Title: Update: Reciprocity in Groups and Third Party Punishment
1Update Reciprocity in Groups and Third Party
Punishment
Robert Kurzban
University of Pennsylvania
Hokkaido University 8 Nov 2006
2Roadmap
- Public Goods Work
- Theories in the spotlight
- Third Party Punishment
- Directions
3Remember this? Real Time Public Goods Game
450
Low Info Increase/Decrease
Low Info Increase Only
40
High Info Increase/Decrease
High Info Increase Only
30
Average Contribution (Tokens)
20
10
0
1
2
3
4
5
6
7
8
9
10
Round
5Well, it should look familiar
6Replication in JapanDynamics
U.S. Data
Japan Data (Ishii Kurzban)
7Contributions by Round in the Increase Only/Low
Information Condition
8New Questions
- Are there types? Can this explain both the
upward and downward spirals? - Can we get more specific about reciprocal
players? - Median matching?
- Minimum reciprocity?
9Circular Game Method(Kurzban Houser, PNAS,
2005)
- Circular Public Goods game
- Players make initial contribution
- Players, in turn, observe aggregate contribution
of other players - After observing this value, player may update
their own contribution - Round ends with p .04 each update
- This allows us to plot a contribution profile
for each player (CP)
10Individual Differences
- This method allows us to plot a contribution
profile for each player (CP) - Regress contribution on information observed.
- This gives an intercept and slope.
- Intercept how much player i contributes when
others arent contributing much - Slope player is responsiveness to others
contributions
11Individual Differences
- Free Rider CP everywhere below 25 (1/2)
- 20 of sample (N 84)
- Cooperator CP everywhere above 25
- 13
- Recriprocator positive slope, and CP is both
above and below the 50 line. - 63
- Small percentage unclassifiable
12Individual Differences
- We use some rounds to see if typing scheme
captures something stable. - If so, we should be able to predict (in a
hold-out sample) the dynamics of play given the
makeup of the constituted groups. - Groups are assigned a Cooperativeness Score, 2
for a Cooperator, 1 for a Reciprocator, 0 for a
Free Rider
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15- Types fit reasonably into a 3-part system
- Payoffs did not vary as a function of type.
- Suggest individual differences in strategies?
16Information Seeking
- Method
- Circular game, but allow players to observe one
piece of information (low, median, high) before
making their own contribution decision. - Other parameters as in Experiment 2
- One Independent Variable This information is
either free, or costly (2 tokens)
17Information Seeking
- Hypotheses
- IF players know others respond to own
contribution, costly information should decrease
contributions. - IF players have reciprocal (type) preferences,
they will have systematic preferences for
information and will pay to observe it. - Type (reciprocator, free rider) will predict
information-seeking preferences
18Results
19Results Information-Seeking
Free Info () Costly Info () (conditional on paying)
Low 35 11 (23)
Median 35 21 (46)
High 30 14 (30)
None na 54 (n/a)
20Results Information-SeekingIndividual
Differences
- Regress subjects' contribution amounts on
contributions seen. - Reciprocity Index (RI) slope, how much i is
influenced by others contributions. - Altruism Index (AI) is the y-intercept is
contribution when others contribution 0 - Free-riding Index (FI) is contribution when
contribution seen equals 50 (subtracted from 50
-- high values identify free-riding.)
21Results Information-SeekingIndividual
Differences
(non-randomly chosen) examples of typing
regression for 3 ss,
22Results Information-SeekingIndividual
Differences
More reciprocal players like median information
23Results Information-SeekingIndividual
Differences
Free Riders like high information
24Results Information-SeekingIndividual
Differences
25Information Seeking Results
- Types max (AI, FI, RI50). In the Free
Information condition, payoffs did not vary as a
function of type. - In the Costly Information condition, Free
Riders did better than Reciprocators or
Altruists.
26Experiment 3 Conclusions
- There is a tendency to prefer observing the
MEDIAN current contributor. (oops) - People will endure costs to observe others
decisions. - Reciprocators tend to look at the median (Croson
1998) - In contrast
- Free Riding types tend to look at the high
information. - Altruistic types dont have clear preferences
27Part II Third Party Punishment
28Third Party Punishment
- If A violates a norm, for example, A cheats B,
people (C) seem to express a preference for
punishing A. - There is, however, substantial debate about the
scope of the phenomenon, as well as its
evolutionary explanation.
29Third Party Punishment ? Second Party Punishment
- If A cheats B, B has a preference for inflicting
costs on A. - Substantial evidence from field and lab
- Trivers (1971) theory of reciprocal altruism
provides one possible explanation for this
phenomenon.
30Third Party Punishment
- A puzzle from either the standpoint of evolution
or the canonical economic view. - Letting others endure costs of punishment would
seem to be a good strategy. - Why pay costs of punishing is the underlying
question.
