PRISONER'S DILEMMA GLOSSARY
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- The most common payoff structure for the prisoner's dilemma employs
ordinal payoffs which simply rank the payoffs from best to worse. In contrast,
cardinal payoffs involve assigning a value (dollars, utility, etc.) to
each payoff. By using cardinal payoffs, intensity of the game can be
varied by making the sucker's payoff very low and the cheater's payoff
very high.
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- The "classic" or "standard" prisoner's dilemma refers to the single-play
game with no communication between the players. In the single-play
game, defect is a dominant strategy and the equilibrium is defect-defect.
The classic prisoner's dilemma is often compared with the multiple play or
iterated prisoner's dilemma.
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- In the standard single-play no communication prisoner's dilemma,
actors have a choice between one of two strategies: cooperation or
defection. In the standard game, defection is a dominant strategy
so actors are not expected to select the cooperation strategy.
In an iterated prisoner's dilemma, an actor can adopt many possible
strategies, including always cooperate. Cooperation can be a rational
strategy (i.e., maximizes payoffs) in an iterated prisoner's dilemma.
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- In the prisoner's dilemma, the preference order of both actors
is DC>CC>DD>CD (where D=defect and C=cooperate). A new game is created
when the order of the preferences is altered; the new game may have
a different equilibrium and dominant strategies. The preference order
for the game of chicken is DC>CC>CD>DD; in chicken mutual defection
is so awful, a player would rather take the sucker's payoff than be
trapped in the defect-defect outcome. Chicken has multiple
equilibrium and has been used to model deterrence strategies.
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- In the standard single-play no communication prisoner's dilemma,
actors have a choice between one of two strategies: cooperation or
defection. In the standard game, defection is a dominant strategy
so actors are not expected to select the cooperation strategy.
In an iterated prisoner's dilemma, an actor can adopt many possible
strategies, including always defect.
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- A discount rate implies that the value of future payoff is less
than a current payoff for the same amount. If someone offered you
$100 today or $100 in ten years, you would take the money today, invest
it, and have a larger sum in ten years. In the iterated prisoner's dilemma,
the higher the discount rate the lower the value of the future; this implies
that the higher the discount rate the less likely cooperation will emerge.
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- A dominant strategy exists if one strategy provides the maximum
payoff regardless of the strategy selected by the other player. In
the classic prisoner's dilemma, the defect strategy pays the highest
amount whether the other player cooperates or defects. Not all games
have a dominant strategy. In these instances, the best strategy
depends on the strategy selected by the other player.
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- The expected outcome in a game. The equilibrium in the classic
prisoner's dilemma is "defect-defect". In the game of Chicken, there
are two equilibria. According to the Folk Theorem, in the iterated
prisoner's dilemma any outcome can become an equilibrium.
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- In the classic prisoner's dilemma, the game is played only once. In an
iterated game, the game is played many times. Also referred to as a
repeated game.
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- An equilibrium is the expected outcome in a game. In the
classic prisoner's dilemma there is a single equilibrium
("defect-defect"). In other games, there are multiple equilibria.
In the game of Chicken, there are two equilibria.
According to the Folk Theorem, in the iterated
prisoner's dilemma any outcome can become an equilibrium.
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- A Nash Equilibrium implies that neither player has an
incentive to alter his/her strategy because any unilateral action
will decrease his/her payoff. In the classic prisoner's dilemma,
the "defect-defect" equilibrium is also a Nash Equilibrium because
neither player has an incentive to begin cooperating; unilateral
cooperation would shift the player from the third worst payoff to
the very worst or sucker's payoff.
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- The most common payoff structure for the prisoner's dilemma employs
ordinal payoffs which simply rank the payoffs from best to worse. In contrast,
cardinal payoffs involve assigning a value (dollars, utility, etc.) to
each payoff. By using cardinal payoffs, intensity of the game can be
varied by making the sucker's payoff very low and the cheater's payoff
very high.
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- The payoff matrix sets the payoffs for each player and therefore
determines the preference order of the actor and the game being played.
Payoffs can be ordinal (e.g., 1,2,3,4) or cardinal (e.g., $20, $5, $0,
-$10). In the tables, the payoff (4,1) refers to the payoffs for
each player (i.e., (player 1, player 2)). In this case, player 1 gets
his/her worse outcome and player 2 gets his/her best outcome.
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- The order of preferred outcomes from a player's perspective.
The best outcome is "1"; the worst outcome is "4." The preference
order determines the game. In the prisoner's dilemma, both
players have a preference order of DC>CC>DD>CD.
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- The shadow refers to the length of the game in an iterated
prisoner's dilemma. The longer the shadow of the future, the more
likely it is that cooperation emerges.
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- A strategy used in an iterated prisoner's dilemma. It involves
cooperating on the first move and reciprocating on all subsequent
moves (i.e., if your partner defects, you punish with a defection).
Axelrod (1984) has shown that TFT maximizes payoffs in a multi-player
computer tournament. A variant of the TFT, tit-for-two-tats (TF2T) is
more forgiving and avoids the potential spirals of defection which
can undermine a TFT strategy.
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