.
7954
0.
3334
0.
4620
0.
7272
0.
1710
0.
5562
S
erie
s 7.
10
0.90
91
0.60
59
0.30
32
0.43
18
0.21
72
0.21
46
0.50
00
0.27
73
0.22
27
0.50
00
0.11
75
0.38
25
Ser
ies
7.11
0.
9545
0.
6464
0.
3081
0.
6363
0.
2028
0.
4335
0.
5228
0.
2232
0.
2996
0.
7500
0.
1347
0.
6153
S
erie
s 7.
12
0.88
37
0.61
27
0.27
10
0.60
46
0.20
99
0.39
47
0.55
82
0.26
59
0.29
23
0.69
77
0.12
82
0.56
95
Ave
rage
0.
9443
0.
5248
0.
4195
0.
6059
0.
2257
0.
3803
0.
7729
0.
2654
0.
5076
0.
7249
0.
1642
0.
5608
Prop
. D
iv.
Payo
ff B
ound
s O
rder
of
stre
ngth
hit
rat
e ar
ea
mea
sure
0.91
67
0.17
10
0.74
57
0.83
33
0.13
98
0.69
35
0.89
85
0.25
50
0.64
35
0.74
69
0.24
84
0.49
85
0.88
37
0.21
38
0.66
99
0.77
78
0.19
50
0.58
28
0.76
19
0.16
93
0.59
26
0.88
37
0.30
35
0.58
02
1.00
00
0.14
89
0.85
11
1.00
00
0.14
89
0.85
11
0.75
00
0.13
44
0.61
56
1.00
00
0.14
89
0.85
11
0.73
81
0.15
81
0.58
00
0.88
10
0.15
95
0.72
15
0.75
61
0.21
33
0.54
28
0.69
77
0.16
31
0.53
46
0.79
55
0.15
76
0.63
79
0.55
00
0.15
45
0.39
55
0.90
91
0.21
46
0.69
45
0.83
72
0.15
57
0.68
15
0.88
64
0.21
07
0.67
57
0.79
55
0.16
09
0.63
46
0.86
36
0.15
76
0.70
60
0.81
40
0.15
31
0.66
09
0.83
24
0.18
07
0.65
17
oj:>
.
~ g CD
~. ~ £ ~
"" e. <+ "" ~
o ~
102 4. Three-Person Bargaining Games
Within this section we are mainly interested whether improvements in prediction can be
obtained by the addition of the ORDER OF STRENGTH hypothesis to the original theories.
Therefore figure 4.8 shows average hit rates, areas, and success measures over all data sets of
the combined theories in comparison to the results already described in section 4.4.1. The
average values are given in table 4.11.
It can be seen, that all theories with exception of the EQUAL EXCESS THEORY have
a smaller success measure if the ORDER OF STRENGTH hypothesis is added to them.
ON
~ Q.II
~ ~ ~ D.II -- ;§ ~ ~ ~ ~ Q7
~ ~ ~ ~ ~ WI
~ f-- , f-eu
~ ~ Q4 ~
~ ~ f-
CI.l t- t-Q2 ~ .. ~
Q' ~ I-
u.u
THEORIES
Figure 4.8: Comparison of theories with and without ORDER OF STRENGTH
Tab
le 4
.11:
Com
pari
son
of th
eori
es w
ith
and
wit
hout
the
OR
DE
R O
F
ST
RE
NG
TH
HY
PO
TH
ES
IS
--------------
---------
Com
paris
on
0 BS
BS
o EE
EE
o
hit
rat
e 0.
9576
0.
5136
0.
4679
0.
8549
0.
8411
O
vera
ll
area
0.
4489
0.
2131
0.
1697
0.
3165
0.
2638
m
easu
re
0.50
86
0.30
04
0.29
82
0.53
84
0.57
74
hit
rat
e 0.
9703
0.
3381
0.
3353
0.
9229
0.
9141
G
ames
w
ith v
(i)
= 0
ar
ea
0.37
62
0.14
82
0.11
59
0.33
25
0.26
23
mea
sure
0.
5942
0.
1899
0.
2194
0.
5904
0.
6519
hit
rat
e 0.
9443
0.
6964
0.
6059
0.
7840
0.
7651
G
ames
with
v(i
) >
0 ar
ea
0.52
84
0.28
08
0.22
57
0.29
98
0.26
54
mea
sure
0.
4195
0.
4156
0.
3803
0.
4842
0.
4997
---
.. --~
---_
.. _
---
------------
EDPB
ED
PBo
0.81
98
0.79
99
0.20
58
0.19
72
0.61
40
0.60
27
0.87
46
0.87
18
0.23
89
0.22
89
0.63
57
0.64
29
0.76
28
0.72
49
0.17
14
0.16
42
0.59
14
0.56
08
-----
PDPB
0.87
07
0.22
11
0.64
95
0.87
55
0.24
20
0.63
35
0.86
56
0.19
94
0.66
62
PDPB
o
0.85
30
0.20
65
0.64
65
0.87
27
0.23
13
0.64
14
0.83
24
0.18
07
0.65
17
.... ~ g ctl ::l. I eo if a. '" I-'
o ~
104 4. Three-Person Bargaining Games
Figures 4.9 and 4.10 show the results of the two subsamples for games with and without
zero payoffs to the one-person coalitions. These results completely confirm our earlier find
ings. For games with zero payoffs to the one-person coalitions there is a significant (a = 0.01) improvement of all theories if the ORDER OF STRENGTH hypothesis is added to
them. If the combined theories are applied to games with positive payoffs to the one-person
coalitions (see figure 4.10) we have lower success measures in comparison to the original
theories for BSO, EDPBO, and PDPBO, but the difference is not significant (a = 0.01).
Moreover, we have confirmed the earlier finding that the ORDER OF STRENGTH
hypothesis alone is significantly (a = 0.0001) better than the sophisticated game theoretic
solution concept BS, if applied to games with zero payoffs to the one.person coalitions.
ID~==-----------------------'
OJI
aeH~----t~··~~~~~~
a7~~----;~~~~~
ael-l~------fo.'lool'lH
a. DO~~~~~~~~~~U-~~~
o IISOSOa: aDlIJ'8!IF1lOPIJ'III'CPIlO
THEOR IES
Figure 4.9: Comparison of theories with and without the ORDER OF STRENGTH hypothesis for games with zero payoffs to the one-person coalitions
4.4 Experimental Results
'.0
011
0&
07
06
0.'
().J
02
0.'
00
I--
I--
f--
I-
~
~ ~ -~ ~~- ~ ~
~ ~ ~ ~ ~ P"'" ~
~ ~ ~ f-:;:s
~ ~ ~ f-
f-
f-
l-
f-
OBSlI!DlI:lIDlD'BlD'IDFtFUf'tPOO
THeOR,eS
Figure 4.10: Comparison of theories with and without the ORDER OF STRENGTH hypothesis for games with positive payoffs to the one-person coalitions
105
A remarkable result is that the EQUAL EXCESS THEORY combined with the ORDER
OF STRENGTH hypothesis is more successful than the PROPORTIONAL DIVISION PAY
OFF BOUNDS combined with the ORDER OF STRENGTH hypothesis, if applied to games
with zero payoffs to the one-person coalitions. However, the differences between the most
successful theories EEO, EDPBO,and PDPBO are not significant, but the surprising result of
our version of the EQUAL EXCESS THEORY for this type of games suggests that more
work should be done on this theory. The predicted upper and lower boundaries for every
player in each coalition seem to be appropriate, but the process of expectation formation
underlying this theory does not seem to be plausible.
