Repeated game
A repeated game in game theory is a model of strategic interactions in which a fixed set of players repeatedly play the same stage game—a one-shot normal-form game—over multiple periods, with payoffs accumulated across periods, either finitely or infinitely many times.[1] This framework contrasts with single-stage games by incorporating history dependence, where players' strategies can condition actions on past outcomes, enabling phenomena like cooperation and punishment that are impossible in isolated plays.[2] In finitely repeated games, backward induction typically implies that rational players will play a Nash equilibrium of the stage game in every period, replicating one-shot Nash outcomes, assuming perfect information and common knowledge of rationality (with uniqueness yielding a unique subgame-perfect equilibrium payoff profile).[1] However, infinitely repeated games, or those with discounting where future payoffs are valued less than immediate ones, allow for a broader set of subgame-perfect equilibria due to the threat of future punishments for deviations.[1] Discounting is often modeled by a common discount factor \delta \in (0,1), where the total payoff for player i is \sum_{t=1}^\infty \delta^{t-1} g_i(a_t), with g_i the stage-game payoff and a_t the action profile at time t.[1] A cornerstone of repeated game theory is the folk theorem, which states that if players are sufficiently patient (i.e., \delta close to 1), any feasible payoff vector that is individually rational—meaning each player's payoff exceeds their minimax value in the stage game—can be achieved as the average payoff of a subgame-perfect equilibrium. An early version of this result was established by Friedman (1971) for discounted infinitely repeated games with Nash threats, showing that sufficiently patient players can sustain feasible payoffs above the stage game's Nash equilibrium payoff. Subsequent work, such as Fudenberg and Maskin (1986), extended the folk theorem to subgame-perfect equilibria in discounted games, achieving any strictly individually rational feasible payoff.[3] This result explains how repetition sustains outcomes like collusion in oligopolies or cooperation in the Prisoner's Dilemma, where defection dominates in the one-shot version.[3][2] The study of repeated games originated in the mid-20th century, with early explorations of supergames—repeated plays with complete information—in Luce and Raiffa's foundational text, which analyzed temporal repetition in non-zero-sum settings like the Prisoner's Dilemma to illustrate reprisal and quasi-equilibria.[2] Subsequent developments, including the formalization of non-cooperative equilibria in supergames, built on this to characterize sustainable collusion under repeated interactions.[3] Repeated games have since become essential in economics for modeling dynamic phenomena such as cartel stability, reputation effects, and long-term contracting, with extensions to imperfect monitoring and incomplete information further enriching the theory.[1]Fundamentals
Definition and Setup
A repeated game in game theory is an extensive-form game consisting of multiple plays of a fixed underlying game, known as the stage game, where the number of repetitions may be finite or infinite. Unlike one-shot games, where interactions occur only once and players cannot condition their actions on prior outcomes, repeated games allow players' strategies to depend on the history of previous plays, enabling more complex behavioral patterns. The basic components of a repeated game are derived from the stage game, which involves a set of players, each with their own action sets and payoff functions that map joint actions to individual payoffs. In the repeated setting, the total payoff for each player is the aggregate of stage-game payoffs across all periods: for finite repetitions, it is the undiscounted sum; for infinite repetitions, it is a discounted sum that weights future payoffs less heavily to reflect impatience. The history in a repeated game is the sequence of action profiles observed up to the current period, which players use to inform their strategies. Information sets distinguish between perfect monitoring, where all actions are publicly observable after each stage, and imperfect monitoring, where players receive only noisy or private signals about others' actions, introducing uncertainty into the interaction.[4] Repetition introduces long-term incentives absent in single-shot games, as players can build reputations through consistent behavior and enforce cooperation via the threat of future punishments, fostering outcomes that align with joint interests over time.Stage Game and Payoffs
In repeated games, the stage game refers to the underlying one-shot strategic interaction among a finite set of players, typically represented in normal form as G = \langle N, (A_i)_{i \in N}, (u_i)_{i \in N} \rangle, where N is the set of players, A_i is the finite set of actions available to player i, and u_i: A \to \mathbb{R} is player i's payoff function, with A = \prod_{i \in N} A_i denoting the set of action profiles.[5] This bimatrix (for two players) or multimatrix form captures strategies, outcomes, and payoffs for zero-sum or non-zero-sum interactions in each period.[6] Payoffs in repeated games accumulate from the stage game outcomes across periods. In finite repetitions over T periods, each player's total payoff is the undiscounted sum U_i = \sum_{t=1}^T u_i(a_t), where a_t \in A is the action profile chosen in period t.[5] In infinite repetitions, payoffs are aggregated as the discounted sum U_i = \sum_{t=1}^\infty \delta^{t-1} u_i(a_t), where \delta \in (0,1) is the common discount factor reflecting players' patience or the probability of continuation.[5] Often, the normalized (average) payoff is considered as (1-\delta) U_i to align with per-period stage payoffs.[6] The feasible payoff set in repeated games consists of all payoff vectors achievable as convex combinations of stage game payoff profiles, formally the convex hull V = \mathrm{co} \{ u(a) \mid a \in A \}, where u(a) = (u_i(a))_{i \in N}.[5] Payoffs are individually rational if each player's component exceeds their minimax value, defined as v_i^* = \min_{a_{-i} \in A_{-i}} \max_{a_i \in A_i} u_i(a_i, a_{-i}), ensuring no player receives less than what they can secure unilaterally against worst-case opponents.[5] A canonical example is the Prisoner's Dilemma as the stage game, where two players choose to cooperate (C) or defect (D), with payoffs illustrating the tension between mutual cooperation and individual temptation to defect:| C | D | |
|---|---|---|
| C | 3, 3 | 0, 5 |
| D | 5, 0 | 1, 1 |