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A belief-based theory of homophily * Willemien Kets Alvaro Sandroni October 2, 2014 Abstract We introduce a model of homophily that does not rely on the assumption of ho- mophilous preferences. Rather, it builds on the dual process account of Theory of Mind in psychology which emphasizes the role of introspection in decision making. Homophily emerges because players find it easier to put themselves in each other’s shoes when they share a similar background. The model delivers novel comparative statics that emphasize the interplay of cultural and economic factors. * We thank Vincent Crawford, Georgy Egorov, Tim Feddersen, Matthew Jackson, Rachel Kranton, Nicola Persico, Yuval Salant, Eran Shmaya, and Jakub Steiner for helpful comments. Kellogg School of Management, Northwestern University. E-mail: [email protected] Kellogg School of Management, Northwestern University. E-mail: [email protected] 1

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A belief-based theory of homophily∗

Willemien Kets† Alvaro Sandroni‡

October 2, 2014

Abstract

We introduce a model of homophily that does not rely on the assumption of ho-

mophilous preferences. Rather, it builds on the dual process account of Theory of Mind

in psychology which emphasizes the role of introspection in decision making. Homophily

emerges because players find it easier to put themselves in each other’s shoes when they

share a similar background. The model delivers novel comparative statics that emphasize

the interplay of cultural and economic factors.

∗We thank Vincent Crawford, Georgy Egorov, Tim Feddersen, Matthew Jackson, Rachel Kranton, Nicola

Persico, Yuval Salant, Eran Shmaya, and Jakub Steiner for helpful comments.†Kellogg School of Management, Northwestern University. E-mail: [email protected]‡Kellogg School of Management, Northwestern University. E-mail: [email protected]

1

1. Introduction

Homophily, the tendency of people to interact with similar people, is a widespread phe-

nomenon that has been studied in a variety of different fields, ranging from economics (Ben-

habib et al., 2010), to organizational research (Borgatti and Foster, 2003), social psychology

(Gruenfeld and Tiedens, 2010), political science (Mutz, 2002), and sociology (McPherson

et al., 2001). Homophily can lead to segregated social and professional networks, affect hiring

and promotion decisions, investment in education, and the diffusion of information. Thus,

understanding the root sources of homophily is of paramount importance.

Much of the existing literature explains homophily by assuming a direct preference for

associating with similar others. However, without a theory of the determinants of these

preferences, it is difficult to explain why homophily is observed in some cases, but not in

others (beyond positing homophilous preferences only in the former cases).

We provide a theory of homophily that is not based on homophilous preferences. It is

based on the dual process account of Theory of Mind in psychology.1 The model shows that

high levels of homophily can occur even if it is costly to associate with similar people. It

also provides foundations for informal narratives on cultural norms and focal points within

the context of organizations (Kreps, 1990). Companies that are dealing with complicated

business processes must often rely on their employees to take the best decisions, as centralized

decision-making is not feasible (Milgrom and Roberts, 1992). Organizational culture can then

aid in coordinating individual activities towards a common course of action. If employees

follow the same cultural rule, their activities may be coordinated. Companies like General

Electric foster a strong cultural identity, which provides employees with a hierarchy of values

and legitimate patterns of interpretation and behavior for dealing with issues that arise (Tichy

and Sherman, 2005). Such focal points may depend not only on cultural background, but also

on context. To illustrate, consider the (pure) coordination game:

s1 s2

s1 1,1 0,0

s2 0,0 1,1

Such games are rife with strategic uncertainty: the payoff structure provides little guidance.

However, a focal point may direct players. Players belong to different groups and we assume

1See Epley and Waytz (2010) for a survey of research on Theory of Mind. The dual process account of

Theory of Mind relies on a distinction between a rapid instinctive process and a slower cognitive process. As

such, it is structurally similar to the two-systems account of decision-making under uncertainty, as popularized

by Kahneman (2011). The foundations of dual process theory go back to the work of the psychologist William

James (1890/1983). See Section 2 for an extended discussion.

2

that each player has some initial (random) impulse telling him which action is appropriate.

Players’ impulses are (imperfectly) correlated within groups and independent across groups.

This reflects the idea that cultural background may affect a player’s instinct about which

action is appropriate in a given context. So, if impulses are highly correlated, players from

the same group are likely to agree on which action is focal in a particular context.

A player’s first reaction is to follow his impulse. After some introspection, the player

realizes that he may act on instinct and that his opponent may also act on instinct. In

addition, the impulse of the opponent may be close to his own (at least if they belong to the

same group). This means that impulses can be used to form initial beliefs. But if the player

thinks a little more, he realizes that his opponent is likewise introspective, and may have gone

through a similar reasoning process, leading the player to revise his initial beliefs. And so on.

The limit of this process, where players go through the entire reasoning process before making

a decision, defines an introspective equilibrium.

Our first result shows that in the unique introspective equilibrium, each player follows his

initial impulse. That is, the naive response of following one’s initial impulse is also optimal

under the infinite process of reasoning through higher-order beliefs. This holds even if the

signals from impulses are noisy and people from different subcultures have independent im-

pulses. It now follows that players coordinate effectively if they belong to same group, but

not otherwise. Intuitively, individuals find it easier to put themselves in the shoes of people

that are similar to themselves.

The benefit from coordination produces an incentive to choose activities that enhance

the chances of meeting similar people.2 We capture this in an extended game where players

first choose a project (e.g., hobbies, professions, or neighborhoods) and subsequently play

the coordination game with an opponent that has chosen the same project. We analyze this

extended game using the same method as before. Players introspect on their impulses, and

beliefs are modified by higher-order reasoning. We show that there is a unique introspective

equilibrium. In this equilibrium, similar players overwhelmingly choose the same project,

regardless of their intrinsic sentiments over projects. The degree of homophily depends on

economic incentives (i.e., the coordination payoffs) and the strength of cultural identity (i.e.,

similarity in impulses). So, when focal points depend on cultural background and on context,

introspection leads to homophily.

Introspection also acts as an equilibrium selection device: it selects an unique equilibrium.

Since similar players tend to have an impulse to choose the same project, this project becomes

even more attractive to group members. This leads players to believe that an even larger

2Alternatively, players could reduce the risk of miscoordinating by learning the cultural code of the other

group (Lazear, 1999). However, learning the finesses of another culture may be prohibitively costly.

3

share of players will adopt the project, making it even more attractive. Thus, the introspective

process leads players to coordinate effectively. This compares to a large number of equilibria,

some of which are highly inefficient.

Our model provides an explanation for the fact that we see homophily in some contexts,

but not in others, even if the underlying game is the same. For example, in rapidly changing

environments, culture may not strongly guides initial impulses. This leads to less compart-

mentalized interactions (Staber, 2001). Consistent with these observations, our model predicts

that while the levels of homophily can be very large, it is reduced when cultural identity is

weaker. Also, if groups have complementary skills, individuals have to trade off the higher

predictability of the own group with the higher coordination payoffs when they interact with

the other group. This also reduces the level of homophily (Aldrich and Kim, 2007). Our model

shows how these factors interact: if cultural codes give little guidance, then complementarities

of skills become more important in shaping interactions. Finally, the mechanism that leads

people to seek out similar others may also lead them to become similar on other dimensions

as well. For example, people may want to associate with others with similar values and, in

order to do so, choose the same hobbies, professions, or clubs (Ruef et al., 2003; Kossinets and

Watts, 2009).3

We also consider the problem of network formation by allowing players to interact with

multiple players, at a cost. The level of homophily can now be even greater. We observe the

same reinforcing dynamic as before, where a project becomes more and more attractive to a

group the more it is chosen by group members. However, this effect may be enhanced in a

network setting: the more players from one group choose a project, the stronger incentives

group members have in forming connections; this, in turn, makes the project even more

attractive to the group. In addition, the model is able to accommodate important properties of

social and economic networks. Since these features arise endogenously in our model, our theory

provides novel testable hypotheses about how these properties change when the fundamentals

vary. For example, when there is a strong cultural identity, networks tend to be densely

connected, with high levels of homophily and inequality in the number of connections that

players have. That is, the network consists of a tightly connected core of gregarious players

from one group, with a periphery of hermits from the other group that are loosely connected

to the core. Both phenomena are widely observed in social and economic networks (Jackson,

2008). On the other hand, when cultural identity is less pronounced, networks have fewer

connections, lower levels of homophily, and less inequality in connectedness. Intuitively, when

3This is different from the well-known phenomenon that individuals who interact frequently influence each

other, and thus become more similar in terms of behavior (e.g., Benhabib et al., 2010). Here, becoming more

similar is a pre-condition for interaction, not the result thereof.

4

there is no strong culture, players have a weaker incentive to choose the project that is favored

by their group, and the incentives to form connections are roughly equal for each group.

Finally, when players’ identities are imperfectly observable, players have an incentive to

use markers, such as a tattoo or formal business attire, to signal their identity. In this setting,

our model produces high level of homophily and comparative statics that resemble those in

the case where players choose projects. Thus, our model provides an explanation for the well-

known phenomenon that groups distinguish themselves with seemingly meaningless traits like

distinctive styles of dress or speech (Barth, 1969).

This paper is organized as follows. Section 2 analyzes the coordination game. Section

3 presents the extended game, where players first choose a project and then interact in the

coordination game. Section 4 studies network formation and Section 5 concludes. Proofs are

relegated to the appendix.

Related literature Our model predicts that the degree of homophily can be high, consistent

with experimental and empirical evidence (see, e.g., Currarini et al. (2009) and Currarini and

Mengel (2013) for empirical and experimental evidence, respectively; see McPherson et al.

