Centipede Game¶
A sequential finite-horizon game in which each player can take the larger share or pass to grow the pot, where backward induction prescribes taking on the first move — isolating common knowledge of rationality as the load-bearing assumption cooperation depends on.
Core Idea¶
The Centipede Game (Rosenthal, 1981) is a sequential two-player game with perfect information and a known finite horizon in which cooperation unravels by backward induction despite paying more the longer it lasts. At each node a player takes (ending the game with the larger share) or passes (growing the pot and handing over the move). Backward induction prescribes taking on the first move, yet subjects routinely pass for many rounds (McKelvey and Palfrey, 1992). The gap isolates common knowledge of rationality as the load-bearing assumption.
How would you explain it like I'm…
The Grab-or-Pass Game
The Growing Pot Game
Centipede Game: Backward-Induction Paradox
Scope of Application¶
It lives across game theory wherever a situation is genuinely centipede-shaped — a sequential, perfect-information, common-knowledge finite horizon with a growing joint payoff and a known last move.
- Game theory proper — the canonical case of finite-horizon backward-induction failure.
- Behavioral economics — the standard testbed where equilibrium diverges from play.
- Bounded-rationality modeling — the proving ground for level-k and quantal-response models.
- Reputation and trust experiments — designs letting reputation accumulate across rounds.
- Finite-horizon negotiation — the unravelling of cooperation once the end-date is known.
Clarity¶
The game's clarifying force is that it isolates a single load-bearing assumption and makes its failure observable. Real cooperation breakdowns are overdetermined; the centipede strips away information asymmetry, coordination problems, and dominant-strategy temptation, leaving only the backward-induction chain, which rests on common knowledge of rationality. It converts an abstract worry into a replicable measurement of how far reasoning propagates, and it forces a specific reading of any observed deviation.
Manages Complexity¶
Cooperation breakdowns come as overdetermined messes. The centipede shuts off all but one force by design, collapsing the sprawl of candidate causes to a single isolated assumption. That imposes a clean three-branch structure on what a deviation can mean — bounded depth, belief-uncertainty, or other-regarding preferences — from which the modeller reads off the rest. The compression travels: recognizing a situation as centipede-shaped imports the whole apparatus without re-derivation.
Abstract Reasoning¶
It licenses backward-induction prediction folding the solution from the last node; isolation-by-design diagnosis that pins any deviation on the common-knowledge chain; three-branch attribution of an observed deviation to a testable model; and skeleton-recognition transfer that imports the apparatus to any finite-horizon cooperation and predicts that sustaining cooperation requires breaking the common-knowledge chain on purpose.
Knowledge Transfer¶
Within game theory the centipede transfers as model wherever a situation is genuinely centipede-shaped — the chain-store paradox, finite-horizon negotiation, finitely-repeated PD with a known endpoint — each a real instance, not a likeness. But this breadth is one substrate (reasoning agents) at many scales, not cross-domain reach; stripped of game-theoretic vocabulary it has no counterpart in chemistry or ecology. The portable content is one level up: the parent finite_horizon_unravelling, kin to backward_induction.
Relationships to Other Abstractions¶
Current abstraction Centipede Game Domain-specific
Parents (2) — outgoing typed relations
-
Centipede Game includes Subgame Perfect Equilibrium Domain-specific
The canonical centipede construction contains its subgame-perfect solution, whose every-node credibility requirement yields take on the first move.
-
Centipede Game includes Common Knowledge Prime
The centipede model contains common knowledge of rationality and the final move as the epistemic chain that propagates backward to immediate taking.
Hierarchy paths (7) — routes to 6 parentless roots
- Centipede Game → includes Subgame Perfect Equilibrium → is a kind of Nash Equilibrium → is a kind of, typical Equilibrium → is a kind of, typical Fixed Point
- Centipede Game → includes Subgame Perfect Equilibrium → is a kind of Nash Equilibrium → is a kind of Fixed Point
- Centipede Game → includes Common Knowledge → includes Hierarchy → is a kind of Network
- Centipede Game → includes Common Knowledge → includes Hierarchy → is a kind of Order → presupposes Comparison
- Centipede Game → includes Subgame Perfect Equilibrium → is a kind of Nash Equilibrium → includes Game-Theoretic Strategy → is a decomposition of Function (Mapping)
- Centipede Game → includes Common Knowledge → includes Hierarchy → is a kind of Order → presupposes Relation
- Centipede Game → includes Common Knowledge → includes Hierarchy → is a kind of Order → presupposes Set and Membership
Neighborhood in Abstraction Space¶
Centipede Game sits in a crowded region of the domain-specific corpus (25th percentile for distinctiveness): several abstractions share nearly its structure, so a description that fits it tends to fit its neighbors too.
Family — Game-Theoretic Models & Paradoxes (38 abstractions)
Nearest neighbors
- Traveler's Dilemma — 0.90
- Folk Theorem (Repeated Games) — 0.89
- Ultimatum Game — 0.89
- Dominated Strategy — 0.89
- Guess ⅔ of the Average — 0.89
Computed from structural-signature embeddings · 2026-10-25