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Cooperation and 
Collective Action 
John Bradford, Ph.D.
Concepts to Know 
• Social Dilemma 
• Prisoners’ Dilemma 
• Public Goods Dilemma 
• Commons Dilemma (‘Tragedy of the Commons’) 
• Free-Riders 
• Assurance/Coordination Games 
• Game of Chicken 
• Dominant Strategy 
• Nash Equilibrium 
• Matrix and Decision-Trees (how to read)
Social Dilemmas 
(individual vs. group) 
• Social dilemmas= are situations in which 
individual rationality leads to collective 
irrationality
Social Dilemmas 
(individual vs. group) 
• Social dilemmas 
1. In other words, individually reasonable behavior 
leads to a situation in which everyone is worse 
off than they might have been otherwise. 
2. All social dilemmas have at least one deficient 
equilibrium
Social Dilemmas 
(individual vs. group) 
• Deficient Equilibrium? 
– Equilibrium (plural = equilibria): 
situation in which no individual 
has an incentive to change their 
behavior 
• (Equilibrium just means balance) 
– Deficient = means that there is at 
least one other outcome in which 
everyone is better off (examples 
below)
Social Dilemmas 
• Social Dilemmas are everywhere! 
– Cleaning dorm rooms: best thing for you is other 
guy to tidy up; but worst outcome is to tidy up 
for other person. What do you do? 
– Nuclear arms race (Prisoner’s Dilemma) 
– Pollution, over-fishing, deforestation (Tragedy 
of the Commons) 
– Paying taxes, Pot Lucks, Charities (Public Goods 
Dilemmas)
Types of Social Dilemmas 
Social 
dilemmas 
Two-person 
(dyadic) 
Prisoner’s 
Dilemma 
Assurance 
Game, 
Coordination 
Chicken 
Game 
N-persons 
Public Goods 
Dilemma 
Commons 
Dilemma
I. PRISONER’S DILEMMA AND 
OTHER TWO-PERSON GAMES
What are ‘Games?’ 
• Game Theory = the study of 
interactive, strategic 
decision making among 
rational individuals. 
– A ‘GAME’ in this sense is any 
form of strategic interaction! 
– The Key idea is that players 
make decisions that affect 
one another.
What are ‘Games?’ 
• Ingredients of a game: 
1. The Players 
2. Options (i.e. their options or 
possible ‘moves’) 
3. ‘Payoffs’ – the reward or 
loss a player experiences
Describing Games 
• We can describe ‘games’ in 
three ways: 
1. Verbally 
2. Using a matrix (= table) 
3. Using a Tree diagram
Describing Games 
1. A MATRIX (table) most easily 
describes a simultaneous 
game (where players move at the same time, 
like the game ‘rock, paper, scissors’) 
– Note, however, that a matrix can 
also describe a sequential game; it’s 
just a little more complicated. 
2. A DECISION-TREE is used to 
describe a sequential game 
(where players take turns).
Matrix Descriptions 
Rock, Paper, Scissors 
STEP 1: Write down the options 
for both players in a table. 
– Player 1 = row chooser 
– Player 2 = column chooser 
ROCK PAPER SCISSORS 
ROCK 
PAPER 
SCISSORS
Matrix Descriptions 
Rock, Paper, Scissors 
STEP 2: Write down the ‘payoffs’ (i.e. 
preferences) for each possible joint outcome. 
– Note that there are two different payoffs! 
ROCK PAPER SCISSORS 
ROCK tie, tie lose, win win, lose 
PAPER Win, lose tie, tie lose, win 
SCISSORS lose, win win, lose tie, tie 
PLAYER 1 
PLAYER 2
Decision-trees 
• Decision-trees (aka tree diagrams) are useful 
depictions of situations involving sequential 
turn-taking rather than simultaneous moves. 
• Asking Boss for a Raise? 
Employee 
0,0 
Boss 
2, -2 
-1, 0
Prisoners’ Dilemma 
(verbal description) 
• Imagine you are one of two guilty prisoners. You and your partner 
in crime are being interrogated by the police, separately. You cannot 
communicate with your partner. Each of you faces a choice: you can 
either CONFESS (defect) or NOT CONFESS (cooperate). 
