Real World Solutions to Prisoners' Dilemmas
Why should there be real world solutions to Prisoners' Dilemmas? Because such dilemmas are a real-world problem.
If I am assigned to work on a school project with a group, I can either cooperate (work hard on the project) or defect (slack off while reaping the rewards of everyone else's hard work). If everyone defects, the project doesn't get done and we all fail - a bad outcome for everyone. If I defect but you cooperate, then I get to spend all day on the beach and still get a good grade - the best outcome for me, the worst for you. And if we all cooperate, then it's long hours in the library but at least we pass the class - a “good enough” outcome, though not quite as good as me defecting against everyone else's cooperation. This exactly mirrors the Prisoner's Dilemma.
Diplomacy - both the concept and the board game - involves Prisoners' Dilemmas. Suppose Ribbentrop of Germany and Molotov of Russia agree to a peace treaty that demilitarizes their mutual border. If both cooperate, they can move their forces to other theaters, and have moderate success there - a good enough outcome. If Russia cooperates but Germany defects, it can launch a surprise attack on an undefended Russian border and enjoy spectacular success there (for a while, at least!) - the best outcome for Germany and the worst for Russia. But if both defect, then neither has any advantage at the German-Russian border, and they lose the use of those troops in other theaters as well - a bad outcome for both. Again, the Prisoner's Dilemma.
Civilization - again, both the concept and the game - involves Prisoners' Dilemmas. If everyone follows the rules and creates a stable society (cooperates), we all do pretty well. If everyone else works hard and I turn barbarian and pillage you (defect), then I get all of your stuff without having to work for it and you get nothing - the best solution for me, the worst for you. If everyone becomes a barbarian, there's nothing to steal and we all lose out. Prisoner's Dilemma.
If everyone who worries about global warming cooperates in cutting emissions, climate change is averted and everyone is moderately happy. If everyone else cooperates in cutting emissions, but one country defects, climate change is still mostly averted, and the defector is at a significant economic advantage. If everyone defects and keeps polluting, the climate changes and everyone loses out. Again a Prisoner's Dilemma,
Prisoners' Dilemmas even come up in nature. In baboon tribes, when a female is in “heat”, males often compete for the chance to woo her. The most successful males are those who can get a friend to help fight off the other monkeys, and who then helps that friend find his own monkey loving. But these monkeys are tempted to take their friend's female as well. Two males who cooperate each seduce one female. If one cooperates and the other defects, he has a good chance at both females. But if the two can't cooperate at all, then they will be beaten off by other monkey alliances and won't get to have sex with anyone. Still a Prisoner's Dilemma!
So one might expect the real world to have produced some practical solutions to Prisoners' Dilemmas.
One of the best known such systems is called “society”. You may have heard of it. It boasts a series of norms, laws, and authority figures who will punish you when those norms and laws are broken.
Imagine that the two criminals in the original example were part of a criminal society - let's say the Mafia. The Godfather makes Alice and Bob an offer they can't refuse: turn against one another, and they will end up “sleeping with the fishes” (this concludes my knowledge of the Mafia). Now the incentives are changed: defecting against a cooperator doesn't mean walking free, it means getting murdered.


Both prisoners cooperate, and amazingly the threat of murder ends up making them both better off (this is also the gist of some of the strongest arguments against libertarianism: in Prisoner's Dilemmas, threatening force against rational agents can increase the utility of all of them!)
Even when there is no godfather, society binds people by concern about their “reputation”. If Bob got a reputation as a snitch, he might never be able to work as a criminal again. If a student gets a reputation for slacking off on projects, she might get ostracized on the playground. If a country gets a reputation for backstabbing, others might refuse to make treaties with them. If a person gets a reputation as a bandit, she might incur the hostility of those around her. If a country gets a reputation for not doing enough to fight global warming, it might...well, no one ever said it was a perfect system.
Aside from humans in society, evolution is also strongly motivated to develop a solution to the Prisoner's Dilemma. The Dilemma troubles not only lovestruck baboons, but ants, minnows, bats, and even viruses. Here the payoff is denominated not in years of jail time, nor in dollars, but in reproductive fitness and number of potential offspring - so evolution will certainly take note.
Most people, when they hear the rational arguments in favor of defecting every single time on the iterated 100-crime Prisoner's Dilemma, will feel some kind of emotional resistance. Thoughts like “Well, maybe I'll try cooperating anyway a few times, see if it works”, or “If I promised to cooperate with my opponent, then it would be dishonorable for me to defect on the last turn, even if it helps me out., or even “Bob is my friend! Think of all the good times we've had together, robbing banks and running straight into waiting police cordons. I could never betray him!”
And if two people with these sorts of emotional hangups play the Prisoner's Dilemma together, they'll end up cooperating on all hundred crimes, getting out of jail in a mere century and leaving rational utility maximizers to sit back and wonder how they did it.
Here's how: imagine you are a supervillain designing a robotic criminal (who's that go-to supervillain Kaj always uses for situations like this? Dr. Zany? Okay, let's say you're him). You expect to build several copies of this robot to work as a team, and expect they might end up playing the Prisoner's Dilemma against each other. You want them out of jail as fast as possible so they can get back to furthering your nefarious plots. So rather than have them bumble through the whole rational utility maximizing thing, you just insert an extra line of code: “in a Prisoner's Dilemma, always cooperate with other robots”. Problem solved.
