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Erosion of meaning - an experiment Andreas Blume * Charles N. Noussair Bohan Ye May 16, 2017 Abstract The experiment reported in this paper investigates communication between a sender and a receiver who have a language that is only imperfectly shared between them. The players agree on the best action conditional on the payoff state. Incomplete information about language, however, leads to incentive problems. Senders who lack the messages to describe the true payoff state have an incentive to indicate other payoff states that they are able to describe. Our central behavioral hypothesis is that initially experimental subjects will use messages consistent with their focal meaning, but behavior will eventually gravitate to a pooling equilibrium, in which messages are not believed and outcomes are inefficient. We refer to this dynamic process as an Erosion of Meaning. The experimental results support our central hypothesis. Receivers learn to ignore the messages they receive, and choose a pooling action that delivers a safe payoff. The strength of this effect depends on the size of the basin of attraction of the pooling equilibrium outcome. * Department of Economics, The University of Arizona, [email protected] Department of Economics, The University of Arizona, [email protected] Department of Economics, The University of Arizona, [email protected]

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Page 1: Erosion of meaning - an experimentcepr.org/sites/default/files/6721_BLUME - Erosion of meaning.pdf · Erosion of meaning - an experiment Andreas Blume Charles N. Noussairy Bohan Yez

Erosion of meaning - an experiment

Andreas Blume∗ Charles N. Noussair† Bohan Ye‡

May 16, 2017

Abstract

The experiment reported in this paper investigates communication between a sender and areceiver who have a language that is only imperfectly shared between them. The players agreeon the best action conditional on the payoff state. Incomplete information about language,however, leads to incentive problems. Senders who lack the messages to describe the true payoffstate have an incentive to indicate other payoff states that they are able to describe. Our centralbehavioral hypothesis is that initially experimental subjects will use messages consistent withtheir focal meaning, but behavior will eventually gravitate to a pooling equilibrium, in whichmessages are not believed and outcomes are inefficient. We refer to this dynamic process as anErosion of Meaning. The experimental results support our central hypothesis. Receivers learnto ignore the messages they receive, and choose a pooling action that delivers a safe payoff. Thestrength of this effect depends on the size of the basin of attraction of the pooling equilibriumoutcome.

∗Department of Economics, The University of Arizona, [email protected]†Department of Economics, The University of Arizona, [email protected]‡Department of Economics, The University of Arizona, [email protected]

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1 Introduction

A lack of mutually understood terms to describe particular ideas can introduce frictions in

the ability of two parties to communicate. This is a common occurrence, for example, when

experts use jargon with individuals who only understand lay terms. Experts have a more

precise vocabulary to describe concepts in their field of specialty than do non-experts. For

example, a car mechanic might recommend that a cars’ regulator needs to be replaced if

the car is stalling frequently. The car owner may not be aware of what a regulator is, so

the term is meaningless to him. In such circumstances, the car owner’s decision amounts

to whether to believe and trust the suggestion from the car mechanic or not. As another

illustration, consider a doctor who informs a patient that he has a condition for which a new

experimental treatment is optimal, and for which the conventional treatment would be less

effective. The patient, unable to translate the data from medical tests into a diagnosis, has to

decide about whether or not to agree to the recommended treatment. If the patient suspects

that the doctor might be trying to mislead him into a more expensive treatment that is

no more effective than the conventional one, he might opt for the conventional treatment

instead. The costs of such instances of language incompleteness can be substantial, given the

economic value of situations in which there is interaction between experts and non-experts.

For example, 99.7 billion dollars were spent on auto repair in the US alone in US in 2008.

In 2014, 378 billion dollars were spent on prescription drugs.

The abstract, canonical, situation we have in mind is that of an expert (sender) advising

a decision maker (receiver) on the choice of a project to adopt. The project that is optimal

depends on the state of the world. Suppose that both sender and receiver have common

interests, in the sense that in each state of the world they agree on which project is optimal

given that state. Thus, if they have a common language in which they can describe each

state of the world, there are no incentive problems. It is an equilibrium for the sender to be

truthful and the receiver to believe the sender. Coordination on the optimal project results.

Suppose, however, that with positive probability the sender is language constrained and

that it is the sender’s private information as to whether or not this is the case. If she is

constrained, there are states of the world she cannot describe with her available messages in

a way that the receiver would understand. She may then be tempted to indicate a different

state, for which she has the appropriate message. She will do so, for example, if having some

project adopted is better for her than having no project adopted. Given that the language

constraint is private information, the receiver cannot be selectively trusting, and is better off

opting out of any project. Hence, communication may fail even when there is no language

constraint.

The key incentive problem is that a sender who lacks the proper language to describe the

optimal project may instead want to propose an inferior project that she can clearly describe.

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If the receiver realizes this, and the payoff from the inferior project is less than from adopting

no project, he may be reluctant to adopt any project. This can make it impossible to get

the right project adopted even if the sender has the right message and uses it to propose

the right project. Indeed, as we show below, in the only plausible equilibria of the game, no

project is adopted, and any proposal of the sender is ignored. If it were common knowledge

that the language needed to describe all states were available, successful coordination on

the project appropriate for the actual state would be an equilibrium outcome. Thus, the

possibility of language incompleteness can lead to incentive problems, where there would be

none if it were common knowledge that such incompleteness were impossible.

In this paper, we report an experiment in which we consider whether the meanings of

expressions in a language erode in the face of such incentives. In our experiment, there is a

sender and a receiver. All plausible equilibria are inefficient and involve babbling on the part

of the sender. Thus, expressions of the language lose their meaning. However, substantial

gains can arise to all individuals if they are able to preserve the meaning of expressions

and link messages with their natural or focal meanings. Our experiment considers the

circumstances under which players can avoid such erosion of meaning. The experiment

consists of four treatments. Three of these have language incompleteness, and vary the

complexity of the environment. The measure of complexity is the number of states that the

language must try to describe. The fourth treatment has no language incompleteness. Unlike

in the seminal work of Crawford and Sobel [14], in which efficiency losses arise because expert

and decision maker disagree about the optimal action in each state of the world and therefore

the expert has an incentive to misrepresent the state of the world, in our experiment it is

only through language constraints themselves that incentive problems arise.

Our principal behavioral hypothesis is that initially, receivers will believe the messages

that they receive. However, over time behavior will converge to a pooling equilibrium in

which senders’ messages are not believed and receivers choose a safe, though inefficient

action. The results show that outcomes tend to converge toward a pooling equilibrium in

the relatively complex environment over time, supporting the hypothesis. On the other

hand, in our simplest environment, expressions of the the language retain their meaning and

both senders and receivers are able to attain earnings in excess of the pooling equilibrium

level. Finally, when it is common knowledge that the language is complete, full efficiency is

achieved.

