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Trigger Strategy


Definition

In a repeated game, a trigger strategy for player ii prescribes a target action aica_i^c (the cooperative phase) as long as the history shows no deviation from the target profile aca^c since the cooperative phase began, and switches to a punishment phase once a deviation has occurred. In the punishment phase the players follow a specified punishment path, typically a stage-game Nash equilibrium a∗a^* played either forever (the grim trigger strategy) or for kk periods, after which play returns to aca^c.


Interpretation

A trigger strategy turns the future into a hostage: a player who grabs a one-period gain loses the difference between cooperative and punishment payoffs in later periods. Deviation is unprofitable when the discounted future loss exceeds the immediate gain, which requires enough patience δ\delta and a punishment that is severe or long enough.

Per-period payoffs of player i in the Prisoner's Dilemma: cooperating gives 3 in every period, while deviating at t gives 5 once, then 1 for two punishment periods, then 3 again.

In the figure, k=2k=2 and the payoffs are those of the example below. Deviating at tt raises the payoff from 33 to 55, a gain of 22, but the two punishment periods pay 11 instead of 33, losses worth 2δ2\delta and 2δ22\delta^2 in period-tt terms. The deviation is unprofitable when 2δ+2δ2≥22\delta+2\delta^2\ge2, which is the condition δ+δ2≥1\delta+\delta^2\ge1 of the example.

Two separate conditions must hold for a subgame-perfect equilibrium. On the cooperative path, nobody should gain by deviating. In the punishment phase, carrying out the punishment must itself be optimal; a threat to play something that is not a best response once the trigger has been pulled is not credible. An absorbing stage-game Nash punishment takes care of the second condition. For finite punishment the continuation rule also matters. In the example below, every deviation restarts all kk punishment periods; a stage Nash punishment with payoffs no higher than the target then makes punishment-phase deviations unprofitable.

A trigger strategy reacts to deviations, not to bad luck: it relies on actions being observed. When punishment payoffs are below the target, shorter punishments reduce the future loss and can require a higher δ\delta; a sufficiently short punishment may fail for every δ<1\delta<1.


Key Results

  • With a finite punishment that restarts after any deviation, a stage-game Nash punishment and vi(ac)≥vi(a∗)v_i(a^c)\ge v_i(a^*) for every player are sufficient to rule out punishment-phase deviations. Being a stage Nash equilibrium is not necessary when a deviation also worsens the continuation payoff.
  • With kk-period punishment by a∗a^*, a one-period deviation from aca^c is unprofitable if and only if (vi(ac)−vi(a∗))(δ+δ2+⋯+δk)≥max⁡ai≠aicvi(ai,a−ic)−vi(ac)\big(v_i(a^c)-v_i(a^*)\big)(\delta+\delta^2+\dots+\delta^k)\ge \max_{a_i\ne a_i^c}v_i(a_i,a_{-i}^c)-v_i(a^c) for every ii.
  • When vi(ac)≥vi(a∗)v_i(a^c)\ge v_i(a^*), the left side is nondecreasing in kk and δ\delta; letting k→∞k\to\infty gives the grim trigger condition.
  • With a finite horizon and a unique stage equilibrium, no subgame-perfect equilibrium, in trigger strategies or otherwise, plays anything but that equilibrium.

Examples

Short versus long punishment. Prisoner's Dilemma with v(C,C)=(3,3)v(C,C)=(3,3), v(D,C)=(5,0)v(D,C)=(5,0), v(D,D)=(1,1)v(D,D)=(1,1): the gain from defecting is 5−3=25-3=2 and the per-period loss during punishment is 3−1=23-1=2. The condition becomes

δ+δ2+⋯+δk≥1.\delta+\delta^2+\dots+\delta^k\ge1.
  • k=1k=1: δ≥1\delta\ge1, impossible for δ<1\delta<1; one period of punishment never deters.
  • k=2k=2: δ2+δ−1≥0\delta^2+\delta-1\ge0, i.e. δ≥(5−1)/2≈0.618\delta\ge(\sqrt{5}-1)/2\approx0.618.
  • k=∞k=\infty (grim trigger): δ/(1−δ)≥1\delta/(1-\delta)\ge1, i.e. δ≥1/2\delta\ge1/2.

A deviation during punishment yields 00 instead of 11 and restarts the punishment, so it never pays. For the symmetric two-action model in the interactive figure, write R=vi(C,C)R=v_i(C,C), P=vi(D,D)P=v_i(D,D) and S=vi(C,D)=0S=v_i(C,D)=0, with R>PR>P. When jj punishment periods remain, obeying gives Vj=P/(1−δ)+δj(R−P)/(1−δ)V_j=P/(1-\delta)+\delta^j(R-P)/(1-\delta), whereas deviating once gives S+δVkS+\delta V_k. The smallest compliance margin occurs at j=kj=k, so all punishment states are optimal exactly when P−S+δk(R−P)≥0P-S+\delta^k(R-P)\ge0. This check is separate from the cooperative-path inequality; for an absorbing grim punishment it reduces to P≥SP\ge S.

Collusion. Firms in a repeated Cournot duopoly can produce the joint-monopoly quantities and revert to Cournot quantities after any deviation; the grim version is worked out on the grim trigger page.


Prerequisites



Sources

Aliases: trigger strategies, punishment strategy Keywords: punishment phase, cooperative phase, finite punishment, k-period punishment, forgiving trigger, tacit collusion, Prisoner's Dilemma Symbols: delta, infinity, square root

Last updated: 27 October 2026 11:52