Evolution followed the same strategy (no it didn't; this is a massive oversimplification). The emotions we feel around friendship, trust, altruism, and betrayal are partly a built-in hack to succeed in cooperating on Prisoner's Dilemmas where a rational utility-maximizer would defect a hundred times and fail miserably. The evolutionarily dominant strategy is commonly called “Tit-for-tat” - basically, cooperate if and only if your opponent did so last time.
This so-called "superrationality” appears even more clearly in the Ultimatum Game. Two players are given $100 to distribute among themselves in the following way: the first player proposes a distribution (for example, “Fifty for me, fifty for you”) and then the second player either accepts or rejects the distribution. If the second player accepts, the players get the money in that particular ratio. If the second player refuses, no one gets any money at all.
The first player's reasoning goes like this: “If I propose $99 for myself and $1 for my opponent, that means I get a lot of money and my opponent still has to accept. After all, she prefers $1 to $0, which is what she'll get if she refuses.
In the Prisoner's Dilemma, when players were able to communicate beforehand they could settle upon a winning strategy of precommiting to reciprocate: to take an action beneficial to their opponent if and only if their opponent took an action beneficial to them. Here, the second player should consider the same strategy: precommit to an ultimatum (hence the name) that unless Player 1 distributes the money 50-50, she will reject the offer.
But as in the Prisoner's Dilemma, this fails when you have no reason to expect your opponent to follow through on her precommitment. Imagine you're Player 2, playing a single Ultimatum Game against an opponent you never expect to meet again. You dutifully promise Player 1 that you will reject any offer less than 50-50. Player 1 offers 80-20 anyway. You reason “Well, my ultimatum failed. If I stick to it anyway, I walk away with nothing. I might as well admit it was a good try, give in, and take the $20. After all, rejecting the offer won't magically bring my chance at $50 back, and there aren't any other dealings with this Player 1 guy for it to influence.”
This is seemingly a rational way to think, but if Player 1 knows you're going to think that way, she offers 99-1, same as before, no matter how sincere your ultimatum sounds.
Notice all the similarities to the Prisoner's Dilemma: playing as a "rational economic agent" gets you a bad result, it looks like you can escape that bad result by making precommitments, but since the other player can't trust your precommitments, you're right back where you started
If evolutionary solutions to the Prisoners' Dilemma look like trust or friendship or altruism, solutions to the Ultimatum Game involve different emotions entirely. The Sultan presumably does not want you to elope with his daughter. He makes an ultimatum: “Touch my daughter, and I will kill you.” You elope with her anyway, and when his guards drag you back to his palace, you argue: “Killing me isn't going to reverse what happened. Your ultimatum has failed. All you can do now by beheading me is get blood all over your beautiful palace carpet, which hurts you as well as me - the equivalent of pointlessly passing up the last dollar in an Ultimatum Game where you've just been offered a 99-1 split.”
The Sultan might counter with an argument from social institutions: “If I let you go, I will look dishonorable. I will gain a reputation as someone people can mess with without any consequences. My choice isn't between bloody carpet and clean carpet, it's between bloody carpet and people respecting my orders, or clean carpet and people continuing to defy me.”
But he's much more likely to just shout an incoherent stream of dreadful Arabic curse words. Because just as friendship is the evolutionary solution to a Prisoner's Dilemma, so anger is the evolutionary solution to an Ultimatum Game. As various gurus and psychologists have observed, anger makes us irrational. But this is the good kind of irrationality; it's the kind of irrationality that makes us pass up a 99-1 split even though the decision costs us a dollar.
And if we know that humans are the kind of life-form that tends to experience anger, then if we're playing an Ultimatum Game against a human, and that human precommits to rejecting any offer less than 50-50, we're much more likely to believe her than if we were playing against a rational utility-maximizing agent - and so much more likely to give the human a fair offer.
It is distasteful and a little bit contradictory to the spirit of rationality to believe it should lose out so badly to simple emotion, and the problem might be correctable. Here we risk crossing the poorly charted border between game theory and decision theory and reaching ideas like timeless decision theory: that one should act as if one's choices determined the output of the algorithm one instantiates (or more simply, you should assume everyone like you will make the same choice you do, and take that into account when choosing.)
More practically, however, most real-world solutions to Prisoner's Dilemmas and Ultimatum Games still hinge on one of three things: threats of reciprocation when the length of the game is unknown, social institutions and reputation systems that make defection less attractive, and emotions ranging from cooperation to anger that are hard-wired into us by evolution. In the next post, we'll look at how these play out in practice.
Backward Reasoning Over Decision Trees
Game theory is the study of how rational actors interact to pursue incentives. It starts with the same questionable premises as economics: that everyone behaves rationally, that everyone is purely self-interested1, and that desires can be exactly quantified - and uses them to investigate situations of conflict and cooperation.
Introduction to Prisoners' Dilemma
Related to: Previous posts on the Prisoners' Dilemma
Sometimes Nash equilibria just don't match our intuitive criteria for a good outcome. The classic example is the Prisoners' Dilemma.
The police arrest two criminals, Alice and Bob, on suspicion of murder. The police admit they don't have enough evidence to convict the pair of murder, but they do have enough evidence to convict them of a lesser offence, possession of a firearm. They place Alice and Bob in separate cells and offer them the following deal:
“If neither of you confess, we'll have to charge you with possession, which will land you one year in jail. But if you turn state's witness against your partner, we can convict your partner of murder and give her the full twenty year sentence; in exchange, we will let you go free. Unless, that is, both of you testify against each other; in that case, we'll give you both fifteen years.”
