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Department
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Working
Paper
Series
THE
ALLOCATION
OF
ATTENTION:
THEORY
AND
EVIDENCE
Xavier
Gabaix
David
Laibson
Guillermo
Moloche
Working
Paper
03-31
August
29,
2003
Room
E52-251
50
Memorial
Drive
Cambridge,
MA
02142
This
paper
can
be downloaded
withoutcharge from
theSocial
Science
Research Network Paper
Collection atTHE ALLOCATION
OF
ATTENTION:
THEORY
AND
EVIDENCE
Xavier Gabaix*
MIT
and
NBER
David Laibson
Harvard
University
and
NBER
Stephen
Weinberg
Harvard
University
Current Draft:
August
29, 2003GUILLERMO
MOLOCHE
NBER
Abstract.
A
host of recent studies show that attention allocation has importanteconomicconsequences. Thispaperreportsthefirstempiricaltest ofacost-benefitmodelofthe
endogenousallocationofattention.
The
modelassumesthateconomicagentshavefinitementalprocessing speeds and cannot analyze all of the elements in complex problems.
The
model makes tractable predictions about attention allocation, despite the high level of complexityinour environment.
The
model successfully predictsthe keyempirical regularitiesofattentionallocationmeasuredinachoiceexperiment. In theexperiment, decisiontimeisa scarce resource and attention allocation is continuously measuredusing Mouselab. Subject choices correspond
well tothe quantitative predictionsofthemodel,whicharederivedfrom cost-benefitand option-valueprinciples.
JEL
classification: C7, C9, D8.Keywords: attention, satisficing, Mouselab.
*Email addresses: xgabaix@mit.edu, dlaibson@arrow.fas.harvard.edu, gmoloche@mit.edu,
swein-ber@kuznets.fas.harvard.edu.
We
thank Colin Camerer, David Cooper, Miguel Costa-Gomes, Vince Craw-ford,AndreiShleifer,Marty Weitzman, threeanonymousreferees, and seminarparticipants atCaltech,Har-vard,MIT, Stanford, University of California Berkeley,
UCLA,
University ofMontreal,andthe EconometricSociety.
Numerous
research assistants helped run the experiment.We
owea particular debt to Rebecca Thornton and NataliaTsvetkova.We
acknowledge financial support from theNSF
(Gabaix and LaibsonTHE ALLOCATION
OF ATTENTION:
THEORY
AND
EVIDENCE
2l.
Introduction
1.1.
Attention
asa
scarceeconomic
resource. Standard economic models convenientlyassume
that cognition is instantaneousand
costless.The
current paperdevelopsand
testsmodels
that are based
on
the fact that cognition takes time. Like players in a chesstournament
orstudents taking atest, realdecision-makers need timetosolveproblems
and
oftenencountertrade-offs because they
work
under time pressure.Time
almost always has a positiveshadow
value, whether or not formal time limits exist.Because timeis scarce, decision-makers ignore
some
elements in decisionproblems whileselec-tively thinking about others.1
Such
selective thinking exemplifies the voluntary (i.e. conscious)and
involuntary processes that lead to attention allocation.2Economics
is often defined as the study of the allocation of scarce resources.The
processof attention allocation, with its consequences for decision-making, seems like a natural topic for
economicresearch. Indeed, inrecent years
many
authors havearguedthatthe scarcityofattention haslarge effectson economic
choices. Forexample,Lynch
(1996),Gabaix
and
Laibson (2001),and
Rogers (2001) study the effects of limited attentionon consumption
dynamics and
the equitypremium
puzzle.Mankiw
and
Reis (2002),Gumbau
(2003), Sims (2003),and
Woodford
(2002)study the effects
on
monetary
transmission mechanisms. D'Avolioand
Nierenberg (2002), DeliaVigna and
Pollet (2003),Peng and Xiong
(2003),and
Pollet (2003) study the effectson
asset pricing. Finally, Daniel, Hirshleifer,and
Teoh
(2002)and
Hirshleifer, Lim,and
Teoh
(2003) studythe effects
on
corporate finance, especially corporate disclosure.Some
of these papers analyzelimited attention
from
a theoretical perspective. Others analyze limited attention indirectly,by
studying its associated
market
consequences.None
ofthese papers measures attention directly.The
currentpaperispart ofanew
literature inexperimentaleconomics that empirically studies1
Simon (1955)first analyzeddecision algorithms
—
e.g. satisficing—
that are basedonthe idea that calculationis time-consuming or costly. See Kahneman and Tversky (1974) and Gigerenzer et al. (1999) for heuristics that simplify problem-solving. See Conlisk (1996)for aframeworkinwhich tounderstandmodelsofthinkingcosts.
Attention"allocation" can bedividedintofour categories: involuntaryperception(e.g.,hearingyournamespoken
across a noisy room at a cocktail party, see Moray 1959and
Wood
andCowan 1995); involuntary central cognitive operations (e.g. trying tonotthinkabout whitebears, but doingso anyway,seeWegner 1989); voluntary perception(e.g. searchingfora cerealbrandona displayshelf, seeYantis1998); andvoluntary central cognitive operations(e.g.
planning andcontrol of action, seeKahneman 1973, and Pashler andJohnston 1998). See Pashler (1998) for an
excellentoverviewofresearch on attention. The modelthat we analyze in this paper can beapplied toall ofthese
categories of attentionallocation, but wediscuss an application that focuseson conscious attention allocation (the
the decision-makingprocess
by
directlymeasuring attentionallocation(Camerer
et al. 1993,Costa-Gomes,
Crawford,and
Broseta 2001,Johnson
et al 2002,and Costa-Gomes and Crawford
2003).In the current paper,
we
report the first direct empirical test ofan economic cost-benefitmodel
ofendogenous attention allocation.
This economic approach contrasts with
more
descriptive models of attention allocation in thepsychology literature (e.g. Payne,
Bettman, and Johnson
1993).The
economic approach providesa general
framework
for deriving quantitative attention allocation predictions without introducingextraneous parameters.
1.2.
Directed
cognition:An
economic approach
toattention
allocation.To
implement
theeconomicapproachinacomputationallytractableway,
we
applyacost-benefitmodel
developedby
Gabaix
and
Laibson (2002), which theycall the directed cognition model. Inthis model,time-pressured agents allocate their thinking time according to simple option-value calculations.
