Title: The Evolution of Cooperation
1The Evolution of Cooperation
2Abstract
- When to cooperate, when to be selfish?
- In an ongoing interaction with another
person/entity - Prisoners Dilemma
- Allows players to achieve mutual gains from
cooperation - Allows for possibility that one player might
exploit the other - Allows for possibility that neither player may
cooperate - Computer Prisoners Dilemma Tournament
- Entries from game theorists in economics,
psychology, sociology, political science,
mathematics, biology, physics, computer science - To discover under what conditions will
cooperation emerge in a world of egoists without
central authority? - TIT FOR TAT
- Properties of successful strategy
- Conditions for successful strategy
3Prisoners Dilemma
Player B
Player A
R Reward for mutual cooperation S Suckers
payoff T Temptation to defect P Punishment
for mutual defection
- No communication between players therefore no
way for A to make enforceable threats or
commitments with B - Only info available to the players about each
other is the history of their interaction so far
no reputation analysis - No way to eliminate other players or run away
from interaction - No way to change the other players payoffs
T gt R gt P gt S R gt (T S)/2
4TIT FOR TAT
- TIT FOR TAT
- Cooperates on first move
- Do whatever the other player did on the previous
move - TIT FOR TAT vs ALL D (always defect)
- TIT FOR TAT Cooperate
- ALL D Defect
- Outcome T 0, A 5
- TIT FOR TAT Defect
- ALL D Defect
- Outcome T 1, A 1
- TIT FOR TAT Defect
- ALL D Defect
- Outcome T 1, A 1
- etc
5Strategy
- What is the best strategy?
- What strategy will yield a player the highest
possible score? - NOT how can I win and you lose?
- Not like chess, zero-sum game
- A can safely assume that B will use the most
feared move - Interests of the players are completely
antagonistic - Non-zero-sum games
- Interests of players not in total conflict
- Both players can do well by getting reward R for
mutual cooperation, or both can do poorly by
getting punishment P for mutual defection - Using the assumption that the other player will
always make the move you fear most (defection)
will lead you to expect that the other will never
cooperate, leading you to defect leads to
unending punishment P - If the discount parameter is sufficiently high,
no best rule exists independently of the strategy
being used by the other player - Strategy which works best depends directly on the
other players strategy, and whether this
strategy leaves room for development of mutual
cooperation (ALL D does not) - Based on discount parameter after all, if you
are unlikely to meet the other person again or if
you care little about future payoffs, then you
might as well defect now and not worry about the
consequences for the future
6Good strategy when confronted with an iterated
Prisoners Dilemma
- Computer Tournament
- Round-robin each strategy was paired with each
other entry, as well as with its own twin and
with RANDOM (randomly cooperates and defects with
equal probability) - 1st round winner TIT FOR TAT
- 2nd round all players aware of results from 1st
round, and still TIT FOR TAT won - Analysis from tournament properties which tend
to make a decision rule successful/robust - Niceness
- Retaliatory
- Forgiveness
- Clarity
- Evolution of cooperation requires that
individuals have sufficiently large chance to
meet again, so that they have a stake in their
future interaction. If this is true, cooperation
can evolve in three stages - Cooperation can get started even in a world of
unconditional defection small clusters of
individuals who base their cooperation on
reciprocity and have even a small proportion of
their interactions with each other - Strategy based on reciprocity can thrive in a
world where many different kinds of strategies
are being tried - Cooperation, once established on the basis of
reciprocity, can protect itself from less
cooperative strategies - Advice for participants of iterated Prisoners
Dilemma - Do not be envious
- Do not be the first to defect
7Live-and-Let-Live WWI
- Cooperation emerged despite great antagonism
between the players - During trench warfare, cooperation flourished
despite - Best efforts of senior officers to stop it
- Passions aroused by combat
- Military logic of kill or be killed
- Ease of high command to repress any local efforts
to arrange a direct truce - Use Prisoners Dilemma theory to explain
- How could the live-and-let-live system have
gotten started? - How was it sustained?
- Why did it break down toward the end of the war?
- Why was it characteristic of trench warfare in
WWI, but of few other wars?
Germany
France/UK
8How to promote cooperation
- Enlarge the shadow of the future
- Mutual cooperation becomes more stable if the
future is sufficiently important relative to the
present - Use large discount parameter
- Or make interactions more durable (prolong
interaction) - Or make interactions more frequent
- Change the payoffs
- Make the long-term incentive for mutual
cooperation greater than the short-term incentive
for defection - Or If the punishment for defection is so great
that cooperation is the best choice in the short
run, no matter what the other player does, then
there is no longer a dilemma - Teach people to care about each other
- Teach reciprocity
- TIT FOR TAT is eye for an eye, which is pretty
rough justice - But, in situations where there is no central
authority to enforce community standards, players
must rely upon themselves to give each other the
necessary incentives to elicit cooperation rather
than defection - Improve recognition abilities
- Ability to recognize the other player from past
interactions and to remember the relevant
features of those interactions is necessary to
sustain cooperation - Without these abilities, a player could not use
any form of reciprocity and hence could not
encourage the other to cooperate