Nash Equilibria and Schelling Points
A Nash equilibrium is an outcome in which neither player is willing to unilaterally change her strategy, and they are often applied to games in which both players move simultaneously and where decision trees are less useful.
Suppose my girlfriend and I have both lost our cell phones and cannot contact each other. Both of us would really like to spend more time at home with each other (utility 3). But both of us also have a slight preference in favor of working late and earning some overtime (utility 2). If I go home and my girlfriend's there and I can spend time with her, great. If I stay at work and make some money, that would be pretty okay too. But if I go home and my girlfriend's not there and I have to sit around alone all night, that would be the worst possible outcome (utility 1). Meanwhile, my girlfriend has the same set of preferences: she wants to spend time with me, she'd be okay with working late, but she doesn't want to sit at home alone.
This “game” has two Nash equilibria. If we both go home, neither of us regrets it: we can spend time with each other and we've both got our highest utility. If we both stay at work, again, neither of us regrets it: since my girlfriend is at work, I am glad I stayed at work instead of going home, and since I am at work, my girlfriend is glad she stayed at work instead of going home. Although we both may wish that we had both gone home, neither of us specifically regrets our own choice, given our knowledge of how the other acted.
When all players in a game are reasonable, the (apparently) rational choice will be to go for a Nash equilibrium (why would you want to make a choice you'll regret when you know what the other player chose?) And since John Nash (remember that movie A Beautiful Mind?) proved that every game has at least one, all games between well-informed rationalists (who are not also being superrational in a sense to be discussed later) should end in one of these.
What if the game seems specifically designed to thwart Nash equilibria? Suppose you are a general invading an enemy country's heartland. You can attack one of two targets, East City or West City (you declared war on them because you were offended by their uncreative toponyms). The enemy general only has enough troops to defend one of the two cities. If you attack an undefended city, you can capture it easily, but if you attack the city with the enemy army, they will successfully fight you off.

Here there is no Nash equilibrium without introducing randomness. If both you and your enemy choose to go to East City, you will regret your choice - you should have gone to West and taken it undefended. If you go to East and he goes to West, he will regret his choice - he should have gone East and stopped you in your tracks. Reverse the names, and the same is true of the branches where you go to West City. So every option has someone regretting their choice, and there is no simple Nash equilibrium. What do you do?
Here the answer should be obvious: it doesn't matter. Flip a coin. If you flip a coin, and your opponent flips a coin, neither of you will regret your choice. Here we see a "mixed Nash equilibrium", an equilibrium reached with the help of randomness.
We can formalize this further. Suppose you are attacking a different country with two new potential targets: Metropolis and Podunk. Metropolis is a rich and strategically important city (utility: 10); Podunk is an out of the way hamlet barely worth the trouble of capturing it (utility: 1).

A so-called first-level player thinks: “Well, Metropolis is a better prize, so I might as well attack that one. That way, if I win I get 10 utility instead of 1”
A second-level player thinks: “Obviously Metropolis is a better prize, so my enemy expects me to attack that one. So if I attack Podunk, he'll never see it coming and I can take the city undefended.”
A third-level player thinks: “Obviously Metropolis is a better prize, so anyone clever would never do something as obvious as attack there. They'd attack Podunk instead. But my opponent knows that, so, seeking to stay one step ahead of me, he has defended Podunk. He will never expect me to attack Metropolis, because that would be too obvious. Therefore, the city will actually be undefended, so I should take Metropolis.”
And so on ad infinitum, until you become hopelessly confused and have no choice but to spend years developing a resistance to iocane powder.
But surprisingly, there is a single best solution to this problem, even if you are playing against an opponent who, like Professor Quirrell, plays “one level higher than you.”
When the two cities were equally valuable, we solved our problem by flipping a coin. That won't be the best choice this time. Suppose we flipped a coin and attacked Metropolis when we got heads, and Podunk when we got tails. Since my opponent can predict my strategy, he would defend Metropolis every time; I am equally likely to attack Podunk and Metropolis, but taking Metropolis would cost them much more utility. My total expected utility from flipping the coin is 0.5: half the time I successfully take Podunk and gain 1 utility, and half the time I am defeated at Metropolis and gain 0.And this is not a Nash equilibrium: if I had known my opponent's strategy was to defend Metropolis every time, I would have skipped the coin flip and gone straight for Podunk.
So how can I find a Nash equilibrium? In a Nash equilibrium, I don't regret my strategy when I learn my opponent's action. If I can come up with a strategy that pays exactly the same utility whether my opponent defends Podunk or Metropolis, it will have this useful property. We'll start by supposing I am flipping a biased coin that lands on Metropolis x percent of the time, and therefore on Podunk (1-x) percent of the time. To be truly indifferent which city my opponent defends, 10x (the utility my strategy earns when my opponent leaves Metropolis undefended) should equal 1(1-x) (the utility my strategy earns when my opponent leaves Podunk undefended). Some quick algebra finds that 10x = 1(1-x) is satisfied by x = 1/11. So I should attack Metropolis 1/11 of the time and Podunk 10/11 of the time.
My opponent, going through a similar process, comes up with the suspiciously similar result that he should defend Metropolis 10/11 of the time, and Podunk 1/11 of the time.
