Welcome to
Cooperation Commons: Interdisciplinary study of cooperation and collective action.
Welcome to NavigationRecent Summaries
|
tit-for-tatWhy Is Reciprocity So Rare in Social Animals? A Protestant AppealOne Sentence Summary: Game theoretic explanations of the evolution of cooperation in humans and other animals relies on assumptions -- rational players should never cooperate, cooperative behavior is explained by direct or diffuse reciprocity, animals can do the mental bookkeeping necessary to reciprocate with multiple partners over time -- that are not always or often borne out by data, necessitating new conceptual tools. Disciplines: Biology Cultural Evolution Economics Findings:
Keywords: tit-for-tat reputation reciprocity prisoners dilemma evolution cultural evolution cooperation altruism Published in: Genetic and Cultural Evolution of Cooperation, Peter Hammerstein, Ed., MIT Press in Cooperation with Dahlem University Press Date: 2003 One Paragraph Summary: Game theoretic explanations of cooperation involving tit-for-tat strategies and reciprocal altruism are not supported by a large body of evidence. Only a small number of animal examples have been found. Simple models of repeated games do not match the circumstances of evolutionary change. Partner switching and mobility counter the assumptions necessary for reciprocal altruism as a stable evolutionary mechanism. Reciprocity requires significant mental machinery – how do organisms determine whether the actions of others are intentionally or unintentionally cooperative or uncooperative? Alternative conceptual schemas such as partner markets – making it unprofitable for partners to switch – offer alternative conceptual schemas. Emotions may play a role in mediating complex interactions in which intentionality and reputation play a part. The Evolutionary Stability of CooperationOne Sentence Summary: Given a variety of strategies ranging from cooperative to combative, cooperative retaliatory strategies tend to be the most stable but remain vulnerable to invasion. Disciplines: Political Science Sociology Findings:
Keywords: cultural evolution equilibrium evolution game theory prisoners dilemma reciprocity tit-for-tat Published in: Journal Date: June 1997 One Paragraph Summary: Previous theorists had been divided regarding the stability of Tit-for-tat strategies in prisoners Dilemma gaming. Bendor and Swistak show, through seven theorems, that all strategies can be overwhelmed. There are, however, thresholds of stability where certain nice and retaliatory strategies can withstand large invasions of alternative strategies. At sufficient strength a strategy can either overwhelm the invader, support subcultures of strategy, or co-opt in the invader to a given level of invasion. Even nice and retaliatory strategies have a breakdown point, however. The authors conclude that the anything less than 100% cooperation would be inherently unstable. One Page Summary: Theorists have posited that pure tit-for-tat strategies in iterative prisoners dilemma games were invulnerable. Is this correct? The authors seek to answer this question by examining the ability of various prisoners dilemma gaming strategies to withstand invasion by other competing strategies. Bender and Swistak examine a gaming strategy universe that includes the strategies:
These strategies were examined in pure conditions where only one existed, and then competing strategies were introduced. If a given strategy could withstand incursions by competing strategies it was deemed "stable". Stability proved to be a continuum. All strategies proved to have points of equilibrium. At this point, a strategy can withstand its maximum level of incursion. That point is that strategy's maximum stability. The Evolution of Strategies in the Iterated Prisoner's DilemmaOne Sentence Summary: The genetic algorithm uses computer simulations to evolve different strategies for playing Prisoner's Dilemma games, and by observing the interactions of populations of agents over many runs, it is possible to make useful observations that could generalize to human behavior – such as the tendency of reciprocation to establish itself and spread if cooperating agents are able to encounter one another. Disciplines: Biology Computer Science Economics Political Science Information Findings:
Keywords: agent-based model complexity evolution game theory prisoners dilemma reciprocity tit-for-tat Date: 1987 One Paragraph Summary: John Holland at University of Michigan developed a means of testing computer problem-solving methods by applying a method based on Darwinian evolution: agents (program) have a phenotype (the strategy the program uses for problem solving) and a genotype (the way strategies are represented in their programming code). Means of reproduction and mutation are specified. Agents interact with each other in a rigorously specified simulation, and the effectiveness of each agent is evaluated in a particular environment in relation to its interactions with other agents; successful strategies are reproduced at a higher rate than less successful strategies; pairs of successful offspring strategies are mated by combining genetic material; mutation is introduced. Simulations can be halted after specified numbers of runs and analyzed, then restarted. In about a quarter of simulation runs with sexual reproduction, better strategies than Tit-for-Tat evolved, and after a random start, populations tend to first evolve away from cooperation as less cooperative rules succeed more often, but can evolve back toward stable cooperation states if cooperative strategies encounter one another and reciprocate. The Evolution of CooperationOne Sentence Summary: "The objective of this enterprise is to develop a theory of cooperation that can be used to discover what is necessary for cooperation to emerge." Disciplines: Political Science Sociology Findings:
