Our experiments model a two-stage, two person non-cooperative game where su
bjects face a sequence of potential entry situations. Payoffs and entry cos
ts are common knowledge. The subgame perfect equilibrium entails player I c
hoosing an entry barring output and player E not entering. While many subje
cts played this way, a significant proportion of E players entered when it
yielded negative net payoffs, and a non-trivial proportion of I players did
n't seek deterrence. While these proportions fall over the course of the ex
periment, such behavior persists through the final period. Past experience
influences I subjects' tendencies to seek deterrence. (C) 1998 Elsevier Sci
ence B.V. All rights reserved.