If we both pursue our chosen strategies, I gain an average 0.9090... utility each round, soundly beating my previous record of 0.5, and my opponent suspiciously loses an average -.9090 utility. It turns out there is no other strategy I can use to consistently do better than this when my opponent is playing optimally, and that even if I knew my opponent's strategy I would not be able to come up with a better strategy to beat it. It also turns out that there is no other strategy my opponent can use to consistently do better than this if I am playing optimally, and that my opponent, upon learning my strategy, doesn't regret his strategy either.
In The Art of Strategy, Dixit and Nalebuff cite a real-life application of the same principle in, of all things, penalty kicks in soccer. A right-footed kicker has a better chance of success if he kicks to the right, but a smart goalie can predict that and will defend to the right; a player expecting this can accept a less spectacular kick to the left if he thinks the left will be undefended, but a very smart goalie can predict this too, and so on. Economist Ignacio Palacios-Huerta laboriously analyzed the success rates of various kickers and goalies on the field, and found that they actually pursued a mixed strategy generally within 2% of the game theoretic ideal, proving that people are pretty good at doing these kinds of calculations unconsciously.
So every game really does have at least one Nash equilibrium, even if it's only a mixed strategy. But some games can have many, many more. Recall the situation between me and my girlfriend:

There are two Nash equilibria: both of us working late, and both of us going home. If there were only one equilibrium, and we were both confident in each other's rationality, we could choose that one and there would be no further problem. But in fact this game does present a problem: intuitively it seems like we might still make a mistake and end up in different places.
Here we might be tempted to just leave it to chance; after all, there's a 50% probability we'll both end up choosing the same activity. But other games might have thousands or millions of possible equilibria and so will require a more refined approach.
Art of Strategy describes a game show in which two strangers were separately taken to random places in New York and promised a prize if they could successfully meet up; they had no communication with one another and no clues about how such a meeting was to take place. Here there are a nearly infinite number of possible choices: they could both meet at the corner of First Street and First Avenue at 1 PM, they could both meet at First Street and Second Avenue at 1:05 PM, etc. Since neither party would regret their actions (if I went to First and First at 1 and found you there, I would be thrilled) these are all Nash equilibria.
Despite this mind-boggling array of possibilities, in fact all six episodes of this particular game ended with the two contestants meeting successfully after only a few days. The most popular meeting site was the Empire State Building at noon.
How did they do it? The world-famous Empire State Building is what game theorists call focal: it stands out as a natural and obvious target for coordination. Likewise noon, classically considered the very middle of the day, is a focal point in time. These focal points, also called Schelling points after theorist Thomas Schelling who discovered them, provide an obvious target for coordination attempts.
What makes a Schelling point? The most important factor is that it be special. The Empire State Building, depending on when the show took place, may have been the tallest building in New York; noon is the only time that fits the criteria of “exactly in the middle of the day”, except maybe midnight when people would be expected to be too sleepy to meet up properly.
Of course, specialness, like beauty, is in the eye of the beholder. David Friedman writes:
Two people are separately confronted with the list of numbers [2, 5, 9, 25, 69, 73, 82, 96, 100, 126, 150 ] and offered a reward if they independently choose the same number. If the two are mathematicians, it is likely that they will both choose 2—the only even prime. Non-mathematicians are likely to choose 100—a number which seems, to the mathematicians, no more unique than the other two exact squares. Illiterates might agree on 69, because of its peculiar symmetry—as would, for a different reason, those whose interest in numbers is more prurient than mathematical.
A recent open thread comment pointed out that you can justify anything with “for decision-theoretic reasons” or “due to meta-level concerns”. I humbly propose adding “as a Schelling point” to this list, except that the list is tongue-in-cheek and Schelling points really do explain almost everything - stock markets, national borders, marriages, private property, religions, fashion, political parties, peace treaties, social networks, software platforms and languages all involve or are based upon Schelling points. In fact, whenever something has “symbolic value” a Schelling point is likely to be involved in some way. I hope to expand on this point a bit more later.
Sequential games can include one more method of choosing between Nash equilibria: the idea of a subgame-perfect equilibrium, a special kind of Nash equlibrium that remains a Nash equilibrium for every subgame of the original game. In more intuitive terms, this equilibrium means that even in a long multiple-move game no one at any point makes a decision that goes against their best interests (remember the example from the last post, where we crossed out the branches in which Clinton made implausible choices that failed to maximize his utility?) Some games have multiple Nash equilibria but only one subgame-perfect one; we'll examine this idea further when we get to the iterated prisoners' dilemma and ultimatum game.
In conclusion, every game has at least one Nash equilibrium, a point at which neither player regrets her strategy even when she knows the other player's strategy. Some equilibria are simple choices, others involve plans to make choices randomly according to certain criteria. Purely rational players will always end up at a Nash equilibrium, but many games will have multiple possible equilibria. If players are trying to coordinate, they may land at a Schelling point, an equilibria which stands out as special in some way.
Introduction to Game Theory: Sequence Guide
This sequence of posts is a primer on game theory intended at an introductory level. Because it is introductory, Less Wrong veterans may find some parts boring, obvious, or simplistic - although hopefully nothing is so simplistic as to be outright wrong.
Parts of this sequence draw heavily upon material from The Art of Strategy by Avinash Dixit and Barry Nalebuff, and it may in part be considered a (very favorable) review of the book accompanied by an exploration of its content. I have tried to include enough material to be useful, but not so much material that it becomes a plagiarism rather than a review (it's probably a bad idea to pick a legal fight with people who write books called The Art of Strategy.) Therefore, for the most complete and engaging presentation of this material, I highly recommend the original book.
