** IPD/TOUREXEC REFERENCE MANUAL ** PRE-LAUNCH · ALL VALUES PROPOSED **

Documentation

The manual.

Everything the front page leaves out: parameters, formulas, the protocol and the risks. Nothing is deployed yet, so every value here is a proposal and may change before launch.

  1. 01OverviewD1
  2. 02Fee engine & vaultsD2
  3. 03The matchD3
  4. 04PayoffsD4
  5. 05Match lengthD5
  6. 06The CommonsD6
  7. 07Dossier metricsD7
  8. 08StylesD8
  9. 09Protocol & settlementD9
  10. 10Risks & limitsD10
  11. 11GlossaryD11
Form D1 · OverviewIPD/TOUREXECAt a glance

Overview

PartWhat it does
VaultCollects your share of trading fees. Visible at all times, locked at all times. It can only be staked at the Table.
WalletWhere Table payouts land. Money in your wallet is claimed and spendable.
The TableAn iterated prisoner's dilemma against a random holder. One chip per round, unknown number of rounds.
ChipThe stake per round: 1% of the smaller of the two vaults, fixed for the whole match.
The CommonsA shared pool. Filled by 20% of fees and by every mutual steal; pays the co-op bonus.
DossierYour public record, computed from every move you've sealed. Shown to each opponent before the match.
StyleA label you earn, not a setting you pick. When your record fits one of the ten classic strategies, you get its name. Every move is played by hand; there is no autopilot.
Form D2 · Fee engine & vaultsIPD/TOUREXECMoney in

Fee engine & vaults

ParameterValueNotes
Supply1,000,000,000 $IPDFixed.
Trade fee4.25%On every buy and sell, swapped to the base asset (SOL by default).
Fee split80 / 2080% to holder vaults, 20% to the Commons.
AccrualPer blockPro-rata to $IPD balance, weighted by seasoning.
Seasoning72 hA new balance ramps linearly from 0 to full accrual. The unseasoned share goes to the Commons.
ForfeitPro-rataSell or transfer X% of your $IPD and X% of your unclaimed vault goes to the Commons.
WithdrawalNoneVault funds leave only as chips staked at the Table.

Vault accrual

For holder i with balance bi, total supply held B, and block fees F:

ΔVi = 0.80 · F · si · bi / B,    si = min(1, agei / 72 h)(D2.1)
ΔCommons = 0.20 · F + Σi 0.80 · F · (1 − si) · bi / B(D2.2)

The loop, as statements

10TRADEEvery buy and sell of $IPD pays a 4.25% fee.
20SPLIT80% flows into holder vaults, pro-rata to balance. 20% flows into the Commons.
30ACCRUEYour vault grows every block. It's yours, it's visible, and it's locked.
40QUEUESit down at the Table. You're paired at random with a holder whose vault is within 2× of yours.
50PLAYOne chip each, worth 1% of the smaller vault. Cooperate or steal. Seal your move, then reveal.
60SETTLEThe payout lands in your wallet. Claimed, spendable, out of the vault for good.
70GO TO 50IF (DRAW .LT. .90): 90% of the time there's another round, 10% the match ends.

Parameters, as punched

Supply
1B
Trade fee
4.25%
To vaults
80%
To Commons
20%
Seasoning
72H
Chip
1%
Continue (w)
.90
Max rounds
50
Form D3 · The matchIPD/TOUREXECMoney out

The match

StepRule
QueuePaired uniformly at random among queued holders whose vault is within 2× of yours. You can't choose or see your opponent before pairing.
Chipc = 0.01 · min(VA, VB), measured at pairing and fixed for the whole match.
RoundBoth players stake c from their vaults and choose COOPERATE or DEFECT (steal) at the same time, by commit–reveal (D9).
SettlePayouts per D4 go straight to wallets. Stakes leave vaults permanently.
ContinueWith probability w = 0.90 another round follows; otherwise the match ends. Hard cap: 50 rounds (D5).
Move clock30 seconds per move. If it runs out you forfeit: scored ROBBED (your chip goes to your opponent) and the match ends. There is no autopilot.
Vault floorIf a vault can't cover the next chip, the match ends after the current round.
Form D4 · PayoffsIPD/TOUREXECPer chip staked

Payoffs

Each player stakes one chip per round. β is the co-op bonus (D6), between 0 and 0.5 chip.

