Previous Article |
Table of Contents
| Next Article
Contributed by Vernon L. Smith, January 27, 2000
By around the age of 4 years, children "can work out what
people might know, think or believe" based on what they say or do. This is called "mindreading," which builds upon the human ability to infer the intentions of others. Game theory makes a strong assumption about what individual A can expect about B's intentions and
vice versa, viz. that each is a self-interested opponent
of the other and will reliably analyze games by using such basic principles as dominance and backward induction, and behave as if the
normal form of an extensive form game is equivalent to the latter. But
the extensive form allows intentions to be detected from actual
sequential play and is therefore not necessarily equivalent psychologically to the normal form. We discuss Baron-Cohen's theory of
the mindreading system [Baron-Cohen, S. (1995) Mindblindness: An Essay on Autism and Theory of Mind (MIT Press, Cambridge,
MA)] to motivate the comparison of behavior in an extensive form game with its corresponding normal form. As in the work of Rapoport [Rapoport, A. (1997) Int. J. Game Theory 26, 113-136]
and Schotter et al. [Schotter, A., Wiegelt, K. & Wilson, C. (1994) Games Econ. Behav. 6, 445-468], we find consistent differences in behavior between the
normal and extensive forms. In particular, we observe attempts to
cooperate, and in some treatments we observe the achievement of
cooperation, occurring more frequently in the extensive form. Cooperation in this context requires reciprocity, which is more difficult to achieve by means of intentionality detection in the normal
as opposed to the extensive form games we study.
Our objective is to study
behavior in the normal form representation of one of two extensive form
bargaining games previously examined by using a variety of matching
protocols (1). In the current study we limit the matching protocols to
single play and to repeat play with the same pairs, and we study
comparisons of the normal and extensive forms.
Comparisons of behavior in the normal and extensive forms of various
games have been made most notably in refs. 2 and 3. The latter's
emphasis is on the rationality principles of iterated dominance and
backward induction as factors in individual behavior in addition to
whether behavior in a game is invariant to the form of its
representation Rapoport (2) provides transparent examples of two extensive form
versions of the "Battle-of-the Sexes" game and the same game in
matrix normal (strategic) form. His examples make clear how
order-of-play information provides a principle that can better coordinate player strategies in the extensive forms. That principle, as
we would describe it, derives from the human capacity to read another
person's thoughts or intentions by placing themselves in the position
and information state of the other person. Because of the example's
transparency and special character, his experiments are conducted by
using a three-person resource dilemma, a public good, and a pure
coordination game.
In our games we try to predict certain core features of the variation
in behavior with the game form, but only by reaching outside of the
traditional rationality principles of game theory to include concepts
of reciprocity and "mindreading," from evolutionary psychology.
Our ultimate goal is to provide an empirical foundation for modeling
this behavior in terms of distributions of types of player Our wellsprings are hardly new. The essence of our conceptual approach
was stated 38 years ago: "A normative theory must produce strategies
that are at least as good as what people can do without them. More, it
must not deny or expunge details of the game that can demonstrably
benefit two or more players and that the players, consequently, should
not expunge or ignore in their mutual interest... A particular
implication of this general point is that the game in `normal'
(mathematically abstract) form is not logically equivalent to the game
in `extensive' (particular) form, once we admit the logic by which
rational players concert their expectations of each other." (ref. 5,
pp. 98-99).
As so often in the history of ideas, almost no one was ready for this
38 years ago. What has transpired since is (i) an increasing discomfort with the relevance of the traditional game theoretic assumptions; (ii) new neuroscientific work on how the mind
works (see ref. 6 for an accessible summary); (iii) growing
recognition that mindreading is essential to understanding strategic
interaction, and (iv) pioneering evolutionary insights into
social exchange (7).
We focus on five principles of self-interested behavior that
appear to be needed to deal with observed bargaining behavior ranging
from ultimatum and dictator games (e.g., see refs. 8 and 9, and the
references therein) to structurally richer two-person games such as
those in refs. 1 and 3 and in this paper.