(2001) for a survey of the literature in sociology). The existing literature on homophily

in economics mostly assumes homophilous preferences and investigates the implications for

network structure and economic outcomes (e.g., Schelling, 1971; Currarini et al., 2009; Golub

and Jackson, 2012; Alger and Weibull, 2013), with Baccara and Yariv (2013) and Peski (2008)

being notable exceptions.4 Unlike much of the literature, we do not assume homophilous

preferences, and high levels of homophily may persist even if players have a mild distaste for

interacting with similar players.

While the introspective process we consider bears some resemblance with level-k models

(see Crawford et al., 2013, for a survey), a critical difference with that literature is that we are

interested in the behavior of players that can reason through unboundedly many “steps.” In

contrast, level-k models focus on the case where players can only reason through finitely many

steps. Introspection thus gives an equilibrium (selection), whereas the literature on level-k

reasoning focuses on non-equilibrium behavior. Another important difference is that the level-

k literature does not consider (payoff-irrelevant) signals, which are critical in our setting. The

process we consider is also very different from the elimination process studied in the literature

4In the context of local public good provision, Baccara and Yariv (2013) show that groups are stable if

and only if their members have similar preferences over public goods. Peski (2008) shows that segregation is

possible if players have preferences over the interactions that their opponents have with other players (also see

Peski and Szentes, 2013). No such assumption is needed for our results.

5

on global games (e.g., Morris and Shin, 2003), as there is no payoff uncertainty in our model.

Importantly, in the pure coordination games that we consider, payoff perturbations of the kind

considered in global games have no bite, while our process selects the unique payoff-maximizing

equilibrium.5

Our work sheds light on experimental findings that social norms, group identity or group

competition can lead to a more efficient equilibrium or improve coordination, as in the

minimum-effort game (Weber, 2006; Chen and Chen, 2011), the provision point mechanism

(Croson et al., 2008) and the Battle of the Sexes (Charness et al., 2007). Chen and Chen

(2011) explain the high coordination rates on the efficient equilibrium in risky coordination

games in terms of social preferences: players choose the action that maximizes the payoffs to

their group. We provide an alternative explanation, based on beliefs: players are better at

predicting the actions of players with a similar background. This mechanism also operates

when no equilibrium is a priori superior to another, as in the pure coordination games that

we consider.

2. Coordination, culture and introspection

There are two groups, A and B, each consisting of a unit mass of players. Members of

these groups may be called A-players and B-players, respectively. Each player chooses either

action s1 or action s2. Payoffs are given by the coordination game:

s1 s2

s1 v,v 0,0

s2 0,0 v,v

where v > 0. Players are matched with an opponent of the same group with probability

p ∈ [0, 1]. In this section, the probability p is exogenous. In Section 3, we endogenize p.

Nature draws a state θG = 1, 2 for each group G = A,B, independently across groups.

The state is the focal point of the group. So, if θA = 1 then the culture of A-players takes s1

to be the appropriate action in the current context. Ex ante, states 1 and 2 are equally likely

for both groups.

Each player has an initial impulse to take an action. Their impulse is influenced by their

culture. That is, a player’s initial impulse is more likely to match the focal point of his group

than the alternative action. So, if θA = 1 then A-players initial impulse is to take action s1

5The introspective process also bears some formal resemblance to the deliberative process introduced by

Skyrms (1990). Skyrms focuses primarily on the philosophical underpinnings of learning processes and the

relation with classical game theory.

6

with probability q > 12, independently across players. The same statement holds for B-players.

When q is close to 1, a player’s culture strongly guides his initial impulse. When q is close to12, a player’s culture has a negligible influence on his initial impulse. Thus, players have an

imperfect understanding of their cultural code.

A player’s first instinct is to follow his initial impulse, without any strategic considerations.

We refer to this initial stage as level 0. For higher levels, players realize that if their opponent

is in the same group, then they are likely to have a similar impulse. So, by introspecting

(i.e., by observing their own impulses), players obtain an informative signal about what their

opponents will do. At level 1, a player formulates a best response to the belief that his

opponent will follow her impulse. This process needs not stop at level 1. At level k > 1,

players formulate a best response to the belief that the opponent is at level k − 1. Together,

this constitutes a reasoning process of increasing levels. These levels do not represent actual

behavior; they are constructs in a player’s mind. We are interested in the limit of this process,

as the level k goes to infinity. If such a limit exists for each player, then the profile of such

limiting strategies is referred to as an introspective equilibrium. This approach is motivated

the dual process account of the Theory of Mind (see Epley and Waytz (2010) for a survey).

The dual process emphasizes that while people have instinctive reactions, they may modify

their initial views using theoretical inferences about others’ mental states (captured in our

model by the different levels).6,7

A crucial assumption is that players’ impulses are correlated (perhaps mildly) within groups

(i.e., q > 12), that is, a player’s own impulses are informative of the impulses of players from

the same group. Thus, players find it easier to put themselves in the shoes of those from their

own group. This is consistent with findings from neuroscience and psychology. For example,

neurological evidence suggests that it is easier to predict the behavior or feelings of people

that are similar to oneself (de Vignemont and Singer, 2006; Mitchell et al., 2006; Mitchell,

2009). This is further supported by experimental studies in economics (Currarini and Mengel,

6These ideas have a long history in philosophy. Thinkers such as Kant (1781/1997) and Russell (1948)

suggested that the easiest way to predict what others are thinking or what they want is to use one’s own mental

experiences as a guide. So, understanding others’ mental states first requires, as Mill (1872/1974) suggested,

understanding “my own case.” According to Locke (1690/1975) people have a faculty of “Perception of the

Operation of our own Mind” which, “though it be not Sense, as having nothing to do with external Objects;

yet it is very like it, and might properly enough be call’d internal Sense,” and Kant (1781/1997) writes that

people can use this “inner sense” to learn about mental aspects of themselves. Russell (1948) observes that

“The behavior of other people is in many ways analogous to our own, and we suppose that it must have

analogous causes.”7Kimbrough et al. (2013) interpret Theory of Mind as the ability to learn other players’ payoffs, and shows

that this confers an evolutionary benefit in volatile environments.

7

2013; Jackson and Xing, 2014).

Our first result shows that the seemingly naive strategy of following one’s initial impulse

is the optimal strategy that follows from the infinite process of high order reasoning.

Proposition 2.1. There is a unique introspective equilibrium whenever the probability p of

being matched with the own group is positive. In this equilibrium, each player follows his initial

impulse.

So, the reasoning process delivers a simple answer: it is optimal to act on instinct. Intu-

itively, the initial optimality of following one’s impulse is reinforced at higher levels, through

introspection: if a player realizes that his opponent follows his impulse, it is optimal for her

to do so as well; this, in turn, makes it optimal for the opponent to follow his impulse.

While it is natural to assume that nonstrategic players follow their impulse, our results do

not depend on this. For example, as long as each player is more likely than not to follow his

impulse, our results continue to go through; what is needed for our results that players do not

have a strong predisposition to choose a fixed action, independent of the context. One can also

think of more elaborate models, where a player’s impulse takes the form of a belief about the

action of his opponent, or about payoffs. All these models lead to the same conclusion: varying

one’s action with the context may outperform rigid rules like “always choose s1” when focal

points are context-dependent and players are introspective; see Appendix A for an example of

such a model.

As is well-known, coordination games have multiple (correlated) equilibria. For example,

all players choosing action s1, regardless of their signal, is a correlated equilibrium. In contrast,

the introspection process selects only one equilibrium. This uniqueness will prove critical for

predictions and comparative static results in the next sections.

Let Q := q2 + (1 − q)2 > 12

be the odds that two players from the same group have the

same initial impulse. If Q is close to 1, impulses are strongly correlated within a group. If Q

is close to 12, impulses within a group are close to independent, as they are across groups. We

refer to Q as the strength of players’ cultural identity.

In the unique introspective equilibrium, expected payoffs are:[pQ+ (1− p) · 1

2

]· v.

Thus:

Corollary 2.2. For every Q > 12, the expected utility of a player strictly increases with the

probability p of being matched with a player from the own group.

8

Similar players are more likely to coordinate their actions on the focal point determined

by their culture (which may be context-dependent). This is consistent with work in social

psychology showing that people want to interact with members of their own group as a means

of reducing uncertainty (see Hogg, 2007, for a survey).

By Corollary 2.2, players have an incentive to seek out similar players.8 This is above and

beyond any direct preferences players may have over interacting with similar others. It follows

from the benefits from coordination. We explore the implications in the next section.

3. Homophily

3.1. Project choice

In ordinary life, there is often no exogenous matching mechanism. People meet after

they have independently chosen a common place or a common activity. Accordingly, in this

extended game, there are two projects (e.g., occupation, club, neighborhood) a and b. Players

first choose a project and are then matched uniformly at random with someone that has chosen

the same project. Once matched, players play the coordination game described in section 2.

Each player has an intrinsic value for each project. Players in group A have a slight

tendency to prefer project a.9 Specifically, for A-players, the value of project a is drawn

uniformly at random from [0, 1], while the value of project b is drawn uniformly at random

from [0, 1−2ε], for small ε > 0. For B-players, an analogous statement holds with the roles of

projects a and b reversed. So, B-players have a slight tendency to prefer project b. A fraction12

+ ε of A-players intrinsically prefer project a, and a fraction 12

+ ε of B-players intrinsically

prefers project b.10 Thus, project a is the group-preferred project for group A, and project b

is the group-preferred project for group B. Values are drawn independently (across players,

projects, and groups). Players’ payoffs are the sum of the intrinsic value of the chosen project

and the (expected) payoff from the coordination game.

