The Evolution of Cooperation

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The Evolution of Cooperation

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Allows players to achieve mutual gains from cooperation ... To discover 'under what conditions will cooperation emerge in a world of egoists ... – PowerPoint PPT presentation

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Title: The Evolution of Cooperation


1
The Evolution of Cooperation
  • Robert Axelrod, 1984

2
Abstract
  • 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

3
Prisoners 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
4
TIT 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

5
Strategy
  • 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

6
Good 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

7
Live-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
8
How 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
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