OutcomeYouThemYou receiveThey receiveCommonsPoints (β = .5)
CO-OP (R)CC1 + β1 + β− 2β3
STEAL (T)DC2004
ROBBED (S)CD0200
STANDOFF (P)DD00+ 20
points = 2 × chips received;   T = 4, R = 3, P = 0, S = 0(D4.1)
T > R > P = S,    2R > T + S(D4.2)

In a single round, stealing never pays less than trusting (4 vs 3 if they cooperate; 0 vs 0 if they steal), so defection weakly dominates. But mutual cooperation is the only outcome that creates value (2R = 6 > T + S = 4), which makes this a social dilemma.

Because P = S, this is the weak form of the prisoner's dilemma. Getting robbed and a standoff pay you the same: nothing. The temptation to steal is pure greed, not self-defense, and mutual defection is as harsh as the game can make it.

Compared with 1980

GameTRPSWhy
Axelrod (1980)5310Classic tournament values.
$IPD4300A steal is a straight transfer (no subsidy to thieves); a standoff loses both chips.
Form D5 · w = .90IPD/TOUREXECWhy nobody knows the last round

Match length

If you knew round 10 was the last, you'd steal on round 10. So would they. Knowing that, you'd both steal on round 9, then 8, all the way back to round 1. Game theorists call it unraveling.

So the Table never tells you. After every round, a draw seeded by both players' sealed salts decides whether there's another: 90% yes. The draw is memoryless. Round 1 and round 30 look exactly the same from the inside.

P(L = n) = (1 − w) · wn−1(D5.1)
E[L] = 1 / (1 − w) = 10,   P(L > n) = wn(D5.2)

Matches are capped at 50 rounds (P ≈ .006). Axelrod's second tournament used the same device with w = .99654, an expected 200 moves.


      
P(round n is reached)w = .90

      
Form D6 · The CommonsIPD/TOUREXECWhere defection goes

The Commons

The Commons makes cooperation positive-sum. It fills from fees and from failure, and drains only through the co-op bonus. Cooperation is what drains it, so the bonus is paid out more slowly than the Commons fills: at most 65% of what came in, with the rest kept as a reserve. Once the reserve passes three weeks of inflow, a slice of the excess is released too.

EntrySourceFlow
CR20% of every trade feeIn
CRStandoff: both chipsIn
CRSell / transfer forfeitsIn
CRUnseasoned accrualIn
DRCo-op bonus, ≤ 0.5 chip per playerOut
—Daily budget: 65% of avg. inflow + 10% of reserve above 21 daysLimit

The bonus budget

Īd = mean inflow over days d−7 … d−1(D6.1)
Bd = ρ · Īd + λ · max(0, Cd − 21 · Īd),   ρ = 0.65, λ = 0.10(D6.2)
βd = min(0.5, Bd / Kd−1)(D6.3)

Cd is the Commons balance at the start of day d; Bd is that day's bonus budget; Kd−1 is the total staked in CO-OP rounds the day before (both players' chips). If CO-OP volume runs ahead of forecast, the rest of the day's bonuses are scaled down so total payout never exceeds Bd. When bonuses are the only outflow, the reserve settles near 24 days of inflow. The Data page (§4.7) compares this rule with the alternatives.

The bonus creates a population cycle. Widespread stealing fills the Commons and raises β, which pays cooperators more. Widespread cooperation spreads the budget thin and lowers β, which makes stealing more tempting.

