| Literature DB >> 29720889 |
Leonidas Spiliopoulos1, Andreas Ortmann2.
Abstract
For decisions in the wild, time is of the essence. Available decision time is often cut short through natural or artificial constraints, or is impinged upon by the opportunity cost of time. Experimental economists have only recently begun to conduct experiments with time constraints and to analyze response time (RT) data, in contrast to experimental psychologists. RT analysis has proven valuable for the identification of individual and strategic decision processes including identification of social preferences in the latter case, model comparison/selection, and the investigation of heuristics that combine speed and performance by exploiting environmental regularities. Here we focus on the benefits, challenges, and desiderata of RT analysis in strategic decision making. We argue that unlocking the potential of RT analysis requires the adoption of process-based models instead of outcome-based models, and discuss how RT in the wild can be captured by time-constrained experiments in the lab. We conclude that RT analysis holds considerable potential for experimental economics, deserves greater attention as a methodological tool, and promises important insights on strategic decision making in naturally occurring environments.Entities:
Keywords: Experimental economics; Games; Procedural rationality; Response time; Strategic decision making; Time constraints
Year: 2017 PMID: 29720889 PMCID: PMC5913387 DOI: 10.1007/s10683-017-9528-1
Source DB: PubMed Journal: Exp Econ ISSN: 1386-4157
Response time analysis: benefits, challenges, and desiderata
| Sect. | p. | Summary | |
|---|---|---|---|
| Benefits | |||
| Improved external validity |
| 14 | Decisions in the wild are often made under time constraints and influenced by the opportunity cost of time |
| Mapping the relationship between RT and performance |
| 14 | Decision makers may tailor the balance between speed and performance to the environment and to their own goals and constraints |
| Explicit experimental control of RT |
| 15 | Experiments without explicit time constraints may have ambiguous implicit constraints |
| Improved model selection, identification and parameter estimation |
| 16 | RT data provide further information about the underlying decision processes. Joint estimation of both choice and RT data improves the precision of parameter estimates in behavioral models |
| Classification of heterogeneous types |
| 16 | RT data can be used to classify heterogeneous subjects into more finely delineated types |
| RT as a proxy for other variables |
| 16 | RT can be useful as a proxy for unobserved effort and/or strength of preference |
| Challenges | |||
| Identification |
| 16 | Due to the multitude and possible combinations of decision processes, identification of procedural models is challenging even with the addition of RT data |
| Irregular RT distributions, outliers and non-responses |
| 17 | The selection of analytical methods requires caution analysis as RT distributions tend to be non-normal. Outliers are very common and how they are handled can significantly affect conclusions |
| Heterogeneity |
| 17 | Between-subjects heterogeneity may be very high for strategic DM, which admits a large number of different beliefs and strategies |
| RT measurement error |
| 17 | Differences in software, hardware or network latency can lead to measurement errors |
| Desiderata | |||
| Procedural modeling |
| 18 | Procedural models that make falsifiable predictions about the joint distribution of choice/RT are preferable |
| Concurrent collection of other process variables |
| 18 | The potential benefits of RT data are maximized when coupled with other process variables, such as elicited beliefs, information search, et cetera |
| Hierarchical latent-class modeling |
| 19 | Effectively captures heterogeneity in behavioral models and their parameters and deals with the problem of outliers |
| Cross-validation |
| 19 | Aids in model comparison and prevents overfitting by overly complex models. Behavioral models should be able to predict choice from RT and vice-versa |
| Experimental implementation |
| 19 | Factorial designs varying the degree of time pressure and task difficulty are effective in identifying decision processes |
RT literature ordered by publication status (published versus unpublished), followed by chronological and alphabetical order (RT classification:en endogenous, tp time pressure, td time delay)
| Studies | RT | Model | Conclusions | Other measures | Task |
|---|---|---|---|---|---|
|
| |||||
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Brañas-Garza et al. ( |
| Moral, iterated/strategic reasoning | RT was longer in the Ultimatum game compared to the Yes-no game (due to greater strategic risk and the lack of a dominant strategy), subjects with longer RT exhibit more dispersed behavior (due to the resolution of moral dilemmas) | Ultimatum, Yes-no games | |
| Cappelen et al. ( |
