EconomicsCounterintuitive resultResolved★ Famous

The Prisoner's Dilemma

Also known as The Flood–Dresher game, Two-person dilemma

Two people can each do better by betraying the other — and end up worse off than if neither of them had.

When
1950
Difficulty
Beginner
Reading time
18 min
People
Merrill M. Flood,Melvin Dresher,Albert W. Tucker,John F. Nash Jr.,Robert Axelrod

Counterintuitive result. Nothing is wrong with the reasoning. The result is simply correct and human intuition is simply unreliable here. Not a contradiction at all.

Discover

Two people are arrested. The police have enough evidence to convict them of something small, but not of the big thing they are actually suspected of.

So the two are put in separate rooms, where they cannot talk, and each is made exactly the same offer:

"Blame the other one, and you walk out today. Your friend gets three years."

"Say nothing, and if your friend blames you, you get the three years and they walk."

"If you both blame each other, you both get two years."

"And if you both keep quiet, I can only make the small charge stick. One year each."

Think it through from inside one of the rooms.

If the other one keeps quiet, you should talk — you go free instead of serving a year. If the other one talks, you should also talk — two years instead of three.

Whatever they do, talking is better for you. So you talk. And they are in an identical room, doing identical arithmetic, so they talk too.

You each get two years.

If you had both simply kept your mouths shut, you would each have got one.

Understand

Nobody made a mistake. That is the whole point.

Each prisoner faced a genuine choice and reasoned about it correctly. Talking really is better than staying quiet — not on average, not usually, but in every single case, no matter what the other person does. In game theory this is called a dominant strategy: an option that beats the alternative under every possible circumstance you might be in.

Ordinarily, if an option is better in every circumstance, taking it is simply what "being sensible" means. Here, two people both being sensible produces an outcome that is worse for both of them than the outcome they could have reached by both being less sensible.

That is the paradox, and it is a real one. It is not a trick of the wording, and it does not go away when the prisoners get smarter. It gets worse. Two perfect reasoners land on two years each with complete confidence.

Where the loss comes from

The cost of your betrayal does not land on you. It lands on the other person.

When you decide to talk, you gain one year off your own sentence and you add one year to theirs. You bank the benefit; they pay the bill. Since you are choosing, and the bill is not addressed to you, the choice is easy.

Both of you do this at once. Both of you collect a small private gain and hand over a larger cost. Add the two transactions together and the pair is worse off.

This is the engine of every situation in this family. Any time an action pays the person who takes it and charges the cost to everyone, the individually correct choice and the collectively correct choice come apart.

What would fix it

Nothing available inside the two rooms.

Promising to keep quiet does not help: a promise costs nothing to break and there is no way to be caught. Caring about the other person's sentence helps only if you care about it at least as much as your own — which is to say, only if you are playing a different game. Being clever does not help; the cleverer you are, the faster you get to two years.

What does help is a reason to expect the situation to recur. If you and the other person will face this again tomorrow, and the day after, then betrayal stops being free — it buys you a year today and costs you every future year of cooperation. That single change turns the dilemma from a trap into a solvable problem, and it is the reason cooperation exists in the world at all.

The shape of it

good bad bad worst stay defect stay defect
Everyone reasoning well, everyone worse off. Each player improves their own outcome by defecting, whatever the other does. Both defect. Both end up in the worst square they could have shared.

Examples

The sentences, as a table. Rows are what you do, columns are what the other prisoner does. Each cell is (your years, their years) — smaller is better.

They stay quiet They talk
You stay quiet 1, 1 3, 0
You talk 0, 3 2, 2

Read down the "They stay quiet" column: 0 years beats 1, so talk. Read down the "They talk" column: 2 years beats 3, so talk. Talking wins both columns. The bolded cell is where two rational players end up, and it is the only cell that both players would happily trade away.

The standard payoff version. Game theorists usually write it with points rather than sentences, so that bigger is better. These are the numbers Robert Axelrod used in his tournaments:

They cooperate They defect
You cooperate 3, 3 0, 5
You defect 5, 0 1, 1

The four payoffs have standard names: T = 5 for the temptation to defect on a cooperator, R = 3 for the reward of mutual cooperation, P = 1 for the punishment of mutual defection, S = 0 for the sucker's payoff. A game is a Prisoner's Dilemma exactly when

  • $T > R > P > S$ — defecting is better whatever the other player does, and
  • $2R > T + S$ — taking turns exploiting each other is worse than cooperating.

