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reputationWhy 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. When Push comes To Pull: The New Economy and Culture of Networking TechnologyOne Sentence Summary: Information and communication technology innovation have begun to transform commercial business and social institutions from a "push" technology approach (hierarchical "center out"), to a "pull" technology approach (networked -based and decentralized). This poses new challenges to social, political, and educational systems that are largely designed to support "push" economies. Disciplines: Business Law History Cultural Evolution Technology Economics Political Science Sociology Findings:
Keywords: capitalism communication complexity cooperation cultural evolution group forming networks hierarchy intellectual property interdependence networks norms open source property rights reciprocity reputation social capital trust Published in: The Aspen Institute Date: 2006 One Paragraph Summary: Over the past 25+ years, change that has usually originated with technological innovation has led to new products, services, and human behavior patterns. These changes are reflected in business and industry, and the way that people entertain, govern, educate, and socialize among themselves. The change is from a centralized, command and control, bureaucratic, broadcast way of organizing, that tries to anticipate and create demand, to a decentralized and highly networked system that shares information about overall network performance and best practices among it's network, and meets local and specialized needs. One Page Summary: This paper is a summary of an Aspen Institute sponsored in-depth roundtable session, written from the perspective of one informed conference observer (Bollier). The participants are leading thinkers in the many complex areas this paper covers (economics, systems theory, human behavior, human futures, information technology evolution, etc) and are listed on page 57. A selection of their key insights shared in the paper are listed below: A "push" economy is geared towards mass production, anticipating consumer demand, and routing resources to the right place at the right time, to create standardized and mass produced products. By contrast, a "pull" economy is based on open, flexible production platforms that are used to orchestrate a broad range of resources. Instead of producing standardized products, "pull" model companies are demand-driven, and assemble products in customized ways that serve specialized or local needs, usually using "rapid" or "on the fly" processes. Several global corporations are moving towards "pull" methods, and away from "push" models; ie., Toyota, Dell, Cisco, Li & Fung. These companies employ different variations of Value Network models, that share information about overall network performance and best practices for serving specialized needs, among hundreds or even thousands of partner companies that make up the network. This creates an intra-network knowledge commons. Some companies also work closely with Open Source Software projects, thereby expanding their "pull" network, and expanding their knowledge commons into a broader Open Commons via Open Source Software project contributions. Thus, "pull" business models also tend to be Network Value-Increasing, and Commons-based business models as well. "Pull" models can also be platforms for creating "increasing returns dynamics." This is due to "pull" models being based around loose and flexible networks that are already configured to scale as growth occurs. So, growth does not incur the huge overhead costs in administration that "push" models must contend with. Pull platform key characteristics include modular and loosely-coupled networks, open channels that better harness the passion and commitment of innovation communities. "Pull" platforms also will tend to influence public policy with regards to education and innovation, as more companies tend to gravitate towards the "pull" models. The areas where "push" models tend to succeed in business are in areas where people do not know what they want, and prefer to shop from pre-made selections (Ikea, Home Depot). However, there are even "pull" models to found here, in the form of user-driven innovation, such as mountain biking, extreme skiing, hot rodding, etc. In these pro-amateur niches, customers don't necessarily know what they want, but do want to be a participant in the "pull" network that creates the product. How do you tax a product that is made in 23 different countries? "Pull" models are going to change the way that governments create policy as more companies gravitate toward them. This will influence laws about intellectual property, education, taxation and more. "Pull" economies are not just centered around finding creative ways to "outsource/offshore jobs" away from one place and to the places where "labor" is "cheaper". Successful "pull" models have encouraged and aided "insourcing", where more jobs are created, for instance in the United States by "foreign sources (a total of 7 million cited by this paper), than are out sourced (a total of 600,000+ cited by this paper). This is because pull models seek out, not just the "cheapest" labor, but the best ways to add value to the production networks. So, they can scale to many participants around the world, regardless of local labor costs, to find the best participants needed for specific specialized productions. The social dynamics of "pull" models are highly centered around creating relationships of trust, sharing knowledge, and close cooperation among network participants. In "pull" models, non-market value creation (tacit knowledge, intangible value) is generally steered towards a commons-based model. A commons is used as a "collective governance regime for managing shared resources sustainably and equitably." Many of these commons are made possible by networked information technologies (the internet). Bollier suggests that "if online commons are going to be useful to business, companies will need to do more work to develop protocols for identity and reputation management". This is because the use of the commons is based around trust. It also due to the need for ways to measure qualitative value in intangible assets beyond money, like knowledge, individual performance and value multiplication, and network wide performance/value multiplication. Roundtable participants also noted that "pull" models will pose challenges to current education regimes that are centered around training people to participate in "push" economies. One of the participants mentions that " Computers, software tools, and Internet resources make possible some radically new styles of learning. By using pull-based systems, students can function much like businesses in the pull environment: They can access resources they don't control and put themselves into flows of activity, rather than just building inventories of static, objectified "knowledge."