The first two are the basic rationality principles of game
theory The third principle is the Folk Theorem The fourth principle is reciprocity in which the long term
self-interest is served by promoting a reputation in which cheating on
cooperative social exchanges is punished (negative reciprocity), and
the initiation of cooperative social exchanges is rewarded (positive
reciprocity). The reciprocity principle, as we see it being
implemented, implies that the normal and extensive forms of a game are
inherently different, although for some subjects they might lead to the
same outcome, if by different mental processes. Functionally,
reciprocity, exchange, and the division of labor are cross-cultural
universal characteristic of humans, although their institutional forms
vary widely (ref. 12, pp. 137-138). Evolutionary psychologists argue
that negative reciprocity is an adaptation in the evolution of our
minds; a consequence of 2-3 million years of living in small
hunter-gatherer bands in which cooperation was essential in sharing an
uncertain harvest in a world with limited food storage and preservation
technologies, and no monetary system (7). Consequently, an innate
tendency to incur personal cost to punish cheaters on social exchange
had high fitness value in promoting gains from exchange. A more
complete discussion of the evolutionary psychology perspective and its implications for experimental economics is in ref. 13.
We do not claim that the reciprocity principle is invariant across all
institutional circumstances, independent of incentives, as a universal
law of behavior. We would expect the rules of interaction (institution)
and opportunity cost to qualify reliance on reciprocity in
circumstances in which the self-interest would be badly served. Our
long-term research program is to better understand these nuances. Thus,
in ref. 14 when pairs are matched anonymously in face-to-face Coase
bargaining with an asymmetric outside option, 100% of the subjects
ignored the opportunity cost of the outside option, $12, and split the
pie, $14, equally. But in comparison samples, when the first mover
earned the right to be endowed with the outside option, only 30% of
the subjects violated individual rationality by splitting the pie
equally. Furthermore, in ref. 15, when pairs are run in this
constituent game in a 32-person tournament with the first round losers
earning $5, the second round $10, the third $25, and fourth, fifth, and
final round prizes of $70, $125, and $250, respectively, the incidence
of equal split shares fell to only
4%.¶ But observe
that in the Hoffman-Spitzer institutional (nontournament) context, we
still have 30% of the population of subjects failing to exhibit
individual rationality in circumstances that provide no short-run
incentives for being cooperative. Clearly, there exist important
phenomena that cannot be comprehended within the traditional game
theoretic modeling framework in some institutional contexts. The
tournament institution provides sharply distinct rewards to a person or
persons who achieve outcomes only slightly larger than their loser
counterparts. Such a structure provides strong disincentives for
achieving gains from personal exchange through reciprocity.
The fifth principle we will refer to as intentionality
detection, and it is at the crux of our claim that the extensive
and normal forms are psychologically different. People are good at "mindreading," defined as inferring the mental states of others from their words or actions. Thus, in an extensive form game, after
player 1 (or 2) has made a choice between two moves, it is natural for
player 2 (or 1) to ask (there is no presumption that this is
conscious), "What does she intend?" or "What does she want me
to think?" Such intentionality detection is difficult in the normal
(matrix) form of simultaneous play in a decision tree, and even when
repeated is more difficult to interpret in normal form where a strategy
choice represents a complex of multiple moves in the corresponding
"equivalent" extensive form. For this reason the normal and
extensive forms need not be psychologically, and informationally,
equivalent, as is evident from ref. 2. We will spell this out more
clearly below in the context of the two constituent games we study.
Also note that in a tournament institutional structure it is evident to
all players what are the intentions of one's counterpart player, who
is a foe, and must be treated as an opponent, not a partner. The effect
of such a structure on expectations (through intentionality detection) may be much more important than the effect on incentives emphasized above.
Intentionality detection explains why Nash and subgame perfect outcomes
in experiments are favored by private as compared with complete payoff
information: cooperation becomes infeasible when neither of two
bargainers knows the other's payoff and cannot therefore interpret
moves in terms of reciprocity-driven intentions (ref. 11; also see ref.
16). Similar considerations apply to experiments that create ingroups
or outgroups, or specially recognized "status" groups, which
support differential behavior by facilitating the subconscious reading
of intentions by bargaining pairs; subconscious, because the different
groups are unaware of their differential behavior toward each other
(17). Similar results are obtained in the study of natural populations
thought to vary in ingroup strength (18).