All posts will be linked from here as they go up:
1. Introduction to Game Theory: Sequence Guide
2. Backward Reasoning Over Decision Trees
3. Nash Equilibria and Schelling Points
4. Introduction to Prisoners' Dilemma
5. Real World Solutions to Prisoners' Dilemmas
6. Interlude for Behavioral Economics
7. What Is Signaling, Really?
8. Bargaining and Auctions
9. Imperfect Voting Systems
10. Game Theory As A Dark Art
Special thanks to Luke for his book recommendation and his strong encouragement to write this.
Schelling fences on slippery slopes
Slippery slopes are themselves a slippery concept. Imagine trying to explain them to an alien:
"Well, we right-thinking people are quite sure that the Holocaust happened, so banning Holocaust denial would shut up some crackpots and improve the discourse. But it's one step on the road to things like banning unpopular political positions or religions, and we right-thinking people oppose that, so we won't ban Holocaust denial."
And the alien might well respond: "But you could just ban Holocaust denial, but not ban unpopular political positions or religions. Then you right-thinking people get the thing you want, but not the thing you don't want."
This post is about some of the replies you might give the alien.
Abandoning the Power of Choice
This is the boring one without any philosophical insight that gets mentioned only for completeness' sake. In this reply, giving up a certain point risks losing the ability to decide whether or not to give up other points.
For example, if people gave up the right to privacy and allowed the government to monitor all phone calls, online communications, and public places, then if someone launched a military coup, it would be very difficult to resist them because there would be no way to secretly organize a rebellion. This is also brought up in arguments about gun control a lot.
I'm not sure this is properly thought of as a slippery slope argument at all. It seems to be a more straightforward "Don't give up useful tools for fighting tyranny" argument.
The Legend of Murder-Gandhi
Previously on Less Wrong's The Adventures of Murder-Gandhi: Gandhi is offered a pill that will turn him into an unstoppable murderer. He refuses to take it, because in his current incarnation as a pacifist, he doesn't want others to die, and he knows that would be a consequence of taking the pill. Even if we offered him $1 million to take the pill, his abhorrence of violence would lead him to refuse.
But suppose we offered Gandhi $1 million to take a different pill: one which would decrease his reluctance to murder by 1%. This sounds like a pretty good deal. Even a person with 1% less reluctance to murder than Gandhi is still pretty pacifist and not likely to go killing anybody. And he could donate the money to his favorite charity and perhaps save some lives. Gandhi accepts the offer.
Now we iterate the process: every time Gandhi takes the 1%-more-likely-to-murder-pill, we offer him another $1 million to take the same pill again.
Maybe original Gandhi, upon sober contemplation, would decide to accept $5 million to become 5% less reluctant to murder. Maybe 95% of his original pacifism is the only level at which he can be absolutely sure that he will still pursue his pacifist ideals.
Unfortunately, original Gandhi isn't the one making the choice of whether or not to take the 6th pill. 95%-Gandhi is. And 95% Gandhi doesn't care quite as much about pacifism as original Gandhi did. He still doesn't want to become a murderer, but it wouldn't be a disaster if he were just 90% as reluctant as original Gandhi, that stuck-up goody-goody.
What if there were a general principle that each Gandhi was comfortable with Gandhis 5% more murderous than himself, but no more? Original Gandhi would start taking the pills, hoping to get down to 95%, but 95%-Gandhi would start taking five more, hoping to get down to 90%, and so on until he's rampaging through the streets of Delhi, killing everything in sight.
Now we're tempted to say Gandhi shouldn't even take the first pill. But this also seems odd. Are we really saying Gandhi shouldn't take what's basically a free million dollars to turn himself into 99%-Gandhi, who might well be nearly indistinguishable in his actions from the original?
Maybe Gandhi's best option is to "fence off" an area of the slippery slope by establishing a Schelling point - an arbitrary point that takes on special value as a dividing line. If he can hold himself to the precommitment, he can maximize his winnings. For example, original Gandhi could swear a mighty oath to take only five pills - or if he didn't trust even his own legendary virtue, he could give all his most valuable possessions to a friend and tell the friend to destroy them if he took more than five pills. This would commit his future self to stick to the 95% boundary (even though that future self is itching to try to the same precommitment strategy to stick to its own 90% boundary).
Real slippery slopes will resemble this example if, each time we change the rules, we also end up changing our opinion about how the rules should be changed. For example, I think the Catholic Church may be working off a theory of "If we give up this traditional practice, people will lose respect for tradition and want to give up even more traditional practices, and so on."
Slippery Hyperbolic Discounting
One evening, I start playing Sid Meier's Civilization (IV, if you're wondering - V is terrible). I have work tomorrow, so I want to stop and go to sleep by midnight.
At midnight, I consider my alternatives. For the moment, I feel an urge to keep playing Civilization. But I know I'll be miserable tomorrow if I haven't gotten enough sleep. Being a hyperbolic discounter, I value the next ten minutes a lot, but after that the curve becomes pretty flat and maybe I don't value 12:20 much more than I value the next morning at work. Ten minutes' sleep here or there doesn't make any difference. So I say: "I will play Civilization for ten minutes - 'just one more turn' - and then I will go to bed."
Time passes. It is now 12:10. Still being a hyperbolic discounter, I value the next ten minutes a lot, and subsequent times much less. And so I say: I will play until 12:20, ten minutes sleep here or there not making much difference, and then sleep.