A closer look at the data indicates the presence of some senders who are willing to behave

honestly at some cost to themselves. In the simplest environment, only a small fraction of

honest senders is required to make it optimal for receivers to believe the messages they

receive, while in the more complex treatments, a larger fraction must be honest. The actual

fraction of honest senders exceeds the threshold level in the simple environment but does

not exceed the critical percentage in the more complex environment. The willingness of

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receivers to believe senders’ messages, coupled with the presence of a sufficient number of

honest players makes it possible for expressions of the language to retain their meaning and

for payoff levels that are greater than pooling equilibrium levels to be realized.

2 Background

A common language is an important driver of coordination and information processing in

organizations. While specialized “organizational codes” (Arrow [1]) facilitate communication

within the organization, they may create barriers to communication with the outside world.

Within organizations, “language compatibility” (March and Simon [24]) has an impact on

which communication channels are activated. If different areas within an organization have

their own specialized codes, it affects the patterns of communication and thereby the overall

performance of the organization. Therefore, it is important to understand how agents handle

communication tasks when they face language constraints. We implement such constraints

in the lab by endowing agents with codes that are individually rich enough to code every

element in the state space, but diverge with positive probability.

There is a wealth of evidence from the field on how language constraints inhibit commu-

nication and shape communication patterns. Tushman [29] studies communication patterns

in R&D settings and observes that “oral communication is effective only where a shared

coding scheme or language exists or where the actors are sufficiently alike in background

or perspective that they can rapidly develop a common language . . . Communication with

areas having different coding schemes may be less efficient, since it will have to overcome

an impedance or mismatch between the communicating areas.” Zenger and Lawrence [32]

find that age and tenure distributions in a firm affect communication patterns. Bechky [2]

documents misunderstandings due to differing occupational codes in manufacturing. Gali-

son [18] describes how scientific disciplines create trading zones to mediate communication

across subcultures within the disciplines. Our experiment can be viewed as capturing the

“impedance or mismatch” pointed out by Tushman.

Language constraints also reduce the effectiveness of expert advice. Experts using jargon

when communicating with non-experts is a common source of misunderstandings and missed

opportunities. Doctor-patient communication suffers from gaps between medical language

and everyday language. Doctors frequently fail to recognize patients’ attempts to switch

to medical language and doctors and patients have substantially different interpretations of

widely used psychological terms like “depression,” “migraine,” and “eating disorder” (Ong,

de Haes, Hoos and Lammes [25]). Williams, Davis, Parker, and Weiss [31] document the

limited “health literacy” of patients. They cite one study of hospital patients in which only

35% understood the word “orally,” 22% “nerve”, 18% “malignant,” and only 13% understood

“terminal.” According to Williams et al such deficiencies in health literacy have dramatic

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impacts on health care costs. Our experiment embraces this expert-decision maker paradigm.

The expert has sufficiently many messages to label all states, as does the decision maker.

These labels, however, need not coincide, capturing the gap between the language of the

expert and that of the decision maker.

There are two types of formal models of language constraints, those with availability

constraints and others with symmetry constraints. Cremer, Garicano and Prat [16], Jager,

Metzger, and Riedel [20], and Sobel [28] study availability constraints, which consist of

restricted vocabularies. They consider common-interest games, so that it it meaningful to

study optimal strategy profiles. Cremer, Garicano and Prat are concerned with the design

of an optimal organizational code. The code is used to describe states that are drawn from

a known distribution. An optimal code is an optimal assignment of words to subsets of the

state space. The choice of an organizational code interacts with organizational structure

because there is a trade-off between the quality of communication within and across groups

in an organization. Blume [4] [6], extending ideas from Crawford and Haller [12], uses

symmetry constraints to describe situations in which some messages may be meaningless

to some of the agents. One use of this approach is to show how grammar can facilitate

language learning, the association of meaning to a priori meaningless messages (for a related

approach to thinking about structure in language see Rubinstein [26]). In our experiment

we implement both availability constraints, by having each language type only have access

to a subset of the message space, and symmetry constraints, by employing (at least initially)

meaningless messages in addition to focal message. Focal messages, in the sense of Schelling

[27]), provide a clue that makes it possible to agree on their interpretation. The co-occurrence

of both focal and meaningless messages is a feature of our experiment that is novel.

Blume and Board [7] introduce private information about language constraints, which

take the form of availability constraints: an agent’s language type is the set of messages

available to the agent. Each player’s private information is two-dimensional, described by

her payoff type and her language type. In sender-receiver games in which senders have

private information about which messages are available to them, receivers, who only care

about payoff relevant information, face a signal extraction problem. Receivers do not know

to what extent the message they observe is determined by the sender’s language type. This

produces a sense in which misunderstandings can arise in equilibrium, since payoff relevant

information is confounded by information about language competence. Blume and Board

show that this confounding of information about payoffs with information about language

is optimal in common-interest games (in contrast, say, to only using messages which are

commonly known to always be available). This line of work has recently been extended by

Giovannoni and Xiong [19]. Our experiment explicitly relies on this language-type paradigm.

Unlike in Blume and Board, in our experiment there is a distinction between focal and

meaningless messages, and a tension between efficient and focal message use.

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Extant experiments involving language constraints focus either on the emergence of mean-

ing from initially meaningless messages or on the process of adapting natural language to

novel situations. Blume, DeJong, Kim and Sprinkle [3] (BDKS98) investigate the emergence

of meaning of messages in sender-receiver games inspired by Lewis [23]. They look at games

with two payoff states and enforce initial absence of meaning by randomizing over private

representations of messages. They find that in simple common-interest games with feedback

about population behavior, message meaning gradually emerges to the point where after 20

periods players are fully coordinated. Bruner, O’Connor, Rubin and Huttegger [8] (BORH)

obtain similar results without feedback about population behavior, having subjects interact

for more periods. Our experiment also uses meaningless messages, except that they are avail-

able concurrently with focal messages and that there is a temptation to use focal messages.

This temptation is a result of players’ agreeing only on the most preferred action in each

state, and not the entire ranking of actions, as in BDKS and BORH.

Krauss and Weinheimer [21] [22] experimentally study the evolution of reference phrases

for novel items (non-standard geometric objects). Subjects use free-form communication with

natural language as opposed to a restricted set of pre-fabricated messages. They find that

the length of a reference phrase used to describe a figure is inversely related to the frequency

with which it is mentioned and decreases over time. Reference phrases are shorter with

two-way than one-way communication. Weber and Camerer [30] use a picture identification

task to study cultural conflict and mergers in organizations. Senders describe office scenes to

receivers, using free-form communication. The sender is given pictures in a particular order

and describes them to the receiver. Payoffs depend on how quickly the receiver identifies

the correct order. Over time teams develop succinct descriptions for each figure and these

descriptions differ across teams. These conflicting languages create problems when teams

are merged. Post-merger completion times at first significantly increase, and while they drop

subsequently, they never achieve pre-merger levels. Weber and Camerer achieve mismatch of

codes, and as a result efficiency losses, by merging teams with team specific languages. We

impose mismatches by fixing the receiver language while privately randomizing the sender

language. Weber and Camerer document dramatic reductions in efficiency right after a

merger and a partial recovery thereafter. In our experiment, as reported in Section 5, we

observe a gradual decline in efficiency, as receivers learn to doubt the meaning of messages.

