Grim Trigger
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Grim Trigger
In game theory, grim trigger (also called the grim strategy or just grim) is a trigger strategy 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'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 rema ...
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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 applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by those of other participants. In the 21st century, game theory applies to a wide range of behavioral relations; it is now an umbrella term for the science of logical decision making in humans, animals, as well as computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum game and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathema ...
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Mutual Assured Destruction
Mutual assured destruction (MAD) is a doctrine of military strategy and national security policy which posits that a full-scale use of nuclear weapons by an attacker on a nuclear-armed defender with second-strike capabilities would cause the complete annihilation of both the attacker and the defender. It is based on the theory of rational deterrence, which holds that the threat of using strong weapons against the enemy prevents the enemy's use of those same weapons. The strategy is a form of Nash equilibrium in which, once armed, neither side has any incentive to initiate a conflict or to disarm. The term "mutual assured destruction", commonly abbreviated "MAD", was coined by Donald Brennan, a strategist working in Herman Kahn's Hudson Institute in 1962. However, Brennan came up with this acronym ironically, spelling out the English word " mad" to argue that holding weapons capable of destroying society was irrational. Theory Under MAD, each side has enough nuclear weapon ...
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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 player will have to take into account the impact of his or her current action on the future actions of other players; this impact is sometimes called his or her reputation. ''Single stage game'' or ''single shot game'' are names for non-repeated games. For the real-life example of a repeated game, consider two gas stations that are adjacent to one another. They compete by publicly posting pricing and have the same and constant marginal cost c (the wholesale price of gasoline). Assume that when they both charge p = 10, their joint profit is maximized, resulting in a high profit for everyone. Despite the fact that this is the best outcome for them, they are motivated to deviate. By modestly lowering the price, anyone can steal all of their ...
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Mutually Assured Destruction
Mutual assured destruction (MAD) is a doctrine of military strategy and national security policy which posits that a full-scale use of nuclear weapons by an attacker on a nuclear-armed defender with second-strike capabilities would cause the complete annihilation of both the attacker and the defender. It is based on the theory of rational deterrence, which holds that the threat of using strong weapons against the enemy prevents the enemy's use of those same weapons. The strategy is a form of Nash equilibrium in which, once armed, neither side has any incentive to initiate a conflict or to disarm. The term "mutual assured destruction", commonly abbreviated "MAD", was coined by Donald Brennan, a strategist working in Herman Kahn's Hudson Institute in 1962. However, Brennan came up with this acronym ironically, spelling out the English word " mad" to argue that holding weapons capable of destroying society was irrational. Theory Under MAD, each side has enough nuclear weaponr ...
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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 agent using this strategy will first cooperate, then subsequently replicate an opponent's previous action. If the opponent previously was cooperative, the agent is cooperative. If not, the agent is not. Game theory Tit-for-tat has been very successfully used as a strategy for the iterated prisoner's dilemma. The strategy was first introduced by Anatol Rapoport in Robert Axelrod's two tournaments, held around 1980. Notably, it was (on both occasions) both the simplest strategy and the most successful in direct competition. An agent using this strategy will first cooperate, then subsequently replicate an opponent's previous action. If the opponent previously was cooperative, the agent is cooperative. If not, the agent is not. This is similar to reciprocal altruism in biology. History The term develo ...
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Communications System
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 interoperation to form an integrated whole. The components of a communications system serve a common purpose, are technically compatible, use common procedures, respond to controls, and operate in union. Telecommunications is a method of communication (e.g., for sports broadcasting, mass media, journalism, etc.). Communication is the act of conveying intended meanings from one entity or group to another through the use of mutually understood signs and semiotic rules. Types By media An optical communication system is any form of telecommunication that uses light as the transmission medium. Equipment consists of a transmitter, which encodes a ''message'' into an optical ''signal'', a ''communication channel'', which carries the signal to its dest ...
