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Cooperation and 
Collective Action 
John Bradford, Ph.D.
Concepts to Know 
• Prisoners’ Dilemma 
• Collective Action Dilemma 
• Tragedy of the Commons 
• Dominant Strategy 
• Nash Equilibrium 
• Free Riders 
• Matrix and Decision-Trees (how to read)
Game: $100 Button 
Description: 
• You begin with a $100 and a button that you may 
push. You are playing with everyone else in the 
class. Assume that you don’t know anyone else 
in the class and no one will know whether you 
pushed the button or not. Your answers are 
anonymous.
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.
Follow up questions 
1. Would knowing any of the following conditions 
have made you change your mind? 
– Knowing the other players? 
– Talking to others beforehand? 
– Making your decision publicly? 
– Playing the game again? 
– Not being given the $100 to start with? 
2. Which lines of reasoning, if any, were rational? 
How would you define rationality?
I. PRISONER’S DILEMMA AND 
OTHER SIMPLE 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
Prisoners’ Dilemma 
• 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 or NOT 
CONFESS. 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 OR 
NOT? WHY, WHY NOT?
Prisoners’ Dilemma 
CONFESS NOT 
CONFESS 
CONFESS 5 YRS, 5 YRS 0 YRS, 10 YRS 
NOT 
CONFESS 
10 YRS, 0 YR 1 YR, 1 YR
PRISONER’S DILEMMA 
• It’s basic structure of the prisoner’s 
dilemma is this: 
COOPERATE DEFECT 
COOPERATE SECOND, 
SECOND 
WORST, 
BEST 
DEFECT BEST, 
WORST 
THIRD, 
THIRD
PRISONER’S DILEMMA 
• The ‘Prisoners Dilemma’ describes many 
real-life situations: 
– 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? 
– Economics: firms competing, driving prices 
low. 
– Nuclear arms race 
– Pollution (‘Tragedy of the Commons’)
Social Dilemmas 
(individual vs. group) 
• Collective action dilemmas = situations in 
which the production of some group benefit is 
limited or prevented by the temptation to free 
ride (aka social dilemmas) 
• ‘Free Riders’ = individuals who receive the 
benefits from some collective action but 
don’t contribute. (aka ‘free loaders’)
Tragedy of the Commons 
• 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.
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.
Types of Games 
• Here we will discuss two categories of games: 
1. SOCIAL DILEMMAS (aka collective action 
problems) 
– Arise from a conflict of interests 
– Examples: Prisoners’ Dilemma 
2. COORDINATION PROBLEMS 
– Arise from a lack of information 
– Examples: Deciding which side of the road to 
drive on
Coordination Games 
• Coordination games are a formalization of the 
idea of a coordination problem, which refer to 
situations in which all parties can realize mutual 
gains, but only by making mutually consistent 
decisions. 
• Example: Which side of the road to drive on? 
Left Right 
Left 10, 10 0, 0 
Right 0, 0 10, 10
Coordination Games 
• Example: Shake hands or Bow? 
Shake Bow 
Shake Best, 
Second 
Worst, 
Worst 
Bow Worst, 
Worst 
Second, 
Best
II. DESCRIBING GAMES
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
Matrix Descriptions 
Rock, Paper, Scissors 
• By convention, the first number is the payoff to Player 1 (the 
row chooser). The second number is the payoff to Player 2 
(the column chooser). 
– If you only see one number, it is always from the point of view of 
Player 1. 
– Below I use numbers, +1 to indicate a win, -1, to indicate a loss, 
and 0 to indicate a draw. 
ROCK PAPER SCISSORS 
ROCK 0,0 -1, +1 +1, -1 
PAPER +1, -1 0, 0 -1, +1 
SCISSORS -1, +1 +1, -1 0,0 
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
IV. 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. 
– Not all games have a dominant strategy, and 
games may exist in which one player has a 
dominant strategy but not the other. 
– In the game prisoner’s dilemma, both players 
have a dominant strategy. Can you determine 
which choice dominates the others?
Nash Equilibrium 
• Nash Equilibrium: an outcome is a Nash 
Equilibrium is no player has anything to gain 
by changing only their own choice. 
– A Nash Equilibrium is a ‘best response’ to all other 
choices made by the other players in the game.
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. 
VEER DRIVE 
VEER 0,0 -2, 5 
DRIVE 5, -2 -200, -200 
GAME OF CHICKEN
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. 
Nuke Don’t Nuke 
Nuke -200, -200 -1, -100 
Don’t Nuke -100, -1 0, 0 
COLD WAR 
USA 
USSR

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Topic 3- Cooperation and Collective Action

  • 1. Cooperation and Collective Action John Bradford, Ph.D.
