Install
openclaw skills install @deciqai/repeated-games-reputationActivate when: user asks how to build trust with a repeat counterparty, whether to retaliate after a partner defected, how to design a reputation system, whether a long-term relationship can survive betrayal, or says 'shadow of the future / tit-for-tat / burn this bridge / they'll remember this / build credibility.' Do NOT activate when: interaction is genuinely one-shot with no third-party observers (use prisoners-dilemma), or situation is zero-sum competition where repetition entrenches rivalry.
openclaw skills install @deciqai/repeated-games-reputationWhen parties repeat — or third parties observe — defection costs tomorrow's cooperation, flipping the Prisoner's Dilemma. Axelrod's 1979–1981 tournaments proved cooperation wins empirically; the Folk Theorem (Fudenberg & Maskin 1986) proved it mathematically. This skill diagnoses when cooperation is sustainable (discount factor check), selects the right strategy (TFT vs Generous TFT vs Pavlov), and engineers reputation infrastructure for markets where parties don't repeat directly. Composes with prisoners-dilemma · second-order-thinking · signaling-games.
Apply when:
When NOT to use:
prisoners-dilemmaIn Coach mode, respond one step at a time. Each [WAIT] is a hard stop — output only that step's question, then stop.
prisoners-dilemma.[WAIT — do not advance until user responds]
[WAIT — do not advance until user responds]
[WAIT — do not advance until user responds]
Run the Repeated-Game Analysis across these steps:
Repeated-Game Analysis: <situation>
Repetition: <bilateral/reputational> | Horizon: <indefinite/finite-known/finite-unknown>
δ_actual vs δ_required=(T−R)/(T−P): <values> → Cooperation sustainable? <yes/no/borderline>
Observation: <clean/noisy> | Aggregation/Persistence/Manipulation-resistance (if reputational)
Strategy: <TFT/Generous TFT/Pavlov/Grim Trigger> | First move: <> | Retaliation: <> | Forgiveness: <>
Endgame risk: <> | Mitigations: <>
Test: <lifetime payoff vs one-shot defect>
→ Method in Action: Robert Axelrod's Computer Tournament, 1979–1981
Six documented patterns (observation mechanism → known failure mode): eBay/Airbnb (post-transaction ratings → 5-star inflation) · FICO (payment history → thin-file bias) · GitHub (commit history → popularity ≠ quality) · B2B scorecards (procurement records → approved-list lock-in) · Professional reputation (peer review + regulatory filings → old-boys' network slow to update) · Sovereign credit (macro indicators → rating-agency capture)
Diagnose δ first — wrong discount factor invalidates everything downstream. In noisy environments (most real ones), add forgiveness. Never confuse bilateral repetition (TFT) with third-party reputation markets (requires infrastructure). Legibility is a strategic asset: a simple strategy your counterparty can model beats a clever one they cannot.
[D] = designed upfront | [O] = observed in real use. [O] entries are more valuable.
| Fake move | Reality |
|---|---|
| [D] "We have a long relationship, so they won't defect" | The relationship's length doesn't matter; the shadow of the future does. If their discount factor is low (they're about to retire, the firm is being sold, they have alternative partners lined up), past relationship duration provides no protection. Run the δ check, not the nostalgia check. |
| [D] "Reputation will discipline them" | Only if the reputation system has all four pieces (observation, aggregation, persistence, manipulation resistance) and is actually consulted. Many "reputation matters" claims are wishful — the system is broken on one of the four pieces. |
| [D] Applying TFT in a noisy environment without forgiveness | Pure TFT under noise enters mutual-recrimination death spirals. If observation has error, use Generous TFT, Contrite TFT, or Pavlov. Recommending TFT without checking noise level is a documented failure. |
| [D] Using cooperation-by-default in a known finite-endpoint game | Backward induction: last round → defect dominates; second-to-last → both know this and defect; unraveling cascades to round one. Add uncertainty about endpoint or commitment devices. |
| [D] "Always-defect can't beat TFT, so cooperation is automatic" | Always-defect can't beat TFT head-to-head, but can dominate in a population without retaliators. Tournament context matters — don't generalize from two-player simulation to a marketplace with unknown counterparties. |
| [D] Designing a reputation system without manipulation resistance | A gameable system creates worse outcomes than no system, because the gamed signal substitutes for direct due diligence. Test every reputation system against adversarial gaming before deployment. |
| [D] Confusing repeated game with reputation game | Repeated: same parties, bilateral, direct observation. Reputation: changing parties, third-party observation, requires infrastructure. Many "reputation will solve it" arguments fail because that infrastructure doesn't exist. |
| [D] "TFT is the winning strategy, period" | TFT won clean-observation tournaments. Under noise, Generous TFT and Pavlov outperform it. Strategy is environment-conditional: δ, noise, population mix, and horizon all matter. |
| [D] Adding excessive forgiveness "to be nice" | Over-forgiving strategies lose to exploiters. All four properties required: nice + retaliatory + forgiving + clear. Niceness without retaliation is exploited; the data is clear. |
| → Add [O] entries here after each real use — paste the actual failure pattern | What went wrong and why |
→ Primary sources: references/sources.md
Part of deciqAI Knowledge Skills — 164 open-source thinking skills that make rigor executable for AI agents. The same skills power every deciqAI agent, which runs them autonomously to operate your company. See it run → https://www.deciqai.com/c/repeated-games-reputation · ⭐ Star the repo → https://github.com/deciqAI/knowledge-skills · Contributions welcome.