Open Journal of Applied Sciences, 2013, 3, 7-11
doi:10.4236/ojapps.2013.31B1002 Published Online April 2013 (http://www.scirp.org/journal/ojapps)
Prisoners' Dilemma Supergame on Rectangle Lattice
Zhongxing Ye1,2, Jingshu Chen3
1School of Business Information Management, Shanghai Institute of Foreign Trade, Shanghai, China
2Department of Mathematics, Shanghai Jiao Tong University, Shanghai, China
3Department of Management Science and Engineering, Stanford University, Stanford, USA
Email: yezx@shift.edu.cn, jingshuc@stanford.edu
Received 2013
ABSTRACT
In this paper a class of large supergames, i.e., infinitely repeated games played by many players are studied. The players
located on the vertex set of planar rectangle lattice play several basic games with his neighbors. The basic game is
two-person prisoners’ dilemma game with asymmetric payoffs. Under the conditions of the pre-specified updating rules
and the transition probabilities, the relevant stochastic process of strategy evolution forms a Markovian process. The
simulation results about the long-run behavior are provided.
Keywords: Prisoners’ Dilemma; Supergame; Planar Rectangle Lattice; Markov Process; Invariant Measure;
Equilibrium
1. Introduction
In a series of our previous works we have investigated a
class of large Ising-type supergames, i.e., infinitely re-
peated games played by (infinitely) many players located
on networks. In these stylized class of supergames, game
players are located on the vertex set of planar rectangle
lattice or trees (see [1,2]). Each player plays several basic
games with his neighbors. The basic game is two-person
Ising-type game with symmetric payoffs. Under the con-
ditions of the pre-specified updating rules and the transi-
tion probabilities i.e., these relevant stochastic process of
strategy configuration given, the formula of invariant
measures which represent the long-run equilibrium plays
are obtained. The phase transition phenomena are discov-
ered.
In this work we extend our previous work to prisoners’
dilemma game with asymmetric payoffs in stead of
Ising-type game with symmetric payoffs. There has been
many research works on prisoner’s dilemma games (see
[3]) and for evolutionary prisoner’s dilemma games (for
example, see [4,5]). In this work, we assume that each
player plays several two person prisoners’ dilemma
games only with her neighbors, in each and every period
of discrete times. Players change their strategy simulta-
neously at every period of time. In section 2, we offer the
structures of planar rectangle lattices and the formulation
of the class of prisoners’ dilemma supergames by offer-
ing the ingredients needed. In section 3, we study a spe-
cial dynamic supergame with basic two person prisoners’
dilemma game with asymmetric payoffs. The theoretic
analysis is difficult. So we provide simulated results to
pursue the limiting behavior of the dynamics. Section 4
is the conclusion, in which some further research direc-
tions are mentioned.
2. Supergames on Planar Rectangle Lattices
Based on Basic Two Person Prisoners’
Dilemma Games
The players: We assume that players are located on the
vertex sites of a planar rectangle lattice (see Figure 1)
(, )GVE
, where V is the vertex set and E the edge set
of the lattice. We also assume that all the players are
identical.
Neighborhood: A neighborhood system
is a collection of nonempty subsets of the vertices of V
such that (i) i does not belong to for all i
{, }
i
NNiV
V
i
N
; (ii)
j
iN
if and only if ,
i
jN
for all is called
the neighborhood of i. We define the set
,;Vi
N
{}
ii
WN i
ij
.
In this work we only consider the following structure of
neighborhood. The structure of neighboring sites of the
origin (0,0)o
is given by
Figure 1. Planar rectangle lattice and neighborhood struc-
ture.
Copyright © 2013 SciRes. OJAppS
Z. X. YE, J. S. Chen
8
{ (1,0),(-1,0),(0,1),(0,-1)}
o
N
(see Figure 1). This means that each vertex has 4 nearest
neighboring vertices.
Prisoners’ dilemma game: The basic game we study in
this work is two person prisoners’ dilemma game (PDG)
which is defined in its classic form: This game is played
by two players. We assume that each player has only two
choices of strategies which may be identified as {, }
A
CD
.
Where C represents to cooperate and D represents defect.
At any run of dynamic games, if both players choose C,
they get a pay-off R each; if one player chooses D while
the other chooses C, the defector player gets the biggest
pay-off T, while the other gets S; if both players defect,
they get pay-off P. We can write the payoff in the matrix
form:
(, )(,)(,)(,)
(,)(, )(,)(,)
QCC QCDRRST
QDCQDDTSPP




