Acquired Cooperation in Finite-Horizon Games
2003, Ssrn Electronic Journal
https://doi.org/10.2139/SSRN.387420Abstract
When a prisoner's-dilemma-like game is repeated any finite number of times, the only equilibrium outcome is the one in which all players defect in all periods. However, if cooperation among the players changes their perception of the game by making defection increasingly less attractive, then players may be willing to cooperate in late periods in which unilateral defection has become unprofitable. In this case, cooperation may also be attainable in the first period, since defection then can effectively be punished by cessation of cooperation by all the other players. In this paper, we explore this possibility and consider conditions guaranteeing the players' willingness to cooperate also in the middle periods, in which defection is more profitable than later on, and at the same time, punishments are less effective than at the beginning. These conditions are sufficient for the existence of an equilibrium in which players cooperate in all periods. * We would like to thank Eliakim Katz, with whom the ideas presented in this paper were originally conceived. a Personal homepage: http://faculty.biu.ac.il/~weissa1 be hollow, since, in any subgame perfect equilibrium at least, defection in the last period takes place anyway. In fact, even without the perfection requirement, there can be no last period in which any player cooperates with positive probability. Therefore, the probability of cooperation ever occurring is zero. In this paper, we diverge from the classical model by allowing the players' preferences over the possible outcomes in each period to depend on history. Specifically, we assume that a history of cooperation makes defection an increasingly less attractive alternative as time progresses. One possible interpretation for such an effect of past cooperation on the willingness to cooperate is that defection carries a moral cost, which is greater the longer the history of cooperation. Empirical support for the idea that history may affect people's behavior in prisoner's-dilemma-like games can be found in the work of , which is described in Section 2.
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