The
agents in this
model
analyze information that is likely tobe
usefuland
ignore information that islikely to
be
redundant. For example, it isnot optimalto continue toanalyze agood
that is almostsurely
dominated by
an alternative good. It is also not optimal to continue to investigate agood
aboutwhich
you
already have nearly perfectinformation.The
directed cognitionmodel
calculatesthe economic option-value of marginal thinking
and
directs cognition to the mental activity withthe highest expected
shadow
value.The
directed cognitionmodel comes
withtheadvantage of tractability.The
directedcognitionmodel
canbe
computationally solved even in highlycomplex
settings.To
gain this tractability, however, the directed cognitionmodel
introducessome
partialmyopia
into the option-theoreticcalculations,
and
can thus only approximate theshadow
valueofmarginal thinking.Inthis paper
we
show
thatthis approximationcomes
at relativelylittlecost, sincethepartiallymyopic
calculations in the directed cognitionmodel
generate attention allocation choices thatap-proximate the payoffs from a perfectly rational
—
i.e. infinitely forward-looking—
calculation ofoption values. Because infinite-horizonoption value calculations are not generallycomputationally
tractable
and
because directed cognition is close to those calculationsanyway
(cf.Appendix
C),THE ALLOCATION
OF ATTENTION:
THEORY
AND
EVIDENCE
41.3.
Perfect
rationality:an
intractablemodel
ingeneric
high-dimensional
problems.
Perfect rationality represents a formal (theoretical) solution to
any
well-posed problem.But
per-fectly rationalsolutions cannot
be
calculated incomplex
environmentsand
have limited value as modelingbenchmarks
insuch environments. Researchersinartificialintelligencehave acknowledgedthislimitation
and
taken the extremestep ofabandoning
perfectrationality asan
organizingprinci-ple.
Among
artificialintelligenceresearchers, the meritofan algorithm isbasedon
itstractability,predictive accuracy,
and
generality—
notby
proximity to the predictions ofperfect rationality.In contrast to artificial intelligence researchers, economists use perfect rationality as their
pri-mary
modeling approach. Perfect rationality continues tobe
themost
usefuland
disciplinedmodeling
framework
for economicanalysis.But
alternatives toperfectrationalityshouldbe
activetopics ofeconomic study either
when
perfectrationalityis abad
predictivemodel
orwhen
perfectrationality is not computationally tractable.
The
latter case applies to our attention allocationanalysis.
The
complex
environment thatwe
study in this paper only partially reflectsthe even greatercomplexityof
most
attention allocationproblems.But
eveninourrelativelysimplesettingperfectlyrational option value calculations are not computationally tractable.3
Hence
we
focus our analysison
a solvable cost-benefitmodel
—
directed cognition—
which
can easily be applied to a widerange of realistic attention allocation problems. For our application, the merit of the directed
cognition
model
is its tractability, notany
predictive deviationsfrom
the perfectly rationalmodel
ofattention allocation.
We
do not study such deviationsdue
to the computational intractabilityof the perfectly rationalmodel.
1.4.
An
empirical
analysis ofthe directed cognition
model.
This papercompares
thequalitative
and
quantitative predictions ofthe directed cognitionmodel
totheresults of anexper-iment in
which
subjects solve a generalized choiceproblem
that represents averycommon
set of economic decisions: choose onegood from
aset ofN
goods.Many
economic decisions are specialcases of this general problem.
3
Ofcourse, even whenperfect rationality cannotbesolved, its solutionmightstill bepartiallycharacterizedand
tested.
We
donot takethisapproachin the currentpaper becausethe predictions of the infinite-horizonmodelthatwehave beenabletoformally derivehavebeenquiteweak(e.g.,ceterisparibus, analyzeinformationwiththe highest variance).
In our experiment, decision time is a scarce resource
and
attention allocation ismeasured
continuously.
We
make
time scarce intwo
different ways. In one part ofthe experimentwe
givesubjects
an
exogenousamount
oftime tochoose onegood from
a set ofgoods—
achoiceproblem
with an exogenous time budget.
Here
we
measure
how
subjects allocatetime as they think abouteach good's attributes before
making
a finalselection ofwhich good
to consume.In a second part of the experiment
we
give the subjectsan
open-ended sequence of choiceproblems likethe one above. Inthis treatment, the subjects keep facing different choiceproblems until atotalbudget oftime runsout.
The amount
oftimea subject choosesforeachchoiceproblem
is
now
an endogenous variable. Because payoffs are cumulativeand
each choiceproblem
has apositive expected value, subjects have an incentive to
move
through the choice problems quickly.But moving
too quickly reduces the quality of their decisions.As
a result, the subjects tradeoff quality
and
quantity.Spending
more
timeon any
given choiceproblem
raises the quality ofthe final selection in that
problem
but reduces the time available to participate in future choiceproblems with accumulatingpayoffs.
Throughout
the experimentwe
measure
the process of attention allocation.We
measure
attention allocation within each choice
problem
(i.e.how
is time allocated in thinking aboutthe different goods within a single choice
problem
before a final selection ismade
in that choiceproblem?). Inaddition, intheopen-ended sequencedesign,
we
measure
attentionallocationacrosschoice problems (i.e.
how much
time does the subject spend on onechoiceproblem
beforemaking
a final selection inthat
problem
and
moving
on to the next choice problem?).Following the lead of other economists
(Camerer
et at. 1993and
Costa-Gomes, Crawford,and
Broseta 2001),we
use the "Mouselab"programming
language tomeasure
subjects' attentionallocation.4
Mouselab
tracks subjects' information search during our experiment. Informationis hidden "behind" boxes
on
acomputer
screen. Subjects use thecomputer
mouse
toopen
theboxes.
Mouselab
records the orderand
duration ofinformation acquisition. Sincewe
allow onlyonescreen
box
to beopen
at any point in time,theMouselab
software enables us to pinpointwhat
informationthe subject is contemplating
on
asecond-by-secondbasis throughoutthe experiment.54
Payne,Bettman, and Johnson (1993)developedtheMouselablanguagein the1970's. Mouselabisoneofmany "process tracing" methods. For example, Payne, Braunstein, and Carrol (1978) elicit mental processesby asking subjects to "think aloud." Russo (1978) records eyemovements.
THE ALLOCATION
OF ATTENTION:
THEORY
AND
EVIDENCE
6Inour experiment,subjectbehavior correspondswelltothe predictions of the directed cognition
model. Subjects allocate thinking time
when
the marginal value ofsuch thinking is high, either because competing goods are close in value or because there is a "large"amount
of remaining informationtobe revealed.We
demonstratethis innumerous
ways. First,we
evaluatethe pattern ofinformationacquisition withinchoice problems. Second, in theendogenous
time treatment,we
evaluate the relationship
between
economic incentivesand
subjects' stopping decisions: i.e.when
do
subjects stop workingon
one choiceproblem
so theycan
move
on
tothe next choiceproblem?
We
find that the economicmodel
of attention allocation outperforms mechanistic informationacquisition models.
The
marginalvalueofinformation turns out tobethemost
importantpredictorof attention allocation.
However, the experiment alsoreveals onerobust deviation
from
the predictions ofthe directedcognitioncost-benefitmodel. Subject choicesare partially predicted
by
a "boxes heuristic."Specif-ically,subjects
become more
and more
likelytoend
analysis ofaproblem
themore
boxes theyopen,holdingfixed the economic benefits ofadditional analysis. In this sense, subjects display
a
partialinsensitivity to the particular
economic
incentives in eachproblem
that they face.We
also testmodelsofheuristicdecision-making, butwe
findlittleevidenceforcommonly
stud-ied heuristics, including satisficing
and
eliminationby
aspects. Instead, our subjects generallyallocate their attention consistentlywith cost-benefit considerations, matching the precise
quanti-tative attention-allocation patterns generated by the directed cognition model. Hence, this paper demonstrates that
an economic
cost-benefitmodel
predictsboth
the qualitativeand
quantitativepatterns ofattentionallocation.
Section 2 describes our experimental set-up. Section 3
summarizes an
implementableone-parameter attention allocation
model
(Gabaixand
Laibson 2002). Section 4summarizes
theresults ofour experiment
and compares
those results to the predictions of our model. Section 5concludes.
the Mouselab environment only minimally distorts final choices over goods/actions (e.g., Costa-Gomes, Crawford,
and Broseta 2001 and Costa-Gomes and Crawford 2002). Mouselab's interface does generate "upper-left" and
2.
Experimental
Set-up
Our
experimentaldesignfacilitatessecond-by-secondmeasurement
ofattentionallocationina basicdecision problem, a choice
among
TV goods.2.1.
An
TV-good
game.
An
TV-goodgame
isan
TV-rowby
M-column
matrix ofboxes (Figure 1).Each box
contains arandom
payoff (inunits ofcents) generated withnormal
densityand
zeromean.
After analyzingan
TV-good game, the subjectmakes
a final selectionand
"consumes" asingle
row
fromthat game.The
subject ispaid thesum
ofthe boxes in theconsumed
row.Consuming
arow
representsan
abstraction of a verywide
class of choice problems.We
callthis
problem
an TV-good game, since the TV rows conceptually represent TV goods.The
subjectchooses to
consume
one ofthese TV goods.The
columns
representM
different attributes.Forexample,consider ashopper
who
hasdecidedtogotoWalmart
toselectand buy
atelevision.The
consumer
faces a fixednumber
of television sets atWalmart
(TV differentTV's from which
to choose).
The
television sets haveM
different attributes—
e.g. size, price,remote
control,warranty, etc.
By
analogy, theTVTV's
aretherows ofFigure 1and
theM
attributes (inautilitymetric) appear in the
M
columns
ofeach row.Inour experiment, the importanceor variability ofthe attributesdeclines as the
columns
move
from left to right. In particular, the variance decrements across
columns
equal one tenth of thevariancein
column
one. For example, ifthe variance usedto generatecolumn
oneis 1000 (squaredcents), then the variance for
column
2 is 900,and
so on, ending with a variance forcolumn
10 of 100. Socolumns on
the left represent the attributes with themost
(utility-metric) variance, likescreen size or price in our
TV
example.Columns on
the right represent the attributes with theleast (utility-metric) variance, like
minor
clauses in the warranty.6So
far ourgame
sounds simple:"Consume
the bestgood
(i.e., row)."To
measure
attention,we
make
the task harderby
masking
the contents ofboxes incolumns
2 throughM.
Subjects areshown
only thebox
values incolumn
l.7 However, a subject can left-clickon
amasked box
incolumns
2 throughM
tounmask
the valueofthatbox
(Figure 2).In our experiment,allofthe attributeshave beendemeaned.
We
reveal the value ofcolumnone becauseithelps subjectsrememberwhichrowiswhich. In addition, revealingcolumnoneinitializesthegameby breakingtheeight-waytiethatwouldexistifsubjectsbeganwiththeexpectation
THE ALLOCATION
OF ATTENTION:
THEORY
AND
EVIDENCE
8Only
onebox from columns
2 throughM
canbe
unmasked
at a time. This procedure enablesus to record exactly
what
information the subject is analyzing at every point intime.8 Revealingthe contents ofa
box
does not implythat the subjectconsumes
that box.Note
too that if arow
ispicked for consumption, then all boxes in that
row
are consumed,whether
or not theyhave been
previously
unmasked.
We
introduce time pressure, so that subjects will not be able tounmask
—
or will not chooseto
unmask
—
all ofthe boxes inthe game.Mouselab
enables us to recordwhich
oftheN(M
—
1)masked
boxes the subject chooses tounmask.
Of
course,we
also recordwhich
row
the subjectchooses/consumes for his or her finalselection.
We
study asettingthatreflects realistic—
i.e. high—
levelsofdecisioncomplexity. Thiscom-plexity forces subjects to confront attention allocation tradeoffs. Real
consumers
in real marketsfrequently face attention allocationdecisions that are
much
more
complex.Masked
boxesand
time pressure capture important aspects ofourWalmart
shopper'sexperi-ence.
The Walmart
shopper selectively attends to information about the attributes of theTV's
among
which
she is picking.The
shoppermay
also facesome
time pressure, either because shehas a fixed
amount
of time tobuy
aTV,
or because she has other taskswhich
she cando
in thestore ifsheselects her
TV
quickly.We
exploreboth
ofthese types ofcases inour experiment.2.2.
Games
with
exogenous
and
endogenous time
budgets.
In our experiment, subjects play two different types of JV-good games:games
with exogenous time budgetsand
games
with endogenous timebudgets.We
willrefer to these as "exogenous"and
"endogenous" games.For each exogenous
game
a game-specifictime budgetisgeneratedfromtheuniformdistributionover theinterval [10seconds, 49seconds].
A
clockshows
the subject theamount
oftime remainingforeach exogenous-time
game
(see clockin Figure2). This is the case ofaWalmart
shopper witha fixed
amount
oftime tobuy
a good.In
endogenous
games, subjects haveafixed budget oftime—
25 minutes—
inwhich
to playasmany
different A^-goodgames
astheychoose. Inthis design, adjacent A^-goodgames
areseparatedWhen
wedesigned theexperiment, weconsideredbutdidnotadoptadesign thatpermanentlykeeps boxesopenonce theyhadbeenselectedbythe subject. Thisalternativeapproachhas theadvantagethatsubjectsfaceareduced memory burden.
On
theother hand, ifboxes stayopen permanently then subjects have theoption to quickly—
andmechanically
—
openmanyboxesandonlyafterwardsanalyzetheircontent. Hence, leavingboxesopenimpliedby 20 second bufferscreens,
which
counttoward
the totalbudget of25 minutes. Subjects are freeto
spend
as littleor asmuch
timeas theywant on
eachgame, sotime spenton
eachgame
becomes
an
endogenous
choice variable. This is the case of aWalmart
shopperwho
canmove
on
to otherpurchases ifsheselects her
TV
quickly.We
studyboth
exogenous timegames and endogenous
timegames
because thesetwo
classesofproblems
commonly
arise in the real worldand
any attention allocationmodel
should be able to handleboth
situations robustly.Both
types of problems enable us to study within-problemattention allocationdecisions. Inaddition,the
endogenous
timegames
provide a naturalframework
for studying stopping rules, the between-problemattention allocation decision.
2.3.
Experimental
logistics. Subjects receiveprinted instructionsexplaining the structureofan
iV-goodgame
and
the setup forthe exogenousand
endogenous games. Subjects arethen givena laptop
on which
theyread instructions that explain theMouselab
interface.9 Subjects play threetest games,
which do
not count toward their payoffs.Then
subjects play 12games
with separate exogenous time budgets. Finally, subjects play aset of
endogenous
games
with ajoint 25-minute time budget. For half ofthe subjectswe
reversethe order of the exogenous
and endogenous
games.At
the end oftheexperiment, subjects answerdemographic
and
debriefing questions.Subjects arepaidthecumulative
sum
ofallrowsthatthey consume. Aftereverygame, feedbackreports therunning cumulative value ofthe
consumed
rows.3.
Directed
cognition
model
The
previous section describesan
attention allocation problem. In exogenous games, subjectsmust
decidewhich
boxes tounmask
before their time runs out. Inendogenous
games, subjectsmust
jointlydecidewhich
boxes tounmask
and
when
tomove
on to the next game.We
want
to determinewhether
economicprinciples guidesubjects' attentionallocation choices.We
compare
our experimental data to the predictions of an attention allocationmodel
proposedby
Gabaix and
Laibson (2002). This 'directed cognition'model
approximates the economic valueofattention allocation using simple option value analysis.
THE ALLOCATION OF
ATTENTION:
THEORY AND
EVIDENCE
10The
option value calculations capturetwo
types ofeffects. First,when
many
different choicesare being
compared and
a particular choice gains a large edge over the available alternatives, theoption value of continued analysis declines. Second,
when
marginal analysis yields littlenew
information (i.e. the standard deviation of marginal information is low), the economic value ofcontinued analysis declines.
The
directedcognitionmodel
captures thesetwo
effectswitha
formalsearch-theoretic
framework
thatmakes
sharp quantitative predictions about attention allocationchoices.
3.1.
Summary
ofthe
model.
The
model
canbe brokendown
intothreeiterative steps,which
we
firstsummarize
and
then describe indetail.Step
1: Calculate the expectedeconomic
benefitsand
costs of different potential cognitiveopera-tions. For example,
what
is the expected economic benefit ofunmasking
three boxes in thefirst row?
Step
2:Execute
the cognitive operation with the highest ratio of expected benefit to cost. For example, ifexploration ofthe'next'two
boxes in the sixthrow
hasthe highestexpected ratio of benefit to cost, thenunmask
thosetwo
boxes.Step
3:Return
to step one unless time has run out (in exogenous time games) or until the ratio ofexpected benefit to cost fallsbelow
some
threshold value (endogenous time games).We
now
describe the details of this search algorithm.We
first introduce notationand
thenformally derive an equationto calculate theexpected economic benefits referredto in step one.
3.2.
Notation.
Since ourgames
all have eight rows (goods),we
label the rows A, B,...,H.We
will use lower case letters—
a,b,...,h—
to track a subject's expectations ofthe values oftherespective rows.
Recall thatthe subject
knows
thevalues ofall boxesincolumn
1when
thegame
begins. Thus,atthebeginning ofthegame,the
row
expectationswillequal the value ofthe payoffinthe left-mostcell of each row. For example, if
row
C
has a 23 in its first cell, then at time zero c=
23. Ifthesubject
unmasks
the secondand
third cells inrow
C, revealing cell values of 17and
-11, then c3.3.
Step
1:. In step 1 the agent calculates the expectedeconomic
benefitsand
costs ofdif-ferent cognitive operations. For our application, a cognitive operation is a partial or complete unmasking/analysis of boxes in a particular
row
of the matrix.Such an
operation enables thedecision-maker to improve her forecast of the expected value ofthat row. In our notation,
O
rA
represents the operation, "open
V
additional boxes inrow
A." Because tractability concerns leadus to limit agents' planninghorizons to only asinglecognitive operationat a time,
we
assume
thatindividual cognitive operations themselves can include one or
more box
openings. Multiplebox
openings increase the
amount
ofinformation revealedby
a single cognitive operator, increase theoption value of information revealed
by
that cognitive operator,and
make
the (partially myopic)model
more
forward-looking.10The
operator0\
selects the boxes tobe opened
using a maximal-information rule. In otherwords, the
O
vA
operatorwould
select theT
unopened
boxes (inrow
.A) that have the highestvariances (i.e. with the
most
information). In our game, this corresponds with left to rightbox
openings (skipping any boxes that
may
havebeen
opened already).We
assume
thatan
operator that opensT
boxes hascostT-k,where k
isthe cost ofunmasking
asinglebox.
We
takethis cost to includemany
components, includingthetime involvedin openinga
box
with a mouse, reading the contents ofthe box,and
updating expectations.Such
updatingincludes
an
addition operation as well astwo
memory
operations: recalling the prior expectationand
rememorizing theupdated
expectation.The
expected benefit (i.e. option value) ofa cognitive operationis given by:i,)
S <7*g)-|*|*(-M),
w
(x,v)=
*4>{±)-\x\*\-!f\,
(1)where
4> represents the standardnormal
density function, <& represents the associated cumulativedistributionfunction,
x
isthe estimatedvaluegap
between therow
that isunderconsiderationand
its next best alternative,
and a
is the standard deviation ofthe payoff information thatwould
be10
To gain intuitionfor this effect, consider two goods
A
and B, with E(a)=
3/2 and E(b)=
0. Suppose thatopeningone boxrevealsoneunitofinformationsothat after thisinformationisrevealedE(a')
=
5/2orE(a')=
1/2.Hence,apartiallymyopicagentwon'tseethe benefit ofopening onebox, sincenomatterwhat happens E(a )
>
E(b). However, iftheagentconsidersopeningtwoboxes, thenthereisachancethat E(a') willfall below0, implyingthat gathering theinformationfromtwo boxeswould beusefultothe agent. Analogousargumentsgeneralizeto the caseTHE ALLOCATION OF
ATTENTION:
THEORY
AND
EVIDENCE
12revealed
by
the cognitive operator.We
motivate equation (1) below, but first presentan example
calculation.
In the
game
shown
in Figure 2, consider a cognitive operatorO
zH
that explores three boxes inrow
H. The
initial expected value ofH
ish
=
—28.The
best current alternative isrow C, which
has a current payoffof c
=
23.So
the estimated valuegap between
H
and
the best alternative isxo
=
\h—
c\=
51.A
box
incolumn
n
will revealapayoffr\Hn
withvariance(40.8) (1—
n/10),and
theupdated
valueof
H
after the threeboxes havebeen
opened
will beh'
=
-28
+
r]H2
+
Vm
+
VH4-Hence
the variation revealedby
the cognitive operatoris(Q
o 7 \ To
+
To+
To)'
i.e.
oo
=
63.2.So
the benefit of the cognitive operator isw(xo,&o)
—
7.5,and
its cost isTo
•k
=
3k.We
now
motivate equation (1).To
fix ideas, consider anew
game.Suppose
that thedecision-maker
isanalyzingrow
A
and
will thenimmediately use thatinformationto choose a row.Assume
thatrow
B
would be
the leadingrow
ifrow
A
wereeliminated, sorow
B
isthe next best alternativeto
row
A.The
agent is considering learningmore
aboutrow
A
by executing a cognitive operatorO^.
Executing the cognitive operatorwillenablethe agent to
update
theexpectedpayoffofrow
A
from
a to a'
=
a+
e,where
e is thesum
ofthe values in theT
newlyunmasked
boxes inrow
A.Ifthe agent doesn't execute the cognitive operator, her expected payoff willbe
max
(a, b)THE ALLOCATION
OF ATTENTION:
THEORY AND
EVIDENCE
13Ifthe agent plans to execute the cognitive operator, her expectedpayoffwill be
E
[max
(a',b)] .This expectation captures the option value generated
by
being able to pick eitherrow
A
orrow
B, contingent
on
the information revealedby
cognitive operator0^.
The
value of executing thecognitive operator is the difference
between
the previoustwo
expressions:E
[max
(a',6)]—
max
(a, b) (2)Thisvaluecan
be
representedwitha simple expression. Leta
representthestandarddeviationofthe change in the estimate resulting from applying the cognitive operator:
a
2=
E{a!-
a)2.Appendix
A
shows
that thevalue ofthe cognitive operatoris11E
[max
(a',&)]—
max
(a,b)— w
(a—
b,a). (3)To
help gain intuition about thew
function, Figure 3 plotsw
(x,1).The
general case can bededuced
fromthe fact thatw
(x,a)=
aw
(x/a,1)The
option valueframework
capturestwo
fundamental comparative statics. First, the valueof a
row
exploration decreases the larger the gapbetween
the activerow and
the next best row:w
(x,a) is decreasingin \x\. Second, the value of arow
explorationincreases with thevariabilityof the information that will
be
obtained:w
(x,a) is increasing in a. In other words, themore
information that is likely to
be
revealedby
arow
exploration, themore
valuable such a pathexploration becomes.
3.4.
Step
2. Step2 executes the cognitive operationwiththe highest ratio ofexpected benefitto cost. Recall that the expected benefit ofan operator is given
by
thew(x,a)
functionand
that the implementation cost ofan
operator is proportional to thenumber
ofboxes that it unmasks.THE ALLOCATION OF
ATTENTION:
THEORY AND
EVIDENCE
14The
subject executes the cognitiveoperator with the greatest benefit/cost ratio12,w{x
,(To) ...G
=
m
o
ax^f^'
(4)where
k
is the cost ofunmasking
a single box. Sincek
is constant, the subject executes thecognitiveoperator
O*
=
argmaxiu(xo,o"o)/ro-Appendix
B
containsan example
ofsuch acalculation.3.5.
Step
3. Step 3 is a stopping rule. Ingames
withan
exogenous time budget, the subjectkeeps returning to step one until time runs out. In
games
withan endogenous
time budget, thesubject keeps returning until
G
falls below the marginalvalue oftime,which
must
be calibrated.3.6.
Calibration
ofthe
model.
We
usetwo
differentmethods
to calibratethemarginal value oftime duringthe endogenous time games.First,
we
estimate the marginalvalue oftimeasperceivedby
our subjects. Advertisementsforthe experiment implied that subjects
would
be paid about $20 for theirparticipation,which would
take about
an
hour. In addition, subjects were told that the experimentwould
be divided intotwo
halves,and
that theywere guaranteed a $5 show-up
fee.Using this information,
we
calculate the subjects' anticipated marginal payoff per unit time duringgames
withendogenous
time budgets. This marginal payoff per unit time is the relevantopportunity cost of time during the
endogenous
time games. Since subjects were promised $5ofguaranteed payoffs, their expected marginal payofffor their choices during the experiment
was
about $15. Dividing this in halfimplies
an
expectation ofabout $7.50ofmarginal payoffs for theendogenous
time games. Sincetheendogenous
timegames
were budgetedtotake25minutes,whichwas
known
to thesubjects, the perceived marginalpayoffper secondoftimeinthe experimentwas
(750 cents)/(25 minutes•60 seconds/minute)
=
0.50 cents/second.12Our model
thus gives a crude but compact way to address the "accuracy vs simplicity" trade-off in cognitive
Since subjects took
on
average 0.98 seconds toopen
eachbox,we
end
up
withan
implied marginalshadow
cost perbox
opening of(0.50 cents/second)(0.98 seconds /box)
=
0.49 cents/box.We
also explored a 1-parameter version of the directed cognition model, inwhich
the cost ofcognition
—
k
—
was
chosen tomake
themodel
partially fit the data. Calibrating themodel
so it
matches
the averagenumber
of boxes explored in the endogenousgames
impliesk
=
0.18cents/box.
Here k
is chosenonlytomatch
theaverageamount
ofsearchper open-ended game, notto
match
the order ofsearch or the distribution ofsearch across games.3.7.
Conceptual
issues. Thismodel
is easy to analyzeand
is computationally tractable,im-plying that it can be empirically tested.
The
simplicity of themodel
followsfrom
three specialassumptions. First, the
model
assumes that the agent calculates only apartiallymyopic
expectedgain
from
executing each cognitive operator. This assumption adopts the approach takenby
Je-hiel (1995),
who
assumes a constrained planning horizon in a game-theory context. Second, thedirected cognition
model
assumes that the agent uses afixed positiveshadow
value of time. Thisshadow
valueoftimeenablesthe agent to tradeoffcurrent opportunities withfuture opportunities.Third, the directed cognition
model
avoids the infinite regressproblem
(i.e. the costs ofthinkingaboutthinking about thinking, etc.),
by
implicitly assumingthat solving forO*
is costless to the agent.Without
some
version of these three simplifying assumptions themodel would
notbe
useful in practice.Without
some
partialmyopia
(i.e. a limited evaluation horizon for option valuecalculations), the
problem
couldnotbe
solvedeither analytically orevencomputationally.Without
the positive
shadow
value of time, the agentwould
not be able to trade off her current activitywith unspecified future activities
and would
never finish an endogenous timegame
without first(counterfactually) opening
up
allofthe boxes. Finally, withouteliminating cognitioncosts atsome
primitive stage ofreasoning, maximization models are not well-defined.13
We
returnnow
to the first ofthe three points listed in the previous paragraph: the perfectlySee Conlisk (1996) for a description of the infinite regress problem and an explanation of why it plagues all decision cost models.
