Electronic mail game

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In game theory, the electronic mail game is an example of an "almost common knowledge" incomplete information game. It illustrates the apparently paradoxical[1] situation where arbitrarily close approximations to common knowledge lead to very different strategical implications from that of perfect common knowledge. Intuitively, it shows that arbitrarily long but finite chains of "I know that you know that I know that you know..." are fundamentally different from infinite ones.

It was first introduced by Ariel Rubinstein in 1989.[2]

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