With 5, 3, 1, 0: the first condition holds, and the second holds because $6 > 5$. Both conditions matter. Drop the second and the players should alternate rather than cooperate, which is a different problem entirely.

Three real situations with this exact shape.

Situation Cooperate Defect Why both defect
Two countries in an arms race Disarm Build weapons Whatever the other does, being armed is safer for you. Both arm, both are poorer and no safer.
Two firms setting prices Hold price Undercut Undercutting wins customers whichever way the rival moves. Both cut, both earn less.
Two cyclists in a breakaway Take a turn in front Sit in the slipstream Sitting in saves energy either way. Both sit up, the pack catches them.

And one that looks similar but is not. Two drivers approaching a one-lane bridge from opposite ends is not a Prisoner's Dilemma. There, what you should do depends entirely on what the other does — if they go, you should wait. That game has two equilibria and its problem is coordination, not incentive. The Prisoner's Dilemma is harder precisely because knowing what the other player will do changes nothing about what you should do.

Explore

Is defection actually rational? Almost all game theorists say yes, and the argument is short: the dominance argument uses no…

Is defection actually rational? Almost all game theorists say yes, and the argument is short: the dominance argument uses no assumption about the other player at all. But there is a persistent minority tradition arguing that a theory of rationality that reliably delivers worse outcomes to everyone who follows it has something wrong with it. David Gauthier argued for "constrained maximisation", where a rational agent adopts a disposition to cooperate with others who share it, on the grounds that agents with that disposition do better. Douglas Hofstadter's "superrationality" proposes that identical reasoners facing an identical problem should recognise they will reach the same answer, and pick the better of the two identical answers. Neither view is standard. Both are attempts to relocate the choice from the act to the character.

Is it even the right model? The dilemma became famous partly because it seemed to capture the Cold War, and RAND was in the business of modelling the Cold War. Poundstone's history documents how heavily that framing shaped the dilemma's early reception. But a nuclear standoff is repeated, observable and communicative, which are exactly the three features that dissolve the one-shot dilemma. Whether the model illuminated the arms race or flattered a conclusion already reached is still argued about.

The uncomfortable fact about finite repetition. Repetition rescues cooperation only if the players do not know when the game ends. Suppose you will play exactly 100 rounds. On round 100 there is no future to protect, so both defect. Both know this, so round 99 has no future either, and both defect. The reasoning unravels backwards to round 1. Backward induction says: defect throughout. Real people, including the very first players in 1950, do nothing of the kind. Whether that makes the people irrational or the argument inapplicable is a genuinely open question in the philosophy of game theory — and it is the reason the entry for the one-shot game is marked resolved while the argument about finite iteration is not.

One honest caveat about Axelrod's tournaments. TIT FOR TAT won two round-robin tournaments against the programs that happened to be submitted. It is not optimal, and it is not unbeatable. It is exploitable by noise: a single mistaken defection between two TIT FOR TAT players locks them into alternating retaliation forever. Later work found strategies that beat it in modified settings — most strikingly the 2012 "zero-determinant" strategies of William Press and Freeman Dyson, which let a player unilaterally fix the relationship between the two scores and extort a naive opponent. The lesson of the tournaments is not that TIT FOR TAT is the answer, but that being nice, provokable, forgiving and legible was enough to beat everything cleverer that entered.

Historical context

January 1950, Santa Monica. Merrill Flood and Melvin Dresher, mathematicians at the RAND Corporation, were probing an implication…

January 1950, Santa Monica. Merrill Flood and Melvin Dresher, mathematicians at the RAND Corporation, were probing an implication of John Nash's brand-new equilibrium concept. They wanted to know whether real people would play the equilibrium of a game where the equilibrium was jointly bad. They constructed a payoff table with the required structure and recruited two colleagues — the economist Armen Alchian of UCLA and the RAND mathematician John Williams — to play it one hundred times, writing down their thoughts after each round.

The players did not converge on mutual defection. They cooperated in roughly sixty of the hundred rounds, with long cooperative stretches broken by retaliation and repair. Williams's written commentary shows him deliberately trying to teach Alchian to cooperate, and grumbling when Alchian defected. Flood published the whole record, commentary included, in Management Science in 1958. It remains one of the most vivid documents in experimental economics: the very first run of the very first Prisoner's Dilemma produced far more cooperation than the theory predicted, and the theory has been chasing that observation ever since.