From the evolutionary perspective, the human mind developed adaptations
to its environment across countless generations of experience. That
experience was conditioned by extensive form interactions with other
humans, and with animals in hunting. The hypothesis follows that the
resulting strategic reasoning algorithms, providing the adaptations
that improved our fitness in the evolutionary environment, would be
primed to operate in the extensive form format, and not in
the normal form format so demonstrably convenient for abstract
analysis. Indeed, in teaching game theory a chief pedagogic device is
to use lots of extensive form examples, which, under the invariance
postulate, we subsequently reduce to normal form. This is because our
own intuition and that of the student is best served in the extensive
form. (See ref. 19 for a similar argument for the frequency as against
the probability format for Bayesian reasoning "By the end of the first year of life, normal infants,
according to the evidence presented in the last chapter, can tell that they and someone else are attending to the same thing, and can read
people's actions as directed at goals and as driven by desires. As
toddlers, they can pretend and understand pretense. And by the time
they begin school, around 4, they can work out what people might know,
think and believe." (ref. 20, pp. 59-60).
Based in part on the pattern of evidence in people with mental
process/sensor disorders such as autism and blindness, Baron-Cohen (20) has proposed four mental modules that constitute separate components of the human mindreading system: (i) an
intentionality detector (ID), (ii) an eye direction detector
(EDD), (iii) a shared-attention mechanism (SAM), and
(iv) a theory-of-mind mechanism (TOMM).
As individuals interact in our experimental setting we hypothesize that
they use their ID to generate dyadic models of their counterpart's
intentions. For example, "he is acting in his self-interest," or
"she is trying to cooperate." But shared attention requires individuals to form triadic expectations of the form "he knows that
I am trying to cooperate and he knows that I know this." Using
one's SAM requires additional information, which we hypothesize is
found in recognizing play that leads to mutual gains supported by reciprocity.
The blind child who is otherwise normal lacks only EDD. The child, when
told, "Make it so mommy can't see the car," responds by putting
the toy in his pocket and nonchalantly relaxing his arms at his side.
Such blind children are aware of mental phenomena in others, of what
"seeing" is in sighted people, and will say, "See, it's in my
lap." Since most bargaining experiments are conducted anonymously to
control for "social effects," bargaining games using blind
subjects would be predicted by this theory to yield results
indistinguishable from those of sighted subjects. But face-to-face
bargaining might be another matter if eye contact is important.
Children with autism fall into two groups: (i) those who
lack both SAM and TOMM, and (ii) those for whom only TOMM is
impaired. Such children are unable to understand pretense and cannot
understand that someone might hold a false belief. But their ID and EDD
capabilities are intact. Autistic adults partially overcome their
handicap by simply learning to associate (memorize) certain reactions
in others to certain stimuli, and to adjust accordingly. They carry in
their minds vast libraries of such "how to behave" prescriptions. But they are abnormal in understanding allusions, innuendo, metaphors, irony, and jokes (20). Autism occurs in twins and families as one would
expect of a genetic disorder, and quite disproportionately affects
males relative to females.
The Extensive Form Game: Sequential Play.
The constituent game we study is shown in Fig.
1.
Economic Sciences
Intentionality detection and "mindreading": Why does
game form matter?
,
,
, and
Economic Science Laboratory, McClelland Hall 116, 1130 East Helen, P.O. Box 210108, University of Arizona, Tucson, AZ
85721-0108; and § Department of Political Science,
University of Rochester, Rochester, NY 14627
![]()
Abstract
Top
Abstract
Introduction
Five Principles of Behavior
A Mental Anatomy of...
The Constituent Game:...
Hypotheses
Tests of Hypotheses H1...
Repeat Play with Same...
Conclusions
References
![]()
Introduction
Top
Abstract
Introduction
Five Principles of Behavior
A Mental Anatomy of...
The Constituent Game:...
Hypotheses
Tests of Hypotheses H1...
Repeat Play with Same...
