Neural Sync Active
Repeated Games
Registry Synced
Repeated Games
1047 words
5 min read
Reading compass
Now · 🎯 Learning Objectives
Repeated Games
🎯 Learning Objectives
- Distinguish finitely vs. infinitely repeated games
- Apply the backward-unravelling argument for finite games
- Understand how discount factors affect cooperation
- Analyse trigger strategies (Grim Trigger, Tit-for-Tat)
- Identify conditions for collusion sustainability
6.1 Intuition: The Shadow of the Future
When the same game is played repeatedly, the possibility of future punishment can sustain cooperation today. If defecting today means losing cooperation tomorrow, even short-term temptations can be resisted.
🔑 Key Insight: Repeated interaction can solve the Prisoner's Dilemma — but only if the future matters enough. Real-world examples:
- OPEC oil cartel: members must resist cheating on production quotas
- Repeated business transactions: trust is valuable because of future dealings
- International trade agreements: retaliation threats sustain cooperation
6.2 Formal Definitions
Stage Game
The one-shot game played each period (e.g., Prisoner's Dilemma).
Repeated Game
A repeated game consists of:
- A stage game (normal form)
- A time horizon (finite T or infinite)
- A discount factor δ∈[0,1) for each player
- Payoffs: sum of discounted stage-game payoffs For infinitely repeated games:
Average Payoff
Sometimes we use average payoff: (1−δ)∑δt−1ui → as δ→1, this approaches the per-period average.
6.3 Finitely Repeated Games
The Unravelling Problem
Consider Prisoner's Dilemma repeated T times.
Last period T: No future to worry about → both defect (unique NE of stage game).
Period T−1: Both know they'll defect in T regardless of what happens now → current period is effectively a one-shot game → both defect.
By backward induction: Defection in every period.
⚠️ Result: Any finitely repeated game with a unique stage-game NE has a unique SPNE where the stage-game NE is played every period.
Exceptions
If the stage game has multiple Nash equilibria, cooperation can be sustained in finite games (through "good" and "bad" equilibrium phases).
6.4 Infinitely Repeated Games
In infinitely repeated games, there's no last period — so backward unravelling doesn't apply. Cooperation becomes possible.
Grim Trigger Strategy
"Start by cooperating. If anyone ever defects, defect forever."
Prisoner's Dilemma:
Check if Grim Trigger is SPNE:
Cooperation payoff: 3+3δ+3δ2+⋯=1−δ3
One-period deviation (defect): 5+1δ+1δ2+⋯=5+1−δδ
Cooperation is sustainable if:
If δ≥0.5, Grim Trigger sustains cooperation.
6.5 Trigger Strategies Comparison
| Strategy | Description | Pros | Cons |
|---|---|---|---|
| Grim Trigger | Cooperate until defection, then punish forever | Simple, strong deterrent | No forgiveness — one mistake ends cooperation forever |
| Tit-for-Tat | Mirror opponent's last move | Forgiving, reciprocating | Can get stuck in alternating defection (C,D,C,D...) |
| Forgiving Tit-for-Tat | Occasionally forgive defection | More robust to noise | More complex |
| Trigger (n-period) | Punish for n periods, then forgive | Proportionate response | Need to choose n |
Tit-for-Tat in Repeated Prisoner's Dilemma
Tit-for-Tat: "Cooperate in period 1. In period t, do whatever your opponent did in period t−1."
Properties:
- Nice: Never defects first
- Retaliatory: Punishes defection immediately
- Forgiving: Returns to cooperation if opponent does
- Clear: Easy for opponent to understand Axelrod's tournaments showed Tit-for-Tat is remarkably successful.
6.6 Cartel Stability
Two firms collude to charge high price. Each can cheat by lowering price.
| Stage game | Collude | Cheat |
|---|---|---|
| Collude | (100, 100) | (30, 120) |
| Cheat | (120, 30) | (50, 50) |
Sustaining collusion with Grim Trigger:
Collude forever: 1−δ100 Cheat then compete: 120+1−δ50δ
Collusion sustainable when:
📊 Formula Summary
| Concept | Formula |
|---|---|
| Discounted payoff | Ui=∑t=1∞δt−1ui |
| Grim Trigger cooperation condition | δ≥1−gain from defection1 |
| Cartel stability condition | δ≥πcheat−πcompetitionπcheat−πcollude |
✅ Practice Questions
Q1: In the Prisoner's Dilemma with payoffs (C: 3,3; 0,5 / D: 5,0; 1,1), find the minimum δ for Tit-for-Tat to sustain cooperation.
SolutionFor Tit-for-Tat, a defection triggers defection in the next period. If both play TFT, a deviation gives 5 today but 1 tomorrow (because opponent punishes). Then it returns to 3.Deviation payoff: 5+1δ+3δ2+3δ3+⋯=5+δ+1−δ3δ2Wait — after TFT punishes one period, if both return to cooperation: 5+δ(1)+δ2(3)+δ3(3)+⋯=5+δ+1−δ3δ2Cooperation: 1−δ31−δ3≥5+δ+1−δ3δ2 3≥5(1−δ)+δ(1−δ)+3δ2 3≥5−5δ+δ−δ2+3δ2 3≥5−4δ+2δ2 2δ2−4δ+2≥0 δ2−2δ+1≥0 (δ−1)2≥0 (always true)So TFT sustains cooperation for any δ>0 in this game! But TFT+TFT equilibrium is not subgame perfect — need to verify. Q2: For the cartel example, find the minimum δ if the competitive profit is 30 instead of 50. Solution1−δ100≥120+1−δ30δ 100≥120(1−δ)+30δ 100≥120−120δ+30δ 100≥120−90δ 90δ≥20 δ≥92≈0.222Lower competitive profit makes cheating less attractive → easier to sustain collusion. Q3: Why can't cooperation be sustained in finitely repeated Prisoner's Dilemma? SolutionBy backward induction. In the last period, there's no future to reward/punish → both defect. In the second-last period, knowing last period's outcome is already determined (defect, defect) regardless of current actions → current period is effectively one-shot → both defect. This unravelling continues to the first period, giving all-period defection. Cooperation requires the possibility of future punishment, which disappears when the end is known. Join Discord PreviousSubgame Perfect EquilibriumNextRepeated Games Extensions