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Doctoral Program in Economics and Management CIFREM, University of Trento XXIII Cycle Mental Representation of Games, Categorization, and Similarity Extended Research Proposal Sibilla Di Guida 5 February 2009 Abstract For nearly five decades, experimental economics has been based on the assumption of bounded rationality. Violations of rationality have been studied in both individual and interactive strategic situations. A few studies have hypothesized that bounded rationality emerges because of errors and simplifications in the mental models agents develop to process information. The aim of my thesis is to investigate the role of mental representations of games in the choice process. I will first run an experiment to verify whether subjects playing different roles in the same game develop different misrepresentations of that game. Secondly, I will design a model that mimics the process of categorization that real agents use when they confront complex environments. Lastly, I will run an experiment to verify whether agents develop categories for strategic games and to identify which of the several characteristics of a game is more “evident” for them. Introduction In recent years, empirical findings have raised several doubts about the assumptions underpinning microeconomic theory, in particular agents’ full rationality and their complete and correct understanding of the environment with which they interact. Lab experiments have extensively shown that agents are unable to identify the optimal strategy in a large number of situations, both individual and interactive (Camerer, 2003; Kagel and Roth, 1995). Most of such studies start from the assumption that first agents analyze correctly a strategic situation and gather information about it, then are unable to optimally elaborate these pieces of information and develop the best strategy. What has been rarely investigated is the possibility that non-optimal strategies are due to an erroneous mental representation of the strategic situation, rather than to a limited logical capacity. A possibility is that agents first build a wrong mental representation of the strategic situation and then choose optimally according to it. Devetag and Warglien (2008) have shown empirically that this hypothesis is compatible with the data and that the role of mental representation calls for careful investigation. In particular, an issue that has not yet been explored in depth is the possibility that two subjects that are playing together can develop differing mental representations of the same game, in relation to the roles played. This situation may emerge particularly in games such as the “Trust Game”, where subjects have “asymmetric” roles, but it may appear also in other types of sequential and simultaneous games. Another issue that has still to be investigated is the role played by categories in interactive games. The theme of categorization is actually a subset of the issue of mental representations, since it is an instrument to represent and store information about the world in our minds. The importance of categories has been recently recognized in Choice Theory, but mainly in relation to subjects’ individual mechanisms of choice. No attention has been paid to 1 the possibility that subjects categorize interactive games and then choose based on the categories they have previously built. Moreover the role of prototypes and analogies in the categorization process also calls for further research. My dissertation aims to fill these gaps by running a series of lab experiments and developing a model of categorization. The model will replicate the mental mechanism that subjects exploit in order to simplify the process of choice and reach a decision without full information, in a finite time. Literature Review My thesis will be divided into two parts. In the first, I will investigate the role of mental representation in games through a series of experiments. In the second, I will study categorization in games, first designing a model of categorization, and then running some experiments in order to test my hypothesis. Both parts are concerned with the problem of how people represent and process information when playing games, but they refer to partially different literatures. Neither topic has been deeply explored in economics, with a few exceptions. Mental representations in games One of the main assumptions of game theory is that subjects are fully rational. In the case of a strategic game, this implies principally that players are always able to develop an optimal strategy that leads them to obtain the highest possible payoff. In order to select this strategy, they must have a complete and correct understanding of the structure of the game, they must know what are their partners’ objectives and, consequently, they are able to forecast their partners’ strategies correctly. Since these assumptions are the same for all players, the direct 2 consequence is that subjects should interpret the information in the same way. In other words, it is assumed to be “common knowledge” of the characteristics of the game among subjects. These assumptions leads to some severe implications and from the 1950s they have been largely put to the test by a series of experimental studies that have illustrated how, in many cases, subjects do not act as if they are fully rational. Starting from the Allais Paradox (Allais, 1953), passing trough the Ultimatum Game (Güth et al., 1982), until arriving to the Centipede Game (McKelvey and Palfrey, 1992), economists have identified many situations in which players behave according to sub-optimal strategies, showing they do not behave in conformity to rational principles of choice. However in spite of the conflicting experimental evidence, the assumption of full rationality is generally accepted. One of the reasons for which a lot of assumptions of standard economics are still accepted (even if they have been proved not to be “universally true”) is that they have been considered useful approximations of human behavior, even if not precise and incontrovertible descriptions. Furthermore as all approximations they admit counter-examples. Moreover, one of the classical critiques of experimentalists is that counterexamples are not sufficient and