Peace Or War Each Round (POWER)

Iterated Prisoner's Dilemma with Death, Asymmetric Power, and Aggressor Reputation

Simulation Rules

Max Starting Points (With Minimum Set to 1):5
Player Gains Per Round When Outside of a Match:1/4
Chance of Entering or Exiting a Match:1/5
Minimum Number of Rounds:100
Chance of Game Ending Each Round After Minimum:1/100

Asymmetric Power System

Values are the fraction of the player's points that will determine the change in points to the target.

Cooperate

Player Gains:1/8
Opponent Gains:1/4

Defect

Player Gains:1/4
Opponent Loses:1/2

Cap Defecting Player Gains to Total Points of Opponent:

Payoff Matrix

CooperateDefect
Cooperate3, 3-3, 4
Defect4, -3-2, -2

Aggressor Reputation System

Universal Aggressor Tag
Alliances (Defensive Pacts) with Ally and Enemy Tracking

Strategies

Cooperative (Nice)

Always Cooperate:10
Tit-For-Tat:10
Grim Trigger:10
Pavlov:10
Enforcer:10(Opens with Defect against aggressors, otherwise Tit-For-Tat)
Avenger:10(Opens with Defect against aggressors, otherwise Grim Trigger)

Aggressive (Nasty)

Always Defect:10
Equalizer:10(Cooperate when stronger or equal, Defect when weaker)
Opportunist:10(Defect when stronger, otherwise Tit-For-Tat)
Smart Opportunist:10(Defect when twice as strong or greater, otherwise Tit-For-Tat)
Betrayer:10(Defect when greater than half as strong and other player Cooperates, otherwise Tit-For-Tat)
Random:10(50% Cooperate, 50% Defect)
Sycophant:10(Defect when stronger, otherwise Cooperate)
Strategic Opportunist:10(Defect when stronger than strongest player in alliance, otherwise Tit-For-Tat)
Farmer:10(Plays Opportunist except it leaves weaklings alive)

Round: 0

Score

Cooperative (Nice)

PopulationTotal Points
Always Cooperate:00
Tit-For-Tat:00
Grim Trigger:00
Pavlov:00
Enforcer:00
Avenger:00

Aggressive (Nasty)

PopulationTotal Points
Always Defect:00
Equalizer:00
Opportunist:00
Smart Opportunist:00
Betrayer:00
Random:00
Sycophant:00
Strategic Opportunist:00
Farmer:00

Detailed Description, Analysis, and Source Code Here