Repeated Games
When the same game is played repeatedly, players can condition future behaviour
on past actions, opening the door to cooperation that would be impossible in a
one-shot interaction. This chapter shows how indefinite repetition can sustain
cooperative outcomes, culminating in the Folk Theorem.
Figure 1: Two players square up in a contest of nerve. When such confrontations are
repeated rather than played once, the prospect of meeting again changes what it
is rational to do today.
Motivating Example: Construction Contractors ¶ Consider two local construction firms, Firm A and Firm B , who
regularly bid on municipal infrastructure projects.
Each quarter, the city may announce a new contract for firms to bid on: a school,
a road, or a public facility. These firms can choose to:
Bid High (H) : maintain high prices and sustain mutual profitability, or
Bid Low (L) : undercut the other firm to win the project outright.
If both firms bid high, they enjoy good margins and may take turns winning contracts.
If one undercuts while the other bids high, the undercutter wins the project and earns
a higher profit, at the cost of undermining trust. If both bid low, a price war ensues,
shrinking profits for both.
However, the number of projects is not fixed in advance. After each bidding round,
there is a probability δ ∈ ( 0 , 1 ) \delta \in (0, 1) δ ∈ ( 0 , 1 ) that another project becomes available .
Thus, the game is repeated probabilistically, with continuation probability δ \delta δ .
The expected number of repetitions is 1 1 − δ \frac{1}{1 - \delta} 1 − δ 1 .
Each firm chooses an action in each round:
H H H : Bid High
L L L : Bid Low
The one-shot payoff matrix is given by:
M r = ( 3 0 5 1 ) M c = ( 3 5 0 1 ) M_r = \begin{pmatrix}
3 & 0\\
5 & 1
\end{pmatrix}
\qquad
M_c = \begin{pmatrix}
3 & 5\\
0 & 1
\end{pmatrix} M r = ( 3 5 0 1 ) M c = ( 3 0 5 1 ) This is a classic example of a Prisoner’s Dilemma :
short-term incentives tempt each player to defect
(bid low), but long-term cooperation (bid high) could yield better payoffs.
The remainder of this chapter will explore:
How cooperation can be sustained using history-dependent strategies.
What conditions on δ \delta δ allow for equilibrium cooperation.
The formal statement and implications of the Folk Theorem .
Theory ¶ Definition: repeated game ¶ Given a two player game ( A , B ) ∈ R m × n 2 (A,B)\in\mathbb{R}^{{m\times n}^2} ( A , B ) ∈ R m × n 2 , referred to as a
stage game, a T T T -stage repeated game is a game in which players play that
stage game for T > 0 T>0 T > 0 repetitions. Players make decisions based on the full
history of play over all the repetitions.
Example: Counting leaves in repeated games ¶ Consider the following stage games and values of T T T . How many leaves would the
extensive form representation of the repeated game have?
M r = ( 1 2 2 3 ) M c = ( 2 3 1 − 1 ) T = 2 M_r = \begin{pmatrix}1 & 2 \\ 2 & 3\end{pmatrix}
\qquad
M_c = \begin{pmatrix}2 & 3 \\ 1 & -1\end{pmatrix}
\qquad
T = 2 M r = ( 1 2 2 3 ) M c = ( 2 1 3 − 1 ) T = 2 The initial play of the game has 4 outcomes (2 actions each). Each of these
leads to 4 more in the second stage. Total: 4 × 4 = 16 4 \times 4 = 16 4 × 4 = 16 leaves.
M r = ( 0 1 − 1 3 ) M c = − M r T = 2 M_r = \begin{pmatrix}0 & 1 \\ -1 & 3\end{pmatrix}
\qquad
M_c = - M_r
\qquad
T = 2 M r = ( 0 − 1 1 3 ) M c = − M r T = 2 Same as (1): 4 × 4 = 16 4 \times 4 = 16 4 × 4 = 16 leaves.
Definition: Strategies in a repeated game ¶ A strategy for a player in a repeated game is a mapping from all possible
histories of play to a probability distribution over the action set of the
stage game.
Example: Validity of repeated game strategies ¶ For the Coordination Game with T = 2 T=2 T = 2
determine whether the following strategy pairs are valid, and if so, what
outcome they lead to.
Row player:
( ∅ , ∅ ) → C ( S , S ) → C ( S , C ) → C ( C , S ) → S ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to C\\
(S, S) &\to C\\
(S, C) &\to C\\
(C, S) &\to S\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( S , C ) ( C , S ) ( C , C ) → C → C → C → S → S Column player:
( ∅ , ∅ ) → S ( S , S ) → C ( S , C ) → C ( C , S ) → S ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to S\\
(S, S) &\to C\\
(S, C) &\to C\\
(C, S) &\to S\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( S , C ) ( C , S ) ( C , C ) → S → C → C → S → S Valid strategy pair. Outcome: ( 3 , 2 ) (3,2) ( 3 , 2 ) (corresponds to O 9 O_9 O 9 in the extensive form).
Row player:
( ∅ , ∅ ) → C ( S , S ) → C ( C , S ) → S ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to C\\
(S, S) &\to C\\
(C, S) &\to S\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( C , S ) ( C , C ) → C → C → S → S Column player:
( ∅ , ∅ ) → S ( S , S ) → C ( S , C ) → C ( C , S ) → S ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to S\\
(S, S) &\to C\\
(S, C) &\to C\\
(C, S) &\to S\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( S , C ) ( C , S ) ( C , C ) → S → C → C → S → S Invalid: the row player does not define an action for history ( S , C ) (S, C) ( S , C ) .
Row player:
( ∅ , ∅ ) → C ( S , S ) → C ( C , S ) → S ( S , C ) → S ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to C\\
(S, S) &\to C\\
(C, S) &\to S\\
(S, C) &\to S\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( C , S ) ( S , C ) ( C , C ) → C → C → S → S → S Column player:
( ∅ , ∅ ) → S ( S , S ) → C ( S , C ) → C ( C , S ) → α ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to S\\
(S, S) &\to C\\
(S, C) &\to C\\
(C, S) &\to \alpha\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( S , C ) ( C , S ) ( C , C ) → S → C → C → α → S Invalid: column player uses an invalid action α \alpha α .
Row player:
( ∅ , ∅ ) → S ( S , S ) → C ( C , S ) → S ( S , C ) → C ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to S\\
(S, S) &\to C\\
(C, S) &\to S\\
(S, C) &\to C\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( C , S ) ( S , C ) ( C , C ) → S → C → S → C → S Column player:
( ∅ , ∅ ) → S ( S , S ) → C ( S , C ) → C ( C , S ) → S ( C , C ) → S \begin{align*}
(\emptyset, \emptyset) &\to S\\
(S, S) &\to C\\
(S, C) &\to C\\
(C, S) &\to S\\
(C, C) &\to S\\
\end{align*} ( ∅ , ∅ ) ( S , S ) ( S , C ) ( C , S ) ( C , C ) → S → C → C → S → S Valid strategy pair. Outcome: ( 5 , 5 ) (5,5) ( 5 , 5 ) (corresponds to O 4 O_4 O 4 in the extensive form).
Theorem: Subgame perfection of sequence of stage Nash profiles ¶ For any repeated game, any sequence of stage Nash profiles gives the outcome of a
subgame perfect Nash equilibrium.
Where by stage Nash profile we refer to a strategy profile that is a Nash Equilibrium in the stage game.
Proof ¶ Fix a stage Nash profile for each period: in period k k k every player i i i plays
the action s ~ i ( k ) \tilde s^{(k)}_i s ~ i ( k ) of some Nash equilibrium of the stage game,
regardless of the history of play. This is a well-defined strategy profile for
the repeated game, and it is history-independent, so it prescribes a stage Nash
profile in every subgame.
We show it is subgame perfect by backward induction on the period. Total payoffs
are the (discounted) sum of the stage payoffs, so in the final period T T T each
player faces exactly the stage game; since s ~ ( T ) \tilde s^{(T)} s ~ ( T ) is a stage Nash
profile, no player can gain by deviating in period T T T . Suppose the prescribed
continuation from period k + 1 k+1 k + 1 onwards is a Nash equilibrium of every subgame it
initiates. In period k k k a player’s total payoff is their period-k k k stage payoff
plus a continuation payoff that, because the strategies ignore history, does not
depend on the period-k k k action. Optimising therefore reduces to the stage game,
in which s ~ ( k ) \tilde s^{(k)} s ~ ( k ) is a Nash profile, so again no player can gain by
deviating. By the one-shot deviation principle no player has any profitable
deviation in any subgame, and the profile is subgame perfect.
Example ¶ Consider the following stage game:
M r = ( 2 0 1 0 1 0 ) M c = ( 3 2 4 1 2 0 ) M_r=\begin{pmatrix}
2&0&1\\
0&1&0\\
\end{pmatrix}
\qquad
M_c=\begin{pmatrix}
3&2&4\\
1&2&0\\
\end{pmatrix} M r = ( 2 0 0 1 1 0 ) M c = ( 3 1 2 2 4 0 ) There are two Nash equilibria in action space for this stage game:
( r 1 , c 3 ) ( r 2 , c 2 ) (r_1, c_3)\qquad(r_2, c_2) ( r 1 , c 3 ) ( r 2 , c 2 ) For T = 2 T=2 T = 2 we have 4 possible outcomes that correspond to the outcome of a subgame perfect Nash equilibria:
( r 1 r 1 , c 3 c 3 ) giving utility vector: ( 2 , 8 ) (r_1r_1,c_3c_3)\text{ giving utility vector: }(2,8) ( r 1 r 1 , c 3 c 3 ) giving utility vector: ( 2 , 8 ) ( r 1 r 2 , c 3 c 2 ) giving utility vector: ( 2 , 6 ) (r_1r_2,c_3c_2)\text{ giving utility vector: }(2,6) ( r 1 r 2 , c 3 c 2 ) giving utility vector: ( 2 , 6 ) ( r 2 r 1 , c 2 c 3 ) giving utility vector: ( 2 , 6 ) (r_2r_1,c_2c_3)\text{ giving utility vector: }(2,6) ( r 2 r 1 , c 2 c 3 ) giving utility vector: ( 2 , 6 ) ( r 2 r 2 , c 2 c 2 ) giving utility vector: ( 2 , 4 ) (r_2r_2,c_2c_2)\text{ giving utility vector: }(2,4) ( r 2 r 2 , c 2 c 2 ) giving utility vector: ( 2 , 4 ) Importantly, not all subgame Nash equilibria outcomes are of the above form.