Conclusions
References
all fundamental principles in game theory (4). Rapoport
(2) and Schotter et al. (3) strongly rejected the invariance
principle, but explication in terms of game theory was illusive:
"where we expected our rationality principles would predict
behavioral differences across game forms, either no such differences
appeared or they were not what we expected." (ref. 3, pp. 446-447).
some of
whom have a disposition toward noncooperative behavior, whereas others
are disposed toward cooperation.
![]()
Five Principles of Behavior
Top
Abstract
Introduction
Five Principles of Behavior
A Mental Anatomy of...
The Constituent Game:...
Hypotheses
Tests of Hypotheses H1...
Repeat Play with Same...
Conclusions
References
dominance and backward induction (4)
which, we argue, are
relevant for many subjects and must therefore be retained in any
extensions in theory. Such rationality need not be the result of
conscious cognition. Thus, Baldwin and Meese (10) show that pigs will
strategically interact in accordance with the dominance principle
without presumed conscious "understanding" of the principle
itself. We would argue that the opposite may apply: that the
achievement of noncooperative equilibria in certain finitely repeated
games, normally thought to require dominance and backward induction,
are more likely in situations where agents cannot consciously apply the
principles of game theoretic analysis. Thus, in a repeat play game with
private payoff information, Brown (11) reports a steady buildup of
support for a subgame perfect equilibrium with repetition and subjects
in the same role but random rematching, whereas complete payoff
information yields a buildup of support for cooperation. In view of the
results in refs. 3 and 2, the research reported in ref. 1, and the additional tests reported below for complete payoff information games,
we strongly qualify the general principle that the solution of any game
be invariant to representation in the extensive and normal forms for
all players. This, we hypothesize, is because of the way the human
brain naturally functions.
that repetition of a
constituent game enables cooperation. But various forms of the Folk
Theorem all predict many new equilibria without guidance as to how
subjects will end up coordinating cooperative ones. The evidence
supports the Folk Theorem principle, but the support is much stronger
for the extensive than the normal form representation of the game as
discussed below.
in the former people are
much better intuitive statisticians than in the latter.)
![]()
A Mental Anatomy of Mindreading
Top
Abstract
Introduction
Five Principles of Behavior
A Mental Anatomy of...
The Constituent Game:...
Hypotheses
Tests of Hypotheses H1...
Repeat Play with Same...
Conclusions
References
![]()
The Constituent Game: Reciprocity Interpretations
Top
Abstract
Introduction
Five Principles of Behavior
A Mental Anatomy of...
The Constituent Game:...
Hypotheses
Tests of Hypotheses H1...
Repeat Play with Same...
Conclusions
References
A round of play begins with player 1 choosing between the outside
option, right at x1, yielding (35, 70)
for (player 1, player 2), or down. Note that a move right at
x1 is predicted if player 1 is
altruistic, and obtains satisfaction from giving money to player 2 at
low cost to player 1. If the move is down, then player 2 chooses
between right branch play and left branch play at node
x2. A round continues until a move
terminates the game at a payoff outcome. The right branch of the game
tree contains the unique subgame perfect (SP) equilibrium at (40, 40),
achieved by applying backward induction and eliminating moves that end
in dominated outcomes for each player. A better outcome is the
symmetric joint maximum at (50, 50) on the left, but without
cooperation it cannot be achieved. Thus, assume that both players are
myopically self-interested and each believes that the other is
myopically self-interested. Then if player 2 moves left at
x2, player 1 will move left at x3, yielding (60, 30), which is better
for player 1 than (50, 50), the self-interested choice of player 2 if
player 1 moves down at x3. Thus, it is
in player 1's interest to defect from cooperation at node
x3. Player 2, using backward
induction, should therefore conclude that her best move at node
x2 is right, because (40, 40) is
better than (60, 30) for player 2. Consequently, for a single round of
play through game 1, noncooperative theory predicts down at
x1, right at
x2, down at
x4 and right at
x6, ending at (40, 40). Notice in
particular that this standard game theoretic analysis hardwires each
player's intentions into the thinking of the other. This makes
the behavior of each player known to the other and in essence each
player is in a game of certainty against nature, which is effectively a
robot. A similar argument explains why tournaments are so effective in
inducing myopically self-regarding behavior, although this explanation
is confounded with tournament incentive effects.

