The Prisoner's Dilemma
An Alternative Pedagogy



National Endowment for the Humanities Seminar
Saddleback College
Summer 1997

This material was presented and discussed by Alannah Orrison of Saddleback College during one of the seminar's curriculum workshops. It is especially pertinent to classes in political science, anthropology, history, economics, sociology and other social and behavioral sciences, but has wide application.




The Prisoner's Dilemma
Game Theory in the Classroom


What is game theory and who would want to use it?

The Prisoner's Dilemma is one of the earliest (1950) "games" developed in game theory. Game theory, broadly put, is a branch of study that enables us to analyze behavior when individuals can make choices that give them some control -- but not complete control -- over what happens to them. The preponderance of that circumstance in our lives makes game theory a powerful tool for understanding behavior. Simulating the Prisoner's Dilemma is an excellent way of studying the issues of conflict vs. cooperation between individuals and among nations.

Because game theory is so broad, it has been used in everything from anthropology to economics to military strategy to zoology. The Prisoner's Dilemma, just one example of a game, is itself very broad in application. Harvesting fish on the high seas, shooting or not shooting at an enemy, engaging in resistance or civil disobedience that requires some threshold level of participation in order to be successful, and even deciding whether or not to study in a class that's graded on a curve, can all be described by the Prisoner's Dilemma. The game is useful for any class that explores problems of social coordination. (At the bottom of this page are buttons that will take you do these different scenarios, but I strongly suggest reading this page through first.)

The Prisoner's Dilemma is a fascinating game because it is one for which the optimal outcome, the one that would be best for both players, is not the one that those individual players will reach. The "invisible hand" fails. But: if the game is played over and over, the optimum might prevail. How? To see this, we examine the game in its "classic" form: the arrest.


The Arrest

Two people have been arrested separately, and are held in separate cells. They are not allowed to communicate. Each is told the following:

  • We have arrested you and another person for committing this crime together.

  • If you confess, and the other person confesses, we will reward your assistance to us, and your sparing us the expense of a trial, by sentencing you both fairly lightly: 2 years of prison.

  • If you don't confess, and the other person also doesn't confess, we will not be able to convict you, but we will be able to hold you here and make you as uncomfortable as we can for 30 days.

  • If you confess, and the other person does not, we will show our appreciation to you by letting you go free. We will then take your testimony, in which you will implicate the other person as your accomplice, and put that person in prison for 40 years.

  • If you don't confess, and the other person does, that person's testimony will be used to put you in prison for 40 years; your accomplice will go free in exchange for the testimony.

  • Each of you is being given the same deal. Think about it.

Putting the Choices into an Easy-to-Read Format

The "normal form" of a game organizes the information in a table such as the one below, listing behaviors and outcomes. One player is labeled the "Row Player." Her choices ("strategies") are listed in the far left column of the table. When she selects a strategy, she determines which row the game is played in. The other is called the "Column Player." His strategies are listed in the top row. When he selects a strategy, he determines which column the game is played in. (Thus, as indicated above, each player has some -- but not total -- control over the outcome.)

In the below table, the Row Player's strategies and outcomes are shown in Red; the Column Player's strategies and choices are in Dark Blue Italic.

---------->Column
Row
Confess
(Defect)
Don't Confess
(Cooperate)
Confess
(Defect)
2 years, 2 years Go Free, 40 years
Don't Confess
(Cooperate)
40 years, Go Free 30 days, 30 days


What Should Each Player Do?

A risk-averse person will always Confess. Confessing is better if the other person confesses (that way, you get 2 years instead of 40), and confessing is also better if the other person does not confess (that way, you get to go free instead of having to serve 30 days). Thus the equilibrium -- the behavior we expect to see -- is that each player confesses. The optimum, however, is clearly for each player not to confess, since each player then gets only 30 days.

A first thought is that an innocent person might protest her innocence and refuse to confess, but that person has to reflect that -- since she is innocent -- she doesn't know whether the other person is guilty. It would occur to the innocent person that the other detainee, if guilty, would jump at the chance to go free and implicate someone else. With 40 years at stake, confession has nothing to do with whether one is guilty. It has only to do with what is at risk. This "classic" form of the game can be used to discuss many issues in criminal justice: for example, can we ever assume that a confession indicates guilt? What truth value does a confession have? What risks do we run when we offer plea bargains in multi-defendant cases?


The Structure of the Game

Following Axelrod's specification in The Evolution of Cooperation (New York: Basic Books, 1984), a Prisoner's Dilemma is any game, between any two players or any person vs. n other symmetrically situated players where each must choose to "Cooperate" or "Defect," and the payoffs are as follows:

  • If both players Defect on each other, each gets P (the Punishment payoff);

  • If both players Cooperate with each other, each gets R (the Reward payoff);

  • If one player Defects and the other Cooperates, the Defector gets T (the Temptation payoff), and the Cooperator gets S (the Sucker payoff);

  • T > R > P > S and R > (T+S)/2.

The last item in the above list says that the best position to be in is that of the Defector when the other player cooperates. The next best is to be a Cooperator when the other cooperates. The next best is to be a Defector when the other defects. The worst is to be a Cooperator when the other defects. The condition (T+S)/2 > R is important if the game can be repeated. It means that both individuals together would be better off cooperating with each other than they could be by taking turns shafting each other.


Is the News Always Bad?

The Prisoner's Dilemma would be a completely depressing game if not for the possibility that cooperation can evolve in the long run even though in the short run it seems always better to strike and run (to defect). But this is not what we always see.

Robert Axelrod in The Evolution of Cooperation conducted a series of experiments in which the game was played repeatedly. Participants were invited to submit strategies for playing this game over and over, over some undefined horizon. He found that cooperation can arise if the game is played over and over again either eternally or over an unknown period, if the players involved have a large enough chance of meeting again. This repeat meeting lets individuals punish defection or reward cooperation that happened in earlier periods.