Reputation ¶ In a repeated game it is possible for players to encode reputation and trust in
their strategies.
Example: Reputation in a repeated game ¶ Consider the following stage game with T = 2 T=2 T = 2 :
A = ( 0 6 1 1 7 5 ) B = ( 0 3 1 1 0 1 ) A =
\begin{pmatrix}
0 & 6 & 1\\
1 & 7 & 5
\end{pmatrix}
\qquad
B =
\begin{pmatrix}
0 & 3 & 1\\
1 & 0 & 1
\end{pmatrix} A = ( 0 1 6 7 1 5 ) B = ( 0 1 3 0 1 1 ) Through inspection it is possible to verify that the following strategy pair is
a Nash equilibrium.
For the row player:
( ∅ , ∅ ) → r 1 ( r 1 , c 1 ) → r 2 ( r 1 , c 2 ) → r 2 ( r 1 , c 3 ) → r 2 ( r 2 , c 1 ) → r 2 ( r 2 , c 2 ) → r 2 ( r 2 , c 3 ) → r 2 \begin{align*}
(\emptyset, \emptyset) &\to r_1\\
(r_1, c_1) &\to r_2\\
(r_1, c_2) &\to r_2\\
(r_1, c_3) &\to r_2\\
(r_2, c_1) &\to r_2\\
(r_2, c_2) &\to r_2\\
(r_2, c_3) &\to r_2\\
\end{align*} ( ∅ , ∅ ) ( r 1 , c 1 ) ( r 1 , c 2 ) ( r 1 , c 3 ) ( r 2 , c 1 ) ( r 2 , c 2 ) ( r 2 , c 3 ) → r 1 → r 2 → r 2 → r 2 → r 2 → r 2 → r 2 For the column player:
( ∅ , ∅ ) → c 2 ( r 1 , c 1 ) → c 3 ( r 2 , c 1 ) → c 1 ( r 1 , c 2 ) → c 3 ( r 2 , c 2 ) → c 1 ( r 1 , c 3 ) → c 3 ( r 2 , c 3 ) → c 1 \begin{align*}
(\emptyset, \emptyset) &\to c_2\\
(r_1, c_1) &\to c_3\\
(r_2, c_1) &\to c_1\\
(r_1, c_2) &\to c_3\\
(r_2, c_2) &\to c_1\\
(r_1, c_3) &\to c_3\\
(r_2, c_3) &\to c_1\\
\end{align*} ( ∅ , ∅ ) ( r 1 , c 1 ) ( r 2 , c 1 ) ( r 1 , c 2 ) ( r 2 , c 2 ) ( r 1 , c 3 ) ( r 2 , c 3 ) → c 2 → c 3 → c 1 → c 3 → c 1 → c 3 → c 1 This pair of strategies corresponds to the following scenario:
The row player plays r 1 r_1 r 1 and the column player plays c 2 c_2 c 2 in the first
stage. The row player plays r 2 r_2 r 2 and the column player plays c 3 c_3 c 3 in the
second stage.
Note that if the row player deviates and plays r 2 r_2 r 2 in the first stage, then
the column player will play c 1 c_1 c 1 in the second stage.
If both players play these strategies, their utilities are: ( 11 , 4 ) (11, 4) ( 11 , 4 ) , which is
better for both players than the utilities at any sequence of stage
Nash equilibria in action space.
But is this a Nash equilibrium? To find out, we investigate whether either
player has an incentive to deviate.
If the row player deviates, they would only be rational to do so in the
first stage. If they did, they would gain 1 in that stage but lose 4 in the
second stage. Thus they have no incentive to deviate.
If the column player deviates, they would only do so in the first stage and
gain no utility.
Thus, this strategy pair is a Nash equilibrium and evidences how reputation
can be built and cooperation can emerge from complex dynamics.
Definition: Infinitely Repeated Game with Discounting ¶ Figure 2: A bird in the hand is worth two in the bush. The discount factor δ \delta δ
captures exactly this preference for payoffs received now over those promised
later.
Given a two player game ( A , B ) ∈ R m × n 2 (A,B)\in\mathbb{R}^{{m\times n}^2} ( A , B ) ∈ R m × n 2 , referred to as a
stage game, an infinitely repeated game with discounting factor δ \delta δ is a
game in which players play that stage game an infinite amount of times and gain
the following utility:
U ( s r , s c ) = ∑ i = 0 ∞ δ i u ( s r ( i ) , s c ( i ) ) U(s_r, s_c) = \sum_{i=0}^{\infty}\delta ^ i u(s_r(i), s_c(i)) U ( s r , s c ) = i = 0 ∑ ∞ δ i u ( s r ( i ) , s c ( i )) where u ( s r ( i ) , s c ( i ) ) u(s_r(i), s_c(i)) u ( s r ( i ) , s c ( i )) denotes the utility obtained in the stage game for
actions s r ( i ) s_r(i) s r ( i ) and s c ( i ) s_c(i) s c ( i ) which are the actions given by strategies s r s_r s r
and s c s_c s c at stage i i i .
Example: ¶ Consider Motivating Example: Construction Contractors and assume Firm A plans to undercut at
all contracts: bidding low. Firm B plans to start by
cooperating (bidding high) but if Firm A ever undercuts then Firm B will undercut for all
subsequent contracts.
U A ( s r , s c ) = ∑ i = 0 ∞ δ i u A ( s r ( i ) , s c ( i ) ) = u A ( L , H ) + ∑ i = 1 ∞ δ i u A ( L , L ) = u A ( L , H ) + u A ( L , L ) ∑ i = 1 ∞ δ i = u A ( L , H ) + u A ( L , L ) δ 1 − δ \begin{align*}
U_A(s_r, s_c) &= \sum_{i=0}^{\infty}\delta ^ i u_A(s_r(i), s_c(i)) \\
&= u_A(L, H) + \sum_{i=1}^{\infty} \delta ^{i} u_A(L, L) \\
&= u_A(L, H) + u_A(L, L)\sum_{i=1}^{\infty} \delta ^{i}\\
&= u_A(L, H) + u_A(L, L) \frac{\delta}{1-\delta}
\end{align*} U A ( s r , s c ) = i = 0 ∑ ∞ δ i u A ( s r ( i ) , s c ( i )) = u A ( L , H ) + i = 1 ∑ ∞ δ i u A ( L , L ) = u A ( L , H ) + u A ( L , L ) i = 1 ∑ ∞ δ i = u A ( L , H ) + u A ( L , L ) 1 − δ δ and
U B ( s r , s c ) = ∑ i = 0 ∞ δ i u B ( s r ( i ) , s c ( i ) ) = u B ( L , H ) + ∑ i = 1 ∞ δ i u B ( L , L ) = u B ( L , H ) + u B ( L , L ) ∑ i = 1 ∞ δ i = u B ( L , H ) + u B ( L , L ) δ 1 − δ \begin{align*}
U_B(s_r, s_c) &= \sum_{i=0}^{\infty}\delta ^ i u_B(s_r(i), s_c(i)) \\
&= u_B(L, H) + \sum_{i=1}^{\infty} \delta ^{i} u_B(L, L) \\
&= u_B(L, H) + u_B(L, L)\sum_{i=1}^{\infty} \delta ^{i}\\
&= u_B(L, H) + u_B(L, L) \frac{\delta}{1-\delta}
\end{align*} U B ( s r , s c ) = i = 0 ∑ ∞ δ i u B ( s r ( i ) , s c ( i )) = u B ( L , H ) + i = 1 ∑ ∞ δ i u B ( L , L ) = u B ( L , H ) + u B ( L , L ) i = 1 ∑ ∞ δ i = u B ( L , H ) + u B ( L , L ) 1 − δ δ Replacing the values from the stage game this gives:
U A ( s r , s c ) = 5 + δ 1 − δ U B ( s r , s c ) = 0 + δ 1 − δ U_A(s_r, s_c)= 5 + \frac{\delta}{1-\delta}
\qquad
U_B(s_r, s_c)= 0 + \frac{\delta}{1-\delta} U A ( s r , s c ) = 5 + 1 − δ δ U B ( s r , s c ) = 0 + 1 − δ δ Definition: Average utility ¶ If we interpret δ \delta δ as the probability of the repeated game not ending then the average length of the game is:
T ˉ = 1 1 − δ \bar T=\frac{1}{1-\delta} T ˉ = 1 − δ 1 We can use this to define the average payoff per stage:
U ˉ i ( r , c ) = ( 1 − δ ) U i ( r , c ) \bar U_i(r,c)=(1-\delta)U_i(r,c) U ˉ i ( r , c ) = ( 1 − δ ) U i ( r , c ) Example: ¶ Consider 3 strategies for Motivating Example: Construction Contractors :
S c S_c S c Always cooperate: bid high on all contracts.