View larger version (19K):
[in a new window]
Fig. 1.
In this extensive form game players 1 and 2 can, by alternating moves,
end up at the outcome (50, 50). However, player 1 has an incentive to
play left at decision node x3, ending the
game at (60, 30). Given this incentive, noncooperative game theory
predicts player 2 will play right at x2 and
end up at the outcome (40, 40). The theory-of-mind hypothesis discussed
in this paper predicts that player 1 will infer from player 2's move
left at x2 that player 2 is trying to reach
the mutually beneficial (50, 50) on the left. From this informed
inference about player 2's intentions, player 1 will move down at
x3.
Normal Form: Simultaneous Play. We can present the game in Fig. 1 in normal form to the subjects by expressing the payoff consequences of all possible sequences of moves for each subject in rectangular matrix form. This we refer to as the matrix normal form.
Reciprocity theory implies better coordination in achieving cooperation if individuals are predisposed to cooperate, and they are matched with like-disposed persons. This is because they can interpret moves in an extensive form sequence; such moves constitute a language, and a move sequence represents a conversation, albeit not without risk and ambiguity. In matrix normal form, this conversation is broken in a single play of the constituent game, although in repeat play communication becomes possible across time. The matrix normal form is shown in Table 1. The column strategies are for player 1, the row strategies are for player 2. From Fig. 1, it is seen that player 1 has 10 strategy combinations of moves: two moves at each of the five nodes x1, x3, x4, x7, and x8. At x1 the move right invokes the outside option, yielding (35, 70), and precludes all later move options for player 1. Where asterisks follow a move set this indicates that a later possible move or moves are precluded by the indicated move. Hence, the first column heading is "R****", meaning "right at x1, precludes the four possible choices at x3, x4, x7, and x8." Column 2, "DLR**," means "down at x1, left at x3, and right at x4, precluding moves at x7 and x8." Note that column 2 yields payoffs of (60, 30) or (30, 60), depending upon whether player 2 moves left or right at x2. Player 2 has four possible strategy combinations of moves: two moves at each of the nodes x2, x5, and x6 (the move at x2 does not yield a direct outcome; only a choice between the two outcomes at x5 or at x6). Thus row 3, with heading "R*R" means "right at x2, preclusion of a move at x5, and right move at x6."
|
Experimental Design; Matching Protocols and Game Forms. Our 2 × 2 block experimental design is shown in Table 2. The extensive and normal forms are executed in single-play protocols in which 8-12 subjects in each session are randomized into the player 1 and 2 positions and randomly matched for one round of play. Distinct inexperienced groups participate in both the extensive and normal form representation. The payoffs in cents in Fig. 1 and Table 1 are multiplied by 20 for the single-play treatments.
|
| |
Hypotheses |
|---|
|
|
|---|
The game theoretical equivalence of the normal and extensive forms of a game leads to two hypotheses which can be contrasted with alternatives based on reciprocity.
H1: The extensive form version of Single as compared with the normal form will favor (i) cooperation, conditional on left branch play; (ii) noncooperation conditional or right branch play. This is because the higher payoff from cooperation will induce left play for some subjects; those playing the left game will coordinate better to achieve the cooperative (50, 50) outcome, whereas those playing the right game will coordinate better on the noncooperative (40, 40) outcome.
H2: In Same, cooperation will improve over time in both game forms, but the path of increasing left play, and of cooperation, will be higher in the extensive form than in the normal form because the former better facilitates the reading of mental states.
| |
Tests of Hypotheses H1 and H2 |
|---|
|
|
|---|
Table 3 summarizes the experimental results for all treatments by listing the observed outcomes and frequencies for each payoff box in left or right branch conditional form, which is the form we use for testing hypothesis H1. The entries for Same in the extensive and matrix normal forms are aggregated across all 20 (nonindependent) trials in all sessions. In this section we report only tests using the Single data, where the observations are independent.
|
Tests of H1 are shown in Table 4 as follows:
|
Row 1. Left play in the extensive form exceeds that in the normal form as predicted, but the results are not statistically significant at conventional levels for sample sizes of 24 and 26.
