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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Understanding Reasoning Using Utility Proportional Beliefs</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>EpiCenter</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maastricht University</string-name>
          <email>c.nauerz@maastrichtuniversity.nl</email>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Traditionally very little attention has been paid to the reasoning process that underlies a game theoretic solution concept. When modeling bounded rationality in one-shot games, however, the reasoning process can be a great source of insight. The reasoning process itself can provide testable assertions, which provide more insight than the fit to experimental data. Based on Bach and Perea's [1] concept of utility proportional beliefs, we analyze the players' reasoning process and find three testable implications: (1) players form an initial belief that is the basis for further reasoning; (2) players reason by alternatingly considering their own and their opponent's incentives; (3) players perform only several rounds of deliberate reasoning.</p>
      </abstract>
      <kwd-group>
        <kwd>Epistemic game theory</kwd>
        <kwd>interactive epistemology</kwd>
        <kwd>solution concepts</kwd>
        <kwd>bounded rationality</kwd>
        <kwd>utility proportional beliefs</kwd>
        <kwd>reasoning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>choices should be equal to the differences in the opponent’s utilities for these choices. BP,
formalize the solution concept using the type-based approach to epistemic game theory.
Here we will only introduce the main definition and focus on the two player case. For
a more formal treatment consult BP. However, before stating the definition of utility
proportional beliefs we need to introduce some further notation.</p>
      <p>By I = {1, 2} we denote the set of players, by Cj we denote player j ’s finite choice
set, by Tj we denote player j ’s set of types, and by Ui : Ci ⇥ Cj ! R we denote player
i’s utility function. The best and the worst possible utilities of player j are denoted as
u¯j := maxc2 C uj (c) and uj := minc2 C uj (c). (bi(ti))(cj |tj ) gives the probability that
player i ’s type ti assigns to j ’s choice cj given that j is of type tj , where ti 2 Ti and
tj 2 Tj .</p>
      <p>Definition 1. Let i, j 2 I be the two players, and j 2 R such that j
of player i expresses j -utility-proportional-beliefs, if
0. A type ti 2 Ti
u¯j
j</p>
      <p>uj
(bi(ti))(cj |tj )
(bi(ti))(c0j |tj ) =
(uj (cj , tj )
uj (c0j , tj ))
(2.1)
for all tj 2 Tj (ti), for all cj , c0j 2 Cj .</p>
      <p>The definition directly corresponds to the idea of utility proportional beliefs: the difference
in probabilities player i assigns to the opponents’ choices is equal to the difference of the
utilities times the proportionality factor j /(u¯j uj ). BP give an intuitive interpretation
of j as measure of the sensitivity of a player’s beliefs to differences in the opponents
utilities. Note that there exists an upper bound for the j called jmax. It is the maximum
value of j for which equation (2.1) yields well-defined probability measures. The lower
limit of j is 0.</p>
      <p>The concept of common belief in -utility-proportional-beliefs requires that both
players entertain utility proportional beliefs, that both players believe their opponent holds
utility proportional beliefs, that both players believe their opponents believe that their
opponents do so, and so on. BP introduce an algorithm to find exactly those beliefs that
are possible under common belief in -utility-proportional-beliefs. The algorithm
iteratively deletes beliefs so that only the beliefs, which are possible under common belief in
-utility-proportional-beliefs, survive.</p>
      <p>BP show in their Theorem 2 that beliefs are unique in the two player case. By using
their Lemma 4 we find an explicit expression for the unique beliefs under common belief
in -utility-proportional-beliefs instead of using their algorithm. This expression reveals
clues about the reasoning process players might go through to obtain utility proportional
beliefs.
3</p>
    </sec>
    <sec id="sec-2">
      <title>Reasoning Process</title>
      <p>To introduce the formula for the player’s beliefs some more notation needs to be fixed. We
denote the number of choices of player i by n = |Ci| and the number of choices for player
j by m = |Cj |. Moreover, let N = {1, ..., n} and M = {1, ..., m}. The n ⇥ 1 vector in with
in = ( n1 , ..., n1 ). Let Ci = {ci1, . . . , cin} and Cj = {cj1, . . . , cjm} so that we can denote player
i’s n ⇥ m utility matrix by</p>
      <p>Uinorm =
ui
1
The m ⇥ m matrix Zm has mm 1 on the diagonal and m1 off the diagonal. Intuitively, the
centering matrix subtracts the mean from the columns of a matrix when left multiplied.
We define the matrix Gj := j ZmUjnorm since it will be useful to develop a more intuitive
understanding. By left-multiplying the normalized utility matrix Ujnorm with the centering
matrix Zm, one obtains a matrix where for every element the average of its column has
been subtracted. Note that the rows of Ujnorm correspond to i’s choices and the columns
to j’s choices. The same holds for the matrix ZmUjnorm, only that now each element
represents the relative goodness of a choice given an opponent’s choice. Therefore, the
matrix Gj gives the goodness of a choice given a belief about the opponent’s choice, scaled
by the sensitivity to the opponents differences in utility j .</p>
      <p>Now we can state the formula for i ’s beliefs about j ’s choices under common belief in
-utility-proportional-beliefs:</p>
      <p>1
i =</p>
      <p>X(Gj Gi)k(im + Gj in)
k=0
= (im + Gj in) + Gj Gi(im + Gj in)
+Gj Gi [Gj Gi(im + Gj in)] + · · · ,
(3.1)
where i is a m ⇥ 1 vector with the probabilities that player i assigns to player j ’s choices.</p>
      <p>We see that the expression (im + Gj in) is repeated several times. In the second term,
this expression is then adjusted by left multiplying the matrices Gj Gi. In the third term
the second term is adjusted by left multiplying Gj Gi, and so on. Therefore, we call
(im + Gj in) the initial belief, iinitial. It shows how player i constructs her beliefs about
player j without taking into account that player j reasons about her. Player i starts off
by assigning equal probability to her opponent’s choice combinations. Then she adjusts
her belief by adding the term Gj in, which represents the goodness of j ’s choices when j
assigns equal probability to all of i ’s choices.</p>
      <p>To emphasize the reasoning process, we define ik as the belief that player i holds after
the k th reasoning step,
i0 :=
ik :=
initial
i
initial + Gj Gi( ik 1),
i
ik = im + Gj (in + Gi( ik 1)).
