From: Wei Dai <weidai@eskimo.com>
To: Cypherpunks <cypherpunks@toad.com>
Message Hash: 5c8195a017ea08e7ea2fc2dc1de0d524d99c15ea76b1574353301a866d65ae3b
Message ID: <Pine.SUN.3.96.970326004814.1233A-100000@eskimo.com>
Reply To: N/A
UTC Datetime: 1997-03-26 09:03:34 UTC
Raw Date: Wed, 26 Mar 1997 01:03:34 -0800 (PST)
From: Wei Dai <weidai@eskimo.com>
Date: Wed, 26 Mar 1997 01:03:34 -0800 (PST)
To: Cypherpunks <cypherpunks@toad.com>
Subject: game theoretic analysis of junk mail
Message-ID: <Pine.SUN.3.96.970326004814.1233A-100000@eskimo.com>
MIME-Version: 1.0
Content-Type: text/plain
The junk mail problem (also known as spam) is well known to just about
everyone who receives e-mail. There has also been many solutions
proposed. Noticeably, the idea of having e-mail senders include ecash
payments with their mail has come up several times (I believe as the
result of independent discovery). In order to evaluate the effectiveness
of this proposal, I will construct a game theoretic model of the
interaction between the sender and the recipient of an e-mail, and compare
the solutions with and without the ecash payment option.
The Model
Players: A - Sender, B - Recipient
A: Send mail?
/ \
no / \ yes
/ \
(0,0) B: Read mail?
/ \
no / \ yes
/ \
(0,0) B: Accept offer?
/ \
no / \ yes
/ \
(0,-c) (s,r-c)
Assumptions:
- sending the e-mail is costless to the sender
- c (the cost of reading a piece of e-mail) is known to both the sender
and the recipient.
- s and r (the profit of the proposed deal to sender and receiver,
respectively, both assumed to be non-negative) are distributed according
to the probability density function f(s,r). The sender knows s and r
before sending the e-mail, but the receiver does not learn s and r until
he reads the e-mail.
Solution of the game:
To solve this game, we apply the method of backward induction. In the
last stage of the game, B decides whether to accept A's offer. Clearly he
always accepts since r-c >= -c. Therefore, in the next to last stage, B
knows that the expected payoff if he reads the mail is the expected value
of r-c, E(r)-c, so he will read if E(r)-c > 0. Finally, we come to A's
decision. If A knows that B will not read, then he is indifferent between
sending and not sending. However, if we assume that there is a small
probability that B will read and accept irrationally, then we can conclude
that A always sends the mail.
Conclusions
To summerize, if E(r) > c, B always reads the mail and accepts the offer,
otherwise B never reads. A always sends regardless of the value of the
parameters. Now we can see the outcome is not socially optimal. For
example if E(r) < c, both A and B would be better off if A only sends when
r>c.
The above model is not very realistic. The most unrealistic assumption is
that the sender knows the exactly value of his offer to the recipient.
However I believe the model captures the essence of the junk mail problem.
Next time I will analyze the proposed solution of adding the option of a
pre-payment. For those who want to try it themselves, I give the game
tree here:
A: Send mail?
/ \
no / \ yes
/ \
(0,0) A: Decide pre-payment p
|
|
|
B: Read mail?
/ \
no / \ yes
/ \
(-p,p) B: Accept offer?
/ \
no / \ yes
/ \
(-p,p-c) (s,r-c)
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