This section describes methods involved in developing the nomenclature. Earlier numbering schemes were reviewed and tables prepared that show where earlier game numbers fit in the topology of 2 × 2 games. Conventions were specified for representing ordinal payoff ranks with numbers (1,2,3,4) and orienting rows and columns in payoff matrices according to the location of highest payoffs. Unique names were specified for the symmetric ordinal games, based on the transformations that create different types of ties in strict games. These provide a basis for locating and naming asymmetric games, with some additional specifications for games with ties on the highest two payoffs. Abbreviations create a compact notation, and a potential basis for tags and universal resource identifiers to identify research on similar and related games. A simple procedure locates any 2 × 2 game, including those with ratio and real payoff values, by converting payoffs to standard ordinal values, orienting highest payoffs, and finding symmetric games with the equivalent payoff structures.
4.1. Game Numbers
Rapoport and Guyer [
6] clarified the seemingly enormous variety of 2 × 2 games by showing that there were only 78 strategically distinct strict ordinal games, if payoff matrices equivalent by switching row, column, or position are considered to be the same game. They listed the 78 games with numbers (but no names) in an appendix to their book on 2 × 2 games [
24]. Their numbers are shown in
Figure 4a. For his Theory of Moves and accompanying typology of games, Steven Brams [
7] assigned a different set of numbers to strict ordinal 2 × 2 games, shown in
Figure 4b. Numbers were not assigned to “no conflict” games, those with win–win outcomes, since they were not of interest for that analysis.
Figure 4.
Three schemes for numbering strict ordinal games.
Figure 4.
Three schemes for numbering strict ordinal games.
As part of their topology of 2 × 2 games, Robinson and Goforth assigned three-digit index numbers, with the first digit based on the layer, and the second and third on the row and column within the layer, as shown in
Figure 4c. In the topology, games related by switching row and column positions of players are treated as different, creating pairs of games reflected around the diagonal axis of symmetry. Thus, numbers are needed for 144 games created by combining 12 different payoff patterns. Twelve of these are strict symmetric games, on the diagonal axis, while there are 66 pairs of asymmetric games, equivalent by switching row or column positions. The 12 symmetric and 66 asymmetric games make up the total of 78 strategically distinct 2 × 2 strict ordinal games, if positions are not considered relevant. If position as Row or Column is important, then 66 reflected pairs of asymmetric games, plus 12 symmetric games, compose a total of 144 strict ordinal games.
Robinson and Goforth chose to start their numbering with the most famous game, Prisoner’s Dilemma, a reasonable but somewhat arbitrary choice. In hindsight, this is comparable to beginning the periodic table of the elements with element 92, Uranium, an element that is interesting, dangerous, and complex. Furthermore, scrolling the layers to display Prisoner’s Dilemma next to the center elegantly arranged games according to their properties, but meant that their index numbers ended up in the sequence 1 6 5 4 3 2, making the numbering scheme unintuitive on first encounter, and somewhat complicated to learn and use.
Consistent with starting with Prisoner’s Dilemma as game 111, Robinson and Goforth put Prisoner’s Dilemma, and its layer of discord games with highest payoffs in diagonally opposite cells, in the lower left part of their table. A more logical arrangement, analogous to Cartesian coordinates that conventionally increase up and to the right, is to put the layer of simpler win–win games in the lower left, and the more complex discordant games in the upper right. If games with no dominant strategies and either two Nash Equilibria (stag hunts and battles) or none (cyclic) are placed in the upper right quadrant of each layer, then there is also a general trend toward increasing complexity within layers.
Binomial names are easier to remember than arbitrary numbers, if the number of names can be kept small. While it might be possible to come up with unique names for all the strict 2 × 2 ordinal names, these would be hard to remember, and impossible for the much larger number of games with ties. Names can be linked with numbers where needed, as shown by the abbreviations in
Figure 4. Binomial names are also consistent across different ways of arranging layers and sequencing symmetric games within layers. Robinson–Goforth index numbers can also be extended to games with ties, adding a letter on the beginning to show the preference order (type of ties). The Supplementary Materials for this paper include cards showing each symmetric ordinal game, with names, graphs, and numeric payoff matrices, as well as abbreviations, indices, preference orders, dominant strategies, tile locations (showing hotspots and pipes), externalities, and payoff icons.
