Abstract

A three-person iterated prisoner's dilemma (3p-IPD) game is studied. The present simulation uses a lattice model of finite state automata. In particular, the similarity between a noisy 2p- and a noiseless 3p-IPD game is discussed. It is known that, due to the noise, Tit for Tat loses its robustness and is taken over by more complex strategies in a noiseless IPD game. But in the 3p-IPD game, even without noise, Tit for Tat loses its robustness and is also taken over by more complex strategies. It is found that similar strategies take over Tit for Tat in both situations. We thus remark that the role of noise in the two person game is replaced by the third player in the three-person game. As a result, the strategies diversify in both the noisy 2p- and the quiet 3p- IPD game. It is also found that game strategies in an automaton form can be understood as a combination of defensive and offensive substructures. A recognition of these substructures enables us to study the mechanism of robustness in the strategies of the 3p-IPD game.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.