class: center, middle, inverse, title-slide # 3.2 — Repeated Games ## ECON 316 • Game Theory • Fall 2021 ### Ryan Safner
Assistant Professor of Economics
safner@hood.edu
ryansafner/gameF21
gameF21.classes.ryansafner.com
--- class: inverse # Outline ### [When Pure Strategies Won't Work](#3) ### [MSNE in Constant Sum Games](#16) ### [Coordination Games: PSNE and MSNE](#67) --- class: inverse, center, middle # Prisoners' Dilemma, Reprise --- # Prisoners' Dilemma, Reprise .center[ <iframe width="980" height="550" src="https://www.youtube.com/embed/K4GAQtGtd_0" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> ] --- # Prisoners' Dilemma, Reprise .pull-left[ - Not technically a Prisoners' Dilemma! - Game affected by Joker's threat to blow both of them up at midnight if nobody acts - Both players have a *weakly*-dominant strategy to Detonate - What is/are the Nash equilibrium/equilibria? ] .pull-right[ .center[ ![](../images/batman_pd.png) ] ] --- # Prisoners' Dilemma, Reprise .pull-left[ .smallest[ - A true prisoners' dilemma: `$$a>b>c>d$$` - Each player's preferences: - 1<sup>st</sup> best: you Defect, they Coop. ("temptation payoff") - 2<sup>nd</sup> best: you both Coop. - 3<sup>rd</sup> best: you both Defect - 4<sup>th</sup> best: you Coop., they Defect ("sucker's payoff") - Nash equilibrium: (.red[Defect], .blue[Defect]) - (.red[Coop.], .blue[Coop.]) an unstable Pareto improvement ] ] .pull-right[ .center[ ![](../images/pdpayoffs4.png) ] ] --- # Prisoners' Dilemma: How to Sustain Cooperation? .pull-left[ - We'll stick with these specific payoffs for this lesson - .hi-purple[How can we sustain cooperation in Prisoners' Dilemma?] ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- class: inverse, center, middle # Repeated Games --- # Repeated Games: Finite and Infinite .pull-left[ .smallest[ - Analysis of games can change when players encounter each other *more than once* - .hi[Repeated games]: the same players play the same game multiple times, two types: - Players know the *history* of the game with each other - .hi-purple[Finitely-repeated game]: has a known final round - .hi-purple[Infinitely-repeated game]: has no (or an unknown) final round ] ] .pull-right[ .center[ ![](../images/infinitelyrepeated.JPG) ] ] --- class: inverse, center, middle # Finitely-Repeated Games --- # Finitely-Repeated Prisoners' Dilemma .pull-left[ .smaller[ - Suppose a prisoners' dilemma is played for 2 rounds - Apply .hi-purple[backwards induction:] - What should each player do in the final round? ] ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Finitely-Repeated Prisoners' Dilemma .pull-left[ .smaller[ - Suppose a prisoners' dilemma is played for 2 rounds - Apply .hi-purple[backwards induction:] - What should each player do in the final round? - Play dominant strategy: **Defect** - Knowing each player will Defect in round 2/2, what should they do in round 1? ] ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Finitely-Repeated Prisoners' Dilemma .pull-left[ .smaller[ - Suppose a prisoners' dilemma is played for 2 rounds - Apply .hi-purple[backwards induction:] - What should each player do in the final round? - Play dominant strategy: **Defect** - Knowing each player will Defect in round 2/2, what should they do in round 1? - No benefit to playing Cooperate - No threat punish Defection! ] ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Finitely-Repeated Prisoners' Dilemma .pull-left[ .smaller[ - Suppose a prisoners' dilemma is played for 2 rounds - Apply .hi-purple[backwards induction:] - Both **Defect** in round 1 (and round 2) - No value in cooperation over time! ] ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Finitely-Repeated Prisoners' Dilemma .pull-left[ - For any game with a unique PSNE in a one-shot game, as long as there is a known, finite end, Nash equilibrium is the same ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Finitely-Repeated Prisoners' Dilemma .pull-left[ - In experimental settings, we tend to see people cooperate in early rounds, but close to the final round (if not the actual final round), defect on each other ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- class: inverse, center, middle # Infinitely-Repeated Games --- # Infinitely-Repeated Games .pull-left[ .smaller[ - Finitely-repeated games are interesting, but rare - How often do we know for certain when a game/relationship we are in will end? - Some predictions for finitely-repeated games don't hold up well in reality - Ultimatum game, prisoners' dilemma - We often play games or are in relationships that are .hi[indefinitely