  • 2. Concepts to Know • Prisoners’ Dilemma • Collective Action Dilemma • Tragedy of the Commons • Dominant Strategy • Nash Equilibrium • Free Riders • Matrix and Decision-Trees (how to read)
  • 3. Game: $100 Button Description: • You begin with a $100 and a button that you may push. You are playing with everyone else in the class. Assume that you don’t know anyone else in the class and no one will know whether you pushed the button or not. Your answers are anonymous.
  • 4. 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.
  • 5. Follow up questions 1. Would knowing any of the following conditions have made you change your mind? – Knowing the other players? – Talking to others beforehand? – Making your decision publicly? – Playing the game again? – Not being given the $100 to start with? 2. Which lines of reasoning, if any, were rational? How would you define rationality?
  • 6. I. PRISONER’S DILEMMA AND OTHER SIMPLE GAMES
  • 7. 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.
  • 8. 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
  • 9. Prisoners’ Dilemma • 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 or NOT CONFESS. 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 OR NOT? WHY, WHY NOT?
  • 10. Prisoners’ Dilemma CONFESS NOT CONFESS CONFESS 5 YRS, 5 YRS 0 YRS, 10 YRS NOT CONFESS 10 YRS, 0 YR 1 YR, 1 YR
  • 11. PRISONER’S DILEMMA • It’s basic structure of the prisoner’s dilemma is this: COOPERATE DEFECT COOPERATE SECOND, SECOND WORST, BEST DEFECT BEST, WORST THIRD, THIRD
  • 12. PRISONER’S DILEMMA • The ‘Prisoners Dilemma’ describes many real-life situations: – 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? – Economics: firms competing, driving prices low. – Nuclear arms race – Pollution (‘Tragedy of the Commons’)
  • 13. Social Dilemmas (individual vs. group) • Collective action dilemmas = situations in which the production of some group benefit is limited or prevented by the temptation to free ride (aka social dilemmas) • ‘Free Riders’ = individuals who receive the benefits from some collective action but don’t contribute. (aka ‘free loaders’)
  • 14. Tragedy of the Commons • 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.
  • 15. 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.
  • 16. Types of Games • Here we will discuss two categories of games: 1. SOCIAL DILEMMAS (aka collective action problems) – Arise from a conflict of interests – Examples: Prisoners’ Dilemma 2. COORDINATION PROBLEMS – Arise from a lack of information – Examples: Deciding which side of the road to drive on
  • 17. Coordination Games • Coordination games are a formalization of the idea of a coordination problem, which refer to situations in which all parties can realize mutual gains, but only by making mutually consistent decisions. • Example: Which side of the road to drive on? Left Right Left 10, 10 0, 0 Right 0, 0 10, 10
  • 18. Coordination Games • Example: Shake hands or Bow? Shake Bow Shake Best, Second Worst, Worst Bow Worst, Worst Second, Best
  • 20. Describing Games • We can describe ‘games’ in three ways: 1. Verbally 2. Using a matrix (= table) 3. Using a Tree diagram
  • 21. 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).
  • 22. 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
  • 23. 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
  • 24. Matrix Descriptions Rock, Paper, Scissors • By convention, the first number is the payoff to Player 1 (the row chooser). The second number is the payoff to Player 2 (the column chooser). – If you only see one number, it is always from the point of view of Player 1. – Below I use numbers, +1 to indicate a win, -1, to indicate a loss, and 0 to indicate a draw. ROCK PAPER SCISSORS ROCK 0,0 -1, +1 +1, -1 PAPER +1, -1 0, 0 -1, +1 SCISSORS -1, +1 +1, -1 0,0 PLAYER 1 PLAYER 2
  • 25. 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
  • 26. IV. DOMINANT STRATEGY AND NASH EQUILIBRIUM
  • 27. 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. – Not all games have a dominant strategy, and games may exist in which one player has a dominant strategy but not the other. – In the game prisoner’s dilemma, both players have a dominant strategy. Can you determine which choice dominates the others?
  • 28. Nash Equilibrium • Nash Equilibrium: an outcome is a Nash Equilibrium is no player has anything to gain by changing only their own choice. – A Nash Equilibrium is a ‘best response’ to all other choices made by the other players in the game.
  • 29. 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. VEER DRIVE VEER 0,0 -2, 5 DRIVE 5, -2 -200, -200 GAME OF CHICKEN
  • 30. 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. Nuke Don’t Nuke Nuke -200, -200 -1, -100 Don’t Nuke -100, -1 0, 0 COLD WAR USA USSR