- Content map: SMU H3 Game Theory Map
Chapter 10: Repeated Games
Repeated Games
Concept Introduction
- Repetition changes incentives because current actions affect future responses.
- Strategies now depend on the history of play, not only on the current stage.
Formal Definition
Definition:
A repeated game is obtained by playing a base game across multiple stages. A strategy specifies an action after every possible history of previous play.
Method / Reasoning
- Identify the stage game.
- List the feasible histories after each stage.
- Define strategies as history-contingent action plans.
- Evaluate payoffs over the full horizon.
Implications
- Cooperative behaviour may become sustainable when future punishment is possible.
- Repetition enlarges the strategy space substantially.
Result:
Repeated games are solved by analysing continuation payoffs, not just one-shot incentives.
Insight:
The same base game can generate different outcomes once players remember the past and care about the future.
Finitely Repeated Games
Concept Introduction
- In a finite repeated game, the last round behaves like the one-shot game.
- This logic rolls back to every earlier stage.
Formal Definition
Definition:
A subgame perfect Nash equilibrium in a repeated game is a strategy profile that is optimal after every possible history.
Method / Reasoning
- Solve the final stage first.
- Replace the continuation value by the equilibrium payoff of the last stage.
- Move backward one stage at a time.
Implications
- In finitely repeated Prisoner’s Dilemma, defection occurs in every round under backward induction.
- Non-credible promises to cooperate collapse once the endpoint is known.
Result:
For any finite horizon, the unique subgame perfect outcome in Prisoner’s Dilemma is defection at every stage.
Insight:
The last round destroys cooperation first, and then the logic destroys every earlier round.
Infinitely Repeated Games
Concept Introduction
- Infinite repetition is meaningful only if future payoffs are discounted.
- Discounting converts an infinite stream into a finite value (convergence).
Formal Definition
Definition:
If is the discount factor and is the stage payoff at time , then the present discounted payoff is
Method / Reasoning
- Write the stream of stage payoffs generated by a strategy profile.
- Weight future payoffs by powers of .
- Sum the resulting geometric series.
Implications
- A higher means players are more patient.
- Patience makes future punishments more effective.
Result:
Cooperation in repeated games is easier to sustain when is high.
Interest Rates and Discount Factors
Time Value of Money
- A payoff received today can be invested and earn interest.
- If the interest rate is , then unit today becomes units next period.
- Therefore, units next period have present value today.
Deriving the Discount Factor
- Let be the present value today of unit received next period.
- Since units today grow to next period, equivalence with future unit requires
- Solving,
Definition:
The discount factor associated with interest rate is
It converts next-period payoffs into present-value units.
Intuition
- Future payoffs are discounted because receiving money later sacrifices the interest that could have been earned by receiving it today.
- A higher raises the opportunity cost of waiting.
- Since , a higher implies a lower .
- A high means patience: future payoffs remain valuable today.
- A low means impatience: future payoffs receive little present weight.
Repeated-Game Link
- In repeated games, measures how much players value future cooperation and future punishment.
- Cooperation is sustainable only when the discounted continuation value from obeying is at least as large as the current gain from deviating.
- For a constant payoff each period, the continuation value is
- Since this is an infinite geometric series with common ratio ,
Insight:
Low interest rates raise , making players more patient and making future punishment more powerful. High interest rates lower , making immediate deviation more attractive.
One-Shot Deviation Principle
Concept Introduction
- Dynamic strategies prescribe actions after every possible history.
- To prove subgame perfection, it is enough to check whether any player wants to deviate at one decision point only.
Formal Definition
Definition:
The one-shot deviation principle states that a strategy profile is subgame perfect if and only if no player can gain by deviating at a single history and then returning to the prescribed strategy thereafter.
Method / Reasoning
- List the relevant histories or states where a player must choose an action.
- Compute the continuation value from following the prescribed strategy.
- Compute the value from one immediate deviation, holding future play fixed according to the original strategy profile.
- Require the prescribed action to give weakly higher continuation value at every relevant history.
Implications
- The test reduces a large dynamic problem to local incentive constraints.
- It checks credibility both on the equilibrium path and after off-path histories.
- If any one-shot deviation is profitable, the strategy profile is not subgame perfect.
Result:
A dynamic strategy profile is a subgame perfect Nash equilibrium exactly when every one-shot deviation inequality is satisfied.
Insight:
The principle tests sequential credibility: a strategy must be optimal after every history, not only along the intended path.
Cooperation, Externalities, and Public Goods
Concept Introduction
- Externalities and public goods often have the same logic as Prisoner’s Dilemma.
- Individual incentives underprovide socially valuable actions.
Formal Definition
Definition:
A public good is non-rival and non-excludable. In contribution games, each player receives only part of the return from own contribution, while everyone shares the benefit.
Method / Reasoning
- Write individual payoff as private return plus shared benefit.
- Compute each player’s best response.
- Compare equilibrium contributions with the welfare-maximising level.
Implications
- Private incentives produce free-riding.
- Repetition and credible punishment can support higher contributions.
- Policy design must specify punishments that are themselves incentive compatible.
Result:
Public-good problems create a wedge between Nash equilibrium and the social optimum.
Insight:
The key issue is not whether cooperation is valuable. It is whether the incentive system makes cooperation individually optimal.