 Here, time flows to the right. The node marked by a square indicates Player One's choice point, those marked by circles indicate Player Two's. The moves and the payoffs to each player are exactly as in the ordinary PD, but here Player Two can choose his move according to what Player One does. Tree diagrams like Figure 5 are said to be extensive-form game representations, whereas the payoff matrices given previously are normal-form representations. As Hume's analysis indicates, making the game asynchronous does not remove the dilemma. Player One knows that if he were to choose \(\bC\) on the first move, Player Two would choose \(\bD\) on the second move (since she prefers the temptation to the reward), so he would himself end up with the sucker payoff. If Player One were to choose \(\bD\), Player Two would still choose \(\bD\) (since she prefers the punishment to the sucker payoff), and he would end up with the punishment payoff. Since he prefers the punishment payoff to the sucker payoff, Player One will choose \(\bD\) on the first move and both players will end up with the punishment payoff. This kind of “backward” reasoning, in which the players first evaluate what would happen on the last move if various game histories were realized, and use this to determine what would happen on preceding moves applies quite broadly to games in extensive form, and a more general version of it will be discussed under finite iteration below.