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Journal of Economic Psychology
journal homepage: www.elsevier.com/locate/joep
Far but finite horizons promote cooperation in the Centipede game
Eva M. Krockow
⁎
, Briony D. Pulford, Andrew M. Colman
Department of Neuroscience, Psychology and Behaviour, University of Leicester, Leicester LE1 7RH, United Kingdom
ARTICLE INFO
JEL classification:
C72
C92
D03
D74
Keywords:
Centipede game
Backward induction
Endgame effect
Cooperation
Reciprocity
PsycINFO classification:
2340
3020
ABSTRACT
The sequential Centipede game models repeated reciprocal interaction, in which two players
alternate in choosing between cooperation and defection. In an attempt to increase the game’s
applicability to real-life decision contexts, we investigated the effects of game length and ter-
mination rules on cooperation in the Centipede game. We found that increasing the game length
from 8 to 20 decision nodes increased cooperation, but only if the game’s end was known to
participants. Games with unknown ends manifested lower cooperation levels without an end-
game effect (increased defection immediately before a known end). Random game termination
by the computer appeared to increase the percentage of games adhering to the Nash equilibrium
outcome mandated by game theory, and generally lowered cooperation levels.
1. Introduction
Many human relationships are characterized by repeated interactions based on a reciprocal pattern of give-and-take. A familiar
form is seen in dyadic relationships in which people take turns either cooperating by helping each other or defecting from the
sequence of reciprocally helpful actions. In such situations, the benefit(b) of a cooperative action to the recipient is generally as great
or greater than the cost (c) of the action to the cooperator, hence c ≤ b. Typical examples of this pattern include neighbors taking
turns looking after each other’s pets while the other family is away, at a small cost in time and effort but large benefit to the
recipients, and university researchers taking turns reading each other’s manuscripts or grant applications before submission, again at
relatively small cost to the cooperator but potentially large benefit to the recipient.
Against this background, Rosenthal’s (1981) Centipede game, a standard version of which is displayed in Fig. 1, can provide a
helpful model. The original form of this sequential game includes two players with complete information (full knowledge of the game
and the payoffs to both players) and perfect information (knowledge of all previous moves at every stage of the game) who take turns
in deciding between two possible moves: a cooperative GO move that allows the game to continue, and a noncooperative or defecting
STOP move that terminates the game immediately with a relatively favorable payoff to the defector.
In Fig. 1, the numbered decision nodes are enclosed in circles for Player 1 and hexagons for Player 2. Player 1 begins at the left,
choosing whether to GO (cooperate) or to STOP (defect), a STOP move terminating the game immediately with payoffs of 4 to Player
1 and 0 to Player 2 as shown in the terminal nodes at the bottom of the figure. A GO move hands the next move to Player 2, who can
choose to STOP the game, with payoffs of 1 to Player 1 and 7 to Player 2, or can choose GO and hand Move 3 to Player 1, and so on.
https://doi.org/10.1016/j.joep.2018.07.002
Received 23 September 2016; Received in revised form 12 January 2018; Accepted 5 July 2018
⁎
Corresponding author.
E-mail address: emk12@le.ac.uk (E.M. Krockow).
Journal of Economic Psychology 67 (2018) 191–199
Available online 06 July 2018
0167-4870/ © 2018 Published by Elsevier B.V.
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