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CORE CONCEPT Published: December 18, 2017
Game Theory and Cooperation: How Putting Others First Can Help Everyone Authors
David McAdams
Young Reviewers
Katherine Johnson Scholar Sisters
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INTRODUCTION: GAMES, GAMES EVERYWHERE
No man is an island, entire of itself. (John Donne, seventeenth-
century English poet)
When people speak of “games,” they are usually talking about
amusements, like checkers and Monopoly, or sports, like football or
basketball. But in the branch of mathematics known as “game theory,”
we speak of games in a much broader sense.
De�nition: Game
A situation is a “game” whenever (i) more than one person is making a
decision and (ii) people’s decisions impact one another.
ABSTRACT
Leo Durocher, a famous baseball player from the 1930s, once
said that “Nice guys �nish last.” That may be true in baseball,
but it is not true in life more generally. In this article, we use
ideas from the branch of mathematics known as “game
theory” to study a situation known as the “Prisoners’ Dilemma
(PD),” which sheds light on why people often fail to work well
together. Game theory shows that people who are kind and
trustworthy have a strategic advantage, as they can “change
the game” to escape the PD and make everyone better o�,
including themselves. So, truly, “nice guys �nish �rst.”
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Just about everything we do in life is a game in the game-theory
sense. At home, at school, everywhere we go, and just about
everything we do, we are playing games. Do not believe me? Think
back to the very beginning of your day, when you woke up. How
quickly you got out of bed impacted your parents—and how early
they woke you up impacted you—so that was a game! Think about
what happened next, throughout the rest of the day. From the
bathroom to the breakfast table, in the classroom and on the
playground, you make choices that impact others as well as yourself.
You’re playing games! Knowing about game theory can help you
improve your experience in those situations—not just to “win,” but to
improve your relationships and have a happier life.
Game theory is used to study how people are likely to behave in
strategic situations, with applications in economics, political science,
business strategy, law, entrepreneurship, and military science, to name
just a few. Just as physics describes how planets revolve around the
sun, game theory seeks to describe how people make decisions in
games. Mathematics is useful in game theory as a tool to analyze
players’ motivations and to predict outcomes. Sometimes, as in the
next example, the predictions that game theory makes can be quite
unexpected.
EXAMPLE: EATING OUT WITH FRIENDS
Eight friends have decided to go out together for lunch at a burger
restaurant. They will split the bill equally. There are two items on the
menu: (i) a regular burger that costs $4 and (ii) a deluxe burger that
costs $8. Each friend feels that eating a regular burger is worth $5
while eating a deluxe burger is worth $6. Note that a regular burger is
worth more than it costs ($5 > $4) while a deluxe burger is worth less
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than it costs ($6 < $8). Deluxe burgers are obviously a bad deal—you
have to pay $8 for something that is only worth $6 to you—but game
theory predicts that, when eating together, all eight friends will
splurge on deluxe burgers. Why?
To understand this unexpected outcome, it is helpful to think about
the game from a mathematical point of view. Let D be the number of
friends who order deluxe and let R be the number who order regular.
(D and R are integers from 0 to 8, with R + D = 8, because there are
eight friends in total.) Since deluxe burgers cost $8 and regular ones
cost $4, the total bill is 8D + 4R. Since R = 8 − D, we can rewrite this as 8D + 4 (8 − D). Multiplying this out, we get 8D + 32 − 4D which can be simpli�ed to
Total bill=32+4D
Each friend’s individual bill is 1/8th of the total bill. Since the total bill is
32 + 4D, each friend pays 32/8 + 4D/8 which can be simpli�ed to
Individual bill=4+D/2.
When someone upgrades their order from “regular” to “deluxe,” they
get an extra dollar of value from the burger (it’s now worth $6 to them
instead of $5). However, they only pay an extra 50 cents, since the
additional $4 cost for the deluxe burger is split eight ways. Each
individual, therefore, has a motivation to order a deluxe burger even
though, when everyone does this, they all wind up paying $8 for
something that is only worth $6 to them. (What would happen if one
person in the group decided to order a regular burger? The total bill
would fall from $64 to $60, causing everyone’s individual bill to fall
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from $8 to $7.50. So, the person who ordered the regular burger
would have to pay $7.50 for something that is only worth $5 to them,
even worse than paying $8 for something that is only worth $6.)
This seems strange but, in fact, this turns out to be an example of the
most famous and most well-studied strategic situation in game theory
—the game known as the “Prisoners’ Dilemma (PD).”