• If neither of you confess, there will be insufficient evidence against 
you, and you will both receive only 1 year in prison. If both of you 
confess, you will each receive 5 years in prison. If you confess and 
your partner does not confess, however, you do not go to prison, 
but your partner goes to prison for 10 years. If, on the other hand, 
you don't cooperate and confess, but your partner confesses ('rats 
you out'), then your partner does not go to prison, and you go to 
prison for 10 years. 
• QUESTION: DO YOU CONFESS (defect) OR NOT (cooperate)? WHY, 
WHY NOT? (Note: “Cooperate” here means ‘cooperate with your 
partner!)
Prisoners’ Dilemma 
(matrix form) 
CONFESS 
(defect) 
NOT CONFESS 
(cooperate) 
CONFESS 
(defect) 
5 YRS, 5 YRS 0 YRS, 10 YRS 
NOT 
CONFESS 
(cooperate) 
10 YRS, 0 YR 1 YR, 1 YR
Prisoners’ Dilemma 
• Another prisoner’s dilemma: 
– Two students are asked to take $1 out of their wallets. 
Each, in secret, decides whether to place the money in 
an envelope (cooperate) or to keep the money in 
one’s pocket (defect). 
– Each envelope is then given to the other person, and I 
double whatever money has been given, with possible 
amounts given below: 
cooperate defect 
cooperate $2, $2 $0, $3 
defect $3, $0 $1, $1
PRISONER’S DILEMMA 
• ALL SITUATIONS WITH THE FOLLOWING 
PAYOFFS ARE CALLED ‘PRISONER’S 
DILEMMAS’ 
– DC > CC > DD > CD 
COOPERATE DEFECT 
COOPERATE SECOND, SECOND WORST, BEST 
DEFECT BEST, WORST THIRD, THIRD 
Payoffs written in RED are payoffs for player 1 (row-chooser) 
Payoffs written in BLACK are payoffs for player 2 (column-chooser)
Assurance Games and Coordination 
• ASSURANCE GAME= any situation in which mutual 
cooperation leads to a better outcome than 
unilateral defection. 
• ‘Assurance Games’ have the following payoff order: 
– CC > DC > DD > CD 
COOPERATE DEFECT 
COOPERATE BEST, BEST WORST, SECOND 
DEFECT SECOND, WORST THIRD, THIRD 
Payoffs written in RED are payoffs for player 1 (row-chooser) 
Payoffs written in BLACK are payoffs for player 2 (column-chooser)
Assurance Games and Coordination 
• EXAMPLE: 
– The $100 button game (if played between two 
people) would be an assurance game. 
– These situations are called assurance games 
because the best outcomes depend on mutual 
TRUST.
Game: $100 Button 
Pushing this button has two effects: 
1. When you push your button, every other player 
loses $2. 
2. If you lose money because other players push 
their buttons, pushing your button will cut those 
losses in half.
Assurance Games and Coordination 
• Coordination games (closely related to assurance games) 
refer to situations in which the best choice to 
make is the choice the other player makes. 
– The potential problem is figuring out what the other 
player will choose. 
• Example: Which side of the road to drive on? 
Left Right 
Left 10, 10 0, 0 
Right 0, 0 10, 10
Assurance Games and Coordination 
• Example: Shake hands or Bow? 
Shake Bow 
Shake Best, 
Second 
Worst, 
Worst 
Bow Worst, 
Worst 
Second, 
Best
‘CHICKEN’ 
• GAME of Chicken = any situation in which mutual 
defection yields worse outcome than unilateral 
cooperation. 
• ‘Games of Chicken’ have the following payoff order: 
– DC > CC > CD > DD 
COOPERATE DEFECT 
COOPERATE SECOND, SECOND THIRD, BEST 
DEFECT BEST, THIRD WORST, WORST 
Payoffs written in RED are payoffs for player 1 (row-chooser) 
Payoffs written in BLACK are payoffs for player 2 (column-chooser)
‘CHICKEN’ 
• Examples: 
Nuke Don’t Nuke 
Nuke -200, -200 -1, -100 
Don’t Nuke -100, -1 0, 0 
COLD WAR 
USA 
USSR 
DRIVE VEER 
(turn away) 
DRIVE -200, -200 5, -2 
VEER 
(turn away) 
-2, 5 0, 0 
ORIGINAL ‘CHICKEN’
II. N-PERSON DILEMMAS (PUBLIC 
GOODS AND COMMONS)
Public Goods Dilemma 
• Public Good: any resource 
which benefit everybody 
regardless of whether they 
have helped provide the 
resource. 