3 Theoretical predictions

In our experiment, we implemented three sender-receiver games, which differed in terms of

the number of payoff types of the sender, the number of actions available to the receiver,

and the distributions over sets of messages available to the two parties. There was also a

control treatment, in which the complete language was always available.

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3.1 The game with three payoff states

One of the conditions we implemented used the payoff table shown in Figure 1. Each row

corresponds to one of three possible (payoff) states, A, B, and C. Each column represents

one of the four possible actions of the receiver. The actions W,X, and Y , can be thought of as

the adoption of one of three possible projects and the action Z as not adopting any project.

The actions W,X, and Y are optimal for both parties in states A,B, and C, respectively,

yielding a payoff of 10 to both players. The action Z represents choosing not to undertake

a project, and results in a sure payoff of 7 to both sender and receiver. If a project that

is inappropriate for the current state is undertaken, then the sender receives a relatively

attractive payoff of 9 while the receiver receives 0.

The timing of the game is as follows. The state is drawn from a uniform distribution.

The sender privately learns the true state (her payoff type). The sender then sends a message

to the receiver. After observing the sender’s message the receiver chooses an action. After

the choice is made, the receiver learns the state and both parties realize their payoff.

A

B

C

W X Y Z

10,10 9,0 9,0 7,7

9,0 10,10 9,0 7,7

9,0 9,0 10,10 7,7

Figure 1: The game with three payoff states

The prior probability of each payoff type is π(A) = π(B) = π(C) = 13. The message

space is M = {∗,#, a, b, c}. Using semantic evaluation brackets J·K, messages a, b and c

have focal meanings JaK=“The state is A,” JbK=“The state is B” and JcK=“The state is C,”

respectively. There is no prior specification of the meanings of ∗ and #, which we express

via J∗K = J#K =?.

In addition to her payoff type the sender privately learns her language type, the subset

of messages available to her. The language type space is Λ = {λa, λb, λc, λabc}, where λa =

{a, ∗,#}, λb = {b, ∗,#}, λc = {c, ∗,#} and λabc = {a, b, c}. Note that a sender always has

three messages and therefore as many messages as there are payoff states. The probability

of each language type is q(λa) = q(λb) = q(λc) = q(λabc) = 14, i.e. language types are equally

likely. Language types and states are drawn independently. The sender privately learns her

payoff and language type and sends a message from her language type to the receiver. After

seeing the sender’s message, the receiver takes an action W,X, Y, or Z.

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3.2 Six payoff states and two payoff states

Another condition we implement has 6 payoff states. The payoff table is shown in Figure 2

below. As in the three-state setting, both players receive a payoff of 7 if action Z is chosen.

If the receiver makes an optimal choice given the actual state, both players earn 10. If the

receiver chooses an action other than Z that is not optimal in the current state, the sender

receives a payoff of 9 and the receiver receives 0. There are 7 language types, one containing

the full set of messages with focal meaning, and 6 others with one focal message and six that

are devoid of meaning.

A

B

C

D

E

F

T U V W X V Z

10,10 9,0 9,0 9,0 9,0 9,0 7,7

9,0 10,10 9,0 9,0 9,0 9,0 7,7

9,0 9,0 10,10 9,0 9,0 9,0 7,7

9,0 9,0 9,0 10,10 9,0 9,0 7,7

9,0 9,0 9,0 9,0 10,10 9,0 7,7

9,0 9,0 9,0 9,0 9,0 10,10 7,7

Figure 2: The game with six payoff states

The possible states are A,B,C,D,E, and F , and the available actions of the receiver

are T, U, V,W,X, Y, and Z. Payoff types are equally likely: π(A) = π(B) = π(C) = π(D) =

π(E) = π(F ) = 16. The message space is M = {∗,#,%,@,∧, a, b, c, d, e, f} with focal mean-

ings JaK]=“I am typeA,” JbK=“I am typeB” etc. and no prior specification of the meanings of

∗,#,%,@, and ∧. The language type space is Λ = {λa, λb, λc, λd, λe, λf , λabcdef}, where λa =

{a, ∗,#,%,@,∧}, λb = {b, ∗,#,%,@,∧}, λc = {c, ∗,#,%,@,∧}, λd = {d, ∗,#,%,@,∧},λe = {e, ∗,#,%,@,∧}, λf = {f, ∗,#,%,@,∧} and λabcdef = {a, b, c, d, e, f}. The language

type distribution assigns equal probability to all language types: q(λa) = q(λb) = q(λc) =

q(λd) = q(λe) = q(λf ) = q(λabcdef ) = 17. As in the three-payoff-state case, language types and

payoff types are drawn independently. The sender privately learns her payoff and language

type and sends a message from her language type to the receiver. After seeing the sender’s

message, the receiver takes an action.

The third parameterization we study has two payoff states, A and B. As before, both

players receive a payoff of 7 if action Z is chosen. If the receiver chooses an action other

than Z that is not optimal given the state, the sender receives a payoff of 9 and the receiver

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receives 0 as shown in Figure 3.

A

B

X Y Z

10,10 9,0 7,7

9,0 10,10 7,7

Figure 3: The game with two payoff states

The two states are equally likely. The message space includes two messages with focal

meanings, a, and b, and one message ∗ without a focal meaning. The language type space

is Λ = {λa, λb, λab} with λa = {a, ∗}, λb = {b, ∗}, and λab = {a, b}.

3.3 Equilibrium Analysis

The sender-receiver games we consider have a finite set of payoff types Θ for the sender, a

finite set R of actions for the receiver, and a finite set of messages, M. There is a unique

action Z ∈ R that is the receiver’s best reply to beliefs concentrated on the (uniform) prior

π over the set of payoff types. There are two kinds of messages, messages whose meaning is

a (single) type and messages that are meaningless. We use semantic evaluation brackets, JK,to evaluate the meaning of each message. Let JK : M → Θ ∪ {?} be a mapping that assigns

either a meaning θ ∈ Θ to a message or declares the message meaningless. For each θ ∈ Θ,

let mθ be the message with meaning JmθK = θ. If a message m ∈ M is meaningless, then

JmK =?. We assume that for each θ ∈ Θ there is a message mθ in M. Thus, for each payoff

type θ in Θ there is a message mθ in the universe of all messages, M , whose meaning is θ.

In addition to her payoff type θ the sender privately learns her language type λ ∈ Λ =

2M \∅. Language types are drawn from a commonly known distribution q. The sender chooses

a message given the language she has available and the state she has observed. The sender

strategy σ : Θ × Λ → ∆(M) must satisfy the constraint σ(θ, λ) ∈ ∆(λ) for all θ ∈ Θ and

λ ∈ Λ. Given her language type λ and her payoff type θ, her strategy σ assigns probability

σ(m|θ, λ) to message m ∈ λ.

We say that σ is indicative focal if mθ ∈ λ ⇒ σ(mθ|θ, λ) = 1, and σ(mθ′ |θ, λ) = 0 for

all θ′ 6= θ and all λ ∈ Λ. This is the property that the sender is as truthful as possible. She

will indicate her type if her language allows her to do so and never pretend to be another

type. If her payoff type is θ and the message mθ whose meaning is θ, JmθK = θ, is available,

she will send message mθ; if her payoff type is θ and the message mθ is not available, she

will not pretend that her payoff type is θ′ by sending message mθ′ . In our experimental

condition with three states, for example, a plausible indicative focal strategy would be to

send messages a, b, and c, when the true state is A,B, and C respectively whenever the

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message corresponding to the true state is available, and to send ∗ when the appropriate

message is not available.

The receiver’s strategy ρ : M → ∆(R) prescribes a probability distribution over actions

conditional on the message he has received. Thus, given any message m ∈ M , ρ(r|m) is

the probability that the receiver assigns to action r ∈ R. We restrict attention to games in

which the receiver has a unique best reply, rθ, whenever his beliefs are concentrated on θ,

and rθ 6= rθ′ for θ 6= θ′.

We say that the receiver strategy ρ is imperative focal if ρ(rθ|mθ) = 1 for all mθ. That

is, a receiver strategy is imperative focal if the receiver acts as though he is credulous in

response to meaningful messages. In response to any meaningful message mθ it assigns the

unique best reply to believing that the payoff type is θ.

The receiver’s strategy is said to be neutral if ρ(Z|m) = 1 for all m with JmK =?.

Under a neutral strategy, the receiver chooses Z in response to meaningless messages that

he receives. A strategy profile (σ, ρ) is neutral if ρ is neutral. Similarly, a (perfect Bayesian)

equilibrium (σ, ρ, µ), where µ denotes the belief system, is neutral if ρ is neutral.

A strategy profile (σ, ρ) is weakly focal if σ is indicative focal and ρ is imperative

focal. An equilibrium (σ, ρ, µ) is weakly focal if the corresponding strategy profile is weakly

focal.1 A strategy profile is focal if it is weakly focal and neutral. Thus, under a focal

strategy profile, the sender is as truthful as possible, the receiver is credulous after meaningful

messages and takes the pooling action after meaningless messages. Therefore, under a focal

strategy profile the sender always sends a message corresponding to the true state if it is

available and sends a meaningless message otherwise; the receiver responds to meaningful

messages with the unique best reply given the meaning of that message and responds to

meaningless messages with the pooling action.

Finally, an equilibrium (σ, ρ, µ) is a pooling equilibrium if ρ(Z|m) = 1 for all m that

are sent with positive probability in equilibrium.

We believe that neutral equilibria are the most plausible ones for the three experimental

conditions. The following result shows that all neutral equilibria must be pooling equilibria,

establishes that there are no focal equilibria, shows that the payoff from focal strategies

exceeds that from pooling equilibria and shows that there are non-focal equilibria with

significantly higher payoffs to both players than the pooling payoff. The bottom line is that

we predict pooling, even though both naive focal strategies and non-focal equilibria yield

higher payoffs than pooling.

1Note that an indicative focal equilibrium is imperative focal.

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Proposition 1 In all three games:

1. All neutral equilibria are pooling equilibria.

2. The (common) payoffs from focal strategy profiles (9 in the two-state game, 8.5 in the

three-state game and 7.86 in the six-state game) exceed those from pooling equilibria (7

in all three games).

3. There are no focal equilibria.

4. There are equilibria in which the pooling action Z is not taken and payoffs exceed those

from pooling equilibria: Both the two-state and the three-state game have an equilibrium

with sender payoff 9.83 and receiver payoff 8.3. The six-state game has an equilibrium

with sender payoff 9.88 and receiver payoff 8.81.

Proof:

Part 1: In the two-payoff type game, suppose the receiver employs a neutral strategy, but

there is a message after which the receiver responds with an action other than action Z.

Without loss of generality, let that message be a. Then language type λa will send a re-

gardless of the payoff type, since the sender is always worst off if the receiver chooses Z.

The posterior probability on payoff type θ following message a is maximized if payoff type

θ sends message a when all messages are available, and no other payoff type ever sends a.

Suppose, again without loss of generality, that only payoff type A sends message a when all

messages are available. Then the posterior probability of the sender having payoff type A

following message a is 23< 7

10and hence the unique best reply to message a is action Z. A

similar argument holds for message b. The best response to any focal message is to play Z.

The argument for the three-and six payoff type games is nearly identical, except that the

maximal posterior probability on any payoff type is even lower than 23. Similar logic applies

to the 3-state and 6-state games.

Part 2: Consider state θ. For any language state λ with mθ ∈ λ the common payoff from a

focal strategy is 10. Otherwise, the common payoff from a focal strategy is 7. Since there

there is positive probability that mθ ∈ λ, the expected payoff exceeds the pooling equilibrium

payoff 7, which we know from Part 1 is the neutral equilibrium payoff. The common focal

strategy payoff is 9 in the two-state game, 8.5 in the three-state game and 7.86 in the six-state

game.

Part 3: Every focal equilibrium is neutral by definition. Therefore, it follows from Part

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1 that a focal equilibrium has to be a pooling equilibrium. This is incompatible with the

equilibrium being imperative focal.

Part 4: We provide an example of a non-pooling equilibrium for each of the three games.

For the two-state game: Consider the following strategy profile : σ(a|A, λa) = σ(b|A, λb) =

1, σ(a|A, λa,b) = 12, σ(∗|B, λa) = σ(∗|B, λb) = 1, σ(a|B, λa,b) = 1

2, ρ(X|a) = ρ(X|b) =

ρ(Y |∗) = 1. Given the receiver’s strategy, the sender strategy is clearly optimal. Also, since

the posterior probability of payoff type B is one following message ∗, it is uniquely optimal

for the receiver to respond with action Y to message ∗. Finally, the posterior probability of

payoff type A after either message a or b is 34

and since 34× 10 > 7 it is (uniquely) optimal

for the receiver to respond to both messages a and b with taking action X. This shows that

(σ, ρ) is an equilibrium strategy profile. The sender payoff from this profile is 9.83 and the

receiver payoff is 8.3.

Three-state game: Consider the following strategy profile: σ(mθ|θ, λa,b,c) = 1 for all θ ∈Θ. σ(a|A, λa) = 1, σ(∗|B, λ) = 1 if ∗ ∈ λ, σ(#|C, λ) = 1 if # ∈ λ, σ(∗|A, λ) = σ(#|A, λ) = 1

2

if a 6∈ λ, ρ(W |a) = 1, ρ(X|b) = 1, ρ(Y |c) = 1, ρ(X|∗) = 1, ρ(Y |#) = 1. The sender’s strategy

is clearly optimal, given the receiver’s strategy. Following messages a, b and c the receiver’s

beliefs are concentrated on a single payoff type and his response is clearly optimal. Following

message ∗ the posterior probability of payoff type B is 34

and therefore action X is uniquely

optional. Following message # the posterior probability of payoff type C is 34

and therefore

action Y is uniquely optional. The sender payoff from this profile is 9.83 and the receiver

payoff is 8.3.

Six-state game: Consider the following strategy profile: σ(mθ|θ, λa,b,c,d,e,f ) =

σ(mθ|θ, λmθ) = 1 for all θ ∈ Θ. σ(∗|B, λ) = 1 if b 6∈ λ, σ(#|C, λ) = 1 if c 6∈ λ, σ(%|D,λ) = 1

if d 6∈ λ, σ(@|E, λ) = 1 if e 6∈ λ, σ(∧|F, λ) = 1 if f 6∈ λ, σ(∗|A, λ) = σ(#|A, λ) =

σ(%|A, λ) = σ(@|A, λ) = σ(∧|A, λ) = 15

if a 6∈ λ, ρ(T |a) = 1, ρ(U |b) = 1, ρ(V |c) = 1,

ρ(W |d) = 1, ρ(X|e) = 1, ρ(Y |f) = 1, ρ(U |∗) = 1, ρ(V |#) = 1, ρ(W |%) = 1, ρ(X|@) = 1,

ρ(Y |∧) = 1. Given the receiver strategy, the sender strategy is clearly optimal. Following

messages a, b, c, d, e, f the receiver’s beliefs are concentrated on a single payoff type and his

response is clearly optimal. Following message ∗ the posterior probability of payoff type B is56

and therefore action U is uniquely optional. The argument for the remaining messages, #,

%, @ and ∧ is the same up to exchanging the roles of payoff types and actions. The sender

payoff from this profile is 9.88 and the receiver payoff is 8.81. �

One implication of Proposition 1 is that, while focal strategies might be a sensible an-

choring point for initial play, they should not be able to persist in the long run, since they are

not equilibria. Our setup also makes it difficult for a priori meaningless messages to acquire

meaning. If a priori meaningless messages do not acquire meaning and play converges to

equilibrium in the long run, then only neutral and therefore pooling equilibria remain.

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3.4 Level-k analysis

We think of the equilibrium described in section 3.3 as a description of the final state that

players might reach with sufficient experience with the game. In this section we consider

what might occur in the first few plays of the game, when players rely on introspection and

limited experience to formulate their strategies. They can be expected to be heterogeneous

in the conclusions that they reach and thus any model of initial play must allow variation

among players in decision making.

In many settings initial play can be understood in terms of level-k reasoning: Players have

models of their counterparts’ behavior of varying degree of sophistication and best respond

to the behavior predicted by these models. The least sophisticated model views other players

as naive non-strategic level-0 players. This is the model used by level-1 players. Thus, level-1

players best respond to level-0 behavior. Continuing in this vein, level-k players best respond

to level-k− 1 behavior for k = 1, 2, . . .. Cai and Wang [9] successfully adapt Crawford’s [15]

analysis of the communication of intentions to communication of private information. For

data from a sender-receiver game experiment that is inspired by Crawford and Sobel [14],

their analysis predicts over-communication, consistent with their observations.

A crucial step in any level-k analysis is the specification of level-0 behavior. It is standard

in communication games to anchor a level-k analysis at behavior consistent with a priori

message meanings. Thus, we let level-0 senders use an indicative focal strategy and random-

ize uniformly over meaningless messages when the message meaning for their payoff type is

not available. Similarly let level-0 receivers use an imperative focal and neutral strategy.

Then level-1 senders will send the message whose meaning matches their payoff type when

available and send the other meaningful message that they have given their language type

otherwise. Level-1 receivers use the same strategy as level-0 receivers. Level 2-senders use

the same strategy as level 1 senders. Level-2 receivers take action Z after all messages. In

prior work restriction attention to no more than three levels has proven useful. Camerer,

Ho, and Chong [10] find that their cognitive-hierarchy model, in which level-2 players best

respond to a mixture of level-1 and level-2 players, with an average level of 1.5 fits the data

of many games; Crawford and Iriberri [13] limit attention to three levels and observe a higher

proportion of level 1s than level 2s; and, Costa-Gomes and Crawford [11] find that the num-

ber of level 1s is approximately twice the number of level 2s. In line with these findings, we

adopt a rule-of-thumb that there are twice as many level-1s as level-2s and few level-0s as a

rough approximation for predicting initial play. Then we expect most senders to report their

payoff type truthfully if possible and to mimic another payoff type otherwise. Two thirds of

receivers are credulous and the remaining one third takes the pooling action Z in response to

a focal message. Therefore, relative to neutral (and therefore pooling) equilibria, we expect

over-communication in the initial rounds of play.

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4 Experimental Procedures

4.1 Procedures and timing within sessions

The experiment consisted of 8 sessions that were conducted at the Economic Science Lab,

at the University of Arizona. There were three different conditions, the 2-state, 3-state, and

6-state conditions. Each session consisted of 120 periods in total and two conditions. Each

condition was in effect for 60 periods. On average, a session lasted for 90 minutes, including

initial instruction and final payment of the subjects. Instructions were read by a computer

in a neutral tone.

Some information about the sessions is presented in Table 1, including the sequencing of

conditions. The role of each player, as a sender or receiver, was fixed within each condition

but was always switched to the other role at the beginning of the next condition. Each player

was re-matched with another player in each period randomly. It was common knowledge

that, although interacting with the same group in the lab, the possibility of being matched

with the same participant in two consecutive rounds was small. Interaction was anonymous

in the sense that players could not associate a player with her action in any way that would

allow them to keep track of a player’s action.

Subjects were paid for every period, at a conversion rate of $1.00 per 37 points. Subjects

earned an average of 24 dollars. We recruited 118 subjects from the subject pool of the

Economic Science Laboratory at the University of Arizona. The pool is open for registra-

tion to full-time undergraduate students of the University of Arizona. We programmed the

experiment using z-Tree [17].

Upon arrival at their session, subjects were randomly assigned to computers in the labo-

ratory. At the beginning of each condition, one trial period was conducted to help subjects

better understand the experiment. The payoff in the trial period for each subject was re-

vealed, but was not counted in their final payment. During the 60 periods of each condition

that counted toward their earnings, subjects knew the period they were in and the number

of periods remaining. All earnings from the 60 periods were counted toward their payment.