Q
(1)
where the pay-off values must satisfy the inequalities
2.TRPS andRST 
For more about PDG, readers may refer [3-5].
Stage games: In our class of supergames, some stage
games are played over discrete time At
each discrete time every player plays four 2-strategy 2-
person prisoners’ dilemma games simultaneously with
his neighbors. At the end of each game, player receives
payoff
if he plays strategy y while his
neighbor plays strategy
{0,1,2,}.i
i
(, )
ij j
Qyx
j
j
x
; so his total payoff from
playing strategy y is the sum of the payoffs received from
playing y against each of his neighbors. Then player i
may revise his strategy from y to z with probability
(|(,))
11
exp( ,)(,)
|| ||
11
exp( ,)
'||||
i
i
i
ij jijj
jN
i
ij j
jN
i
pz iy
Qzx Qyx
N
Qzx
N





x
(2)
where
and '
are normalization factors to make
(| (,))1
i
zA
pz iy
x (3)
The global updating rule is synchronous, i.e., all play-
ers change their strategies simultaneously at the same
time.
The dynamics of a supergame is characterized by a
stochastic process which is called strategy evolution
process (SEP). Technically, the SEP for a large super-
game is a Markov chain whose state at time t is denoted
by ,
{;
tti}
X
iVX. It takes value over
{, }
VV
t
A
CD 
,
{; }
tti
x
iV
x is the realization of t
X
. Equivalently
he state of SEP at time y a probability
distribution t
we may model tt b
on V
A
. Suppose that the configuration
1t
x determs theategy of player i at time t with
ability (called local transition probability):
,1 ,1,
(| )(|:}
itititi tji
pxpxxj W

ine
prob
str
x (4)
Note that
,
,1,
|;)1
ti
iti tji
x
xjWfor alliV
(p x

(5)
Let be the global one-step transition prob-
)jW
()Py|x
abilities from x toy. Then for Synchronous updating
rule, the global transition probabilities of the SEP are
defined by
P
1,1,
() (|:
ttititj i
iV
pxx


x|x (6)
The global transition probabilities (6) defines a dis-
crete-time Markov process on the configuration space
V
A
. Given a measure 1t
on the configuration 1t
x
defines a probability msure 1
=
tt
(6) ea
P on t
x.
()( ))ddP

xx
11 1
( |
tttttt
d
 
xx (7)
We say that a measure
is stationary
va
or time in-
riant if
=
P. We are interested in existence and
uniquenessf the invariant measures under the above
mentioned condition, i.e., the ergodicity and reversibility
of the SEP. In certain cases there may exist multiple in-
variant measures. This phenomenon is called phase tran-
sition. The following result is well known.
Theorem 3.1: The invariant measures
o
for the time
ev
ous updating case, to find the invari-
an
3. Simulation Result of the Limiting
Ine report the simulation results for exam-
We consider the finite sub-lattice with
olution form a nonempty convex set.
Proof: see [6].
For the synchron
t measure analytically is quite difficult. So in this pa-
per we focus on the numerical simulation which shows
interesting behavior. The detail is given in the next sec-
tion.
Behavior
this section w
ining the limiting behavior of dynamic supergames de-
scribed in the previous section. For convenience, we set
the following payoff matrix
(1,1
) (8,0)
(0, 8)(5, 5)