do not offer an alternative general theory of individual behavior that could replace Expected Utility Theory (Kagel and Roth, 1995). Even if the assumption of full rationality is generally accepted, some game theorists have modeled bounded rationality in various ways. For my purpose, the approach taken by Kreps (1990) is of particular interest. In his book, Kreps supports the idea that players develop simplified and/or misspecified mental representations of the strategic situation in order to choose their strategy. Kreps’s approach places subjects into a dynamic context where they are involved in series of short-run strategic situations. Agents represent each of those situations through some mental models that permit them to easily process the information and to choose a strategy that is optimal according to the model. Since the models are 3 simplifications and/or misspecifications, even if the choices are optimal according to them in the short-run they can be non-optimal according to the true strategic situations. In the longrun, agents update their models thanks to the information and the experience gathered in the previous periods, developing more refined mental representations. According to this approach, subjects are supposed to be utility maximizers as predicted by EUT. The novelty of this approach is that it allows the existence of bounded rationality, which emerges in the phase of developing an imperfect mental model as a schema for the true strategic situation. According to EUT, agents are able to process fully and correctly the information necessary to find the optimal strategy. Accepting the existence of an imperfect representation allows for the motivation of “irrational” behaviors without changing the assumption of utility maximization. At this stage, three main questions emerge. Are actual agents able to perceive correctly strategic situations, even in simple cases? Empirical findings have in fact shown that behaviors do not conform to standard theory emerge not only in complex but also in extremely simple environments, as in the case of the Ultimatum Game. Many explanations based on other-regarding preferences have been provided for this kind of phenomena (Rabin, 1993; Fehr and Schmidt, 1999), but no attention has been devoted to the role that mental misrepresentations of the strategic situation play on this topic. Then how do the mental representations differ from the true strategic situations? And lastly, do subjects behave rationally according to their erroneous mental representations? Even if economists have rarely taken into consideration the development of mental models of strategic situations and the possibility of misrepresentations, psychologists have long linked mental models with strategic thinking. As presented in Holland et al. (1986, 30), First, a model must make it possible for the system to generate predictions even though knowledge of the environment is incomplete. Second, it must be easy to refine the model as additional information is acquired without losing useful 4 information already incorporated. Finally, the model must not make requirements on the cognitive system’s processing capabilities that are infeasible computationally. In order to be parsimonious, it must make extensive use of categorization, dividing the environment up into equivalence classes. Comparing Kreps’s and Holland et al.’s definitions of mental models, it is possible to find some common elements. The first is that both expect to exploit the models in order to generate predictions (or make choices); the model is then not only an instrument through which to represent the world, but also a way to analyze and to interact with it. The second is that they both define the model as a dynamic one that absorbs and modifies itself as new information is obtained. These two aspects can be considered as the key characteristics of the mental models of real strategic situations. Two simple questions that come to mind at this point are: why should mental models be so important and why do people need them? Mental models are not only important, but fundamental and unavoidable. The environment in which we live surrounds us and sends us several different kind of stimuli. Since it is something located outside us, the only way we have to observe and analyze it is by constructing a stylized image in our brains. This image is commonly called “mental representation”. What EUT asserts is that this representation is the mirror image of the real world: it does not matter how complicated the environment is, agents are always able to correctly represent it in their minds and to identify the best strategy for every situation. Given these assumptions it is difficult (if not impossible) to explain the “irrational” behaviors that have been detected in several experimental situations. Accepting the existence of misrepresentation opens the possibility that wrong strategies are not due to computational limits in the elaboration of a strategy, but rather to a rational choice for a strategic situation that is not the original one. Devetag and Warglien (2008) propose that once agents have constructed a wrong mental model, they are not able to find the optimal solution 5 for the original strategic situation. What they will do is find the strategy that is the best with respect to the mental model they have built. Few economic studies have developed mental models. In an experimental paper, Devetag and Warglien (2008) have examined how simplified mental models are connected to task complexity. They also have investigated whether irrational strategies are related to the mental representations. Starting from these objectives, the authors have designed an innovative experiment where the structures of four classical games were reproduced through a series of isotonic, antitonic, projective, and non-projective bi-orders, where bi-order is defined a pair of order relations on a given set of elements. These games were a coordination game, a game of conflict, a game of chicken, and a prisoner’s dilemma. During the experiments, the agents had to choose from a set of objects of different shapes and colors a subset that satisfied some given bi-orders. What emerged is that some bi-order structures are harder to represent for players. More than 90 percent of the agents were able to satisfy