The continuation probability
After every round the game goes on with probability δ, so a payoff n rounds away is worth δ to the power n times as much now. A larger δ means the future weighs more.
Suppose each round is followed by another with probability delta. Against a partner who punishes defection, cooperating forever beats defecting once exactly when delta is above a threshold fixed by the four payoffs. The threshold needs an uncertain end rather than a long game: a last round that is known unravels the whole thing.
Core ideas
The previous lesson ran matches of fixed length. The question here is when a player with a reason to defect has a reason, larger still, to hold back.
After every round the game goes on with probability δ, so a payoff n rounds away is worth δ to the power n times as much now. A larger δ means the future weighs more.
A player who defects gains the temptation now, and loses whatever the partner's reply costs in the rounds that follow. Cooperation is stable when the loss outweighs the gain.
In the final round there is nothing to protect, so defecting dominates; with that round settled, the one before has no future either. The argument runs backwards to the first round.
The material
Two comparisons, one threshold from each, and the argument for why the end must not be known.
Take the standard payoffs, R = 3, S = 0, T = 5 and P = 1, and let the game continue after each round with probability δ. A payoff n rounds away is then worth δ^n times as much now, so getting x every round is worth x·(1 + δ + δ^2 + …). The sum in the brackets is 1 / (1 − δ) whenever δ is below 1: multiply it by δ and subtract, and every term but the first cancels. So the value of x every round is x / (1 − δ), and the expected number of rounds, which is the same sum with x = 1, is 1 / (1 − δ). “The St Petersburg Game” summed one tail of this series; this is the whole of it.
GRIM cooperates until it is defected against once and defects forever after. A player who meets GRIM can cooperate throughout, or defect and be punished. Cooperating throughout earns R / (1 − δ). Defecting at once earns T this round and then, with GRIM defecting for good, P in every later round, worth δ·P / (1 − δ) altogether. Cooperation is at least as good when
With the standard payoffs that is 2 / 4, or 1/2.
TFT punishes only for as long as the other defects. The best deviation against it is one of two. Defect forever, which is as bad as it is against GRIM and needs the same δ. Or defect once and go back to cooperating, which earns T now, S next round while TFT retaliates and R afterwards. Comparing the two streams round by round, the first two rounds of cooperating pay R + δ·R and the two rounds of the deviation pay T + δ·S, with everything later equal. Cooperation is at least as good when
With the standard payoffs this is 2 / 3. The lab reports the larger of the two thresholds for TFT, since both deviations must be unprofitable, and the first alone for GRIM. With these payoffs the milder punishment needs the more patient player, because a deviator who returns to cooperation loses only one round to the retaliation.
Suppose the game lasts exactly one hundred rounds and both players know it. In round one hundred there is no later round to punish in, so defecting dominates, as in the one-shot dilemma. Both defect then whatever happened before. So in round ninety-nine nothing the players do changes round one hundred, the same argument applies, and so on back to the first round. A hundred rounds is not a long game in this sense; it is a game with a last round. A game that ends after each round with probability one half lasts two rounds on average, and with these payoffs it just sustains cooperation against GRIM.
Interactive
one match, a tournament of seven strategies, and the discount that sustains cooperation
Method
The same five lines for any partner who punishes.
It is the reward every round: R / (1 − δ).
The temptation now, then whatever the partner's reply yields in the rounds after.
Multiply through by 1 − δ to clear the denominator and collect the terms in δ.
The result is a ratio of two gaps between payoffs: the gain from defecting over the gain of cooperation, against how much the reply takes away.
If it is above the threshold the deviation does not pay. If it is below, it does.
R = 3, S = 0, T = 5, P = 1, and delta = 9/10.
Thirty against fourteen is not close. At δ = 1/4 the comparison reverses: cooperating for good is worth 4 and defecting at once is worth about 5.33, and the lab says the future does not count enough.
Given the four payoffs, compute the continuation probability above which cooperation is stable against GRIM and against TFT, say whether a stated delta clears each, and explain why a known final round removes the threshold.
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