S d S_d S d Always defect: bid low on all contracts.
S g S_g S g Grudger: bid high until facing a low bid and then bid low for ever.
For δ ∈ ( 1 / 4 , 3 / 4 ) \delta \in (1/4, 3/4) δ ∈ ( 1/4 , 3/4 ) :
Obtain the 3 by 3 Normal form game using average utility.
Check if mutual cooperation is a Nash equilibrium for both games.
We construct the Normal Form game representation with the 3 strategies becoming
the action space (as described in Mapping Extensive Form Games to Normal Form ).
We see that if S c S_c S c is played against S g S_g S g then both players cooperate at each
stage giving:
U ˉ r ( S c , S c ) = U ˉ r ( S g , S g ) = U ˉ r ( S g , S c ) = U ˉ r ( S c , S g ) = ( 1 − δ ) 3 1 − δ = 3 \bar U_r(S_c, S_c)=\bar U_r(S_g, S_g)=\bar U_r(S_g, S_c)=\bar U_r(S_c, S_g)=(1-\delta)\frac{3}{1-\delta}=3 U ˉ r ( S c , S c ) = U ˉ r ( S g , S g ) = U ˉ r ( S g , S c ) = U ˉ r ( S c , S g ) = ( 1 − δ ) 1 − δ 3 = 3 For S d S_d S d and S c S_c S c we have:
U ˉ r ( S d , S c ) = 5 \bar U_r(S_d, S_c)=5 U ˉ r ( S d , S c ) = 5 U ˉ r ( S d , S d ) = 1 \bar U_r(S_d, S_d)=1 U ˉ r ( S d , S d ) = 1 U ˉ r ( S c , S d ) = 0 \bar U_r(S_c, S_d)=0 U ˉ r ( S c , S d ) = 0 For S g S_g S g and S d S_d S d we
repeat the calculations of Example: to obtain:
U ˉ r ( S g , S d ) = ( 1 − δ ) ( 0 + ∑ i = 1 ∞ δ i ) = ( 1 − δ ) δ 1 − δ = δ \bar U_r(S_g, S_d) = (1 - \delta)\left(0 + \sum_{i=1}^{\infty}\delta
^i\right)=(1-\delta)\frac{\delta}{1-\delta}=\delta U ˉ r ( S g , S d ) = ( 1 − δ ) ( 0 + i = 1 ∑ ∞ δ i ) = ( 1 − δ ) 1 − δ δ = δ and
U ˉ r ( S d , S g ) = ( 1 − δ ) ( 5 + ∑ i = 1 ∞ δ i ) = ( 1 − δ ) 5 + ( 1 − δ ) δ 1 − δ = 5 − 4 δ \bar U_r(S_d, S_g) = (1 - \delta)\left(5 + \sum_{i=1}^{\infty}\delta
^i\right)=(1-\delta)5 + (1-\delta)\frac{\delta}{1-\delta}=5-4\delta U ˉ r ( S d , S g ) = ( 1 − δ ) ( 5 + i = 1 ∑ ∞ δ i ) = ( 1 − δ ) 5 + ( 1 − δ ) 1 − δ δ = 5 − 4 δ Using the action space ordered as: { S c , S d , S g } \{S_c, S_d, S_g\} { S c , S d , S g } this gives:
M r = ( 3 0 3 5 1 5 − 4 δ 3 δ 3 ) M_r = \begin{pmatrix}
3 & 0 & 3\\
5 & 1 & 5 - 4\delta\\
3 & \delta & 3\\
\end{pmatrix} M r = ⎝ ⎛ 3 5 3 0 1 δ 3 5 − 4 δ 3 ⎠ ⎞ The game is symmetric so:
For δ = 1 / 4 \delta=1/4 δ = 1/4 this gives:
M r = ( 3 0 3 5 ‾ 1 ‾ 4 ‾ 3 1 4 3 ) M_r = \begin{pmatrix}
3 & 0 & 3\\
\underline{5} & \underline{1} & \underline{4}\\
3 & \frac{1}{4} & 3\\
\end{pmatrix} M r = ⎝ ⎛ 3 5 3 0 1 4 1 3 4 3 ⎠ ⎞ The game is symmetric so:
M c = ( 3 5 ‾ 3 0 1 ‾ 1 4 3 4 ‾ 3 ) M_c = \begin{pmatrix}
3 & \underline{5} & 3\\
0 & \underline{1} & \frac{1}{4}\\
3 & \underline{4} & 3\\
\end{pmatrix} M c = ⎝ ⎛ 3 0 3 5 1 4 3 4 1 3 ⎠ ⎞ We see that s c s_c s c and s g s_g s g are both dominated by s d s_d s d thus mutual cooperation
is not a Nash equilibrium.
For δ = 3 / 4 \delta=3/4 δ = 3/4 this gives:
M r = ( 3 0 3 ‾ 5 ‾ 1 ‾ 2 3 3 4 3 ‾ ) M_r = \begin{pmatrix}
3 & 0 & \underline{3}\\
\underline{5} & \underline{1} & 2\\
3 & \frac{3}{4} & \underline{3}\\
\end{pmatrix} M r = ⎝ ⎛ 3 5 3 0 1 4 3 3 2 3 ⎠ ⎞ The game is symmetric so:
M c = ( 3 5 ‾ 3 0 1 ‾ 3 4 3 ‾ 2 3 ‾ ) M_c = \begin{pmatrix}
3 & \underline{5} & 3\\
0 & \underline{1} & \frac{3}{4}\\
\underline{3} & 2 & \underline{3}\\
\end{pmatrix} M c = ⎝ ⎛ 3 0 3 5 1 2 3 4 3 3 ⎠ ⎞ We see that mutual cooperation now is a Nash equilibrium because s g s_g s g is now a
best response to s g s_g s g .
The fact that cooperation can be stable for a higher value of δ \delta δ is in
fact a theorem that holds in the general case.
We need one final definition to describe what we imply:
Definition of individually rational payoffs ¶ Individually rational payoffs are average payoffs that exceed the stage game Nash equilibrium payoffs for both players.
As an example consider the plot corresponding to a repeated Prisoner’s Dilemma
shown in Figure 3 .
Figure 3: The convex hull of payoffs for the Prisoner’s Dilemma.
The feasible average payoffs correspond to the feasible payoffs in the stage game.
The individually rational payoffs show the payoffs that are better for both players than the stage Nash equilibrium.
The following theorem states that we can choose a particular discount rate that for which
there exists a subgame perfect Nash equilibrium that would give any individually rational payoff pair!
Theorem: Folk Theorem ¶ Let ( u 1 ∗ , u 2 ∗ ) (u_1^*,u_2^*) ( u 1 ∗ , u 2 ∗ ) be a pair of Nash equilibrium payoffs for a stage game. For every individually rational pair ( v 1 , v 2 ) (v_1,v_2) ( v 1 , v 2 ) there exists δ ˉ \bar \delta δ ˉ such that for all 1 > δ > δ ˉ > 0 1>\delta>\bar \delta>0 1 > δ > δ ˉ > 0 there is a subgame perfect Nash equilibrium with payoffs ( v 1 , v 2 ) (v_1,v_2) ( v 1 , v 2 ) .
Proof ¶ Let ( σ 1 ∗ , σ 2 ∗ ) (\sigma_1^*,\sigma_2^*) ( σ 1 ∗ , σ 2 ∗ ) be the stage Nash profile that yields ( u 1 ∗ , u 2 ∗ ) (u_1^*,u_2^*) ( u 1 ∗ , u 2 ∗ ) .
Now assume that playing σ ˉ 1 ∈ Δ A 1 \bar\sigma_1\in\Delta \mathcal{A}_1 σ ˉ 1 ∈ Δ A 1 and σ ˉ 2 ∈ Δ A 2 \bar\sigma_2\in\Delta \mathcal{A}_2 σ ˉ 2 ∈ Δ A 2 in
every stage gives ( v 1 , v 2 ) (v_1,v_2) ( v 1 , v 2 ) (an individual rational payoff pair).
Consider the following strategy:
“Begin by using σ ˉ i \bar \sigma_i σ ˉ i and continue to use σ ˉ i \bar \sigma_i σ ˉ i as long as both players use the
agreed strategies. If any player deviates: use σ i ∗ \sigma_i^* σ i ∗ for all future stages.”
We begin by proving that the above is a Nash equilibrium.
Without loss of generality if player 1 deviates to σ 1 ′ ∈ Δ S 1 \sigma_1'\in\Delta S_1 σ 1 ′ ∈ Δ S 1 such that
u 1 ( σ 1 ′ , σ ˉ 2 ) > v 1 u_1(\sigma_1',\bar \sigma_2)>v_1 u 1 ( σ 1 ′ , σ ˉ 2 ) > v 1 in stage k k k then:
U 1 ( k ) = ∑ t = 1 k − 1 δ t − 1 v 1 + δ k − 1 u 1 ( σ 1 ′ , σ ˉ 2 ) + u 1 ∗ ( 1 1 − δ − ∑ t = 1 k δ t − 1 ) U_1^{(k)}=\sum_{t=1}^{k-1}\delta^{t-1}v_1+\delta^{k-1}u_1(\sigma_1',\bar \sigma_2)+u_1^*\left(\frac{1}{1-\delta}-\sum_{t=1}^{k}\delta^{t-1}\right) U 1 ( k ) = t = 1 ∑ k − 1 δ t − 1 v 1 + δ k − 1 u 1 ( σ 1 ′ , σ ˉ 2 ) + u 1 ∗ ( 1 − δ 1 − t = 1 ∑ k δ t − 1 ) Recalling that player 1 would receive v 1 v_1 v 1 in every stage with no
deviation, the biggest gain to be made from deviating is if player 1 deviates
in the first stage (all future gains are more heavily discounted). Thus if we
can find δ ˉ \bar\delta δ ˉ such that δ > δ ˉ \delta>\bar\delta δ > δ ˉ implies that
U 1 ( 1 ) ≤ v 1 1 − δ U_1^{(1)}\leq \frac{v_1}{1-\delta} U 1 ( 1 ) ≤ 1 − δ v 1 then player 1 has no incentive to deviate.
