Diplomacy as a Game Theory Laboratory
Game theory. You’ve studiedAthe posts, you’ve laughed atAthe comics, you’ve heard theAmusic1. But the best way to make itATruly Part Of You is to play a genuine game, and I have yet to find any more effective than Diplomacy.
Diplomacy is a board game for seven people played on a map of WWI Europe. The goal is to capture as many strategic provinces ("supply centers") as possible; eighteen are needed to win. But each player’s country starts off with the same sized army, and there is no luck or opportunity for especially clever tactics. The most common way to defeat an enemy is to form coalitions with other players. But your enemies will also be trying to form coalitions, and the most profitable move is often to be a "double agent", stringing both countries along as long as you can. All game moves are written in secret and revealed at the same time and there are no enforcement mechanisms, so alliances, despite their central importance, aren’t always worth the paper they’re printed on.
The conditions of Diplomacy - competition for scarce resources, rational self-interested actors, importance of coalitions, lack of external enforcement mechanisms - mirror the conditions of game theoretic situations like the Prisoner’s Dilemma (and the conditions of most of human evolution!) and so make a surprisingly powerful laboratory for analyzing concepts like trust, friendship, government, and even religion.
Over the past few months, I’ve played two online games of Diplomacy. One I won through a particularly interesting method; the other I lost quite badly, but with an unusual consolation. This post is based on notes I took during the games about relevant game theoretic situations. You don’t need to know the rules of Diplomacy to understand the post, but if you want a lookAyou can find them here.