And so on until my empire bestrides the globe and the rising sun peeps through my windows.
This is pretty much the same process described above with Murder-Gandhi except that here the role of the value-changing pill is played by time and my own tendency to discount hyperbolically.
The solution is the same. If I consider the problem early in the evening, I can precommit to midnight as a nice round number that makes a good Schelling point. Then, when deciding whether or not to play after midnight, I can treat my decision not as "Midnight or 12:10" - because 12:10 will always win that particular race - but as "Midnight or abandoning the only credible Schelling point and probably playing all night", which will be sufficient to scare me into turning off the computer.
(if I consider the problem at 12:01, I may be able to precommit to 12:10 if I am especially good at precommitments, but it's not a very natural Schelling point and it might be easier to say something like "as soon as I finish this turn" or "as soon as I discover this technology").
Coalitions of Resistance
Suppose you are a Zoroastrian, along with 1% of the population. In fact, along with Zoroastrianism your country has fifty other small religions, each with 1% of the population. 49% of your countrymen are atheist, and hate religion with a passion.
You hear that the government is considering banning the Taoists, who comprise 1% of the population. You've never liked the Taoists, vile doubters of the light of Ahura Mazda that they are, so you go along with this. When you hear the government wants to ban the Sikhs and Jains, you take the same tack.
But now you are in the unfortunate situation described by Martin Niemoller:
First they came for the socialists, and I did not speak out, because I was not a socialist.
Then they came for the trade unionists, and I did not speak out, because I was not a trade unionist.
Then they came for the Jews, and I did not speak out, because I was not a Jew.
Then they came for me, but we had already abandoned the only defensible Schelling point
With the banned Taoists, Sikhs, and Jains no longer invested in the outcome, the 49% atheist population has enough clout to ban Zoroastrianism and anyone else they want to ban. The better strategy would have been to have all fifty-one small religions form a coalition to defend one another's right to exist. In this toy model, they could have done so in an ecumenial congress, or some other literal strategy meeting.
But in the real world, there aren't fifty-one well-delineated religions. There are billions of people, each with their own set of opinions to defend. It would be impractical for everyone to physically coordinate, so they have to rely on Schelling points.
In the original example with the alien, I cheated by using the phrase "right-thinking people". In reality, figuring out who qualifies to join the Right-Thinking People Club is half the battle, and everyone's likely to have a different opinion on it. So far, the practical solution to the coordination problem, the "only defensible Schelling point", has been to just have everyone agree to defend everyone else without worrying whether they're right-thinking or not, and this is easier than trying to coordinate room for exceptions like Holocaust deniers. Give up on the Holocaust deniers, and no one else can be sure what other Schelling point you've committed to, if any...
...unless they can. In parts of Europe, they've banned Holocaust denial for years and everyone's been totally okay with it. There are also a host of other well-respected exceptions to free speech, like shouting "fire" in a crowded theater. Presumably, these exemptions are protected by tradition, so that they have become new Schelling points there, or are else so obvious that everyone except Holocaust deniers is willing to allow a special Holocaust denial exception without worrying it will impact their own case.
Summary
Slippery slopes legitimately exist wherever a policy not only affects the world directly, but affects people's willingness or ability to oppose future policies. Slippery slopes can sometimes be avoided by establishing a "Schelling fence" - a Schelling point that the various interest groups involved - or yourself across different values and times - make a credible precommitment to defend.
[Link] A gentle video introduction to game theory
In this article I invite LessWrong users to learn the very basic math of something that is useful to both our community's goal of making better thinkers as well as many of the unrelated discussions that we often have here. I also present resources for further study to those interested. I made it based on the karma feedback given to this post in the monthly open thread.
Recently there has been a series of contributions made in main that serve more as introductory and logistic material than novel contributions. Because of this and because I hope It will grab more attention from newer members, I posted this in main rather than discussion section.
What is "game theory"?
Wikipedia's take: 
Game theory is a mathematical method for analyzing calculated circumstances, such as in games, where a person’s success is based upon the choices of others. More formally, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers." An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory.
LessWrongWiki's more succinct alternative:
Game theory attempts to mathematically capture behaviour in strategic situations, in which an individual's success in making choices depends on the choices of others.
From both definitions it should be clear how this relates to the art of refining human rationality. Besides the general admonition that rationalist should win, for us humans being the social animals that we are, there few things in our lives that do not depend at least partially on the choices of others. Game theory is extensively used in and connected to fields as disparate as economics, psychology, political science, logic, sports and evolutionary biology.
As many have argued before, it is an important part of the map of the real world:
Again and again, I’ve undergone the humbling experience of first lamenting how badly something sucks, then only much later having the crucial insight that its not sucking wouldn’t have been a Nash equilibrium.
You may not know it yet, but it is impossible to read this site for a extended period of time without running into concepts that are intimately tied to this field of study. Nash equilibrium, Pareto optimal, Prisoners Dilemma, non-zero sum, zero sum, the Decision theory talk that breaks out every now and then,...
You can take the concepts one at a time, reading up on a few lines from a dictionary like definition and trying to assimilate them without doing any of the connected mathematics. I wouldn't want to discourage you from that, its better than guessing! But this approach has its limitations, one risks misunderstanding something or even more subtly just failing to appreciate nuance and running into practical difficulties when trying to apply this knowledge in the real world. At the very least guessing the teachers password is a problem. Those of you that looked up these phrases and concepts on-line probably realized that they fit into a wider framework, a framework I hope you can now begin to explore with simple math, even if only with just a few tentative steps.