31Punishment ( negative reciprocity)
Cooperation in Groups
- Cultural group selection (Boyd et al., 2003,
PNAS) - Groups with those with such a taste do better
because they give incentives to others in the
group to be pro-social. - Strong Reciprocity (Gintis, 2000, JTB)
- Groups with punishers to better than those
without. - Inequity aversion driven by reduction of fitness
differentials (Price et al., 2003, EHB).
323rd Party Punishment
- On some (recent) models, signaling that one
punishes norm violators or, more narrowly, those
who defect, leads to benefits through
reputational processes. - e.g., Indirect reciprocity (Panchanathan and
Boyd, 2004, Nature). - Signaling models (E A Smith, etc.)
33Comparing models
- So.
- Some models dont specifically predict
sensitivity to audience effects (though such
effects dont rule out MLS) - To the extent that 3rd party punishment is
sensitive to cues to the presence of an audience,
this implies a history of selection associated
with reputation effects.
34Experiments showing effects of blinding and
social distance
- Dictator Games
- Dictator game as social distance decreases,
altruism increases. (Hoffman et al., 1996) - Public goods games
- Buchan et al. Personal communication
- Ultimatum games
- Bolton Zwick. Anonymity has VERY LIMITED
effects on rejecting unequal offers.
35Method (cont)
- Part I
- Trust game each DM1 plays 5 games, paired with
a different DM2 - Part II
- New Ss can punish (bad) DM2s
- Part III
- Participants from Part I return to collect their
money.
36Current Study Method
- Part I
- Trust game each DM1 plays 5 games, paired with
a different DM2
37Part I Stimuli
Values 1 / 39 3 / 37 6 / 34 9 / 31 12 / 28
38Method (part II)
- Players given 3 show-up payment
- Players given 7 to punish DM2s in the game in
which result was 1/39 - Two conditions
- Anonymous elaborate envelope technique
- Non-anonymous one experimenter knows how much
of 7 used to punish DM2
39Conditions
- Anonymous condition
- Measures punishment due to tastes
- Non-zero punishment implies some taste for
punishment. - Non-anonymous condition
- Measures punishment due to tastes PLUS
punishment due to knowledge that punishment is
observed. - Significantly greater punishment implies
computation associated with others knowledge.
40Results, part I Trust Games
One untrustworthy DM2 at 1/39
Game Tree Proportion of DM1s Moving Down (trust) Proportion of DM2s moving Down (trustworthy)
1/39 1/7 0/1
3/37 1/7 0/1
6/34 1/7 0/1
9/31 4/7 1/4
12/28 6/7 3/6
N 14. All remaining DM1 moves (22) were 10,10
41Results, Part II Punishment
Subjects do the funniest things 1
Subject changed Treatment
t(41) 2.87, p lt .01. means anonymous .58,
observed 2.42. Better test
Kolmogorov-Smirnov, J 1.37, p lt .05
42Results
- People in the observed condition punished (four
times) more than those in the anonymous
condition. - Punishment in the anonymous condition was small,
0.58/7.00.
43Experiment 3b
- Like Experiment 3a, only PD with labeled
extensive form game.
44Method (cont)
- Participants received a game piece from Stage 1
in which DM1 had played C and DM2 played D - Participants could pay 0-10 to deduct a tripled
amount from that DM2.
45Method IVs
- 3 conditions
- Anonymous elaborate envelope technique
- Non-anonymous one experimenter knows how much
of 7 used to punish DM2 - Participants punishment decisions were revealed
to both the experimenters and all other
participants.
46Results Stage 1
47Results Stage 2
Subjects do the funniest things 2
Some subjects announced Cooperate, Cooperate.
ns
48Research Agenda
3PP to 4PO Emotions
Cross-cultural Replications
Developmental
Vectors Strategy Method in a PGG
Consensus on Punishment
49Acknowledgements
- Collaborators
- Alex Chavez
- Peter DeScioli
- Dan Houser
- Keiko Ishii
- Kevin McCabe
- Erin OBrien
- Vernon Smith
- Bart Wilson
- Funding
- University of Pennsylvania Research Foundation
- University of Pennsylvania University Scholars
- MacArthur Foundation
- Japan Society for the Promotion of Science
50Thank You
51NOTE The issue is the design of the mechanism,
the cues that people respond to.
- In a game in which people have a decision to
cooperate (or not) (e.g., Burnham Hare) - The test treatment adds a pair of human eyes to
the control environmentthe evolutionary legacy
hypothesis suggests that the test treatment,
although actually still private with regard to
other subjects, will be perceived as public
(by the modular system in question)
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54Results Stage 2
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57Fessler Haley
Only the desktop background on participants
computers varied In the Eyespots condition,
players used computers displaying two stylized
eye-like shapes along with familiar desktop
icons In the Control condition, the word
CASSEL was displayed across the same portion of
the screen
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