Towards Realistic Models for Evolution of CooperationOne Sentence Summary: The five major approaches to answering how cooperation emerges and becomes stable in nature (Group Selection, Kinship Theory, Direct Reciprocity, Indirect Reciprocity, and Social Learning) might be improved by not presuming asexual and non-overlapping generations, simultaneous-play for every interaction, dyadic interactions, mostly predetermined and mistake-free behavior, discrete actions (cooperate or defect), and the trivial role of social structure and social learning of individuals. Disciplines: Biology Cultural Evolution Sociology Findings:
Keywords: trust reputation reciprocity evolution cultural evolution cooperation competition bioeconomy altruism agent-based model Published in: MIT LCS Memorandum Date: 2002 One Paragraph Summary: Sociological and biological observations of humans and animals show that cooperation is an inherent part of human life and the life of many animals. This poses two questions: how do cooperative strategies become stable within evolution? And, how does cooperation emerge initially? Even though researchers have tried to answer these questions for at least a century, existing models do not fully explain why cooperation evolves. There are five major approaches: Group Selection, Kinship Theory, Direct Reciprocity, Indirect Reciprocity, and Social Learning. Each of these models explain only a few aspects of cooperation and might be improved by dropping some unrealistic assumptions: asexual and non-overlapping generations, simultaneous-play for every interaction, dyadic interactions, mostly predetermined and mistake-free behavior, discrete actions (cooperate or defect), and the trivial role of social structure and social learning of individuals. 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. Foundations of Human Sociality (Introduction and Overview)One Sentence Summary: Experiments like the Ultimatum Game and the Public Goods Game (one shot games for real money divided among strangers) that have been conducted in different countries all over the world have shown that group behavior frequently does not fit the traditional model of self-interested actors, that it is too richly varied between cultures to support a universal sense of fairness, and that a higher degree of market integration and higher payoffs to cooperation can be linked to greater levels of prosocial behavior. Disciplines: Economics Sociology Psychology Findings:
Keywords: trust reputation reciprocity public goods prisoners dilemma game theory equilibrium cultural evolution cooperation communication assurance game altruism Published in: Oxford University Press Date: 2004 One Paragraph Summary: The self-regarding and outcome oriented picture of human behavior presented in traditional economics does not explain why humans care so much about each other and about how social interaction is carried out, not just the end goals. The Ultimatum Game, designed by Werner Guth, is just one illustration of how real people will not always follow the dictates of self-interested rationality. Two subjects are given a sum of money, one is given the power to divide the sum, and the other can either accept or reject (in which case neither get any money). Research from conducting hundreds of trials of the game with thousands of students in Europe, Japan and the USA has shown that the responders frequently reject low offers and proposers frequently propose near equal divisions, even though it is to their monetary disadvantage. While early experiments on undergraduates seemed to suggest that there was a universal sense of fairness, extended research in different cultures (hunter-gatherers, slash-and-burn agriculturists, nomadic pastoralists) has exposed much cultural variation in responses, indicating that local cultural conditions play an important role in how people approach cooperation. One Page Summary: The self-regarding and outcome oriented picture of human behavior presented in traditional economics does not explain why humans care so much about each other and about how social interaction is carried out, not just the end goals. The Ultimatum Game, designed by Werner Guth, is just one illustration of how real people will not always follow the dictates of self-interested rationality. Two subjects are given a sum of money, one is given the power to divide the sum, and the other can either accept or reject (in which case neither get any money). Research from conducting hundreds of trials of the game with thousands of students in Europe, Japan and the USA has shown that the responders frequently reject low offers and proposers frequently propose near equal divisions, even though it is to their monetary disadvantage. While early experiments on undergraduates seemed to suggest that there was a universal sense of fairness, extended research in different cultures (hunter-gatherers, slash-and-burn agriculturists, nomadic pastoralists) has exposed much cultural variation in responses, indicating that local cultural conditions play an important role in how people approach cooperation. While mean proposals for university students from all over the world was usually between 42 and 48 percent, mean