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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.

Two chickens facing off in a game of brinkmanship.

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:

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) that another project becomes available. Thus, the game is repeated probabilistically, with continuation probability δ\delta. The expected number of repetitions is 11δ\frac{1}{1 - \delta}.

Each firm chooses an action in each round:

The one-shot payoff matrix is given by:

Mr=(3051)Mc=(3501)M_r = \begin{pmatrix} 3 & 0\\ 5 & 1 \end{pmatrix} \qquad M_c = \begin{pmatrix} 3 & 5\\ 0 & 1 \end{pmatrix}

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:

Theory

Definition: repeated game

Given a two player game (A,B)Rm×n2(A,B)\in\mathbb{R}^{{m\times n}^2}, referred to as a stage game, a TT-stage repeated game is a game in which players play that stage game for T>0T>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 TT. How many leaves would the extensive form representation of the repeated game have?

Mr=(1223)Mc=(2311)T=2M_r = \begin{pmatrix}1 & 2 \\ 2 & 3\end{pmatrix} \qquad M_c = \begin{pmatrix}2 & 3 \\ 1 & -1\end{pmatrix} \qquad 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=164 \times 4 = 16 leaves.

Mr=(0113)Mc=MrT=2M_r = \begin{pmatrix}0 & 1 \\ -1 & 3\end{pmatrix} \qquad M_c = - M_r \qquad T = 2

Same as (1): 4×4=164 \times 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=2T=2 determine whether the following strategy pairs are valid, and if so, what outcome they lead to.

  1. 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*}

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*}

Valid strategy pair. Outcome: (3,2)(3,2) (corresponds to O9O_9 in the extensive form).

  1. 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*}

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*}

Invalid: the row player does not define an action for history (S,C)(S, C).

  1. 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*}

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*}

Invalid: column player uses an invalid action α\alpha.

  1. 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*}

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*}

Valid strategy pair. Outcome: (5,5)(5,5) (corresponds to O4O_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 kk every player ii plays the action s~i(k)\tilde s^{(k)}_i 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 TT each player faces exactly the stage game; since s~(T)\tilde s^{(T)} is a stage Nash profile, no player can gain by deviating in period TT. Suppose the prescribed continuation from period k+1k+1 onwards is a Nash equilibrium of every subgame it initiates. In period kk a player’s total payoff is their period-kk stage payoff plus a continuation payoff that, because the strategies ignore history, does not depend on the period-kk action. Optimising therefore reduces to the stage game, in which s~(k)\tilde 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:

Mr=(201010)Mc=(324120)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}

There are two Nash equilibria in action space for this stage game:

(r1,c3)(r2,c2)(r_1, c_3)\qquad(r_2, c_2)

For T=2T=2 we have 4 possible outcomes that correspond to the outcome of a subgame perfect Nash equilibria:

(r1r1,c3c3) giving utility vector: (2,8)(r_1r_1,c_3c_3)\text{ giving utility vector: }(2,8)
(r1r2,c3c2) giving utility vector: (2,6)(r_1r_2,c_3c_2)\text{ giving utility vector: }(2,6)
(r2r1,c2c3) giving utility vector: (2,6)(r_2r_1,c_2c_3)\text{ giving utility vector: }(2,6)
(r2r2,c2c2) giving utility vector: (2,4)(r_2r_2,c_2c_2)\text{ 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=2T=2:

A=(061175)B=(031101)A = \begin{pmatrix} 0 & 6 & 1\\ 1 & 7 & 5 \end{pmatrix} \qquad B = \begin{pmatrix} 0 & 3 & 1\\ 1 & 0 & 1 \end{pmatrix}

Through inspection it is possible to verify that the following strategy pair is a Nash equilibrium.

For the row player:

(,)r1(r1,c1)r2(r1,c2)r2(r1,c3)r2(r2,c1)r2(r2,c2)r2(r2,c3)r2\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*}

For the column player:

(,)c2(r1,c1)c3(r2,c1)c1(r1,c2)c3(r2,c2)c1(r1,c3)c3(r2,c3)c1\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*}

This pair of strategies corresponds to the following scenario:

The row player plays r1r_1 and the column player plays c2c_2 in the first stage. The row player plays r2r_2 and the column player plays c3c_3 in the second stage.

Note that if the row player deviates and plays r2r_2 in the first stage, then the column player will play c1c_1 in the second stage.

If both players play these strategies, their utilities are: (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.

  1. 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.

  2. 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

A bird in the hand, illustrating a preference for present over future reward.

