Grim trigger
In game theory, grim trigger is a trigger strategy for a repeated game.
Initially, a player using grim trigger will cooperate, but as soon as the opponent defects, the player using grim trigger will defect for the remainder of the iterated game. Since a single defect by the opponent triggers defection forever, grim trigger is the most strictly unforgiving of strategies in an iterated game.
In Robert Axelrod's book The Evolution of Cooperation, grim trigger is called "Friedman", for a 1971 paper by James W. Friedman, which uses the concept.
The infinitely repeated prisoners' dilemma
The infinitely repeated prisoners’ dilemma is a well-known example for the grim trigger strategy. The normal game for two prisoners is as follows:| Stays Silent | Betray | |
| Stays Silent | 1, 1 | |
| Betray | 2, -1 | 0, 0 |
In the prisoners' dilemma, each player has two choices in each stage:
- Cooperate
- Defect for an immediate gain
In the grim trigger strategy, a player cooperates in the first round and in the subsequent rounds as long as his opponent does not defect from the agreement. Once the player finds that the opponent has betrayed in the previous game, he will then defect forever.
In order to evaluate the subgame perfect equilibrium (SPE) for the following grim trigger strategy of the game, strategy S* for players i and j is as follows:
- Play C in every period unless someone has ever played D in the past
- Play D forever if someone has played D in the past
To prove that the strategy is a SPE, cooperation should be the best response to the other player's cooperation, and the defection should be the best response to the other player's defection.
Step 1: Suppose that D is never played so far.
- Player i's payoff from C :
- Player i's payoff from D :
Step 2: Suppose that someone has played D previously, then Player j will play D no matter what.
- Player i's payoff from C :
- Player i's payoff from D :
The preceding argument emphasizes that there is no incentive to deviate from the cooperation profile if, and this is true for every subgame. Therefore, the strategy for the infinitely repeated prisoners’ dilemma game is a Subgame Perfect Nash equilibrium.
In iterated prisoner's dilemma strategy competitions, grim trigger performs poorly even without noise, and adding signal errors makes it even worse. Its ability to threaten permanent defection gives it a theoretically effective way to sustain trust, but because of its unforgiving nature and the inability to communicate this threat in advance, it performs poorly.