May 1950, Stanford. Albert Tucker, Nash's doctoral adviser at Princeton, was visiting Stanford and had to explain the Flood–Dresher game to an audience of psychologists with no game theory. He invented the two-prisoners story on the spot. The illustration completely outran the mathematics: the payoff structure had existed for months, but it is Tucker's interrogation room that made the idea transmissible, and Tucker's name for it that stuck.

1965. Anatol Rapoport and Albert Chammah published Prisoner's Dilemma, the first large body of laboratory data on repeated play, establishing the experimental programme that still runs.

1980. Robert Axelrod, a political scientist at Michigan, wrote to game theorists, economists, psychologists and computer scientists inviting them to submit programs to play the iterated dilemma round-robin. Fourteen entries came in for the first tournament. The winner was the shortest program submitted: Rapoport's TIT FOR TAT, which cooperates on the first move and thereafter copies whatever the opponent did last. Axelrod published the results, announced a second tournament, and received sixty-three entries from six countries — every one of them written by someone who knew TIT FOR TAT had won and was trying to beat it. TIT FOR TAT won again.

1981. Axelrod and the evolutionary biologist W. D. Hamilton published "The Evolution of Cooperation" in Science, showing that reciprocity can be evolutionarily stable and can invade a population of defectors if reciprocators arrive in small clusters. The paper moved the dilemma out of strategy studies and into biology, where it now underpins the theory of reciprocal altruism.

1984. Axelrod's book of the same name reached a general readership and made the dilemma one of the few pieces of formal social science that most educated people can state.

Why it matters

The Prisoner's Dilemma did one specific thing, and it is worth naming precisely: it separated "everyone acting rationally" from…

The Prisoner's Dilemma did one specific thing, and it is worth naming precisely: it separated "everyone acting rationally" from "a good outcome", in a way that cannot be argued with.

Before it, an intuition ran through a great deal of economic and political thinking that if each person pursues their interest competently, the collective result will be at worst acceptable. Adam Smith's invisible hand is the famous version, and it is true — under conditions that include the absence of the exact externality this game is built from. The dilemma supplies a two-line counterexample. That is why it appears in the first weeks of economics, political science, biology, philosophy and computer science courses alike.

The concrete consequences are visible in how institutions are now designed. Antitrust enforcement assumes that competitors face a dilemma over price-fixing and would escape it if allowed to communicate — which is why agreements between competitors, not the prices themselves, are what the law prohibits. Leniency programmes in cartel prosecution are deliberately engineered dilemmas: the first conspirator to confess goes free, so every conspirator must reason from inside a separate room. Arms control treaties are built around verification, because verification is what converts an unobservable one-shot game into an observable repeated one. Climate agreements struggle exactly where those mechanisms are weakest: the payoffs are dispersed, the monitoring is imperfect and the players cannot be punished.

The second contribution is the positive one, and it is Axelrod's. Cooperation does not require morality, altruism, foresight, contracts or even a nervous system. It requires that the participants meet again with sufficient probability, can tell each other apart, and can respond to what happened last time. That is a short and checkable list, and it explains cooperation in bacterial colonies, cleaner fish, medieval merchant guilds, and the informal truces that formed across the trenches in 1914 — all of them cases where the theory says cooperation should be impossible and it happened anyway, because the game was repeated.

Modern relevance

Climate and emissions. Every country gains from unilateral emission, and the cost is shared globally. The structure is exact.…

Climate and emissions. Every country gains from unilateral emission, and the cost is shared globally. The structure is exact. What is unusual, and what makes the climate case harder than the textbook, is that the "future rounds" that normally discipline defection are decades long and the punishment mechanisms are weak. Most treaty design since Kyoto has been an attempt to install the missing repetition machinery: pledge-and-review cycles, transparency requirements, border carbon adjustments.

Antibiotics and vaccination. Prescribing an antibiotic benefits the patient in front of you and contributes a fraction of a percent to resistance shared by everyone. Declining a vaccine borrows the protection produced by others' compliance. Neither is irrational for the individual; both fail in aggregate.

Doping in sport. Doping pays whether or not rivals dope, so testing regimes exist to change the payoffs rather than to appeal to sportsmanship. It is one of the clearest real-world cases where the only workable fix was to make the dominant strategy expensive.

