0,0
Row PlayerColumn Player
x,b coordinates
, ,
Equilibrium returns
Bargaining returns
(backstop & threat point)
bs, tp bs, tp
NTU, NTU,
TU, TU,

Returns to Row Player

Returns to Column Player


minus

Using the keyboard
The arrow keys change x1 and x2.
The WASD keys change b1 and b2.
Hold SHIFT while doing the above to apply velocity.
Press SPACE to reset all velocities to zero.
Press R to go to a random game.
Press C to go to the nearest centroidal game.
Press V to view all bargaining returns in the large game diagram.

There are four other ways to change the current game:

1. Click or drag in the main figure (left).

2. Click or drag in the global figure (top right).

3. Use the buttons in the Navigation tab.

4. Click in the large diagram (bottom right) to go to a nearby extremal game.

Notable centroids

Zero sum

Alibi centroids

13d 13r C3- D3- R3- 33r 33d
13c 13s C3+ D3+ R3+ 33s 33c
1C- 1C+ CC+
CC-
DC RC 3C+ 3C-
1D- 1D+ CD DD+
DD-
RD 3D+ 3D-
1R- 1R+ CR DR RR+
RR-
3R+ 3R-
11c 11s C1+ D1+ R1+ 31s 31c
11d 11r C1- D1- R1- 31r 31d

Notable centroids are the standard examples from a few of the most famous cells.

Hotspots are points where crossing each player's blue boundary results in returning to the same point. Along with the squarespots, they are the only games whose matrices contain two zeros and two sixes.

Squarespots are named for the shape of their diagrams. Incidentally, they are the only games such that each of them appears in all four quadrants at the same coordinates.

Poles are the only games whose matrices contain three zeros and one six.

Zero sum games (also called constant sum games) are games where the players' total returns are constant. Given coordinates b1 and b2, there are either six or zero nondegenerate constant sum games in our space. The buttons above navigate to these six games using the currents values b1 and b2. When either b1 or b2 becomes zero, the six constant sum games become three degenerate constant sum games.

Alibi centroids are the standard examples from the six "alibi cells" of the prisoners' dilemma. "Row 1" and "Column 1" are exceptionally similar to the prisoners' dilemma.

Layout Convention

3 D 3 1 C R C R 1 1 3 D 3 D 3
Backstop returns Shapley returns Threat point returns Coco returns
0 2 4 6 9 0 1 3 5 4 2 -2 -4

Bad quadrant
Equilibrium view