| Dual-system | Fair behavior is associated with shorter RT even after controlling for cognitive ability and other controls | Progressive matrices test | Dictator game |
|
Devetag et al. ( |
| Dual-system, heuristics, search and attentional | The number of lookups (and lookup time) for different cells is predictive of choice and strategic thinking | Eye-tracking |
|
|
Nishi et al. ( |
| Cognitive dissonance/conflict | Reciprocal choices are faster than non-reciprocal choices. Cooperation is faster than defection in cooperative environments and vice-versa in non-cooperative environments | Repeated public goods and Prisoner’s dilemma games | |
|
Rubinstein ( |
| Dual-system | Actions defined as contemplative or instinctive using RT can be used to create a player typology based on how contemplative a player is. This typology is found to be predictive of behavior in out-of-sample games | Ten different games | |
|
Agranov et al. ( |
| Iterated/strategic reasoning | Large proportion of naive types, whose players often switch choices haphazardly over time, without exhibiting increasing sophistication. Strategic players switch choices less and their behavior increases in sophistication over time | 2/3 guessing game (p-beauty) | |
|
Evans et al. ( |
| Dual-system, cognitive dissonance, sequential sampling | Greater decision conflict is associated with slower RT, leading to an inverted-U shaped relationship between RT and cooperation | Questionnaire | Prisoner’s dilemma, one-shot and repeated public goods games, trust game |
|
Oechssler et al. ( |
| Emotions | Time delay (24 hours) leads to a lower rejection rate for lottery payoffs, but no difference for cash payoffs | Cognitive Reflection Test | Ultimatum game |
|
Rand et al. ( |
| Dual-system | Political group membership does not interact with time constraints in affecting cooperation levels | One-shot public goods game, continuous Prisoner’s dilemma | |
|
Cone and Rand ( |
| Dual-system | Cooperation is higher under time pressure when the PG game is framed in a competitive versus cooperative context; thereby excluding adherence to social norms as an explanation | One-shot public goods game | |
|
Eliaz and Rubinstein ( |
| Emotions | No differences in RT for different types of subjects | Fairness of randomization procedures in social situations | |
|
Lindner ( |
| Iterated/strategic reasoning | Entry rates under time pressure are lower the more steps of reasoning used by subjects | Market entry game, 11–20 Money Request Game | |
|
Rand et al. ( |
| Dual-system | Time pressure induced more cooperation on average; however, cooperation under time pressure decreased with experience | One-shot public goods game | |
|
Rand and Kraft-Todd ( |
| Dual-system | Time pressure increased cooperation rates only for subjects that were trusting and inexperienced. Changes in the cooperation rate under time pressure were similar for both competitive and collaborative framing of the game | Questionnaire (degree of trust and faith in intuition) | One-shot public goods game |
|
Verkoeijen and Bouwmeester ( |
| Dual-system | No significant effect of time pressure, knowledge of opponents’ moves, type of opponent (human versus computer) on contribution levels | One-shot public goods game | |
|
Guida and Devetag ( |
| Dual-system, heuristics | RT is less for games with a focal point, is positively correlated to the variance of the action with the highest average payoff, is higher the more equilibrium actions taken by a subject | Personality test, Holt-Laury lottery task |
|
|
Fischbacher et al. ( |
| Social preferences /heuristics | RT is increasing in the number of social properties of the allocations that heterogeneous subjects attended to, e.g., kindness, fairness | Mini-ultimatum games | |
|
Hortala-Vallve et al. ( |
| Cognitive effort | Better plans of action were pursued the longer RT was, the relationship between RT and the (in)completeness of information depends on the bargaining procedure | Bargaining | |
|
Jiang ( |
| Cognitive effort | Honest choices exhibit longer RT | Cheating games | |
|
Lindner and Sutter ( |
| Iterated/strategic reasoning, cognitive effort | Subjects’ behavior was closer to the equilibrium prediction under time pressure | 11–20 Money Request Game | |
|
Lotito et al. ( |
| Dual-system | RT and own contributions are negatively related, RT and others’ recent contributions (i.e., degree of prior cooperation) are negatively related | Public goods game | |
|
McKinney and Huyck ( |
| Eureka learning, heuristics | 35% of subjects experienced a Eureka moment–i.e., realizing that a heuristic works well–after which RT is consistently less | Nim game | |
|
Neo et al. ( |
| Dual-system | No relationship between time delay (15 mins.) and sender/responder choices (IG), time delay associated with decreased rejections by responders (UG) | Investment (IG) and ultimatum (UG) games | |
|
Rubinstein ( |