Up to now we have discussed solution concepts based on the characteristic function it
self, but in fact a game in characteristic function form is an insufficient description of real
game situations. One may believe that various methods in which proposals can be made and
agreements can be reached by different bargaining rules should significantly influence the
106 4. Three-Person Bargaining Games
outcome of a game. In order to confirm this conjecture it would be desirable that some speci
fic types of games are played under different bargaining rules, but a study like this is not
known to the author. However, our impression is that at least the EQUAL DIVISION PAY
OFF BOUNDS and the PROPORTIONAL DIVISION PAYOFF BOUNDS are not very
sensitive with respect to bargaining rules.
A significant influence on the outcome of characteristic function games was found [SEL
TEN and UHLICH 1988] in a comparison of formalized anonymous communication and free
verbal face to face interaction. The difference concerns the hypothesis of EXHAUSTIVITY
[SELTEN 1972], which requires that the union of several coalitions, which are formed, does
not yield a payoff which is greater than the sum of the payoffs for the coalitions in the union.
Of course the union has to be a permissible coalition. It was found that for games with free
verbal face to face communication adding this hypothesis to the EQUAL DIVISION PAY
OFF BOUNDS and different versions of the BARGAINING SET improves the predictive
success of all theories. The application of these combined theories to games with restricted
formal communication worsens the predictive success significantly. The same results were
found for the PROPORTIONAL DIVISION PAYOFF BOUNDS but will not be reported
here. Some reasons for these results are easy to imagine. It seems to be more difficult to form
larger coalitions under restricted formal communication conditions than under free face to ,
face communication, which offers the possibility to transmit reasons for proposed agreements,
and the opportunity to persuade others. Moreover, negotiators probably find it easier to act
tough if they are not looking at the other persons. On the other hand face to face contact may
facilitate the development of trust.
However, there is a wide field of intermediate conditions between free verbal face to face
communication and restricted communication via computers or by telephone. Because the
reasons for the salient effects of different communication conditions are not completely clear,
more experimentation on this question needs to be done.
4.4 Experimental Results 107
4AA THE RELEVANCE OF THE CORE IN GAMES WITH A TIDCK CORE
This section is concerned with the evaluation of games which have a thick CORE in
order to compare the predictive power of the CORE-concept with other solution theories. It
seems not to be a fair comparison if games with an empty CORE will be taken into account.
Moreover, we shall restrict ourselves to games which have a thick CORE, which means that
games have to be superadditive and the following condition holds:
v(123) > fr (v(12) + v(13) + v(23».
Hence, the CORE will always be found in the grand coalition and the CORE is not a
singleton. Under these conditions, ·one should expect that predictions of the CORE are highly
successful. But figure 4.11, which is a graphical representation of the average results from
table 4.12, shows that the predictions of the CORE are only more successful than those of the
BARGAINING SET.
Q11----------t\~
.,.1---~1l'(II
Q.
c -'MCO'"es
Figure 4.11: Comparison of theories for games with a thick CORE
Tab
le 4
.12:
Com
pari
son
of t
heor
ies
for
gam
es w
ith
a th
ick
core
Cor
e B
arga
inin
g S
et
Equa
l E
xces
s T
heor
y
Dat
a se
ts
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
Hen
s et
. al
. I
85
0.93
33
0.11
77
0.81
56
1.00
00
0.45
62
0.54
38
0.96
67
0.42
73
0.53
94
Hen
s et
. al
. II
85
0.80
00
0.10
35
0.69
65
0.83
34
0.30
73
0.52
61
0.76
67
0.33
40
0.43
27
Hen
s et
. al
. II
I 85
0.
9688
0.
1538
0.
8150
1.
0000
0.
6216
0.
3784
0.
9843
0.
5415
0.
4428
L
eopo
ld-V
ildbu
rger
85
1.00
00
0.03
86
0.96
14
1.00
00
0.15
55
0.84
45
0.83
34
0.27
06
0.56
28
lasc
hler
78
0.80
00
0.05
37
0.74
63
0.86
67
0.24
07
0.62
60
1.00
00
0.36
31
0.63
69
led
lin
76
0.72
50
0.01
52
0.70
98
0.80
00
0.09
71
0.70
29
0.85
00
0.18
94
0.66
06
Sel
ten
k S
toec
ker
0.59
09
0.06
62
0.52
47
0.75
00
0.21
21
0.53
79
0.93
18
0.29
97
0.63
21
Ser
ies
1.1
0.58
33
0.10
81
0.47
52
0.70
83
0.25
82
0.45
01
0.95
83
0.50
30
0.45
53
Ser
ies
1.2
0.70
00
0.10
91
0.59
09
0.77
50
0.24
70
0.52
80
0.97
50
0.49
00
0.48
50
Ser
ies
2.1
0.74
20
0.09
54
0.64
66
0.83
87
0.45
26
0.38
61
0.83
87
0.38
09
0.45
78
Ser
ies
2.2
0.63
64
0.09
94
0.53
70
0.90
91
0.47
88
0.43
03
0.84
84
0.36
67
0.48
17
Ser
ies
3.1
0.50
00
0.07
21
0.42
79
0.70
00
0.34
13
0.35
87
0.83
34
0.24
10
0.59
24
Ser
ies
3.2
0.64
52
0.12
25
0.52
27
0.93
55
0.60
32
0.33
23
0.96
77
0.47
93
0.48
84
Ser
ies
4.1
0.00
00
0.00
60 -
0.00
60
0.00
00
0.21
09 -
0.21
09
1.00
00
0.46
26
0.53
74
Ser
ies
4.2
0.00
00
0.00
35 -
0.00
35
0.25
00
0.12
91
0.12
09
1.00
00
0.42
17
0.57
83
Ser
ies
4.3
0.00
00
0.00
60 -
0.00
60
0.00
00
0.21
09 -
0.21
09
1.00
00
0.46
26
0.53
74
Ser
ies
4.4
0.00
00
0.00
22 -
0.00
22
0.00
00
0.06
62 -
0.06
62
1.00
00
0.37
58
0.62
42
Ser
ies
4'.5
0.
0000
0.
0035
-0.
0035
0.
2500
0.
1291
0.
1209
1.
0000
0.
4217
0.
5783
S
erie
s 4.
6'"
0.00
00
0.00
60 -
0.00
60
0.25
00
0.21
09
0.03
91
1.00
00
0.46
26
0.53
74
Ser
ies
5.1
0.25
00
0.02
20
0.22
80
0.35
00
0.17
95
0.17
05
0.95
00
0.36
58
0.58
42
Ser
ies
5.2
0.15
00
0.02
20
0.12
80
0.20
00
0.17
95
0.02
05
0.95
00
0.36
58
0.58
42
Ser
ies
5.3
0.20
00
0.02
20
0.17
80
0.35
00
0.17
95
0.17
05
1.00
00
0.36
58
0.63
42
Ser
ies
5.4
0.15
00
0.02
20
0.12
80
0.15
00
0.17
95 -
0.02
95
1.00
00
0.36
58
0.63
42
Ser
ies
5.5
0.10
00
0.02
20
0.07
80
0.45
00
0.16
03
0.28
97
0.95
00
0.36
58
0.58
42
Ser
ies
5.6
0.15
00
0.02
20
0.12
80
0.25
00
0.17
95
0.07
05
0.90
00
0.36
58
0.53
42
Ser
ies
6.1
0.00
00
0.00
78 -
0.00
78
0.25
00
0.09
04
0.15
96
1.00
00
0.14
27
0.85
73
Ser
ies
6.2
0.00
00
0.00
78 -
0.00
78
0.25
00
0.09
04
0.15
96
1.00
00
0.14
27
0.85
73
Ser
ies
6.3
0.00
00
0.00
46 -
0.00
46
0.25
00
0.04
69
0.20
31
1.00
00
0.09
94
0.90
06
Ser
ies
6.4
0.25
00
0.00
78
0.24
22
0.50
00
0.09
04
0.40
96
1.00
00
0.14
27
0.85
73
Eq.