such that limk!1
as follows</p>
      <p>ik = i holds. To obtain a more intuitive understanding we rewrite ik</p>
      <p>We see that first player i takes j ’s perspective, which is reflected in the expression
in + Gi( ik 1). Here player j forms a belief about player i given i ’s belief about j from
the previous reasoning step. First j assigns equal probability to all of i ’s choices. Then
she corrects these beliefs by the goodness of i ’s choices given i ’s belief about j from the
previous reasoning step. The result is a new belief of j about i. Then player i takes her
own perspective and assigns equal probability to all of j ’s choices. These probabilities are
then again corrected by the goodness of j ’s choices given the new belief of j about i. The
process then continues in the same fashion for the subsequent reasoning steps.</p>
      <p>It is also important to note that later reasoning steps will be less important for the
final belief than earlier ones. Define i = ↵ i max with ↵ i 2 [0, 1) and note that Gj =
↵ i imaxZmUjnorm, so that (3.1) can be written as
i =
1
X(↵ i↵ j imax jmaxZmUjnormZnUinorm)k iinitial.</p>
      <p>k=0
Since ↵ i, ↵ j 2 [0, 1), later terms in P1k=0(↵ i↵ j imax jmaxZmUj ZnUi)k will be smaller than
earlier ones and therefore less important for the final belief i. This has also an important
implication for the meaning of the proportionality factor i: the lower the value of i the
fewer steps of reasoning a player will undergo to approximate the final belief within a
reasonable bound. The same holds true for her opponent’s proportionality factor.
4</p>
    </sec>
    <sec id="sec-3">
      <title>Connections to Psychology</title>
      <p>These features correspond closely to findings in the psychology literature. In his book
“Thinking, Fast and Slow” Kahneman [4] advocates the idea of reasoning in two distinct
ways. He calls the two modes of thinking System 1 and System 2, according to Stanovich
[6]. Note that the word system should not indicate an actual system but only serves as
label for different modes of thinking. System 1 is an automatic and mostly unconscious
way of thinking that demands little computational capacity. System 2 describes the idea
of deliberate reasoning. It comes into play when controlled analytical thinking is needed.
Table 1 summarizes the properties of the two systems according to [6].</p>
      <p>System 1
associative
holistic</p>
      <p>System 2
rule-based
analytic
relatively undemanding of cognitive demanding of cognitive capacity
capacity
relatively fast</p>
      <p>relatively slow
acquisition by biology, exposure, and acquisition by cultural and formal
personal experience tuition</p>
      <p>The concept of System 1 describes the unconscious first reaction to a situation, which
happens almost immediately and without demanding a lot of cognitive resources.
Moreover, Kahneman [4] argues that the beliefs formed by System 1 are the basis for conscious
reasoning within System 2. This is consistent with our findings since the initial belief
does not take into account any strategic interaction. This belief can be seen as an
automatic initial reaction to the game. The deliberate reasoning process described above
can be imagined as being executed by System 2 using the findings of System 1, or in
this case the initial belief. Taking another player’s perspective takes deliberate reasoning
and can hardly be done automatically. Finally, we showed that the final belief can be
approximated with finitely many steps of reasoning. This feature is closely related to the
problem of limited working memory. Baddeley [2] defines working memory as "... [A] brain
system that provides temporary storage and manipulation of the information necessary
for such complex cognitive tasks as language comprehension, learning, and reasoning."
Since working memory is critical for reasoning, however bounded, human beings can only
perform a limited number of reasoning without the support of tools. Therefore, a model
resembling human reasoning should not predict an infinite amount of reasoning steps.
2. Baddeley, A.: Working memory. Science 255(5044), 556–559 (1992)
3. Camerer, C.F., Ho, T.H., Chong, J.K.: A cognitive hierarchy model of games. The Quarterly</p>
      <p>
        Journal of Economics 119(3), 861–898 (2004)
4. Kahneman, D.: Thinking, fast and slow. Macmillan (2011)
5. McKelvey, R.D., Palfrey, T.R.: Quantal response equilibria for normal form games. Games
and economic behavior 10(
        <xref ref-type="bibr" rid="ref1">1</xref>
        ), 6–38 (1995)
6. Stanovich, K.E., West, R.F., et al.: Individual differences in reasoning: Implications for the
rationality debate? Behavioral and brain sciences 23(5), 645–665 (2000)
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Bach</surname>
            ,
            <given-names>C.W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Perea</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Utility proportional beliefs</article-title>
          .
          <source>International Journal of Game</source>
          Theory pp.
          <fpage>1</fpage>
          -
          <lpage>22</lpage>
          (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>