repeated] (have no *known* end), we call them .hi[infinitely-repeated games] ]] .pull-right[ .center[ ![](../images/infinitelyrepeated.JPG) ] ] --- # Infinitely-Repeated Games .pull-left[ - There are two nearly identical interpretations of infinitely repeated games: 1. Players play *forever*, but discount (payoffs in) the future by a constant factor 2. Each round the game might end with some constant probability ] .pull-right[ .center[ ![](../images/infinitelyrepeated.JPG) ] ] --- # First Intepretation: Discounting the Future .pull-left[ - Since we are dealing with payoffs in the future, we have to consider players' .hi[time preferences] - Easiest to consider with monetary payoffs and the .hi[time value of money] that underlies finance `$$PV=\frac{FV}{(1+r)^t}$$` `$$FV = PV(1+r)^t$$` ] .pull-right[ .center[ ![](../images/timeandmoney.jpg) ] ] --- # Present vs. Future Goods .pull-left[ - .hi-green[Example]: what is the present value of getting $1,000 one year from now at 5% interest? `$$\begin{align*} PV &= \frac{FV}{(1+r)^n}\\ PV &= \frac{1000}{(1+0.05)^1}\\ PV &= \frac{1000}{1.05}\\ PV &= \$952.38\\ \end{align*}$$` ] .pull-right[ <img src="3.2-slides_files/figure-html/unnamed-chunk-1-1.png" width="504" style="display: block; margin: auto;" /> ] --- # Present vs. Future Goods .pull-left[ - .hi-green[Example]: what is the *future* value of $1,000 lent for one year at 5% interest? `$$\begin{align*} FV &= PV(1+r)^n\\ FV &= 1000(1+0.05)^1\\ FV &= 1000(1.05)\\ FV &= \$1050\\ \end{align*}$$` ] .pull-right[ <img src="3.2-slides_files/figure-html/unnamed-chunk-2-1.png" width="504" style="display: block; margin: auto;" /> ] --- # Discounting the Future .pull-left[ - Suppose a player values $1 now as being equivalent to some amount with interest `\(1(1+r)\)` *one period later* - i.e. $1 with an r% interest rate over that period - The .hi-purple[“discount factor”] is `\(\delta=\frac{1}{1+r}\)`, the ratio that future value must be multiplied to equal present value ] .pull-right[ .center[ ![](../images/timeandmoney.jpg) ] ] --- # Discounting the Future .pull-left[ $$\$1 \text{ now} = \delta \, \$1 \text{ later}$$ .smallest[ - If `\(\delta\)` is low `\((r\)` is high) - Players regard future money as worth much less than present money, **very impatient** - .hi-green[Example]: `\(\delta = 0.20\)`, future money is worth 20% of present money - If `\(\delta\)` is high `\((r\)` is low) - Players regard future money almost the same as present money, **more patient** - .hi-green[Example]: `\(\delta = 0.80\)`, future money is worth 80% of present money ] ] .pull-right[ .center[ ![](../images/timeandmoney.jpg) ] ] --- # Discounting the Future .smallest[ .content-box-green[ .hi-green[Example]: Suppose you are indifferent between having $1 today and $1.10 next period ] ] -- .smallest[ `$$\begin{align*} \$1 \text{ today} &= \delta \$1.10 \text{ next period}\\ \frac{\$1}{\$1.10} & = \delta\\ 0.91 &\approx \delta\\ \end{align*}$$` ] -- .smallest[ - There is an implied interest rate of `\(r=0.10\)` - $1 at 10% interest yields $1.10 next period `$$\begin{align*} \delta &= \frac{1}{1+r}\\ \delta &= \frac{1}{1.10}\ \approx 0.91\\ \end{align*}$$` ] --- # Discounting the Future - Now consider an infinitely repeated game -- - If a player receives payoff `\(p\)` in every future round, the **present value** of this infinite payoff stream is `$$p(\delta+\delta^2+\delta^3+ \cdots)$$` - This is due to compounding interest over time -- - This infinite sum converges to: `$$\sum_{t=1}^\infty=\frac{p}{1-\delta}$$` - Thus, the present discounted value of receiving `\(p\)` in every future round is `\(\left(\frac{p}{1-\delta}\right)\)` --- # Prisoners' Dilemma, Infinitely Repeated .pull-left[ - With these payoffs, the value of both **cooperating** forever is `\(\left(\frac{3}{1-\delta}\right)\)` - Value of both **defecting** forever is `\(\left(\frac{2}{1-\delta}\right)\)` ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Alternatively: Game Continues Probabilistically .pull-left[ - **Alternate interpretation**: game continues with some (commonly known among the players) probability `\(\theta\)` each round - Assume this probability is independent between rounds (i.e. one round continuing has no influence on the probability of the *next* round continuing, etc) ] .pull-right[ .center[ ![](../images/infinitelyrepeated.JPG) ] ] --- # Alternatively: Game Continues Probabilistically .pull-left[ .smallest[ - Then the probability the game is played `\(T\)` rounds from now is `\(\theta^T\)` - A payoff of `\(p\)` in every future round has a present value of `$$p(\theta+\theta^2+\theta^3+\cdots)= \left(\frac{p}{1-\theta}\right)$$` - This is similar to discounting of future payoffs; equivalent if `\(\theta=\delta\)` ] ] .pull-right[ .center[ ![](../images/infinitelyrepeated.JPG) ] ] --- # Strategies in Infinitely Repeated Games .pull-left[ .smallest[ - Recall, a .hi[strategy] is a complete plan of action that describes how you will react under all possible circumstances (i.e. moves by other players) - i.e. "if other player plays `\(x\)`, I'll play `\(a\)`, if they play `\(y\)`, I'll play `\(b\)`, if, ..., etc" - think about it as a(n infinitely-branching) game tree, .hi-turquoise[“what will I do at each node where it is my turn?”] - For an infinitely-repeated game, .hi-turquoise[an infinite number of possible strategies exist!] - We will examine a specific set of .hi[contingent] or .hi[trigger strategies] ] ] .pull-right[ .center[ ![](../images/thinker2.jpg) ![](../images/iftt.png) ] ] --- # Trigger Strategies .pull-left[ .smallest[ - Consider one (the most important) trigger strategy for an infinitely-repeated prisoners' dilemma, the .hi[“Grim Trigger” strategy]: - **On round 1**: Cooperate - **Every future round:** so long as the history of play has been (Coop, Coop) in every round, play Cooperate. Otherwise, play Defect *forever.* - “**Grim**” trigger strategy leaves no room for forgiveness: one deviation triggers *infinite punishment*, like the sword of Damocles ] ] .pull-right[ .center[ ![:scale 50%](../images/swordofdamocles.jpg) ] ] --- # Payoffs in Grim Trigger Strategy .pull-left[ - If you are playing the **Grim Trigger strategy**, consider your opponent's incentives: - If you both *Cooperate* forever, you receive an infinite payoff stream of 3 per round `$$3+3\delta+3\delta^2+3\delta^3+\cdots+3\delta^{\infty}=\frac{3}{1-\delta}$$` ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Payoffs in Grim Trigger Strategy .pull-left[ - This strategy is a Nash equilibrium as long there's no incentive to deviate: .smallest[ `$$\begin{align*} \text{Payoff to cooperation} & > \text{Payoff to one-time defection}\\ \frac{3}{1-\delta} & > 4+\frac{2\delta}{1-\delta}\\ \delta & > 0.5\\ \end{align*}$$` ] - If `\\(\delta > 0.5\\)`, then player will cooperate and not defect ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Payoffs in Grim Trigger Strategy .pull-left[ - `\(\delta > 0.5\)` is sufficient to sustain cooperation under the grim trigger strategy - This is the most extreme strategy with the strongest threat ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Payoffs in Grim Trigger Strategy .pull-left[ - Two interpretations of `\(\delta > 0.5\)` as a sufficient condition for cooperation: 1. `\(\delta\)` as .hi-purple[sufficiently high discount rate] - Players are patient enough and care about the future (reputation, etc), will not defect 2. `\(\delta\)` as .hi-purple[sufficiently high probability of repeat interaction] - Players expect to encounter each other again and play future games together ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # Other Trigger Strategies .pull-left[ .smallest[ - "Grim Trigger" strategy is, well, grim: a single defection causes infinite punishment with no hope of redemption - *Very useful* in game theory for understanding the “worst case scenario” or the *bare minimum* needed to sustain cooperation! - Empirically, most people aren't playing this strategy in life - Social cooperation hangs on by a thread: what if the other player makes a *mistake*? Or *you* mistakenly think they Defected? - There are “nicer” trigger strategies ] ] .pull-right[ .center[ ![:scale 50%](../images/swordofdamocles.jpg) ] ] --- # "Nicer" Strategies .pull-left[ - Consider a .hi["Forgiving Trigger" strategy]: - On round 1: Cooperate - Every future round: so long as the history of play has been (Coop, Coop) in every round, play Cooperate. Otherwise, play Defect for 3 rounds - Punishment, but lasts for 3 rounds, then reverts to Cooperation ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # "Nicer" Strategies .pull-left[ - Consider the .hi["Tit for Tat" strategy]: - On round 1: Cooperate - Every future round: Play the strategy that the other player played last round - Example: if they Cooperated, play Cooperate; if they Defected, play Defect ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ] --- # "Nicer" Strategies .pull-left[ - Consider the .hi["Tit for 2 Tats" strategy]: - On round 1: Cooperate - Every future round: Cooperate, unless the other player has played Defect twice, then play Defect ] .pull-right[ .center[ ![](../images/pdpayoffs3.png) ] ]