THE PRISONERS’ DILEMMA
Princeton mathematician and early game theorist1 Albert Tucker came
up with the story of the PD in 1950, to demonstrate an unexpected
lesson of game theory—that sometimes doing what is best for
ourselves individually can make everyone worse o�.
Story of the PD
The police have arrested two criminals—“Prisoner #1 (P1)” and
“Prisoner #2 (P2)”—on charges that carry a prison term of up to 5
years. But the police strongly suspect that the criminals also
committed a worse crime, armed robbery, which carries a prison term
of up to 20 years. The police interrogator places the prisoners in
separate cells and tells each prisoner, “It’s time for you to confess to
the robbery. How long you stay in prison depends on who confesses.
If only you confess, I will let you walk free today. Otherwise, you will
spend 5 years behind bars if neither of you confesses, 10 years if both
confess, or 20 years if you are the only one not to confess.” What
should we expect the prisoners to do?
Figure 1 shows how long P1 will spend in jail, depending on who
chooses to confess. Notice that, no matter what P2 does, P1 is better
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o� confessing himself. (If P2 confesses, confessing allows P1 to spend
10 years rather than 20 years in jail. If P2 does not confess, confessing
allows P1 to go free rather than spending 5 years in jail. Either way, P1
has an individual motivation to confess.) Of course, this logic also
applies to P2. Game theory, therefore, predicts that both prisoners will
confess and both spend 10 years in jail—a “lose–lose outcome” since
they could have both spent only 5 years in jail if they had both stayed
quiet.
Figure 1 - Jail time for Prisoner #1 in the Prisoners’ Dilemma.
This “payo� matrix” shows how much time Prisoner #1 will spend in jail, depending
on who confesses. There are four boxes, corresponding to the four possible
outcomes of the game. (Prisoner #1’s choices are shown in the rows and Prisoner
#2’s are shown in the columns.) Note that Prisoner #1 has an individual motivation
to confess—illustrated by the red arrows—whether Prisoner #2 confesses or not.
THE PD IN REAL LIFE
You will probably never be interrogated by the police, but many
situations that we face in life are essentially the same as the PD, from
a game-theory point of view. To make this point as clearly as possible,
it is helpful to de�ne what I mean by “Prisoners’ Dilemma” more
precisely. That way, we can more easily identify when a real-world
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situation is a PD, even when no prisoners are involved. To do so, I �rst
need to de�ne another important game-theory concept: “dominant
strategy.”
De�nition: Dominant Strategy
A “dominant strategy” for a player is an action that gives that player
the highest possible payo�, no matter what actions others choose.
De�nition: Prisoners’ Dilemma
A game is a “Prisoners’ Dilemma” whenever (i) all players have a
dominant strategy and (ii) all players are better o� if they all choose
not to play their dominant strategies.
This de�nition of the PD does not say anything about how many
players are in the game. In the classic story, there are only two
prisoners, but this is unimportant. The same basic game could have
been played with any number of prisoners. For instance, the “Eating
Out with Friends” game we considered earlier is a PD with eight
players, with dominant strategy “order a deluxe burger” (rather than
“confess”) and collectively bad outcome “everyone overpays for their
meal” (rather than “everyone spends more time in jail”). Here, are two
other examples of many-player PDs that we encounter in everyday
life.
Example: Littering
Every weekend, picnickers at a local park decide whether to throw
away their trash. Individually speaking, each person is better o�
leaving their trash on the ground—it is a hassle to throw it away—but,
if everyone were to do that, the park would be a mess. In this PD
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played among picnickers, each player’s dominant strategy is to leave
their trash on the ground, leading to a collectively bad outcome in
which the park is a mess.
Example: Standing up to a Bully
There is a bully who picks on all the kids in your class. When the bully
is picking on someone else, will you stand up in defense of the other
kid or will you stand by and do nothing? Individually speaking, you
and every other kid in class prefer not to stand up to the bully—he
might start going after you instead—but, if everyone were to do that,
the bully will never stop. In this PD played among kids, each player’s
dominant strategy is not to stand up to the bully, leading to a
collectively bad outcome in which the bully is never stopped.
ESCAPING THE PD: THE POWER OF HELPING OTHERS
Do unto others what you want them to do unto you. (The Golden
Rule)
In the PD, everyone gets a worse outcome when they do what is best
for themselves individually than if they each make a personal sacri�ce
to help others. One way to escape the PD is, therefore, to change
players’ motivations so that they want to help others. For instance, in
the littering example, a neighborhood association could put up
posters urging picnickers to “Be A Good Neighbor: Throw Out Your
Trash.” By emphasizing how “good neighbors” throw out their trash,
such posters could cause people to start cleaning up after themselves
because they want to feel like “good neighbors”—and because they
want to avoid being thought of as “bad neighbors.” As long as these
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new feelings are strong enough to persuade everyone to clean up,
everyone will be better o� than before, because the park will be clean
and people will feel good about themselves and their neighbors for
behaving well.
