Experimental Design
Each participant will play a series of two-by-two games. To avoid cognitive fatigue, each participant will play a subset of 30 games in total. The games are taken from a pool of 120 two-by-two games divided into three categories: 20 benchmark games classified as standard in the original database, 20 historical anomaly games, and 80 anomaly games generated by our ML algorithm.
To ensure uniform exposure, the 120 games are divided into 4 fixed blocks using a block-randomization design. Each block contains exactly 30 games (5 standard, 5 database anomalies, and 20 ML anomalies). Participants are randomly assigned to one of these blocks upon entry. Within each assigned block, the order of the 30 games is randomized to prevent sequence effects. Participants are randomly matched with each other, ensuring they face a different player at each game. Each player sees the game as the row player and, therefore, has to choose between playing "Up'' or "Down''. At the end of the survey, 4 games will be drawn at random to determine payment.
At the end of each game, participants are asked to report their perceived difficulty of the game.
After completing the 30 games and rating their perceived difficulty, participants complete a lottery-choice task, a donation task, and a short IQ test to elicit risk aversion, altruism, and cognitive ability, respectively. The lottery task and the donation task are incentivized with payments.