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Grim Trigger Strategy


Definition

In an infinitely repeated game with discount factor δ∈(0,1)\delta\in(0,1), fix a target action profile aca^c and a stage-game Nash equilibrium a∗a^*. The grim trigger strategy of player ii is

  • play aica_i^c at t=0t=0 and in every period tt whose history hth^t consists only of aca^c;
  • play ai∗a_i^* after every other history, that is, forever once anyone has deviated from aca^c.

It is the trigger strategy whose punishment phase never ends.


Interpretation

Among trigger strategies that punish with a given stage equilibrium a∗a^* that gives every player less than aca^c, grim trigger punishes longest, so it needs the least patience. Its incentive check is short. After any deviation, play is a∗a^* forever, which is a Nash equilibrium of every such subgame. On the cooperative path, a player compares the stream vi(ac)v_i(a^c) forever with the best one-period gain followed by vi(a∗)v_i(a^*) forever.

Per-period payoffs in the Prisoner's Dilemma of the Examples: cooperation pays 3 every period, while a deviation pays 5 once and then 1 in every later period.

The figure draws this comparison for the Prisoner's Dilemma of the Examples. Cooperating gives 33 in every period (blue); deviating gives 55, the payoff of defecting against a cooperator, once and then, because the opponent's grim trigger plays DD forever, the mutual-defection payoff 11 in every later period (orange). The deviation gains 22 now and loses 22 in every later period, so it pays only when the future is discounted heavily: cooperation is optimal if and only if δ≥12\delta\ge\tfrac{1}{2}.

The filled parts of the bars are discounted payoffs. With the default payoffs T=5T=5, R=3R=3, P=1P=1 and S=0S=0, deviation pays at δ=0.4\delta=0.4 and cooperation is optimal from δ=12\delta=\tfrac12. Changing the payoffs changes this threshold; the punishment must also remain credible.

The profile in which everyone uses grim trigger is a subgame-perfect Nash equilibrium if and only if, for every player ii,

vi(ac)≥(1−δ) di+δ vi(a∗),di=max⁡ai≠aicvi(ai,a−ic),v_i(a^c)\ge(1-\delta)\,d_i+\delta\,v_i(a^*),\qquad d_i=\max_{a_i\ne a^c_i}v_i(a_i,a^c_{-i}),

that is, δ≥(di−vi(ac))/(di−vi(a∗))\delta\ge\big(d_i-v_i(a^c)\big)/\big(d_i-v_i(a^*)\big) when di>vi(a∗)d_i>v_i(a^*).

Grim trigger is unforgiving: a single mistake destroys cooperation forever, even though both players would prefer to restart. This makes it fragile as a description of behaviour, but it is the standard device for showing which outcomes can be sustained at all.


Key Results

  • In a Prisoner's Dilemma, grim trigger sustains (C,C)(C,C) in every period as a subgame-perfect equilibrium if and only if δ\delta is at least the one-period gain from defecting against a cooperator divided by the difference between that defection payoff and the mutual-defection payoff; in the Examples, δ≥5−35−1=12\delta\ge\frac{5-3}{5-1}=\frac{1}{2}.
  • The threshold lies in (0,1)(0,1). It rises when the payoff from defecting against a cooperator or the mutual-defection payoff rises, and falls when the mutual-cooperation payoff rises.
  • Off the path, punishment is credible because a∗a^* is a stage-game Nash equilibrium.
  • Here did_i is the best payoff from an action other than aica^c_i. If aca^c is itself a stage equilibrium, then di≤vi(ac)d_i\le v_i(a^c), so deviating gains nothing today. The condition then holds for every δ\delta if vi(ac)≥vi(a∗)v_i(a^c)\ge v_i(a^*) for all ii (in particular if ac=a∗a^c=a^*). If some player strictly prefers the punishment equilibrium, vi(a∗)>vi(ac)v_i(a^*)>v_i(a^c), it holds only for δ≤(vi(ac)−di)/(vi(a∗)−di)\delta\le\big(v_i(a^c)-d_i\big)/\big(v_i(a^*)-d_i\big): a strict stage equilibrium is sustained for small δ\delta, and the condition fails for every δ>0\delta>0 when some deviation ties, di=vi(ac)d_i=v_i(a^c).

Examples

Prisoner's Dilemma. Take v(C,C)=(3,3)v(C,C)=(3,3), v(C,D)=(0,5)v(C,D)=(0,5), v(D,C)=(5,0)v(D,C)=(5,0), v(D,D)=(1,1)v(D,D)=(1,1). Cooperating forever gives 3/(1−δ)3/(1-\delta) in total; defecting now gives 5+δ⋅1/(1−δ)5+\delta\cdot1/(1-\delta). Cooperation is optimal if and only if

3≥5(1−δ)+δ  ⟺  4δ≥2  ⟺  δ≥12=5−35−1.3\ge5(1-\delta)+\delta\iff4\delta\ge2 \iff\delta\ge\tfrac{1}{2}=\tfrac{5-3}{5-1}.

At δ=0.4\delta=0.4 a defector gets average 5(0.6)+0.4=3.4>35(0.6)+0.4=3.4>3, so cooperation fails.

Collusion in a Cournot duopoly. In a Cournot duopoly with inverse demand p=a−Qp=a-Q and unit cost c<ac<a, write m=(a−c)2m=(a-c)^2. Producing half the monopoly output, (a−c)/4(a-c)/4 each, gives profit m/8m/8; the best deviation against it is 3(a−c)/83(a-c)/8 with profit 9m/649m/64; Cournot play gives m/9m/9. Grim trigger sustains collusion if and only if

δ≥9/64−1/89/64−1/9=1/6417/576=917≈0.53.\delta\ge\frac{9/64-1/8}{9/64-1/9}=\frac{1/64}{17/576} =\frac{9}{17}\approx0.53.

Prerequisites



Sources

Aliases: grim trigger, grim strategy, grim-trigger strategy Keywords: permanent punishment, delta >= (5-3)/(5-1), critical discount factor, cooperation in the repeated Prisoner's Dilemma, collusion 9/17 Symbols: delta, element of

Last updated: 27 October 2026 11:52