the isotonic bi-order (coordination game), while less than 50 percent correctly represented the non-projective biorder (prisoner’s dilemma). The authors have also investigated how these representational errors affect the choice of strategy. They found that wrong representations were not casual, but systematically simpler than the game that they represent, and that the choices of agents were non optimal with respect to the original game, but consistent with their misrepresentations. This article was one of the first attempts to investigate the role of mental models in strategic situations. It has the merit of coping with the problem through a precise and original experimental design, and the article gives a solid basis from which to start working on the topic in more depth. An aspect that has not been researched in this article is whether the misrepresentations are unique for every game, or different subjects can have different misrepresentations. What has been generally assumed is that the wrong mental representations are due to the structure 6 of the games, which means that they should be identical for all the agents involved. A possibility that has not been analyzed to date is that another aspect that affects mental representations is the role played by an agent, so that subjects in different roles can have different misrepresentations. This may imply that players may have differing representations of the other players’ beliefs depending on their role in the game. More specifically, in games such as the Ultimatum Game or the Trust Game. The logic behind this is that human beings are much more prone to forgive themselves rather than others. I suspect that during the process of developing a strategy, agents underestimate the impact of their choices in cases of “bad” (such as greedy or unfair ones) choices, while they tend to overestimate it in the case of “kind” (such as trusty or positive reciprocation) choices. There is the possibility that a player can develop different misrepresentations of a game in relation to the roles held by each player, to the effect his choices have on other players, and to the effects other players’ choices have on his own payoffs. In my thesis I will investigate the existence of multiple misrepresentations. Categorization and similarity in games The process of categorization has been thoroughly investigated both in psychology and in economics. What is the aim of categories and when are they developed are two key questions of a large research field. The most evident purpose of categories is to organize and classify objects in order to exploit the information related to them in a more economic and efficient way. Since every object is characterized by a huge number of attributes, it would be extremely costly and inefficient to process all information related to it. Well-structured categories provide the basis for focusing on the characteristics that are useful for the purposes of agents, ignoring the “irrelevant” aspects. 7 Does there exist only one type of category or do we associate this term with different meanings? Rosch et al. (1976) affirm that categories have notable differences at different levels of abstraction. As presented in Holland et al. (1986, 183), “ there is a “basic level” at which it is natural to divide the world into alternative categories. This level maximizes the perceptual and functional similarities among instances of the same category while it maximizes the differences between instances of different categories”. Experimental evidence has shown that for a large number of tasks, “basic level” categories are more efficient than those subordinate or superordinate (Rosch et al., 1976). Rather than categories per sè, some economists have studied the role of categorization in choice theory. Some interesting theoretical works have modeled how an optimal mechanism of categorization should be. One example is Fryer and Jackson (2008, 1), who define an optimal categorization as one “… that minimize[s] the sum across categories of within category variation”, a definition that they prove to be (according to some minor conditions) equivalent to expected utility maximization. The authors start from the idea that memory capacity is finite; in order to keep in mind a series of objects with multiple attributes, agents group heterogeneous elements into categories. The number of developable categories is also finite. Once the categories have been created, agents build for each of them a prototype that summarizes the main distinctive characteristics of the grouped objects, and they use these prototypes to forecast the outcome of future situations they confront. According to the authors, prototypes are characterized by several attributes, each of which is calculated as the average of the corresponding attributes of all the elements contained in the category. Some weaknesses of those models are that in order to obtain the categories complicated calculations must be done, and every time a category is modified, so is its prototype. 8 As mentioned before, this model belongs to the field of “optimal categorization models” and mimics then not a real process of categorization but an ideal one. Minor attention has been devoted to models that represent real processes of categorization. What I aim to do in my thesis is to fill this gap by designing a “realistic” model of categorization. Another topic strictly related to categorization (and sometimes confused with it) is that of similarity. The two main researchers of similarity are A. Rubinstein (1988) and J. Leland (1994, 1998, 2001, 2006). In particular, Leland (1994, 2002) proposes a threestep model of strategic choice based on similarity judgment. In his works, the author analyzes mainly the choice process among lotteries. In the first step, agents confront different lotteries and choose that with the highest expected utility, then (step 2) if subjects are unable to discriminate (as in the case where lotteries’ expected utilities are too close) they compare possible outcomes and probabilities in terms of equality or inequality. If also in this case they do not reach a decision, they pass to the last step where they compare prizes and probabilities in terms of similarity or dissimilarity. If also in this case it is not possible to choose an option, then the