Row 2. Contingent on play in the left branch, the hypothesis that cooperation will be higher in the extensive than in the normal form is supported.
Row 3. Contingent on play entering the right branch, coordination on the SP prediction (40, 40) is higher in the extensive than the normal form.
| |
Repeat Play with Same Pairs |
|---|
|
|
|---|
Table 5 provides the branch
conditional outcome frequencies by blocks of five trials for the Same,
extensive, and matrix normal form experiments. Observe that
both left play and the (50, 50) outcomes in the extensive
form dominate those for the normal form in every trial block. Over
time, left branch play and support for the cooperative outcome builds
steadily, with 91% (last trial block) cooperation in the extensive
form, but in the normal form cooperative support is both weaker and
more erratic
even under repetition, coordination in the normal form is
illusive and difficult.
|
The above reported data for Same are too aggregated across individual observational pairs to give a sense of the dynamics of individual play outcomes. In particular, it does not convey information on the number of pairs, if any, that achieve the (50, 50) cooperative outcome in all 20 trials, or in no trials. This is remedied in Fig. 2, which plots the (cumulative) number of pairs that achieve any given number of (50, 50) outcomes or less. Thus, in normal form 11 pairs cooperate only 3 or fewer times in the 20 trial sequence, whereas in extensive form 11 pairs have cooperated 9 times. Both treatments yield some pairs who never cooperate and some who cooperate for the entire 20 trial sequence.
|
We turn now to a report of the results of a logit analysis of the trend pattern of change over successive trials in Same, and provide formal tests of the hypothesis H2 set forth above.
We report three regressions of the form
|
p).
All regressions are weighted to correct for heteroskedasticity in the
observations on the dependent variable.
In logit 1, p is the proportion of pairs (players 2) that choose to play in the left branch of the decision tree conditional on player 1 moving down at x1; in logit 2, p is the proportion of pairs that achieve the (50, 50) outcome, conditional on player 2 moving left at x2; and finally, logit 3 is the proportion of pairs that achieve the (40, 40) outcome, conditional on player 2 moving right at x2.
Table 6 reports the regression
results. In logit 1 the proportion of left branch play increases
significantly with trials across both Game Forms
(
1 is significantly above zero), but the extensive form yields a further significant interactive increase with
trials relative to the normal form (
3 is
significantly greater than zero). This can be seen by comparing the
left branch frequencies in Table 5. In both the extensive and normal
forms, the left play proportions increase with trial block, but the
rate of increase is faster in the extensive form. Game Form alone,
however, is not significant after accounting for its interaction with
trials. In logit 2 both trials and Game Form are significant in
determining the proportion of pairs yielding the (50, 50) outcomes, as
proposed in H2, but in logit 3 neither is significant in explaining the (40, 40) outcomes.
|
| |
Conclusions |
|---|
|
|
|---|
We close with the following summary and discussion of our results:
(i) Directly comparing the extensive and normal forms in single play, the proportion of left branch play is higher in the extensive than the normal form, but the difference is not statistically significant at conventional levels.
(ii) Conditional on left game play, the proportion of (50, 50) cooperative outcomes in the extensive form is significantly greater than in the normal form (P = 0.05).
(iii) Conditional on right game play, the proportion of (40, 40) noncooperative outcomes is significantly higher in the extensive than the normal forms. Hence, the ability of the extensive form to facilitate the mutual reading of intentions allows noncooperators to better coordinate in achieving the noncooperative equilibrium than when they interact under the normal form.
(iv) When both game forms are repeated with the same matched pairs we observe a significant trend in successive trials in both the proportion of offers to cooperate, and the reciprocating achievement of cooperation. Game Form matters in determining left play offers to cooperate, but in the achievement of cooperation the extensive form interacts with trials to accelerate the increase in cooperation relative to that in the normal form.
| |
Abbreviations |
|---|
ID, intentionality detector; EDD, eye direction detector; SAM, a shared-attention mechanism; TOMM, theory-of-mind mechanism; SP, subgame perfect.
| |
Footnotes |
|---|
To whom reprint requests should be addressed.