Figure 2:A bird in the hand is worth two in the bush. The discount factor δ\delta captures exactly this preference for payoffs received now over those promised later.


Given a two player game (A,B)Rm×n2(A,B)\in\mathbb{R}^{{m\times n}^2}, referred to as a stage game, an infinitely repeated game with discounting factor δ\delta is a game in which players play that stage game an infinite amount of times and gain the following utility:

U(sr,sc)=i=0δiu(sr(i),sc(i))U(s_r, s_c) = \sum_{i=0}^{\infty}\delta ^ i u(s_r(i), s_c(i))

where u(sr(i),sc(i))u(s_r(i), s_c(i)) denotes the utility obtained in the stage game for actions sr(i)s_r(i) and sc(i)s_c(i) which are the actions given by strategies srs_r and scs_c at stage ii.


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.

UA(sr,sc)=i=0δiuA(sr(i),sc(i))=uA(L,H)+i=1δiuA(L,L)=uA(L,H)+uA(L,L)i=1δi=uA(L,H)+uA(L,L)δ1δ\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*}

and

UB(sr,sc)=i=0δiuB(sr(i),sc(i))=uB(L,H)+i=1δiuB(L,L)=uB(L,H)+uB(L,L)i=1δi=uB(L,H)+uB(L,L)δ1δ\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*}

Replacing the values from the stage game this gives:

UA(sr,sc)=5+δ1δUB(sr,sc)=0+δ1δU_A(s_r, s_c)= 5 + \frac{\delta}{1-\delta} \qquad U_B(s_r, s_c)= 0 + \frac{\delta}{1-\delta}

Definition: Average utility

If we interpret δ\delta as the probability of the repeated game not ending then the average length of the game is:

Tˉ=11δ\bar T=\frac{1}{1-\delta}

We can use this to define the average payoff per stage:

Uˉi(r,c)=(1δ)Ui(r,c)\bar U_i(r,c)=(1-\delta)U_i(r,c)

Example:

Consider 3 strategies for Motivating Example: Construction Contractors:

For δ(1/4,3/4)\delta \in (1/4, 3/4):

  1. Obtain the 3 by 3 Normal form game using average utility.

  2. 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 ScS_c is played against SgS_g then both players cooperate at each stage giving:

Uˉr(Sc,Sc)=Uˉr(Sg,Sg)=Uˉr(Sg,Sc)=Uˉr(Sc,Sg)=(1δ)31δ=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

For SdS_d and ScS_c we have:

Uˉr(Sd,Sc)=5\bar U_r(S_d, S_c)=5
Uˉr(Sd,Sd)=1\bar U_r(S_d, S_d)=1
Uˉr(Sc,Sd)=0\bar U_r(S_c, S_d)=0

For SgS_g and SdS_d we repeat the calculations of Example: to obtain:

Uˉr(Sg,Sd)=(1δ)(0+i=1δi)=(1δ)δ1δ=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

and

Uˉr(Sd,Sg)=(1δ)(5+i=1δi)=(1δ)5+(1δ)δ1δ=54δ\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

Using the action space ordered as: {Sc,Sd,Sg}\{S_c, S_d, S_g\} this gives:

Mr=(3035154δ3δ3)M_r = \begin{pmatrix} 3 & 0 & 3\\ 5 & 1 & 5 - 4\delta\\ 3 & \delta & 3\\ \end{pmatrix}

The game is symmetric so:

Mc=MrTM_c=M_r^T

For δ=1/4\delta=1/4 this gives:

Mr=(3035143143)M_r = \begin{pmatrix} 3 & 0 & 3\\ \underline{5} & \underline{1} & \underline{4}\\ 3 & \frac{1}{4} & 3\\ \end{pmatrix}

The game is symmetric so:

Mc=(3530114343)M_c = \begin{pmatrix} 3 & \underline{5} & 3\\ 0 & \underline{1} & \frac{1}{4}\\ 3 & \underline{4} & 3\\ \end{pmatrix}

We see that scs_c and sgs_g are both dominated by sds_d thus mutual cooperation is not a Nash equilibrium.

For δ=3/4\delta=3/4 this gives:

Mr=(3035123343)M_r = \begin{pmatrix} 3 & 0 & \underline{3}\\ \underline{5} & \underline{1} & 2\\ 3 & \frac{3}{4} & \underline{3}\\ \end{pmatrix}

The game is symmetric so:

Mc=(3530134323)M_c = \begin{pmatrix} 3 & \underline{5} & 3\\ 0 & \underline{1} & \frac{3}{4}\\ \underline{3} & 2 & \underline{3}\\ \end{pmatrix}

We see that mutual cooperation now is a Nash equilibrium because sgs_g is now a best response to sgs_g.