| Dual-system | Actions categorized as instinctive were executed more quickly than actions categorizes as cognitive, i.e., requiring a deeper reasoning process | Numerous games and non-strategic tasks | |
|
Tinghög et al. ( |
| Dual-system | No effect of time pressure on cooperation rates | One-shot and repeated public goods and prisoner’s dilemma games | |
|
Arad and Rubinstein ( |
| Iterated/strategic reasoning | Longer RT was associated with higher average payoffs | Colonel Blotto game | |
|
Glazer and Rubinstein ( |
| Iterated/strategic reasoning | The more difficult it is to be persuasive, the longer the RT | Persuasion game | |
|
Rand et al. ( |
| Dual-system | The level of contributions is inversely related to RT (whether endogenous or exogenous) | One-shot public goods game | |
|
Cappelletti et al. ( |
| Dual-system | Proposers under time pressure offer more, however there is no effect of cognitive load on offers | Ultimatum game | |
|
Grimm and Mengel ( |
| Dual-system, emotions | Time delay (10 mins.) increases the acceptance rate of low offers if subjects had not explicitly or implicitly expressed negative emotions | Ultimatum game | |
|
Matthey and Regner ( |
| Cognitive dissonance | RT is longer in social dilemmas where cognitive dissonance plays a role—in this case, when subjects can choose whether to observe the other player’s payoffs or not | Dictator game | |
|
Suter and Hertwig ( |
| Dual-system, cognitive effort | Time pressure reduces cognitive control over moral instincts, thereby increasing the probability of deontological responses | Moral dilemmas | |
|
Gneezy et al. ( |
| Cognitive effort | RT is lower in winning positions than losing positions, also RT increases the more steps required in backward analysis of the game | Race game | |
|
Pintér and Veszteg ( |
| Dual-system | No relationship between RT and truthfulness | Voting schemes | |
|
Ibanez et al. ( |
| Cognitive effort | Time pressure resulted in less search (sub-optimal) in the short-run (but no long-term effect), RT declined with experience without a performance trade-off | Bid/search task | |
|
Kuo et al. ( |
| Dual-system | RT was lower for coordination games compared to dominance-solvable games | fMRI | Dominance solvable (DS) and coordination (C) games |
|
Piovesan and Wengström ( |
| Social preferences, emotions | Lower RT is associated with selfish choices both between- and within-subjects | Dictator game | |
|
Knoch and Fehr ( |
| Self-control, fairness | Disruption of the right PFC using rTMS was associated with lower RT and a greater rate of acceptance of unfair offers | rTMS, elicitation of judgments | Ultimatum game |
|
Rubinstein ( |
| Dual-system | Significant heterogeneity in RT was found conditional on the responses, lower RT was associated with more intuitive choices and less sophisticated reasoning | Normal form, p-beauty, ultimatum games | |
|
Kocher and Sutter ( |
| Iterated/strategic reasoning | High time pressure results in lower payoffs and slower convergence to the equilibrium, RT is lower for incentivized time-dependent payoffs without a negative impact on performance | p-beauty games with continuous payoffs | |
|
Sutter et al. ( |
| Emotions | Responders are more likely to reject offers under time pressure; however, this difference disappears with repetition | Ultimatum game | |
|
| |||||
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Goeschl et al. ( |
| Dual-system | Subjects contributed less under time pressure—this effect was stronger for subjects that were not confused about the game, i.e., where not error-prone. However, they did not find more confusion about the game in a time-pressure treatment | One-shot and repeated public goods game | |
|
Merkel and Lohse ( |
| Dual-system, sequential sampling | Accounting for the subjective difficulty of choosing between alternatives, within- and between-subjects evidence did not confirm the hypothesis that time-pressure leads to fairer decisions | Dictator and Prisoner’s dilemma game | |
|
Spiliopoulos ( |
| Heuristics, dual-system | RT depends on the interaction between the win-stay/lose-shift heuristic and a pattern-detecting reinforcement learning model, conflict leads to longer RT | Repeated constant-sum game | |
|
Dyrkacz and Krawczyk ( |
| Dual-system | Under time pressure, subjects were more averse to inequality (if their own payoff was less than their opponent’s) | Dictator and other games involving social preferences | |
|
Karagözoğlu and Kocher ( |
| Heuristics, focal points, fairness | Under high time pressure, disagreement rates increase and last-minute agreements are more frequent; the probability of settling on an explicit reference point increases at the cost of the implicit equal-split | Bargaining | |
|
Recalde et al. ( |
| Errors | Lower RT is associated with erroneous decisions (dominated choices), faster subjects were insensitive to changes in payoffs whereas slower subjects were more sensitive | One-shot and repeated public goods game | |
|
Spiliopoulos et al. ( |
