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Deterrence games and the disruption of information

  • Beijing Jiaotong University
  • China University of Political Science and Law
  • Harvard University

Research output: Contribution to journal › Article › peer-review

2 Scopus citations

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 languageEnglish
Pages (from-to)261-287
Number of pages27
JournalInternational Journal of Game Theory
Volume53
Issue number1
DOIs
StatePublished - Mar 2024

Keywords

  • Deterrence
  • Information disruption
  • Intelligence
  • Noise

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