We
follow Conliskin advocating exogenoustruncationoftheinfinite regressof thinking.THE ALLOCATION
OF ATTENTION:
THEORY AND
EVIDENCE
16rational attention allocation
model
is not solvable inour context.An
exact solution ofthe perfectrationality
model
requiresthe calculation ofa value function with 17 statevariables: one expectedvalue for each of the 8 rows, one standard deviation of unexplored information in each of the 8
rows,
and
finally the time remaining in the game. Thisdynamic
programming problem
inR
17suffers
from
the curse of dimensionalityand would overwhelm
modern
supercomputers.14By
contrast, the directed cognition
model
is equivalent to 8 completely separable problems, each ofwhich
has onlytwo
state variables: x, thedifferencebetween
the current expectedvalue of therow
and
the current expected value ofthenext best alternative row;and
a, the standard deviation ofunexplored information in the row. So the "dimensionality" of the directed cognition
model
isonly 2
(compared
to 17 for themodel
ofperfectrationality).Although
this paper does not attempt to solve themodel
of perfectly rational attentionallo-cation (or to test it),
we
cancompare
the performance ofthe partiallymyopic
directed cognitionmodel and
the performance ofthe perfectly rational model. Like the directed cognition model,the perfectly rational
model
assumes thatexamining
anew
box
is costlyand
that calculating theoptimal search strategy is costless (analogous to our assumption that solving for
O*
is costless).Appendix
C
giveslowerbounds on
the payoffsofthedirectedcognitionmodel
relativetothepayoffsofthe perfectly rationalmodel. Directed cognition does at least
91%
as well asperfect rationalityforexogenous time
games and
at least71%
aswellasperfectrationalityforendogenous
time games.3.8.
Other
decisionalgorithms.
In this subsection,we
discuss three other models thatwe
compare
to the directed cognition model.The
firsttwo
models are simple, mechanical searchrules,
which
can be parameterized as variants of thesatisficingmodel (Simon
1955).These
firsttwo
models are just benchmarks,which
are presented as objects for comparison, not as serious candidate theories of attention allocation.The
thirdmodel
—
Eliminationby
Aspects (Tversky1972)
—
isthe leading psychologymodel
ofchoicefrom
a set ofmulti-attribute goods.The Column
modelunmasks
boxescolumn by
column, stopping eitherwhen
time runs out (in14
Approximating algorithms could be developed, but after consulting with experts in operations research, we
concludedthat existing approximation algorithms cannot beused withouta prohibitivecomputational burden. The Gittinsindex (Gittins 1979,Weitzman1979, WeitzmanandRoberts 1980)does notapply here either-formuchthe
samereason itdoes not applyto most dynamicproblems. InGittins'sframework, it iscrucial thatone canonly do onething toarow (an "arm"): accessit. In contrast,in ourgame,asubjectcan domorethanone thingwitha row.
She can explore it further, or takeit andend the game. Henceour game does not fit in Gittins' framework.
We
games
with exogenous time budgets) or stopping according to a satisficing rule (ingames
withendogenous
time budgets). Specifically theColumn
model
unmasks
all the boxes incolumn
2(toptobottom), thenin
column
3,..., etc. Inexogenous games, thiscolumn-by-column
unmasking
continues until the simulation has explored the
same
number
ofboxes as a 'yoked' subject.15 Inendogenous
games, theunmasking
continues until arow
hasbeen
revealed withan
estimatedvalue greater
than
or equal toA
CoiuTanmodel;an
aspiration or satisficing level estimated so thatthe simulations generate an average
number
ofsimulatedbox
openings thatmatches
the averagenumber
of empiricalbox
openings (26 boxes per game).The
Row
modelunmasks
boxesrow by
row, starting with the "best"row and
moving
to the"worst" row, stopping either
when
time runs out (ingames
with exogenous time budgets) orstopping according to a satisficing rule (in
games
with endogenous time budgets). Specifically theRow
model
ranks the rows according to their values incolumn
1.Then
theRow
model
unmasks
all the boxes in the best row, thenthe second best row, etc. In exogenous games, this row-by-rowunmasking
continues until the simulation has explored thesame
number
of boxes asa
yoked
subject (see previous footnote). In endogenous games, theunmasking
continues until arow
hasbeen
revealed with an estimated value greater than or equal toA
Rowmodel,an
aspirationor satisficing level estimated so that the simulations generate
an
averagenumber
ofsimulatedbox
openings that
matches
the averagenumber
of empiricalbox
openings.A
choice algorithm called Elimination by Aspects(EBA)
hasbeen
widely studied in thepsy-chology literature (see
work by Tversky
1972and
Payne,Bettman,
and Johnson
1993).We
apply this algorithm to our decisionframework
to analyzegames
with endogenous time budgets.We
use the interpretation that each
row
is agood
with 10different attributes or "aspects" representedby
the ten different boxes of the row.Our
EBA
application assumes that the agent proceedsaspect
by
aspect (i.e.column by
column)from
left to right, eliminating goods (i.e. rows) withan
aspect that falls below
some
threshold valueA
EBA
. This elimination continues, stopping at thepoint
where
the next eliminationwould
eliminate all remaining rows.At
this stopping point,we
pick the remaining
row
with the highest estimated value.As
above,we
estimate ^4EBA
so thatthe simulations generate an average
number
of simulatedbox
openings thatmatches
the average5
Insuch a yoking, the simulationis tiedto a particular subject. Ifthat subject opens
N
boxesin gameg, thenTHE ALLOCATION OF
ATTENTION:
THEORY
AND
EVIDENCE
18number
of empiricalbox
openings.4.
Results
4.1.
Subject
Pool.Our
subjectpooliscomprised of388Harvard
undergraduates. Two-thirdsof the subjects are
male
(66%).The
subjects are distributedrelatively evenly over concentrations:11%
math
or statistics;21%
natural sciences;20%
humanities;29%
economics;and
20%
othersocialsciences. Ina debriefingsurvey
we
asked our subjects toreporttheir statisticalbackground.Only
15%
report takingan advanced
statistics class;40%
report only an introductory level class;45%
report never having taken astatistics course.Subjects received a
mean
total payoff of $29.23, with a standard deviation of $5.49. Payoffsrange
from
$13.07 to $46.69.16 All subjects played 12games
with exogenous times.On
averagesubjects chose to play 28.7
games
under the endogenous time limit, with a standard deviation of7.9.
The number
ofgames
played rangesfrom
21 to 65.Payoffs
do
not systematically vary with experimental experience.To
get a sense oflearning,we
calculate the average payoffX
(k) ofgames
played inround
k=
1,...,12 oftheexogenous timegames.
We
calculateX
B
(k) for the exogenousgames
played Before theendogenous
games and
X
A
(k) for the exogenous
games
played After theendogenous
games.We
estimate a separateregression
X
(k)=
a
+
fik for the Beforeand
After datasets.We
find that in both regressions,/3 is not significantly different
from
0,which
indicates that there isno
significant learning withinexogenous time games. Learning
would
imply /?>
0. Also, the constanta
is statisticallyindis-tinguishable across the
two
samples. Playing endogenous timegames
first does not contribute toany significant learning in exogenous time games.