proposals from this cross-cultural study varied from 25 to 57 percent. Rejection rates, the action of the responders, also varied considerable between groups. Individual-level economic and demographic variables did not explain behavior as well as group-level behavior, and game play often could be connected to the people's common patterns of interaction. For example, the Orma recognized that one of the experiment's games was similar to the harambee, a local institution of giving to public goods like roads and schools. They began calling it 'the harambee game' and displayed highly prosocial behavior. In other groups, like the Au and Gnau, frequent rejection of generous offers can be explained by a cultural association with gift-giving: accumulating gifts, even if unsolicited, can imply a lowered status and force the receiver into future obligations or political alliance. The cross-cultural study showed that, in the case of groups at the extremes of behavior, "contrasting behaviors seem to reflect their differing patterns of everyday life, not any underlying logic of hunter-gatherer life ways." The effect of market integration on cooperation to obtain a monetary reward can be explained easily: individuals from market-oriented societies when put in the context of one of the games are able to seek analogues in their daily activities of using and trading money with strangers. "Those who do not customarily deal with strangers in mutually advantageous ways may be more likely to treat anonymous interactions as hostile or threatening, or as occasions for the opportunistic pursuit of self-interest." Factors Influencing Cooperation in Commons Dilemmas: A Review of Experimental Psychological ResearchOne Sentence Summary: While much of the economic research of commons dilemmas has explored the big-picture effects of rules, institutions, and payoff structures on cooperative behavior, experimental psychological research has uncovered crucial factors of its own, suggesting that the best commons institutions of the future will seek the best fit between top-down institutional rules and the bottom-up individual psychological effects. Disciplines: Psychology Findings:
Keywords: altruism communication cooperation emotion norms reputation trust Published in: National Academy Press Date: 2002 One Paragraph Summary: Social psychological research has a long tradition of interest in cooperative behavior and commons dilemmas, beginning with Von Neumann and Morgenstern's 1944 book, Theory of Games and Economic Behavior. It is convenient to summarize the way psychological studies have attacked the commons problem through nine variables (social motives, gender, payoff structure, uncertainty, power, status, group size, communication, causes, frames) divided into three groups (individual differences, situational factors of the task structure, and the perceived effects of situational factors.) Although behavior elicited in a controlled lab environment is never the same as that observed in field research, lab research is an indispensable tool for teasing out causal relations from the larger number of interacting influences. Attention to the findings of psychological research relevant to the specific instance of a commons dilemma can make the difference in generating positive collective action. One Page Summary: Social psychological research has a long tradition of interest in cooperative behavior and commons dilemmas, beginning with Von Neumann and Morgenstern's 1944 book, Theory of Games and Economic Behavior. It is convenient to summarize the way psychological studies have attacked the commons problem through nine variables (social motives, gender, payoff structure, uncertainty, power, status, group size, communication, causes, frames) divided into three groups (individual differences, situational factors of the task structure, and the perceived effects of situational factors.) Although behavior elicited in a controlled lab environment is never the same as that observed in field research, lab research is an indispensable tool for teasing out causal relations from the larger number of interacting influences. Attention to the findings of psychological research relevant to the specific instance of a commons dilemma can make the difference in generating positive collective action. Studies on social motives have found correlations between motives and choice behavior and interpretation of others' behavior. Liebrand et al. (1986) demonstrated that "people with individualist social motives tend to interpret behavior along the might dimension (what works), whereas cooperators tend to view cooperation and competition as varying on the moral dimension (what is good or bad)." Less intuitive findings have come out of research into social rewards for cooperative behavior. Gachter and Fehr (1999) conducted a study around public goods dilemmas with an anonymous group, a group that met beforehand to establish a group identity, a group that had a chance to interact after playing, and a group that met before and after. They found that neither the second nor the third groups had significant improvements in cooperation, but that the fourth option resulted in "significantly higher levels of