In each period, subjects played a two-stage game. In the first stage, the sender observed

the true state of the world and the language set available, and then decided on the message

to send to the receiver. In the second stage, after receiving the message from the sender,

the receiver chose his action. Then both sender and receiver were told their own payoffs.

Messages were displayed on the screen in the same order for both players and this order was

constant over time. The history of states, messages and own payoffs in all previous periods

was available in a table on the sender’s screen for her to review. The history of messages,

action choices and own payoffs in all previous periods recorded in a table for the receiver

to review on is screen. For both players, this history information remained available at all

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times.

Table 1: Session Information

Session Number Number of Subjects Periods 1 - 60 Periods 61 - 120

1 12 6-state 2-state

2 14 2-state 6-state

3 14 3-state 6-state

4 18 6-state 3-state

5 14 3-state 2-state

6 12 2-state 3-state

7 18 6-state 2-state

8 16 2-state 6-state

4.2 The conditions

4.2.1 The two-state condition

The 2-state condition allowed for two possible payoff states, A and B, which were equally

likely. The realized state was observed only by the sender. At the time the true state was

revealed to the sender, senders were also informed of the language they were able to use.

There were three possible language sets. The first one included a set of all the messages that

had a focal meaning, a and b, denoted here as language set {a, b}. The second and third

language sets consisted of one meaningless message *, and one message with focal meaning,

a or b. That is, the other two possible language sets were {a, ∗} or {b, ∗}. All three language

sets were equally likely to be available to a sender in a given period. Language sets, like the

states, were drawn independently each period and for each pair of players with the period.

After learning the state and the language they had available, each sender chose a message

from the available language set to send to the receiver she was paired with.

Receivers could not observe the true state they were in. The only information that

they had available to make their decisions was the payoff table, the history of their own

actions and payoffs, and the message they received from the sender they were matched with.

Both senders and receivers were provided with the payoff structure of the game. The payoff

structure of 2-state condition is shown in Figure 3 above. In the payoff table, the row

indicates the true state, and the columns the possible choices of the receiver. The numbers

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in each cell are the payoffs to the sender and receiver respectively. Note that the only action

that senders take is to communicate with receivers. The payoff is determined entirely by the

receiver’s choice and the payoff state.

4.2.2 The 3-state and 6-state conditions

In the other two conditions, the number of language sets and decisions are larger than in

the two state condition, as shown in the Table 2 below. The payoff structures in the 3-state

and 6-state conditions have a similar pattern as in the 2-state condition, and are described

in Figures 1 and 2 above. In each condition, there is a number of language sets equal to the

number of states plus 1. The set of possible language sets always includes one set containing

all focal messages, with the remaining language sets consisting of one focal and a number of

meaningless messages equal to the number states minus one. In all conditions and for each

payoff state sender and receiver agree on the optimal action for that state. We refer to this

as the game being of common interest. If the receiver choses an action other than the safe

action Z, both players receive a payoff of 10 in one of the states, while in all other states,

the sender would receive a payoff of 9, and the receiver would earn zero. By playing the safe

action, the receiver ensures a payoff of exactly 7 to both parties.

Table 2: Condition parameters

Possible States Possible Language Sets

2-state A,B {a, b}, {a, ∗}, {b, ∗}

3-state A, B, C {a, b, c}, {a, *, #}, {b, *, #}, {c, *, #}

6-state A, B, C, D, E, F

{a, b, c, d, e, f}, {a, *, #, ˆ , @, %},

{b, *, #, ˆ, @, %}, {c, *, #, ˆ, @, %},

{d, *, #, ˆ, @, %}, {e, *, #, ˆ, @, %},

{f, *, #, ˆ , @, %}

4.2.3 Control condition

In 60 periods of sessions 9 and 10, a control condition was in effect. The payoff structure

was identical to that in the six state condition. However, it was common knowledge that

all senders always had the language set λabcdef available, and therefore, there existed a focal

equilibrium that yields a payoff of 10 to both parties. Comparing this treatment to the

6-state condition isolates the impact of language incompleteness.

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5 Results

This section is organized in the following manner. In subsection 5.1, we consider aggregate

patterns in both sender and receiver behavior and how these evolve over time. We argue

that behavior moves closer to the equilibrium over time in the 6-state and 3-state treatment,

but fails to converge in the 2-state condition. In all conditions, there remain a fraction of

receivers who believe the messages they receive, as well as a fraction of senders who send

an honest message, even when they could benefit from lying. These latter two fractions are

great enough in the two state case to prevent convergence to equilibrium. We verify that

successful coordination occurs in the control condition.

In section 5.2, we report report the results from regresssions that investigate the deter-

minants of the behavior of individual senders and receivers. We find that they are influenecd

by both their experience in earlier periods, as well as by heterogeneous tendencies to be

honest or credulous. In section 5.3, we show that assuming a constant proportion of honest

individuals can account for the differences in outcomes across conditions. It is optimal for

receivers to believe senders’ messages if the probability that senders are truthful exceeds a

particular threshold, which differs among conditions. The threshold is lowest in the 2-state

condition and is exceeded by the actual percentage of honest individuals. In that condition,

this behavior generates payoffs to both parties well in excess of the pooling equilibrium level.

5.1 General Patterns in the Data

Our hypothesis is that behavior at the outset of play will have a distribution consistent with

a level-k model in which the levels range from 0 - 2. Senders’ behavior differs by level when

they lack the truthful message. Level-0 senders send a message devoid of meaning, while

levels 1 and 2, send a message with meaning. Receivers who are levels 0 and 1 follow the

recommendation of the sender, while receivers who are level 2 simply play the safe action Z.

Thus, if the distribution of levels is similar in the two roles, we would expect the percentage

of senders who lie to be greater than the percentage of receivers who play the safe action.

We calculate the percentage of senders who lie in the first five periods in the subset

of periods in which they to not have the truthful message available. This fraction is 0.410,

0.405, and 0.233 in the two, three, and six-state conditions respectively. The overall weighted

average is 0.317. For receivers, the percentage of individuals who, when they receive a

message with focal meaning, follow the action consistent with the message being truthful, is

77.78% in the 2-state, 55% in the 3-state, and 65.1% in the 6-state conditions, respectively.

for a weighted average of .684. Thus the data from initial play closely match our rule-of-

thumb prediction of two-thirds level-1 players and one-third level-2 players for receivers.

In the case of senders there are more truthful senders than our rule of thumb prediction

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allows; we will return to this below and argue that there appears to be a robust contingent

of truthful types of senders.