Hence
we
fail to detect any significant learningin our data.17
4.2. Statistical
methodology.
Throughout
our analysiswe
report bootstrap standard errorsfor our empiricalstatistics.
The
standard errorsare calculatedby
drawing, withreplacement, 500samples of388 subjects.
Hence
thestandard errors reflect uncertainty arisingfrom
the particular16
Payoffsshowlittlesystematicvariation across demographiccategories. Inlight of this, wehave chosentoadopt
the useful approximationthat allsubjects have identical strategies. Relaxing this assumptionis beyond thescope
ofthecurrent paper, butweregard sucha relaxation as an important futureresearch goal.
17
See e.g. Camerer (2003), Camerer and
Ho
(1999) and Erev and Roth (1998) for some examples ofproblemssample of 388 subjects that attended our experiments.
Our
point estimates are the bootstrap means. In the figures discussed below, the confidence intervals are plotted as dotted linesaround
those point estimates.
We
also calculatedMonte
Carlomeans
and
standard errors for our model predictions.The
associated standard errors tend to
be
extremely small, since the strategy is determinedby
themodel. Inthe relevant figures (4-9), the confidenceintervals for the
model
predictions arevisuallyindistinguishable fromthe means.18
To
calculate measures of fit of our models,we
generate a bootstrap sample of 388 subjectsand
calculate a fit statistic thatcompares
themodel
predictions for that bootstrapsample
tothe associated data for that bootstrap sample.
We
repeat this exercise 500 times to generate abootstrap
mean
fit statisticand
a bootstrap standard error for the fit statistic.4.3.
Games
with
exogenous time
budgets.
We
beginby
analyzing attention allocationpatterns inthe
games
with exogenous time budgets.Our
analysis focuseson
the pattern ofbox
openings across
columns and
rows.We
compare
the empirical patterns ofbox
openings to thepatterns of
box
openings predictedby
the directed cognition model.We
beginwithatrivialprediction ofourtheory: subjectsshould alwaysopen
boxesfrom
left toright, following a declining variance rule. In our experimental data, subjects follow the declining
variance rule
92.6%
of the time (s.e.0.7%
19). Specifically,when
subjectsopen
a previouslyunopened box
in a given row,92.6%
of the time thatbox
has the highest variance oftheas-yet-unopened
boxes inthat row. For reasons thatwe
explain below, such left-to-rightbox
openingsmay
arise because of spatial biases instead ofthe information processing reasons impliedby
our theory.Now
we
consider the pattern ofsearch acrosscolumns
and
rows. Figure 4 reports the averagenumber
of boxesopened
incolumns
2-10.We
report the averagenumber
of boxesunmasked,
column by
column, forboth
the subject dataand
themodel
predictions.The
empirical profile is calculatedby
averaging together subject responseson
all oftheexoge-nous
games
that were played. Specifically, each of our 388 subjects played 12 exogenous games,1
InFigures4-9, thewidthofthe associated confidence intervals forthe modelsis onaverage only one-halfofone percent of thevalueofthemeans.
19
THE ALLOCATION
OF ATTENTION:
THEORY AND
EVIDENCE
20yielding a total of388 x 12
=
4656 exogenousgames
played.To
generate this total, each subjectwas
assigned asubset of 12games from
aset of 160 unique games. Hence, each ofthe 160games
was
playedan
average of4656/160~
30 times inthe exogenous time portionofthe experiment.To
calculatethe empiricalcolumn
profile (andalloftheprofilesthatwe
analyze)we
count onlythefirst
unmasking
ofeachbox. Soifasubjectunmasks
thesame
box
twice, thiscountsasonlyoneopening.
Approximately
90%
ofbox
openings arefirst-time unmaskings.We
do
not studyrepeatunmaskings
because they arerelatively rare inour dataand
becausewe
are interested in buildinga simple
and
parsimonious model. Hence,we
only implicitlymodel
memory
costs as a reducedform.
Memory
costs are part ofthe (time) cost of opening abox and encoding/remembering
itsvalue,
which
includesthecost ofmechanically reopening boxeswhose
values were forgotten.20Figure 4 also plots the theoretical predictions generated
by
yoked simulations ofour model.21 Specifically, these predictions are calculatedby
simulating the directed cognitionmodel on
theexactset of4656
games
playedby
thesubjects.We
simulate themodel on
eachgame
from
this setof4656
games and
instruct thecomputer
tounmask
thesame number
ofboxesthatwas
unmasked
by
the subjectwho
played eachrespective game.The
analysiscompares
theparticularboxesopened
by
the subject to the particularboxesopened
by theyokedsimulation ofthemodel. Figure 4 reports
an
R'2 measure, whichcaptures the extentto
which
the empirical datamatches
the theoretical predictions. Thismeasure
is simply theR
2statistic22
from
the following constrained regression:23Boxes(col)
=
constant+
Boxes{col) +e(col).Here
Boxes(col) represents the empirical averagenumber
of boxesunmasked
incolumn
coland
An
extension ofthisframeworkmightconsider the caseinwhichthememorytechnologyincludememorycapacity constraints ordepreciation ofmemoriesover time.Seefootnote 15 for a description of ouryokingprocedure. 22
In otherwords,
Y^jcoI \Boxes{col)
-
(Boxes)—
Boxes(col)+
(Boxes)]R
=
^ :/ - /_— \\2
Ylicol [Boxes(col)
—
(Boxes) Iwhere (} represents empiricalmeans.
3
Inthissection ofthe paper, theconstantis redundant,since thedependent variablehas the same meanas the
independentvariable. However, inthenextsubsectionwewillconsider casesinwhichthisequivalencedoes nothold, necessitating thepresence ofthe constant.
Boxes(col) representsthe simulated average
number
ofboxesopened
incolumn
col.Note
that colvaries
from
2 to 10, sincetheboxes incolumn
1 arealwaysunmasked.
This R'2 statisticisbounded
below
by
—
oo (since the coefficienton
Boxes(col) is constrained equal to unity)and
bounded
above
by
1 (aperfect fit). Intuitively, the R'2
statisticrepresentsthefraction ofsquareddeviations
around the
mean
explainedby
the model. For thecolumn
predictions, the R'2 statistic is86.6%
(s.e. 1.7%), implying a very close
match between
the dataand
the predictions ofthemodel.Figure 5 reports analogous calculations
by
row. Figure 5 reports thenumber
ofboxesopened
on average
by
row, withthe rows rankedby
their value incolumn
one. (Recall thatcolumn
one isnevermasked.)
