An Experimental Test of the Core in a Simple N-Person Cooperative Nonsidepayment Game

AuthorPeter C. Ordeshook,Richard D. McKelvey,Mark D. Winer,Janet E. Berl
Published date01 September 1976
Date01 September 1976
DOIhttp://doi.org/10.1177/002200277602000304
Subject MatterArticles
An
Experimental Test
of
the Core in
a
Simple
N-Person Cooperative
No
nside
pa
ymen
t
Game
JANET
E.
BERL
RICHARD D.
hlcKELVEY
Scliool
of
Urbari
aiid
Public Affairs
Grnegie-hlellon University
PETER
C.
ORDESIIOOK
Center
for Adsaticed
Study
br
the
Behavioral Sciences
Stanford
University
MARK
D.
WlNER
Sclrool
of Urban arid Public Affairs
Gniegie-Alelloii
Uiiiversity
This essay reports on seventeen experiments
that
tcst the validity of the
Core
as
a
solution
to
n-person cooperative games in
a
nontransferable utility contest. Money is
used
to
induce preferences, but subjects
are
not
permitted
to
ncgotiatc about nor
transfer money amongst themselves. Instead, usin; majority rule, subjects must
ncgotiatc
over
and choose some policy in
a
two-dimensional “issue” space. Five
5-person games are run in which the
subjects’
utility is a function of the Euclidean
distance from their ideal policy. Twelve 3-person games
are
run using
a
city-block
rcprescntation of preferences.
Both
series
of
espcriments strongly
support
the
Core
3s
a
solution concept when
it
csists.
Experimental research desigied to evaluate n-person cooperative
ganie
theory focuses on solution concepts that treat
games
without Cores-such
as the V-solution, the Kernel, the Shaplcy value, and
the
several Bargaining
sets. Little attention, however,
is
paid to the Core itself.’
We
attribute this
focus, first, to the fact that, unlike say the Shapley value
or
the Kernel for
1.
One esception
is
the current experimental rew.;5cli of Fiorina
and
Plott
(1976).
Their research antedates ours in conception and,
in
fact, an earlier
JOURNAL OF CONFLlCT RESOLUTION,
Vol.
20
No. 3.
September
1976
01976
Sage
Publications,
Inc.
14541
JOUR
NI~
I,
OF CONFLICT
RESOL
UTION
garrics with sidepaynients, the
Core
does not exist for
large
classes of
games and, hence, is not
a
universally applicable concept.. Second,
designing an expcriniental game with
a
Core
niay render tlie solution
trarisparcnt to subjects and, tlierefore, uninteresting. Vie
Core,
nevertlie-
less, is important because of its intuitive appeal and because the notions of
dominance tliat define it are used also to defiiie otlicr solutions. Any
failure by the Core
to
exhibit empirical validity should, then, underniine
our coiifidence in these related solutions.
A
second deficiency with experimental research is its focus on the
special case of games with sidepayiiiaits and transferable utility. The
critical assumptions defining this case, wliicli admittedly is tlie most well
developed and analyzed version of n-person theory, are: (1)
a
coalition’s
value can be represented by a single number
tliat
corresponds
to
the
amount of
some
divisible transferable comniodity
(c.g.,
money) the
coalition can secure for its members and
(2)
each player’s utility for the
commodity is linear, and Iience transferable as well (c.f. Luce and Raiffa,
1957;
Iiapoport, 1970; and
O\vcii,
1968).
Using this paradigm, solution
theory is tested by assigning dollar values to coalitions, where subjects seek
to form coalitions arid negotiate advantageous divisions of their respective
coalition’s value, and where the outcomes of the game are tlicn analyzed
with the assuniption tliat each subject’s utility for money is linear (c.f.
Riker, 1967; Riker and Zavoina, 1970; Kalin and Kapoport, 1972;
llorowitz and Rapoport, 1974; Bucklcy and Westen, 1971
;
hlascliler,
1971).
We do not object
to
the use of money
to
induce preferences
experirnentally. But inducing preferences witli money is distinct from
requiring money to be the sole transferable commodity of
a
game. Thus,
as
the simple spatial
ganics
we discuss later illustrate, the form of tliesc
experiments in general and tlie transferable utility assumption in particular
hits
the
social relevance of the resultant research. hlathcmatically,
Iiowever, the notions of dominance, characteristic function, Core, V-set,
Bargaining set, and
so
on can be redefined for tlie
riiore
general case of
games without sidepayments (tlie Kernel,
though,
is
undefined without
transferable utility).’ Hence, there is
no
theoretical reason to restrict
rcscarcli to
a
traditional, special case.
preliminary presentation by
Plott
influenced our efforts. Whilc
the
details of their
cspcrimcnts diffcr from ours in several minor ways, their conclusions are essentially
idcntical
to
ours.
2.
Gamcs c3n bc classificd into
tluee
categories of diminishing niatliem3tical
generality: without sidepayiiients .and transferable utility. with sidcpaymcnts but

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