Catch-22 and king-of-the-mountain games - Cycling, frustration, and power

Citation
Sj. Brams et Cb. Jones, Catch-22 and king-of-the-mountain games - Cycling, frustration, and power, RATION SOC, 11(2), 1999, pp. 139-167
Citations number
23
Categorie Soggetti
Sociology & Antropology
Journal title
RATIONALITY AND SOCIETY
ISSN journal
10434631 → ACNP
Volume
11
Issue
2
Year of publication
1999
Pages
139 - 167
Database
ISI
SICI code
1043-4631(199905)11:2<139:CAKG-C>2.0.ZU;2-X
Abstract
In his classic novel, Catch-22 (1961), Joseph Heller describes a thoroughly frustrating situation faced by a combat pilot in World War II. This is gen eralized to a 'generic' 2 x 2 strict ordinal game, which subsumes 12 specif ic catch-22 games. These games, along with 4 king-of-the-mountain games, tu rn out to be the only games in which moving power is effective, based on th e 'theory of moves': each player can induce a better outcome when it posses ses this power than when its opponent possesses it. These 16 games constitute 28% of the 57 2 x 2 conflict games, in which ther e is no mutually best outcome. A specific catch-22 game is used to model th e conflict between the pilot and the doctor who can certify his sanity in t he Heller novel; a different catch-22 game is used to model medieval witch trials. King-of-the-mountain games portray related situations in which ther e is a contest to come out on top, but the player who 'loses' does not suff er as much as in a catch-22 game. In all these games, cycling is always pos sible and frequently observed, despite the presence of pure-strategy Nash e quilibria in 10 of the 16 games.