Div
. Pa
yoff
Bou
nds
hit
rat
e ar
ea
mea
sure
0.90
00
0.11
03
0.78
97
0.66
67
0.10
46
0.56
21
0.90
63
0.20
87
0.69
76
0.97
22
0.19
08
0.78
14
0.93
33
0.10
76
0.82
57
0.97
50
0.19
66
0.77
84
0.88
64
0.11
19
0.77
45
0.79
16
0.07
00
0.72
16
0.92
50
0.07
50
0.85
00
0.70
97
0.07
92
0.63
05
0.63
64
0.07
07
0.56
57
0.83
34
0.13
32
0.70
02
0.90
33
0.32
24
0.58
09
1.00
00
0.43
17
0.56
83
0.50
00
0.33
67
0.16
33
1.00
00
0.43
17
0.56
83
1.00
00
0.28
79
0.71
21
0.75
00
0.33
67
0.41
33
1.00
00
0.43
17
0.56
83
0.95
00
0.27
92
0.67
08
0.95
00
0.27
92
0.67
08
1.00
00
0.27
92
0.72
08
1.00
00
0.27
92
0.72
08
0.85
00
0.27
92
0.57
08
0.85
00
0.27
92
0.57
08
1.00
00
0.22
32
0.77
68
1.00
00
0.22
32
0.77
68
1.00
00
0.20
02
0.79
98
1.00
00
0.22
32
0.77
68
Prop
. D
iv.
Payo
ff B
ound
s
hit
rat
e ar
ea
mea
sure
0.96
66
0.17
48
0.79
18
0.80
00
0.13
89
0.66
11
0.98
44
0.30
17
0.68
27
0.97
22
0.20
52
0.76
70
0.93
33
0.12
92
0.80
41
1.00
00
0.20
15
0.79
85
0.93
18
0.14
88
0.78
30
0.79
17
0.08
31
0.70
86
0.92
50
0.08
64
0.83
86
0.90
32
0.18
67
0.71
65
0.78
79
0.17
03
0.61
76
0.90
00
0.19
63
0.70
37
0.87
10
0.34
11
0.52
99
1.00
00
0.43
17
0.56
83
0.50
00
0.33
67
0.16
33
1.00
00
0.43
17
0.56
83
1.00
00
0.28
79
0.71
21
0.75
00
0.33
67
0.41
33
1.00
00
0.43
17
0.56
83
0.95
00
0.29
30
0.65
70
0.95
00
0.29
30
0.65
70
1.00
00
0.29
30
0.70
70
1.00
00
0.29
30
0.70
70
0.85
00
0.26
03
0.58
97
0.85
00
0.29
30
0.55
70
1.00
00
0.19
13
0.80
87
1.00
00
0.19
13
0.80
87
1.00
00
0.17
59
0.82
41
1.00
00
0.19
13
0.80
87
.....
o 00
~
t-3 [ t CD
... § C:j ~ e. s. ~
Q i
(Tab
le 4
.12
cont
inue
d)
Cor
e B
arga
inin
g S
et
Dat
a se
ts
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
Ser
ies
7.1
0.32
36
0.08
06
0.24
30
0.73
53
0.30
19
0.43
34
Ser
ies
7.2
0.44
12
0.07
81
0.36
31
0.70
59
0.30
31
0.40
28
Ser
ies
7.3
0.32
43
0.08
58
0.23
85
0.81
09
0.38
53
0.42
56
Ser
ies
7.4
0.48
57
0.08
02
0.40
55
0.77
14
0.30
40
0.46
74
Ser
ies
7.5
0.41
67
0.07
57
0.34
10
0.72
22
0.29
69
0.42
53
Ser
ies
7.6
0.44
44
0.07
05
0.37
39
0.83
33
0.27
76
0.55
57
Ser
ies
7.7
0.55
55
0.09
70
0.45
85
0.91
67
0.43
00
0.48
67
Ser
ies
7.8
0.62
86
0.07
48
0.55
38
0.74
28
0.29
78
0.44
50
Ser
ies
7.9
0.42
50
0.08
55
0.33
95
0.75
00
0.38
81
0.36
19
Ser
ies
7.10
0.
6111
0.
0819
0.
5292
0.
8055
0.
3073
0.
4982
S
erie
s 7.
11
0.58
34
0.07
57
0.50
77
0.77
78
0.29
69
0.48
09
Ser
ies
7.12
0.
5897
0.
0714
0.
5183
0.
8205
0.
2812
0.
5393
K
ahan
k l
apop
ort
74
Kah
an k
Rap
opor
t 77
K
ahan
'k R
apop
ort
80
lurn
igha
B !
Rot
h 77
N
o
p I
a y
s Po
pp I
Po
pp I
I la
popo
rt k
Kah
an 7
6 R
iker
67
Ave
rage
0.
4074
0.
0561
0.
3513
0.
5917
0.
2604
0.
3313
_._
-
Equ
al E
xces
s T
heor
y Eq
. D
iv.
Payo
ff B
ound
s Pr
op.
Div
. Pa
yoff
Bou
nds
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
0.52
94
0.29
86
0.23
08
0.52
94
0.10
90
0.42
04
0.76
47
0.15
81
0.60
66
0.58
82
0.24
21
0.34
61
0.70
59
0.12
41
0.58
18
0.94
12
0.15
60
0.78
52
0.83
78
0.37
75
0.46
03
0.67
57
0.18
02
0.49
55
0.78
38
0.22
70
0.55
68
0.62
86
0.31
31
0.31
55
0.48
57
0.11
30
0.37
27
0.71
43
0.16
45
0.54
98
0.50
00
0.23
91
0.26
09
0.50
00
0.12
51
0.37
49
0.83
33
0.15
41
0.67
92
0.77
78
0.29
50
0.48
28
0.66
67
0.13
85
0.52
82
0.63
88
0.16
92
0.46
96
0.69
44
0.39
10
0.30
34
0.75
00
0.15
15
0.59
85
0.97
22
0.21
58
0.75
64
0.54
28
0.23
64
0.30
64
0.65
71
0.12
62
0.53
09
0.85
71
0.15
15
0.70
56
0.80
00
0.36
77
0.43
23
0.72
50
0.17
89
0.54
61
0.95
00
0.22
32
0.72
68
0.50
00
0.30
99
0.19
01
0.66
67
0.11
06
0.55
61
0.86
11
0.16
19
0.69
92
0.47
23
0.23
91
0.23
32
0.80
56
0.12
51
0.68
05
0.94
44
0.15
41
0.79
03
0.53
84
0.29
33
0.24
51
0.79
48
0.13
58
0.65
90
0.87
18
0.16
75
0.70
43
of
the
req
uir
ed
t
y p
e
0.85
16
0.33
70
0.51
45
0.82
57
0.20
00
0.62
56
0.89
63
0.22
44
0.67
20
"" ;.,. g (1) ::I. ~ e. ~
rn e. c
+
rn
~
o to
110 4. Three-Person Bargaining Games
This result is not reliable, because each of the series 4.1 to 6.4 for example contain only a
small number of observations of the required type. Therefore the average over the indepen
dent data sets should not be used for a comparison. Looking at figure 4.12, which is a graphi
cal representation of averages obtained from table 4.13 shows a different result if we classify
the games in 13 classes as described in section 4.4.1 (table 4.5).