4.3. Row and Column Orientation
Interchanging rows or columns or both allows a game to be arranged in as many as four different ways, which are usually considered to be equivalent [
24]. The different ways of arranging payoffs are another reason it may be hard to identify and compare games that are the same or ordinally equivalent. Rapoport, Guyer, and Gordon [
24] defined a “natural outcome” and put that in the upper left corner (with some exceptions), which makes the arrangement dependent on understanding and applying their criteria for natural outcomes. Robinson and Goforth primarily rely on graphs to display games, an approach that avoids the need for orienting numeric payoffs in rows and columns, since graphs are the same for any of the possible versions of a game obtained by switching rows and columns.
As suggested by Robinson and Goforth [
2], it is useful to specify the arrangement of payoffs based on the location of best payoffs and to choose one arrangement as a default. For numeric payoff matrices, they use a convention of putting Row’s highest payoff (4) in the right column, and Column’s highest payoff in the upper row, which can be summarized as: Row’s 4 right, Column’s 4 up, or Right-Up (although they make an exception, not used for this nomenclature, to put 3,3 equilibria in the upper right). They justify this arrangement as being consistent with the convention in Cartesian graphs of putting higher values up and to the right. By contrast, discussions of
Prisoner’s Dilemma and other symmetric 2 × 2 games usually place the cooperate-cooperate (CC) outcome in the upper left cell, a Left-Up orientation. However, the concept of a cooperate-cooperate outcome is problematic for battles, and for many asymmetric games, making this questionable as a basis for orienting the arrangement of payoffs.
Subscripts provide a convenient way to identify different orientations of the same game, equivalent by interchanging rows or columns. Thus, Robinson and Goforth’s version of Prisoner’s Dilemma would be Right-Up: PdRU while the format used by Axelrod and many others, with the cooperate-cooperate cell in the upper left, would be Left-Up: PdLU. The discussion here will follow Robinson and Goforth’s choice of a Right-Up, “Cartesian” display as the default arrangement, which is conveniently consistent with graphical displays of game payoffs. As with using numeric values from one to four, a default arrangement with Row’s highest payoff in the right column and Column’s best payoff in the upper row makes it easier to identify equivalent and similar games.
4.4. Strict Symmetric Games
Most but not all of the twelve strict symmetric ordinal games have established names. The nomenclature proposed here tries to follow established names where appropriate, particularly those in Robinson and Goforth’s Periodic Table of 2 × 2 Ordinal Games [
18], while also seeking names that are distinctive and that will yield different abbreviations for a compact notation. The discussion starts with the six discordant games on Layer One, where best payoffs are diagonally opposed, including the famous games that have been the subjects of most research in game theory, and then proceeds to the win–win games on Layer Three.
4.4.1. Layer One: Discord Games
Prisoner’s Dilemma. With its combination of dominant strategies leading to a Pareto-inferior Nash Equilibrium, Prisoner’s Dilemma is arguably the most unique strict ordinal symmetric game and already has a well-established name. Where a shorter name is needed for naming games resulting from combining payoffs or transformations creating ties, these may be labeled just using the word dilemma, for example the Low Dilemma game between Prisoner’s Dilemma and Chicken, formed by ties in the lowest two payoffs.
Deadlock. Swaps in middle payoffs turn
Prisoner’s Dilemma into the game sometimes called
Deadlock [
38]. Robinson and Goforth call this game Anti-Prisoner’s Dilemma, based on the similarity in the payoff graph. In this game, following dominant strategies means that neither gets their best payoff, and instead at the Nash Equilibrium both get second-best. For a nomenclature, positive names are preferable to ones that define a game in terms of another game. Avoiding “anti” names also makes for shorter names and more convenient abbreviations, so
Deadlock is proposed as the standard name for this game. For naming games with ties, this may be shortened to Lock.
