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+ and 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+ and U-. Hence a more transparent information system with no potential disruption helps both sides.
| Original language | English |
|---|---|
| Pages (from-to) | 261-287 |
| Number of pages | 27 |
| Journal | International Journal of Game Theory |
| Volume | 53 |
| Issue number | 1 |
| DOIs | |
| State | Published - Mar 2024 |
Keywords
- Deterrence
- Information disruption
- Intelligence
- Noise
Fingerprint
Dive into the research topics of 'Deterrence games and the disruption of information'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver