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Deterrence games and the disruption of information

Author

Listed:
  • Siyu Ma

    (Beijing Jiaotong University
    China University of Political Science and Law)

  • Yair Tauman

    (Reichman University
    Stony Brook University)

  • Richard Zeckhauser

    (Harvard University)

Abstract

Deterrence is a generic situation where a “Retaliator” (Player R) threatens to bash an “Underminer” (Player U) should he take a stealth threatening move. A typical Underminer is a potential bomb builder, market invader or computer hacker. The Retaliator’s decision whether to bash will depend on a noisy signal her intelligence receives about U’s action. U may or may not have the ability to disrupt R’s signal (type $$U^+$$ U + and $$U^-,$$ U - , respectively). U’s type is his private information. If U can and does disrupt, the signal to R’s intelligence is random, in effect noise. The equilibrium of the game is basically unique. U is better off with the disruption capability than without. More accurate intelligence makes R less likely to bash U. Accordingly, all expected payoffs increase. As R’s belief about U’s ability to disrupt increases, R is more aggressive and U (whether he is able to disrupt or not) is less aggressive. Yet, greater disruption potentially lowers the payoffs of the all players R, $$U^+$$ U + and $$U^-.$$ U - . Hence a more transparent information system with no potential disruption helps both sides.

Suggested Citation

  • Siyu Ma & Yair Tauman & Richard Zeckhauser, 2024. "Deterrence games and the disruption of information," International Journal of Game Theory, Springer;Game Theory Society, vol. 53(1), pages 261-287, March.
  • Handle: RePEc:spr:jogath:v:53:y:2024:i:1:d:10.1007_s00182-023-00870-3
    DOI: 10.1007/s00182-023-00870-3
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