Compromise. Switching lowest payoffs in Deadlock creates another second-best game, which Robinson and Goforth refer to as Anti-Chicken, again based on the similarity in the “wiring diagram” of the payoff graph. The name proposed here is Compromise. This avoids defining the game in terms of another game, abbreviates more distinctly, and also, compared to the name for its neighbor Deadlock, reflects a less grim view of the not-so-bad result where dominant strategies lead both players to get second-best.
Hero. Rapoport [
39] distinguishes the two strict battle games as
Hero and Leader, based on the payoff to the player moving away from the “natural” maximin outcome when both avoid the worst payoff but instead get second-worst. In
Hero, the player who changes to the other move, making it possible to reach a Nash Equilibrium, gets second-best as a result, making a kind of heroic sacrifice.
Battle. In Leader, the one who moves from the maximin outcome of both getting second-worst gets the best payoff, while the other gets second-best. Robinson and Goforth use the original name, Battle of the Sexes [
40], for this game. Concern about gender stereotypes has led to suggestions for alternative names, such as Bach or Stravinsky, (allowing the same abbreviation, BoS) [
41]. A more accurate name, capturing the conflict over first preferences (while avoiding gender stereotypes) might be Battle of Favorites. The name
Battle is proposed here, for simplicity and shortness, to reduce concerns about sexism or gender stereotyping, and because the initial “B” provides a more distinctive abbreviation than the letter “L.” Alternative common names for this game would then include Leader, Battle of Favorites, Battle of the Sexes, and Bach or Stravinsky. As with scientific names for species in Linnaean taxonomy, it may be convenient to follow the common name with the binomial name in parentheses, in italic font, for example: Leader (
Battle).
Chicken. The second-most famous game has two Nash Equilibria, both with unequal payoffs, where one or the other gets their best result while the other gets second-worst. Both are tempted to defect from the cooperative second-best outcome that would result if both play a dove strategy. However, if both try to get their best result, pursuing a Hawk strategy, they instead both end up at the worst outcome.
4.4.2. Layer Three: Win–Win Games
Stag Hunt. Swapping the top two payoffs for both players turns
Prisoner’s Dilemma into
Stag Hunt. For the strict ordinal game where the inferior equilibrium is second worst, Robinson and Goforth’s name seems well-suited, reflecting Rousseau’s story [
42] about the hunter preferring the safer but much less desirable choice of a rabbit rather than a share of a stag that might be gained if others could be trusted to cooperate.
Assurance. Robinson and Goforth labeled both the other two symmetric ordinal stag hunts as Coordination. However, for the nomenclature there is a need to distinguish between them. The game next to
Stag Hunt, resulting from swapping middle payoffs, represents a more severe form of an assurance problem as defined by Sen [
27]. This occurs where there are two equilibria, one Pareto-inferior, and if the other does not choose the move that would lead to the best equilibrium, then it is better to also choose the alternate move. Thus, the assurance problem poses a conflict between getting the best, win–win outcome if the other can be trusted to cooperate, and doing much worse if the other does not choose to cooperate.
Coordination. In the third of the three strict symmetric stag hunts, the move that avoids the worst payoff also makes it possible to achieve the best, as discussed earlier. While there is an assurance problem, it is milder, since a player will not get the worst outcome, regardless of what the other does. It may be noted that the term coordination game can also be used in a more general sense. Some games require coordination to choose between one of two equilibria, including not only the strict win–win games of
Stag Hunt,
Assurance, and
Coordination, but also
Hero,
Battle, and
Chicken. This also applies to simpler games with ties, such as the simplest coordination game (
Double Coordination) discussed below. In a looser sense, the term coordination could also include some cyclic games. In these games, players may seek a way to coordinate on the choice of a desirable outcome, perhaps through choosing a prominent focal point [
12]. The more general meaning of the term coordination games is a reason to prefer the term stag hunts to identify the games with two Nash Equilibria, one win-win and one Pareto-inferior, and since the term stag hunt seems to be more commonly used than assurance.
