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The game of chicken refers to (a) a stylized conflict situation, (b) a 2 x 2 game matrix that provides a simplified representation of this conflict situation, and (c) a class of real-world conflict situations for which both (a) and (b) provide oversimplified but perhaps enlightening models.

In the stylized conflict situation, two juvenile delinquents position their cars at opposite ends of a deserted stretch of road. With their respective gang members and girlfriends looking on, they drive toward each other at high speed, each straddling the center line. The first driver to lose his nerve and swerve into his own lane to avoid a crash is revealed to be “chicken” and loses the game, and the driver with stronger nerves is victorious. If both swerve, the outcome is a draw. If both drive straight, the outcome is mutual disaster.

The game matrix for this specific stylized conflict is shown on the left in Figure 1.

Many real-world conflict situations in which each side has a general choice between “standing firm” or “giving in”—for example, international crises, hostage-holding negotiations, industrial conflicts, and bargaining situations generally—have characteristics of the game of chicken, as shown in the more generic matrix on the right in Figure 1, in which P ([Mutual] Punishment) > L (Lose) < C (Compromise) < W (Win).

Chicken, probably the most famous 2 × 2 game other than prisoner's dilemma, has the following properties. Neither player has a dominant strategy; for each player, the best choice is to do the opposite of what the other player does, and each asymmetric pair of choices is a (Nash) equilibrium. But each equilibrium is a victory for one player over the other, with the victory going to the more reckless player. Finally, although compromise is the symmetric outcome best for both players, it is not an equilibrium, and the apparent willingness of one player to compromise encourages the other to stand firm. In short, chicken is a particularly nasty game.

Figure 1 Game matrix for chicken: (a) specific; (b) generic.

None

Various signals, tactics, and strategic moves can enhance the bargaining power of a player and his or her probability of victory. If one player can make an absolutely credible commitment to stand firm, the other is compelled to give in. Likewise, if one player can convey the impression that he or she is crazy, reckless, stumble-down drunk, and so on (perhaps by actually being so), the other may likewise be compelled to give in. Conversely, if one player publicly attributes rationality, caution, or cowardice to the other, or if the former claims that he or she believes that his or her car is crash-proof (or that martyrdom is a ticket to heaven), that player thereby conveys to the other player that the first player believes he or she can safely stand firm. More perversely, if a player takes some visible action that actually increases the player's cost of giving in, he or she thereby makes it more likely that the other player must give in. For example, hostage holders can kill one or a few hostages, so that they must expect a worse penalty if they give in and are captured. Real-world conflicts play out through a chronological sequence of moves not represented in the 2 × 2 chicken matrix. In such a sequence, each player can try to displace onto the other the “last clear chance” to avoid mutual disaster, forcing the other player either to give in or “start the shooting,” anticipating that the other player will be unwilling to do the latter and will therefore give in. Finally, a player can explicitly stake his or her future reputation on standing firm in the present conflict. Thus, although the repeated play of a prisoner's dilemma can induce mutual cooperation, the expectation of repeated play of the game of chicken increases the incentive for each player to stand firm to gain a reputation that will intimidate later opponents.

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