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Title: Update: Reciprocity in Groups and Third Party Punishment


1
Update Reciprocity in Groups and Third Party
Punishment
Robert Kurzban
University of Pennsylvania
Hokkaido University 8 Nov 2006
2
Roadmap
  • Public Goods Work
  • Theories in the spotlight
  • Third Party Punishment
  • Directions

3
Remember this? Real Time Public Goods Game
4
50
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
5
Well, it should look familiar
6
Replication in JapanDynamics
U.S. Data
Japan Data (Ishii Kurzban)
7
Contributions by Round in the Increase Only/Low
Information Condition
8
New 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?

9
Circular 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)

10
Individual 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

11
Individual 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

12
Individual 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

13
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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?

16
Information 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)

17
Information 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

18
Results
19
Results 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)
20
Results 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.)

21
Results Information-SeekingIndividual
Differences
(non-randomly chosen) examples of typing
regression for 3 ss,
22
Results Information-SeekingIndividual
Differences
More reciprocal players like median information
23
Results Information-SeekingIndividual
Differences
Free Riders like high information
24
Results Information-SeekingIndividual
Differences
25
Information 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.

26
Experiment 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

27
Part II Third Party Punishment
28
Third 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.

29
Third 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.

30
Third 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.

31
Punishment ( 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).

32
3rd 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.)

33
Comparing 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.

34
Experiments 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.

35
Method (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.

36
Current Study Method
  • Part I
  • Trust game each DM1 plays 5 games, paired with
    a different DM2

37
Part I Stimuli
Values 1 / 39 3 / 37 6 / 34 9 / 31 12 / 28
38
Method (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

39
Conditions
  • 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.

40
Results, 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
41
Results, 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
42
Results
  • 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.

43
Experiment 3b
  • Like Experiment 3a, only PD with labeled
    extensive form game.

44
Method (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.

45
Method 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.

46
Results Stage 1
47
Results Stage 2
Subjects do the funniest things 2
Some subjects announced Cooperate, Cooperate.
ns

48
Research Agenda
3PP to 4PO Emotions
Cross-cultural Replications
Developmental
Vectors Strategy Method in a PGG
Consensus on Punishment
49
Acknowledgements
  • 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

50
Thank You
51
NOTE 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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Results Stage 2
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Fessler 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
58
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