Prisoner's Dilemma
Rewards cooperation but creates a temptation to defect. Useful for reciprocity and learning.
Compare fixed, adaptive, and learning-inspired agents across classic strategic games.
This final laboratory compares strategy classes rather than only one game. Students can observe how success depends on the environment, opponent, feedback, noise, and adaptation rule. There is no universally best strategy across all strategic settings.
Rewards cooperation but creates a temptation to defect. Useful for reciprocity and learning.
A zero-sum game with no pure-strategy equilibrium; unpredictability matters.
Agents benefit from matching actions, highlighting convention formation.
Cyclic dominance rewards mixed or adaptive behavior rather than a single fixed action.
Two selected algorithms play many rounds against each other.
The human is represented by a reactive strategy input model while the selected opponent adapts.
Every available agent plays every other agent and a ranking is produced.
Random, always-first, always-second, and simple best-response agents.
Adds fictitious-play and reinforcement-style agents that update from observed history.
Actions occasionally flip, testing robustness and forgiveness under imperfect execution.