Multi-agent AI systems. As autonomous agents negotiate, bid and trade with one another, their designers face the dilemma directly. An agent that always defects is exploitable by coordinated opponents; an agent that always cooperates is exploitable by anyone. Reinforcement-learning agents trained in repeated social dilemmas reliably rediscover reciprocity, and just as reliably rediscover extortion when the environment lets them. Zero-determinant strategies are a live concern in algorithmic pricing, where independently trained pricing agents have been observed sustaining supracompetitive prices without any communication — tacit collusion arrived at by two machines simply noticing that the game repeats.

Open source and public goods. Every user of a shared library benefits from maintenance; almost none contribute. The dilemma predicts under-provision, and under-provision is what the ecosystem has. The partial fixes that work in practice — corporate sponsorship, foundations, reputational credit for contributors — are all ways of making the contribution visible and repeated.

Deep dive

The one-shot game

A two-player Prisoner's Dilemma is a normal-form game with strategy set ${C, D}$ for each player and payoffs satisfying $T > R > P > S$ and $2R > T + S$.

For player 1, holding player 2's choice fixed:

$$u_1(D, C) = T > R = u_1(C, C) \qquad u_1(D, D) = P > S = u_1(C, D)$$

$D$ strictly dominates $C$. The game is symmetric, so the same holds for player 2, and $(D, D)$ is the unique Nash equilibrium — indeed the unique outcome surviving iterated elimination of strictly dominated strategies, and therefore the unique rationalisable outcome.

$(D,D)$ yields $(P, P)$. But $(C,C)$ yields $(R,R)$ with $R > P$, so $(D,D)$ is Pareto-dominated: there exists another outcome strictly better for every player. The Prisoner's Dilemma is the canonical demonstration that Nash equilibrium and Pareto efficiency are independent properties. Nothing in the definition of equilibrium promises efficiency; the first welfare theorem's guarantee of efficiency in competitive markets depends on the absence of exactly the externality this game contains.

Repetition and the discount factor

Let the game repeat, with a probability $\delta \in (0,1)$ that another round follows the current one — equivalently, a discount factor on future payoffs. Axelrod calls $\delta$ the shadow of the future.

Consider the grim trigger strategy: cooperate until the opponent defects, then defect forever. Against an opponent playing grim trigger, cooperating forever pays

$$R + \delta R + \delta^2 R + \cdots = \frac{R}{1-\delta}$$

while defecting once and being punished thereafter pays

$$T + \delta P + \delta^2 P + \cdots = T + \frac{\delta P}{1 - \delta}$$

Cooperation is sustainable as a subgame-perfect equilibrium exactly when

$$\frac{R}{1-\delta} \ \ge\ T + \frac{\delta P}{1-\delta} \quad\Longleftrightarrow\quad \delta \ \ge\ \frac{T - R}{T - P}$$

With Axelrod's numbers $T=5$, $R=3$, $P=1$, this gives $\delta \ge 2/4 = 0.5$. If the game is more likely than not to continue, cooperation is rational. If it is more likely than not to end, it is not. Cooperation between self-interested agents is not a matter of character; it is a matter of the probability of meeting again.

The same condition for TIT FOR TAT against a defector requires the identical threshold, since TIT FOR TAT's punishment is one round of $P$ followed by a return to $R$ — a weaker threat, and correspondingly less robust.

The folk theorem

The trigger construction generalises. Let $v_i$ be player $i$'s minmax value — the worst payoff the opponents can force on $i$ if $i$ best-responds. In the Prisoner's Dilemma, $v_i = P$.

The folk theorem (Friedman 1971 for Nash equilibria; Fudenberg and Maskin 1986 for subgame-perfect equilibria) states that for any feasible payoff vector $u$ with $u_i > v_i$ for all $i$, there exists $\bar\delta < 1$ such that for every $\delta \in (\bar\delta, 1)$, $u$ is achievable as the average payoff of a subgame-perfect equilibrium of the infinitely repeated game.

Read carefully, this is a warning as much as a reassurance. Cooperation is supportable among patient self-interested players — and so is almost everything else. Any split of the surplus that leaves both players above $P$ is an equilibrium: the mutually generous one, the grossly unequal one, and elaborate schedules of alternating exploitation. Repeated-game theory predicts that cooperation is possible, not that it will happen, and it offers no principled way to say which of the infinitely many equilibria a real pair will land on. Equilibrium selection, not equilibrium existence, is where the real content of the repeated game lies.

