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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

Prisoners' Dilemma, Reprise

Prisoners' Dilemma, Reprise

Prisoners' Dilemma, Reprise

  • 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?

Prisoners' Dilemma, Reprise

  • A true prisoners' dilemma: $$a>b>c>d$$

  • Each player's preferences:

    • 1st best: you Defect, they Coop. ("temptation payoff")
    • 2nd best: you both Coop.
    • 3rd best: you both Defect
    • 4th best: you Coop., they Defect ("sucker's payoff")
  • Nash equilibrium: (Defect, Defect)

    • (Coop., Coop.) an unstable Pareto improvement

Prisoners' Dilemma: How to Sustain Cooperation?

  • We'll stick with these specific payoffs for this lesson

  • How can we sustain cooperation in Prisoners' Dilemma?

Repeated Games

Repeated Games: Finite and Infinite

  • Analysis of games can change when players encounter each other more than once

  • Repeated games: the same players play the same game multiple times, two types:

  • Players know the history of the game with each other

  • Finitely-repeated game: has a known final round

  • Infinitely-repeated game: has no (or an unknown) final round

Finitely-Repeated Games

Finitely-Repeated Prisoners' Dilemma

  • Suppose a prisoners' dilemma is played for 2 rounds

  • Apply backwards induction:

    • What should each player do in the final round?

Finitely-Repeated Prisoners' Dilemma

  • Suppose a prisoners' dilemma is played for 2 rounds

  • Apply 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?

Finitely-Repeated Prisoners' Dilemma

  • Suppose a prisoners' dilemma is played for 2 rounds

  • Apply 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!

Finitely-Repeated Prisoners' Dilemma

  • Suppose a prisoners' dilemma is played for 2 rounds

  • Apply backwards induction:

  • Both Defect in round 1 (and round 2)

  • No value in cooperation over time!

Finitely-Repeated Prisoners' Dilemma

  • 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

Finitely-Repeated Prisoners' Dilemma

  • 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

Infinitely-Repeated Games

Infinitely-Repeated Games

  • 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 indefinitely repeated (have no known end), we call them infinitely-repeated games

Infinitely-Repeated Games

  • 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

First Intepretation: Discounting the Future

  • Since we are dealing with payoffs in the future, we have to consider players' time preferences

  • Easiest to consider with monetary payoffs and the time value of money that underlies finance

$$PV=\frac{FV}{(1+r)^t}$$

$$FV = PV(1+r)^t$$

Present vs. Future Goods

  • Example: what is the present value of getting $1,000 one year from now at 5% interest?

$$\begin{align*} PV &= \frac{FV}{(1+r)^n}\\ PV &= \frac{1000}{(1+0.05)^1}\\ PV &= \frac{1000}{1.05}\\ PV &= \$952.38\\ \end{align*}$$

Present vs. Future Goods

  • Example: what is the future value of $1,000 lent for one year at 5% interest?

$$\begin{align*} FV &= PV(1+r)^n\\ FV &= 1000(1+0.05)^1\\ FV &= 1000(1.05)\\ FV &= \$1050\\ \end{align*}$$

Discounting the Future

  • 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 “discount factor” is \(\delta=\frac{1}{1+r}\), the ratio that future value must be multiplied to equal present value

Discounting the Future

$$\$1 \text{ now} = \delta \, \$1 \text{ later}$$

  • If \(\delta\) is low \((r\) is high)

    • Players regard future money as worth much less than present money, very impatient
    • 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
    • Example: \(\delta = 0.80\), future money is worth 80% of present money

Discounting the Future

Example: Suppose you are indifferent between having $1 today and $1.10 next period

Discounting the Future

Example: Suppose you are indifferent between having $1 today and $1.10 next period

$$\begin{align*} \$1 \text{ today} &= \delta \$1.10 \text{ next period}\\ \frac{\$1}{\$1.10} & = \delta\\ 0.91 &\approx \delta\\ \end{align*}$$

Discounting the Future

Example: Suppose you are indifferent between having $1 today and $1.10 next period

$$\begin{align*} \$1 \text{ today} &= \delta \$1.10 \text{ next period}\\ \frac{\$1}{\$1.10} & = \delta\\ 0.91 &\approx \delta\\ \end{align*}$$

  • 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

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

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

  • With these payoffs, the value of both cooperating forever is \(\left(\frac{3}{1-\delta}\right)\)
  • Value of both defecting forever is \(\left(\frac{2}{1-\delta}\right)\)

Alternatively: Game Continues Probabilistically

  • 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)

Alternatively: Game Continues Probabilistically

  • 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 \(\theta=\delta\)

Strategies in Infinitely Repeated Games

  • Recall, a 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, “what will I do at each node where it is my turn?”
  • For an infinitely-repeated game, an infinite number of possible strategies exist!

  • We will examine a specific set of contingent or trigger strategies

Trigger Strategies

  • Consider one (the most important) trigger strategy for an infinitely-repeated prisoners' dilemma, the “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

Payoffs in Grim Trigger Strategy

  • 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

$$3+3\delta+3\delta^2+3\delta^3+\cdots+3\delta^{\infty}=\frac{3}{1-\delta}$$

Payoffs in Grim Trigger Strategy

  • This strategy is a Nash equilibrium as long there's no incentive to deviate:

$$\begin{align*} \text{Payoff to cooperation} & > \text{Payoff to one-time defection}\\ \frac{3}{1-\delta} & > 4+\frac{2\delta}{1-\delta}\\ \delta & > 0.5\\ \end{align*}$$

  • If \(\delta > 0.5\), then player will cooperate and not defect

Payoffs in Grim Trigger Strategy

  • \(\delta > 0.5\) is sufficient to sustain cooperation under the grim trigger strategy
    • This is the most extreme strategy with the strongest threat

Payoffs in Grim Trigger Strategy

  • Two interpretations of \(\delta > 0.5\) as a sufficient condition for cooperation:
  1. \(\delta\) as sufficiently high discount rate
    • Players are patient enough and care about the future (reputation, etc), will not defect
  2. \(\delta\) as sufficiently high probability of repeat interaction
    • Players expect to encounter each other again and play future games together

Other Trigger Strategies

  • "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

"Nicer" Strategies

  • Consider a "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

"Nicer" Strategies

  • Consider the "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

"Nicer" Strategies

  • Consider the "Tit for 2 Tats" strategy:
    • On round 1: Cooperate
    • Every future round: Cooperate, unless the other player has played Defect twice, then play Defect

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