Form D7 · Dossier metricsIPD/TOUREXECComputed, never self-reported

Dossier metrics

For a player with moves mt and opponent moves ot, pooled over all their matches:

FieldDefinition
COOP RATEShare of all moves that were C.
NICEShare of matches in which they never defected first. Defecting in the same round as the opponent's first defection counts as first.
RETALIATESPr(mt = D | ot−1 = D). How often a steal is answered with a steal.
FORGIVESPr(mt = C | ot−2 = D, ot−1 = C). How often they return to cooperating after the opponent does.
STYLEThe label of the classic style (D8) your record fits. It's the nearest style in Euclidean distance over the four numbers above, each reference computed from 120 simulated matches. Awarded once you have at least 20 moves on file and sit within 30 points of a style; otherwise NO CLEAR STYLE. FIT = 100 − distance.
Form D8 · StylesIPD/TOUREXECEarned labels, not presets

Styles

Players can't pick one of these; they're the patterns the Table recognises in your play (D7, STYLE). They also drive the tournament and the simulated opponents. Notation: mt is the style's move in round t, ot the opponent's, u a fresh uniform random number.

Form D9 · Protocol & settlementIPD/TOUREXECFor contract developers

Protocol & settlement

One roundCommit–reveal
STEP  WHO    ACTION   DETAIL                                   WINDOW
1     BOTH   COMMIT   h = KECCAK(MOVE ‖ SALT)                  30 S
2     BOTH   REVEAL   (MOVE, SALT); CHECK AGAINST h            30 S
3     TABLE  SETTLE   PAYOUTS PER D4; STAKES LEAVE VAULTS
4     TABLE  DRAW     KECCAK(SALT_A ‖ SALT_B ‖ t) MOD 100
                      .LT. 90 → GO TO 1   ELSE END MATCH
CaseHandling
No commitTreated like a missed reveal: the player is scored ROBBED and the match ends. Nothing plays on a player's behalf.
No revealThe non-revealer is scored ROBBED (their chip goes to the opponent) and the match ends.
RandomnessThe continuation draw mixes both players' salts, so neither can bias it after committing. The last revealer can see the outcome before revealing, but aborting costs them the chip.
SettlementMoves are signed off-chain (EIP-712 or ed25519). The full transcript settles on-chain in one transaction carrying both signatures, followed by a dispute window.
AccountingVault balances use a magnified dividend-per-share tracker, so per-holder accrual is O(1) to update.
Form D10 · Risks & limitsIPD/TOUREXECKnown failure modes

Risks & limits

RiskDescriptionMitigation
Sybil collusionOne person runs two wallets that always cooperate with each other to farm the co-op bonus.Random global pairing (no choosing opponents), seasoning, a minimum holding age to queue, and the daily bonus cap. Private duels, if added, pay no bonus.
Last-revealer abortThe second player to reveal can see the continuation draw first.Aborting is scored ROBBED and ends the match, so it always costs the chip.
Commons drainEvery cooperative round is paid from the Commons, so sustained cooperation, or a slump in trading, could outrun it.Bonuses are paid from at most 65% of recent inflow; the rest builds a reserve that is drawn down only above three weeks of inflow (D6.1–D6.3).
Vault size gapsLarge and small vaults risking very different amounts.Pairing within 2×, and the chip is set by the smaller vault.
LossesYou can lose staked vault funds. Outcomes depend on other players.Expected exposure per match is about 10% of the smaller vault (10 rounds × 1%).

Pre-launch: no contract is deployed. The vault page is a browser-only demo with simulated opponents.

Form D11 · GlossaryIPD/TOUREXECTerms

Glossary

β (beta)The co-op bonus: extra chips per player per CO-OP round, paid by the Commons. Between 0 and 0.5.
ChipThe per-round stake: 1% of the smaller vault in the match.
DefectSteal. The D move.
ρ (rho)Payout ratio: the share of the Commons' recent inflow that may be paid out as bonus each day. 0.65.
IteratedPlayed repeatedly against the same opponent, so today's move shapes tomorrow's.
NiceNever the first to defect (Axelrod, 1984).
SeasoningThe 72-hour ramp before a new balance earns full vault accrual.
Shadow of the futureAxelrod's term for how much future rounds matter. Here, w = 0.90.
StandoffBoth players steal. Both chips go to the Commons.
wContinuation probability: the chance another round follows the current one.

** END OF MANUAL ** SEE ALSO: DATA · VAULT **