U 1 ( 1 ) = u 1 ( σ 1 ′ , σ ˉ 2 ) + u 1 ∗ δ 1 − δ ≤ v 1 1 − δ ( 1 − δ ) u 1 ( σ 1 ′ , σ ˉ 2 ) + u 1 ∗ δ ≤ v 1 u 1 ( σ 1 ′ , σ ˉ 2 ) − v 1 ≤ δ ( u 1 ( σ 1 ′ , σ ˉ 2 ) − u 1 ∗ ) \begin{aligned}
U_1^{(1)}=u_1(\sigma_1',\bar\sigma_2)+u_1^*\frac{\delta}{1-\delta}&\leq\frac{v_1}{1-\delta}\\
(1-\delta)u_1(\sigma_1',\bar\sigma_2)+u_1^*\delta&\leq v_1\\
u_1(\sigma_1',\bar\sigma_2)-v_1&\leq \delta(u_1(\sigma_1',\bar\sigma_2)-u_1^*)\\
\end{aligned} U 1 ( 1 ) = u 1 ( σ 1 ′ , σ ˉ 2 ) + u 1 ∗ 1 − δ δ ( 1 − δ ) u 1 ( σ 1 ′ , σ ˉ 2 ) + u 1 ∗ δ u 1 ( σ 1 ′ , σ ˉ 2 ) − v 1 ≤ 1 − δ v 1 ≤ v 1 ≤ δ ( u 1 ( σ 1 ′ , σ ˉ 2 ) − u 1 ∗ ) The most profitable one-stage deviation is the stage best response, so write
u ^ 1 = max σ 1 ′ u 1 ( σ 1 ′ , σ ˉ 2 ) \hat u_1 = \max_{\sigma_1'} u_1(\sigma_1', \bar\sigma_2) u ^ 1 = max σ 1 ′ u 1 ( σ 1 ′ , σ ˉ 2 ) for its payoff. As
( v 1 , v 2 ) (v_1, v_2) ( v 1 , v 2 ) is individually rational we have v 1 > u 1 ∗ v_1 > u_1^* v 1 > u 1 ∗ , and the map
x ↦ x − v 1 x − u 1 ∗ x \mapsto \tfrac{x - v_1}{x - u_1^*} x ↦ x − u 1 ∗ x − v 1 is increasing for x > v 1 > u 1 ∗ x > v_1 > u_1^* x > v 1 > u 1 ∗ , so the
binding threshold is the one for the best deviation. Taking
δ ˉ 1 = u ^ 1 − v 1 u ^ 1 − u 1 ∗ ∈ ( 0 , 1 ) \bar\delta_1 = \frac{\hat u_1 - v_1}{\hat u_1 - u_1^*} \in (0, 1) δ ˉ 1 = u ^ 1 − u 1 ∗ u ^ 1 − v 1 ∈ ( 0 , 1 ) ensures player
1 has no profitable deviation whenever δ > δ ˉ 1 \delta > \bar\delta_1 δ > δ ˉ 1 . Repeating the
argument for player 2 gives δ ˉ 2 \bar\delta_2 δ ˉ 2 , and setting
δ ˉ = max ( δ ˉ 1 , δ ˉ 2 ) \bar\delta = \max(\bar\delta_1, \bar\delta_2) δ ˉ = max ( δ ˉ 1 , δ ˉ 2 ) shows that the prescribed strategy
is a Nash equilibrium for all δ > δ ˉ \delta > \bar\delta δ > δ ˉ .
By construction this strategy is also a subgame perfect Nash equilibrium. Given
any history both players will act in the same way and no player will have an incentive to deviate:
If we consider a subgame just after any player has deviated from
σ ˉ i \bar\sigma_i σ ˉ i then both players use σ i ∗ \sigma_i^* σ i ∗ .
If we consider a subgame just after no player has deviated from
σ ˉ i \bar\sigma_i σ ˉ i then both players continue to use σ ˉ i \bar\sigma_i σ ˉ i .
The punishment used here is reversion to a stage Nash equilibrium, so the payoffs
that can be sustained are those that strictly beat a Nash payoff of the stage
game; this is the sense in which we use
individually rational in this
chapter. A stronger version of the Folk Theorem, due to Fudenberg and Maskin
Fudenberg & Maskin, 1986 , punishes a deviator with their minmax value rather than
a Nash payoff. Since the minmax value is never larger than a Nash payoff, this
sustains every payoff above the minmax, a larger region. That version requires
more elaborate punishment strategies and is a natural extension of the treatment
here.
Exercises ¶ For a general stage game with ( M r , M c ) ∈ R ( m × n ) 2 (M_r, M_c) \in \mathbb{R}^{(m\times n)^2} ( M r , M c ) ∈ R ( m × n ) 2
identify the size of the action space for the repeated game for each player when:
m = 2 , n = 2 m=2, n=2 m = 2 , n = 2 and T = 2 T=2 T = 2 .
General m , n m, n m , n and T = 3 T=3 T = 3 .
General m , n , T m, n, T m , n , T .
Consider the standard Prisoner’s Dilemma:
M r = ( 3 0 5 1 ) M c = ( 3 5 0 1 ) M_r =
\begin{pmatrix}
3 & 0\\
5 & 1
\end{pmatrix}
\qquad
M_c =
\begin{pmatrix}
3 & 5\\
0 & 1
\end{pmatrix} M r = ( 3 5 0 1 ) M c = ( 3 0 5 1 ) Suppose players repeatedly play this game using one of the strategies:
Tit For Tat : starts by cooperating, then repeats the opponent’s previous action.
Alternator : starts by cooperating, then alternates between cooperation and defection.
Obtain the normal form representation of the repeated game for the case of an
infinitely repeated game with discount factor δ \delta δ .
Determine the Nash equilibria in action space and interpret this result.
Programming ¶ Using Nashpy to generate repeated games ¶ The Nashpy library has support for generating repeated games. Let us generate
the repeated game obtained from the Prisoners Dilemma with T = 2 T=2 T = 2 :
import nashpy.repeated_games
import nashpy as nash
import numpy as np
M_r = np.array([[3, 0], [5, 1]])
M_c = M_r.T
prisoners_dilemma = nash.Game(M_r, M_c)
repeated_pd = nash.repeated_games.obtain_repeated_game(game=prisoners_dilemma, repetitions=2)
print(repeated_pd)Bi matrix game with payoff matrices:
Row player:
[[ 6. 6. 6. ... 3. 0. 0.]
[ 6. 6. 6. ... 3. 0. 0.]
[ 6. 6. 6. ... 3. 0. 0.]
...
[ 8. 8. 8. ... 2. 6. 2.]
[10. 10. 10. ... 1. 4. 1.]
[10. 10. 10. ... 2. 6. 2.]]
Column player:
[[ 6. 6. 6. ... 8. 10. 10.]
[ 6. 6. 6. ... 8. 10. 10.]
[ 6. 6. 6. ... 8. 10. 10.]
...
[ 3. 3. 3. ... 2. 1. 2.]
[ 0. 0. 0. ... 6. 4. 6.]
[ 0. 0. 0. ... 2. 1. 2.]]
We can directly obtain the action space of the row player for a given repeated
game as a python generator:
strategies = nash.repeated_games.obtain_strategy_space(A=M_r, repetitions=2)
print(f"Number of row player strategies: {len(list(strategies))}")Number of row player strategies: 32
To obtain the action space for the column player use A=M_c.T:
strategies = nash.repeated_games.obtain_strategy_space(A=M_c.T, repetitions=2)
print(f"Number of column player strategies: {len(list(strategies))}")Number of column player strategies: 32
Notable research ¶ The Folk Theorem presented in this chapter has a rich theoretical lineage.
The foundational result is due to Friedman, 1971 (with a correction in
Friedman, 1973 ), with the general formulation appearing in
Fudenberg & Maskin, 1986 . These results established the theoretical basis for
understanding how cooperation can be sustained in long-run interactions.
Young, 1993 showed how social conventions and norms can emerge from
adaptive play in repeated settings, providing an evolutionary foundation for
Folk Theorem-type outcomes.
Conclusion ¶ Repeated games introduce a rich strategic landscape where history matters and
reputation can sustain cooperation. Unlike one-shot interactions, repeated
games allow for long-term incentives to shape behaviour, often leading to
outcomes that dominate those of stage game equilibria.
This chapter covered the formal definitions of repeated and infinitely repeated
games, strategy spaces based on full histories, subgame perfection through
sequences of Nash profiles, and the pivotal role of discounting. Through
examples and the Folk Theorem, we saw how cooperation can emerge, even in
environments like the Prisoner’s Dilemma, when players value the future
sufficiently.
Table 1 summarises the key concepts.
