Video Game Dilemma

A game is typically a structured type of play, usually undertaken just for fun or entertainment, and at times used as an educational resource. Generally games are distinct from choreography, which are usually performed for profit, and from dance, that is more often an expressive expression of artistic or aesthetic impressions. It is generally accepted that the best games stimulate the senses and promote mental abilities. The history of games goes far back into mankind’s past, and even before recorded history. Every culture has produced its own set of games, from board games to chess, from croquet to hide and seek, and beyond. The present period of computer games also supports the diversification of game types, most notably strategic and simulation games.


One of the most well-known games is the prisoner’s dilemma. Developed by Fischer in 1977, the prisoner’s dilemma is also called the CAGED system. According to this system, there are four possible outcomes, each resulting in two equally probable strategies for action. The prisoner’s dilemma can be stated as follows: There are two different people, a “prisoner” and a “Domo,” who have all committed crimes, but no matter what they do, both will be put in jail, with neither able to act or communicate to the other.

Now, each of the two players has a list of possible actions. If the player does not act in any of these actions, he will lose a piece. Likewise, if he acts in the majority of actions, he will win a piece. The game ends when one of the prisoners is put to death, while the other one escapes. If the first player executes all the strategies laid out in his plan, then he is deemed the winner and receives bonus points.

In the prisoner’s dilemma game, Nash equilibrium is considered to be a non-intuitive concept because it treats all of the elements of a scenario as independent from one another. According to the standard deviation, which analyzes how deviations from the mean deviation affect the probability of outcomes, the deviation of Prisoners into Nash equilibrium is equal to -1. It can also be written as -N(abs(x) -x, where -N is the number of times the prisoner takes part in the game, x is the value of the prisoner’s action that results in his or her death and N is the number of times the prisoner cooperates and makes mistakes that cause him or her to escape. The standard deviation, when used in a prisoner’s dilemma, is considered to be significantly different than the equilibrium expected by the player, meaning that it gives an unrealistic view of how the situation could evolve.

In contrast, the results expected from the game theory are not influenced by the behavior of the individual characters involved in the dilemma, since they do not act independently. For instance, if the character Michael comes up with a solution to the mystery of how to win the jackpot without any effort on his part, then he does not contribute to the development of the game’s theme, whereas a video game character like Sonic the Hedgehog would. As a result, the video games developed by Nintendo, Sony and arcade consoles based on these characters, are more realistic and engaging compared to the games developed using the Prisoners’ Dilemma.

The success of these electronic games lies in the fact that they represent a form of art that is not easily explained by mere science. It takes a certain amount of creativity and intuitive skill to successfully play any of the video games based on the Prisoners’ Dilemma. Likewise, the players must also possess an understanding of how these games work in order to enjoy them, or else the experience would come to be considered as a waste of time. The players should also have patience to play these electronic games, as it would take considerable time for them to master the various strategies that they use in the game.

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