We
reportthenumber
ofboxesopened on
averageby
row
forboth
the subjectdataand
themodel
predictions.As
above,themodel
predictionsare calculatedusingyokedsimulations.Figure5 alsoreports
an
R'2measure
analogoustotheonedescribed above.The
onlydifferenceis that
now
thevariable of interest isBoxes(row),
the empirical averagenumber
ofboxesopened
in
row
row. For ourrow
predictions our R'2measure
is-16.1% (s.e. 9.2%), implying apoor
match
between
the dataand
the predictions of the model.The
model
simulations predict toomany
unmaskings
on
the top ranked rowsand
fartoo fewunmaskings on
thebottom
ranked rows.The
subjects are
much
less selectivethan
the model.The
R'2 is negative becausewe
constrain thecoefficient
on
simulated boxes tobe
unity. This is the onlybad
prediction that themodel
makes. Figure6reportssimilarcalculationsusingan alternativeway
ofordering rows. Figure6 reportsthe
number
ofboxesopened on
averageby
row, withtherows rankedby
their values atthe end ofeach game. For our
row
predictions the R'2 statistic is86.7%
(s.e. 1.4%).4.4.
Endogenous
games.
We
repeat the analysis above for theendogenous
games.As
dis-cussed in section 3,
we
considertwo
variants ofthe directed cognitionmodel
when
analyzing theendogenous games.
We
calibrate onevariantby
exogenously settingk
tomatch
the subjects' ex-pectedearningsperunittimeintheendogenous games: k=
0.49 cents/boxopened
(seecalibrationdiscussionin section3).
With
this calibration, subjects are predicted toopen
15.67 boxes pergame
(s.e. 0.01). In the data, however, subjects
open
26.53 boxes pergame
(s.e. 0.55).To
match
thisfrequency of
box
opening,we
consider asecond calibrationwith k=
0.18.With
this lower levelofk, the
model
opens the empirically "right"number
of boxes.THE ALLOCATION
OF ATTENTION:
THEORY AND
EVIDENCE
22follow the declining variancerule
91.0%
ofthe time (s.e. 0.8%). Specifically,when
subjectsopen
a previously
unopened box
in a given row,91.0%
ofthe timethatbox
has the highest variance ofthe as-yet-unopened boxes inthat row.
Figure 7 reports the average
number
of boxesunmasked
incolumns
2-10 in theendogenous
games.
We
report the averagenumber
ofboxesunmasked
by
column
for the subject dataand
forthe
model
predictions withk
=
0.49and n
=
0.18.The
empiricaldataiscalculatedby
averaging together subject responseson
alloftheendogenous
games
that were played.The
theoretical predictions are generatedby yoked
simulations of our model. Specifically,we
usethedirected cognitionmodel
to simulate play ofthe 10,931endogenous
games
that the subjects played.The
model
generates itsown
stopping rule (sowe
no
longer yokethe
number
ofbox
openings).Figure7alsoreportstheassociated
R
statisticforthesecolumn
comparisonsintheendogenous
games. For these endogenous games, the
column
R'2 statistic is96.3%
(s.e. 1.4%) forn
=
0.49and 73.1%
(s.e. 4.2%) for«
=
0.18.Figure 8 reports analogous calculations
by row
for theendogenous
games. Figure 8 reportsthe
number
ofboxesopened
on
averageby
row, with the rows rankedby
their values incolumn
one.
We
reportthemean
number
ofboxesopened by row
for boththe subjectdataand
themodel
predictions. Forthese
endogenous
games, therow
R'2 statistics are85.3%
(s.e. 1.3%) fork
=
0.49and 64.6%
(s.e. 2.4%) fork
=
0.18.Figure 9 reports similar calculations using the alternative
way
of ordering rows. Figure 9reportsthe
number
ofboxesopened
on
averageby
row, with the rows rankedby
theirvalues attheend of each game. For these
endogenous
games, the alternativerow
R'2 statistics are91.8%
(s.e.0.5%) for
k
=
0.49and 84.5%
(s.e. 0.8%) fork
=
0.18.These
figuresshow
that themodel
explains a very large fraction ofthe variation in attentionacross rows
and
columns. However, a subset of the results in this section are confoundedby an
effectthat
Costa-Gomes,
Crawford,and
Broseta (2001) have found intheir analysis. Inparticular,subjects
who
use theMouselab
interface tendto haveabias toward selectingcells intheupper
leftcornerofthe screen
and
transitioningfrom
left to right as they explorethe screen.The
up-down component
of this bias does not affect our results, since our rows arerandomly
(figures4
and
7),sinceinformationwithgreatereconomicrelevanceis locatedtoward the left-hand side ofthescreen.One
way
to evaluate thiscolumn
biaswould
be to flip the presentation of theproblem
dur-ing the experiment so that the rows are labeled
on
the rightand
variance declinesfrom
rightto left. Alternatively, one could rotate the presentation of the problem,
swapping
columns
and
rows. Unfortunately, theinternal constraints of
Mouselab
make
either of these relabelingsimpos-sible.24 Future
work
should useamore
flexibleprogramming
languagethat facilitates suchspatial rearrangements. Finally,we
note that neither theup-down
nor theleft-right biases influence anyofouranalyses of either
row
openings (above) or endogenous stopping decisions (below).4.5.
Stopping
Decisions
inEndogenous Games.
Almost
all ofthe analysis above reportswithin-gamevariationinattentionallocation.
The
analysisaboveshows
that subjectsallocatemost
oftheir attention toeconomically relevant
columns
and
rows within agame,matching
the patternspredicted
by
the directed cognitionmodel.Our
experimentaldesignalsoenables us to evaluatehow
subjects allocate their attention between games. In this subsection
we
focuson
several measuresofsuch
between-game
variation.First,
we
compare
the empirical variation inboxesopened
pergame
to the predicted variationin boxes
opened
per game.Most
importantly,we
ask whether themodel
can correctly predictwhich
games
received themost
attentionfrom
our subjects.Our
experiment utilized 160 unique games,though
no single subject played all 160 games. Let Boxes(g) represent the averagenumber
ofboxes
opened
by
subjectswho
playedgame
g. Let Boxes(g) represent the averagenumber
of boxesopened by
themodel
when
playinggame
g. Inthissubsectionwe
analyze thefirstand
secondmoments
ofthe empirical sample{Boxes(g)}^
1and
the simulated sample {Boxes(g)}1
^
1.Note
that these respective vectorseachhave 160 elements, since
we
areanalyzing game-specific averages.We
beginby comparing
firstmoments.
The
empirical (equally weighted)mean
of Boxes(g)is 26.53 (s.e. 0.55).
By
contrast the 0-parameter version ofourmodel
(withk
=
0.49) generatesa predicted
mean
of 15.67 (s.e. 0.01). Hence, unlesswe
pickk
tomatch
the empiricalmean
(i.e.24
However, one couldleavethelabelsontheleft andhavetheunobserved variances declinefrom righttoleft. In
this design, the displayed cells would have the minimalvariance instead of the maximal variance. Such a design
would eliminate the old left-right bias, but it would create a new bias by making the row "label" appear on the