Dilemma
Dice and Coins
Dice and coins are random
devices; this introduces uncertainty into the play. Reciprocity needs a “noise
filter”, or “forgiveness factor”, to work in an uncertain social environment.
To create dilemma games with randomizers, you need the players to have control
over each other’s odds. If each player can put the other player’s expected
outcome high or low, then putting it high is a nice act, and putting it low is
a mean act.
Thus, with dice; each player
rolls one die, and each player calls out the goal the other must meet. Setting
a low goal (like 1) is nice, setting a high goal (like 6) is mean. If both
players make the other’s call, then truce; if neither, then draw; if only one,
then win/lose.
Similarly with coins: each player
flips a coin twice, and each player calls out “head” or “tail” or (two) “heads”
or “tails”. The first two calls are nice (probability 3/4), the second two
calls are mean (probability 1/4).
flips head? tail? heads? tails?
HH Y N Y N
HT Y Y N N
TH Y Y N
N
TT N Y N Y
If both make the other’s call,
then truce; etc.
In each of these games, the
player roll or flip for several rounds, then sum scores and compare with goal.
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