The strategy method asks experienced subjects to program strategies fo
r a game. This paper reports on an application to a 20-period supergam
e of an asymmetric Cournot duopoly. The final strategies after three p
rogramming rounds show a typical structure. Typically, no expectations
are formed and nothing is optimized. Instead of this, fairness criter
ia are used to determine cooperative goals, called ''ideal points.'' T
he subjects try to achieve cooperation by a ''measure-for-measure poli
cy,'' which reciprocates movements towards and away from the ideal poi
nt by similar movements. A strategy tends to be more successful the mo
re typical it is.