Game Theory and Economic Behavior

🆚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.

What Are Repeated Games?

  • 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\delta) 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
  • Environmental agreements (climate change, resource management) require ongoing cooperation among nations
  • Repeated games can help explain the emergence and maintenance of social norms and conventions
  • Reputation systems (online marketplaces, credit ratings) rely on the principles of repeated interactions to encourage good behavior
  • Iterative Prisoner's Dilemma has been used to study the evolution of cooperation in biological systems

Challenges and Limitations

  • Repeated games assume that players have perfect information about past actions, which may not always be realistic
  • The strategies and equilibria predicted by repeated game models may be too complex for humans to implement in practice
  • The assumption of a fixed discount factor may not capture the variability in how people value future outcomes
  • Repeated games often assume that players are rational and aim to maximize their payoffs, which may not always be true
  • In real-world situations, the number of repetitions may be unknown or change over time, complicating the analysis
  • Repeated game models may not fully capture the richness and complexity of real-world interactions and institutions

Advanced Topics in Repeated Games

  • Stochastic games involve transition probabilities between different states, adding complexity to the repeated interaction
  • Incomplete information in repeated games means that players may not know certain aspects of the game or their opponents
    • Reputation building and signaling become important in games with incomplete information
  • Evolutionary game theory studies the dynamics of strategy adoption and adaptation in populations over time
  • Repeated games with imperfect monitoring involve situations where players cannot perfectly observe each other's actions
  • Repeated games with communication allow players to send messages and coordinate their strategies
  • Repeated games with renegotiation consider the possibility of players agreeing to change their strategies during the game
  • Finitely repeated games with a known end point can have different equilibria and dynamics compared to infinitely repeated games


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© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.