– Everyone has a temptation to 
free-ride, i.e. to enjoy the 
good without actually 
contributing to it.
Public Goods Dilemma 
• Public goods are both: 
– ‘non-excludable’- it is difficult to exclude those 
who don’t contribute from using it. 
– ‘non-rival’- one person using it doesn’t 
diminish its availability for someone else. 
Example: I can enjoy a city park without paying taxes to support it.
Public Goods Game 
• An experimental 
game in which people 
secretly decide to 
contribute or not to a 
public pot. 
• The tokens in the pot 
are then multiplied by 
some amount, and 
divided evenly to all 
participants, whether 
or not they 
contributed.
Commons Dilemmas 
• Tragedy of the Commons: individuals, acting 
independently and rationally according to 
each one's self-interest, behave contrary to 
the whole group's long-term best interests by 
depleting some common resource.
Commons Dilemma vs 
Public Goods Dilemma 
• Public Goods Dilemma involve the production of 
a resource; Commons Dilemma involves joint use 
of a resource. 
• Public goods are non-rivalrous 
• Common goods are rivalrous- using it diminishes 
its availability for others (‘uses it up’)
III. DOMINANT STRATEGY AND 
NASH EQUILIBRIUM
Dominant Strategy 
• In Game Theory, a player’s dominant strategy is a 
choice that always leads to a higher payoff, 
regardless of what the other player(s) choose. 
– In the game prisoner’s dilemma, both players have a 
dominant strategy. Can you determine which choice 
dominates the others? (defect, or confess) 
– Not all games have a dominant strategy, and games 
may exist in which one player has a dominant strategy 
but not the other.
Dominant Strategy 
(PLAYER 1) 
1. Assume Player 2 Cooperates (look only at first column)- 
Is cooperate or defect better? 
• Defect beats cooperate: BEST is better than SECOND 
best. 
COOPERATE DEFECT 
COOPERATE SECOND WORST 
DEFECT BEST THIRD 
vs 
2. Assume Player 2 Defects (look only at second column)- 
Is cooperate or defect better? 
• Defect still beats cooperate! THIRD is better than WORST! 
COOPERATE DEFECT 
COOPERATE SECOND WORST 
DEFECT BEST THIRD 
vs 
IN BOTH CASES, ‘DEFECT’ IS THE BEST CHOICE AND THEREFORE A DOMINANT STRATEGY.
Dominant Strategy 
(PLAYER 2) 
1. Assume Player 1 Cooperates (look only at first row)- 
Is cooperate or defect better? 
• Defect beats cooperate: BEST is better than SECOND 
best. 
COOPERATE DEFECT 
COOPERATE SECOND BEST 
DEFECT WORST THIRD 
2. Assume Player 2 Defects (look only at second row)- 
Is cooperate or defect better? 
• Defect still beats cooperate! THIRD is better than WORST! 
COOPERATE DEFECT 
COOPERATE SECOND BEST 
DEFECT WORST THIRD 
IN BOTH CASES, ‘DEFECT’ IS THE BEST CHOICE AND THEREFORE A DOMINANT STRATEGY.
Nash Equilibrium 
• Nash Equilibrium: an outcome is a Nash 
Equilibrium if no player has anything to gain by 
changing only their own choice. 
– In other words, a Nash Equilibrium is a situation in 
which neither player can improve his position given 
what the other player has chosen.
Nash Equilibrium 
Procedure: 
• Pretend you are one player (row chooser or column chooser) 
• Suppose that you believe your opponent is playing Veer. Find 
your best response to "Veer". In this example, your best response is 
to play "Drive", because 5 > 0. 