Of course, if there are only two players, meeting again is certain. The uncertain or infinite time horizon is important: if it were known, for example, that the game was going to be played 5 times, each player would defect the 5th time, because they could not be punished later on. And, knowing that everyone was going to defect on the 5th time, each player would see no reason not to defect on the 4th time, so since everyone will defect on the 4th time, there's no harm defecting on the 3rd time, etc., and the entire possibility for cooperation would evaporate.

Axelrod's book, which would be an excellent supplementary reading for a number of courses, goes over the structure of the game. It also gives two fascinating real-world examples of "Cooperation Without Friendship or Foresight": "The Live-and-Let-Live System in Trench Warfare in World War I," (described in sub-pages to this document) and "The Evolution of Cooperation in Biological Systems."

Most important, Axelrod invited game theorists to play the multi-round Prisoner's Dilemma by computer by submitting a strategy plan. Axelrod presented the fascinating conclusion that the most successful strategy for playing the Prisoner's Dilemma repeatedly is TIT FOR TAT. This strategy starts out "nice"; that is, it Cooperates in the first round of play. But it is observant, and it punishes, and it forgives. In each subsequent round of play it does whatever the other player did in the previous round. This combination of initial niceness, watchfulness, punishment, and forgiveness means the strategy can exploit every opportunity of getting the R payment, while minimizing the times it gets the S payment. This strategy over the long run did better than any other strategy submitted to Axelrod's tournament, no matter what strategy it was paired against. Since TIT FOR TAT is Cooperative in an environment when others cooperate, but not a victim when others defect, it did best. Thus Axelrod demonstrates that cooperation can evolve, even without communication, through self-interest, under the right circumstances. It is a hopeful conclusion.


Bringing the Prisoner's Dilemma into the Classroom

In the Prisoner's Dilemma game above T, R, P and S are expressed in years in prison, but they can be expressed in utility (for economists), money, fitness levels (for zoologists), or any other unit. In a classroom simulation, they can be expressed in points. It's possible to do it in extra credit points. I've also had success -- and much less angst and controversy -- by doing it in M&Ms and paying the students off during the next class period.

It is usually best to do this simulation after the students have seen the game in "normal" (table) form. Sometimes I have done it "morally neutral"; that is, labeled the strategies X and Y rather than Cooperate and Defect, so the choices are not emotionally charged. I list the payoffs but don't identify them by the (equally emotionally charged) letters T, R, P and S. You can also do it, however, by giving the students the scenario above, or one of the alternate scenarios suggested by the other tables. Or you can give the morally neutral version first and then switch to one of the others.

To conduct the simulation, you will need:
  1. one clipboard, with at least 15 Central Recording Sheets (one sheet covers 2 rounds) for your records.
  2. one Student Recording Sheet for each student.
  3. one Pair Member Record, which shows who is matched with whom.
  4. two dice
  5. one student to act as assistant (paid flat fee of points or M&Ms)
The procedure can be complex; you may want to try it with a volunteer group of 6 or 8 people (colleagues, students from another class, etc.) first.

Procedure:
  1. Announce that you are going to play the game you have described on the board. Tell students they are not allowed to speak or communicate in any way with each other from this point on.

  2. Announce that the game will be played at least once, after which the dice will be thrown to see whether there will be another round. (You may "guarantee" some repetition by saying you will roll the dice after, say, 3 rounds.)
    Suggested rule: If doubles of 2s, 4s or 6s occur, the game stops. This gives an average number of 12 rounds of play. You can adjust these numbers as you like by altering the dice rule. You may also choose a time limit or limit of number of rounds beforehand. If you do so, state that, but do not say what the limit is.

  3. Give each student a "Student Recording Sheet."

  4. Assign each student a number, which she is to put on her Student Recording Sheet with her name.

  5. Tell students they will be matched with another student randomly, but that they will not know who it is. Refer to this other student as a "Pair Member," not a "Partner" or an "Opponent," since such language could influence students' strategy choices.

  6. Tell them that their only task is to choose either strategy X or strategy Y for each round, one round at a time, and to mark that choice under "My Choice" for the appropriate round. They are not to make any other marks on the sheet.

  7. Ask for and answer questions on procedure. Do not answer questions about what is "best" to do. At most, clarify what outcomes result from what strategies.

  8. Begin play by telling students to make their first choice of X or Y.

  9. Send the assistant around to mark each player's choice on the Central Recording Sheet, being careful to keep it out of sight of the students. Meanwhile, you make sure there is no communication among students. (You may want to swap roles with your assistant if you feel more comfortable marking the Record Sheet yourself.)

  10. After collecting all the choices, send the assistant (or go yourself) around a second time, marking on each student's Student Record Sheet the Pair Member's choice and the payoff.

  11. Roll the dice and (if they allow) do another round.

  12. At the last round, collect all sheets.

  13. Start the discussion!
Possible discussion questions:
  1. What went through your mind when you chose between X and Y?

  2. What did you think was going through the other player's mind?

  3. If you could have communicated with the other person, what would you have said?

  4. (If you did not ever play the game in "morally neutral" form) How much did the story told affect your behavior?

  5. (If you switched from the "morally neutral" form to a "specific example" form in the middle of the game) Did the story told about the game change your behavior? Why or why not?

  6. (After several versions of the game are made available) Is it ever possible that society would arrive at the R payoff for everyone? What would make it more likely? What would prevent it?


  7. Neutral Form Student's Dilemma WWI: Live & Let Live
    Open Sea Fishing Trade vs. Raid Holocaust Resistance
    History of Game Theory



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