Game Theory, Institutions and the Schelling-Bacharach Principle: Toward an Empirical Social Ontology (original) (raw)

Institutions as Game Theory Outcomes: Towards a Cognitive-Experimental Inquiry

International Journal of Management, Economics and Social Sciences, 2013

This paper investigates two different approaches to the analysis of institutions using game theory and discusses their methodological and theoretical implications for further research. Starting from von Neumann and Morgenstern's theory, we investigate, how Schotter and Schelling's approaches to the analysis of economic institutions contribute to develop a proper cognitive method to investigate institutions as the unplanned outcome of self- interested individual behavior? While the game theory model developed by Schotter does not allow to encompass the complexity of decision-making processes leading to the emergence of institutions, Schelling's empirical approach contributes to the cognitive inquiry into economic institutions and it opens the way to an interdisciplinary research method in which pure theory, empirical research and insight coming from different research fields work together. Starting form Schelling's work it is possible to draw the progress achieved by the cognitive economics of institutions and to suggest the need of further experimental and empirical research to better understand the cognitive dynamics that shape human behavior and influence the emergence of economic institutions.

The Cognitive Dimension of Institutions

Having pioneered the concept in economics that institutions structure incentives, Douglass North's later work posed the question, in turn: what structures institutions? His approach explored the role of culture, norms, and ideas and eventually drew its focus on shared mental models as the basis of institutions. An ongoing literature takes up North's fundamental question. In this paper, we contribute to this literature by bringing together North's mental-models approach and the work of philosopher John Searle. Searle pioneered the concept in philosophy that institutions are constitutive rules, established through collective assignment of particular status to objects in the world. Drawing upon cognitive science research on knowledge, learning, and habituation, as well as computer science research on artificial intelligence, we develop Searle's framework to pose a simple yet general account of the cognitive origins of institutions and the implications of this link for social theory. Our framework reconciles the social science approach to institutions as regulative rules with the philosophy approach to institutions as constitutive rules. It also provides a basis for considering impediments to social interaction that arise when individuals possess conflicting normative ideas and affiliate into groups whose shared understandings appear to conflict. Acknowledgments: This paper has been prepared for an edited volume celebrating the contributions of Douglass North. We thank the editor, Andrés Marroquín, and the publisher, Universidad Francisco Marroquín, for the opportunity to contribute to this volume. Sections of this paper are based on our joint ongoing work, including López and Caton (2018) and Caton and López (2018). The usual caveat applies.

Paradigm Shift in Game Theory: Sociological Re-Conceptualization of Human Agency, Social Structure, and Agents’ Cognitive-Normative Frameworks and Action Determination Modalities

Social Sciences

This article aims to present some of the initial work of developing a social science grounded game theory-as a clear alternative to classical game theory. Two distinct independent initiatives in Sociology are presented: One, a systems approach, social systems game theory (SGT), and the other, Erving Goffman's interactionist approach (IGT). These approaches are presented and contrasted with classical theory. They focus on the social rules, norms, roles, role relationships, and institutional arrangements, which structure and regulate human behavior. While strategic judgment and instrumental rationality play an important part in the sociological approaches, they are not a universal or dominant modality of social action determination. Rule following is considered, generally speaking, more characteristic and more general. Sociological approaches, such as those outlined in this article provide a language and conceptual tools to more adequately and effectively than the classical theory describe, model, and analyze the diversity and complexity of human interaction conditions and processes: (1) complex cognitive rule based models of the interaction situation with which actors understand and analyze their situations; (2) value complex(es) with which actors operate, often with multiple values and norms applying in interaction situations; (3) action repertoires (rule complexes) with simple and complex action alternatives-plans, programs, established (sometimes highly elaborated) algorithms, and rituals; (4) a rule complex of action determination modalities for actors to generate and/or select actions in game situations; three action modalities are considered here; each modality consists of one or more procedures or algorithms for action determination: (I) following or implementing a rule or rule complex, norm, role, ritual, or social relation; (II) selecting or choosing among given or institutionalized alternatives according to a rule or principle; and (III) constructing or adopting one or more alternatives according to a value, guideline, or set of criteria. Such determinations are often carried out collectively. The paper identifies and illustrates in a concluding table several of the key differences between classical theory and the sociological approaches on a number of dimensions relating to human agency; social structure, norms, institutions, and cultural forms; patterns of game interaction and outcomes, the conditions of cooperation and conflict, game restructuring and transformation, and empirical relevance. Sociologically based game theory, such as the contributions outlined in this article suggest a language and conceptual tools to more adequately and effectively than the classical theory describe, model, and analyze the diversity, complexity, and dynamics of human interaction conditions and processes and, therefore, promises greater empirical relevance and scientific power. An Appendix provides an elaboration of SGT, concluding that one of SGT's major contributions is the rule based conceptualization of games as socially embedded with agents in social roles and role relationships and subject to cognitive-normative and agential regulation. SGT rules and rule complexes are based on contemporary developments relating to granular computing and Artificial Intelligence in general.

The Theory of Minds Within the Theory of Games

Proceedings of the 2012 International Conference on Artificial Intelligence, 2012

Abstract: Classical rationality as accepted by game theory assumes that a human chooser in a given moment has consistent preferences and beliefs and that actions result consistently from those preferences and beliefs, and moreover that these preferences, beliefs, and actions remain the same across equal choice moments. Since, as is widely found in prior experiments, subjects do not follow the predictions of classical rationality, behavioral game theorists have assumed consistent deviations from classical rationality by assigning to ...

From the theory of mind to the construction of social reality

2005

In this paper we argue that the hypothesis of the theory of mind advanced in cognitive science can be the basis not only of the social abilities which allow interaction among individuals, but also of the construction of social reality. The theory of mind is the attribution, via the agent metaphor, of mental attitudes, like beliefs and goals, to other agents. Analogously, we attribute mental attitudes to social entities, like groups, normative systems and organizations with roles. The agent metaphor explains the necessary abilities to deal with complex aspects of social behavior, like acting in a group, playing a role in an organization, and living in a reality organized in institutions which create regulative and constitutive norms to regulate behavior. To show the feasibility of this approach we provide a computational model of the construction of social reality based on multiagent systems.

Game Theory and Institutions Game Theory and Institutions 1

This short paper begins with a summary of the views of a sympathetic game theorist on the current state of play in what is still called the New Institutional Economics. It continues with a much abbreviated summary of my own attempts to treat justice as a kind of institution in the hope that this will serve as a case study in how game theory can serve as a useful intellectual framework for the study of human institutions.

Knowledge, behavior, and rationality: rationalizability in epistemic games

Archive for Mathematical Logic, 2021

In strategic situations, agents base actions on knowledge and beliefs. This includes knowledge about others' strategies and preferences over strategy profiles, but also about other external factors. Bernheim and Pearce in 1984 independently defined the game theoretic solution concept of rationalizability, which is built on the premise that rational agents will only take actions that are the best response to some situation that they consider possible. This accounts for other agents' rationality as well, limiting the strategies to which a particular agent must respond, enabling further elimination until the strategies stabilize. We seek to generalize rationalizability to account not only for actions, but knowledge of the world as well. This will enable us to examine the interplay between action based and knowledge based rationality. We give an account of what it means for an action to be rational relative to a particular state of affairs, and in turn relative to a state of knowledge. We present a class of games, Epistemic Messaging Games (EMG), with a communication stage that clarifies the epistemic state among the players prior to the players' actions. We use a history based model, which frames individual knowledge in terms of local projections of a global history. With this framework, we give an account of rationalizability for subclasses of EMG.