subjects choose randomly. The model shows that, assuming people judge the various options searching for similarities and dissimilarities of game payoffs and probabilities, it is possible to explain why the axioms of expected utility and discounted utility are violated. The author also uses experimental results to validate his hypothesis. Even if the models proposed by Rubinstein and Leland have the advantage of explaining a large number of violations of EUT without modifying the Von NeumannMorgenstern axioms, there are various points that are not well defined. The key weakness is the concept of similarity involved. What is similarity in this context? When 9 are two lotteries perceived as similar? The authors do not define the concept of similarity adopted in the model, keeping it deliberately vague. What I propose is that similarity and categorization are two strictly related, but distinct concepts. I suggest that objects (or lotteries or games) are perceived as similar when they belong to the same category. The process of categorization is then a compulsory requirement for the identification of similarity, and allows for the unambiguous verification of the similarity of objects. A large number of experimental economic studies exploits, in an indirect way, the concept of similarity. In a series of papers, some scholars approach the transfer of precedents’ problem by testing whether subjects play differently if they face a game without precedent or after having played a related game. There is empirical evidence of the positive influence of precedents (Devetag, 2005; Knez and Camerer, 2000). In those works (similarly to what happened in Rubinstein’s and Leland’s models), there is not a clear explanation of the meaning of the term related games. Are games similar if they have the same number of possible choices for each player? Or the same kind of equilibria? Or the same number of players? Or other characteristics? Devetag (2005) uses two coordination games (critical mass and minimum effort) finding a significant effect of precedents. In this case, the similarity among the games is defined by their structures; in both cases players can choose between seven levels of effort. In Knez and Camerer (2000), the subjects have to play two structurally different games (weak-link and prisoner’s dilemma). Both games are used in the experiment in a three-choice or in a seven-choice versions. What emerged is that transfer takes place more when the similarity between two games is “superficial” rather than when it is “substantial”; i.e., it is easier to have transfer among two three-choice (or seven-choice) games where one is a weak-link and the other a prisoner’s dilemma, rather than among two structurally similar 10 games (such as two prisoner’s dilemma games) but with a different number of possible choices. Many studies in economics have utilized the concept of similarity, taking for granted that the meaning of the word is unambiguous. Starting from the idea that similarity is a characteristic of objects grouped in the same category, I will devote some attention to the process of the categorization of games by using an experimental approach. I want to investigate which kind of games are naturally grouped together and which characteristics are more “evident” for naïve players (number of possible choices, type of equilibria, and so on). In particular, I want to verify if naïve agents are always able to distinguish among different games. Research Questions The aim of this research is to investigate the role of mental representations and categories in strategic games. The first part aims to verify whether agents that are facing an interactive strategic situation, but that play in asymmetric roles, have the same mental representation (or misrepresentation) of the game. The possibility that subjects may have differing understandings of the game has rarely been explored. On the one hand classical microeconomic theory excludes the possibility that agents misunderstand the strategic situation they are confronting, while on the other hand behavioralists have explored this idea by analyzing the presence of systematic errors in the interpretation of games, but mainly focusing only on searching for errors related to the nature of the game and not to the roles played by the agents. The second aim is to develop a model of categorization that mimics how agents involuntarily and automatically develop categories in order to interact more easily and 11 economically with their environment. In contrast with classical microeconomic theory, this model will be based on the assumption that agents are not able to fully and correctly analyze new objects and situations (it does not imply perfect knowledge). Agents’ knowledge will increase with experience, i.e., with the number of times they observe a particular object (situation). Since knowledge is strictly related to experience, the model assumes that agents are not able to distinguish between similar objects (situations) in early stages, but their capacity of observation will improve through time. When agents are not able to distinguish between objects they group them as if they were the same, and in the model these groupings are defined as “categories”. The third aim will be to investigate empirically whether these categories play a role in the choice process in games. The importance of categories has been widely explored both by psychologists and economists in strategic situations where agents have to reach a decision relative to their own behavior, but little attention has been paid to the effect of categorization in games. The aim of this investigation will be to verify whether agents subject to a series of games build categories in order to summarize the main characteristics of them, and act accordingly. Methods and procedures The questions that have been raised above are related to each other since they investigate different aspects of a common problem. Nonetheless, I will analyze them separately, developing my research in three distinct phases. In the first phase, I will verify whether subjects playing together have differing mental representations of a game. The problem of differing representations can affect two aspects of a game: the payoffs of the players and the structure of the game. Since I am interested in