8Similar results have been shown in other settings. See, for example, Cornell and Welch (1996) on hir-

ing practices, Sethi and Yildiz (2014) on prediction and information aggregation, and Crawford (2007) and

Ellingsen and Ostling (2010) on coordination and communication.9Some projects fit better with culture-specific norms than others. This may induce asymmetries in prefer-

ence over projects between groups (Akerlof and Kranton, 2000).10These distributional assumptions allow us to obtain closed-form solutions. However, the core of our results

does not depend on these assumptions.

9

3.2. Introspective equilibrium

Players follow an introspection process, as before. At level 0, a player follows his impulse

and selects the project he intrinsically prefers.11 At level k > 0, players formulate a best

response to level-(k − 1) play: a player chooses project a if and only if the expected payoff

from a is at least as high as from b, given the choices at level k − 1. Let pak be the fraction of

A-players among those with project a at level k. Let pbk be the fraction of B-players among

those with project b at level k. The limiting behavior, as k increases, is well-defined.

Lemma 3.1. The limit pπ of the fractions pπ0 , pπ1 , . . . exists for each project π = a, b. Moreover,

the limits are the same for both projects: pa = pb.

Let p := pa = pb be the limiting probability in the introspective equilibrium. So, p is

the probability that a player with the group-preferred project is matched with a player from

the own group. While we use the same symbol, p, here as in the previous section, p is now

endogenous, whereas it was exogenous in Section 2. Let the level of homophily h := p− 12

be

the difference between the probability that a player with the group-preferred project meets

a player from the same group in the introspective equilibrium and the probability that he

is matched with a player from the same group uniformly at random, independent of project

choice. When the level of homophily is close to 0, there is almost full integration. When the

level of homophily is close to 12, there is nearly complete segregation.

There is a fundamental difference between exogenous and endogenous matching. When

matching is exogenous, as in Section 2, players end up following their instincts after they

have gone through the entire reasoning process. Thus, their ability to successfully coordinate

is determined by their cultural identity, that is, by the degree to which their culture shapes

their initial impulses over actions. In contrast, in the case of endogenous matching, players

may modify their initial choice of project. Intuitively, at level 1, player realize that there is a

slightly higher chance of meeting a similar player if they choose the group-preferred project.

So, at level 1, they may select the group-preferred project even if their intrinsic value for the

alternative project is slightly higher. At level 2 an even higher fraction of agents may select the

group-preferred project because the odds of finding a similar player this way are now higher

than at level 1. So, the attractiveness of the group-preferred is reinforced throughout the entire

process. It is possible that the introspective process leads all players, even those who have a

strong intrinsic preference for the alternative project, to choose their group-preferred project.

Complete segregation may arise even in cases where there would be almost complete integration

11As a tie breaker, A-players choose project a whenever indifferent; B-players choose project b whenever

indifferent. This does not affect our results.

10

if players were to act on their initial impulses (i.e., ε small). In this sense, introspection and

reasoning are root causes of segregation. This intuition is formalized in the next result.

Proposition 3.2. There is a unique introspective equilibrium. In the unique equilibrium, there

is complete segregation (h = 12) if and only if

v · (Q− 12) ≥ 1− 2ε.

If segregation is not complete (h < 12), then the level of homophily is given by:

h =(1− 2ε)

4v2(Q− 12)2·[2v(Q− 1

2)− 1 +

√4v2(Q− 1

2)2

1− 2ε− 4v(Q− 1

2) + 1

].

In all cases, the fraction of players choosing the group-preferred project exceeds the initial level

(i.e., h > ε).

Proposition 3.2 characterizes the introspective equilibrium. A majority of players choose

the group-preferred project. In fact, strategic considerations always produce more segregation

than would follow from differences in intrinsic preferences over projects alone (i.e., h > ε). One

implication of our theory is that the incentives for segregation are not affected by the specific

identity of the other group, provided that the degree of strategic uncertainty is kept constant.

In particular, if a group, say B, would be replaced by another group B′, and members of

group B′ are as unpredictable for members of group A as B-players (and vice versa), then the

level of homophily would remain unchanged. This is consistent with empirical evidence which

shows that homophily often stems from a preference for the own group, rather than a dislike

of any particular group (e.g., Marsden, 1988; Jacquemet and Yannelis, 2012).

Proposition 3.2 demonstrates that strategic considerations are strong if cultural identities

are strong and the economic incentives for coordination are high. If cultural identity and eco-

nomics incentives for coordination are sufficiently strong, all players choose the group-preferred

project, regardless of their intrinsic preferences. In this case, society becomes completely seg-

regated. So, introspection and reasoning may lead to complete segregation even if players do

not have any direct preferences for interacting with similar others and, ex ante, players have

arbitrarily similar preferences over projects (i.e., ε small). The comparative statics for the

level of homophily now follow directly from Proposition 3.2:

Corollary 3.3. The level of homophily h increases with the strength of the cultural identity Q

and with the coordination payoff v. Cultural identity and economic incentives are complements:

the level of homophily is high whenever either cultural identity or the coordination payoff is

high. Finally, the level of homophily increases with the expected difference in intrinsic group

preferences over projects (ε).

11

0.5

0.6

0.7

0.8

0.9

1

0

1

2

3

40

0.1

0.2

0.3

0.4

0.5

Qv

h

Figure 1: The level of homophily h as a function of the coordination payoff v and the strength

of players’ cultural identity Q.

Figure 1 plots the level of homophily as a function of the coordination payoff and the

strength of players’ cultural identity. The level of homophily is determined by both cultural

and economic factors: it increases with economic incentives to coordinate and with cultural

identity. These comparative statics results deliver clear and testable predictions for the model.

One of the key results in this analysis of introspection and reasoning is that similar agents

will tend to successfully coordinate on the project that the majority of their group prefers.

This is intuitive. The project preferred by the majority may be the natural focal point for the

group. However, standard equilibrium analysis delivers a multiplicity of equilibria. Some of

these equilibria are highly inefficient. For example, there is an equilibrium where all players

choose the non-group preferred project (e.g., all A-players choose project b); see Appendix D.

In such equilibria, the majority of players choose a project that they do not intrinsically prefer.

Intuitively, choosing a project constitutes a coordination problem, and inefficient lock-in can

occur in equilibrium. In contrast, when players are introspective, the majority always chooses

the group-preferred project, society avoids inefficient lock-in, and successful coordination on

the payoff-maximizing outcome ensues. In particular, when players are introspective, there is

only one equilibrium. This uniqueness makes it possible to obtain global comparative statics

results.

Diversity-oriented policies involve difficult trade-offs that can be elucidated by this model.

12

Consider the question of whether students dorms should be determined at random or whether

students should be free to select their roommates. In the latter case, students’ expected pay-

offs will be higher, but these higher payoffs will be achieved through segregation. Thus, in

the future, students will continue to have incentives to segregate as they acquire a greater

understanding of those in their groups than of outgroup members. If students are matched

at random, they will experience lower expected payoffs (at least in the short run) but may

gain a greater understanding of people outside their group, reducing strategic uncertainty

in intergroup interactions. This may produce a more inclusive culture that will reduce fu-

ture incentives for segregation. Indeed, the contact hypothesis in sociology states that under

appropriate conditions interpersonal contact is an effective way to reduce prejudice and to

appreciate others’ point of view (Allport, 1954). While the contact hypothesis focuses on prej-

udice, stereotypes, and stigma, it is conceivable that interpersonal contact may also reduce

strategic uncertainty. Thus, in the long run, individuals may be better off in a more integrated

society, even if (partial) segregation is optimal in the long run.

Another rationale for diversity-oriented policies emerges when economic incentives may

change over time. Suppose there is a strong cultural identity, so that the society is fully

segregated (h = 12). Individuals successfully coordinate, and earn high payoffs. Now suppose

the payoffs change, so that coordinating on action s1 gives both players a payoff of 2v, while

coordinating on s2 gives both players a payoff of v. So, option s1 is now payoff dominant. As

before, there is a unique introspective equilibrium. In this unique equilibrium, players follow

their impulse whenever cultural identity is sufficiently strong. So, individuals do not manage

to coordinate exclusively on the payoff dominant outcome. Intuitively, the coordination motive

dwarves any other incentive. Now suppose that society is desegregated, that is, h = 0. Also

in this case, there is a unique introspective equilibrium. However, in this unique equilibrium,

players always coordinate on the payoff dominant option s1, regardless of their initial impulse.

The intuition is that when segregation is limited or even absent, the coordination motive is

weak, so that economic incentives have free rein. In other words, while high levels of homophily

are beneficial in the short run, when the game is fixed, it can lead to excessive conformism

when the game changes.12 This may partly explain why companies often invest considerable

effort into socio-cultural integration after mergers, for example, by transferring key personnel

between units (Shrivastava, 1986).

The goals of developing a more inclusive culture or a more adaptable culture must be

differentiated from another common rationale for diversity-oriented policies: the benefits from

12This result does not depend on the exact payoffs: for any payoff V ∗ > v level for the payoff dominant

option, individuals in a highly segregated society will continue to follow their impulse provided that cultural

identity is sufficiently strong.

13

complementary skills. If players in different groups have complementary skills then the levels

of segregation are reduced even in absence of any diversity-oriented policy. This can easily be

shown with our basic methodology. To incorporate complementary skills, assume that players

receive a payoff v > 0 if they coordinate with a member of their own group, and a payoff

V ≥ v if they coordinate with a member of the other group (and 0 otherwise). We analyze

this setting using the exact same approach as before. The next result shows that introspection

and reasoning lead to homophily when cultural identities and coordination payoffs are strong

relative to the rewards to skill complementarity.

