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What accounts for TIT FOR TAT's robust success is its combination of being nice, retaliatory, forgiving, and clear. Its niceness prevents it from getting into unnecessary trouble. Its retaliation discourages the other side from persisting whenever defection is tried. Its forgiveness helps restore mutual cooperation. And its clarity makes it intelligible to the other player, thereby eliciting long-term cooperation.

In addition, TIT FOR TAT was known to be a powerful competitor. In a preliminary tournament, TIT FOR TAT scored second place; and in a variant of that preliminary tournament, TIT FOR TAT won first place. All of these facts were known to most of the people designing programs for the Computer Prisoner's Dilemma Tournament, because they were sent copies of a description of the preliminary tournament. Not surprisingly, many of them used the TIT FOR TAT principle and tried to improve upon it. The striking fact is that none of the more complex programs submitted was able to perform as well as the original, simple TIT FOR TAT.

In fact, in the Prisoner's Dilemma, the strategy that works best depends directly on what strategy the other player is using and, in particular, on whether this strategy leaves room for the development of mutual cooperation. This principle is based on the weight of the next move relative to the current move being sufHciently large to make the future important.

What makes it possible for cooperation to emerge is the fact that the players might meet again. This possibility means that the choices made today not only determine the outcome of this move, but can also influence the later choices of the players. The future can therefore cast a shadow back upon the present and thereby affect the current strategic situation. But the future is less important than the present-for two reasons. The first is that players tend to value payoffs less as the time of their obtainment recedes into the future. The second is that there is always some chance that the players will not meet again. An ongoing relationship may end when one or the other player moves away, changes jobs, dies, or goes bankrupt. For these reasons, the payoff of the next move always counts less than the payoff of the current move.

The Cooperation Theory that is presented in this book is based upon an investigation of individuals who pursue their own self-interest without the aid of a central authority to force them to cooperate with each other. The reason for assuming self-interest is that it allows an examination of the difficult case in which cooperation is not completely based upon a concern for others or upon the welfare of the group as a whole. It must, however, be stressed that this assumption is actually much less restrictive than it appears.