E-mail: smith{at}econlab.arizona.edu.
¶ It should be noted that game theory requires only standard reward protocols, not tournament rewards, to predict individually rational outcomes.
The game in Fig. 1 is referred to as Game 2 in ref. 1, where it is studied in extensive form under alternative
matching protocols and compared with Game 1. The latter has the form
shown in Fig. 1 except that the payoffs available at
x3 and x5 are
reversed. Consequently, in that game player 2 can either accept
defection by moving left at x5 for the
outcome (60, 30) or down to punish the defection.
From the Bellsely test for
multicollinearity, none of the logit regressions containing the
interaction term, (Game Form) t, exhibit significant multicollinearity.
| |
References |
|---|
|
|
|---|
| 1. |
McCabe, K., Rassenti, S. & Smith, V.
(1996)
Proc. Natl. Acad. Sci. USA
93,
13421-13428 |
| 2. | Rapoport, A. (1997) Int. J. Game Theory 26, 113-136[CrossRef]. |
| 3. | Schotter, A., Wiegelt, K. & Wilson, C. (1994) Games Econ. Behav. 6, 445-468[CrossRef]. |
| 4. | Kohlberg, E. & Mertens, J. (1986) Econometrica 54, 1003-1038[CrossRef]. |
| 5. | Schelling, T. (1960) The Strategy of Conflict (Harvard Univ. Press, Cambridge, MA). |
| 6. | Pinker, S. (1997) How the Mind Works (Norton, New York). |
| 7. | Cosmides, L. & Tooby, J. (1992) in The Adapted Mind, eds. Barkow, J., Cosmides, L. & Tooby, J. (Oxford Univ. Press, Oxford), p. 19, 136. |
| 8. | Forsythe, R., Horowitz, J., Savin, N. & Sefton, M. (1994) Games Econ. Behav. 6, 347-369[CrossRef][ISI]. |
| 9. | Hoffman, E., McCabe, K., Shachat, K. & Smith, V. (1994) Games Econ. Behav. 7, 346-380[CrossRef]. |
| 10. | Baldwin, B. A. & Meese, G. B. (1979) Anim. Behav. 27, 947-957. |
| 11. | McCabe, K., Rassenti, S. & Smith, V. (1998) Games Econ. Behav. 24, 10-24. |
| 12. | Brown, D. E. (1991) Human Universals (McGraw-Hill, New York). |
| 13. | Hoffman, E., McCabe, K. & Smith, V. (1998) Econ. Inquiry 36, 335-352. |
| 14. | Hoffman, E. & Spitzer, M. (1985) J. Legal Stud. 15, 254-297. |
| 15. | Shogren, J. (1997) J. Econ. Behav. Organ. 32, 383-394[CrossRef]. |
| 16. | Kalai, E. & Lehrer, E. (1993) Econometrica 61, 1019-1045. |
| 17. | Ball, S. & Eckel, C. (1996) Psychol. Market. 13, 381-405. |
| 18. | Orbell, J., Goldman, M., Mulford, M., Dawes & Robyn (1992) Ration. Soc. 4, 291-307. |
| 19. | Gigerenzer, G. (2000) in The Evolution of Mind, eds. Cummings, D. & Allen, C. (Oxford Univ. Press, Oxford), in press. |
| 20. | Baron-Cohen, S. (1995) Mindblindness: An Essay on Autism and Theory of Mind (MIT Press, Cambridge, MA). |
This article has been cited by other articles in HighWire Press-hosted journals:
![]() |
R. Kurzban and C. Athena Aktipis Modularity and the Social Mind: Are Psychologists Too Self-ish? Personality and Social Psychology Review, May 1, 2007; 11(2): 131 - 149. [Abstract] [PDF] |
||||
![]() |
J. P. Mitchell, C. N. Macrae, and M. R. Banaji Encoding-Specific Effects of Social Cognition on the Neural Correlates of Subsequent Memory J. Neurosci., May 26, 2004; 24(21): 4912 - 4917. [Abstract] [Full Text] [PDF] |
||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||