Figure 4: Proportion of receivers who choose the safe action Z after receiving a focal message,last 60 periods

Figure 4 shows that receivers in the 6-state and 3-state conditions, who received a message

with a focal meaning, exhibit an increasing trend in their likelihood of choosing the safe

action. In the figure, the vertical axis is the percentage of observations in which Z is played,

averaged over all individuals. The horizontal axis is the period number, broken up into

5-period blocks. The data from the last 60 periods of each session is shown in the figure.

The increasing trend in the play of the safe action Z is less clear in 2-state case. Our rule

of thumb of two-thirds level-1 behavior and one-third level-2 behavior predicts that initially

one third of receivers take the pooling action Z in response to receiving a focal message.

This appears roughly consistent with the data, in terms of magnitude, though it does not

capture the modest difference in initial behavior between treatments.

The equilibrium analysis predicts that, in the long run, receiver behavior converges toward

the receiver taking the pooling action with probability 1 in response to all messages, including

focal messages. While there is not complete convergence in any of the three conditions, there

is a trend in this direction in the 3-state and 6-state conditions. There is no such trend in the

2-state condition: the percentage of receivers choosing Z in the last few periods is roughly

22% in the two-state condition, while it is above 2/3 in the other two conditions.

Sender behavior in the second half of the experiment is displayed in Figure 5. The top

panel shows the data from the 2-state case, and the middle and lower panels correspond to

the 3-and 6-state cases, respectively. The graphs in the left column indicate the percentage

of time that an individual told the “truth”, that is, she sent the message corresponding to

the true state, when she had the message available. This is indicated by the bar indicated

“Tell Truth”. The other two bars, “Lie” and “Neutral” are instances in which the individual

sent a message with focal meaning that did not correspond to the true state, and instances

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Figure 5: Senders’ messages, when truth is or is not available, all conditions, all periods

in which she sent a message without focal meaning, respectively. These last two messages

were very rare when the focal message corresponding to the true state was available.

The panels on the right of Figure 5 contain the data from periods in which the message

corresponding to the true state was not available. In these cases, sending the truthful

message is not possible. The bar labeled “Lie” indicates the percentage of instances in

which the individual sent a focal message in cases in which the truth was not available, and

“Neutral” the percentage of the time in which a non-focal message was sent.

Figure 6 illustrates the same information for sessions in which the control condition was

conducted as one of the treatments. Recall that in the condition, all messages are always

available, so that senders can always tell the truth if they wish to. The upper panel shows the

behavior of senders under the control condition. It shows that the vast majority of senders, in

excess of 90%, send the message corresponding to the true state. The lower panels illustrate

the data from the 6-state condition, for the same sessions in which the control treatment was

conducted. These data resemble the pooled data from all sessions of the 6-state condition

shown in figure 5.

Figure 7 shows the time profile of the percentage of instances of lying over time when the

truth is unavailable. The data in Figure 7 indicate that there is no clear trend in senders’

lying behavior. Nonetheless, the increase in the tendency of receivers to choose Z over time

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Figure 6: Senders’ messages in control condition, when truth is or is not available, allconditions, periods

Figure 7: Proportion of senders who lie over time when truth is unavailable, last 60 periods

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suggests that senders’ messages are less likely to be believed over time.

Figure 8: Receivers’ average payoff over time, last 60 periods

Figure 8 shows the receiver’s payoff over time. In all three conditions, average payoff is

close to the equilibrium level of 7, though it is slightly greater in the 2-state condition, and

slightly lower in the 6-state condition.

Figure 9 illustrates the sender’s average payoff over time. In all three treatments, sender

earnings exceed the equilibrium level of 7. Earnings are greatest in the 2-state condition,

followed by 3-state and 6-state. In all three conditions sender earnings decline over time but

remain greater than the equilibrium level.

The pattern suggests that in the two-state condition there was sufficient successful co-

ordination so that both parties’ payoffs could exceed the equilibrium level. In the 6 state

treatment, senders’ earnings were greater than 7, while the receivers’ earnings were below.

This indicates that sender’s lies were frequently believed and this worked to the advantage

of senders. The increasing tendency of receivers to play the safe action Z in the 6-state

treatment is presumably a response to the adverse outcomes. In the 3-state and 6-state

condition, the average of senders’ payoff converges down towards the benchmark in 9. In the

2-state condition, this index shows a slightly downward trend.

5.2 Correlates of decisions of senders and receivers

We specified a number of regressions to study the determinants of a receiver’s choice of the

safe action Z. The estimates are given in Table 3 for all periods. The first three columns are

estimates from OLS regressions, while the last three are the results of logit regressions. The

dependent variable takes on value 1 if the receiver chooses action Z and 0 otherwise. Focal

message equals 1 if the sender sends a focal message and zero otherwise. BurnedLast10 is a

dummy variable that indicates whether the receiver got a focal message, chose an action as

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Figure 9: Senders’ average payoff over time, last 60 periods

Table 3: Determinants of choosing the safe action Z for each condition

2-state 3-state 6-state 2 Logit 3 Logit 6 Logit

FocalMessage -0.569∗∗∗ -0.244∗∗∗ -0.258∗∗∗ -4.889∗∗∗ -1.696∗∗∗ -2.423∗∗∗

(0.0170) (0.0208) (0.0135) (0.240) (0.150) (0.138)

BurnedLast10 0.00667 -0.0288 -0.0242 0.213 0.196 0.171(0.0153) (0.0245) (0.0165) (0.156) (0.168) (0.144)

Period 0.00251∗∗∗ 0.00377∗∗∗ 0.00374∗∗∗ 0.0277∗∗∗ 0.0260∗∗∗ 0.0389∗∗∗

(0.000360) (0.000553) (0.000387) (0.00378) (0.00377) (0.00357)

cons 0.764∗∗∗ 0.614∗∗∗ 0.751∗∗∗ 1.989∗∗∗ 0.664 1.844∗∗∗

(0.0358) (0.0379) (0.0239) (0.450) (0.460) (0.383)lnsig2ucons 1.982∗∗∗ 1.605∗∗∗ 1.767∗∗∗

(0.236) (0.310) (0.244)N 2760 1740 2940 2760 1740 2940

Standard errors in parentheses∗ p < 0.05, ∗∗ p < 0.01, ∗∗∗ p < 0.001

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if it were true, and the choice resulted in payoff of 0.2

The estimates show that receiving a focal message makes it less likely that a receiver

chooses Z, indicating that messages are believed at least to some extent. Receiving a focal

message in the two-state case makes the play of Z 57% less likely in 2-state, 24% in 3-state,

and 26% in 6-state. Being burned in the last ten periods has no effect. This means that

the increasing frequency of the play of Z over time is a general trend, rather than a series of

short-term changes as a result of receiving a recent payoff of 0. The coefficient on Period is

significantly positive in all conditions, revealing a trend toward greater play of Z. The trend

is slower in 2-state than in the other treatments. The estimates confirm the impression

from the figures that 2-state is more conducive to successful coordination than the other two

conditions.

