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Repeated Games and Trigger Strategies

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Strategic Form Games and Nash EquilibriumMixed Strategies and Probabilistic Play+1 more→→Cartels and Collusion: Cooperation in Oligopoly
game-theory repeated-interaction

Core Idea

In infinitely repeated games, players can sustain cooperation via trigger strategies that punish deviations. The Folk Theorem shows that any outcome achieving each player's maximin payoff can be sustained as subgame-perfect equilibrium with low enough discount rates. Triggers create accountability: deviating gains short-term but triggers permanent punishment, making cooperation attractive if players are patient enough.

Explainer

From strategic-form games and Nash equilibrium, you know that the prisoner's dilemma has a unique Nash equilibrium: both players defect, even though mutual cooperation would make both better off. This is frustrating but logically airtight — in a one-shot interaction. But most real interactions are not one-shot. Firms compete quarter after quarter, countries negotiate trade policy year after year, and neighbors interact daily. Repeated games formalize this by playing the same "stage game" over and over, and the central insight is dramatic: repetition can sustain cooperation that is impossible in a single play.

The mechanism is a trigger strategy. The simplest version, the grim trigger, works as follows: cooperate in every period as long as all players have cooperated in every past period; if anyone ever defects, switch to the Nash equilibrium of the stage game forever. Consider two firms in a repeated prisoner's dilemma. Under mutual cooperation, each earns a payoff of 3 per period. Defecting while the other cooperates yields 5 in that period but triggers permanent reversion to mutual defection, earning only 1 per period thereafter. A firm contemplating defection compares the one-time gain (5 - 3 = 2) against the perpetual loss of future cooperative surplus. With a discount factor δ (the weight placed on next period's payoff), cooperation is sustained when the present value of continued cooperation exceeds the defection payoff: 3/(1-δ) ≥ 5 + δ·1/(1-δ). Rearranging yields a critical discount factor — above this threshold, patient players cooperate; below it, the future is not valuable enough to deter cheating.

The Folk Theorem generalizes this logic far beyond the grim trigger. It states that for sufficiently patient players (δ close to 1), *any* payoff vector that gives each player at least their minmax payoff (the worst they can guarantee themselves regardless of others' actions) can be sustained as a subgame-perfect equilibrium of the infinitely repeated game. The implication is startling: repetition does not select a single cooperative outcome — it opens up a vast set of sustainable outcomes, from barely better than mutual defection to the cooperative ideal. The specific equilibrium that emerges depends on which strategies players coordinate on, making equilibrium selection a central challenge.

The grim trigger is powerful but extreme — permanent punishment for a single deviation seems disproportionate and fragile in practice. More realistic strategies include tit-for-tat (cooperate initially, then copy the opponent's last action) and forgiving triggers that revert to cooperation after a finite punishment phase. These are more robust to errors and trembles — if a player accidentally defects, grim trigger locks in permanent mutual destruction, while tit-for-tat recovers after one round of mutual retaliation. The framework explains why cooperation often emerges in ongoing relationships (business partnerships, international trade) but breaks down when the end is in sight: in a finitely repeated prisoner's dilemma with a known endpoint, backward induction unravels cooperation entirely, since there is no future to threaten in the last period. Indefinite repetition — where players always believe there is a positive probability of future interaction — is the essential ingredient that makes cooperation self-enforcing.

Practice Questions 5 questions

Prerequisite Chain

Understanding Zero → The Number Zero → Counting to Five → Counting to 10 → Counting to 20 → Counting a Set of Objects Up to 20 → Cardinality: The Last Number Counted → Matching Numerals to Quantities → Subitizing Small Quantities → Addition Within 10 → Number Bonds to 10 → Addition Within 20 → Doubles and Near Doubles → Doubles Facts Within 10 → Near Doubles Facts Within 20 → Mental Math Strategies for Addition → Mental Math: Adding and Subtracting Tens → Addition Within 100 → Repeated Addition as Multiplication → Multiplication as Equal Groups → Multiplication: Arrays → Basic Multiplication Facts (0s, 1s, 2s, 5s, 10s) → Multiplication Facts Within 100 → Division as Equal Sharing → Division as Grouping (Measurement Division) → Division: Grouping (Repeated Subtraction) Model → Division: Fair Sharing Model → Division as Equal Sharing → Division as Grouping → Basic Division Facts → Division Facts Within 100 → Multiplication and Division Fact Families → Relationship Between Multiplication and Division → Division Facts as Inverse of Multiplication → Remainders and Quotients in Division → Division Word Problems → Multi-Step Word Problems → Solving Multi-Step Word Problems → Multiplication Word Problems → Division Word Problems → Introduction to Long Division → Factors and Multiples → Prime and Composite Numbers → Equivalent Fractions → Relating Fractions and Decimals → Decimal Place Value → Integers and the Number Line → Comparing and Ordering Integers → Absolute Value → Adding Integers → Subtracting Integers → Multiplying Integers → Dividing Integers → Unit Rates → Proportions → Percent Concept → Converting Between Fractions, Decimals, and Percents → Operations with Rational Numbers → Two-Step Equations → Solving Multi-Step Equations → Equations with Variables on Both Sides → Literal Equations → Slope-Intercept Form → Point-Slope Form → Writing Linear Equations → Parallel and Perpendicular Line Slopes → Graphing Linear Equations → Piecewise Functions → One-Sided Limits → Continuity Definition → Limits and Continuity in Multiple Variables → Functions of Several Variables → Continuity in Multiple Variables → Partial Derivatives: Definition and Computation → Differentiability in Multiple Variables → Differentiability in Multivariable Functions → Total Differential and Linear Approximation → Chain Rule for Multivariable Functions → Implicit Differentiation → Related Rates → Optimization Problems → Critical Points of Multivariable Functions → Critical Points and Classification of Extrema → Second Partial Test for Local Extrema (Hessian) → The Hessian Matrix and Second Derivative Test → Unconstrained Optimization: Finding Extrema → Optimization in Multiple Variables → Lagrange Multipliers → Constrained Optimization and Lagrange Multipliers → Utility and Preferences → Marginal Utility and Diminishing Returns → Profit Maximization → Perfect Competition → Shutdown and Breakeven Decisions → Monopoly → Monopolistic Competition → Oligopoly and Strategic Behavior → Game Theory Basics → Nash Equilibrium → Nash Equilibrium Refinements → Strategic Form Games and Nash Equilibrium → Mixed Strategies and Probabilistic Play → Repeated Games and Trigger Strategies

Longest path: 103 steps · 525 total prerequisite topics

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