Proposition 3.4. There is a unique introspective equilibrium, characterized by the limiting

probability p whenever Qv − 12V > −1

2.13 The level of homophily h decreases with V and

exceeds the initial level (i.e., h > ε) if and only if Qv > 12V .

Proposition 3.4 shows that as skill complementarity grows, the level of homophily falls, and

groups tend to be more integrated. On the other hand, as shown before, homophily increases

as the payoffs for coordination increase. In many organizations, productivity may depend on

both coordination and skill complementarity (Milliken and Martins, 1996). Thus, rewarding

teams based on their productivity alone, may increase or decrease homophily depending on

whether productivity relies more on coordination or on skill complementarity.

Finally, so far we have assumed that players can recognize the group of their opponents. If

group type is not observable then players can use markers, that is, observable attributes such

as tattoos or specific attire, to signal their identity. This helps explain why groups are often

marked by seemingly arbitrary traits (Barth, 1969). The model in which players first choose

markers, say a and b, and then play the coordination game is very similar to the model in

this section (with markers replacing projects) and is available from the authors upon request.

The comparative statics results are analogous and, once again, strong cultural identity and

economic incentives for coordination are driving forces for homophily. If cultural identity and

coordination payoffs are sufficiently strong, then complete segregation arises even if group

identity is unobservable, there are no direct preferences for interacting with members of the

same group and there is only a small tendency for A-players to intrinsically prefer marker a

and B-players to prefer marker b.

13If Qv− 12V −

12 , the sequence pπ0 , p

π1 , . . . does not settle down. Intuitively, the game bears some similarities

with a congestion game, with players fleeing from players of their own group to reap the high payoffs from

interacting with the other group. This leads to a large share of players switching continually between projects.

14

4. Network formation

In many situations, people can choose how many people they interact with. We extend the

basic model to allow players to choose how much effort they want to invest in meeting others.

We show that the basic mechanisms that drive the tendencies to segregate may be reinforced,

and that the model gives rise to network properties that are commonly observed in social and

economic networks.

To analyze this setting, it will be convenient to work with a finite (but large) player set in

this section.14 Each group G = A,B has N players, so that the total number of players is 2N .

Players simultaneously choose effort levels and projects in the first stage. They then interact

in the coordination game. Effort is costly: a player that invests effort e pays a cost ce2/2. By

investing effort, however, a player meets more partners to play the coordination game with

(in expectation). Specifically, if two players j, ` have chosen the same project π = a, b, and

invest effort ej and e`, respectively, then the probability that they are matched (and play the

coordination game) isej · e`Eπ

,

where Eπ is the total effort of the players with project π.15 Thus, efforts are complements:

players meet each other only if they both invest the time and the resources. This is related

to the assumption of bilateral consent in deterministic models of network formation (Jackson

and Wolinsky, 1996). By normalizing by the total effort Eπ, we ensure that the network does

not become arbitrarily dense as the number of players grows large.16 So, the probability p of

being matched with a member of the own group is endogenous here, as in Section 3. Matching

probabilities are now affected not only by players’ project choice, as in Section 3, but also by

their effort levels.

As before, at level 0 players choose the project that they intrinsically prefer. So, the

probability that a player chooses the group-preferred project is 12

+ ε. In addition, each player

chooses some default effort e0 > 0, independent of his project or group. At higher levels k,

each player formulates a best response to the choices at level k − 1. As before, each player

receives a (single) signal that tells him which action is appropriate in the coordination game.

14Defining networks with a continuum of players gives rise to technical problems. Our results in Sections

2 and 3 continue to hold under the present formulation of the model (with a finite player set), though the

notation becomes more tedious.15To be precise, to get a well-defined probability, if Eπ = 0, we take the probability to be 0; and if ej ·e` > Eπ,

we take the probability to be 1.16See, e.g., Cabrales et al. (2011) and Galeotti and Merlino (2014) for other applications of this model in

economics.

15

He then plays the coordination game with each of the players he is matched to.17

A first result is that the limiting behavior is well-defined, and that it is independent of the

choice of effort at level 0.

Lemma 4.1. The limiting probability p and the limiting effort choices exist and do not depend

on the effort choice at level 0.

As before, we have a unique introspective equilibrium, with potentially high levels of

homophily:

Proposition 4.2. There is a unique introspective equilibrium. In the unique equilibrium,

all players choose positive effort. Players that have chosen the group-preferred project exert

strictly more effort than players with the other project. In all cases, the fraction of players

choosing the group-preferred project exceeds the initial level (i.e., h > ε).

As before, players segregate for strategic reasons and the level of homophily is greater than

what would be expected on the basis of intrinsic preferences alone (i.e., h > ε). Importantly,

players with the group-preferred project invest more effort in equilibrium than players with the

other project. This is intuitive: a player with the group-preferred project has a high chance

of meeting people from her own group, and thus a high chance of coordinating successfully.

In turn, this reinforces the incentives to segregate.

Figure 2 illustrates the comparative statics of the unique equilibrium. As before, the

level of homophily increases with the strength of players’ cultural identity and with economic

incentives, and the two are complements. While the proof of Proposition 4.2 provides a full

characterization of the equilibrium, the comparative statics cannot be analyzed analytically,

as the effort levels and the level of homophily depend on each other in intricate ways. In the

remainder of this section, we therefore focus on deriving analytical results for the case where

the network becomes arbitrarily large (i.e., |N | → ∞). As a first step, we give an explicit

characterization of the unique introspective equilibrium:

Proposition 4.3. Consider the limit where the number of players in each group goes to infin-

ity. The effort chosen by the players with the group-preferred project in the unique introspective

equilibrium converges to

e∗ =v

4c·

(1 + 2Q− 1

2h+

√4Q2 − 1 +

1

4h2

),

17We allow players to take different actions in each of the (two-player) coordination games he is involved in.

Nevertheless, in any introspective equilibrium, a player chooses the same action in all his interactions, as it is

optimal for him to follow his impulse (Proposition 2.1).

16

0

1

2

3

4

5

0.50.55

0.60.65

0.70.75

0.80.85

0.90.95

1

0

0.05

0.1

0.15

0.2

0.25

0.3

0.35

0.4

0.45

0.5

vQ

h

Figure 2: The level of homophily h as a function of the coordination payoff v and the strength

of players’ cultural identity Q (c = 1).

while the effort chosen by the players with the other project converges to

e− =v

c· (Q+ 1

2)− e∗,

which is strictly smaller than the effort e∗ (while positive).

Proposition 4.3 shows that in the unique introspective equilibrium, the effort levels depend

on the level of homophily. The level of homophily, in turn, is a function of the equilibrium

effort levels. For example, by increasing her effort, an A-player with the group-preferred

project a increases the probability that players from both groups interact with her and thus

with members from group A. This makes project a more attractive for members from group

A, strengthening the incentives for players from group A to choose project a, and this leads

to higher levels of homophily. Conversely, if more players choose the group-preferred project,

this strengthens the incentives of players with the group-preferred project to invest effort, as

it increases their chances of meeting a player from their own group. This, in turn, further

increases the chances for players with the group-preferred project of meeting someone from

the own group, reinforcing the incentives to segregate. On the other hand, if effort is low, then

17

then the incentives to segregate are attenuated, as the probability of meeting similar others is

small. This, in turn, reduces the incentives to invest effort.

As a result of this feedback loop, there are two different regimes. If effort costs are small

relative to the benefits of coordinating, then players are willing to exert high effort, which in

turn leads more players to choose the group-preferred project, further enhancing the incentives

to invest effort. In that case, groups are segregated, and players are densely connected.

Importantly, players with the group-preferred project face much stronger incentives to invest

effort than players with the other project, as players with the group-preferred project have

a high chance of interacting with players from their own group. On the other hand, if effort

costs are sufficiently high, then the net benefit of interacting with others is small, even if

society is fully segregated. In that case, choices are guided primarily by intrinsic preferences

over projects, and the level of homophily is low. As a result, players face roughly the same

incentives to invest effort, regardless of their project choice, and all players have approximately

the same number of connections. Hence, high levels of homophily go hand in hand with

inequality in the number of connections that players have. The following result makes this

precise:

Proposition 4.4. Consider the limit where the number of players in each group goes to in-

finity. In the unique introspective equilibrium, the distribution of connections of players with

the group-preferred project first-order stochastically dominates the distribution of the number

of connections of players with the other project. Moreover, the expected number of connections

of a player with the group-preferred project is e∗, and the expected number of connections of

the other players is e− < e∗. The gap e∗− e− in the expected number of connections is greater

if the equilibrium level of homophily is greater.

The result follows directly from Proposition 4.2 and Theorem 3.13 of Bollobas et al. (2007).

These results are consistent with empirical evidence. It has been widely documented that the

distribution of the number of connections in social and economic networks has considerable

variance (Jackson, 2008). Furthermore, consistent with the theoretical results, friendships

are often biased towards own-group friendships, and larger groups form more friendships per

capita (Currarini et al., 2009).