'0
09
08
07
.... as
'" .. 05
: o. 03
02
O.
c as IE
TH(O~'(S
Figure 4.12: Comparison of theories for games with a thick CORE according to our
classification
Now the predictions of the CORE are significantly more successful than the predictions
of the BARGAINING SET and the EQUAL EXCESS THEORY. However, even if we con
struct ideal conditions for the CORE, it performs poorly in comparison to the PROPORTIO
NAL DIVISION PAYOFF BOUNDS. All significance levels are listed in table 4.14.
Tal
e 4.
13:
Com
pari
son
of th
eori
es f
or c
lass
ifie
d ga
mes
Cor
e B
arga
inin
g S
et
Type
O
bsv.
h
it r
ate
area
m
easu
re h
it r
ate
area
m
easu
re
1 46
3 0.
5227
0.
0600
0.
4627
0.
6674
0.
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0.
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2
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0.71
79
0.10
98
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3 62
0.
5323
0.
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0.
4470
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5968
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3021
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2947
4
13
0.92
31
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68
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62
1.00
00
0.47
23
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77
5 99
0.
5859
0.
0942
0.
4917
0.
7677
0.
3884
0.
3793
6
2 1.
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0.
0154
0.
9846
1.
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0.
2039
0.
7961
7
73
0.43
84
0.06
01
0.37
82
0.80
82
0.30
73
0.50
09
8 13
0.
6154
0.
0923
0.
5231
0.
7692
0.
4063
0.
3629
9
73
0.61
64
0.10
46
0.51
18
0.82
19
0.42
51
0.39
68
10
8 0.
8750
0.
0806
0.
7944
1.
0000
0.
4049
0.
5951
11
,
74
0.55
41
0.08
15
0.47
26
0.86
49
0.33
06
0.53
43
12
~
10
0.40
00
0.06
71
0.33
29
0.60
00
0.30
45
0.29
55
13
113
0.51
33
0.07
95
0.43
37
0.80
53
0.30
82
0.49
71
Ave
rage
0.
6380
0.
0867
0.
5513
0.
8153
0.
3430
0.
4723
Equ
al E
xces
s T
heor
y Eq
. D
iv.
Pay
off
Bou
nds
hit
rat
e ar
ea
mea
sure
hit
rat
e ar
ea
mea
sure
0.92
66
0.37
72
0.54
93
0.86
83
0.19
54
0.67
29
0.89
74
0.46
34
0.43
40
0.74
36
0.01
79
0.72
57
0.93
55
0.40
46
0.53
09
0.79
03
0.17
78
0.61
26
1.00
00
0.45
54
0.54
46
0.69
23
0.00
47
0.68
76
0.83
84
0.38
80
0.45
03
0.65
66
0.16
57
0.49
08
0.50
00
0.25
07
0.24
93
0.50
00
0.00
20
0.49
80
0.63
01
0.37
37
0.25
65
0.75
34
0.15
95
0.59
39
0.84
62
0.39
10
0.45
52
0.92
31
0.21
87
0.70
44
0.80
82
0.31
10
0.49
73
0.78
08
0.12
28
0.65
81
1.00
00
0.16
13
0.83
87
0.62
50
0.07
32
0.55
18
0.59
46
0.27
95
0.31
51
0.66
22
0.12
31
0.53
91
0.40
00
0.19
08
0.20
92
0.80
00
0.22
37
0.57
63
0.34
51
0.14
83
0.19
68
0.71
68
0.13
57
0.58
11
0.74
79
0.32
27
0.42
52
0.73
17
0.12
46
0.60
71 P
rop.
D
iv.
Pay
off
Bou
nds
hit
rat
e ar
ea
mea
sure
0.92
87
0.23
11
0.69
76
0.87
18
0.09
86
0.77
32
0.93
55
0.21
77
0.71
78
1.00
00
0.09
13
0.90
87
0.91
92
0.25
81
0.66
11
0.50
00
0.11
02
0.38
98
0.78
08
0.19
16
0.58
92
0.84
62
0.24
78
0.59
83
0.83
56
0.14
57
0.68
99
0.87
50
0.04
41
0.83
09
0.79
73
0.15
80
0.63
93
0.90
00
0.27
63
0.62
37
0.84
07
0.13
20
0.70
87
0.84
85
0.16
94
0.67
91
~
..... ~ CD
::1
. S a e:..
ffii g. '" .... .... ....
112 4. Three-Person Bargaining Games
Table 4.14: Significance levels of the comparisons over classified. games with a thick CORE
The grade of efficiency will be defined as a fraction the three players on average gain~d
of the most valuable grand coalition. From table 4.16 it can be seen, that the grade of effi
ciency increases if experienced subjects negotiate, but the additional reward is mainly gained
by the strongest player.
Table 4.16: Grade of efficiency
Player 1 Player 2 Player 3 Total
Unexperienced
45.32 28.95 19.56 93.83
Experienced
47.83 28.94 18.85 95.62
4.5 Summary on Three-Person Games 115
However, a theory like our version of the EQUAL EXCESS THEORY, which has a
worsened predictive success if experienced players are acting in contrast to games played by
unexperienced subjects, seems to be very doubtful for descriptive purposes. The great area,
predicted by that theory may have the advantage that mistakes and clumsiness of unex
perienced subjects is taken into'account. Nevertheless other theories are more successful.
4.5 SUMMARY ON THREE-PERSON GAMES
Chapter 4 was mainly concerned with the presentation of the new descriptive theory of
PROPORTIONAL DIVISION PAYOFF BOUNDS. In comparison with other descriptive
and normative theories the PROPORTIONAL DMSION PAYOFF BOUNDS were found to
be significantly more successful in prediction if our whole data basis is taken into account.
Even if the construction of our new theory is partially based on an ex post analysis of 3088
plays of different three-person characteristic function games, there are no reasons to believe
that the prediction will be worse for further experiments. In contrast to normative theories,
deSCriptive theories can only be constructed in the light of data.
The comparison of the predictive success of different theories has to be done carefully,
because the results may depend on the types of games under consideration. First of all an
appropriate measure as the success measure M [SELTEN and KRISCHKER 1983, SELTEN
1989], which takes the size of the predicted area into account, has to be used. Moreover, if
subjects have participated in several plays of characteristic function games it is not justified
to look at each play as an independent observation, even if the same pair of subjects never
meets twice. Though it may be possible to locate independent subject groups, in the sense
that there is no interaction between members of different groups, within one data set, we may
get unreliable weights if a certain type of games is played often. This obviously occurs in the
study of MURNIGHAN and ROTH [1977]. Their data set contains 36 independent subject
116 4. Three-Person Bargaining Games
groups in 432 plays of only one game. Therefore one could consider to use only each data set
as an independent observation, but even this will not protect us from getting wrong results.
Many researchers conduct experiments to answer specific questions and therefore only certain
types of games are constructed for the experiment, but our issue is a comparison of different
theories and we need equal weights on all possible parameter constellations of three-person
characteristic function games. However, to achieve this is a very tedious task, and it may be
sufficient to have an appropriate classification. Our proposed classification contains 13 classes
of games which depend on the order of strength and the normalized quotas. Using the aver
ages over all plays of a specific class as only one observation shows that the PROPORTION
AL DIVISION PAYOFF BOUNDS are significantly more successful than other theories. This
was also found if each data set was used as one observation. The results for the BARGAI
NING SET and our version of the EQUAL EXCESS THEORY are different. While in com
parison over all data sets the EQUAL EXCESS THEORY was found to be Significantly more
successful than the BARGAINING SET, there was no significant difference if the classifica
tion was used.
