Coordination.
Holt, Charles A.
1. Introduction
Coordination problems arise naturally in many economic contexts.
For example, in large organizations it is necessary to synchronize specialized divisions to avoid production bottlenecks. Low effort on the
part of one worker or division can hold up the whole process, and it
might not be worthwhile for a particular worker to exert high effort if
others are not doing the same. In this sense, the organization can reach
an equilibrium in which low effort prevails, even though all would be
better off if they could share the gains from a high-effort, high-output
situation. A similar problem can arise in macroeconomic contexts where
high employment in one sector can increase the marginal product of labor
in another. Some neo-Keynesians have used coordination games to justify
the possible role of macroeconomic policies to move the economy to a
better equilibrium.
This paper describes how to use playing cards to set up a series of
classroom coordination games with little advance preparation. Each
player must make one of two decisions, which can be interpreted as
"high" or "low" efforts, with high effort being more
costly but potentially more productive if it is matched by others. There
is an equilibrium in which all choose low efforts, and there is a better
equilibrium in which all choose high efforts. These equilibria are not
affected by noncritical changes in the cost of effort or in the number
of participants. In contrast, intuition suggests that coordination on
the high-effort outcome would be more difficult with more participants
and higher effort costs. The classroom game helps students discover the
essential tension in a coordination game between safe (e.g., low-effort)
decisions and risky attempts to reach a better (e.g., high-effort)
outcome. In more advanced classes, you can discuss the presence of
multiple, Pareto-ranked Nash equilibria and the sensitivity of behavior
to payoff parameters, such as effort costs or group size, which do not
affect this set of equilibria. Depending on the level and nature of
applications discussed, these games are appropriate for undergraduate
and MBA courses in microeconomics or macroeconomics and for any course
that uses applied game theory, such as industrial organization, law and
economics, and managerial economics.
2. Procedures
This exercise takes about 35 to 45 minutes to read instructions,
play the game, and discuss results. Start by giving each student a copy
of the instruction sheet and two playing cards - one red (Hearts or
Diamonds) and one black (Clubs or Spades). Thus, each deck of cards can
accommodate up to 26 participants. The instructor should begin by
reading the instructions out loud to the class; this is a good way to
anticipate questions and establish the appropriate atmosphere. In fact,
an effective way for the instructor to prepare before class is to read
the instructions to envision how the setup will appear from the
students' point of view.
As explained in the instructions, each student is matched with
another person, and each chooses a card to play - red or black. A person
who plays the red card earns $1 no matter what the other chooses. In
contrast, a person who plays the black card earns $4 if the other also
plays black but earns nothing if the other plays red. In this sense,
playing the black (high-effort) card is riskier but potentially more
profitable. Because only the colors of the cards matter, it is better to
use decks with cover patterns that are neither red nor black. The use of
the playing cards avoids suggestive terms such as "high
effort," which emphasizes the basic incentive structure of the
game. Finally, it helps to write the payoff rules (in words and dollar
amounts) on the blackboard or on a transparency, perhaps using colored
markers. We do not show a payoff matrix at this stage as its
construction can arise naturally from the discussion that follows.
The process begins when students are asked to play a card by
holding it against their chests. This guarantees that they do not
observe others' decisions. Moreover, the instructor can see who has
already made a choice and who needs more time. Once students make their
choices, the instructor can select pairings more or less randomly by
pointing at two students spontaneously and saying, "You and you,
please reveal your choices." If the class has fewer than 20
students, ask everyone to make choices at the same time before the
random matching. With larger classes, pool people in groups, perhaps
composed of one or two rows of seats, so that they can be paired with
someone else in the same group after making their choices.
One variation uses more than two people in each matching. This
stimulates a lot of discussion and will help you evaluate coordination
problems among larger numbers of people. To proceed, select groups of
about 10. Ask students to make their choices in the same way as
previously, but note that earnings depend on the choices of all people
in a given group. Playing the red card results in a $1 earning
regardless of others' choices (as before), but playing the black
card yields $4 only if all people in the same group choose black;
otherwise, it yields $0. The instructions in the Appendix are set up for
two-person matchings in periods 1 and 2, followed by games with larger
numbers of participants in periods 3 and 4. There are two additional
rows in the instructions for recording earnings for periods 5 and 6 in
case the instructor tries a variation in which the gains from
coordination on black are reduced from $4 to $2 (as discussed below).