Keywords: assurance game agent-based model communication cooperation norms prisoners dilemma reciprocity reputation security tit-for-tat trust Published in: Basic Books Date: August 1, 1985 One Paragraph Summary: Why do people (or other actors) cooperate? "The objective of this enterprise is to develop a theory of cooperation that can be used to discover what is necessary for cooperation to emerge." It uses the Prisoner's Dilemma as a framework for testing theories about balancing self-interest and competition. One Page Summary: Chapter 1, The Problem of Cooperation. Why do people (or other actors) cooperate? "The objective of this enterprise is to develop a theory of cooperation that can be used to discover what is necessary for cooperation to emerge." It uses the Prisoner's Dilemma as a framework for testing theories about balancing self-interest and competition. "In the Prisoners' Dilemma, the strategy that works best depends directly on what strategy the other player is using and, in particular, on whether this strategy leaves room for the development of mutual cooperation." Chapter 2, TIT FOR TAT. "The iterated Prisoners' Dilemma has become the E. Coli of social psychology," yet people have not paid much attention to how to play the game well. Axelrod organized a computer tournament to which people familiar with PD submitted programs encoding different strategies. The winner was one of the simplest, TIT FOR TAT. Axelrod then constructed an environment in which different programs competed, and the losing programs were eliminated: this was an ecology that rewarded high scoring programs, and punished others. "This process simulates survival of the fittest. A rule that is successful on average with the current distribution of rules in the population will become an even larger proportion of the environment of the other rules in the next generation. At first, a rule that is successful with all sorts of rules will proliferate, but later as the unsuccessful rules disappear, success requires good performance with other successful rules." In other words, the competition gets tougher. "The analysis of the tournament results indicate that there is a lot to be learned about coping in an environment of mutual power. Even expert strategists from political science, sociology, economics, psychology, and mathematics made the systematic errors of being too competitive for their own good, not being forgiving enough, and being too pessimistic about the responsiveness of the other side." The tournaments reveal that "there is a single property which distinguishes the relatively high-scoring entries from the relatively low-scoring entries. This is the property of being nice, which is to say never being the first to defect." TIT FOR TAT's rules for success:
Chapter 4, Trench Warfare. During World War I, "live and let live" arrangements emerged spontaneously between opposing units on the Western Front. Cooperation could take hold because "the same small units faced each other in immobile sectors for extended periods of time." Consequently, they had a more sustained relationship than in mobile warfare, and could develop commonly-understood rules, reciprocity and restraint in attacks, displays of strength (e.g., snipers shooting at hard targets)as well as ethics (recognition that there was an arrangement and violating it was immoral) and rituals (e.g., regular artillery firing). "Cooperation first emerged spontaneously in a variety of contexts, such as restraint in attacking the distribution of enemy rations, a pause during the first Christmas in the trenches, and a slow resumption of fighting after bad weather made sustained combat almost impossible. These restraints quickly evolved into clear patterns of mutually understood behavior, such as two-for-one or three-for-one retaliation for actions that were taken to be unacceptable." Chapter 6, How to Choose Effectively. Four suggestions about how to do well in PD:
Chapter 7, How to Promote Cooperation. Promoting cooperation can be thought of as an exercise in tinkering with the variables in a PD. "As long as the interaction is not iterated, cooperation is very difficult. That is why an important way to promote cooperation is to arrange that the same two individuals will meet each other again, be able to recognize each other from the past, and to recall how the other has behaved until now."
Chapter 8, The Social Structure of Cooperation.
Chapter 9, The Robustness of Reciprocity.