Our results thus put restrictions on the type of networks that can be observed. When

relative benefits v/c are high and there is a strong cultural identity Q, then networks are dense

and are characterized by high levels of homophily and a skewed distribution of the number

of connections that players have. Moreover, the network consists of a tightly connected core

of players from one group, with a small periphery of players from the other group. When

v/c increases further, segregation is complete (h = 12), and a densely connected homogenous

18

network results. On the other hand, when economic benefits are limited and cultural identity

is weak, networks are disconnected, and feature low levels of homophily and limited variation

in the number of connections. Most data on network on social and economic networks is

consistent with the case where there is a strong cultural identity and sizeable economic benefits

to coordination, with many networks featuring high levels of homophily, a core-periphery

structure, high levels of connectedness, and a skewed degree distribution (Jackson, 2008).

More research is needed, of course, to establish to what extent these observations can indeed

be attributed to the economic and cultural factors that drive players’ preferences for reducing

strategic uncertainty.

5. Conclusions

We introduced a novel approach to model players’ introspective process, grounded in ev-

idence from psychology, that allows unique predictions in settings where individuals form

connections and want to reduce strategic uncertainty. We show that high levels of segregation

are possible even in the absence of any preferences for interactions with similar others. Con-

sistently with empirical and experimental evidence, homophily is high when cultural identities

are strong and when there are substantial benefits from coordination. Homophily can be even

higher if networks are formed endogenously. The theory also elucidates the tradeoffs inherent

in diversity-oriented policies. In particular, if skill complementarity or flexibility is important,

welfare is higher when the society is more integrated. Also, overall strategic uncertainty may

be reduced if a society becomes more integrated.

The results in this paper open up new perspectives. One question is whether strategic

uncertainty leads players to associate with similar others, and how this motive compares to

other potential drivers of homophily, such as social preferences. This question is addressed

in a companion experimental paper, Kets et al. (2014). Another question is how to develop

a general methodology, based on introspection and the Theory of Mind, capable of making

sharp predictions and global comparative statics results in general strategic situations. We

leave this question for future research.

Appendix A Introspection: The case of beliefs

Experimental evidence suggests that people intuitively think about other minds in terms

of the capacity to act or the capacity to have beliefs and emotions (Gray et al., 2007). In the

main text, we developed a model that takes beliefs about another player’s action as a starting

19

point; here, we sketch a model that starts with players’ beliefs about others’ beliefs. So, while

in the main text, we focus on the case where players have an impulse to act (and subsequently

realize that others may have a similar impulse), here, the order is reversed: a player empathizes

with the other player and thinks about how his opponent thinks first, before forming a belief

about his opponent’s action and formulating a best response. This alternative model gives

the same result: when players are introspective and focal points are context-dependent, it is

optimal for players to follow their impulse, where following one’s impulse now means playing

a best response to one’s initial belief.

As before, we focus on a symmetric pure coordination game. It will be convenient to

denote the action set by S := {s1, s2}. For simplicity, we use the same setting as before: each

group is characterized by a state, and player’s impulses are informative about the state (and

thus about the other players’ impulses). There are two states, λ and ν, and states are drawn

independently across groups according to the uniform distribution. Impulses take the form of

beliefs about the opponent’s beliefs. For simplicity, we assume that a player can have one of

two possible initial beliefs about her partner: either she thinks it is likely that he thinks it is

likely that she chooses s1, or she thinks it is likely that he thinks it is likely that she plays s2.

So, let λ0 be probability measure that assigns probability x > 12

to the event that the other

player assigns probability at least y to the event that his partner chooses s1 (and 1− x to the

complementary event); likewise, ν0 is the probability measure that assigns probability x > 12

to the event that the other player assigns probability y > 12

to the event that his partner

chooses s2. Conditional on the group’s state being θG = λ, a player has initial belief λ0 with

probability q > 12, independent across players; the analogous statement applies when θG = ν.

For a player to take a rational decision, she has to form a belief about her opponent’s

action, that is, a first-order belief. If she thinks her opponent is rational, then she must think

he chooses s whenever that action is a best response to his belief. So, if a player has initial

belief z0 = λ0, ν0 and believes that her opponent is rational, then the beliefs she can have

about his action are given by

M1(z0) := {µ ∈ ∆(S) : for all s ∈ S, µ(s) ≥ z0({µ1 ∈ ∆(S) : s is a strict best response to µ1})},

where ∆(X) is the set of Borel probabilities on a set X.18 Define

M1 := M1(λ0) ∪M1(ν0)

to be the set of all such first-order beliefs. At higher orders, players believe that an opponent

from the same group has the same initial belief with probability Q = q2 + (1− q)2, and that

18The set S is endowed with its usual discrete topology, and for any topological space X, the set ∆(X) of

Borel probability measures on X is endowed with the weak convergence topology. Also, we endow subspaces

and product spaces of topological spaces with their usual relative an product topologies, respectively.

20

players from the other group have the same initial belief with probability 12. So, for k > 1 and

z0 = λ0, z0, let Mk(z0) be the set of kth-order beliefs µk (i.e., beliefs about S and the set of

(k − 1)th-order beliefs of the opponent) that (1) assign probability 1 to the opponent being

rational; and (2) the kth-order belief µk assigns probability p ·Q+ (1−p) · 12

to the opponent’s

(k − 1)th-order belief being in Mk−1(z0). Again, define Mk := Mk(λ0) ∪Mk(ν0). Note that

we allow a player’s second-order belief µ2 ∈ M2(z0) to differ from her initial belief z0. This

reflects the fact that a player may revise her initial beliefs through introspection.

So, starting from her initial belief z0, a player formulates a first-order belief µ1(z0) ∈M1(z0), a second-order belief µ2(z0) ∈M2(z0), and so on, at infinitum.19

At level k = 1, 2, . . ., each player formulates a best response to her kth-order belief about

the other player’s action. Note that there are no nonstrategic players here, unlike in the

benchmark model: since impulses take the form of beliefs, not actions, players have to think

about the other player’s decision. For a given sequence µ1, µ2, . . . such that there is z0 = λ0, ν0

with µk ∈ Mk(z0) for all k, denote the best response to the kth-order belief µk by σk. As

before, an introspective equilibrium is then the limit of the sequence σ1, σ2, . . . (if the limit

exists). Say that a player follows his initial impulse if the limiting action is equal to his

response σ1 to his initial belief z0.

Proposition A.1. There is a unique introspective equilibrium. In this equilibrium, each player

follows his initial impulse.

The intuition is the same as before: if a player’s initial belief is informative of her opponent’s

initial belief, then further reflection does not change her optimal response. This model can be

generalized in many ways, for example, by allowing many different initial beliefs (potentially

infinitely many) and allowing for different beliefs about others’ beliefs. One could also start

from a model that starts from a player’s initial belief about her opponent’s action (as opposed

to a belief about his belief about her action). One could also introduce payoff uncertainty.

In all these cases, the conclusions are essentially the same: when the reasoning process starts

with some initial impulse, and impulses are correlated, then it is optimal for a player to follow

his impulse.

19The beliefs µ1(z0), µ2(z0), . . . need not define a coherent belief hierarchy, as in, e.g., Mertens and Zamir

(1985). The role of high-order beliefs is completely different here than in their work: whereas in Mertens and

Zamir (1985), a belief hierarchy is a static object, describing a player’s higher-order beliefs at a particular

state of the world, here the beliefs µk are formed during the introspective process, and may be revised at each

stage.

21

Appendix B Distribution of intrinsic preferences

We denote the values of an A-player j for projects a and b are denoted by wA,aj and

wA,bj , respectively; likewise, the values of a B-player for projects b and a are wB,bj and wB,aj ,

respectively. As noted in the main text, the values wA,aj and wA,bj are drawn from the uniform

distribution on [0, 1] and [0, 1 − 2ε], respectively. Likewise, wB,bj and wB,aj are uniformly

distributed on [0, 1] and [0, x]. All values are drawn independently (across players, projects,

and groups). So, players in group A (on average) intrinsically prefer project a (in the sense of

first-order stochastic dominance) over project b; see Figure 3. Likewise, on average, players in

group B have an intrinsic preference for b.

−0.2 0 0.2 0.4 0.6 0.8 1 1.20

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

y

Pro

b(w

jA,a

≤ y)

, Pro

b(w

jA,b

≤ y)

Figure 3: The cumulative distribution functions of wA,ai (solid line) and wA,bi (dashed line) for

x = 0.75.

Given that the values are uniformly and independently distributed, the distribution of the

difference wA,aj −wB,aj in values for an A-player is given by the so-called trapezoidal distribution.

That is, if we define x := 1−2ε, we can define the tail distribution Hε(y) := P(wA,aj −wA,bj ≥ y)

by

Hε(y) =

1 if y < −(1− 2ε);

1− 12−4ε · (1− 2ε+ y)2 if y ∈ [−(1− 2ε), 0);

1− 12· (1− 2ε)− y if y ∈ [0, 2ε);

1

4(12−ε)· (1− y)2 if y ∈ [2ε, 1];

0 otherwise.

By symmetry, the probability P(wB,bj −wB,aj ≥ y) that the difference in values for the B-player

22

is at least y is also given by Hε(y). So, we can identify wA,aj − wA,bj and wB,bj − wB,aj with the

same random variable, denoted ∆j, with tail distribution Hε(·); see Figure 4.

00

y

Pro

b(w

A,a

j −

wA

,bj

≥ y

)

Figure 4: The probability that wA,aj − wA,bj is at least y, as a function of y, for ε = 0 (solid

line); ε = 0.125 (dotted line); and ε = 0.375 (dashed line).

The probability that A-players prefer the a-project, or, equivalently, the share of A-players

that intrinsically prefer a (i.e., wA,aj −wA,bj > 0), is 1− 1

2x, and similarly for the B-players and

their group-preferred project.

