Traveler's Dilemma
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In
game theory Game theory is the study of mathematical models of strategic interactions. It has applications in many fields of social science, and is used extensively in economics, logic, systems science and computer science. Initially, game theory addressed ...
, the traveler's dilemma (sometimes abbreviated TD) is a non-
zero-sum Zero-sum game is a mathematical representation in game theory and economic theory of a situation that involves two competing entities, where the result is an advantage for one side and an equivalent loss for the other. In other words, player on ...
game in which each player proposes a payoff. The lower of the two proposals wins; the lowball player receives the lowball payoff plus a small bonus, and the highball player receives the same lowball payoff, minus a small penalty. Surprisingly, the
Nash equilibrium In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed) ...
is for both players to aggressively lowball. The traveler's dilemma is notable in that naive play appears to outperform the Nash equilibrium; this apparent paradox also appears in the
centipede game In game theory, the centipede game, first introduced by Robert W. Rosenthal, Robert Rosenthal in 1981, is an extensive form game in which two players take turns choosing either to take a slightly larger share of an increasing pot, or to pass the p ...
and the finitely-iterated
prisoner's dilemma The prisoner's dilemma is a game theory thought experiment involving two rational agents, each of whom can either cooperate for mutual benefit or betray their partner ("defect") for individual gain. The dilemma arises from the fact that while def ...
.


Formulation

The original game scenario was formulated in 1994 by Kaushik Basu and goes as follows:
"An airline loses two suitcases belonging to two different travelers. Both suitcases happen to be identical and contain identical antiques. An airline manager tasked to settle the claims of both travelers explains that the airline is liable for a maximum of $100 per suitcase—he is unable to find out directly the price of the antiques."
"To determine an honest appraised value of the antiques, the manager separates both travelers so they can't confer, and asks them to write down the amount of their value at no less than $2 and no larger than $100. He also tells them that if both write down the same number, he will treat that number as the true dollar value of both suitcases and reimburse both travelers that amount. However, if one writes down a smaller number than the other, this smaller number will be taken as the true dollar value, and both travelers will receive that amount along with a bonus/malus: $2 extra will be paid to the traveler who wrote down the lower value and a $2 deduction will be taken from the person who wrote down the higher amount. The challenge is: what strategy should both travelers follow to decide the value they should write down?"
The two players attempt to maximize their own payoff, without any concern for the other player's payoff.


Analysis

One might expect a traveler's optimum choice to be $100; that is, the traveler values the antiques at the airline manager's maximum allowed price. Remarkably, and, to many, counter-intuitively, the Nash equilibrium solution is in fact just $2; that is, the traveler values the antiques at the airline manager's ''minimum'' allowed price. For an understanding of why $2 is the
Nash equilibrium In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed) ...
consider the following proof: *Alice, having lost her antiques, is asked their value. Alice's first thought is to quote $100, the maximum permissible value. *On reflection, though, she realizes that her fellow traveler, Bob, might also quote $100. And so Alice changes her mind, and decides to quote $99, which, if Bob quotes $100, will pay $101. *But Bob, being in an identical position to Alice, might also think of quoting $99. And so Alice changes her mind, and decides to quote $98, which, if Bob quotes $99, will pay $100. This is greater than the $99 Alice would receive if both she and Bob quoted $99. *This cycle of thought continues, until Alice finally decides to quote just $2—the minimum permissible price. Another proof goes as follows: *If Alice only wants to maximize her own payoff, choosing $99 trumps choosing $100. If Bob chooses any dollar value 2–98 inclusive, $99 and $100 give equal payoffs; if Bob chooses $99 or $100, choosing $99 nets Alice an extra dollar. *A similar line of reasoning shows that choosing $98 is always better for Alice than choosing $99. The only situation where choosing $99 would give a higher payoff than choosing $98 is if Bob chooses $100—but if Bob is only seeking to maximize his own profit, he will always choose $99 instead of $100. *This line of reasoning can be applied to ''all'' of Alice's whole-dollar options until she finally reaches $2, the lowest price.


Experimental results

The ($2, $2) outcome in this instance is the
Nash equilibrium In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed) ...
of the game. By definition this means that if your opponent chooses this Nash equilibrium value then your best choice is that Nash equilibrium value of $2. This will not be the optimum choice if there is a chance of your opponent choosing a higher value than $2. When the game is played experimentally, most participants select a value higher than the Nash equilibrium and closer to $100 (corresponding to the
Pareto optimal In welfare economics, a Pareto improvement formalizes the idea of an outcome being "better in every possible way". A change is called a Pareto improvement if it leaves at least one person in society better off without leaving anyone else worse ...
solution). More precisely, the Nash equilibrium strategy solution proved to be a bad predictor of people's behavior in a traveler's dilemma with small bonus/malus and a rather good predictor if the bonus/malus parameter was big. Furthermore, the travelers are rewarded by deviating strongly from the Nash equilibrium in the game and obtain much higher rewards than would be realized with the purely rational strategy. These experiments (and others, such as focal points) show that the majority of people do not use purely rational strategies, but the strategies they do use are demonstrably optimal. This paradox could reduce the value of pure game theory analysis, but could also point to the benefit of an expanded reasoning that understands how it can be quite rational to make non-rational choices, at least in the context of games that have players that can be counted on to not play "rationally." For instance, Capraro has proposed a model where humans do not act a priori as single agents but they forecast how the game would be played if they formed coalitions and then they act so as to maximize the forecast. His model fits the experimental data on the Traveler's dilemma and similar games quite well. Recently, the traveler's dilemma was tested with decision undertaken in groups rather than individually, in order to test the assumption that groups decisions are more rational, delivering the message that, usually, two heads are better than one. Experimental findings show that groups are always more rational – i.e. their claims are closer to the Nash equilibrium - and more sensitive to the size of the bonus/malus. Some players appear to pursue a Bayesian Nash equilibrium.Becker, T., Carter, M., & Naeve, J. (2005). Experts Playing the Traveler's Dilemma (No. 252/2005). Department of Economics, University of Hohenheim, Germany.


Similar games

The traveler's dilemma can be framed as a finitely repeated prisoner's dilemma. Similar paradoxes are attributed to the
centipede game In game theory, the centipede game, first introduced by Robert W. Rosenthal, Robert Rosenthal in 1981, is an extensive form game in which two players take turns choosing either to take a slightly larger share of an increasing pot, or to pass the p ...
and to the p-beauty contest game (or more specifically, " Guess 2/3 of the average"). One variation of the original traveler's dilemma in which both travelers are offered only two integer choices, $2 or $3, is identical mathematically to the standard non-iterated Prisoner's dilemma and thus the traveler's dilemma can be viewed as an extension of prisoner's dilemma. (The minimum guaranteed payout is $1, and each dollar beyond that may be considered equivalent to a year removed from a three-year prison sentence.) These games tend to involve deep iterative deletion of dominated strategies in order to demonstrate the Nash equilibrium, and tend to lead to experimental results that deviate markedly from classical game-theoretical predictions.


Payoff matrix

The canonical
payoff matrix In game theory, normal form is a description of a ''game''. Unlike extensive-form game, extensive form, normal-form representations are not Graph (discrete mathematics), graphical ''per se'', but rather represent the game by way of a matrix (mathe ...
is shown below (if only integer inputs are taken into account): Denoting by S = \ the set of strategies available to both players and by F: S \times S \rightarrow \mathbb the payoff function of one of them we can write :F(x,y) = \min(x,y) + 2\cdot\sgn(y-x) (Note that the other player receives F(y,x) since the game is quantitatively symmetric).


References

{{Game theory Non-cooperative games Dilemmas