🆚Game Theory and Economic Behavior Unit 6 – Repeated Games: Fostering Cooperation
Repeated games model situations where players interact multiple times, allowing for complex strategies and cooperation. These games can represent real-world scenarios like business relationships or international diplomacy, where past actions influence future outcomes and reputations matter.
Key concepts in repeated games include discount factors, subgame perfect equilibrium, and trigger strategies. The Folk Theorem suggests that cooperation can be sustained in infinitely repeated games with patient players, highlighting the importance of long-term thinking in fostering collaboration.
Repeated games involve players interacting with each other over multiple rounds or periods
Players can observe and react to each other's past actions, allowing for more complex strategies and behaviors
Repeated interactions allow players to establish reputations, build trust, and potentially foster cooperation
The number of repetitions can be finite (known end point) or infinite (unknown or indefinite end point)
The stage game, or the game played in each round, can be any type of game (Prisoner's Dilemma, Coordination Game, etc.)
Players' actions in one round can influence the outcomes and payoffs in future rounds
Repeated games can be used to model various real-world situations (business relationships, international diplomacy, etc.)
Key Concepts in Repeated Games
Discount factor (δ) represents the weight players assign to future payoffs relative to current payoffs
A higher discount factor indicates more patience and a greater value placed on future outcomes
Subgame perfect equilibrium (SPE) is a refinement of Nash equilibrium for repeated games
In an SPE, players' strategies must be optimal at every decision point (subgame) of the repeated game
Trigger strategies involve players cooperating until someone defects, then punishing the defector in future rounds
Grim trigger strategy is an extreme form of punishment where players permanently revert to non-cooperation after a single defection
Reputation effects can emerge in repeated games, as players' past actions influence how others perceive and interact with them
Bounded rationality acknowledges that players may have cognitive limitations and may not always make perfectly optimal decisions
Strategies for Cooperation
Tit-for-Tat (TFT) starts by cooperating and then mimics the opponent's previous action in subsequent rounds
Generous Tit-for-Tat (GTFT) is similar to TFT but occasionally forgives defection to avoid prolonged punishment cycles
Win-Stay, Lose-Shift (WSLS) continues with the same action if it yields a favorable outcome and switches otherwise
Pavlov strategy cooperates if both players chose the same action in the previous round and defects otherwise
Grim Trigger cooperates until the first defection and then permanently defects thereafter
Forgiving strategies allow for occasional defections without triggering permanent punishment
Signaling strategies involve players communicating their intentions or commitments through their actions
The Folk Theorem
The Folk Theorem states that any feasible and individually rational payoff can be sustained as an equilibrium outcome in an infinitely repeated game with sufficiently patient players
Feasible payoffs are those that can be achieved through some combination of players' actions
Individually rational payoffs are those that exceed each player's minimax payoff (the lowest payoff a player can guarantee themselves)
The theorem implies that cooperation can be sustained in repeated games, even if it is not an equilibrium in the stage game
Multiple equilibria may exist, and the specific equilibrium reached depends on factors such as players' expectations and coordination
The Folk Theorem relies on the assumption of perfect information and the ability to implement complex strategies
The theorem highlights the importance of patience (high discount factor) in fostering cooperation
Tit-for-Tat and Other Famous Strategies
Tit-for-Tat (TFT) has been successful in various computer tournaments and simulations
TFT is easy to understand, nice (never defects first), provocable (responds to defection), and forgiving (returns to cooperation after punishment)
Generous Tit-for-Tat (GTFT) can prevent lock-in to mutual defection by occasionally forgiving defections
Win-Stay, Lose-Shift (WSLS) is a simple strategy that adapts based on the outcome of the previous round
Grim Trigger is an unforgiving strategy that permanently punishes any defection
Pavlov (Win-Stay, Lose-Shift) encourages cooperation by rewarding mutual cooperation and mutual defection
Zero-Determinant (ZD) strategies allow players to unilaterally set the opponent's payoff, but they rely on specific assumptions and have limitations
Real-World Applications
Repeated interactions in business relationships (suppliers, manufacturers, retailers) can foster trust and cooperation
International relations and diplomacy often involve repeated interactions and the potential for cooperation or conflict