Table 4: Fraction of time lying when truth unavailable

State Lying ratio when truth unavailable2 0.4828383 0.40534016 0.3153812

5.3 Explaining the patterns in the data

As we have seen, there is more honest behavior on the part of senders than would be con-

sistent with our level-k analysis or would be optimal given receiver behavior. The latter

is the case because both levels of the sender above 0 should lie, and it is not reasonable

to believe that many senders can be considered level-0s after playing this relatively simple

game for many periods. Moreover, there is a widespread tendency for receivers to follow

senders’ recommendations. In the two-state treatment, this combination of sender honesty

and receiver credulousness leads to payoffs higher than in equilibrium.

To account for this pattern, suppose that some senders prefer being truthful to lying,

in line with Crawford [15]. Define an honest sender as one who uses an indicative focal

strategy. Honest senders are truthful when truth is available and send a meaningless message

otherwise. In contrast, a strategic sender will send a message corresponding to the true state

if it is available and a focal message corresponding to another state when the true message

is not available.

The payoff to a receiver from playing action Z is always equal to 7 in all games. In each

of the conditions, there are s + 1 language types, where s is equal to the number of states.

2Using the number of times burned in the last 10 periods in the specification rather than a dummyvariable for whether one has been burned or not generates the same results in that the same variables aresignificant at the same thresholds of significance.

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The true message is available in 2 of the s + 1 language profiles. Consider a situation in

which all senders are either honest or strategic. Denote the proportion of honest senders as

h, 0 ≤ h ≤ 1.

Figure 10 shows that a substantial fraction of senders are consistently honest or strategic.

The figure shows the percentage of instances, in the last 30 periods of each of the two 60-

period segments of the sessions, in which individuals lied and did not lie when the truth was

unavailable. The data are clustered at the boundaries indicating that a considerable share

of individuals behaved consistently.

Given the presence of both honest and dishonest types, the expected payoff to a receiver

of following the message equals

10 ∗ 2

s+ 1+ 7 ∗ s− 1

s+ 1∗ h+ 0 ∗ s− 1

s+ 1∗ (1− h) (1)

The first term is the payoff to the receiver from successful coordination, 10, multipled by

the probablity that the sender has the true message available in their language profile. The

second term is the payoff from the receiver playing Z in response to a message devoid of

meaning, if the sender is of an honest type. The third term is the payoff from following

the sender’s message, if it has focal meaning, the sender is dishonest, and the sender does

not have the true message available. This is compared to the payoff from not following the

message and playing it safe instead, which equals 7. The payoff from following the sender’s

recommendation is greater than that of playing Z if

h ≥7− 20

s+1

7 ∗ s−1s+1

(2)

In the three conditions of our experiment, s = 2, 3, and 6. Thus, the fraction of individuals

h that must behave honestly to make it optimal for the sender to believe the message is 14.3%

in the two-state condition, 57.1% in the three-state condition, and 82.4% in the six state

case. Table 4 indicates that in all three conditions, the percentage of instances in which the

sender lies is between 30% - 50%. This means that it is optimal for the receiver to believe

the sender in the two-state case and not to in the six-state and three-state cases, which is

consistent with the data.3

Another pattern that is apparent in Figure 10 is the greater incidence of lying in the two-

state case than in the other two environments. This is consistent with a greater benefit from

lying in the two-state case than in the other two. As Figure 4 shows, a greater proportion

of receivers believe the sender’s message in two-state than in the other environments. This

affects the relative expected payoffs from lying and from being honest. The proportion

3Figure 3 shows that there is some endogeneity in the extent of lying aversion. This is consistent withindividuals’ being more willing to lie if the private benefits from lying are greater.

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of receivers whose choices are consistent with believing the message, is 0.70, 0.48, 0.38

respectively for 2-state, 3-state, and 6-state.

Figure 10: Ratio of sending messages honestly

We also calculate the potential lying cost for senders that would make them indifferent

between lying and being honest based on the proportion of receivers who chose the safe

option in the last 10 periods. The indifference conditions are as follows:

2-state:

0.70× 9 + 0.30× 7− 7 = 1.40 (3)

3-state:

0.48× 9 + 0.52× 7− 7 = 0.96 (4)

6-state:

0.38× 9 + 0.62× 7− 7 = 0.76 (5)

The threshold is lowest in the 6-state case, followed in turn by the 3-state and 2-state

conditions. This means that the cost that would make a sender indifferent between lying

and telling the truth is highest in the 2-state case and lowest under 6-state. Thus, if the

distribution of lying costs is similar in the three treatments, there would be more lying in

the 2-state treatment, than in the 3-state treatment, and the least lying should occur in the

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6-state case. This pattern is consistent with the data and with the notion that the percentage

of players that is honest is endogenous.

6 Conclusion

In this paper, we have considered a setting in which language may be degraded over time.

The meaning of messages may erode. The potential opportunistic use of language on the

part of senders can create risks for receivers. If they naively follow the recommendations in

the focal language, and the sender tries to mislead them, receivers receive low payoffs. In

response, they ignore messages from senders, removing the incentive for senders to use the

language in a meaningful way. This equilibrium outcome comes at a cost to both players,

who would benefit if they could find a way to guarantee the truthfulness of the messages

that are sent.

We find that the complexity of the environment, measured in terms of the number of

possible states, is an important factor determining the extent to which language degrades

over time. In the six-state case, our most complex condition, behavior converged to close

to the pooling equilibrium outcome, as predicted. In the two-state case, messages largely

retained their meaning in the sense that opportunistic behavior was sufficiently limited to

make it profitable for receivers to believe the senders’ messages and respond accordingly.

While, at least for receivers, the data, at first glance, are consistent with a level-k model

in which there are two-thirds level-1 players and one-third level-2 players (consistent with

prior findings in the literature), we believe that there is more at work than heterogeneity in

rationality and beliefs. The data are also consistent with a fraction of individuals who have a

preference for behaving honestly. The game can be viewed as one in which there is an honest

type and a strategic type of the sender. The critical percentage of honest senders required to

make it optimal for receivers to follow the messages they receive is far lower in the two-state

case than the six-state. The data show that the critical value is exceeded in the two-state

case but not in the six-state case. Thus, the presence of a fraction of individuals who are

honest, coupled with a relatively small number of instances in which lying is profitable, leads

to a level of coordination considerably greater than would occur in equilibrium. This occurs

in the two-state case and the expressions in the language retain their meaning. On the other

hand, the percentage of senders who are honest does not exceed the threshold in the 3 and

6 state cases and, as a consequence, the meaning of expressions in the language do degrade.

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Figure 11: Screen Shot for sender in 2-state condition

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Figure 12: Screen shot for receiver in 2-state condition

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