• Do the same for each of your opponent's actions 
• Now pretend you are the other player. Repeat steps 2 and 3. 
• For a Nash equilibrium, you need each player to be "best-responding" 
to what the other player is doing. My action is my best 
response to what you're doing, and your action is your best response 
to what I am doing. 
GAME OF CHICKEN 
DRIVE VEER 
(turn away) 
DRIVE -200, -200 5, -2 
VEER 
(turn away) 
-2, 5 0, 0

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Bradford games and collective action 9 28-14

  • 1. Cooperation and Collective Action John Bradford, Ph.D.
  • 2. Concepts to Know • Social Dilemma • Prisoners’ Dilemma • Public Goods Dilemma • Commons Dilemma (‘Tragedy of the Commons’) • Free-Riders • Assurance/Coordination Games • Game of Chicken • Dominant Strategy • Nash Equilibrium • Matrix and Decision-Trees (how to read)
  • 3. Social Dilemmas (individual vs. group) • Social dilemmas= are situations in which individual rationality leads to collective irrationality
  • 4. Social Dilemmas (individual vs. group) • Social dilemmas 1. In other words, individually reasonable behavior leads to a situation in which everyone is worse off than they might have been otherwise. 2. All social dilemmas have at least one deficient equilibrium
  • 5. Social Dilemmas (individual vs. group) • Deficient Equilibrium? – Equilibrium (plural = equilibria): situation in which no individual has an incentive to change their behavior • (Equilibrium just means balance) – Deficient = means that there is at least one other outcome in which everyone is better off (examples below)
  • 6. Social Dilemmas • Social Dilemmas are everywhere! – Cleaning dorm rooms: best thing for you is other guy to tidy up; but worst outcome is to tidy up for other person. What do you do? – Nuclear arms race (Prisoner’s Dilemma) – Pollution, over-fishing, deforestation (Tragedy of the Commons) – Paying taxes, Pot Lucks, Charities (Public Goods Dilemmas)
  • 7. Types of Social Dilemmas Social dilemmas Two-person (dyadic) Prisoner’s Dilemma Assurance Game, Coordination Chicken Game N-persons Public Goods Dilemma Commons Dilemma
  • 8. I. PRISONER’S DILEMMA AND OTHER TWO-PERSON GAMES
  • 9. What are ‘Games?’ • Game Theory = the study of interactive, strategic decision making among rational individuals. – A ‘GAME’ in this sense is any form of strategic interaction! – The Key idea is that players make decisions that affect one another.
  • 10. What are ‘Games?’ • Ingredients of a game: 1. The Players 2. Options (i.e. their options or possible ‘moves’) 3. ‘Payoffs’ – the reward or loss a player experiences
  • 11. Describing Games • We can describe ‘games’ in three ways: 1. Verbally 2. Using a matrix (= table) 3. Using a Tree diagram
  • 12. Describing Games 1. A MATRIX (table) most easily describes a simultaneous game (where players move at the same time, like the game ‘rock, paper, scissors’) – Note, however, that a matrix can also describe a sequential game; it’s just a little more complicated. 2. A DECISION-TREE is used to describe a sequential game (where players take turns).
  • 13. Matrix Descriptions Rock, Paper, Scissors STEP 1: Write down the options for both players in a table. – Player 1 = row chooser – Player 2 = column chooser ROCK PAPER SCISSORS ROCK PAPER SCISSORS
  • 14. Matrix Descriptions Rock, Paper, Scissors STEP 2: Write down the ‘payoffs’ (i.e. preferences) for each possible joint outcome. – Note that there are two different payoffs! ROCK PAPER SCISSORS ROCK tie, tie lose, win win, lose PAPER Win, lose tie, tie lose, win SCISSORS lose, win win, lose tie, tie PLAYER 1 PLAYER 2
  • 15. Decision-trees • Decision-trees (aka tree diagrams) are useful depictions of situations involving sequential turn-taking rather than simultaneous moves. • Asking Boss for a Raise? Employee 0,0 Boss 2, -2 -1, 0
  • 16. Prisoners’ Dilemma (verbal description) • Imagine you are one of two guilty prisoners. You and your partner in crime are being interrogated by the police, separately. You cannot communicate with your partner. Each of you faces a choice: you can either CONFESS (defect) or NOT CONFESS (cooperate). • If neither of you confess, there will be insufficient evidence against you, and you will both receive only 1 year in prison. If both of you confess, you will each receive 5 years in prison. If you confess and your partner does not confess, however, you do not go to prison, but your partner goes to prison for 10 years. If, on the other hand, you don't cooperate and confess, but your partner confesses ('rats you out'), then your partner does not go to prison, and you go to prison for 10 years. • QUESTION: DO YOU CONFESS (defect) OR NOT (cooperate)? WHY, WHY NOT? (Note: “Cooperate” here means ‘cooperate with your partner!)