Peace. This was the only one of the twelve strict symmetric games originally left nameless by Robinson and Goforth. [
2] It is a game of mixed motives or mixed interests [
2,
12]. Its symmetric neighbors,
Coordination and
Harmony, are games of pure cooperation where one player’s incentives always lead to moves that also raise the other player’s payoff, all positive externalities and, in Greenberg’s [
11] terminology, positive inducement correspondences. In Peace, there is an underlying conflict, a negative inducement correspondence, which is avoided. As long as the other player follows the logic of a dominant strategy and chooses the move that includes win–win, the first player’s incentives lead to a move that raises payoffs for both, a positive externality. However, if the other player did choose the alternate move, which does not lead to win–win, then the first player’s incentives would encourage a move that would make things worse for the other, imposing a negative externality. Thus in this situation, there is a degree of underlying conflict, even if dominant strategies mean that incentives should lead both to the win–win outcome, suggesting
Peace as an appropriate name, for a situation where a potential conflict has been overcome.
Harmony. Incentives are strongly aligned in Harmony, where moves following dominant strategies raise payoffs by two ranks, from worst to second-best or second-worst to best. Robinson and Goforth do not cite a source for this name, but it seems appropriate.
Concord. Moves following dominant strategies only raise payoffs by one rank, but still lead both to win–win, so the incentives are in the same direction as Harmony, although not as strong. Robinson and Goforth originally called this game No Conflict. However, for games with ties (discussed below), names based on the tie transformations would lead to awkward terminology, such as Low No Conflict or High No Conflict. Therefore, the name Concord, with a similar meaning, is proposed, which conveniently also allows Nc and N as workable abbreviations. Using the letter N helps to distinguish this from Coordination, Compromise, and Chicken, which also begin with the letter C.
In a later publication, Robinson and Goforth [
5] used the names Boring, Anti-Boring, and Anti-Stag Hunt, for
Concord,
Harmony, and
Peace, which could be treated as alternative common names. It may be noted that all the games with win-win payoffs are sometimes called “no-conflict” games [
7,
24]. However, this is inaccurate if it includes the stag hunts, which are a kind of social dilemma where in some cases achieving the mutually best outcome conflicts with risk minimization, if assurance that others will cooperate is problematic. Therefore, win–win seems a more suitable appellation. Robinson and Goforth’s Layer numbers may also be used for simplicity, with the win–win games designated as Layer 3.
4.5. Symmetric Games with Ties
Games with ties can be linked by half-swaps that make or break ties, expanding the topology and providing a natural ordering for the complete set of 2 × 2 ordinal games. Thus, games with ties lie between the strict ordinal games [
13,
14,
15]. For a nomenclature, symmetric games with ties can be identified as transformations from the twelve strict symmetric games. In the other direction, starting from the null game of complete indifference, breaking ties differentiates payoff structures into games with three ties for high or low payoffs, and then with two ties, or only a pair of ties for one or both players, followed by strict games. Combinations of the eight preference orderings divide 2 × 2 ordinal games into 64 preference classes, as shown in
Figure 5. A nomenclature based on the symmetric ordinal games requires coming up with distinctive names for all the symmetric ordinal games, (as discussed above) and specifying distinctive names for the types of ties and the resulting games.
Low Ties. These games usually form ideal types for the neighboring strict games. Assigning names based on the adjoining strict games requires a choice, sometimes somewhat arbitrary, between the two neighbors. In general, the approach here favors the “lower left” game in the respective tile, the one nearer to Harmony. However, applying this rule too rigidly would sometimes generate misnomers, inaccurate names, such as Middle Dilemma, rather than Middle Deadlock, which actually has a single, second-best, equilibrium, like Deadlock. Therefore, to obtain more meaningful names, a slightly more flexible approach is applied. Low Battle lies between Hero and Leader (Battle), Low Lock between Deadlock and Compromise, Low Coordination between Assurance and Coordination, and Low Harmony between Harmony and Peace. Low Concord lies between Concord and Stag Hunt. Since it has weakly dominant strategies leading to a single win–win Nash Equilibrium, it is not a stag hunt and so is more like Concord. In Low Dilemma between Prisoner’s Dilemma and Chicken, weakly dominant strategies would lead to a Pareto-inferior outcome at a single equilibrium where both get the worst payoff, an unsatisfactory outcome.
