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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
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| wiki-2026-0508-prisoners-dilemma-models | Prisoner's Dilemma Models in Game Design | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
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Prisoner's Dilemma Models in Game Design
매 한 줄
"매 PD model은 매 multiplayer game design의 매 cooperation tension의 매 mathematical core — 매 individual rational choice가 매 collective suboptimal로 leads하는 매 모든 trust mechanic의 base." Robert Axelrod 'Evolution of Cooperation' (1984)이 매 iterated PD에서 매 'tit-for-tat' winning strategy 증명. 매 game design에서 매 The Resistance / Werewolf social deduction, 매 EVE Online corp wars, 매 Among Us, 매 Trust (Nicky Case 2017 interactive)까지 매 explicit application 광범. 매 2026 시점, 매 Multi-Agent RL (Llama 3 / Claude 3.5)이 매 inter-agent cooperation 학습에 매 PD framework 활용.
매 핵심
매 PD payoff matrix
- Standard PD: T (Temptation, 5) > R (Reward, 3) > P (Punishment, 1) > S (Sucker, 0).
- Constraint: 2R > T + S — 매 mutual cooperation이 매 alternating defection보다 better.
- One-shot: 매 rational defect (Nash). 매 iterated: 매 cooperation 가능.
매 winning strategies (Axelrod tournament)
- Tit-for-Tat (TFT): 매 first move cooperate, 매 then mirror opponent. 매 nice + retaliating + forgiving + non-envious.
- Tit-for-Two-Tats: 매 noise tolerant — 매 2회 연속 defect 후에야 retaliate.
- Generous TFT: 매 retaliate 90% of time — 매 forgive 10%.
- Pavlov (Win-Stay, Lose-Shift): 매 last round 'win' (R or T)이면 매 same action repeat.
매 game design 응용
- Trust mechanic: 매 player가 매 다른 player에게 매 currency 맡기면 매 returner는 매 더 많이 받기 가능. EVE Online stockpiling.
- Punishment mechanic: 매 betrayal에 매 reputation system — 매 public visible defection history.
- Communication tool: 매 chat / signal로 매 commitment make 가능 — 매 cheap-talk vs costly signal.
- Endgame revelation: 매 final round 시 매 cooperation 붕괴 (backward induction).
💻 패턴
IPD simulator
import numpy as np
from typing import Callable
PAYOFF = {
('C', 'C'): (3, 3),
('C', 'D'): (0, 5),
('D', 'C'): (5, 0),
('D', 'D'): (1, 1),
}
def play(strat_a: Callable, strat_b: Callable, rounds=200, noise=0.0):
history_a, history_b = [], []
score_a, score_b = 0, 0
for r in range(rounds):
move_a = strat_a(history_a, history_b)
move_b = strat_b(history_b, history_a)
if np.random.random() < noise: move_a = 'D' if move_a == 'C' else 'C'
if np.random.random() < noise: move_b = 'D' if move_b == 'C' else 'C'
pa, pb = PAYOFF[(move_a, move_b)]
score_a += pa; score_b += pb
history_a.append(move_a); history_b.append(move_b)
return score_a, score_b
TFT + variants
def tit_for_tat(my_hist, opp_hist):
return 'C' if not opp_hist else opp_hist[-1]
def tit_for_two_tats(my_hist, opp_hist):
if len(opp_hist) < 2: return 'C'
return 'D' if opp_hist[-1] == 'D' and opp_hist[-2] == 'D' else 'C'
def generous_tft(my_hist, opp_hist):
if not opp_hist: return 'C'
if opp_hist[-1] == 'D' and np.random.random() < 0.1: return 'C' # 매 forgive
return opp_hist[-1]
def pavlov(my_hist, opp_hist):
if not my_hist: return 'C'
last_payoff = PAYOFF[(my_hist[-1], opp_hist[-1])][0]
return my_hist[-1] if last_payoff >= 3 else ('D' if my_hist[-1] == 'C' else 'C')
Reputation system (multiplayer game)
class Reputation:
def __init__(self):
self.scores = {} # player_id → reputation float
def record_action(self, player: str, action: str, target: str):
delta = +0.1 if action == 'cooperate' else -0.3
self.scores[player] = self.scores.get(player, 0) + delta
self.scores[player] = max(-1, min(1, self.scores[player]))
def is_trustworthy(self, player: str) -> bool:
return self.scores.get(player, 0) > 0.3
Costly signal mechanic
# 매 player가 매 commitment를 매 escrow로 demonstrate
class CostlySignal:
def __init__(self):
self.escrows = {}
def signal_commitment(self, player: str, amount: int):
# 매 player가 매 amount를 lock — 매 betray시 매 lose
self.escrows[player] = amount
def reward_or_punish(self, player: str, betrayed: bool):
amt = self.escrows.pop(player, 0)
if betrayed:
return 0 # 매 escrow 몰수
else:
return amt + (amt * 0.5) # 매 50% bonus return
Endgame anti-defection (finite-game prevention)
# 매 final round를 매 hidden — 매 backward induction 차단
class HiddenEndgame:
def __init__(self, expected_rounds: int, jitter: int):
self.actual_rounds = expected_rounds + np.random.randint(-jitter, jitter+1)
def is_final(self, current_round: int) -> bool:
return current_round >= self.actual_rounds
# 매 player에게 매 actual_rounds 매 공개 안 함
매 결정 기준
| 상황 | Approach |
|---|---|
| Social deduction (Werewolf 식) | 매 information asymmetry + 매 PD |
| Persistent MMO | Reputation + costly signal |
| Co-op survival (Don't Starve Together) | 매 mutual benefit dominant — 매 PD weak |
| Competitive 1v1 | Pure PD only at meta level |
| Multi-agent RL | TFT-family baseline |
기본값: 매 iterated PD with reputation + 매 hidden endgame. 매 one-shot은 매 always defect dominant.
🔗 Graph
🤖 LLM 활용
언제: 매 LLM 두 instance를 매 IPD opponent로 simulate — 매 emergent strategy 분석. 언제 X: 매 deep human social dynamic — 매 emotion / context는 매 LLM-PD simulation으로 안 잡힘.
❌ 안티패턴
- Pure cooperation reward without defection option: 매 PD 아닌 just co-op.
- No reputation persistence: 매 betrayal 후 매 anonymity → 매 cooperation collapse.
- Known finite endgame: 매 backward induction → 매 always defect.
- No noise tolerance: 매 single mistake → 매 permanent defection spiral (TFT vs TFT trap).
🧪 검증 / 중복
- Verified — Axelrod "Evolution of Cooperation" (1984), Nicky Case "The Evolution of Trust" (2017), 매 Multi-Agent RL papers (DeepMind 'Sequential Social Dilemmas' 2017).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — PD payoff matrix, TFT variants, reputation / costly signal / hidden endgame patterns |