Finite repetition is different again. With a commonly known final round $N$, backward induction from the unique equilibrium of the last stage game yields defection at every round. The argument, set out by R. Duncan Luce and Howard Raiffa in 1957, is airtight given its premises; the standard escapes are incomplete information about the opponent's type (Kreps, Milgrom, Roberts and Wilson, 1982, where a small probability that the opponent is a TIT FOR TAT automaton restores cooperation for most of a long game) or bounded rationality in the form of finite automata.

N players

With $n$ players, let each choose $C$ or $D$, and let a player's payoff depend on their own action and the number $k$ of others cooperating. The game is an n-player Prisoner's Dilemma when defecting pays more than cooperating for every value of $k$, while every player prefers all-cooperate to all-defect.

Two things get worse as $n$ grows. Each defector's cost is now spread across $n-1$ others, so the private gain to defection stays constant while the harm becomes diffuse and hard to attribute. And targeted retaliation becomes impossible: punishing a defector in a large anonymous group means harming everyone, including cooperators. This is precisely why the reciprocity result does not simply scale up, and why the collective action literature — Mancur Olson's 1965 The Logic of Collective Action, and Elinor Ostrom's fieldwork — concentrates on the institutional machinery of monitoring and graduated sanctions rather than on strategies.

Sources & further reading

Primary source

  • Merrill M. Flood(1958)Some Experimental GamesManagement Science, 5(1), 5-26.

    The 1950 RAND experiment, with the players' own commentary as they played.

    doi:10.1287/mnsc.5.1.5

  • Albert W. Tucker(1950)A Two-Person DilemmaStanford University (mimeographed notes).

    Where the prisoners, and the name, come from.

Book

  • Robert Axelrod(1984)The Evolution of CooperationBasic Books.

    The tournaments, TIT FOR TAT, and the mathematics of repetition.

  • William Poundstone(1992)Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the BombDoubleday.

    The history of RAND, the bomb, and what the dilemma was invented to model.

Paper

Encyclopedia

How this connects

Related to
  • Arrow's Impossibility TheoremBoth show individually impeccable inputs producing a collectively unacceptable output. Arrow's obstruction is in the aggregation rule; the dilemma's is in the incentives, with no rule to blame.
  • Bystander EffectThe bystander situation has the formal structure of a volunteer's dilemma. Each bystander would prefer someone else to bear the cost of helping while they observe the outcome. If everyone reasons this way, no one helps.
  • Newcomb's ProblemBoth problems pit two decision principles against each other and force a choice about which one to trust.
  • Ringelmann EffectThe Ringelmann Effect has the structure of a multi-player prisoner's dilemma: each individual's best strategy is to exert less effort (free-ride), but if everyone does so, the group outcome is worse than full cooperation.
  • Sunk Cost FallacyBoth show that individually rational-seeming reasoning can lead to collectively or personally harmful outcomes. The sunk cost fallacy is individually irrational despite feeling rational.
  • The Condorcet ParadoxTwo different ways a group of perfectly sensible individuals ends up with a collective result none of them would have chosen.
  • The Ellsberg ParadoxBoth expose gaps between individually rational behaviour and the predictions of standard economic theory.
  • The Paradox of ThriftBoth involve individually rational strategies that produce a collectively suboptimal outcome, and in both cases the solution requires coordination.
  • The Paradox of ToleranceBoth are about reciprocity. Toleration, like cooperation, is stable only when it is returned, and both collapse against a participant who takes the benefit without offering it.
  • The Unexpected Hanging ParadoxThe finitely repeated game unravels by exactly the same backward induction from the last round, and real players ignore it just as thoroughly.
Influences
  • The Tragedy of the CommonsThe commons is the Prisoner's Dilemma with a hundred players and a pasture. Each herder's extra animal is a defection that pays the herder in full and charges the cost to everybody, so the dominant strategy argument runs unchanged — only the accounting gets bigger.
Contrasts with
  • The Byzantine Generals ProblemTwo failures of coordination with opposite causes. The generals cannot agree because messages may be lost or forged; the prisoners cannot cooperate although communication is perfect and both know exactly what is going on.
  • The Abilene ParadoxTwo ways a group lands somewhere nobody wants, with opposite causes. The prisoners know exactly what they each want and are defeated by their incentives. The family in Abilene has no conflicting incentives at all — they are defeated purely by not knowing what each other wants.
  • The Two Generals' ProblemTwo failures of coordination with opposite causes. The prisoners have perfect information and misaligned incentives; the generals have perfectly aligned incentives and imperfect information.

Ideas involved

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