  • 17. Prisoners’ Dilemma (matrix form) CONFESS (defect) NOT CONFESS (cooperate) CONFESS (defect) 5 YRS, 5 YRS 0 YRS, 10 YRS NOT CONFESS (cooperate) 10 YRS, 0 YR 1 YR, 1 YR
  • 18. Prisoners’ Dilemma • Another prisoner’s dilemma: – Two students are asked to take $1 out of their wallets. Each, in secret, decides whether to place the money in an envelope (cooperate) or to keep the money in one’s pocket (defect). – Each envelope is then given to the other person, and I double whatever money has been given, with possible amounts given below: cooperate defect cooperate $2, $2 $0, $3 defect $3, $0 $1, $1
  • 19. PRISONER’S DILEMMA • ALL SITUATIONS WITH THE FOLLOWING PAYOFFS ARE CALLED ‘PRISONER’S DILEMMAS’ – DC > CC > DD > CD COOPERATE DEFECT COOPERATE SECOND, SECOND WORST, BEST DEFECT BEST, WORST THIRD, THIRD Payoffs written in RED are payoffs for player 1 (row-chooser) Payoffs written in BLACK are payoffs for player 2 (column-chooser)
  • 20. Assurance Games and Coordination • ASSURANCE GAME= any situation in which mutual cooperation leads to a better outcome than unilateral defection. • ‘Assurance Games’ have the following payoff order: – CC > DC > DD > CD COOPERATE DEFECT COOPERATE BEST, BEST WORST, SECOND DEFECT SECOND, WORST THIRD, THIRD Payoffs written in RED are payoffs for player 1 (row-chooser) Payoffs written in BLACK are payoffs for player 2 (column-chooser)
  • 21. Assurance Games and Coordination • EXAMPLE: – The $100 button game (if played between two people) would be an assurance game. – These situations are called assurance games because the best outcomes depend on mutual TRUST.
  • 22. Game: $100 Button Pushing this button has two effects: 1. When you push your button, every other player loses $2. 2. If you lose money because other players push their buttons, pushing your button will cut those losses in half.
  • 23. Assurance Games and Coordination • Coordination games (closely related to assurance games) refer to situations in which the best choice to make is the choice the other player makes. – The potential problem is figuring out what the other player will choose. • Example: Which side of the road to drive on? Left Right Left 10, 10 0, 0 Right 0, 0 10, 10
  • 24. Assurance Games and Coordination • Example: Shake hands or Bow? Shake Bow Shake Best, Second Worst, Worst Bow Worst, Worst Second, Best
  • 25. ‘CHICKEN’ • GAME of Chicken = any situation in which mutual defection yields worse outcome than unilateral cooperation. • ‘Games of Chicken’ have the following payoff order: – DC > CC > CD > DD COOPERATE DEFECT COOPERATE SECOND, SECOND THIRD, BEST DEFECT BEST, THIRD WORST, WORST Payoffs written in RED are payoffs for player 1 (row-chooser) Payoffs written in BLACK are payoffs for player 2 (column-chooser)
  • 26. ‘CHICKEN’ • Examples: Nuke Don’t Nuke Nuke -200, -200 -1, -100 Don’t Nuke -100, -1 0, 0 COLD WAR USA USSR DRIVE VEER (turn away) DRIVE -200, -200 5, -2 VEER (turn away) -2, 5 0, 0 ORIGINAL ‘CHICKEN’
  • 27. II. N-PERSON DILEMMAS (PUBLIC GOODS AND COMMONS)
  • 28. Public Goods Dilemma • Public Good: any resource which benefit everybody regardless of whether they have helped provide the resource. – Everyone has a temptation to free-ride, i.e. to enjoy the good without actually contributing to it.