Is Strong Reciprocity a Maladaptation? On the Evolutionary Foundations of Human Altruism.One Sentence Summary: Evidence is cited that strong reciprocity (repaying cooperation and punishing defection, cheating, violation of fairness norms), which plays a role in the provision of public goods and contradicts theories of selfish actors, is neither a maladaptation, nor explained in an evolutionary context by kin selection, reciprocal altruism, indirect reciprocity, or costly signaling. Disciplines: Biology Cultural Evolution Computer Science Political Science Sociology Findings:
Keywords: altruism cooperation evolution prisoners dilemma public goods punishment reciprocity reputation tit-for-tat Published in: MIT Press in Cooperation with Dahlem University Press Date: 2003 One Paragraph Summary: Economic games that probe of human behavior (including games that allow punishment of cheaters and non-reciprocators), together with research by biologists, zoologists, and primatologists have delivered strong evidence that traditional assumptions of universally strictly egoistic (rationally self-interested) behavior are at least partially wrong: People repay gifts and punish cheaters, even at a cost to themselves, even among strangers in one-shot games where there is not possibility of reaping future repayment. This practice of "strong reciprocity" has been explained evolutionarily as a maladaptation. The authors of this survey marshal evidence that theories of kin selection (altruism on behalf of genetic relatives that provides reproductive advantage to those who share the altruist's genes), reciprocal altruism (gifts that are made with expectation of eventual repayment by the giftee), indirect reciprocity (gaining a reputation that could pay off in future encounters with other members of the group) costly signaling (acts that cost the actor, but which signal desirability of the signaler as a potential ally or mate) do not sufficiently explain strong reciprocity – and evidence that contradicts these theories as explanatory mechanisms. A cultural evolution hypothesis is proposed: groups that are not closely genetically related can gain survival advantage in competition with other groups if a disproportionate number of strong reciprocators are present – and the presence of strong reciprocators is only possible when cheaters are punished. At the same time, other selection pressures drive the presence of purely selfish humans. Both types coexist because they have coevolved in human cultural practice. The authors offer a beginning, not an ultimate answer, to questions about strong reciprocity, suggesting further research. How To Cope With Noise in the Iterated Prisoner's DilemmaOne Sentence Summary: The Tit-for-Tat strategy is vulnerable to noise – errors in implementing choices – that can lead to echoing defections, but can be made less sensitive by adding generosity (occasionally refraining from punishing defection by opponent) and contrition (refraining from punishing a reaction to accidental defection.)" Disciplines: Biology Computer Science Economics Political Science Findings:
Keywords: agent-based model complexity cooperation game theory reciprocity tit-for-tat prisoners dilemma Published in: Journal of Conflict Resolution 39, No. 1: 183-189 Date: March 1995 One Paragraph Summary: Axelrod became concerned with the problem of noise – mistaken defections in Prisoner's Dilemma games that can lead to echoing repetitions – during the Cuban Missile crisis. Adding generosity and contrition to Tit-for-Tat and reimplementing the 63 rules of the original iterated Prisoner's Dilemma tournament proved to be an effective way of coping with noise; Win-Stay, Lose-Shift did not do as well in such an environment. Axelrod was able to put Soviet and US nuclear strategists together to play Prisoner's Dilemma in 1988 for an audience of social scientists -- with noise deliberately introduced. This tournament was the basis for Axelrod's statement that "Noise calls for forgiveness, but too much forgiveness invites exploitation." The authors also noted: "Generosity can correct an error by either player, but contrition can only correct one's own error. Thus, when the population of strategies one is likely to meet has not adapted to the presence of noise, a strategy like Generous Tit-for-Tat is likely to be effective. On the other hand, if the strategies of the other players one is likely to meet have already adapted to noise, then a strategy like Contrite Tit-for-Tat is likely to be even more effective because it can correct its own errors and restore mutual cooperation almost immediately." Evolution of Indirect ReciprocityOne Sentence Summary: Cooperation through indirect reciprocity, captured by the phrase "I help you, someone else helps me", requires the evolution of reputations and communication of those reputations among the larger group (as in the human instinct to gossip), cognitive abilities beyond being able to identify relatives (required for kin selection) or the individuals who have cooperated with you in the past (required for direct reciprocity). Disciplines: Economics Sociology Psychology Findings:
Keywords: agent-based model altruism assurance game communication cooperation equilibrium game theory language norms prisoners dilemma public goods punishment reciprocity reputation tit-for-tat trust Published in: Nature 437, 1291-1298 Date: October 27, 2005 One Paragraph Summary: Cooperation through indirect reciprocity, can be captured by the phrase "I help you, someone else helps me". Indirect reciprocity helps explain how cooperation is possible at all when economic transactions move beyond small villages where one can easily keep track of one's interactions with everyone else. The success of strategies of indirect reciprocity in empirical studies might be attributable to the fact that humans care so deeply not only about how they are treated, but about the results of interactions between third parties. This concern and the desire to communicate concerns, or gossip, might in turn be explained by evolutionary psychology and the benefits of cooperation in large groups, surpluses resulting from division of labor. To test strategies of indirect reciprocity no two players can interact more than once and the scores of players (the portion of times they have cooperated with others) must be visible. A player choosing a simple version of indirect reciprocity will only cooperate with those whose score is above a certain threshold. However, this player might be punishing another player using indirect reciprocity who has only interacted with defectors. "Effectively, discriminating players pay a cost for punishing bad co-players. Such a form of altruistic punishment can promote cooperation in the community, but at a cost to the punisher, and thus can be viewed as a social dilemma." A more sophisticated strategy would have a player discriminate between justified defection (defecting to punish someone who always defects) and unjustified defection (defecting regardless of the recipients reputation). This strategy avoids the case where a group of players who always cooperate is invaded by a group of players who always defect, but it requires the cognitive abilities to keep track of interactions that are far removed from one's own. |
Interested in participating? Visit Contact, and choose "Request to Participate". Who's new
User loginSearchWho's onlineThere are currently 0 users and 14 guests online.
|