So what are the videos I should watch?
This fall (2011) there has been an ongoing class offered by two Stanford professors, Sebastian Thrun and Peter Norvig called "Introduction to Artificial intelligence". It has been talked about extensively on LW in several threads here, here and here. Many LWers have showed interest, quite a few signed up and several of us are now preparing for its final exam. Among the material covered is a introduction to game theory. I've been on live lectures about the subject and even watched some recorded ones and in comparison this is one of the better short introductions I've seen so far. I especially like how each of the videos is a self-contained unit just a few minutes in length. Instead of having to commit to watching a 40 or 60 minutes lecture, you just need to commit 2-5 minutes at a time.
The relevant Units of the material that cover this are 13. Games and 14. Game Theory. These units are presented by Peter Norvig. They are not recordings of a professor presenting something to a class in front of a blackboard, but rather aim towards the feeling of having a private tutor sitting down with you and explaining a few things with the help of a pen and a few pieces of paper (reminiscent of the style seen on Khan Academy). Currently you can still go directly to the site and view these videos logged in as a visitor (recommended). But just to avoid a trivial inconvenience and in case the youtube videos outlast the current state of the website I'm going to link directly to the youtube videos and write down any relevant comments and missing information as well. Unit 13 especially, assumes some previous knowledge you probably don't have, it deals primarily with complexity of games and how computationally demanding it is to find solutions. It can be useful for getting to know some terminology, but is otherwise skippable.
Don't worry. If you look up or feel you know what an agent or player is and what utility is, the missing exotic stuff (ala POMDPs) that isn't explained as you go along doesn't matter much for our purposes.
13. Games (optional)
- Introduction
- Technologies Question ? (Solution) [One choice per row]
- Games Question ? (Solution) [Multiple choice per row]
- Single Player Game
- Two Player Game
- Two Player Function
- Time Complexity Question ? (Solution)
- Space Complexity Question ? (Solution)
- Chess Question ? (Solution)
- Complexity Reduction Question ? (Solution)
- Review Question ? (Solution)
- Reduce B
- Reduce B Question ? (Solution)
- Reduce M
- Computing State Values
- Complexity Reduction Benefits
- Pacman Question ? (Solution)
- Chance
- Chance Question ? (Solution)
- Terminal State Question ? (Solution)
- Game Tree Question 1 ? (Solution)
- Game Tree Question 2 ? (Solution)
- Conclusion
14. Game Theory
- Introduction
- Dominant Strategy Question ? (Solution) [This is where you learn about the famous Prisoners dilemma!]
- Pareto Optimal Question ? (Solution) [rot13 after solving: Gur dhvm vapbeerpgyl vqragvsvrf bayl gur obggbz evtug bhgpbzr nf Cnergb bcgvzny, ohg obgu gur hccre evtug naq obggbz yrsg ner nyfb Cnergb bcgvzny. Va gur hccre evtug ab bgure bhgpbzr vf zber cersreerq ol O. Yvxrjvfr sbe gur ybjre yrsg ab bgure bhgpbzr vf zber cersreerq ol N.]
- Equilibrium Question ? (Solution)
- Game Console Question 1 ? (Solution)
- Game Console Question 2 ? (Solution)
- 2 Finger Morra
- Tree Question ? (Solution)
- Mixed Strategy
- Solving the Game
- Mixed Strategy Issues
- 2x2 Game Question 1 ? (Solution) [Please enter probabilities and not percentages.]
- 2x2 Game Question 2 ? (Solution)
- Geometric Interpretation
- Poker
- Game Theory Strategies
- Fed vs Politicians Question ? (Solution)
- Mechanism Design
- Auction Question ? (Solution)
At any point feel free to ask questions here in the comment section, I'm sure someone will gladly help you. Also the AI class reddit may be a good resource. Once you are done with the short series of lectures test your knowledge with these assignments.
- Max Min Question ? (Solution)
- Game Tree Question ? (Solution) [Unit 13 material. You should check children of pruned nodes as being pruned as well.]
- Strategy Question ? (Solution)
Note: I present this material in the form of a link to the video, followed by a "?" question mark if there is an answerable question that has a solution video posted. The link to the solution are posted as "(Solution)". Any additional comments made as corrections to the videos or some information that may be otherwise missing in this format, will be added in square brackets "[...]". I encourage people who are solving this via the links rather than the site to not watch the solutions straight away but first work out what they think the answer should be, don't worry if you get it wrong, sometimes the questions are unlikely to be answered correctly with the knowledge you have at that point, their role is to make you better remember and engage the material, not gauge your performance. The exception to this are the videos that come after Unit 14.
"I don't get it." or "It's not working." or "I didn't bother to watch more than a few."
First off for those who didn't for whatever reason like the lectures given here or find them dull or over your head, don't despair! If you feel you don't understand something, ask questions, I can guarantee that either me or someone else will answer it. To those of you who feel they are understanding the material but just don't like the videos or the lecturer, don't worry there are several other ways to approach the field. To just point you on your way here is a wide variety of quality alternatives, some of which may have approaches you prefer:
- Academic Earth site has several related classes, including an introductory one. They include additional non-video material.
- 2012 Game Theory online Stanford class (one of the many interesting classes inspired by "Introduction to AI")
I will keep this list updated and add any quality recommendations proposed by fellow LWers.