The fact that cooperation can be stable for a higher value of δ\delta 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.

A 2 dimension polygon

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 (u1,u2)(u_1^*,u_2^*) be a pair of Nash equilibrium payoffs for a stage game. For every individually rational pair (v1,v2)(v_1,v_2) there exists δˉ\bar \delta such that for all 1>δ>δˉ>01>\delta>\bar \delta>0 there is a subgame perfect Nash equilibrium with payoffs (v1,v2)(v_1,v_2).


Proof


Let (σ1,σ2)(\sigma_1^*,\sigma_2^*) be the stage Nash profile that yields (u1,u2)(u_1^*,u_2^*). Now assume that playing σˉ1ΔA1\bar\sigma_1\in\Delta \mathcal{A}_1 and σˉ2ΔA2\bar\sigma_2\in\Delta \mathcal{A}_2 in every stage gives (v1,v2)(v_1,v_2) (an individual rational payoff pair).

Consider the following strategy:

“Begin by using σˉi\bar \sigma_i and continue to use σˉi\bar \sigma_i as long as both players use the agreed strategies. If any player deviates: use σi\sigma_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 σ1ΔS1\sigma_1'\in\Delta S_1 such that u1(σ1,σˉ2)>v1u_1(\sigma_1',\bar \sigma_2)>v_1 in stage kk then:

U1(k)=t=1k1δt1v1+δk1u1(σ1,σˉ2)+u1(11δt=1kδt1)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)

Recalling that player 1 would receive v1v_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 δˉ\bar\delta such that δ>δˉ\delta>\bar\delta implies that U1(1)v11δU_1^{(1)}\leq \frac{v_1}{1-\delta} then player 1 has no incentive to deviate.

U1(1)=u1(σ1,σˉ2)+u1δ1δv11δ(1δ)u1(σ1,σˉ2)+u1δv1u1(σ1,σˉ2)v1δ(u1(σ1,σˉ2)u1)\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}

The most profitable one-stage deviation is the stage best response, so write u^1=maxσ1u1(σ1,σˉ2)\hat u_1 = \max_{\sigma_1'} u_1(\sigma_1', \bar\sigma_2) for its payoff. As (v1,v2)(v_1, v_2) is individually rational we have v1>u1v_1 > u_1^*, and the map xxv1xu1x \mapsto \tfrac{x - v_1}{x - u_1^*} is increasing for x>v1>u1x > v_1 > u_1^*, so the binding threshold is the one for the best deviation. Taking δˉ1=u^1v1u^1u1(0,1)\bar\delta_1 = \frac{\hat u_1 - v_1}{\hat u_1 - u_1^*} \in (0, 1) ensures player 1 has no profitable deviation whenever δ>δˉ1\delta > \bar\delta_1. Repeating the argument for player 2 gives δˉ2\bar\delta_2, and setting δˉ=max(δˉ1,δˉ2)\bar\delta = \max(\bar\delta_1, \bar\delta_2) shows that the prescribed strategy is a Nash equilibrium for all δ>δˉ\delta > \bar\delta.

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:

Exercises

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=2T=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

ConceptDescription
Repeated gameA game consisting of multiple repetitions of a fixed stage game
Strategy in repeated gameA mapping from history of play to actions
Subgame perfect equilibriumAn equilibrium where players play a Nash profile in every subgame
ReputationPlayers may cooperate to sustain credibility and trust over time
Discount factor (δ\delta)Models time preference or probability of continuation
Average utility(1δ)(1-\delta) times the discounted sum of stage payoffs
Individually rational payoffsAverage payoffs that exceed stage game Nash equilibrium payoffs
Folk TheoremAny individually rational payoff can be sustained given δ\delta is high enough


Solutions

References
  1. Fudenberg, D., & Maskin, E. (1986). The folk theorem in repeated games with discounting or with incomplete information. Econometrica, 54(3), 533–554.
  2. Friedman, J. W. (1971). A non-cooperative equilibrium for supergames. The Review of Economic Studies, 38(1), 1–12.
  3. Friedman, J. W. (1973). A non-cooperative equilibrium for supergames: A correction. The Review of Economic Studies, 40(3), 435–435.
  4. Young, H. P. (1993). The evolution of conventions. Econometrica: Journal of the Econometric Society, 57–84.