Approximate Common Beliefs in Rationality in Dynamic Games

Last registered on June 12, 2026

Pre-Trial

Trial Information

General Information

Title
Approximate Common Beliefs in Rationality in Dynamic Games
RCT ID
AEARCTR-0018188
Initial registration date
June 01, 2026

Initial registration date is when the trial was registered.

It corresponds to when the registration was submitted to the Registry to be reviewed for publication.

First published
June 12, 2026, 11:38 AM EDT

First published corresponds to when the trial was first made public on the Registry after being reviewed.

Locations

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Primary Investigator

Affiliation

Other Primary Investigator(s)

PI Affiliation
University of the Basque Country
PI Affiliation
New York University Shanghai

Additional Trial Information

Status
In development
Start date
2026-06-07
End date
2027-06-20
Secondary IDs
Prior work
This trial does not extend or rely on any prior RCTs.
Abstract
This laboratory experiment investigates the empirical robustness of dynamic solution concepts when the assumption of common belief in rationality is relaxed. Using the framework of Approximate Common Beliefs in Rationality (ACBR), we test the result that we establish a theoretical equivalence between static rationalizability and dynamic p-rationalizability, regardless how dynamic rationality is defined. This implies that even the slightest doubt about others' rationality (p<1) renders dynamic reasoning essentially static.

We implement a within-subject design using a battery of games where Subgame Perfect Equilibrium (SPNE) and our concept of Approximate Equilibrium provide diverging predictions. Specifically, we introduce a version of the game in Figure 4 of Reny (1992), where these two solution concepts differ entirely. This allows us to identify whether subjects' behavior follows dynamic refinements (Forward or Backward Induction) or follows our refinement of Approximate Equilibrium.

By testing subjects across multiple games, we examine if the empirical failure of induction is driven by this predicted collapse of dynamic reasoning. Additionally, we elicit participants' beliefs to verify if observed choices are consistent with the approximate belief in rationality framework.
External Link(s)

Registration Citation

Citation
Garcia-Galocha, Aleix, Jaromir Kovarik and Peio Zuazo-Garin. 2026. "Approximate Common Beliefs in Rationality in Dynamic Games." AEA RCT Registry. June 12. https://doi.org/10.1257/rct.18188-1.0
Experimental Details

Interventions

Intervention(s)
Participants will play a series dynamic games. The study uses a within-subject design where each participant plays a set of two-player games, including a Centipede game, Battle of the Sexes with an outside option and a modified version of the game in Figure 4 on Reny 1992 with the same structure as the Battle of the Sexes with an outside option. The experiment is designed to compare behavior under classic dynamic refinements (Subgame Perfect Equilibrium) versus the predictions of Approximate Equilibrium. In addition to making choices, participants will be asked to report their beliefs about other players' actions, which will be incentivized using a scoring rule. To control for potential confounding factors, we randomize role assignment as well as game order. All interactions are one-shot to avoid repeated-game effects.
Intervention Start Date
2026-06-07
Intervention End Date
2026-06-20

Primary Outcomes

Primary Outcomes (end points)
-- Frequency of choices consistent with AEp vs. SPNE/FI predictions in the Modified Reny Game (the critical test game where both solution concepts yield mutually exclusive behavioral predictions).
-- Frequency of choices consistent with AEp vs. SPNE/FI predictions in the Centipede Game and Battle of the Sexes with outside option (benchmark games).
Primary Outcomes (explanation)
For each game, each subject's choice is coded as a binary indicator: 1 if the action matches the AEp prediction, 0 if it matches the SPNE/FI prediction. The primary outcome is the aggregate empirical frequency of each prediction across subjects, computed separately per game. In the Modified Reny Game, these two indicators are mutually exclusive by design.