An exceptional superiority of the PROPORTIONAL DIVISION PAYOFF BOUNDS
can be seen in the predictive power for games with positive payoffs to one-person coalitions.
The differences in the success measure in comparison to other theories are highly significant.
This may depend on the fact that the other theories, with exception of the EQUAL EXCESS
THEORY, have to be applied to the so called "strategic equivalent transformation" of the
games, but the behavior of players is not invariant with respect to strategic equivalence.
Therefore theories designed for zero-normalized games should only be applied to such games.
For games with zero-payoffs to the one-person coalitions the theory of EQUAL DIVISION
PAYOFF BOUNDS was found to be more successful than other theories, but the differences
between EQUAL DIVISION PAYOFF BOUNDS and PROPORTIONAL DIVISION PAY
OFF BOUNDS are very small. While both theories coincide for most zero-normalized games,
in 114 plays they predict different lower bounds. Among t1te 25 data sets containing zero-nor-
4.5 Summary on Three-Person Games 117
malized games, there are only 14 which contain at least one of the 114 plays. A comparison of
both theories over these data sets, where only the 114 plays are taken into account, yields a
significant difference in favor of the EQUAL DMSION PAYOFF BOUNDS. While the hit
rate is the same for both theories (some hits are in different plays), the EQUAL DMSION
PAYOFF BOUNDS predict a smaller area on average over the considered plays. This result
may be different if more plays of this type are available. However, for zero-normalized games
both theories are significantly more successful than the BARGAINING SET and our version
of the EQUAL EXCESS THEORY. It would be desirable to replace the theory of EQUAL
DIVISION PAYOFF BOUNDS by the more general PROPORTIONAL DIVISION PAY
OFF BOUNDS in order to have only one theory for different types of games.
The predictive power of all theories under consideration can be improved, if they are
combined with the order of strength hypothesis and applied to games with zero-payoffs to the
one-person coalitions. For games with positive payoffs to one-person coalitions the predictive
power of all theories, with exception of our version of the EQUAL EXCESS THEORY, wors
ens. This may depend on the fact, that such games are too complex for the subjects. It seems
to be difficult to recognize the individual power. However, for games with zero-payoffs to the
one-person coalitions a remarkable result was found for the EQUAL EXCESS THEORY
combined with the order of strength hypothesis. This theory was more successful than
EQUAL DIVISION PAYOFF BOUNDS and PROPORTIONAL DMSION PAYOFF
BOUNDS. Though the differences are not significant, the result suggests that more work
should be done on this theory. Another remarkable result, which already was found earlier,
confirms that the very simple theory of the ORDER OF STRENGTH alone is more success
ful than the sophisticated BARGAINING SET.
The evaluation of a subsample of the complete data basis, which contained only plays of
three-person characteristic function games with a thick core, shows that even if normative
theories as the CORE and the BARGAINING SET have thej.rtbest chances, the predictive
power of both is significantly lower than the predictive power of the descriptive PROPOR-
118 4. Three-Person Bargaining Games
TIONALDIVISION PAYOFF BOUNDS.
We already mentioned that the structure of games with positive payoffs to one-person
coalitions may be too complex for an analysis of the subjects, therefore one should expect that
the predictive power of theories improves, if subjects have experience in characteristic func
tion bargaining. Such an improvement was found to be significant for the EQUAL DIVISION
PAYOFF BOUNDS and the PROPORTIONAL DMSION PAYOFF BOUNDS. Even if the
differences for the BARGAINING SET and our version of the EQUAL EXCESS THEORY
are not significant, it is interesting that only the predictive power of the EQUAL EXCESS
THEORY decreases for experienced subjects. This may be interpreted as due to the fact that
the big predicted area for the two-person coalitions takes mistakes and clumsiness of unexper
ienced players into account, but for experienced players, who have an increased tendency to
form the more efficient grand coalition, the boundaries do not seem to be appropriate.
5. SUMMARY AND CONCLUSION
The aim of this book was an extensive examination of experimental three-person charac
teristic function bargaining. We can summarize our study as follows:
1) We had to develop two sets of computer programs for the experimentation of two
and three-person characteristic function bargaining games. Moreover, a program for the
evaluation of the data was developed. All programs are written in Turbo-Pascal and consist
together of nearly 17000 lines of source code.
2) In 26 experimental sessions 1099 plays of different three-person characteristic function
games and in two sessions 59 plays of different two-person characteristic function games were
obtained. Moreover, we collected data obtained by different researchers. Our data base on
three-person characteristic function games now consists of 3088 plays of different games.
3) A new descriptive theory for experimental two-person characteristic function games
could be presented. The NEGOTIATION AGREEMENT AREA derives lower bounds for the
outcome from a proportional division scheme. Comparisons with other solution concepts show
the appropriateness of these bounds.
4) We presented the new descriptive theory of the PROPORTIONAL DMSION PAY
OFF BOUNDS for experimental three-person characteristic function games. As in our theory
for two-person games, bounded1y rational behavior in human decision making is explicitly
taken into account. Important to both theories are justice norms and power considerations.
"Subjectively expected utility maximization" does not enter as an explanatory principle.
5) For the comparison of our theory with other descriptive and normative theories, a
short description ofthe CORE, the BARGAINING SET, and the EQUAL DMSION PAY
OFF BOUNDS has been given. Moreover, we presented a modified version of the EQUAL
EXCESS THEORY.
120 5. Summary and Conclusion
6) In order to avoid unbalanced weights of too many observations of specific types of
games, we proposed a classification of three-person characteristic function games. Theories
should be able to explain the results of games in all classes.
7) The theory of PROPORTIONAL DIVISION PAYOFF BOUNDS is significantly
more successful in the prediction of the outcome than other theories if all games are grouped
according to our proposed classification. The same is true over all 49 data sets if each data set
is used as only one observation. While the PROPORTIONAL DIVISION PAYOFF
BOUNDS are significantly more successful than other theories if only games with positive
payoffs to one-person coalitions are taken into account, there is no significant difference
between EQUAL DIVISION PAYOFF BOUNDS and PROPORTIONAL DIVISION PAY
OFF BOUNDS for games with zer<rpayoffs to one-person coalitions. The last result depends
on the fact that both theories coincide for most of the zer<rnormalized games. This result
changes if only those plays of games are taken into account, where both theories predict dif
ferent lower bounds. In this case a Significant advantage of the EQUAL DIVISION PAYOFF
BOUNDS over the PROPORTIONAL DIVISION PAYOFF BOUNDS was found. However,
the number of plays in the independent observations is small. The result may change if more
plays of this type are available. Over all zer<rnormalized games the PROPORTIONAL DI
VISION PAYOFF BOUNDS and the EQUAL DIVISION PAYOFF BOUNDS are signifi
cantly more successful than the BARGAINING SET and our version of the EQUAL EXCESS
THEORY. The predictive power of all theories can be improved if they are combined with
the order of strength hypothesis and applied to zer<rnormalized games. For this type of
games our version of the EQUAL EXCESS THEORY combined with the order of strength
hypothesis is the best predictor, but the differences in the success measures between all de
scriptive theories are not significant. The normative theories (CORE, BARGAINING SET)
pedorm poorly, even if only games with a thick core are taken into account. Moreover, the
simple theory of the ORDER OF STRENGTH HYPOTHESIS alone is more successful than
the sophisticated BARGAINING SET. Experienced players have greater tendencies to form
121
the more valuable grand coalition instead of two-person coalitions. The predictive power of
theories, with the exception of the EQUAL EXCESS THEORY, increases if experienced
players are acting.