Although earnings can be hypothetical, small monetary payments help
to increase interest, especially in a game such as this, in which market
competition is not a factor. You can announce, in advance, that you will
pick one person at random, ex post, and pay that person 10% of their
total earnings in cash, as explained in the parenthetical sentence in
the Appendix. The cash required would be between $1 and $2 for a 10%
payout rate over four to six periods.
To summarize, the only advance preparation involves copying an
instruction sheet for each person and securing enough playing cards to
give each person one red card and one black card. Distribute these
materials, read the instructions out loud, ask groups of students (by
row) to make decisions, and pair them randomly until all in a given
group have revealed their choices. This can be repeated until each
person has made two decisions. Then read the second part of the
instructions, which explains payoffs when students are playing in larger
groups. The large-group games can be repeated once before moving on to a
change in the incentive to coordinate (if desired) and the discussion of
results.
3. Discussion
About 91% of the students in an introductory class coordinated on
the high-payoff equilibrium (black/black) in two-person matchings, These
same students later chose black only about 66% of the time when placed
in groups of six to eight students (seated in their own row). In the
final period, all 28 students were placed in the same group, and the
rate of black choices fell to 14%. One way to initiate discussion is to
find people who played black in the two-person matchings and switched to
red in the large-group variation and then ask them to explain their
choices. Most recognize that it is riskier to attempt coordination in
larger groups because the gains from doing so require that all make the
same choice. In this card game, it takes only a single red card choice
to destroy the potential benefits from playing black.
Another approach is to ask whether playing black is a stable or
self-enforcing situation. In this manner, you can let students try to
figure out the notion of an equilibrium in which no one has an
individual incentive to change his or her behavior, given that the
others do not change their decisions. In the end, you might have to ask
the direct question, "If you knew that the other person would play
black, which card would you play? And if the other person knew that you
would play black, which card do you think he or she would play? In what
sense is it an equilibrium for both people to play black? What if you
think the other will play red and the other thinks you will play
red?" Then ask whether a change in the group size prevents all
playing black from being an equilibrium. Only after some discussion
should you point out that it is a Nash equilibrium for all to play
black, regardless of group size. Students might have difficulty with
this conclusion, citing the increased risk of someone switching to red
in a large group. Here it is useful to make a distinction between the
stability of an equilibrium once it is reached and the process of
learning and adjustment that might or might not converge to such an
equilibrium.
Only after this type of discussion is it useful to let students
construct a payoff matrix for this coordination game, as shown in Table
1. The number before the comma for each payoff pair represents the row
player's payoffs. If either person plays black, then the
other's best response is to play black too, so black/black is an
equilibrium with payoffs of $4 each. On the other hand, the best
response to the play of a red card is also red, and this constitutes
another equilibrium, with $1 payoffs. The black/black equilibrium is
better for both; that is, it is "Pareto dominant." The effort
interpretation can be explained: Low effort results in revenue of $2 and
an effort cost of $1 for net earnings of $1. A high effort results in an
effort cost of $2 but does not raise the revenue if the other person
chooses low, in which case the net earnings are zero. If all
participants choose high effort, the revenue per person rises to $6, so
the net earnings are $4, as shown in Table 1.
Table 1. A Coordination Game
Column Player
Red Black
Row Player Red (1, 1) (1, 0)
Black (0, 1) (4, 4)
Another variation in the game that affects behavior without
changing the pure-strategy equilibria (red/red and black/black) is to
reduce the gains from successful coordination from $4 to $2, which
changes the $4 payoffs to $2 payoffs in Table 1. The rate of black
(high-effort) decisions fell from 91% in one class with the $4 setup to
71% in another class with the $2 setup.
It is important in class discussion to lead students to discover
richer economic applications with elements of coordination. You can
begin by asking them to think of situations that are similar to
coordination games. One effective way to do this is to divide the class
into discussion groups of three to five students and ask each group to
come up with an example. The instructor can walk around and listen to
the group discussions and help if necessary. If students cannot come up
with examples, ask them to think of coordination problems that they
might often face, such as getting together with friends at a restaurant
or studying in groups. If your friends are on time, you would be happier
arriving on time; however, if they are late, you would prefer to be late
too. You might then relate being on time to working hard in a large
organization with specialized production tasks, as discussed in the
introduction. Because coordination is harder with large groups, ask why
some actual organizations are not small, which raises issues of
economies of scale, monitoring, and team incentives.