Appendix C Proofs

C.1 Proof of Proposition 2.1

By assumption, at level 0, a player chooses action si if and only if his initial impulse is

i = 1, 2. For k > 0, assume, inductively, that at level k − 1, a player chooses si if and only

if his initial impulse is i. Consider level k, and suppose a player’s impulse is i. Choosing si

is the unique best response for him if the expected payoff from choosing si is strictly greater

than the expected payoff from choosing the other action sj 6= si. That is, if we write j 6= i for

the alternate impulse, si is the unique best response for the player if[p · P(i | i) + (1− p) · P(i)

]· v >

[p · P(j | i) + (1− p) · P(j)

]· v,

where P(m | i) is the conditional probability that the impulse of a player from the same group

is m = 1, 2 given that the player’s own impulse is i, and P(m) is the probability that a player

from the other group has received signal m. Using that P(m) = 12, P(i | i) = q2 + (1− q)2 and

P(j | i) = 1− q2 − (1− q)2, and rearranging, we find that this holds if and only if

p(q2 + (1− q)2) + 12(1− p) > p(1− q2 − (1− q)2) + 1

2(1− p),

23

and this holds for every p > 0, since q2 + (1− q)2 > 12.

This shows that at each level, it is optimal for a player to follow his impulse. So, in the

unique introspective equilibrium, every player follows his impulse. �

C.2 Proof of Lemma 3.1

We show that the sequence {pπk}k is (weakly) increasing and bounded for every project

π. It will be useful to define β := v · (Q − 12). It can be checked that β is the derivative of

the expected payoff of a player in the introspective equilibrium with respect to p. So, β is

the marginal benefit of interacting with the own group. Also, recall from Appendix B that

x := 1− 2ε.

First note that for every k > 0, given pak−1, a player from group A chooses project A if and

only if [pak−1 ·Q+ (1− pak−1) · 12

]· v + wA,aj ≥

[(1− pak−1) ·Q+ pak−1 · 12

]· v + wA,bj .

This inequality can be rewritten as

wA,aj − wA,bj ≥ −(2pak−1 − 1) · β,

and the share of A-players for whom this holds is

pak := Hε

(−(2pk−1 − 1) · β

),

where we have used the expression for the tail distribution Hε from Appendix B. The same

law of motion holds, of course, if a is replaced with b and A is replaced with B.

Fix a project π. Notice that −(2pπ0−1) ·β < 0. We claim that pπ1 ≥ pπ0 and that pπ1 ∈ (12, 1].

By the argument above,

pπ1 = P(wA,aj − wA,bj ≥ −(2pπ0 − 1) · β)

= Hε(−(2pπ0 − 1) · β)

=

{1− 1

2−4ε · (1− 2ε− (2pπ0 − 1) · β)2 if (2pπ0 − 1) · β ≤ 1− 2ε;

1 if (2pπ0 − 1) · β > 1− 2ε;

where we have used the expression for the tail distribution Hε(y) from Appendix B. If (2pπ0 −1) · β > 1 − 2ε, the result is immediate, so suppose that (2pπ0 − 1) · β ≤ 1 − 2ε. We need to

show that

1− 12−4ε · (1− 2ε− (2pπ0 − 1) · β)2 ≥ pπ0 .

Rearranging and using that pπ0 ∈ (12, 1], we see that this holds if and only if

(2pπ0 − 1) · β ≤ 2 · (1− 2ε).

24

But this holds because (2pπ0 − 1) ·β ≤ 1− 2ε and 1− 2ε ≥ 0. Note that the inequality is strict

whenever β < 1− 2ε, so that pπ1 > pπ0 in that case.

For k > 1, suppose, inductively, that pπk−1 ≥ pπk−2 and that pπk−1 ∈ (12, 1]. By a similar

argument as above,

pπk =

{1− 1

2−4ε · (1− 2ε− (2pπk−1 − 1) · β)2 if (2pπk−1 − 1) · β ≤ 1− 2ε;

1 if (2pπk−1 − 1) · β > 1− 2ε.

Again, if (2pπk−1− 1) · β > 1− 2ε, the result is immediate, so suppose (2pπk−1− 1) · β ≤ 1− 2ε.

We need to show that

1− 12−4ε · (1− 2ε− (2pπk−1 − 1) · β)2 ≥ pπk−1,

or, equivalently,

2 · (1− 2ε) · (1− pπk−1) ≥ (1− 2ε− (2pπk−1 − 1) · β)2.

By the induction hypothesis, pπk−1 ≥ pπ0 , so that 1− 2ε ≥ 2− 2pπk−1. Using this, we have that

2 · (1− 2ε) · (1− pπk−1) ≥ 4 · (1− pπk−1)2. Moreover,

(1− 2ε− (2pπk−1 − 1) · β)2 ≤ 4 · (1− pπk−1)2 − 2β(1− 2ε)(2pπk−1 − 1) + (2pπk−1 − 1)2β2.

So, it suffices to show that

4 · (1− pπk−1)2 ≥ 4 · (1− pπk−1)2 − 2β(1− 2ε)(2pπk−1 − 1) + (2pπk−1 − 1)2β2.

The above inequality holds if and only if

(2pπk−1 − 1)β ≤ 2 · (1− 2ε),

and this is true since (2pπk−1 − 1) · β ≤ 1− 2ε.

So, the sequence {pπk}k is weakly increasing and bounded. It now follows from the monotone

sequence convergence theorem that the limit pπ exists. The argument clearly does not depend

on the project π, so we have pa = pb. �

C.3 Proof of Proposition 3.2

We first characterize the limiting fraction p, and show that p > 12

+ ε. By the proof of

Lemma 3.1, we have pk ≥ pk−1 for all k. By the monotone sequence convergence theorem,

p = supk pk, and by the inductive argument, p ∈ (12

+ ε, 1]. It is easy to see that p = 1 if and

only if Hε(−(2 · 1− 1) · β) = 1, which holds if and only if β ≥ 1− 2ε.

25

So suppose that β < 1 − 2ε, so that p < 1. Again, p = Hε(−(2p − 1) · β), or, using the

expression from Appendix B,

p = 1− 12−4ε · (1− 2ε− (2p− 1) · β)2.

It will be convenient to substitute x = 1− 2ε for ε, so that we are looking for the solution of

p = 1− 12x· (x− (2p− 1) · β)2. (C.1)

Equation (C.1) has two roots,

r1 = 12

+ 14β2

((2β − 1) · x+

√4β2x− (4β − 1) · x2

)and

r2 = 12

+ 14β2

((2β − 1) · x−

√4β2x− (4β − 1) · x2

).

We first show that r1 and r2 are real numbers, that is, that 4β2x − (4β − 1) · x2 ≥ 0. Since

x > 0, this is the case if and only if 4β ≥ (4β − 1) · x. This holds if β ≤ 14, so suppose that

β > 14. We need to show that

x ≤ 4β2

4β − 1.

Since the right-hand side achieves its minimum at β = 12, it suffices to show that x ≤ (4 ·

(12)2)/(4 · 1

2− 1) = 1. But this holds by definition. It follows that r1 and r2 are real numbers.

We next show that r1 >12, and r2 <

12. This implies that p = r1, as p = supk pk > p0 >

12.

It suffices to show that 4β2x − (4β − 1) · x2 > (1 − 2β)2x2. This holds if and only if

β > (2 − β) · x. Recalling that β ≤ 1 − 2ε < 1 by assumption, we see that this inequality is

satisfied. We conclude that p = r1. �

As for the comparative statics in Corollary 3.3, it is straightforward to verify that the

derivative of p with respect to v · (Q − 12)) is positive whenever p < 1 (and 0 otherwise). It

then follows from the chain rule that the derivatives of p with respect to v and Q are both

positive for any p < 1 (and 0 otherwise).

C.4 Proof of Lemma 4.1

Recall that at level 0, players invest effort e0 > 0 in socializing. Moreover, they choose

project a if and only if they intrinsically prefer project a over project b. It follows from the

distribution of the intrinsic values (Appendix B) that the number NA,a0 of A-players with

project a at level 0 follows the same distribution as the number NB,b0 of B-players with project

b at level 0; similarly, the number NA,a0 of A-players with project b at level 0 has the same

distribution as the number NB,a0 of B-players with project a at level 0. Let ND

0 and NM0 be

26

random variables with the same distribution as NA,a0 and NB,a

0 , respectively (where D stands

for “dominant group” and M stands for “minority group”; the motivation for this terminology

is that a slight majority of the players with an intrinsic preference for project a belongs to

group A).

