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14.2 Repeated Prisoner’s Dilemma

14.2 Repeated Prisoner’s Dilemma. If the Prisoner’s Dilemma is repeated, cooperation can come from strategies including: “Grim Trigger” Strategy – one episode of cheating by one player triggers the grim prospect of a permanent breakdown in cooperation for the remainder of the game.

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14.2 Repeated Prisoner’s Dilemma

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  1. 14.2 Repeated Prisoner’s Dilemma If the Prisoner’s Dilemma is repeated, cooperation can come from strategies including: “Grim Trigger” Strategy – one episode of cheating by one player triggers the grim prospect of a permanent breakdown in cooperation for the remainder of the game. “Tit-for-Tat” Strategy – A strategy in which you do to your opponent in this period what your opponent did to you in the last period.

  2. 1 yearPrison Go free 1 year Prison 7 years Prison 5 years Prison 7 years Prison 5 years Prison Go free Prisoners’ Dilemma Review Rocky’s strategies Deny Confess Can the Grim Trigger Strategy change the outcome? Deny Ginger’s strategies Confess

  3. 14.2 “Grim Trigger” Strategy Example 1 “Grim Trigger” Strategy – “If you confess once, I’ll never trust you again and I’ll always confess” If player 1 confesses the first time, while the other denies, player 1 goes free. In each following term, they both confess for 5 years in prison. If the game is played N times, overall return is: 5(N-1) years in prison

  4. “Grim Trigger” Strategy Example 1 If the players always co-operate and deny, each term they spend 1 year in prison. If the game is played N times, overall return is: N years in prison Since N < 5(N-1) for N>1, players will co-operate Note: It is important that players are UNCERTAIN about how many games will be played.

  5. “Grim Trigger” Strategy Example 2 Consider the following Prisoner’s Dilemma: Can the Grim Trigger strategy (“If you cheat, I’ll never co-operate”) cause players to co-operate?

  6. “Grim Trigger” Strategy Example 2 Returns can be summarized in the following graph: If N>1, it makes sense to co-operate.

  7. 1 yearPrison Go free 1 year Prison 7 years Prison 5 years Prison 7 years Prison 5 years Prison Go free Prisoners’ Dilemma Review Rocky’s strategies Deny Confess Can a Tit-for-Tat Strategy change the outcome? Deny Ginger’s strategies Confess

  8. “Tit-for-Tat” Strategy Example 1 “Tit-for-Tat” Strategy – “I will do whatever you did last term” If player 1 confesses the first time, while the other denies, player 1 goes free. In each following term, their partner will confess. Option1: Confess Twice: 5 Years in Prison Option 2: Confess First time: 7 Years in Prison

  9. “Tit-for-Tat” Strategy Example 1 If a player co-operates the first term, next term their partner will co-operate. In the second period: Option1: Confess : 1 Year in Prison Option 2: Co-Operate: 2 Years in Prison In either case, Co-operating in turn 1 is a best response.

  10. Repeated Prisoner’s Dilemma • Likelihood of cooperation increases if: • The players are patient. • Interactions between the players are frequent. • Cheating is easy to detect. • The one-time gain from cheating is relatively small. Chapter Fourteen

  11. Repeated Prisoner’s Dilemma • Likelihood of cooperation diminishes if: • The players are impatient. • Interactions between the players are infrequent. • Cheating is hard to detect. • The one-time gain from cheating is large in comparison to the eventual cost of cheating. Chapter Fourteen

  12. The Final Turn As long as the game continues, both strategies continue to be best responses It is important that players are UNCERTAIN about how many games will be played. If the game end’s is certain, it is a best response to cheat in that game. Since both players know the last turn will be cheating, it MAY be best to start cheating in other turns.

  13. 14.3 Game Trees A game tree shows the different strategies that each player can follow in the game and can show the order in which those strategies get chosen. Backward inductionis a procedure for solving a game tree (finding Nash Equilibria) by starting at the end of the game tree and finding the optimal decision for the player at each decision point. Chapter Fourteen

  14. 14.3 Prisoner Dilemma Game Tree Confess (5 years, 5 years) Confess B Deny (Go Free, 7 years) A Confess (7 years, Go Free) Deny B Deny (1 year, 1 year) Chapter Fourteen

  15. 14.3 Prisoner Dilemma Backwards Induction Confess (5 years, 5 years) Confess With a definite end turn, Tit-for-Tat and Grim Strategy are dominated by Confess. B Deny (Go Free, 7 years) A Confess (7 years, Go Free) Deny B Deny (1 year, 1 year) Chapter Fourteen

  16. 14.3 Prisoner Dilemma Backwards Induction Confess (5 years, 5 years) Confess Since B will Confess, the only best response is Confess B Deny (Go Free, 7 years) A Confess (7 years, Go Free) Deny B Deny (1 year, 1 year) Chapter Fourteen

  17. Sequential Move Games In Sequential Move Games, one player (the first mover) takes an action before another player (the second mover). The second mover observes the action taken by the first mover before acting. A Subgame is all subsequent decisions players make given actions already made. Chapter Fourteen

  18. Sequential Move Games – Game Tree • Each box represents a simultaneous decision. • This game has 4 subgames: • each of the 3 possible decisions for T, • the entire game Chapter Fourteen

  19. Subgame Perfect Nash Equilibrium Backward induction can be used to find the Nash Equilibrium of each subgame. If each subgame is a Nash Equilibrium, the entire game is a Subgame Perfect Nash Equilibrium (SPNE) Chapter Fourteen

  20. Sequential Move Games – Game Tree Chapter Fourteen

  21. Simultaneous Game Comparison • Note that the Simultaneous and Sequential Game outcomes differ • Game trees may be more difficult to use in simultaneous games Chapter Fourteen

  22. Limiting Options By moving first and committing to “Build Large”, Honda limited its options, but was better off for it. Strategic movesare actions that a player takes in an early stage of a game that alter the player’s behavior and the other players’ behavior later in the game in a way that is favorable to the first player. Examples: iPod is incompatible with Windows Media Player, “We do not negotiate with terrorists.” Chapter Fourteen

  23. Limiting Options • It is important when limiting options that the actions be visible and difficult to reverse. Options include: • Investing capital that has no alternate uses • Signing contracts (ie: Most Favored Customer Clause) • Public statements Chapter Fourteen

  24. The Board Game Game When choosing board games simultaneously, Mr. Cool could play his least favourite game (Monopoly), or his favourite game (Small World): Mr. Boring Mr. Cool Chapter Fourteen

  25. The Board Game Game Mon By moving first (ie: deciding which games to bring), Mr. Cool limits his options and ensures his highest utility. (-1, 40)) Mon. Mr. B SM (-5, -5) MR. C Mon (-5, -5) SW Mr. B SW (40,15) Chapter Fourteen

  26. Chapter 14 Conclusion • A Nash Equilibrium occurs when best responses line up. • Dominant Strategies are always chosen, and Dominated Strategies have another strategy that is better. • If no Nash Equilibrium exists in pure strategies, a Nash Equilibrium can be found in mixed strategies. • If a game is repeated, the Grim Trigger Strategy and “Tit-for-tat” strategy can create a Nash Equilibrium.

  27. Chapter 14 Conclusion 5) Co-operation depends on many factors, often including no set last turn. 6) If each subgame has a Nash Equilibrium, the entire game has a Subgame Perfect Nash Equilibrium. 7) In sequential-move games, a game tree is useful to calculate a Subgame Perfect Nash Equilibrium. 8) Moving first and limiting one’s actions can be advantageous. 9) Small World is better than Monopoly.

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