Figure 5.
Types of ties categorize the complete set of 2 × 2 ordinal games into eight preference orderings and sixty-four preference classes. Adapted from [
13]. For preference orderings A–H see [
9,
10].
Figure 5.
Types of ties categorize the complete set of 2 × 2 ordinal games into eight preference orderings and sixty-four preference classes. Adapted from [
13]. For preference orderings A–H see [
9,
10].
Middle Ties. Volunteer’s Dilemma (
Middle Battle) [
43,
44] is the most well-known game with ties for middle payoffs, and (along with Matching Pennies) is one of the few games with ties to have been the subject of substantial research and to have an established name. Volunteer’s Dilemma can be formed by making ties for middle values in
Chicken or
Battle.
Middle Compromise is a second best game, between
Hero and
Compromise.
Middle Deadlock, between
Deadlock and
Prisoner’s Dilemma, also has a second-best equilibrium.
Middle Deadlock is remarkable as the only symmetrical zero-sum game (or more precisely, zero rank-sum ordinal game), and so an ideal type or exemplar of zero-sum games, although its uniqueness does not seem to have been recognized.
Middle Hunt lies between
Stag Hunt and
Assurance. The usual story of Rousseau’s Stag Hunt makes no mention of concern about whether or not the other hunter might also safely get a hare, suggesting indifference, in which case a game with middle ties would most accurately model the story, suggesting Rousseau’s Hunt as a common name.
Middle Peace is another harmonious game where dominant strategies lead to win–win. This is also the case for
Middle Harmony, between
Harmony and
Concord.
High Ties.
High Hunt lies between
Stag Hunt and
Prisoner’s Dilemma. The symmetric high ties games may come in two versions, depending on the starting point for the tie transformation.
High Hunt ends up with the identical arrangement of payoffs as
High Dilemma.
High Chicken and
High Concord also have identical payoff patterns. However, the other high ties games have two alternate variants, which differ by the orientation of rows and columns. One can be designated as the default version, and it seems suitable to prefer the version on Layer Three as a default. Where necessary for locating and naming asymmetric games, preference may also be given to lower left games within a tile, and to games with
High Hunt payoffs for games on Layers 2 and 4. For the complete set of 2 × 2 ordinal games, as shown in
Figure 3, the alternate variant (shaded gray) of some symmetric games with ties is still needed to form some asymmetric games with ties, including Matching Pennies (
Double Coordination ×
Double Hero, DoDe).
High Coordination (and
High Assurance) and
High Hero (and
High Battle) both have two Nash Equilibria, in one of which both get the best payoff.
High Concord (and
High Chicken),
High Harmony (and
High Compromise), and
High Peace (and
High Lock) all have two dominant strategies leading to win–win at a single equilibrium.
Double Ties. These games have ties for both the two highest and two lowest payoffs. The Double Ties symmetric games can also come in alternate versions, equivalent by interchanging rows and columns, and the Layer Three versions can be used as default versions. Although thorough discussion is beyond the scope of this paper, it may be noted that these games are the roots of the two kinds of high swap (3↔4) linkages across layers between equivalently-located tiles identified by Robinson and Goforth, forming “pipes” composed of quartets of tiles and “hotspots” of pairs of tiles. Breaking ties in Double Ties games differentiates them into the six different kinds of hotspots and pipes (pipes are named here according to the combinations of H, C, and D bands; and hotspots by the layers they link).
Triple Ties. In these games, each dislikes one outcome. In both Triple Harmony and Triple Lock, weakly dominant strategies lead to a win–win equilibrium. Triple Lock has a second Nash equilibrium, while Triple Harmony has two more.