Economy-wide coordination problems can be emphasized in development
and macroeconomics classes. Here, you can interpret playing red as
production within the household and playing black as taking goods and
services to exchange in the market. Loosely speaking, market exchanges
can be very profitable in thick markets that allow specialization of
labor and the exchange of a wide variety of goods. However, if market
activity is low, the less risky option of household production might be
better. Public transportation, day care subsidies, and good
communications and legal infrastructures can promote highly coordinated,
developed economies.
It is interesting to compare the coordination game with a
prisoner's dilemma. Students might have seen a prisoner's
dilemma in other economics or social science classes, and these people
are likely to think that the classroom coordination game is such a
dilemma. If you ask how these games differ and the answer is unclear,
follow up with a question about how a prisoner's dilemma could be
set up with playing cards. For example, playing the red card could
correspond to taking $1 for oneself, and playing the black card could
correspond to giving $4 to the other person, so that you always have a
selfish incentive to take even if the other gives $4 to you.(2) You can
then review the payoffs for a typical prisoner's dilemma and ask
how it differs from a coordination game, leading to discussion of what
is meant by an equilibrium. In particular, the highest joint payoffs are
self-enforcing in a coordination game but not in a prisoner's
dilemma, in which each person has an incentive to defect. Duopoly price
competition, for example, can be more like a prisoner's dilemma
because sellers typically are tempted to cut price if it becomes too
high. Thus, the problem for players in a prisoner's dilemma
involves both coordination and enforcement, whereas the enforcement
problem is not an issue in a coordination game.
4. Further Reading
Macroeconomic applications of coordination models are discussed in
Bryant (1983, 1996) and Cooper and John (1988). There have also been a
number of laboratory studies of coordination games. In controlled
experiments, coordination is enhanced by nonbinding preplay
communication in which subjects notify others of intended decisions
before making the actual decisions that determine their payoffs (Cooper
et al. 1992). In addition, an increase in the number of players or in
the cost of effort results in lower effort levels, even in games in
which these changes do not affect the set of pure-strategy equilibria
(Van Huyck, Battalio, and Beil 1990; Goeree and Holt 1998). These
laboratory results are intuitive: It is riskier to provide a high effort
when effort is more costly or when there are more people who must
coordinate to make this strategy worthwhile.
Theorists have become interested in these behavioral patterns that
are not explained by a standard Nash equilibrium analysis, and a number
of explanations have been proposed. Crawford (1991) introduces evolution
and learning into the analysis of coordination; the idea is that people
will tend to move toward high (or low) effort levels if they see others
doing the same. Anderson, Goeree, and Holt (1996) propose an equilibrium
model with logistic decision error that provides a remarkably accurate
prediction of "final period" effort levels in the Goeree and
Holt (1998) coordination experiments. They show that simple learning
models with logistic decision error explain the increase in average
efforts over time in experiments with low effort costs (and the
analogous decrease with high effort costs).(3) Ochs (1995) surveys some
of the earlier literature on coordination game experiments, and
Romer's (1996) graduate macroeconomics text summarizes both
theoretical and experimental work.
Appendix
We are going to play a card game in which everyone will be matched
with someone else in the room. Each of you should now have a pair of
playing cards - one red card (Hearts or Diamonds) and one black card
(Clubs or Spades). The numbers or faces on the cards will not matter,
just the color. You will be asked to play one of these cards by holding
it to your chest (so that we can see that you have made your decision
but not what that decision is). Your earnings are determined by the card
that you play and by the card played by the person who is matched with
you.
If you play your red card, you will earn $1 regardless of what card
is played by the other person. If you play your black card, you will
receive $4 if the other person also plays a black card, and you will
receive $0 if the other plays a red card. To summarize, your earnings
equal $1 if you play a red card, $4 if you play a black card and the
other plays a black card, and SO if you play a black card and the other
plays a red card. All earnings are hypothetical, except as noted below.
