It’s been a while since my last post, but don’t worry, I haven’t forgotten about you guys. (Both of you.) I’ve been searching for better employment – consulting can be fun, but it just doesn’t pay the bills the way I’d like it to right now.
So, writing and re-writing and tweaking and fine-tuning applications, cover letters, and resumes has been my life for the past couple months. I don’t have anything concrete to show for it just yet, but I’ve heard the job search process described as being like a Jackson Pollock-style artist: most of the paint you throw will just slide off and make a mess, but some of it will stick. Keep slinging long enough, and eventually you’ll have what you’re looking for. (And a supremely irritated landlord if you do this inside.)
But that’s just my own personal side quests, so let’s get back to business and talk about another aspect of game theory: timing.
Most games I’ll talk about here are turn-based games. What do I mean by that? Well, turn-based games involve players alternating on some regular basis, generally after each move or after some defined sequence of actions. Chess, Blackjack, WarMachine, and XCom are some examples of turn-based games. The alternative would be a game where the action is more continuous, like Tag, Call of Duty, and Hungry Hungry Hippos.
In game theory, even continuous games are generally broken down into discrete steps and decisions, because it’s easier to figure out how people make decisions. That can get to be complex in a hurry, though, as you might imagine – or really tedious, if a continuous game is based on really simple decisions. In any case, it’s useful to think of them this way because it’s a lot easier to figure out how a flowchart works than wade through a stream of consciousness. So, most analyses treat games as turn-based.
Another aspect of timing is how long games last. Some games last just long enough for one or both players to have a turn, and then they end. The initial concept of the Prisoners’ Dilemma works like that, and its result of both prisoners deciding to rat each other out is dependent on that. They only play against each other once, so there’s no way they can threaten the other with some reprisal to force him into silence.
The result can be changed a bit if they play the game repeatedly, though, since now threats of reprisal have meaning: if you got hosed last time, you’re not going to let that punk get away with it twice! But now you have a realistic option (at first glance) to play nice and actually realize the ‘good’ outcome. If the other guy can be cool, then there’s less of a reason to actively work against him. (There’s still a reason, of course, because the advantage from ratting out the other guy and not being ratted out yourself is still there, but threats to keep him in line can be meaningful now.)
As it turns out, the typical format of the Prisoners’ Dilemma with multiple turns involves a very specific retaliatory plan. This grim strategy comes down to “if the other player rats me out, I will rat him out for all remaining turns.” For games that are likely to last for a long time, or for extremely high-stakes games, you can see that this might be a pretty substantial threat. Hopefully, it’s enough of a long-term threat to overpower the short-term gains the other guy might make by screwing you over.
Hopefully. It can work, if the penalties are steep enough and the length of time is long enough – but to ensure a grim strategy will work, one or both of those have to approach infinity.
Even knowing how many times you’re going to play the game can change things. One way to look at this might be to think, “We’ll play this game for ten turns. If I play nice for nine turns, and screw him over on the tenth, then he won’t be able to do anything about it! *evil laughter*
“…Wait. He’s probably thinking the same thing. So he’s planning to toss me under the bus in turn ten – the punk! Well, I’ll show him! I’ll get my licks in on turn nine! Even the penalty for us both backstabbing is still better than just him winning.
“…Wait. If he had my first thought, then he might have had my second plan as well. Fine, I’ll slide the knife in on turn eight…” And so on, until you’re all the way back at turn one, desperately suspicious that the other guy is going to rat you out at the first opportunity. Back to square one.
As it turns out, most games with definite lengths can be plotted out this way. That’s not to say that complex games (like chess, for example) don’t have lots of room for variability, just that they can be calculated. Games where the timing is indefinite change things. Knowing that the game would last only ten turns meant you knew when the best time for a first strike was, and could modify your timetable based on that. If the game lasts an infinite number of times, though, then retaliation is certain for a very long time if you betray the other guy at any point.
Even if you know the game will end, but you don’t know when, the advantage is still to be friendly. Any retaliation he enacts because of something you did might last one turn, or it might last a hundred thousand. That’s a lot of potential good outcomes to put at risk.
…I’d meant to get into more applications of this sort of thing, but this is running long as it is. So, I’ll leave it as given that we’re all on the same page for why timing is…
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important.