Conditional on ND0 and NM

0 , the expected utility of project a to an A-player at level 1 is20

v ·[ej ·ND

0 · e0 ·Q+ ej ·NM0 · e0 · 12

ND0 · e0 +NM

0 · e0

]+ wA,aj − cej

2

if he invests effort ej and his intrinsic value for project a is wA,aj . Likewise, conditional on ND0

and NM0 , the expected utility of project b to an A-player at level 1 is

v ·[ej ·NM

0 · e0 ·Q+ ej ·ND0 · e0 · 12

ND0 · e0 +NM

0 · e0

]+ wA,bj −

cej2

if he invests effort ej and his intrinsic value for project b is wA,bj . Taking expectations over

ND0 and NM

0 , it follows from the first-order conditions that the optimal effort levels for an

A-player at level 1 with projects a and b are given by

eA,a1 =(vc

)· E[ND

0 · e0 ·Q+NM0 · e0 · 12

ND0 · e0 +NM

0 · e0

]; and

eA,b1 =(vc

)· E[NM

0 · e0 ·Q+ND0 · e0 · 12

ND0 · e0 +NM

0 · e0

];

respectively, independent of the intrinsic values. It can be checked that the optimal effort

levels eB,a1 and eB,b1 for a B-player at level 1 with projects a and b are equal to eA,b1 and eA,a1 ,

respectively. It will be convenient to define eD1 := eA,a1 = eB,b1 and eM1 := eA,b1 = eB,a1 . We claim

that eD1 > eM1 . To see this, note that ND0 is binomially distributed with parameters |N | and

p0 := 12+ε > 1

2(the probability that a player has an intrinsic preference for the group-preferred

project) and that NM0 is binomially distributed with parameters |N | and 1 − p0 < 1

2. If we

define

gD1 (ND0 , N

M0 , e0) :=

(vc

)·(ND

0 · e0 ·Q+NM0 · e0 · 12

ND0 · e0 +NM

0 · e0

); and

gM1 (ND0 , N

M0 , e0) :=

(vc

)·(NM

0 · e0 ·Q+ND0 · e0 · 12

ND0 · e0 +NM

0 · e0

);

so that eD1 and eM1 are just the expectations of gD1 and gD1 , respectively, then the result follows

immediately from the fact that ND0 first-order stochastically dominates NM

0 , as gD1 is (strictly)

20If ND0 = NM

0 = 0, then the expected benefit from networking is 0. In that case, the player’s expected

utility is thus wA,aj − cej2 . A similar statement applies at higher levels.

27

increasing in ND0 and (strictly) decreasing in NM

0 , and gM1 is decreasing in ND0 and increasing

in NM0 (again, strictly).

Substituting the optimal effort levels eD1 and eM1 into the expression for the expected utility

for each project shows that the maximal expected utility of an A-player at level 1 of projects

a and b is given by

c

2(eD1 )2 + wA,aj ; and

c

2(eM1 )2 + wA,bj ;

respectively. At level 1, an A-player therefore chooses project a if and only if

wA,aj − wA,bj ≥ − c2

((eD1 )2 − (eM1 )2

).

The analogous argument shows that a B-player chooses project b at level 1 if and only if

wB,bj − wB,aj ≥ − c

2

((eD1 )2 − (eM1 )2

).

Since wA,aj −wA,bj and wB,bj −w

B,aj both have tail distribution Hε(·) (Appendix B), the proba-

bility that an A-player chooses project a (or, that a B-player chooses project b) is

p1 := Hε

(− c

2

((eD1 )2 − (eM1 )2

)).

Since eD1 > eM1 , we have p1 > p0. Note that both the number NA,a1 of A-players at level 1

with project a and the number NB,b1 of B-players at level 1 with project b are binomially

distributed with parameters |N | and p1 >12; the number NA,a

1 of A-players at level 1 with

project b and the number NB,a1 of B-players at level 1 with project a are both binomially

distributed with parameters |N | and 1 − p1. Let ND1 and NM

1 be random variables that are

binomially distributed with parameters (|N |, p1) and (|N |, 1 − p1), respectively, so that the

distribution of ND1 first-order stochastically dominates the distribution of NM

1 .

Note that while NA,a1 and NA,a

1 are clearly not independent (as NA,a1 + NA,a

1 = N), NA,a1

and NB,a1 are independent (and similarly if we replace NA,a

1 , NA,a1 , and NB,a

1 with NB,b1 , NB,a

1 ,

and NA,a1 , respectively). When we take expectations over the number of players from different

groups with a given project (e.g., NA,a1 and NB,a

1 ) to calculate optimal effort levels, we therefore

do not have to worry about correlations between the random variables. A similar comment

applies to levels k > 1.

Finally, it will be useful to note that

eD1 + eM1 =v

c(Q+ 1

2).

28

Both eD1 and eM1 are positive, as they are proportional to the expectation of a nonnegative

random variable (with a positive probability on positive realizations), and we have

eD1 − eM1 > eD0 − eM0 = 0,

where eD0 = eM0 = e0 are the effort choices at level 0.

For k > 1, assume, inductively, that the following hold:

• we have pk−1 ≥ pk−2;

• the number NA,ak−1 of A-players with project a at level k − 1 and the number NB,b

k−1 of

B-players with project b at level k − 1 are binomially distributed with parameters |N |and pk−1;

• the number NA,ak−1 of A-players with project b at level k − 1 and the number NB,a

k−1 of

B-players with project a at level k − 1 are binomially distributed with parameters |N |and 1− pk−1;

• for every level m ≤ k−1, the optimal effort level at level m for all A-players with project

a and for all B-players with project b is equal to eDm;

• for every level m ≤ k−1, the optimal effort level at level m for all A-players with project

b and for all B-players with project a is equal to eMm ;

• we have eDk−1 > eMk−1 > 0 for k ≥ 2;

• we have eDk−1 − eMk−1 ≥ eDk−2 − eMk−2.

We write NDk−1 and NM

k−1 for random variables that are binomially distributed with param-

eters (|N |, pk−1) and (|N |, 1− pk−1), respectively.

By a similar argument as before, it follows that the optimal effort level for an A-player

that chooses project a or for a B-player that chooses b is

eDk :=(vc

)· E[NDk−1 · eDk−1 ·Q+NM

k−1 · eMk−1 · 12NDk−1 · eDk−1 +NM

k−1 · eMk−1

],

and that the optimal effort level for an A player that chooses project b or for a B-player that

chooses a is

eMk :=(vc

)· E[NMk−1 · eMk−1 ·Q+ND

k−1 · eDk−1 · 12NDk−1 · eDk−1 +NM

k−1 · eMk−1

].

Again, it is easy to verify that

eDk + eMk =v

c(Q+ 1

2). (C.2)

29

We claim that eDk ≥ eDk−1 (so that eMk ≤ eMk−1). It then follows from the induction hypothesis

that eDk > eMk and that eDk − eMk ≥ eDk−1 − eMk−1.To show this, recall that form = 1, . . . , k−1, we have that eDm > eMm and eDm+eMm = v

c(Q+ 1

2).

Define

gDk−1(NDk−2, N

Mk−2, e

Dk−2) :=

(vc

)·(NDk−2 · eDk−2 ·Q+NM

k−2 · eMk−2 · 12NDk−2 · eDk−2 +NM

k−2 · eMk−2

)gDk (ND

k−1, NMk−1, e

Dk−1) :=

(vc

)·(NDk−1 · eDk−1 ·Q+NM

k−1 · eMk−1 · 12NDk−1 · eDk−1 +NM

k−1 · eMk−1

)so that eDk−1 and eDk are just proportional to the expectation of gDk−1 and gDk (over ND

k−1 and

NMk−1), respectively, analogous to before. It is easy to verify that gDk (ND

k−1, NMk−1, e

Dk−1) ≥

gDk (NDk−1, N

Mk−1, e

Mk−1). Consequently,

eDk ≥(vc

)· E[NDk−1 · eMk−1 ·Q+NM

k−1 · eMk−1 · 12NDk−1 · eMk−1 +NM

k−1 · eMk−1

]=

(vc

)· E[NDk−1 ·Q+NM

k−1 · 12NDk−1 +NM

k−1

].

Using that gDk is decreasing in its second argument, and that the distribution of NMk−2 first-order

stochastically dominates the distribution of NMk−1, we have

eDk ≥(vc

)· E[NDk−1 ·Q+NM

k−2 · 12NDk−1 +NM

k−2

]. (C.3)

From the other direction, use that gDk−1(NDk−2, N

Mk−2, e

Mk−2) ≤ gDk−1(N

Dk−2, N

Mk−2, e

Dk−1) to obtain

eDk−1 ≤(vc

)· E[NDk−2 · eDk−2 ·Q+NM

k−2 · eDk−2 · 12NDk−2 · eDk−2 +NM

k−2 · eDk−2

].

Using that gDk−1 is increasing in its first argument, and that the distribution of NDk−1 first-order

stochastically dominates the distribution of NDk−2, we obtain

eDk−1 ≤(vc

)· E[NDk−1 ·Q+NM

k−1 · 12NDk−1 +NM

k−1

]. (C.4)

The result now follows by comparing Equations (C.3) and (C.4). Also, using that gDk is

increasing and decreasing in its first and second argument, respectively, we have that

eDk ≥(vc

)· E[N · eMk−1 · 12N · eMk−1

]=

v

2c

eDk ≤(vc

)· E[N · eDk−1 ·QN · eDk−1

]=v ·Qc

,

30

and it follows from (C.2) that eDk , eMk ∈ [ v

2c, v·Q

c].

By a similar argument as before, the probability at level k that an A-player chooses project

a (or, that a B-player chooses project b) is

pk := Hε

(− c

2

((eDk )2 − (eMk )2

)).

Hence, the number NA,ak of A-players with project a (or, the number NB,b of B-players with

project b) at level k is a binomially distributed random variable NDk with parameters |N | and

pk. Similarly, the number NA,ak of A-players with project b (or, the number NB,a of B-players

with project a) at level k is a binomially distributed random variable with parameters |N | and

1− pk.Using that eDk − eMk ≥ eDk−1 − eMk−1 > 0, and Equation (C.2) again, it follows that (eDk )2 −

(eMk )2 ≥ (eDk−1)2 − (eMk−1)

2 > 0, it follows that pk ≥ pk−1, and the induction is complete.