After you choose which card to play, hold it to your chest. Then we
will tell you who you are matched with, and you can each reveal the card
that you played. Record your earnings in the space below. (Optional cash
payout method: After all periods are finished, one person will be
selected with a random draw to receive 10% of his or her total earnings
in cash. All earnings for everyone else are hypothetical.)
To begin: Would the people in the group (or row) that I designate please choose which card to play. Show that you have made your decision
by picking up the card you want to play and holding it to your chest.
Now, I will pair you with another person, ask you to reveal your choice,
and calculate your earnings. You should record decisions and your
earnings in the space provided below. Finally, please note that in each
period you will be matched with a different person.
Your card Other's card Your
Period (R or B) (R or B) earnings
1.
2.
In the next period, you will make your decision at the same time as
those in your group (e.g., your row). As before, you earn $1 if you play
your red card, regardless of what cards are played by the other people
in your group. If you play your black card, you will receive $4 if all
the others in your group also play a black card, and you will receive $0
if one or more of the others play a red card. I will tell you in advance
which members of the class are in your group. To summarize, your
earnings equal $1 if you play a red card, $4 if you play a black card
and all others play their black cards, and $0 if you play a black card
and someone else plays a red card.
All black cards (B) or
Your card at least 1 red card (R) Your
Period (R or B) (R or B) earnings
3.
4.
In the final two periods, you will be paired with only one other
person, as was the case originally. However, the payoffs for playing a
black card have been changed. Your earnings equal $1 if you play a red
card, $2 if you play a black card and the other plays a black card, and
$0 if you play a black card and the other plays a red card.
Period Your card Other's card Earnings
5.
6.
Total earnings for all periods:
This project was supported in part by the National Science
Foundation grant SBR-9617784. We wish to thank Susan Laury and an
anonymous referee for helpful suggestions.
1 In a game theory class, you can show that this change in behavior
is not explained by resorting to a Nash equilibrium in mixed strategies.
Assuming risk neutrality, the mixed equilibrium probability of playing
black is .25 in the $4 treatment and .50 in the $2 treatment, which is
qualitatively opposite the change in observed behavior.
2 Holt and Capra (1997) describe how to use playing cards to set up
classroom prisoner's dilemma games. A number of economic
applications are discussed.
3 These interesting dynamic patterns are not explained by
Crawford's (1991) model because it specifies an adjustment rule
that is a linear function of a player's previous decision and the
best response to the other decision(s) observed in the previous period.
The best response is to match the other's effort (or the minimum of
others' efforts) regardless of the effort cost, so that the
predicted adjustments are independent of the effort cost.
References
Anderson, Simon P., Jacob K. Goeree, and Charles A. Holt. 1996.
Minimum-effort coordination games: An equilibrium analysis of bounded
rationality. Unpublished paper, University of Virginia.
Bryant, John. 1983. A simple rational expectations Keynes-type
model. Quarterly Journal of Economics 98:525-8.
Bryant, John. 1996. Team coordination problems and macroeconomics.
In Beyond microfoundations: Post walrasian macroeconomics, edited by D.
Colander. Cambridge, U.K.: Cambridge University Press.
Cooper, Russell, Douglas V. DeJong, Robert Forsythe, and Thomas W.
Ross. 1992. Communication in coordination games. Quarterly Journal of
Economics 107:739-71.
Cooper, Russell, and Andrew John. 1988. Coordinating coordination
failures in Keynesian models. Quarterly Journal of Economics 103:441-64.
Crawford, Vincent P. 1991. An "evolutionary"
interpretation of Van Huyck, Battalio and Beil's experimental
results on coordination. Games and Economic Behavior 3:25-59.
Goeree, Jacob K., and Charles A. Holt. 1998. A laboratory study of
costly coordination. Unpublished paper, University of Virginia.
Holt, Charles A., and Monica Capra. 1997. Classroom games: A
prisoner's dilemma. Unpublished paper, University of Virginia.
Ochs, Jack. 1995. Coordination problems. In Handbook of
experimental economics, edited by John Kagel and Alvin Roth. Princeton,
NJ: Princeton University Press, pp. 195-249.
Romer, David. 1996. Advanced macroeconomics. New York: McGraw-Hill.
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