how people actually behave, the best way to analyze their behaviors is empirically. A question that 12 may arise at this stage is whether and how is it possible to analyze mental models, since by definition they are implicit schemas. Of the two aspects, the study of the representations of a game’s payoffs is the simplest. Payoffs are in fact easily quantifiable, and it is possible to ask directly to subjects to identify numerical values that correspond to their perception of the payoffs. The process of analyzing the mental models of a game’s structure is more complex. Asking subjects to draw a schema of their mental models is not an useful technique since the process of transferring the model from a mental to an explicit one is often difficult for subjects, who tend to overcome the difficulties of expression through an excessive simplification. It is more efficient to study the mental models of games’ structures in an indirect way. An example is the experiment conducted by Cooper and Van Huyck (2003), where the authors made subjects playing a series of 2X2 games both in normal and extensive form. What emerged is that subjects actually do play differently when facing one form or the other. Since the authors had strict methodologically control, it is plausible to affirm that the differences are due only to the ways in which games were presented to players, rather to other external factors. Even if this is not the authors’ interpretation, I consider it a case where the role of mental models emerges. Since the games presented in both forms were the same, and the subjects played in an “aseptic” environment, the fact that the same player applies two different strategies can be linked to the subjects’ development of differing mental models. This article is an example of how mental models can be investigated in an indirect way. In order to investigate how agents perceive games’ payoffs in relation to the role they play in the game, I propose to make two subjects play a series of different asymmetric games in order to permit the emergence of differing interpretations of the strategic situation. According to well-established methodologies, the experiments will be run with a set of players grouped randomly in pairs, re-matching the subjects with a new partner at every 13 round. The identity of the partner will remain unknown, and players will receive a reward in relation to their performances. Given the aim of my research, I am not interested in utilizing games with symmetrical roles, since it is plausible to expect that all players of a game with symmetrical roles (as in coordination games) come from a homogeneous population and consequently have the same mental representation of it, even if they act differently. In a strategic situation like this, it is plausible to consider possible differences among subjects due to cultural backgrounds, but the analysis of them is beyond the scope of my research. I will then utilize games with asymmetrical roles, as in the “Trust Game”, which has another characteristic that makes it particularly well adapted for the purpose of this project: it can be represented as a sequential game. In this type of game the choices of a player are the product of the previous choices of the partner/opponent, and consequently the two players have different “power” over the final payoffs. The extreme case is the “Dictator Game”, where the Receiver has no power at all and can only take the money (if there is any) that the Dictator decides to give him. I consider it plausible that players who face this asymmetry in power (and consequently observe the game from a different perspective) can easily have different interpretations of the possible choices, of the possible consequences their own choice produces on other players’ motivations and choices, and of the payoffs that their own choices produce. Another aspect that may produce differing misrepresentations of the game between subjects is the contextualization of the game. Contextualization may have an effect similar to that produced by sequentiality in games, inducing subjects to analyze the game from different points of view and assigning them different “decisional power”. For this reason, I will also test this aspect with both contextualized and non-contextualized games. Up to this point the focus has been on the possible emergence of differing interpretations of the payoffs of a game, but I intend also to introduce some other experiments 14 in order to verify whether subjects develop different interpretations of the structure of the same game. In the second phase, I will develop a formal model that replicates the way in which people create categories in order to comprehend and manage the situations they confront. I am interested in designing this new model in order to fill an important gap in economic theory. The problem of categorization has been neglected, particularly in relation to the behavior of real agents; some optimal models have been produced, but almost no attention has been devoted to models that mimic the true behavior of agents. I find this last topic particularly intriguing and of great importance, since the capacity of perceiving and interpreting games cannot be ignored when an efficient choice process is designed. In classical microeconomic theory, it is assumed that agents have full knowledge of the characteristics of the objects with which they are interacting. Similarly, it is assumed that agents have a perfect knowledge of all the aspects of the possible actions they can take. These assumptions do not appear to be realistic. Real agents have limited memory and a scarce capacity to locate immediately all the most relevant characteristics necessary to take the best possible decision. This is particularly true when they examine an object or face a situation that is new to them. Assuming that it is impossible to completely comprehend a new situation, I expect that knowledge about a particular object (or situation) increases with the number of times an agent encounters it. If knowledge is augmented, so is the quality of the final choice. Since, according to my model, knowledge increases over time and with experience, agents are not always able to distinguish between different objects (or actions). For example two objects (actions) that have some relevant