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An example prisoner's dilemma payoff matrix. William Poundstone described this "typical contemporary version" of the game in his 1993 book Prisoner's Dilemma: Two members of a criminal gang are arrested and imprisoned. Each prisoner is in solitary confinement with no means of speaking to or exchanging messages with the other.
One of the most famous examples of game theory is the prisoner's dilemma. The classical prisoner's dilemma model consists of two players who are accused of a crime. If Player A decides to betray Player B, Player A will receive no prison time while Player B receives a substantial prison sentence, and vice versa.
Prisoner's dilemma: 2 2 1 No No No No Public goods: N: infinite 1 No No No No Rock, paper, scissors: 2 3 0 No No Yes No Screening game: 2 variable variable Yes No No Yes Signaling game: N: variable variable Yes No No Yes Stag hunt: 2 2 2 No No No No Traveler's dilemma: 2 N >> 1 1 No No No No Truel: 3 1-3 infinite Yes Yes No No Trust game: 2 ...
For example, suppose we have a prisoner's dilemma as pictured in Figure 3. The payoff matrix would need adjusting if players who defect against cooperators might be punished for their defection. For instance, if the expected punishment is −2, then the imposition of this punishment turns the above prisoner's dilemma into the stag hunt given at ...
The Prisoner's Dilemma game is another well-known example of a non-cooperative game. The game involves two players, or defendants, who are kept in separate rooms and thus are unable to communicate. The game involves two players, or defendants, who are kept in separate rooms and thus are unable to communicate.
One might define an n-player Prisoner's Dilemma where a single defection results everyone else getting the sucker's payoff. Alternatively, it might take certain amount of defection before the cooperators receive the sucker's payoff. (One example of an n-player Prisoner's Dilemma is the Diner's dilemma.)
In iterated prisoner's dilemma strategy competitions, grim trigger performs poorly even without noise, and adding signal errors makes it even worse. Its ability to threaten permanent defection gives it a theoretically effective way to sustain trust, but because of its unforgiving nature and the inability to communicate this threat in advance ...
The most widely studied repeated games are games that are repeated an infinite number of times. In iterated prisoner's dilemma games, it is found that the preferred strategy is not to play a Nash strategy of the stage game, but to cooperate and play a socially optimum strategy. An essential part of strategies in infinitely repeated game is ...