Table 1: Summary of key concepts in repeated games
Concept Description Repeated game A game consisting of multiple repetitions of a fixed stage game Strategy in repeated game A mapping from history of play to actions Subgame perfect equilibrium An equilibrium where players play a Nash profile in every subgame Reputation Players may cooperate to sustain credibility and trust over time Discount factor (δ \delta δ ) Models time preference or probability of continuation Average utility ( 1 − δ ) (1-\delta) ( 1 − δ ) times the discounted sum of stage payoffsIndividually rational payoffs Average payoffs that exceed stage game Nash equilibrium payoffs Folk Theorem Any individually rational payoff can be sustained given δ \delta δ is high enough
Repeated games illustrate how cooperation can be rational, even when short-term
incentives push toward defection. Through strategies that condition on history
and the presence of credible threats, players can build trust and sustain
mutually beneficial outcomes. The Folk Theorem formalises this by showing that
any payoff better than the stage game Nash equilibrium can be supported,
provided the players are sufficiently patient.
Solutions ¶ Recall that in a finitely repeated game the final stage must be played as a
stage Nash equilibrium. To sustain a non-Nash outcome in the first stage we
need multiple stage Nash equilibria: one can be used as a reward and another
as a punishment.
Game 1
M r = ( 4 7 1 4 ) , M c = ( 3 6 1 3 ) M_r =
\begin{pmatrix}
4 & 7\\
1 & 4
\end{pmatrix},\qquad
M_c =
\begin{pmatrix}
3 & 6\\
1 & 3
\end{pmatrix} M r = ( 4 1 7 4 ) , M c = ( 3 1 6 3 ) First find the stage Nash equilibria. Checking best responses:
( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) : Row gets 4 vs 1 (prefers r 1 r_1 r 1 ); Column gets 3 vs 6 (prefers c 2 c_2 c 2 ). Not NE.
( r 1 , c 2 ) (r_1, c_2) ( r 1 , c 2 ) : Row gets 7 vs 4 (prefers r 1 r_1 r 1 ); Column gets 6 vs 3 (prefers c 2 c_2 c 2 ). NE.
( r 2 , c 1 ) (r_2, c_1) ( r 2 , c 1 ) : Row gets 1 vs 4 (prefers r 1 r_1 r 1 ). Not NE.
( r 2 , c 2 ) (r_2, c_2) ( r 2 , c 2 ) : Row gets 4 vs 7 (prefers r 1 r_1 r 1 ). Not NE.
There is only one pure strategy Nash equilibrium: ( r 1 , c 2 ) (r_1, c_2) ( r 1 , c 2 ) . With a
unique stage Nash equilibrium, there is no second equilibrium to use as a
punishment. Thus it is not possible to sustain a non-stage-Nash outcome as
a subgame perfect equilibrium for any finite repetition.
Game 2
M r = ( 5 0 0 1 3 0 ) , M c = ( 4 3 3 4 6 3 ) M_r =
\begin{pmatrix}
5 & 0\\
0 & 1\\
3 & 0
\end{pmatrix},\qquad
M_c =
\begin{pmatrix}
4 & 3\\
3 & 4\\
6 & 3
\end{pmatrix} M r = ⎝ ⎛ 5 0 3 0 1 0 ⎠ ⎞ , M c = ⎝ ⎛ 4 3 6 3 4 3 ⎠ ⎞ Find stage Nash equilibria by checking best responses in action space:
( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) : Row: 5 ≥ 0 ≥ 3 5\geq 0\geq 3 5 ≥ 0 ≥ 3 ? Row prefers r 1 r_1 r 1 . Column: 4 vs 3, prefers c 1 c_1 c 1 . Is ( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) a NE? Row BR to c 1 c_1 c 1 : r 1 r_1 r 1 (5>0>3). Column BR to r 1 r_1 r 1 : c 1 c_1 c 1 (4>3). NE .
( r 2 , c 2 ) (r_2, c_2) ( r 2 , c 2 ) : Row BR to c 2 c_2 c 2 : r 2 r_2 r 2 (1>0>0). Column BR to r 2 r_2 r 2 : c 2 c_2 c 2 (4>3). NE .
( r 3 , c 1 ) (r_3, c_1) ( r 3 , c 1 ) : Row BR to c 1 c_1 c 1 : r 1 r_1 r 1 (5>0>3). Not NE.
So there are (at least) two pure Nash equilibria: ( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) with payoffs ( 5 , 4 ) (5, 4) ( 5 , 4 )
and ( r 2 , c 2 ) (r_2, c_2) ( r 2 , c 2 ) with payoffs ( 1 , 4 ) (1, 4) ( 1 , 4 ) .
With two Nash equilibria we can construct a subgame perfect equilibrium using
( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) as a reward and ( r 2 , c 2 ) (r_2, c_2) ( r 2 , c 2 ) as a punishment to sustain
( r 3 , c 1 ) (r_3, c_1) ( r 3 , c 1 ) in stage 1.
Incentive constraints. Row’s payoff under cooperation: 3 + 5 = 8 3 + 5 = 8 3 + 5 = 8 .
Row’s best deviation in stage 1 given column plays c 1 c_1 c 1 is r 1 r_1 r 1 , yielding
5 + 1 = 6 5 + 1 = 6 5 + 1 = 6 . Since 8 > 6 8 > 6 8 > 6 , row does not deviate. Column’s payoff under
cooperation: 6 + 4 = 10 6 + 4 = 10 6 + 4 = 10 . Column’s best deviation given row plays r 3 r_3 r 3 is
c 2 c_2 c 2 , yielding 3 + 4 = 7 3 + 4 = 7 3 + 4 = 7 . Since 10 > 7 10 > 7 10 > 7 , column does not deviate.
The subgame perfect equilibrium is given by the following two strategies:
Row’s strategy s r s_r s r :
Stage 1: play r 3 r_3 r 3 .
Stage 2: play r 1 r_1 r 1 if the stage 1 outcome was ( r 3 , c 1 ) (r_3, c_1) ( r 3 , c 1 ) ; play r 2 r_2 r 2 otherwise.
Column’s strategy s c s_c s c :
Stage 1: play c 1 c_1 c 1 .
Stage 2: play c 1 c_1 c 1 if the stage 1 outcome was ( r 3 , c 1 ) (r_3, c_1) ( r 3 , c 1 ) ; play c 2 c_2 c 2 otherwise.
This yields total payoffs ( 3 + 5 , 6 + 4 ) = ( 8 , 10 ) (3 + 5,\ 6 + 4) = (8, 10) ( 3 + 5 , 6 + 4 ) = ( 8 , 10 ) , which is not a
repetition of stage Nash profiles.
Verifying neither player has an incentive to deviate.
In stage 2 both players are prescribed a stage Nash equilibrium, so neither
can gain by deviating there regardless of the stage 1 history.
In stage 1, given the opponent follows s c s_c s c (resp. s r s_r s r ):
Row receives 3 + 5 = 8 3 + 5 = 8 3 + 5 = 8 by following s r s_r s r . The best deviation is r 1 r_1 r 1 ,
which gives 5 in stage 1 but triggers the punishment ( r 2 , c 2 ) (r_2, c_2) ( r 2 , c 2 ) in stage
2, yielding 5 + 1 = 6 < 8 5 + 1 = 6 < 8 5 + 1 = 6 < 8 . Row does not deviate.
Column receives 6 + 4 = 10 6 + 4 = 10 6 + 4 = 10 by following s c s_c s c . The best deviation is c 2 c_2 c 2 ,
which gives 3 in stage 1 but triggers ( r 2 , c 2 ) (r_2, c_2) ( r 2 , c 2 ) in stage 2, yielding
3 + 4 = 7 < 10 3 + 4 = 7 < 10 3 + 4 = 7 < 10 . Column does not deviate.
Therefore ( s r , s c ) (s_r, s_c) ( s r , s c ) is a Nash equilibrium.
Game 3
M r = ( 1 0 − 1 − 1 − 1 0 ) , M c = ( 2 3 1 0 − 1 1 ) M_r =
\begin{pmatrix}
1 & 0 & -1\\
-1 & -1 & 0
\end{pmatrix},\qquad
M_c =
\begin{pmatrix}
2 & 3 & 1\\
0 & -1 & 1
\end{pmatrix} M r = ( 1 − 1 0 − 1 − 1 0 ) , M c = ( 2 0 3 − 1 1 1 ) Find stage Nash equilibria:
( r 1 , c 2 ) (r_1, c_2) ( r 1 , c 2 ) : Row BR to c 2 c_2 c 2 : r 1 r_1 r 1 (0 > − 1 0 > -1 0 > − 1 ). Column BR to r 1 r_1 r 1 : c 2 c_2 c 2 (3 > 2 > 1 3 > 2 > 1 3 > 2 > 1 ). NE , payoffs ( 0 , 3 ) (0, 3) ( 0 , 3 ) .
( r 2 , c 3 ) (r_2, c_3) ( r 2 , c 3 ) : Row BR to c 3 c_3 c 3 : r 2 r_2 r 2 (0 > − 1 0 > -1 0 > − 1 ). Column BR to r 2 r_2 r 2 : c 1 c_1 c 1 or c 3 c_3 c 3 (1 > − 1 1 > -1 1 > − 1 , tie). NE , payoffs ( 0 , 1 ) (0, 1) ( 0 , 1 ) .
With two stage Nash equilibria we use ( r 1 , c 2 ) (r_1, c_2) ( r 1 , c 2 ) as a reward (column’s
preferred equilibrium) and ( r 2 , c 3 ) (r_2, c_3) ( r 2 , c 3 ) as a punishment to sustain ( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 )
in stage 1.
Incentive constraints. Row already plays their best response to c 1 c_1 c 1 in
stage 1, so row has no incentive to deviate. Column’s payoff under cooperation:
2 + 3 = 5 2 + 3 = 5 2 + 3 = 5 . Column’s best deviation given row plays r 1 r_1 r 1 is c 2 c_2 c 2 , yielding
3 + 1 = 4 3 + 1 = 4 3 + 1 = 4 . Since 5 > 4 5 > 4 5 > 4 , column does not deviate.
