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200 lines
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JavaScript

var PD = {};
PD.COOPERATE = "COOPERATE";
PD.CHEAT = "CHEAT";
PD.PAYOFFS_DEFAULT = {
P: 0, // punishment: neither of you get anything
S: -1, // sucker: you put in coin, other didn't.
R: 2, // reward: you both put 1 coin in, both got 3 back
T: 3 // temptation: you put no coin, got 3 coins anyway
};
PD.PAYOFFS = PD.PAYOFFS_DEFAULT;
PD.NOISE = 0.05;
PD.getPayoffs = function(move1, move2){
var payoffs = PD.PAYOFFS;
if(move1==PD.CHEAT && move2==PD.CHEAT) return [payoffs.P, payoffs.P]; // both punished
if(move1==PD.COOPERATE && move2==PD.CHEAT) return [payoffs.S, payoffs.T]; // sucker - temptation
if(move1==PD.CHEAT && move2==PD.COOPERATE) return [payoffs.T, payoffs.S]; // temptation - sucker
if(move1==PD.COOPERATE && move2==PD.COOPERATE) return [payoffs.R, payoffs.R]; // both rewarded
};
PD.playOneGame = function(playerA, playerB){
// Make your moves!
var A = playerA.play();
var B = playerB.play();
// Noise: random mistakes, flip around!
if(Math.random()<PD.NOISE) A = ((A==PD.COOPERATE) ? PD.CHEAT : PD.COOPERATE);
if(Math.random()<PD.NOISE) B = ((B==PD.COOPERATE) ? PD.CHEAT : PD.COOPERATE);
// Get payoffs
var payoffs = PD.getPayoffs(A,B);
// Remember own & other's moves (or mistakes)
playerA.remember(A, B);
playerB.remember(B, A);
// Add to scores (only in tournament?)
playerA.addPayoff(payoffs[0]);
playerB.addPayoff(payoffs[1]);
};
PD.playRepeatedGame = function(playerA, playerB, turns){
// I've never met you before, let's pretend
playerA.resetLogic();
playerB.resetLogic();
// Play N turns
for(var i=0; i<turns; i++){
PD.playOneGame(playerA, playerB);
}
};
PD.playOneTournament = function(agents, turns){
// Reset everyone's coins
for(var i=0; i<agents.length; i++){
agents[i].resetCoins();
}
// Round robin!
for(var i=0; i<agents.length; i++){
var playerA = agents[i];
for(var j=i+1; j<agents.length; j++){
var playerB = agents[j];
PD.playRepeatedGame(playerA, playerB, turns);
}
}
};
///////////////////////////////////////////////////////
///////////////////////////////////////////////////////
///////////////////////////////////////////////////////
function Logic_tft(){
var self = this;
var otherMove = PD.COOPERATE;
self.play = function(){
return otherMove;
};
self.remember = function(own, other){
otherMove = other;
};
}
function Logic_tf2t(){
var self = this;
var howManyTimesCheated = 0;
self.play = function(){
if(howManyTimesCheated>=2){
return PD.CHEAT; // retaliate ONLY after two betrayals
}else{
return PD.COOPERATE;
}
};
self.remember = function(own, other){
if(other==PD.CHEAT){
howManyTimesCheated++;
}else{
howManyTimesCheated = 0;
}
};
}
function Logic_grudge(){
var self = this;
var everCheatedMe = false;
self.play = function(){
if(everCheatedMe) return PD.CHEAT;
return PD.COOPERATE;
};
self.remember = function(own, other){
if(other==PD.CHEAT) everCheatedMe=true;
};
}
function Logic_all_d(){
var self = this;
self.play = function(){
return PD.CHEAT;
};
self.remember = function(own, other){
// nah
};
}
function Logic_all_c(){
var self = this;
self.play = function(){
return PD.COOPERATE;
};
self.remember = function(own, other){
// nah
};
}
function Logic_random(){
var self = this;
self.play = function(){
return (Math.random()>0.5 ? PD.COOPERATE : PD.CHEAT);
};
self.remember = function(own, other){
// nah
};
}
// Start off Cooperating
// Then, if opponent cooperated, repeat past move. otherwise, switch.
function Logic_pavlov(){
var self = this;
var myLastMove = PD.COOPERATE;
self.play = function(){
return myLastMove;
};
self.remember = function(own, other){
myLastMove = own; // remember MISTAKEN move
if(other==PD.CHEAT) myLastMove = ((myLastMove==PD.COOPERATE) ? PD.CHEAT : PD.COOPERATE); // switch!
};
}
// TEST by Cooperate | Cheat | Cooperate | Cooperate
// If EVER retaliates, keep playing TFT
// If NEVER retaliates, switch to ALWAYS DEFECT
function Logic_prober(){
var self = this;
var moves = [PD.COOPERATE, PD.CHEAT, PD.COOPERATE, PD.COOPERATE];
var everCheatedMe = false;
var otherMove = PD.COOPERATE;
self.play = function(){
if(moves.length>0){
// Testing phase
var move = moves.shift();
return move;
}else{
if(everCheatedMe){
return otherMove; // TFT
}else{
return PD.CHEAT; // Always Cheat
}
}
};
self.remember = function(own, other){
if(moves.length>0){
if(other==PD.CHEAT) everCheatedMe=true; // Testing phase: ever retaliated?
}
otherMove = other; // for TFT
};
}