Secondary Outcomes

Secondary Outcomes (end points)
-- Elicited beliefs: subjective probability distribution assigned by Player 1 (and Player 2 in Centipede) over the opponent's available actions.
-- Belief-behavior correspondence: correlation between elicited beliefs and the subject's choice (entry vs. outside option) in BoS-structure games.
-- Within-subject strategic consistency: individual-level classification as SPNE-type, ACBR-type, or Other across the 12 decision blocks.
Secondary Outcomes (explanation)
Beliefs are elicited via an incentivized discrete QSR and recorded as a probability vector over the opponent's actions. Belief-behavior correspondence is measured by testing whether subjects choosing AE actions report p<1 assigned to opponent rationality, using probit/logit regressions, if needed. Individual type classification is constructed under both a strict (100% consistency) and relaxed (such as ≥10/12 decisions) criterion.

Experimental Design

Experimental Design
-- Study Overview and Subject Pool
This laboratory experiment investigates strategic decision-making and belief formation in sequential environments. We plan to recruit via ORSEE (Greiner, 2015) between 80 and 100 participants. The experiment is programmed and conducted using oTree (Chen et al., 2016).

-- Experimental Tasks
The session consists of 12 rounds of extensive-form games and 7 belief elicitation tasks. The set of games is:
I. One version of the Centipede game with length n=3 and where we elicit strategies with the strategic (cold) method.
II. The two BoS with outside option from Cooper et al. (1993).
III. A Decoy game (with the same structure as the BoS with outside option) with an obvious dominant strategy for both players.
IV. Two modified version of Figure 4 in Reny (1992) (also with the same structure as the BoS with outside option) where SPNE and AE predictions are mutually exclusive.
Subjects are matched in pairs that change for every game (stranger matching) to maintain the one-shot nature of the interactions.
-- Randomization
To control for order effects and learning, we implement a constrained randomization across four pre-defined sequences of play. Participants are randomly assigned to one of these four orders. The sequences are designed following two strict criteria:
I. Participants never play the same game (in different roles) in two consecutive rounds to minimize anchoring and immediate reciprocity effects.
II. All sequences begin with one game designed to test AE vs. SPNE, with the participant in the role of Player 1. This ensures that the primary strategic choice is elicited in a "clean" environment, uncontaminated by learning within the session.

-- Belief Elicitation
Following the decisions, we elicit subjective beliefs using a discretized Quadratic Scoring Rule (QSR). Participants allocate 10 tokens (10% increments) across the opponent’s strategy space. The payoff function is strictly concave, with a maximum reward of €2.00 per task, ensuring incentive compatibility for risk-neutral and risk-averse agents.

-- Payment Protocol
To mitigate wealth effects and hedging, we use a Random Incentive System (RIS). Only 2 out of the 12 game rounds and 2 out of the 7 belief tasks are randomly selected for payment at the end of the session. Additionally, there is a fixed show-up fee of 3 Euros.
Experimental Design Details
Not available
Randomization Method
Randomization is performed in the office by a computer using the experimental software oTree.
Randomization Unit
The order of games and role assignments are randomized at individual level within the software.
Was the treatment clustered?
No

Experiment Characteristics

Sample size: planned number of clusters
80-100 individuals
Sample size: planned number of observations
Actions: 960-1200 observations (80-100 participants x 6 games each x 2 player role each). Beliefs: 560-700 observations (80-100 participants × [2 beliefs in Centipede + 1 belief in the other 5 games]
Sample size (or number of clusters) by treatment arms
Not applicable (Within-subject design). All participants will complete the entire set of 6 games.
Minimum detectable effect size for main outcomes (accounting for sample design and clustering)
This study serves as empirical support for our Approximate Common Beliefs in Rationality (ACBR) framework. We target a sample of 80 to 100 subjects, which is standard for laboratory experiments focused on testing qualitative theoretical predictions. By using a within-subject design with 12 decisions per participant (playing both roles in 6 games), we generate a high number of observations. This allows us to robustly identify the frequency with which subjects follow our Approximate Equilibrium versus the Subgame Perfect Equilibrium (SPNE). The large number of total observations per participant provides sufficient power to determine if behavior systematically aligns approximate rationalizability.
IRB

Institutional Review Boards (IRBs)

IRB Name
CEISH: Comité de Ética de Investigación con seres humanos
IRB Approval Date
2026-06-01
IRB Approval Number
M10_2026_139
Analysis Plan

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