Basic Ties. These games are simplified ideal types for Layers One and Three, with best payoffs harmoniously located in the same cell in Basic Harmony, as in Layer Three; and discordantly aligned in diagonally opposed cells in Basic Discord (where synchronizing to take turns could be a solution in repeated play).
Zero. All ties, complete indifference, characterizes the null game where players have no preferences between different outcomes. While normalized versions of all other 2 × 2 games may be mapped onto to the surface of the topology of 2 × 2 games, normalizing the zero game would require dividing by zero. Thus, the Zero Game stays separate from the payoff space mapped by the topology of payoff swaps, like a singularity. It may be seen as the origin at the center of the eight–dimensional payoff space of 2 × 2 games.
Robinson and Goforth showed that the topology of 2 × 2 ordinal games is a torus with 37 holes [
2] while the total of 37 strict symmetric 2 × 2 games arises from the number of nodes, edges, and faces in the topology of strict symmetric games, when games equivalent by row and column swaps are only counted once [
4,
5]. I suggest the conjecture that the number of 37 holes in the topology torus, and 37 symmetric ordinal games, not including the zero game, is not a coincidence regarding the prime number 37, but instead a necessary characteristic of the structure of the topology.
In total, including the zero game, there are 38 strategically unique 2 × 2 symmetric ordinal games. High ties and double ties games have alternate variants, equivalent by interchanging rows or columns, some of which are needed to generate asymmetric games outside Layer 3, so
Figure 2 and
Figure 3 show 47 symmetric games, including the nine alternates and the zero game.
4.7. Abbreviations and Tags
Two-letter abbreviations provide a convenient way to refer to games, following the example of abbreviations for chemical elements. The twelve strict symmetric games can each have their own two-letter abbreviation, for the strict game, and a shorter single letter abbreviation used in designating the related games formed by ties. Names for the types of ties, the different Fraser–Kilgour preference orderings, have been chosen to have different initial letters. Thus, games with ties can be identified with a first letter based on the type of tie, and the second letter based on a strict game from which it is created by a forming a tie. Asymmetric games would have a four-letter abbreviation.
Examples of abbreviations would be as follows:
Pd: Prisoner’s Dilemma;
HaCh: Harmony and Chicken, common name: Samaritan’s Dilemma;
Ld: Low Dilemma;
DoDe: Double Coordination × Double Hero, common name: Matching Pennies (right-hand, counter-clockwise version.
Abbreviations would be as shown in
Table 1. Abbreviations could also be used as online “tags” for games, making it easier to label and find studies of the same game, even when these use different payoff values and orientations. These could be simple hashtags, such as #2×2pd for
Prisoner’s Dilemma, which could be used like keywords to label articles and other items dealing with particular ordinal games. The topology of 2 × 2 games can satisfy the requirements of an ontology (in the information science sense of the term) and so could provide unique Universal Resource Identifiers (URIs) for the semantic web [
20]. As discussed, a systematic way of identifying a preferred default version for games with high, double, or all ties for one or both players is necessary to locate names, and so provides a basis for unique URIs for all the 2 × 2 ordinal games.
Table 1.
Abbreviations provide a compact notation for 2 × 2 Games.
Table 1.
Abbreviations provide a compact notation for 2 × 2 Games.
Strict Games | | |
Ch | c | Chicken/Hawk-Dove/Snowdrift |
Ba | b | Battle/Leader |
Hr | e | Hero |
Dl | k | Deadlock/Lock/Anti-Prisoner’s Dilemma |
Cm | m | Compromise/Anti-Chicken |
Pd | d | Prisoner’s Dilemma |
Hu | u | Stag Hunt |
As | a | Assurance |
Co | o | Coordination |
Pc | p | Peace |
Ha | h | Harmony |
Nc | n | Concord/No Conflict |
Types of Ties (Preference Orderings) | | |
1,2,3,4 | S | Strict |
1,1,3,4 | L | Low |
1,3,3,4 | M | Middle |
1,2,4,4 | H | High |
1,1,4,4 | D | Double |
1,4,4,4 | T | Triple |
1,1,1,4 | B | Basic |
0,0,0,0 | Z | Zero/All ties |