We thus have that the sequences p0, p1, p2 and eD1 , eD2 , . . . are monotone and bounded,

so that by the monotone convergence theorem, their respective limits p := limk→∞ pk and

eD := limk→∞ eDk exist (as does eM := limk→∞ e

Mk = v

c(Q+ 1

2)− eD). �

C.5 Proof of Proposition 4.2

Recall the definitions from the proof of Lemma 4.1. It is straightforward to check that the

random variables NDk and NM

k converge in distribution to a binomially distributed random

variable ND with parameters |N | and p and a binomially distributed random variable NM

with parameters |N | and 1 − p. It then follows from continuity and the Helly-Bray theorem

that eD satisfies

eD =(vc

)· E[ND · eD ·Q+NM · eM · 1

2

ND · eD +NMk−2 · eM

].

where the expectation is taken over ND and NM , so that eD is a function of p. Also, by

continuity, the limit p satisfies

p = Hε

(− c

2

((eD)2 − (eM)2

)).

By the proof of Lemma 4.1, we have 0 < eM < eD < vc(Q+ 1

2). Moreover, eD +eM = v

c(Q+ 1

2).

It remains to show that the equilibrium is unique (after all, the equations above could have

multiple solutions). Define

hD(eD) :=(vc

)· E[ND · eD ·Q+NM · eM · 1

2

ND · eD +NM · eM

],

so that eD = hD(eD) in the introspective equilibrium.21 Since eD + eM = vc(Q + 1

2) and

eM > 0, we have eD ∈ (0, vc(Q + 1

2)). It is easy to check that limeD↓0 h

D(eD) = v2c> 0 and

21As before, the expectation is taken over ND, NM such that ND > 0 or NM > 0.

31

that limeD↑v

c(Q+

12)hD(eD) = vQ

c< v

c(Q + 1

2). So, to show that there is a unique introspective

equilibrium, it suffices to show that hD(eD) is increasing and concave.

To show that hD(eD) is increasing, define

gD(ND, NM , eD) :=ND · eD ·Q+NM · eM · 1

2

ND · eD +NMk−2 · eM

,

so that hD(eD) is proportional to the expectation of gD over ND and NM , as before. It is

easy to verify that gD(ND, NM , eD) is increasing in eD for all ND and NM , and it follows that

hD(eD) is increasing in eD.

To show that hD(eD) is concave, consider the second derivative of hD(eD):22

d2hD(eD)

deD=

2v2

c2·(Q2 − 1

4

) N∑nD=1

(N

nD

)pnD(1− p)N−nD

N∑nM=1

(N

nM

)pN−nM (1− p)nM · nDnM(nM − nD)

(nD · eD + nM · eM)3.

We can split up the sum and consider the cases nM > nD and nD ≥ nM separately. To prove

that hD(eD) is concave, it thus suffices to show that

N∑nD=1

(N

nD

)pnD(1− p)N−nD

N∑nM=nD+1

(N

nM

)pN−nM (1− p)nM · nDnM(nM − nD)

(nD · eD + nM · eM)3−

N∑nM=1

(N

nM

)pN−nM (1− p)nM

N∑nD=nM

(N

nD

)pnD(1− p)N−nD · nDnM(nD − nM)

(nD · eD + nM · eM)3≤ 0.

We can rewrite this condition as

N∑nD=1

N∑nM=nD+1

(N

nD

)(N

nM

)· nDnM(nM − nD)

(nD · eD + nM · eM)3·[pnD(1− p)N−nD

pN−nM (1− p)nM−

(1− p)nDpN−nD

(1− p)N−nMpnM]≤ 0.

But this is equivalent to the inequality

N∑nD=1

N∑nM=nD+1

(N

nD

)(N

nM

)nDnM(nM − nD)

(nD · eD + nM · eM)3·[1−

( p

1− p

)2nM−2nD]≤ 0,

and this clearly holds, since p > p0 >12

and nM > nD for all terms in the sum.

22As before, we can ignore the case nD = nM = 0; and if nD = 0 and nM > 0, then the contribution to the

sum is 0, and likewise for nD > 0, nM = 0.

32

It remains to make the connection between the effort level eD of the dominant group and

the effort level e∗ of the players with the group-preferred project. By definition, the two are

equal (see the proof of Lemma 4.1). For example, A-players with project a are the dominant

group at project a, but they are also the players with the group-preferred project among the

players from group A. Similarly, the effort level eM of the minority group and the effort level

e− of the players with the non-group preferred project are equal. For example, A-players with

project b form the minority group at project b, and are the A-players that have chosen the

non-group preferred project among A-players. �

C.6 Proof of Proposition 4.3

Recall the notation introduced in the proof of Lemma 4.1. By the results of Bollobas et al.

(2007, p. 8, p. 10), the total number ND + NM of players with a given project converges

in probability to |N |, and the (random) fraction ND

|N | converges in probability to p. It is then

straightforward to show that the fraction ND

ND+NM converges in probability to p. Hence, the

function hD(eD) (defined in the proof of Proposition 4.2) converges (pointwise) to

hD(eD) =(vc

)·[p · eD ·Q+ (1− p) · eM · 1

2

p · eD + (1− p) · eM

].

The effort in an introspective equilibrium thus satisfies the fixed-point condition eD = hD(eD).

This gives a quadratic expression (in eD), which has two (real) solutions. One root is negative,

so that this cannot be an introspective equilibrium by the proof of Proposition 4.2. The other

root is as given in the proposition (where we have substituted eD for e∗, eM for e− (see the

proof of Proposition 4.2), and where we have used that h = p− 12). �

Appendix D Equilibrium analysis

We compare the outcomes predicted using the introspective process to equilibrium pre-

dictions. As we show, the introspective process selects a correlated equilibrium of the game

that has the highest degree of homophily among the set of equilibria in which players’ action

depends on their signal, and thus maximizes the payoffs within this set.

We study the correlated equilibria of the extended game: in the first stage, players choose

a project and are matched with players with the same project; and in the second stage, players

play the coordination game with their partner. It is not hard to see that every introspective

equilibrium is a correlated equilibrium. The game has more equilibria, though, even if we fix

the signal structure. For example, in the coordination stage, the strategy profile under which

33

all players choose the same fixed action regardless of their signal is a correlated equilibrium,

as is the strategy profile under which half of the players in each group choose s1 and the other

half of the players choose s2, or where players go against the action prescribed by their signal

(i.e., choose s2 if and only the signal is s1). Given this, there is a plethora of equilibria for the

extended game.

We restrict attention to equilibria in anonymous strategies, so that each player’s equilib-

rium strategy depends only on his group, the project of the opponent he is matched with,

and the signal he receives in the coordination game. In the coordination stage, we focus on

equilibria in which players follow their signal. If all players follow their signal, following one’s

signal is a best response: for any probability p of interacting with a player of the own group,

and any value wj of a player’s project, choosing action si having received signal i is a best

response if and only if[pQ+ (1− p) · 1

2

]· v + wj ≥

[p · (1−Q) + (1− p) · 1

2

]· v + wj.

This inequality is always satisfied, as Q > 12.

So, it remains to consider the matching stage. Suppose that mA,a and mB,b are the shares

of A-players and B-players that choose projects a and b, respectively. Then, the probability

that a player with project a belongs to group A is

pA,a =mA,a

mA,a + 1−mB,b;

similarly, the probability that a player with project b belongs to group B equals

pB,b =mB,b

mB,b + 1−mA,a.

An A-player with intrinsic values wA,aj and wA,bj for the projects chooses project a if and only

if [pA,aQ+ (1− pA,a) · 1

2

]· v + wA,aj ≥

[(1− pB,b) ·Q+ pB,b 1

2

]· v + wA,bj ;

or, equivalently,

wA,aj − wA,bj ≥ −(pA,a + pB,b − 1) · β,

where we have defined β := v · (Q − 12). Similarly, a B-player with intrinsic values wB,bj and

wB,aj chooses b if and only if

wB,bj − wB,aj ≥ −(pA,a + pB,b − 1) · β

In equilibrium, we must have that

P(wA,aj − wA,bj ≥ −(pA,a + pB,b − 1) · β

)=mA,a; and

P(wB,bj − w

B,aj ≥ −(pA,a + pB,b − 1) · β

)=mB,b.

34

Because the random variables wA,aj − wA,bj and wB,bj − wB,aj have the same distribution (cf.

Appendix B), it follows that mA,a = mB,b and pA,a = pB,b in equilibrium. Defining p := pA,a

(and recalling the notation ∆j := wA,aj − wA,bj from Appendix B), the equilibrium condition

reduces to

P(∆j ≥ −(2p− 1) · β) = p. (D.1)

Thus, equilibrium strategies are characterized by a fixed point p of Equation (D.1).

It is easy to see that the introspective equilibrium characterized in Proposition 3.2 is an

equilibrium. However, the game has more equilibria. The point p = 0 is a fixed point of (D.1)

if and only if β ≥ 1. In an equilibrium with p = 0, all A-players adopt project b, even if

they have a strong intrinsic preference for project a, and analogously for B-players. In this

case, the incentives for interacting with the own group, measured by β, are so large that they

dominate any intrinsic preference.

But even if β falls below 1, we can have equilibria in which a minority of the players chooses

the group-preferred project, provided that intrinsic preferences are not too strong. Specifically,

it can be verified that there are equilibria with p < 12

if and only if ε ≤ 12− 2β(1 − β). This

condition is satisfied whenever ε is sufficiently small.

So, in general, there are multiple equilibria, and some equilibria in which players condition

their action on their signal are inefficient as only a minority gets to choose the project they

(intrinsically) prefer. Choosing a project is a coordination game, and society can get stuck

in an inefficient equilibrium. The introspective process described in Section 3 selects the

payoff-maximizing equilibrium, with the largest possible share of players coordinating on the

group-preferred project.

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