Q
40 40
verti-
ce The los and 3 different boundary conditions. cal and
global transition probabilities are given by (2) and (6),
respectively. We use white color to represent D strategy
state, and black color the C strategy state. For different
which is called configuration space of the SEP at time t.
Copyright © 2013 SciRes. OJAppS
Z. X. YE, J. S. Chen 9
value of parameter
, we simulate the dynamics of
evolution 500 steps. r simplicity, we only report the
following three cases. The dynamic percentage of write
vertices and the final state are provided via graphs.
1) Case 1. 0
Fo
The change of every player’s strategy is independent
of the history of his own and his neighbors’ past strate-
gies. So this case is not of interest.
2) Case 2. 1
i) The whitdae bounry conditions: (Figure 2)
4)
ii) The black boundary conditions: (Figure 3)
iii) The periodic boundary conditions: (Figure
3) Case 3. 3
i) White boy condundaritions: (Figure 5)
7)
ii) Black boundary conditions: (Figure 6)
iii) Periodic boundary conditions: (Figure
(a)
(b)
Figure 2. (a)
1
ercen
case white boundary conditions: ith w
the dynamic ptage of write vertices; (b)
1 case
with white boundary conditions: the final coation nfigur
(a)
(b)
Figure 3. (a)
1
ercen
case wlack boundary conditions: ith b
the dynamic ptage of write vertices; (b)
1 case
with black boundary conditions: the final configuration
after 500 steps of evolution.
after 500 steps of evolution.
Copyright © 2013 SciRes. OJAppS
Z. X. YE, J. S. Chen
10
(a)
(b)
Figure 4. (a)
1
mic p
case w periodic boundary co-ithndi
tions: the dynaercentage of write vertices; (b)
1
case with periodic boundary conditions: the final configura-
tion after 500 steps of evolution.
(a)
(b)
Figure 5. (a)
3
ercen
case white boundary conditins: ith wo
the dynamic ptage of write vertices; (b)
3 case
with white boundary conditions: the final configuration
after 500 steps of evolution.
(a)
(b)
Figure 6. (a)
3
ercen
case wlack boundary conditios: ith bn
the dynamic ptage of write vertices; (b)
3 case
with black boundary conditions: the final configuration
after 500 steps of evolution.
Copyright © 2013 SciRes. OJAppS
Z. X. YE, J. S. Chen
Copyright © 2013 SciRes. OJAppS
11
From the above simulation result, we can see that for
small value of
(0
), the dynamic percentage of
white vertices approaches to 50%, while for large value
of
(0
) the dynamic percentage of white vertices
approaches to 100%. In other word, the final configura-
tion of SEP will approach to the sole state with all white
color. This means that all players approach to defect. The
greater the
, the faster the convergence. So we con-
jecture that there exists a critical value of
denoted by
c
such that for 0c
 and c
the limiting
behavior of the dynamic supergames areifferent. For
0c
d
cases, the dynamic percentages of white ver-
tices approache to 50%. While for c
cases, the
dynamic percentages of white vertices approache to
100%. To find the exact value of c
is also of interest.
But the problem to prove these confirmations and con-
jecture theoretically remains open.
(a)
(b)
Figure 7. (a)
3
ercen
case with periodic boundary conditions:
the dynamic ptage of te vertices; (b) wri
3 case
with periodic boundary conditions: the final configuration
after 500 steps of evolution.
4. Conclusions
We study the dynam
rectangle lattice and
ic prisoners’ dilemma supergame on
provide some interesting simulation
ledgements
thank the National Natural
a (Program No. 11171215)
[1] A. J. Wang, ZOn the Long-run
Equilibria of ame on Z^d,” Jour-
erence on Pro-
On,” World Scientific Publishing
a Game on Highly Clustered Commu-
results and some conjucture. The theoretic analysis re-
mains open. Other types of supergames on different lat-
tices and based on other basic games will be reported
elsewhere.
5. Acknow
The authors would like to
Science Foundation of Chin
and Shanghai 085 Project for financial supports.
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