Our new descriptive theories for two- and three-person characteristic function games are
compared with some other theories. Of course, there are more th~ries in the literature, but
the computation of the success measures is very tedious even with a personal computer. How
ever, we think the most interesting theories are taken into account.
The purpose of this work was primarily concerned with the formulation of a descriptive
theory for three-person characteristic function games. Normally this should include a theory
for two-person games, but we decided to analyze these types of games separately to get clear
results. Therefore the players, according to our bargaining rules, were not allowed to form a
one-person coalition, such that the three-person game reduces to a two-person game. When
there will be more data available for two-person games, and if these data confirm the pre
dictive power of the NEGOTIATION AGREEMENT AREA, a next step will be the com
plete implementation into the PROPORTIONAL DIVISION PAYOFF BOUNDS and an
experimental testing of bargaining rules which allow the formation of one-person coalitions.
Between two- and three-person games, there is a basic qualitative difference in the nature of
the con:flict situation. This difference concerns the possibility of coalition formation, by which
a group may achieve control over outcomes. When moving to games with n>3 the differences
may be smaller. However, it is a very difficult task to construct theories for n-person games
about how individuals do behave in contrast to theories about how individuals ought to be
have.
A main weakness of nearly all existing theories can be seen in the fact that not enough
attention is paid to the bargaining process leading to a given outcome. A detailed consider
ation of such processes may lead to an understanding of the variability of the outcomes of
characteristic function games.
APPENDIX
A. INTRODUCTION TO THE RULES AND THE EXPERIMENTAL APPARATUS OF
A TWO-PERSON BARGAINING EXPERIMENT
Immediately after these instructions we will enter the laboratory, there you will find
numbered cubicles with a personal computer in each of them. Everybody has a sheet in front
of you for your own purposes. On the top of the sheet you will find a number. In the labora
tory you have to enter the cubicles with your number.
Each of you will participate in xx different situations. From all participants we shall
randomly select groups with two subjects in each. After the end of negotiations you will be
grouped in a new dyad. Therefore every new situation can be seen as independent from the
others. All negotiations will be completely anonymous. You will not be told, who the other
negotiators are. Sometimes experiments are conducted where the subjects play against com
puters. You are not playing against a computer. The personal computers will only be used to
communicate with other negotiators.
The description of our bargaining situation is very easy. Two players have to negotiate
about the allocation of a certain money payoff, which we will call coalition value. The negO
tiations end if the proposed allocation of the value made by one player is accepted by the
other player, or if one player decides to break off the negotiations, then each player receives a
guaranteed payoff.
To make these completely clear we shall now go through an example. At the beginning of
the negotiations the screen of your computer display will look like figure A.1 (The payoffs
will be different.)
A. Introduction to the Rules of Two-Person Experiments 123
TWO PERSON BARGAINING GAIlE - TERMINAL PROGRM :
- aJRRENT PROPOSAl - -PAYOffS- I D::: I Proponl My Her/Hla MY HER/HIS No:11o'ho1 lIIere lIIere
73 115 277 PLAYER : ,
HISTORY COALITION GAIlE Ho. : 1
I ACCEPT II SHIft II PROPOSE I I BREAK Offl
PgUp/PgDn : PIIiI8 Up/Dn In} HanelEnd : Beglmlng/End of hlatory tIl : Scroll Up/Dn In "1+ : Select action <-oJ : Enter Esc: : Esc:ape Del : Delete last digit Space Bar: Delete whole II1lUt
FigureA.l
In the window entitled lip A YOFFS", the coalition value and your guaranteed payoffs are
displayed. The top left window shows the outstanding proposal and the window below lists
the complete history of the negotiations. The bottom right window describes all available
keys and their actions. A menu bar can be found in the middle of the right half of the screen.
You have four options if you are in the "decide state". The current state is displayed in the
top right window. The four options are "ACCEPT, SmFT, PROPOSE, and BREAK OFF".
If you want to select a specific option, use the II-I, 1-11 keys to highlight the desired option
and press the E:J key. Of course the "ACCEPT" option is only available if there is an out
standing proposal by the other player.
Suppose you are randomly selected to make a proposal. A pop up window appears and
you may enter your demand. You have to enter only your demand, the remainder of the
coalition value will automatically be offered to the other player (figure A.2)
124 Appendix
--! TWO PERSOII BARGAINING GAME • TERMINAL PROGRAM :
r-- CURRENT PROPOSAL - ,-PAYOFFS- [O:;:J prcposal My Her/His MY HER/HIS NO.] 111107 share share
73 115 277 PLAYER : 1
HISTORY COALITION GAME No. : 1
I ACCEPT II
SHIFT II PROPOSE II BREAK OFF I
My Her/Hfs pIOn fn} share share ina/End of history
UplOn in 250 27 action
Esc : Escape Del : Delete last digit Space Bar : Delete whole Input
Figure A.2
We suppose a demand of 250 points. The remaining 21 points will be offered to the other
player. Now the [2J key has to be pressed and a new window, the "confirmation-window",
appears (figure A.3). You have to confirm every decision I
TIIO PERSOII BARGAINING GAME • TERMINAL PROGRAM :
.-- QJRRENT PROPOSAL - ,-PAYOFFS-
I D:;: I prrsal My Her/His MY HER/HIS No. 111107 share share
73 115 277 PLAYER : 1
HISTORY COALITION GAME No. : 1
I ACCEPT II
SHIFT I
PROPOSE IBREAK OFFI
Are you My Her/His pi sure 7
share share in history U <V,n>
250 27 a
Esc : Escape Del : Delete last digit Space Bar : Delete whole input
Figure A.3
A. Introduction to the Rules of Two-Person Experiments 125
Now your proposal will be send to the other player and you get into the "wait-iitate".
T\IO PERSON BARCAINIIIG GAME • TERMINAL PROGRM
;-- aJRRENT PltOPOSAL - r-PAYOFFS-
[S:::J Prcpoul ICy Her/His MY HER/HIS No~l Who? share share
73 115 t I 250 27 277
~ HISTORY COALITION GAME No.: t
t I 250 27 II PROPOSE II BREAK OFF I I ACCEPT II SHIFT
PsUp/PgDn : Page Up/On In} Home/End : &eglmlng/End of history , / 1 : Scroll Up/On In .. / ... : Select action <-l : Enter Esc : Escape Del : Delete list dlgl t Space aIr : Delete whole l."ut
Figure A.4
The screen of the other player will look like figure A.5. He is the new initiator and is free
to select any of his options, but it may not be reasonable to accept the proposal, because he
T\IO PERSON BARGAINING GAME • TERMINAL PROGRM :
r--- CURRENT PROPOSAL - r-PAYOFFS- I D::: I ProposIl My Her/His MY HER/HIS No.1 Who? shIre shIre
115 73 1 She/He 27 250 277 PUYER : 2
HISTORY COALITION GAME No. : 1
1 She/He 27 250 I ACCEPT II SHIFT II PltOPOSE II BREAK OFF I PgUp/PgDn PIge Up/On In} Home/End aeglmlnglEnd of history , / 1 Scroll Upton In ./ ... Select action <-l Enter Esc Escape Del Delete lIst digit Space aIr Delete whole lI"flUt
Figure A.S
126 Appendix
will receive 115 points, if the negotiations break down. We suppose he does not want to make
an own proposal, but he shifts the initiative to the first player.
Now the first player is initiator again and he makes a concession of 10 points.