Unfortunately for those wanting just the introduction and most basic approach, many of these are more in depth and longer (this is also fortunate for those wanting a bit more). So if you just watch, comprehend and learn to use the information presented in the first lecture or two in one of these recommendations, you have done as much or more as someone who completed Unit 13 and 14. If you don't like video format in general and learn better from written material or live interaction... well this is mostly the wrong article for you. But I do present some additional non-video material in the next section you may find useful.
I watched the lectures and I think I understood them, where do I go from here?
Cool! Well check out some of the alternative videos and classes listed above, most of them are quite extensive. Try to complete one! If you'd like and try to take one ask around the comment section, maybe enough people would be interested to start a study group. Also MIT open course-ware has some material you may be interested even if you don't feel like doing the full classes.
A good AI textbook might be something you would like to explore. LessWrong has a great article with recommendations for a variety of textbooks for several interesting subjects (all recommendations must be made by people who've read at least two other titles on the subject)... but none for game theory. :/
In the thread Bgesop requested a recommendation:
Unfortunately it was the plea went unanswered. I'd love to just recommend you the textbook I first learned the subject from, but most readers are probably English speakers, so that's a no go. I'm not familiar with that many of them. I did skim Game Theory 2nd edition by Guillermo Owen, and it seemed ok. Hopefully me pointing this out will prompt someone to come up with a good recommendation. When they do I'll update this post accordingly, and lukeprog's great list can get another good textbook.
Unpacking the Concept of "Blackmail"
Keep in mind: Controlling Constant Programs, Notion of Preference in Ambient Control.
There is a reasonable game-theoretic heuristic, "don't respond to blackmail" or "don't negotiate with terrorists". But what is actually meant by the word "blackmail" here? Does it have a place as a fundamental decision-theoretic concept, or is it merely an affective category, a class of situations activating a certain psychological adaptation that expresses disapproval of certain decisions and on the net protects (benefits) you, like those adaptation that respond to "being rude" or "offense"?
We, as humans, have a concept of "default", "do nothing strategy". The other plans can be compared to the moral value of the default. Doing harm would be something worse than the default, doing good something better than the default.
Blackmail is then a situation where by decision of another agent ("blackmailer"), you are presented with two options, both of which are harmful to you (worse than the default), and one of which is better for the blackmailer. The alternative (if the blackmailer decides not to blackmail) is the default.
Compare this with the same scenario, but with the "default" action of the other agent being worse for you than the given options. This would be called normal bargaining, as in trade, where both parties benefit from exchange of goods, but to a different extent depending on which cost is set.
Why is the "default" special here?
Mixed strategy Nash equilibrium
Inspired by: Swords and Armor: A Game Theory Thought Experiment
Recently, nick012000 has posted Swords and Armor: A Game Theory Thought Experiment. I was disappointed to see many confused replies to this post, even after a complete solution was given by Steve_Rayhawk. I thought someone really ought to post an explanation about mixed strategy Nash equilibria. Then I figured that that someone may as well be me.
I will assume readers are familiar with the concepts of a game (a setting with several players, each having a choice of strategies to take and a payoff which depends on the strategies taken by all players) and of a Nash equilibrium (an "optimal" assignment of strategies such that, if everyone plays their assigned strategy, no player will have a reason to switch to a different strategy). Some games, like the famous prisoner's dilemma, have a Nash equilibrium in so-called "pure strategies" (as opposed to mixed strategies, to be introduced later). Consider, however, the following variant of the matching pennies game:
Player 1 is a general leading an attacking army, and player 2 is the general of the defending army. The attacker can attack from the east or west, and the defender can concentrate his defenses on the east or west. By the time each side learns the strategy of its enemy, it is too late to switch strategies. Attacking where the defenses aren't concentrated gives a great advantage; additionally, due to unspecified tactical circumstances, attacking from the east gives a slight advantage. The sides have no interest in cooperating, so this is a zero-sum game (what one side wins, the other loses).
This elaborate description can be summarized in the following payoff matrix (these payoffs are for the attacker; the defender's payoffs are their negatives):
| 2: East | 2: West | |
| 1: East | -1 | 2 |
| 1: West | 1 | -2 |
To signal effectively, use a non-human, non-stoppable enforcer
Follow-up to: this comment in this thread
Summary: see title
Much effort is spent (arguably wasted) by humans in a zero-sum game of signaling that they hold good attributes. Because humans have strong incentive to fake these attributes, they cannot simply inform each other that:
I am slightly more committed to this group’s welfare, particularly to that of its weakest members, than most of its members are. If you suffer a serious loss of status/well-being I will still help you in order to display affiliation to this group even though you will no longer be in a position to help me. I am substantially more kind and helpful to the people I like and substantially more vindictive and aggressive towards those I dislike. I am generally stable in who I like. I am much more capable and popular than most members of this group, demand appropriate consideration, and grant appropriate consideration to those more capable than myself. I adhere to simple taboos so that my reputation and health are secure and so that I am unlikely to contaminate the reputations or health of my friends. I currently like you and dislike your enemies but I am somewhat inclined towards ambivalence on regarding whether I like you right now so the pay-off would be very great for you if you were to expend resources pleasing me and get me into the stable 'liking you' region of my possible attitudinal space. Once there, I am likely to make a strong commitment to a friendly attitude towards you rather than wasting cognitive resources checking a predictable parameter among my set of derivative preferences.
Or, even better:
I would cooperate with you if and only if (you would cooperate with me if and only if I would cooperate with you).
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