English

Reactive learning strategies for iterated games

Populations and Evolution 2022-02-18 v1

Abstract

In an iterated game between two players, there is much interest in characterizing the set of feasible payoffs for both players when one player uses a fixed strategy and the other player is free to switch. Such characterizations have led to extortionists, equalizers, partners, and rivals. Most of those studies use memory-one strategies, which specify the probabilities to take actions depending on the outcome of the previous round. Here, we consider "reactive learning strategies," which gradually modify their propensity to take certain actions based on past actions of the opponent. Every linear reactive learning strategy, p\mathbf{p}^{\ast}, corresponds to a memory one-strategy, p\mathbf{p}, and vice versa. We prove that for evaluating the region of feasible payoffs against a memory-one strategy, C(p)\mathcal{C}\left(\mathbf{p}\right), we need to check its performance against at most 1111 other strategies. Thus, C(p)\mathcal{C}\left(\mathbf{p}\right) is the convex hull in R2\mathbb{R}^{2} of at most 1111 points. Furthermore, if p\mathbf{p} is a memory-one strategy, with feasible payoff region C(p)\mathcal{C}\left(\mathbf{p}\right), and p\mathbf{p}^{\ast} is the corresponding reactive learning strategy, with feasible payoff region C(p)\mathcal{C}\left(\mathbf{p}^{\ast}\right), then C(p)\mathcal{C}\left(\mathbf{p}^{\ast}\right) is a subset of C(p)\mathcal{C}\left(\mathbf{p}\right). Reactive learning strategies are therefore powerful tools in restricting the outcomes of iterated games.

Keywords

Cite

@article{arxiv.1903.04443,
  title  = {Reactive learning strategies for iterated games},
  author = {Alex McAvoy and Martin A. Nowak},
  journal= {arXiv preprint arXiv:1903.04443},
  year   = {2022}
}

Comments

18 pages

R2 v1 2026-06-23T08:04:33.219Z