The subgame perfect equilibrium is given by the following two strategies:
Row’s strategy s r s_r s r :
Stage 1: play r 1 r_1 r 1 .
Stage 2: play r 1 r_1 r 1 if the stage 1 outcome was ( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) ; play r 2 r_2 r 2 otherwise.
Column’s strategy s c s_c s c :
Stage 1: play c 1 c_1 c 1 .
Stage 2: play c 2 c_2 c 2 if the stage 1 outcome was ( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) ; play c 3 c_3 c 3 otherwise.
This yields total payoffs ( 1 + 0 , 2 + 3 ) = ( 1 , 5 ) (1 + 0,\ 2 + 3) = (1, 5) ( 1 + 0 , 2 + 3 ) = ( 1 , 5 ) , which is not a
repetition of stage Nash profiles.
Verifying neither player has an incentive to deviate.
In stage 2 both players are prescribed a stage Nash equilibrium, so neither
can gain by deviating there regardless of the stage 1 history.
In stage 1, given the opponent follows s c s_c s c (resp. s r s_r s r ):
Row is already playing their best response to c 1 c_1 c 1 in stage 1 (r 1 r_1 r 1 gives
1 > − 1 1 > -1 1 > − 1 ), so row has no incentive to deviate regardless of stage 2
consequences.
Column receives 2 + 3 = 5 2 + 3 = 5 2 + 3 = 5 by following s c s_c s c . The best deviation is c 2 c_2 c 2 ,
which gives 3 in stage 1 but triggers the punishment ( r 2 , c 3 ) (r_2, c_3) ( r 2 , c 3 ) in stage
2, yielding 3 + 1 = 4 < 5 3 + 1 = 4 < 5 3 + 1 = 4 < 5 . Column does not deviate.
Therefore ( s r , s c ) (s_r, s_c) ( s r , s c ) is a Nash equilibrium.
A strategy in a repeated game maps every possible history of play to an action.
We count the number of pure strategies for the row player in each case, then
identify the general pattern.
Case 1: m = 2 , n = 2 , T = 2 m = 2,\; n = 2,\; T = 2 m = 2 , n = 2 , T = 2 .
At stage 1 there is one history (the empty history), and row must choose one of
m = 2 m = 2 m = 2 actions: 2 choices.
At stage 2 the history is the single stage-1 outcome. There are m n = 4 mn = 4 mn = 4
possible stage-1 outcomes, so 4 possible histories, and row must specify an
action for each: 2 4 = 16 2^4 = 16 2 4 = 16 choices.
The total number of pure strategies is:
2 × 2 4 = 2 1 ⋅ 2 4 = 2 5 = 32 2 \times 2^4 = 2^1 \cdot 2^4 = 2^5 = 32 2 × 2 4 = 2 1 ⋅ 2 4 = 2 5 = 32 Case 2: General m , n , T = 3 m, n,\; T = 3 m , n , T = 3 .
At stage 1: 1 history, m m m choices.
At stage 2: m n mn mn possible stage-1 outcomes, so m n mn mn histories. Row must specify
an action for each: m m n m^{mn} m mn choices.
At stage 3: ( m n ) 2 (mn)^2 ( mn ) 2 possible two-stage histories. Row must specify an action
for each: m ( m n ) 2 m^{(mn)^2} m ( mn ) 2 choices.
The total number of pure strategies is:
m 1 ⋅ m m n ⋅ m ( m n ) 2 = m 1 + m n + ( m n ) 2 m^1 \cdot m^{mn} \cdot m^{(mn)^2} = m^{1 + mn + (mn)^2} m 1 ⋅ m mn ⋅ m ( mn ) 2 = m 1 + mn + ( mn ) 2 Case 3: General m , n , T m, n, T m , n , T .
At stage t t t there are ( m n ) t − 1 (mn)^{t-1} ( mn ) t − 1 possible histories, requiring
m ( m n ) t − 1 m^{(mn)^{t-1}} m ( mn ) t − 1 action choices. The total number of pure strategies is:
∏ t = 1 T m ( m n ) t − 1 = m ∑ t = 0 T − 1 ( m n ) t = m ( m n ) T − 1 m n − 1 \prod_{t=1}^{T} m^{(mn)^{t-1}} = m^{\sum_{t=0}^{T-1}(mn)^t} = m^{\frac{(mn)^T - 1}{mn - 1}} t = 1 ∏ T m ( mn ) t − 1 = m ∑ t = 0 T − 1 ( mn ) t = m mn − 1 ( mn ) T − 1 By the same reasoning, the column player has n ( m n ) T − 1 m n − 1 n^{\frac{(mn)^T-1}{mn-1}} n mn − 1 ( mn ) T − 1 pure
strategies.
Here are some scenarios:
import sympy as sym
m, n, T_sym = sym.symbols("m n T", positive=True, integer=True)
# Specific case m=2, n=2, T=2
result_22 = int(2 ** ((4**2 - 1) // (4 - 1)))
print(f"m=2, n=2, T=2: row player has {result_22} pure strategies")
# m=2, n=2, T=3
exponent_T3 = 1 + 4 + 16
result_223 = 2**exponent_T3
print(f"m=2, n=2, T=3: row player has {result_223} pure strategies")m=2, n=2, T=2: row player has 32 pure strategies
m=2, n=2, T=3: row player has 2097152 pure strategies
Consider the stage game:
M r = ( − 1 3 − 2 2 ) M c = ( 1 − 7 6 2 ) M_r =
\begin{pmatrix}
-1 & 3\\
-2 & 2
\end{pmatrix}
\qquad
M_c =
\begin{pmatrix}
1 & -7\\
6 & 2
\end{pmatrix} M r = ( − 1 − 2 3 2 ) M c = ( 1 6 − 7 2 ) 1. Average payoffs for S D S_D S D (always row 1) and S C S_C S C (always row 2), δ = 1 / 3 \delta = 1/3 δ = 1/3 .
If both players use S D S_D S D (always r 1 r_1 r 1 /c 1 c_1 c 1 ), the stage payoff is ( − 1 , 1 ) (-1, 1) ( − 1 , 1 ) every round:
U ˉ r ( S D , S D ) = ( 1 − δ ) ( − 1 ) ∑ i = 0 ∞ δ i = ( 1 − δ ) − 1 1 − δ = − 1 \bar U_r(S_D, S_D) = (1 - \delta)(-1)\sum_{i=0}^{\infty}\delta^i = (1-\delta)\frac{-1}{1-\delta} = -1 U ˉ r ( S D , S D ) = ( 1 − δ ) ( − 1 ) i = 0 ∑ ∞ δ i = ( 1 − δ ) 1 − δ − 1 = − 1 U ˉ c ( S D , S D ) = 1 \bar U_c(S_D, S_D) = 1 U ˉ c ( S D , S D ) = 1 If both use S C S_C S C (always r 2 r_2 r 2 /c 2 c_2 c 2 ), stage payoff is ( 2 , 2 ) (2, 2) ( 2 , 2 ) :
U ˉ r ( S C , S C ) = ( 1 − δ ) 2 1 − δ = 2 , U ˉ c ( S C , S C ) = 2 \bar U_r(S_C, S_C) = (1-\delta)\frac{2}{1-\delta} = 2, \qquad \bar U_c(S_C, S_C) = 2 U ˉ r ( S C , S C ) = ( 1 − δ ) 1 − δ 2 = 2 , U ˉ c ( S C , S C ) = 2 If row plays S D S_D S D and column plays S C S_C S C (row always plays r 1 r_1 r 1 , column always plays c 2 c_2 c 2 ):
Stage payoff is ( 3 , − 7 ) (3, -7) ( 3 , − 7 ) :
U ˉ r ( S D , S C ) = 3 , U ˉ c ( S D , S C ) = − 7 \bar U_r(S_D, S_C) = 3, \qquad \bar U_c(S_D, S_C) = -7 U ˉ r ( S D , S C ) = 3 , U ˉ c ( S D , S C ) = − 7 If row plays S C S_C S C and column plays S D S_D S D :
Row always plays r 2 r_2 r 2 , column always plays c 1 c_1 c 1 : stage payoff is ( − 2 , 6 ) (-2, 6) ( − 2 , 6 ) :
U ˉ r ( S C , S D ) = − 2 , U ˉ c ( S C , S D ) = 6 \bar U_r(S_C, S_D) = -2, \qquad \bar U_c(S_C, S_D) = 6 U ˉ r ( S C , S D ) = − 2 , U ˉ c ( S C , S D ) = 6 The Nash equilibria of the stage game must be identified to proceed. We check:
( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) : Row BR to c 1 c_1 c 1 : − 1 > − 2 -1 > -2 − 1 > − 2 so r 1 r_1 r 1 . Column BR to r 1 r_1 r 1 : 1 > − 7 1 > -7 1 > − 7 so c 1 c_1 c 1 . NE with payoff ( − 1 , 1 ) (-1, 1) ( − 1 , 1 ) .
( r 2 , c 2 ) (r_2, c_2) ( r 2 , c 2 ) : Row BR to c 2 c_2 c 2 : 2 > 3 2 > 3 2 > 3 ? No, r 1 r_1 r 1 gives 3. Not NE.