| Iterated/strategic reasoning, heuristics | Under time pressure, subjects are more likely to not search for opponents’ payoffs, and there is a significant increase in the use of the Level-1 heuristic accompanied by a reduction in the Dominance-1 heuristic and Nash equilibrium behavior | Information search (Mouselab) | One-shot |
|
Turocy and Cason ( |
| Incentives | RT tends to be longer for higher signals in first-price auctions, RT is independent of signals in second-price auctions | First- and second-price auctions | |
|
Schotter and Trevino ( |
| Search and attentional, eureka learning | RT can be used to predict out-of-sample behavior with more accuracy than the equilibrium prediction | Global games | |
|
Halali et al. ( |
| Dual-system, cognitive control | RT is less when rejecting an unfair offer than accepting it, ego-depletion led to an increase in the rate of rejection of unfair offers | Ultimatum game | |
|
Bosman et al. ( |
| Emotions | Behavior and self-reported emotions are not affected by a time delay of 1 h | Elicitation of expectations and emotions | Ultimatum game |
A summary of current findings in the literature
| Main findings | |
|---|---|
| Preferences | |
| Risk | Evidence that time pressure increases risk taking behavior in the domain of gains, but decreases risk taking behavior in the domain of losses. Framing has been found to mediate these effects, with aspiration levels playing a role. |
| Intertemporal | Limited evidence that the present-bias is reduced under time pressure, but the long-term discounting factor and utility function curvature remain the same. |
| Social | No consensus on whether cooperation or pro-social behavior are more intuitive. The debate now centers on methodological critiques based on important mediators and/or confounding variables. An alternative hypothesis with some empirical support is that reciprocity is more intuitive. Another hypothesis is that the higher the cognitive dissonance or conflict the slower the RT—this is consistent with a sequential-sampling account. This implies an inverted-U shaped relationship between RT and cooperation, which could reconcile the conflicting findings in the literature. |
| Processes | The closer the valuations of competing options are, the longer the (endogenous) time taken to decide. Limited evidence that the existence of aspiration levels that easily discriminate between options leads to a shorter endogenous RT. |
| Decisions consistent with focal outcomes are associated with shorter RT. | |
| Heuristics | Heuristics are more likely to be used under time pressure–in many cases they involve ignoring some of the available information, particularly in strategic DM. |
| Emotions | Limited evidence that time delays reduce negative emotions about unfair offers, leading to greater acceptance rates in ultimatum games. |
| Classification | RT is predictive of behavior (out-of-sample) in a variety of tasks. In many cases, RT is more informative that other variables such as risk preferences or the normative equilibrium solution. |
| Speed–performance profile | Moderate evidence that, on average, decision quality and payoff performance for individual DM is reduced under time pressure and that there exists a positive relationship between endogenous RT and performance. However, this finding is not robust for strategic DM as it depends crucially on the characteristics of a game. Preliminary findings that time-based incentives do not affect decision quality. |
A framework for time-constrained adaptive behavior
| Strategic DM | |||
|---|---|---|---|
| Individual DM | |||
| Information acquisition | Information integration | Strategic processes | |
| Acceleration |
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| Filtration | |||
| Fewer options |
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| Fewer contingencies |
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| Weighting of information |
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| Focality enhancement |
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| Memory effects |
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| Strategy shift |
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| Criteria shift |
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| Iteration reduction |
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All models are described in detail in Sect. 3: SA Search and attentional models, LEX lexicographic heuristics, DS dual-system, ISR iterated strategic reasoning models, SSM sequential-sampling models, ADT adaptive toolbox, SMA substantive models with auxiliary assumptions
An example of strategy shift—Game #9 from Costa-Gomes and Weizsäcker (2008)
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| ||||
|---|---|---|---|---|
| L | C | R | ||
|
| U | 57, 58 | 46, 34 | 74, 70 |
| M | 89, 32 | 31, 83 | 12, 41 | |
| D | 41, 94 | 16, 37 | 53, 23 | |
Superscripts denote the outcomes of both players using a Level-k heuristic (abbreviated as Lk) or the Nash equilibrium (NE)