ESCAPING THE PD: THE POWER OF PROMISES
You scratch my back and I’ll scratch yours. (Old saying, believed
to have originated among English sailors during the seventeenth
century)
Back in the seventeenth century, English sailors caught drunk on duty
faced severe punishment. They were tied to the ship’s mast and
beaten with a whip (known as a “cat o’ nine tails”) by another crew
member. To avoid serious injury, sailors struck deals to whip each
other lightly (merely “scratching” each other’s backs). So long as
everyone agreed to the deal, everyone could then be sure to receive a
light whipping when their time for punishment came.
“You scratch my back and I’ll scratch yours” is an example of a
promise—a commitment to do something that helps another person
if that other person �rst does something to help you. A promise can
also help players escape the PD.
The Prisoner’s Promise
If you don’t confess, I promise that I also won’t confess. However,
if you do confess, then so will I.
Suppose that P2 makes this promise and P1 believes it. P1’s choice is
then between 10 years in jail (if both confess) or 5 years in jail (if
neither confesses), and he will choose not to confess. PD solved! See
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Figure 2. But what if P1 does not believe P2? If P1 feels that P2 will
break his promise, P1 will confess and both will go to jail for 10 years.
Still locked in the dilemma!
Figure 2
The Prisoner’s Promise allows the players to “escape” the PD. This �gure shows the
“game tree” of the PD when one player (Prisoner #1) moves �rst and the last-mover
(Prisoner #2) is able to commit to the Prisoner’s Promise. Everything shown in red is
for Prisoner #1, while everything in black is for Prisoner #2. The game proceeds
from left to right. The choice that each player makes at each “decision node” is
shown with a thick arrow, while the choice they do not make is shown with a thin
line. The predicted outcome—that neither confesses and both serve 5 years in jail—
is circled.
How can you make sure that others believe you when you make a
promise? The simplest and most powerful approach is to be an
honest and honorable person. If others know that “your word is your
bond” and that you care about your personal reputation, they will trust
you to do what you say. You can then fully use the power of promises,
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to escape the PD in your own life and to make yourself and everyone
around you better o�.
SUGGESTED FURTHER READING
This article discusses two ways to escape the PD—by either changing
what motivates players or by committing to a promise. However,
there are in fact �ve di�erent “escape routes” from the PD. For more
on this and other game-theory topics, see my book Game-Changer
and the other suggested readings listed below.
Books that provide easy-to-read introductions to game theory:
“Game-Changer: Game Theory and the Art of Transforming
Strategic Situations” by David McAdams, 2014
“Thinking Strategically: The Competitive Edge in Business, Politics,
and Everyday Life” by Avinash K. Dixit and Barry J. Nalebu�, 1991
Books that dig into important applications of game-theory ideas:
“Getting to YES: Negotiating Agreement Without Giving In” by
Roger Fisher and William Ury, 1981
“Who Gets What—And Why” by Alvin E. Roth (winner of the Nobel
Prize in Economics), 2015
My favorite game-theory textbook:
“Games of Strategy, fourth edition” by Avinash Dixit, Susan Skeath,
and David H. Reiley, Jr., 2015
CONFLICT OF INTEREST STATEMENT
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The author declares that the research was conducted in the absence
of any commercial or �nancial relationships that could be construed
as a potential con�ict of interest.
Footnote
[1] ↑ One of Tucker’s PhD students, John Nash, went on to win the Nobel Prize in Economics for his contributions to game theory. The Oscar-winning movie “A
Beautiful Mind” tells the story of Nash’s life during the years when he was Tucker’s
student at Princeton, with Russell Crowe starring as Nash.
Citation
McAdams D (2017) Game Theory and Cooperation: How Putting Others First Can
Help Everyone. Front. Young Minds. 5:66. doi: 10.3389/frym.2017.00066
Editor
Jonathan Montaño
Publishing dates
Submitted: July 25, 2017; Accepted: November 30, 2017; Published online:
December 18, 2017.
Copyright © 2017 McAdams
This is an open-access article distributed under the terms of the Creative Commons
Attribution License (CC BY). The use, distribution or reproduction in other forums is
permitted, provided the original author(s) and the copyright owner(s) are credited
and that the original publication in this journal is cited, in accordance with accepted
academic practice. No use, distribution or reproduction is permitted which does not
comply with these terms.
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