So the unique pure Nash equilibrium of the stage game is ( r 1 , c 1 ) (r_1, c_1) ( r 1 , c 1 ) with payoffs
( − 1 , 1 ) (-1, 1) ( − 1 , 1 ) .
import nashpy as nash
import numpy as np
M_r = np.array([[-1, 3], [-2, 2]])
M_c = np.array([[1, -7], [6, 2]])
game = nash.Game(M_r, M_c)
print("Stage Nash equilibria:")
for eq in game.support_enumeration():
print(eq)
print()
delta = 1 / 3
print(f"delta = {delta}")
print(f"Average payoff (S_D, S_D): row={-1}, col={1}")
print(f"Average payoff (S_C, S_C): row={2}, col={2}")
print(f"Average payoff (S_D, S_C): row={3}, col={-7}")
print(f"Average payoff (S_C, S_D): row={-2}, col={6}")Stage Nash equilibria:
(array([1., 0.]), array([1., 0.]))
delta = 0.3333333333333333
Average payoff (S_D, S_D): row=-1, col=1
Average payoff (S_C, S_C): row=2, col=2
Average payoff (S_D, S_C): row=3, col=-7
Average payoff (S_C, S_D): row=-2, col=6
2. Feasible and individually rational payoff space.
The feasible average payoffs are convex combinations of the four corner payoffs
( − 1 , 1 ) (−1, 1) ( − 1 , 1 ) , ( 3 , − 7 ) (3, -7) ( 3 , − 7 ) , ( − 2 , 6 ) (-2, 6) ( − 2 , 6 ) , ( 2 , 2 ) (2, 2) ( 2 , 2 ) (the stage outcomes ( r 1 c 1 ) (r_1c_1) ( r 1 c 1 ) ,
( r 1 c 2 ) (r_1c_2) ( r 1 c 2 ) , ( r 2 c 1 ) (r_2c_1) ( r 2 c 1 ) , ( r 2 c 2 ) (r_2c_2) ( r 2 c 2 ) ).
The individually rational payoffs are those feasible payoffs ( v 1 , v 2 ) (v_1, v_2) ( v 1 , v 2 ) with:
v 1 > u 1 ∗ = − 1 and v 2 > u 2 ∗ = 1 v_1 > u_1^* = -1 \qquad \text{and} \qquad v_2 > u_2^* = 1 v 1 > u 1 ∗ = − 1 and v 2 > u 2 ∗ = 1 i.e., payoffs that strictly exceed the stage Nash equilibrium payoffs for both players.
import matplotlib.pyplot as plt
import numpy as np
from scipy.spatial import ConvexHull
# Stage game outcomes: (row payoff, col payoff) for each action pair
outcomes = np.array([[-1, 1], [3, -7], [-2, 6], [2, 2]])
hull = ConvexHull(outcomes)
hull_pts = np.append(hull.vertices, hull.vertices[0])
fig, ax = plt.subplots()
ax.fill(outcomes[hull.vertices, 0], outcomes[hull.vertices, 1],
alpha=0.3, label="Feasible payoffs")
# Individually rational region: v1 > -1, v2 > 1
# Intersection with feasible region
ax.axvline(-1, color="red", linestyle="--", label="$u_1^* = -1$")
ax.axhline(1, color="blue", linestyle="--", label="$u_2^* = 1$")
ax.scatter(outcomes[:, 0], outcomes[:, 1], color="black", zorder=5)
for i, (x, y) in enumerate(outcomes):
ax.annotate(f"({x},{y})", (x, y), textcoords="offset points", xytext=(5, 5))
ax.set_xlabel("$v_1$ (row payoff)")
ax.set_ylabel("$v_2$ (column payoff)")
ax.set_title("Feasible and individually rational payoff space")
ax.legend()
plt.tight_layout()
plt.show()3. Folk Theorem analysis.
By the Folk Theorem , a payoff pair ( v 1 , v 2 ) (v_1, v_2) ( v 1 , v 2 ) can be
sustained as a subgame perfect equilibrium for sufficiently large δ \delta δ if
and only if ( v 1 , v 2 ) (v_1, v_2) ( v 1 , v 2 ) is:
(a) Feasible : a convex combination of the stage game payoff vectors.
(b) Individually rational : v 1 > u 1 ∗ = − 1 v_1 > u_1^* = -1 v 1 > u 1 ∗ = − 1 and v 2 > u 2 ∗ = 1 v_2 > u_2^* = 1 v 2 > u 2 ∗ = 1 .
We check each candidate:
( 3 / 2 , 3 / 2 ) (3/2,\; 3/2) ( 3/2 , 3/2 ) : Is 3 / 2 > − 1 3/2 > -1 3/2 > − 1 ? Yes. Is 3 / 2 > 1 3/2 > 1 3/2 > 1 ? Yes. Is ( 3 / 2 , 3 / 2 ) (3/2, 3/2) ( 3/2 , 3/2 ) feasible?
It lies between ( − 1 , 1 ) (−1,1) ( − 1 , 1 ) , ( 2 , 2 ) (2,2) ( 2 , 2 ) , and ( − 2 , 6 ) (−2,6) ( − 2 , 6 ) ; it is a convex combination
of the corners. Yes, supportable by the Folk Theorem.
( 0 , 3 ) (0,\; 3) ( 0 , 3 ) : Is 0 > − 1 0 > -1 0 > − 1 ? Yes. Is 3 > 1 3 > 1 3 > 1 ? Yes. Feasibility: ( 0 , 3 ) (0,3) ( 0 , 3 ) lies in the
convex hull of the four stage payoffs. Yes, supportable.
( 2 , 6 ) (2,\; 6) ( 2 , 6 ) : Is 2 > − 1 2 > -1 2 > − 1 ? Yes. Is 6 > 1 6 > 1 6 > 1 ? Yes. Feasibility: ( 2 , 6 ) (2,6) ( 2 , 6 ) is not
one of the corner payoffs. It would require column getting 6 (from r 2 , c 1 r_2,c_1 r 2 , c 1
giving ( − 2 , 6 ) (-2,6) ( − 2 , 6 ) ) and row getting 2 simultaneously, which is not a single
stage outcome. Check if ( 2 , 6 ) (2,6) ( 2 , 6 ) is in the convex hull:
The maximum row payoff when column gets 6 is -2 (from ( r 2 , c 1 ) (r_2,c_1) ( r 2 , c 1 ) ). To get
row payoff 2 we need stages ( r 2 , c 2 ) (r_2,c_2) ( r 2 , c 2 ) giving ( 2 , 2 ) (2,2) ( 2 , 2 ) , but then column gets 2
not 6. ( 2 , 6 ) (2,6) ( 2 , 6 ) is not in the convex hull of feasible payoffs; it requires
both players to receive their maximum simultaneously, which is impossible.
Not supportable.
( 2 , 0 ) (2,\; 0) ( 2 , 0 ) : Is 0 > 1 0 > 1 0 > 1 ? No. This fails individual rationality for the
column player. Not supportable.
Consider the Prisoner’s Dilemma:
M r = ( 3 0 5 1 ) M c = ( 3 5 0 1 ) M_r =
\begin{pmatrix}
3 & 0\\
5 & 1
\end{pmatrix}
\qquad
M_c =
\begin{pmatrix}
3 & 5\\
0 & 1
\end{pmatrix} M r = ( 3 5 0 1 ) M c = ( 3 0 5 1 ) with strategies:
When player 1 using TFT plays against player 2 using Alternator we obtain the following sequence of plays:
(C, C) giving utilities: ( 3 , 3 ) (3, 3) ( 3 , 3 )
(C, D) giving utilities: ( 0 , 5 ) (0, 5) ( 0 , 5 )
(D, C) giving utilities: ( 5 , 0 ) (5, 0) ( 5 , 0 )
(C, D) giving utilities: ( 0 , 5 ) (0, 5) ( 0 , 5 )
(D, C) giving utilities: ( 5 , 0 ) (5, 0) ( 5 , 0 )
(C, D) giving utilities: ( 0 , 5 ) (0, 5) ( 0 , 5 )
(D, C) giving utilities: ( 5 , 0 ) (5, 0) ( 5 , 0 )
... and so on
This corresponds to:
utilities:
U 1 = ( 3 + ∑ i = 1 when i even ∞ δ i 5 ) = ( 3 + ∑ i = 1 ∞ δ 2 i 5 ) = ( 3 + 5 ∑ i = 1 ∞ δ 2 i ) = ( 3 + 5 ∑ i = 1 ∞ δ 2 i ) = ( 3 + 5 δ 2 1 − δ 2 ) \begin{align*}
U_1 &= \left(3+\sum_{i=1\text{ when }i \text{even}}^{\infty}\delta^{i}5\right)\\
&= \left(3+\sum_{i=1}^{\infty}\delta^{2i}5\right)\\
&= \left(3+5\sum_{i=1}^{\infty}\delta^{2i}\right)\\
&= \left(3+5\sum_{i=1}^{\infty}{\delta^{2}}^i\right)\\
&= \left(3+5\frac{\delta ^ 2}{1 - \delta^2}\right)
\end{align*} U 1 = ( 3 + i = 1 when i even ∑ ∞ δ i 5 ) = ( 3 + i = 1 ∑ ∞ δ 2 i 5 ) = ( 3 + 5 i = 1 ∑ ∞ δ 2 i ) = ( 3 + 5 i = 1 ∑ ∞ δ 2 i ) = ( 3 + 5 1 − δ 2 δ 2 ) and equivalently, column player (Alternator) receives 5 on every odd-indexed round
(rounds 1 , 3 , 5 , … 1, 3, 5, \ldots 1 , 3 , 5 , … with δ \delta δ -weights δ , δ 3 , δ 5 , … \delta, \delta^3, \delta^5, \ldots δ , δ 3 , δ 5 , … ) plus 3
in round 0:
U 2 = ( 3 + ∑ i odd ≥ 1 ∞ δ i ⋅ 5 ) = ( 3 + ∑ i = 0 ∞ δ 2 i + 1 ⋅ 5 ) = ( 3 + 5 δ ∑ i = 0 ∞ δ 2 i ) = ( 3 + 5 δ 1 − δ 2 ) \begin{align*}
U_2 &= \left(3+\sum_{i \text{ odd}\geq 1}^{\infty}\delta^{i}\cdot 5\right)\\
&= \left(3+\sum_{i=0}^{\infty}\delta^{2i + 1}\cdot 5\right)\\
&= \left(3+5\delta\sum_{i=0}^{\infty}\delta^{2i}\right)\\
&= \left(3+\frac{5\delta}{1 - \delta^2}\right)
\end{align*} U 2 = ( 3 + i odd ≥ 1 ∑ ∞ δ i ⋅ 5 ) = ( 3 + i = 0 ∑ ∞ δ 2 i + 1 ⋅ 5 ) = ( 3 + 5 δ i = 0 ∑ ∞ δ 2 i ) = ( 3 + 1 − δ 2 5 δ ) So the average utilities are:
U ˉ 1 = ( 1 − δ ) ( 3 + 5 δ 2 1 − δ 2 ) = 3 + 2 δ 2 1 + δ U ˉ 2 = ( 1 − δ ) ( 3 + 5 δ 1 − δ 2 ) = 3 + 5 δ − 3 δ 2 1 + δ \begin{align*}
\bar U_1 & = (1 - \delta)\left(3+\frac{5\delta^2}{1 - \delta^2}\right) = \frac{3 + 2\delta^2}{1+\delta}\\[4pt]
\bar U_2 & = (1 - \delta)\left(3+\frac{5\delta}{1 - \delta^2}\right) = \frac{3 + 5\delta - 3\delta^2}{1+\delta}
\end{align*} U ˉ 1 U ˉ 2 = ( 1 − δ ) ( 3 + 1 − δ 2 5 δ 2 ) = 1 + δ 3 + 2 δ 2 = ( 1 − δ ) ( 3 + 1 − δ 2 5 δ ) = 1 + δ 3 + 5 δ − 3 δ 2 When two players playing TFT play each other they both cooperate every round and
obtain average payoff 3.