TWO PERSON BARGAINING GAME • TERMiNAl PROGRNI
r-- aJRRENT PROPOSAL - ~ PAY 0 F F S --- I 0:;: I Proposal My I Her/Hia MY HER/HIS NO:/""'07 share share
73 115 2 she/he has shifted 217 PLAYER : 1
HISTORY COM.ITIOII GAME No. : 1
1 I 250.! 27 2 shethe has shifted I ACCEPT II SHIFT II PRWOSE I I BREAK OFFI
P~p/PfI)n : Page UpIDn in} Home/End : Begimil'llllEnd of hiatory t / , : Scroll IIpIDn in .. /~ : Select action c-J : Enter Esc : Escape Del : Delete laat dilit space Bar : Delete whole flllUt
Figure A.6
However, it may take some time to achieve an agreement. We suppose that the other
player broke off the negotiations and both players receive only their guaranteed payoffs.
A. Introduction to the Rules of Two-Person Experiments
T\IO PERSON BARGAINING GAME - TERMINAL PROGRAM •
roo-- CURRENT PROPOSAL - r-- RESULT -[S:::J Proposal My Her/Hfs MY HER/HIS
NO:/IIIIO? share share 73 115
3 I 240 37 PLAYER : 1 He hn aborted
HISTORY GAME 110. : 1
, I 250 J 27 I ACCEPT II II PROPOSE II BREAK OFF I 2 Ihelhe ha. shifted SHIFT 3 I 240 37
PgUptpgOn : Page Up/On In} Home/End : Begimlng/End of t / 1 : Scroll ,Upton In .. / ~ : Select 8Ctlon <-oJ : Enter Esc : Esc:.pe Del : Delete lnt digit Space Bar : Delete whole 1rf)Ut
Figure A.7
Are there any questions?
There are no time constraints.
history
Try to maximize your own profit. Each point is worth x.xx DM.
Good luck.
127
128 Appendix
B. INTRODUCTION TO THE RULES AND THE EXPERIMENTAL APPARATUS OF
A THREE-PERSON BARGAINING EXPERIMENT
Immediately after this instructions we will enter the laboratory, there you will find num
bered cubicles with a personal computer in each of them. Everybody has a sheet in front of
you for your private bookkeeping. On the first page you will find a number. In the laboratory
you have to enter the cubicle with your number.
Each of you will participate in xx different situations. From all participants we will
randomly select groups with three subjects in each, who will negotiate with each other. After
the end of negotiations you will be grouped in a new triad and there will be at least one
subject in it, you never met before. No triad will meet again. Therefore every new situation
can be seen as independent from the others. All negotiations will be completely anonymous.
You will not be told, who the other negotiators are. Sometimes experiments are conducted
where the subjects play against computers. You are not playing against a computer. The
personal computers will only be used to communicate with other negotiators. The bargaining
situation will be described by a triangle (figure B.I). The numbers in brackets are the names
of the other negotiators. This will be always the numbers I, 2, and 3.
FigureB.I
30 (2)
(1)
20
110 50 (3)
B. Introduction to the Rules of Three-Person Experiments 129
The other numbers are payoffs to certain coalitions. A value in the middle of the triangle is a
payoff which can be gained by a coalition of negotiators 1,2 and 3. Values of the sides are
payoffs for coalitions of two negotiators. For example 90 points can be gained by a coalition
of 1 and 3, 110 points for 2 and 3, and 150 for 1 and 2. If at the end of the negotiation a
two-person coalition forms, then the third negotiator who is not member of the coalition
receives the value at his comer. The aim of the negotiations is to form a coalition, in which
you can ma.ximize your profit. The negotiations end, if all members of a proposed coalition
accept a proposed distribution of the coalition value. Each point of the agreed share will be
worth x.xx DM for you.
Now let us have a look at an example. At the beginning of the experiment the screen of
your personal computer will look like figure B.2.
Dear participant I You are negotiator in a three-person bargaining situation. As soon as the next turn begins, all coalition values will be displayed In the top left window. Try to maximize your profitl lie wish good luck.
Press any key to start negotiations I
Figure B.2
If you press any key then one of the three players will have a screen looking like figure
B.3. Assume player 2 is randomly selected to be the initiator. The other players have to wait
(figure B.4)
130 Appendix
(1 ) 20 I \
I \ I \
150 I 220 \ 90 I \
I \ 30 110 50
(2) (3)
You are the initiatorl Do you want to I118ke a proposal <yIn> ?
Your decesion :
Figure B.3
(1) 20 I \
I \ I \
150 I 220 \90 I \
I \ 30 110 50
(2) (3)
Please be patient
One of the other two players was decided to be the initiator.
Figure B.4
B. Introduction to the Rules of Three-Person Experiments 131
The top left window shows the actual bargaining situation. Your player number will
blink on the screen. Player 2 now has two options. If he decides "n", which means that he
does not want to make a proposal, then he is asked to select another player to be the initia
tor. We will assume player 2 wants to make a proposal. As figure B.5 shows, player 2 now
can choose a desirable coalition. In the top right window a list of the other players is display
ed. Player 2 has to decide for each player, whether he wants him to be a member or not. In
our example player 2 wants to form a grand coalition.
(1 ) 20 Potent i al menbers : I \
I \ Player 1 : I \
150 I 220 \90 Player 3 : I \
I \ 30 110 50
(2) (3)
You have decided to propose a coal it ion. There are two other players. You may propose two di fferent two-person coalitions or a grand coalition. For each player you have to decide whether he should be a menber of the coalition or not.
Enter "y" for des i red menbers and "n" for no menber!
Figure B.5
Immediately after the decision for the last player the content of the top right window changes
(figure B.6).
132 Appendix
(1) Your decision _ to fol'1l 20 coali tion : I \
I \ < 1 23> I \
150 I 220 \90 There are 220 points to I \ allocatel
I \ 30 110 50 Is that what you Intended
(2) (3) to do <yIn> 7
Figure B.6
Player 2 gets an overview of his decisions. If he wants to change his mind or if there are any
mistakes "n" should be answered to get back to the last step, but if he answers "y", then he
can distribute the coalition value to all members of the coalition (figure B.7).
(1) 20 Your proposal : I \
I \ 1 receives : 60 I \ 2 receives : 120
150 I 220 \90 3 receives : 40 I \
I \ Responder : 1 30 110 50
(2) (3)
NOlI you have to propose an allocation of the coal ition value.
If you are proposing a grand coalition, then you have additionally to select one of the other members to be the first rece! ver (responder) of your. proposal.
Figure B.7
B. Introduction to the Rules of Three-Person Experiments 133
Player 2 is free to choose any values unless they are non-negative. Due to the smallest money
unit of one point a further subdivision is not possible. Moreover, all values have to add up to
the coalition value. If there are any errors, you will be prompted. Assume for a moment that
player 2 has decided to propose a two-person coalition, than immediately after the last value
is entered, the proposal will be sent to the other member of the coalition. In our case player 2
proposes a gran~ coalition and there are two other members, therefore he has to select one of
the other players to be the first receiver of your proposal. We call him responder. Figure B.7
shows player 2's decisions.
Now let us have a look on player l's screen. In the top middle window the proposal of
player 2 has arrived (Figure B.8). In our example player 1 agrees.
(1) Proposal of player 2 20 I \
I \ 1 receives: 60.00 I \ 2 receives : 120.00
150 I 220 \90 3 receives: 40.00 I \
I \ 30 110 50 Do you agree ? <yIn>
(2) (3)
Figure B.8
Automatically player 3 becomes the responder, and as we see on his screen, the proposal
of player 2 arrived and in addition he is informed that player 1 agrees with the proposal (fi
gure B.9). If player 3 agrees too, the negotiations end, and each player receives the allocated
payoffs.