  • 29. Public Goods Dilemma • Public goods are both: – ‘non-excludable’- it is difficult to exclude those who don’t contribute from using it. – ‘non-rival’- one person using it doesn’t diminish its availability for someone else. Example: I can enjoy a city park without paying taxes to support it.
  • 30. Public Goods Game • An experimental game in which people secretly decide to contribute or not to a public pot. • The tokens in the pot are then multiplied by some amount, and divided evenly to all participants, whether or not they contributed.
  • 31. Commons Dilemmas • Tragedy of the Commons: individuals, acting independently and rationally according to each one's self-interest, behave contrary to the whole group's long-term best interests by depleting some common resource.
  • 32. Commons Dilemma vs Public Goods Dilemma • Public Goods Dilemma involve the production of a resource; Commons Dilemma involves joint use of a resource. • Public goods are non-rivalrous • Common goods are rivalrous- using it diminishes its availability for others (‘uses it up’)
  • 33. III. DOMINANT STRATEGY AND NASH EQUILIBRIUM
  • 34. Dominant Strategy • In Game Theory, a player’s dominant strategy is a choice that always leads to a higher payoff, regardless of what the other player(s) choose. – In the game prisoner’s dilemma, both players have a dominant strategy. Can you determine which choice dominates the others? (defect, or confess) – Not all games have a dominant strategy, and games may exist in which one player has a dominant strategy but not the other.
  • 35. Dominant Strategy (PLAYER 1) 1. Assume Player 2 Cooperates (look only at first column)- Is cooperate or defect better? • Defect beats cooperate: BEST is better than SECOND best. COOPERATE DEFECT COOPERATE SECOND WORST DEFECT BEST THIRD vs 2. Assume Player 2 Defects (look only at second column)- Is cooperate or defect better? • Defect still beats cooperate! THIRD is better than WORST! COOPERATE DEFECT COOPERATE SECOND WORST DEFECT BEST THIRD vs IN BOTH CASES, ‘DEFECT’ IS THE BEST CHOICE AND THEREFORE A DOMINANT STRATEGY.
  • 36. Dominant Strategy (PLAYER 2) 1. Assume Player 1 Cooperates (look only at first row)- Is cooperate or defect better? • Defect beats cooperate: BEST is better than SECOND best. COOPERATE DEFECT COOPERATE SECOND BEST DEFECT WORST THIRD 2. Assume Player 2 Defects (look only at second row)- Is cooperate or defect better? • Defect still beats cooperate! THIRD is better than WORST! COOPERATE DEFECT COOPERATE SECOND BEST DEFECT WORST THIRD IN BOTH CASES, ‘DEFECT’ IS THE BEST CHOICE AND THEREFORE A DOMINANT STRATEGY.
  • 37. Nash Equilibrium • Nash Equilibrium: an outcome is a Nash Equilibrium if no player has anything to gain by changing only their own choice. – In other words, a Nash Equilibrium is a situation in which neither player can improve his position given what the other player has chosen.
  • 38. Nash Equilibrium Procedure: • Pretend you are one player (row chooser or column chooser) • Suppose that you believe your opponent is playing Veer. Find your best response to "Veer". In this example, your best response is to play "Drive", because 5 > 0. • Do the same for each of your opponent's actions • Now pretend you are the other player. Repeat steps 2 and 3. • For a Nash equilibrium, you need each player to be "best-responding" to what the other player is doing. My action is my best response to what you're doing, and your action is your best response to what I am doing. GAME OF CHICKEN DRIVE VEER (turn away) DRIVE -200, -200 5, -2 VEER (turn away) -2, 5 0, 0

Editor's Notes

  1. Public goods are ‘non-excludable’ and ‘non-rival’- one person using it doesn’t diminish its availability for someone else.
  2. Public goods are ‘non-excludable’ and ‘non-rival’- one person using it doesn’t diminish its availability for someone else.