Make sure you have an even number of students. The program matches them randomly in
pairs. Each student sees two cards for herself in the bottom half of her screen, and two cards for
the player with whom she is matched in the top half of her screen. For each student, there is a low
card called her pull card, and a high card called her push card. She can use her mouse to click on
one of these. If she clicks on the low (pull) card, she gets from a central kitty a number of coins
(points) equal to the value of that card. If she clicks on the high (push) card, her opponent gets
from the same central kitty a number of coins (points) equal to the value of that card. The
objective is to get as many coins for yourself as possible. The two matched in a pair make their
choices simultaneously. They do not see each other’s choice until both have clicked, when the
actual transfer of coins takes place. Then new random pairings are formed, and the procedure is
repeated. Depending on the time available, you can typically play up to 10 rounds of this.
(Usually most students figure out after two or three rounds that pull is their dominant strategy.)
The values of the low and high cards a player has over her 10 rounds should be alternated
in such a way as to allow each to get the same aggregate payoff if they play the correct strategies.
This evenness is important if the exercise counts toward the course grade.
Then a second phase of the game begins. Here each player has the opportunity to bribe
the other into playing push; it shows how the prisoners’ dilemma can be overcome if there is
some mechanism by which the players can make credible promises. Again, randomly matched
pairs are formed, and in each pair each player sees her and her opponent’s cards. First, each
chooses how many coins she promises to pay her opponent if (and only if) the opponent plays
push. These bribes come from the player’s own kitty (winnings from the first phase) and not from
the central kitty. The bribes are put in an escrow box. Once both have set the bribes, each can see
the bribe offered by the other. Then they play the actual game of clicking on the cards. When both
have clicked, each gets the points from the central kitty depending on the push or pull choices as
before. If your opponent plays push, she gets the bribe you offered from your escrow box; if your
opponent plays pull, your bribe is returned to you from your escrow box. (The fact that the
Games of Strategy, Fourth Edition Copyright © 2015 W. W. Norton & Company