134 Appendix
(1) P .. oposal of playe .. 2 20 Playe .. 1 ag .. ees I \
I \ 1 .. ecelves : 60.00 I \ 2 .. ecelves : 120.00
150 I 220 \90 3 .. ecelves : 40.00 I \
I \ 30 110 50 00 you a" .. ee ? cy/rP
(2) (3)
I FigureB.9
However, player 3 thinks that there is a good chance to get more than 40 units, therefore
he enters "n" and rejects the proposal. Now players 1 and 2 receives the message that player
3 rejects the proposal (figure B.lO).
(1) 20 MESSAGE I \
I \ Player 1 60.00 I \ Player 2 : 120.00
150 I 220 \90 Player 3 : 40.00 I \
I \ P .. oposal of playe .. 2 30 110 50 Rejected by playe .. 3
(2) (3)
Figure B.lO
B. Introduction to the Rules of Three-Person Experiments 135
According to our rules a rejector becomes the new initiator, therefore the screen of player
3 looks like figure B.11. We already mentioned the options of an initiator.
(1) 20 I \
I \ I \
150 I 220 \90 I \
I \ 30 110 50
(2) (3)
You are the initiatorl Do you want to make a proposal <yIn> ?
Your decesion :
Figure B.11
Suppose player 3 has decided to make an proposal, but he wants to form a two-person
coalition with player 1 (figure B.12).
(1) 20 Potential menbers : I \
I \ Player 1 : y I \
150 I 220 \90 Player 2 : n I \
I \ 30 110 50
(2) (3)
You have decided to propose a coalition. There are two other players. You may propose two different two-person coalitions or a grand coalition. For each player you have to decide whether he should be a merrber of the coalition or not.
Enter My" for desired "menbers and Un" for no menberl
Figure B.12
136 Appendix
Player 3 checks his decisions (figure B.13).
(1) Your decision was to forti 20 coalition : I \
I \ < 1 3 > I \
150 I 220 \90 There are 90 points to I \ allocatel
I \ 30 110 50 I s that what you Intended
(2) (3) to do <yIn> ?
Figure B.I3
and proposes a distribution of the coalition value. Since there is only one possible responder,
player 3 will not be asked to select one (figure B.14)
(1) 20 Your proposa l : I \
I \ 1 receives : 40 I \ 3 receives : 50
150 I 220 \ 90 I \
/ \ 30 110 50
(2) (3)
Now you have to propose an allocation of the coalition value.
If you are proposing a grand coalition, then you have edditionally to select one of the other menbers to be the first receiver (responder) of your proposal.
Figure B.I4
B. Introduction to the Rules of Three-Person Experiments 137
It will not be necessary to look at the screen of player 1 again. We will assume that
player 1 received player 3's proposal and agrees. This ends the negotiations, because all mem
bers of the coalition accepted the allocation of the coalition value. With other words, only
members of the proposed coalition have to accept, therefore player 2 will not be asked. Player
2 receives his one-person coalition value. Figure B.IS shows the result of this negotiations.
(1) 20 RESULT I \
I \ Player 1 : 40.00 I \ Player 2: 30.00
150 I 220 \90 Playerr 3 : 50.00 I \
I \ 30 110 50
(2) (3)
Now you 1liiY have a short break, If necessary I In 60 seconds you will be ~ted to press tInY key if you are ready to get Into new negotiations. There are no time constraints, but we hope you will not walt too long.
Figure B.IS
If there is any need for a short break, then the best time is now. Figure B.IS will be
displayed 60 seconds, the figure B.2 will be displayed again. If you are ready for new negotia
tions press any key.
In our example we did not mention the case, that a two-person coalition is proposed, but
the responder does not agree. Even if one player is not involved in the negotiations of two
players, he will receive all messages of a rejector, and of course he will be informed about the
results.
138 Appendix
Are there any questions?
Now we have to discuss some technical details. Whenever you press a key, the corres
ponding character will blink on the screen, until you have pressed the EJ key. Now your
decision is accepted. As long as your decision blinks, it can be erased with the I +-1 key. If
there is more than one decision within a window, you have to accept each decision. However,
the complete window can be erased with the I ESC I key.
There are no time constraints.
Try to maximize your own profit. Each point is worth x.xx DM.
Good luck.
C. Listing of all Results 139
C. LISTING OF ALL RESULTS
In this appendix all results obtained by experiments at the Bonn Laboratory of Experimental
Economics are listed. The first column shows which coalition formed:
0: No agreement is reached
1 : Player one is excluded; coalition C12 has formed
2 : Player two is excluded; coalition C13 has formed
3 : Player three is excluded; coalition C23 has formed
4: No player is excluded; coalition C123 has formed.
Columns two to eight show the characteristic function:
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Vol. 338: J. K. Ho, R. P. Sundarraj, DECOMP: an Implementation of Dantzig-Wolfe Decomposition for Linear Programming. VI, 206 pages. 1989.
Vol. 339: J. Terceiro Lomba, Estimation of Dynamic Econometric Models with Errors in Variables. VIII, 116 pages. 1990.
Vol. 340: T. Vasko, R. Ayres, L. Fontvieille (Eds.), Life Cycles and Long Waves. XIV, 293 pages. 1990.
Vol. 341: G. R. Uhlich, Descriptive Theories of Bargaining. IX, 165 pages. 1990.
J.C. Willems (Ed.)
From Data to Model 1989. VII, 246 pp. 35 figs. 10 tabs. Hardcover DM 98,- ISBN 3-540-51571-2
This book consists of 5 chapters. The general theme is to develop a mathematical framework and a language for modelling dynamical systems from observed data. Two chapters study the statistical aspects of approximate linear time-series analysis. One chapter develops worst case aspects of system identification. Finally, there are two chapters on system approximation. The first one is a tutorial on the Hankel-norm approximation as an approach to model simplification in linear systems. The second one gives a philosophy for setting up numerical algorithms from which a model optimally fits an observed time series.
P.Hackl (Ed.)
Statistical Analysis and Forecasting of Economic Structural Change 1989. XIX, 488 pp. 98 figs. 60 tabs. Hardcover DM 178,- ISBN 3-540-51454-6
This book treats methods and problems of the statistical analysis of economic data in the context of structural change. It documents the state of the art, gives insights into existing methods, and describes new developments and trends. An introductory chapter gives a survey of the book and puts the following chapters into a broader context. The rest of the volume is organized in three parts: a) Identification of Structural Change; b) Model Building in the Presence of Structural Change; c) Data Analysis and Modeling.
Springer-Vedag
C. D. Aliprantis, D. J. Brown, O. Burkinshaw
EXm~nceandOpHmaH~ of Competitive Equilibria 1989. XII, 284 pp. 38 figs. Hardcover DM 110,- ISBN 3-540-50811-2
Contents: The Arrow-Debreu Model. - Riesz Spaces of Commodities and Prices. - Markets with Infinitely Many Commodities. - Production with Infinitely Many Commodities. -The Overlapping Generations Model. -References. - Index.
B.L.Golden, E.A. Wasil, P. T.Harker (Eds.)
The Analytic Hierarchy Process Applications and Studies
With contributions by numerous experts 1989. VI, 265 pp. 60 figs. 74 tabs. Hardcover DM 110,- ISBN 3-540-51440-6
The book is divided into three sections. In the first section, a detailed tutorial and an extensive annotated bibliography serve to introduce the methodology. The second section includes two papers which present new methodological advances in the theory of the AHP. The third section, by far the largest, is dedicated to applications and case studies; it contains twelve chapters. Papers dealing with project selection, electric utility planning, govemmental decision making, medical decision making, conflict analysis, strategic planning, and others are used to illustrate how to successfully apply the AHP. Thus, this book should serve as a useful text in courses dealing with decision making as well as a valuable reference for those involved in the application of decision analysis techniques.
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