contribution." Uncertainty of resource size may play a detrimental role in commons dilemmas for multiple reasons. Any factor which threatens to bring an end to the resource will decrease interest in one's reputation and therefore with the relations that support the resource's maintenance. Uncertainty also helps diffuse personal responsibility, since overusers can try to justify their actions through their ignorance of the current resource size. Experimenters have also uncovered interesting effects from varying groups size on self-efficacy, an individual's sense of their own competence in taking effective action. Smaller groups were found by Kerr (1989) to have higher averages when testing "collective" efficacy, the sense that the group could carry out effective actions to achieve a desired outcome. In groups with a relatively low provision point, the percentage of cooperating members necessary to support the public good, small group size was associated with a sense of "collective" efficacy. Voting can significantly improve efficiencies in commons dilemmas by acting as a form of communication. Collective learning of general information "extends to subsequent situations and enables people to coordinate their activities even in rounds when no proposals are made." 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. Coalitional Effects on Reciprical Fairness in the Ultimatum Game: A Case from the Ecuadorian AmazonOne Sentence Summary: Patton attributes differences between two Ecuadorian ethnic/political groups in their willingness to cooperate in the Ultimatum Game to the groups' "differences in coalitional stability, perceptions of trust, and needs to maintain reputation," and emphasizes properties of the groups' political environment over individual differences. Disciplines: Anthropology Political Science Findings:
Keywords: reciprocity game theory cooperation capitalism assurance game altruism reputation social capital trust Published in: Oxford University Press Date: 2004 One Paragraph Summary: This study examined patterns of cooperative behavior of two ethnic/political groups in Conambo of the Ecuadorian Amazon, the Achuar and the Quichua, with the Ultimatum Game. The participants were randomly divided into proposers and responders. Proposers were told to divide 20 coins worth a total of a days labor (approximately $3.85) into two piles, one for them and one for the responders. The proposer then left the room and a responder was brought in, not knowing the identity of their proposer, and asked to accept or reject the division (rejection of the division entailed no money for either participant, aside from the 5 coins given to all at the start for their time). A successive pile technique was used to determine the alliance strength of all participants. Informants were asked to divide photographs of the participants according to who would be most reliable in maintaining a coalition during a conflict. The researchers found that proposers with higher average alliance strength gave more generous offers and that the Achuar, with higher average alliance strength, had an average proposal of 42.9 percent, while the Quichua, with lower average alliance strength, had an average proposal of 24.6 percent. "The relationship between average alliance strength and amounts offered appears to be a group effect rather than an individual effect." An Evolutionary Approach to NormsOne Sentence Summary: Exploration of games in which punishment is possible and cheating is not automatically detected reveals that norms can emerge and stabilize only if those who fail to punish violators are also punished. Disciplines: Biology Computer Science Economics Political Science Findings:
Keywords: reputation cooperation evolution norms game theory agent-based model cultural evolution complexity competition prisoners dilemma altruism Published in: American Political Science Review 80, No. 41095-1111 Date: 1997 One Paragraph Summary: The decrease in punishment of those who failed to punish violators may have played a part in the sudden collapse of communism, and Granovetter noted that riots can have tipping points in which "a slight change in the willingness of a few people to act first can get the ball rolling." Axelrod defines norms thus: "A norm exists in a given social setting to the extent that individuals usually act in a certain way and are often punished when seen not to be acting in this way." Therefore, norms are a matter of degree, not all or nothing. "By linking vengefulness against nonpunishers with vengefulness against defectors, the metanorm provides a mechanism by which the norm against defection becomes self-policing." Reputation plays a role because defection is not only a means for a defector to harvest a payoff, but a signal that can be used be others: "a norm is likely to originate in a type of behavior that signals things about individuals that will lead others to reward them." The observation from norms-game trials that norms can sometimes establish themselves quickly led Axelrod to conclude that "there may be some useful cooperative norms that could be hurried along with relatively modest interventions." |
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