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Repeated Games Summary
Game Theory · Axiom Academy
SUMMARY Repeated Games Summary Let's review the essential concepts from Unit 4 - Repeated Games Finite Repetition: Game played for T known rounds. Backward induction applies, often leading to unraveling of cooperation Infinite Repetition: Game continues indefinitely (or with unknown endpoint). Enables sustained cooperation through credible threats Key Difference: No "last period" in infinite games means future punishment remains credible Why It Matters: Real-world relationships often have indefinite duration, making infinite models more realistic Discount Factor: Parameter δ where 0 δ < 1 captures how much players value future payoffs Patient Players: High δ (near 1) means players care about the future, making cooperation sustainable Impatient Players: Low δ (near 0) means players prioritize immediate gains, favoring defection Present Value: Future payoffs are weighted by powers of δ , creating geometric series in calculations Grim Trigger: Cooperate until opponent defects, then defect forever. Harshest punishment strategy Tit-for-Tat (TFT): Copy opponent's previous action. Simple, forgiving, and often effective in experiments Credibility: Punishment phase must be a Nash equilibrium of continuation game to be believable Comparison: Grim is unforgiving but clear; TFT allows recovery from mistakes Statement: With sufficiently patient players, any feasible payoff above minmax can be sustained as subgame perfect equilibrium
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