When two players playing Alternator play each other they have utility:
(C, C) giving utilities: ( 3 , 3 ) (3, 3) ( 3 , 3 )
(D, D) giving utilities: ( 1 , 1 ) (1, 1) ( 1 , 1 )
(C, C) giving utilities: ( 3 , 3 ) (3, 3) ( 3 , 3 )
(D, D) giving utilities: ( 1 , 1 ) (1, 1) ( 1 , 1 )
... and so on
This corresponds to:
U 1 = U 2 = ( ∑ i even ≥ 0 ∞ δ i ⋅ 3 + ∑ i odd ≥ 1 ∞ δ i ⋅ 1 ) = ( 3 ∑ i = 0 ∞ δ 2 i + ∑ i = 0 ∞ δ 2 i + 1 ) = 3 + δ 1 − δ 2 \begin{align*}
U_1 = U_2 &= \left(\sum_{i \text{ even}\geq 0}^{\infty}\delta^{i}\cdot 3+\sum_{i \text{ odd}\geq 1}^{\infty}\delta^{i}\cdot 1\right)\\
&= \left(3\sum_{i=0}^{\infty}\delta^{2i}+\sum_{i=0}^{\infty}\delta^{2i + 1}\right)\\
&= \frac{3 + \delta}{1 - \delta^2}
\end{align*} U 1 = U 2 = ( i even ≥ 0 ∑ ∞ δ i ⋅ 3 + i odd ≥ 1 ∑ ∞ δ i ⋅ 1 ) = ( 3 i = 0 ∑ ∞ δ 2 i + i = 0 ∑ ∞ δ 2 i + 1 ) = 1 − δ 2 3 + δ with average utility ( 1 − δ ) ( 3 + δ ) / ( 1 − δ 2 ) = ( 3 + δ ) / ( 1 + δ ) (1-\delta)(3+\delta)/(1-\delta^2) = (3+\delta)/(1+\delta) ( 1 − δ ) ( 3 + δ ) / ( 1 − δ 2 ) = ( 3 + δ ) / ( 1 + δ ) .
This gives the normal-form payoff matrices (rows and columns ordered TFT, Alternator):
M r = ( 3 3 + 2 δ 2 1 + δ 3 + 5 δ − 3 δ 2 1 + δ 3 + δ 1 + δ ) M c = M r T M_r = \begin{pmatrix}3 & \dfrac{3 + 2\delta^2}{1+\delta}\\[8pt] \dfrac{3 + 5\delta - 3\delta^2}{1+\delta} & \dfrac{3+\delta}{1+\delta}\end{pmatrix} \qquad M_c = M_r^T M r = ⎝ ⎛ 3 1 + δ 3 + 5 δ − 3 δ 2 1 + δ 3 + 2 δ 2 1 + δ 3 + δ ⎠ ⎞ M c = M r T Analysis of Nash equilibria as a function of δ \delta δ .
TFT (row 1) dominates Alternator (row 2) if and only if it earns weakly more in
every column. We check each column in turn.
Column 1 (opponent plays TFT). TFT earns 3; Alternator earns
( 3 + 5 δ − 3 δ 2 ) / ( 1 + δ ) (3 + 5\delta - 3\delta^2)/(1+\delta) ( 3 + 5 δ − 3 δ 2 ) / ( 1 + δ ) . TFT does at least as well when:
3 ≥ 3 + 5 δ − 3 δ 2 1 + δ ⇔ 3 + 3 δ ≥ 3 + 5 δ − 3 δ 2 ⇔ 3 δ 2 ≥ 2 δ ⇔ δ ≥ 2 3 3 \geq \frac{3 + 5\delta - 3\delta^2}{1+\delta}
\Leftrightarrow 3 + 3\delta \geq 3 + 5\delta - 3\delta^2
\Leftrightarrow 3\delta^2 \geq 2\delta
\Leftrightarrow \delta \geq \frac{2}{3} 3 ≥ 1 + δ 3 + 5 δ − 3 δ 2 ⇔ 3 + 3 δ ≥ 3 + 5 δ − 3 δ 2 ⇔ 3 δ 2 ≥ 2 δ ⇔ δ ≥ 3 2 Column 2 (opponent plays Alternator). TFT earns ( 3 + 2 δ 2 ) / ( 1 + δ ) (3+2\delta^2)/(1+\delta) ( 3 + 2 δ 2 ) / ( 1 + δ ) ;
Alternator earns ( 3 + δ ) / ( 1 + δ ) (3+\delta)/(1+\delta) ( 3 + δ ) / ( 1 + δ ) . TFT does at least as well when:
3 + 2 δ 2 1 + δ ≥ 3 + δ 1 + δ ⇔ 2 δ 2 ≥ δ ⇔ δ ≥ 1 2 \frac{3+2\delta^2}{1+\delta} \geq \frac{3+\delta}{1+\delta}
\Leftrightarrow 2\delta^2 \geq \delta
\Leftrightarrow \delta \geq \frac{1}{2} 1 + δ 3 + 2 δ 2 ≥ 1 + δ 3 + δ ⇔ 2 δ 2 ≥ δ ⇔ δ ≥ 2 1 Since 2 / 3 > 1 / 2 2/3 > 1/2 2/3 > 1/2 , the binding constraint is the first. Therefore:
δ > 2 / 3 \delta > 2/3 δ > 2/3 : TFT strictly dominates Alternator. The unique Nash
equilibrium is (TFT, TFT) , with payoffs ( 3 , 3 ) (3, 3) ( 3 , 3 ) .
δ = 2 / 3 \delta = 2/3 δ = 2/3 : TFT weakly dominates; (TFT, TFT) remains a Nash
equilibrium.
1 / 2 < δ < 2 / 3 1/2 < \delta < 2/3 1/2 < δ < 2/3 : TFT beats Alternator against an Alternator opponent
(b > d b > d b > d ) but Alternator beats TFT against a TFT opponent (c > a c > a c > a ). Neither
pure strategy profile is a Nash equilibrium in this range; a mixed equilibrium
exists.
δ ≤ 1 / 2 \delta \leq 1/2 δ ≤ 1/2 : Alternator weakly dominates TFT. The unique Nash
equilibrium is (Alternator, Alternator) , with payoffs
( 3 + δ ) / ( 1 + δ ) < 3 (3+\delta)/(1+\delta) < 3 ( 3 + δ ) / ( 1 + δ ) < 3 .
Interpretation. Patient players (δ > 2 / 3 \delta > 2/3 δ > 2/3 ) prefer TFT because the
future cooperative gains outweigh the short-term benefit of alternating
defection. When δ \delta δ is low, players discount the future heavily and
Alternator’s exploitation of TFT in early rounds is attractive. The threshold
δ ∗ = 2 / 3 \delta^* = 2/3 δ ∗ = 2/3 marks where sustained cooperation via TFT becomes
self-enforcing.
Fudenberg, D., & Maskin, E. (1986). The folk theorem in repeated games with discounting or with incomplete information. Econometrica , 54 (3), 533–554. Friedman, J. W. (1971). A non-cooperative equilibrium for supergames. The Review of Economic Studies , 38 (1), 1–12. Friedman, J. W. (1973). A non-cooperative equilibrium for supergames: A correction. The Review of Economic Studies , 40 (3), 435–435. Young, H. P. (1993). The evolution of conventions. Econometrica: Journal of the Econometric Society , 57–84.