The two gas stations from the dilemma face each other again tomorrow, and the day after, with no end date they can point to. Suddenly holding prices is not obviously foolish. A cut today buys one good morning and a long, cold price war after.
Repeated games and discounting
Played once, the Prisoner’s Dilemma ends in mutual defection: betrayal is dominant. Played over and over, the calculation changes. A defection can be punished tomorrow, and if tomorrow matters enough, the threat of that punishment holds cooperation in place. The turning point is a single number.
In the one-shot Prisoner's Dilemma, defecting is...
Backward induction in a finite game starts from...
Predict, then play
Each round is the Prisoner’s Dilemma, the same game and the same payoffs as the gas stations: (defect on a cooperator), (both cooperate), (both defect), (cooperate against a defector). Only the ranking matters, not the units. The slider is , the chance the relationship continues to another round, which is also how much you value next round versus this one. Pick your strategy against a grim-trigger bot and run it.
Why did that happen?
Take a guess, then reveal the reason
Defecting still pays more this round: 5 beats 3. What changed is the shadow of the future. Against a grim-trigger opponent, one defection ends cooperation for good, trading a stream of 3s for a stream of 1s. When the future is heavy enough, that lost stream costs more than the one-time gain of 2, so you cooperate. When the future is light, the quick 2 wins and cooperation collapses. The whole thing turns on how much tomorrow is worth.
The math
The stage game is repeated, and a player values a payoff rounds from now at times its face value, where is the discount factor. Equivalently, after each round the game continues with probability . A strategy is a rule that maps the whole history so far to a move.
Consider grim trigger: cooperate until the opponent defects once, then defect forever. Suppose both play it. Cooperating forever is worth
Deviating means defecting once for , after which the opponent punishes and you both get forever:
Cooperation is a best response, so grim trigger is a subgame-perfect equilibrium, exactly when the first is at least the second:
With the threshold is . Value the future at least as much as the present-by-half, and cooperation stands; value it less, and it falls.
This checks the tempting one-shot deviation on the cooperative path. After any defection, grim trigger prescribes Defect forever; because , deviating back to Cooperate during punishment is not profitable. The strategy is therefore optimal after every history, which is the requirement for subgame perfection.
Work it out
Derive the threshold, then move the numbers
Set cooperating forever, , against defecting once and taking the punishment, . Multiply through by :
Rearranging, , so . For this is .
Faded. Suppose mutual defection were less bad, . The threshold becomes : a softer punishment means you need more patience to deter cheating.
Solo. At , does tit-for-tat sustain cooperation? No, and the reason is worth seeing. Tit-for-tat punishes for one round, not forever, so a defector suffers once and then returns to . Comparing against reduces to , giving here. A milder punishment needs more patience, so is not enough.
Key idea
Repetition does not make cooperation automatic. It makes it possible, and only when players value the future enough: here, when the game continues with probability at least one-half.
Check yourself
Sources
- Friedman, J. W. (1971). A non-cooperative equilibrium for supergames. Review of Economic Studies, 38(1), 1-12.
- Axelrod, R. (1984). The Evolution of Cooperation. Basic Books.