situations in class that might fit the criteria, and the class could debate whether the various situations
qualify as prisoners’ dilemmas.
Another good way to encourage discussion about the prisoners’ dilemma is to get students
thinking and talking about how the actual actions of players in such dilemmas often diverge from the
predictions of the theory. This is easiest if they have been forced to play, either against each other, as
suggested in Game 1, Paired Prisoners’ Dilemma, below, or against a computer. One Web-based
interactive version of the prisoners’ dilemma is available at
http://serendip.brynmawr.edu/playground/pd.html. Each game played against the computer (Serendip) is
of finite but unknown length (usually between 10 and 20 rounds), and the computer tracks the total as
well as the average gain for each player during the game; there is a link to an explanation of the game that
tells you the computer is playing TFT. Although most students don’t read this first, virtually all of them
figure it out. You can ask students to play against the computer before class and to keep track of their
choices and their outcomes so that they can participate in a discussion during class. They will most
certainly come up with a variety of different stories about how they tried to take advantage of the
computer’s forgiving play. You may also find that they play more to beat the computer than to maximize
their own gains; this is your chance to suggest that sometimes predictions are wrong, not because the
theory is wrong but because the theorist misunderstands the incentive structures or payoff functions of the
players whose behavior she is predicting.
If your class has some analytical sophistication, you may want to discuss the multiplicity of
strategies that can sustain a given cooperative outcome. The conditions on the payoffs and discount
factors that make cooperation an equilibrium of the repeated game are similar for the different strategy
combinations, but not usually exactly the same. Therefore, some dilemmas may be resolved more easily
using one approach (say, grim trigger strategies) than another (say, TFT). We provide an analysis of this
type here; you could develop this specific example in class or in a more-specialized section, or you could
even use it as an extra exercise.
Consider a prisoners’ dilemma where the Row player’s payoffs are