Abstract
Turn taking is observed in many field and laboratory settings captured by various widely studied 2 × 2 games. This article develops a repeated game model that allows us to systematically investigate turn-taking behavior in many 2 × 2 games, including the battle of the sexes, the game of chicken, the game of common-poolresources assignment, and a particular version of the prisoners' dilemma.We consider the "turn taking with independent randomizations" (TTIR) strategy that achieves three objectives: (a) helping the players reach the turn-taking path, (b) resolving the question of who takes the good turn first, and (c) deterring defection.We determine conditions under which there exists a unique TTIR strategy profile that can be supported as a subgame-perfect equilibrium. We also show that there exist conditions under which an increase in the "degree of conflict" of the stage game leads to a decrease in the expected number of periods in reaching the turn-taking path. © The Author(s) 2011.
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Paul Lau, S. H., & Mui, V. L. (2012). Using turn taking to achieve intertemporal cooperation and symmetry in infinitely repeated 2 × 2 games. Theory and Decision, 72(2), 167–188. https://doi.org/10.1007/s11238-011-9249-4
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