Grim trigger
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game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
, grim trigger (also called the grim strategy or just grim) is a
trigger strategy In game theory, a trigger strategy is any of a class of strategies employed in a repeated non-cooperative game. A player using a trigger strategy initially cooperates but punishes the opponent if a certain level of defection (i.e., the trigger) is ...
for a repeated game. Initially, a player using grim trigger will cooperate, but as soon as the opponent defects (thus satisfying the trigger condition), the player using grim trigger will defect for the remainder of the iterated game. Since a single defect by the opponent triggers defection forever, grim trigger is the most strictly unforgiving of strategies in an iterated game. In
Robert Axelrod Robert Marshall Axelrod (born May 27, 1943) is an American political scientist. He is Professor of Political Science and Public Policy at the University of Michigan where he has been since 1974. He is best known for his interdisciplinary work o ...
's book '' The Evolution of Cooperation'', grim trigger is called "Friedman", for a 1971 paper by James Friedman, which uses the concept.


The infinitely repeated prisoners' dilemma

The infinitely repeated prisoners’ dilemma is a well-known example for the grim trigger strategy. The normal game for two prisoners is as follows: In the prisoners' dilemma, each player has two choices in each stage: # Cooperate # Defect for an immediate gain If a player defects, he will be punished for the remainder of the game. In fact, both players are better off to stay silent (cooperate) than to betray the other, so playing (C, C) is the cooperative profile while playing (D, D), also the unique
Nash equilibrium In game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equili ...
in this game, is the punishment profile. In the grim trigger strategy, a player cooperates in the first round and in the subsequent rounds as long as his opponent does not defect from the agreement. Once the player finds that the opponent has betrayed in the previous game, he will then defect forever. In order to evaluate the subgame perfect equilibrium (SPE) for the following grim trigger strategy of the game, strategy S* for players ''i'' and ''j'' is as follows: * Play C in every period unless someone has ever played D in the past * Play D forever if someone has played D in the past Then, the strategy is an SPE only if the discount factor is \delta \geq . In other words, neither Player 1 or Player 2 is incentivized to defect from the cooperation profile if the discount factor is greater than one half. To prove that the strategy is an SPE, cooperation should be the best response to the other player's cooperation, and the defection should be the best response to the other player's defection. Step 1: Suppose that D is never played so far. * Player i's payoff from C : (1-\delta) +\delta+\delta^2+ ... = (1-\delta) \times \frac = 1 * Player i's payoff from D : (1-\delta) +0+0+ ... = 2(1-\delta) Then, C is better than D if 1 \geq 2(1-\delta). This shows that if \delta \geq \frac , playing C is
pareto optimal Pareto efficiency or Pareto optimality is a situation where no action or allocation is available that makes one individual better off without making another worse off. The concept is named after Vilfredo Pareto (1848–1923), Italian civil engin ...
. Step 2: Suppose that someone has played D previously, then Player j will play D no matter what. * Player i's payoff from C : (1-\delta) 1+\delta \times 0+\delta^2 \times 0 + ... = (1-\delta) \times -1 = \delta - 1 * Player i's payoff from D : (1-\delta) +\delta \times 0+\delta^2 \times 0 + ... = 0 Since 0 \leq \delta \leq 1, playing D is optimal. The preceding argument emphasizes that there is no incentive to deviate (no profitable deviation) from the cooperation profile if \delta \geq \frac, and this is true for every subgame. Therefore, the strategy for the infinitely repeated prisoners’ dilemma game is a Subgame Perfect Nash equilibrium. In iterated prisoner's dilemma strategy competitions, grim trigger performs poorly even without
noise Noise is unwanted sound considered unpleasant, loud or disruptive to hearing. From a physics standpoint, there is no distinction between noise and desired sound, as both are vibrations through a medium, such as air or water. The difference aris ...
, 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, it performs poorly.


Grim trigger in international relations

Under the grim trigger in
international relations International relations (IR), sometimes referred to as international studies and international affairs, is the scientific study of interactions between sovereign states. In a broader sense, it concerns all activities between states—such ...
perspective, a nation cooperates only if its partner has never exploited it in the past. Because a nation will refuse to cooperate in all future periods once its partner defects once, the indefinite removal of cooperation becomes the threat that makes such strategy a limiting case. While grim trigger is a limiting case, Folk theorem states that a perfect equilibrium can be made if both nations are patient.


Grim trigger in user-network interactions

Game theory has recently been used in developing future
communications systems A communications system or communication system is a collection of individual telecommunications networks, transmission systems, relay stations, tributary stations, and terminal equipment usually capable of interconnection and interoperat ...
, and the user in the user-network interaction game employing the grim trigger strategy is one of such examples. If the grim trigger is decided to be used in the user-network interaction game, the user stays in the network (cooperates) if the network maintains a certain quality, but punishes the network by stopping the interaction and leaving the network as soon as the user finds out the opponent defects. Antoniou et al. explains that “given such a strategy, the network has a stronger incentive to keep the promise given for a certain quality, since it faces the threat of losing its customer forever.”


Comparison with other strategies

Tit for tat Tit for tat is an English saying meaning "equivalent retaliation". It developed from "tip for tap", first recorded in 1558. It is also a highly effective strategy in game theory. An intelligent agent, agent using this strategy will first coope ...
and grim trigger strategies are similar in nature in that both are trigger strategy where a player refuses to defect first if he has the ability to punish the opponent for defecting. The difference, however, is that grim trigger seeks maximal punishment for a single defection while tit for tat is more forgiving, offering one punishment for each defection.


See also

* Folk theorem (game theory) * Mutually assured destruction *
Repeated game In game theory, a repeated game is an extensive form game that consists of a number of repetitions of some base game (called a stage game). The stage game is usually one of the well-studied 2-person games. Repeated games capture the idea that a p ...
*
Trigger strategy In game theory, a trigger strategy is any of a class of strategies employed in a repeated non-cooperative game. A player using a trigger strategy initially cooperates but punishes the opponent if a certain level of defection (i.e., the trigger) is ...
*
Tit for tat Tit for tat is an English saying meaning "equivalent retaliation". It developed from "tip for tap", first recorded in 1558. It is also a highly effective strategy in game theory. An intelligent agent, agent using this strategy will first coope ...


References

{{Game theory Non-cooperative games