Furthermore, defect-defect is traditionally super bad for both players. But I would not say that this is a necessary condition for something to be a Game of Chicken.
The traditional game of chicken, with cars racing at each other or toward a cliff edge, has likely death in the defect-defect box. If you’re considering iterated games, an early death stops the series (and, depending on your modeling of utility, wipes out all prior gains in any other games). I would say this is a necessary condition, and is the primary thing which makes Chicken different from PD.
And this distinction makes modeling it trickier—the game is mostly about the unknown chance that one will be unable to defect when one decides to (due to physical constraints). It’s best modeled as a series of decisions, with known ending (death), and increasing chance of accidental defection.
The traditional game of chicken, with cars racing at each other or toward a cliff edge, has likely death in the defect-defect box. If you’re considering iterated games, an early death stops the series (and, depending on your modeling of utility, wipes out all prior gains in any other games). I would say this is a necessary condition, and is the primary thing which makes Chicken different from PD.
And this distinction makes modeling it trickier—the game is mostly about the unknown chance that one will be unable to defect when one decides to (due to physical constraints). It’s best modeled as a series of decisions, with known ending (death), and increasing chance of accidental defection.