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Folk Theorem (game Theory)
In game theory, folk theorems are a class of theorems describing an abundance of Nash equilibrium payoff profiles in repeated games . The original Folk Theorem concerned the payoffs of all the Nash equilibria of an infinitely repeated game. This result was called the Folk Theorem because it was widely known among game theorists in the 1950s, even though no one had published it. Friedman's (1971) Theorem concerns the payoffs of certain subgame-perfect Nash equilibria (SPE) of an infinitely repeated game, and so strengthens the original Folk Theorem by using a stronger equilibrium concept: subgame-perfect Nash equilibria rather than Nash equilibria. The Folk Theorem suggests that if the players are patient enough and far-sighted (i.e. if the discount factor \delta \to 1 ), then repeated interaction can result in virtually any average payoff in an SPE equilibrium. "Virtually any" is here technically defined as "feasible" and "individually rational". For example, in the one-shot Pr ...
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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 as war, diplomacy, trade, and foreign policy—as well as relations with and among other international actors, such as intergovernmental organisations (IGOs), international nongovernmental organisations (INGOs), international legal bodies, and multinational corporations (MNCs). There are several schools of thought within IR, of which the most prominent are realism, liberalism, and constructivism. International relations is widely classified as a major subdiscipline of political science, along with comparative politics and political theory. However, it often draws heavily from other fields, including anthropology, economics, geography, law, philosophy, sociology, and history. While international politics has been analyzed since antiquit ...
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Signal Noise
In electronics, noise is an unwanted disturbance in an electrical signal. Noise generated by electronic devices varies greatly as it is produced by several different effects. In particular, noise is inherent in physics, and central to thermodynamics. Any conductor with electrical resistance will generate thermal noise inherently. The final elimination of thermal noise in electronics can only be achieved cryogenically, and even then quantum noise would remain inherent. Electronic noise is a common component of noise in signal processing. In communication systems, noise is an error or undesired random disturbance of a useful information signal in a communication channel. The noise is a summation of unwanted or disturbing energy from natural and sometimes man-made sources. Noise is, however, typically distinguished from interference, for example in the signal-to-noise ratio (SNR), signal-to-interference ratio (SIR) and signal-to-noise plus interference ratio (SNIR) measu ...
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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 observed. The level of ''punishment'' and the sensitivity of the trigger vary with different trigger strategies. Trigger strategies *Grim trigger (the punishment continues indefinitely after the other player defects just once) *Tit for tat (the punishment continues as long as the other player defects) * Tit for two tats (a more forgiving variant of tit for tat) References ;Textbooks and general reference texts * Vives, X. (1999) ''Oligopoly pricing'', MIT Press, Cambridge MA (readable; suitable for advanced undergraduates.) * Tirole, J. (1988) ''The Theory of Industrial Organization'', MIT Press, Cambridge MA (An organized introduction to industrial organization) ;Classical paper on this subject * Friedman, J. (1971). A non-coope ...
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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 engineer and economist, who used the concept in his studies of economic efficiency and income distribution. The following three concepts are closely related: * Given an initial situation, a Pareto improvement is a new situation where some agents will gain, and no agents will lose. * A situation is called Pareto-dominated if there exists a possible Pareto improvement. * A situation is called Pareto-optimal or Pareto-efficient if no change could lead to improved satisfaction for some agent without some other agent losing or, equivalently, if there is no scope for further Pareto improvement. The Pareto front (also called Pareto frontier or Pareto set) is the set of all Pareto-efficient situations. Pareto originally used the word "optimal" for th ...
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Subgame Perfect Equilibrium
In game theory, a subgame perfect equilibrium (or subgame perfect Nash equilibrium) is a refinement of a Nash equilibrium used in dynamic games. A strategy profile is a subgame perfect equilibrium if it represents a Nash equilibrium of every subgame of the original game. Informally, this means that at any point in the game, the players' behavior from that point onward should represent a Nash equilibrium of the continuation game (i.e. of the subgame), no matter what happened before. Every finite extensive game with perfect recall has a subgame perfect equilibrium. Perfect recall is a term introduced by Harold W. Kuhn in 1953 and ''"equivalent to the assertion that each player is allowed by the rules of the game to remember everything he knew at previous moves and all of his choices at those moves"''. A common method for determining subgame perfect equilibria in the case of a finite game is backward induction. Here one first considers the last actions of the game and determ ...
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