characteristics in common can be confused as being the same until the knowledge of them becomes deep enough to permit agents to identify the differences. When more objects (actions) are grouped together and perceived as being 15 equal, even if they are different, then I define the group as a category. Obviously, given these assumptions the model groups the elements of the environment into a few categories, which will be augmented over time. The longer the time (or the higher the number of objects (actions) observed) the more detailed the categories will be and the more detailed the categories the better the final choice. Starting from these assumptions, I will propose a model that replicates the mental mechanism of categorization that agents use in order to simplify their interaction with the surrounding world. I want to clearly specify that my aim is to formalize a possible mental mechanism, not an optimal one; my model therefore does not intend to identify the best possible solution, but only to mimic the mechanisms that real agents develop. The model will initially focus on the categorization of objects (actions), and then will be extended to interactive games. My model has some points in common with the model of “choice by checklist” presented by Mandler, Manzini, and Mariotti (2008). In this paper, the authors describe a model that exploits checklists in order to choose an object from a set. This model assumes that the possible alternatives are all known to the agents but that the characteristics of each object are not observed from the beginning but rather learned sequentially, following a lexicographic rule. Specifically, the i characteristic of an object is observed only if it has been verified that the object has the i-1 characteristic; all the objects that do not have the i-1 characteristic are eliminated. The agents choose the option that remains after this process of sequential elimination. This model is useful when the characteristics required by agents are binding, but it is not possible to use it when none of the characteristics is compulsory. Indeed, according to this model, once it is verified that an object does not have a characteristic, it is eliminated from the set of the possible choices and all the following attributes that characterize it will never be observed. What I propose is a model where the characteristics are 16 sequentially observed as in Mandler, Manzini, and Mariotti (2008), but where the number of objects increases over time. I also assume that the elements will never be eliminated by the set of possible choices. The elements will be grouped based on the observed characteristics and agents’ knowledge about the categories will be more accurate for those that contain more elements. In the third phase, I will empirically investigate if subjects develop categories in order to manage the strategic situations they confront. Economists have carefully classified 2x2 games into categories (Rapoport and Guyer, 1966) and identified an optimal strategy for every category. What I expect to find is that naïve agents are not able to distinguish games that are similar but not the same and for which different strategies and equilibria have been identified. It seems unlikely that agents are able to detect the differences upon a first observation, while it is plausible to expect that their ability to identify games will increase with experience. But even if they are able to distinguish between games, it might be that they are unable to identify new optimal strategies for different games, and then decide to apply the strategies learned in previous situations. From this perspective, there are two possible ways of identifying categories: the first is to define category as a group of different games among which an agent is unable to distinguish, so that the games are the same from the agent’s point of view even if economists have identified them as different; the second is to define as a category a group of games for which an agent apply the same strategy even if the agent knows that the games are different. In order to explore whether agents are able to distinguish between different types of games and whether they transfer the strategies between games, I will run a series of experiments. As for the experiments in phase one, I will run them by grouping each player in pairs with an unknown partner that will be randomly changed at every round. One way to 17 analyze how subjects categorize is to let them practice with some games and then to make them play some other games that appear similar, but have different equilibria, or games that do not appear similar, but that actually have the same equilibria. In this way it may be possible to investigate categorization directly from agents’ choices; otherwise another option is to let them familiarize themselves with some games and then to introduce a questionnaire. These experiments will also allow me to test the model developed in the second phase. All the proposed experiments will be run at the Computable Experimental Economic Laboratory (CEEL, University of Trento), with funding that hopefully will come from a PRIN project on “Categorization”. Conclusions Since Pareto’s reformulation of choice theory, economics was conceived as a fully rational science, leaving no space for human feelings (Bruni and Sugden, 2007). People were supposed to be infallible agents, more similar to machines rather than to real subjects. If those assumptions are plausible for macroeconomic dynamics where the behavior of the individual is irrelevant, they are less plausible when individual decision making is analyzed. For these reasons, new fields of research have grown in recent years focusing on human behavior and psychology. Experiments have provided evidence of the bounded rationality of agents both in individual and in interactive strategic situations. The aim of my thesis is to investigate the role that different types of mental representations have in the choice process, by focusing mainly on categorization and mental models in interactive games. 18 References Allais, M. (1953). Le Comportement de l'Homme Rationnel Devant le Risque: Critique des Postulats et Axiomes de l'Ecole Americane. Econometrica, 21(4), 503-546. Bruni, L., & Sugden, R. (2007). 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