768 resultados para Prisoner s Dilemma
Resumo:
Cooperation and coordination are desirable behaviors that are fundamental for the harmonious development of society. People need to rely on cooperation with other individuals in many aspects of everyday life, such as teamwork and economic exchange in anonymous markets. However, cooperation may easily fall prey to exploitation by selfish individuals who only care about short- term gain. For cooperation to evolve, specific conditions and mechanisms are required, such as kinship, direct and indirect reciprocity through repeated interactions, or external interventions such as punishment. In this dissertation we investigate the effect of the network structure of the population on the evolution of cooperation and coordination. We consider several kinds of static and dynamical network topologies, such as Baraba´si-Albert, social network models and spatial networks. We perform numerical simulations and laboratory experiments using the Prisoner's Dilemma and co- ordination games in order to contrast human behavior with theoretical results. We show by numerical simulations that even a moderate amount of random noise on the Baraba´si-Albert scale-free network links causes a significant loss of cooperation, to the point that cooperation almost vanishes altogether in the Prisoner's Dilemma when the noise rate is high enough. Moreover, when we consider fixed social-like networks we find that current models of social networks may allow cooperation to emerge and to be robust at least as much as in scale-free networks. In the framework of spatial networks, we investigate whether cooperation can evolve and be stable when agents move randomly or performing Le´vy flights in a continuous space. We also consider discrete space adopting purposeful mobility and binary birth-death process to dis- cover emergent cooperative patterns. The fundamental result is that cooperation may be enhanced when this migration is opportunistic or even when agents follow very simple heuristics. In the experimental laboratory, we investigate the issue of social coordination between indi- viduals located on networks of contacts. In contrast to simulations, we find that human players dynamics do not converge to the efficient outcome more often in a social-like network than in a random network. In another experiment, we study the behavior of people who play a pure co- ordination game in a spatial environment in which they can move around and when changing convention is costly. We find that each convention forms homogeneous clusters and is adopted by approximately half of the individuals. When we provide them with global information, i.e., the number of subjects currently adopting one of the conventions, global consensus is reached in most, but not all, cases. Our results allow us to extract the heuristics used by the participants and to build a numerical simulation model that agrees very well with the experiments. Our findings have important implications for policymakers intending to promote specific, desired behaviors in a mobile population. Furthermore, we carry out an experiment with human subjects playing the Prisoner's Dilemma game in a diluted grid where people are able to move around. In contrast to previous results on purposeful rewiring in relational networks, we find no noticeable effect of mobility in space on the level of cooperation. Clusters of cooperators form momentarily but in a few rounds they dissolve as cooperators at the boundaries stop tolerating being cheated upon. Our results highlight the difficulties that mobile agents have to establish a cooperative environment in a spatial setting without a device such as reputation or the possibility of retaliation. i.e. punishment. Finally, we test experimentally the evolution of cooperation in social networks taking into ac- count a setting where we allow people to make or break links at their will. In this work we give particular attention to whether information on an individual's actions is freely available to poten- tial partners or not. Studying the role of information is relevant as information on other people's actions is often not available for free: a recruiting firm may need to call a job candidate's refer- ences, a bank may need to find out about the credit history of a new client, etc. We find that people cooperate almost fully when information on their actions is freely available to their potential part- ners. Cooperation is less likely, however, if people have to pay about half of what they gain from cooperating with a cooperator. Cooperation declines even further if people have to pay a cost that is almost equivalent to the gain from cooperating with a cooperator. Thus, costly information on potential neighbors' actions can undermine the incentive to cooperate in dynamical networks.
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We introduce a procedure to infer the repeated-game strategies that generate actions in experimental choice data. We apply the technique to set of experiments where human subjects play a repeated Prisoner's Dilemma. The technique suggests that two types of strategies underly the data.
Psychopathie chez les individus non incarcérés et coopération dans un dilemme du prisonnier itératif
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Au niveau interpersonnel, la psychopathie implique un manque de considération d’autrui pouvant se manifester par la tromperie, la manipulation et l’exploitation. La présente thèse a investigué la relation entre les caractéristiques psychopathiques d'individus non incarcérés et la tendance à coopérer dans un jeu du dilemme du prisonnier itératif. Un total de 85 hommes ont été recrutés via une annonce qui ciblait des traits de personnalité correspondant à des caractéristiques psychopathiques exprimées de façon non péjorative. Plusieurs méthodes ont été employées pour rejoindre les participants : 46 ont participés en personne après avoir répondu à une invitation affichée dans un journal local ainsi que sur des babillards à proximité d'une université; 39 ont complété l'étude sur Internet après avoir été recrutés via un site web de petites annonces. Chaque participant a répondu à un questionnaire incluant l’Échelle Auto-rapportée de Psychopathie (Levenson, Kiehl, & Fitzpatrick, 1995) et l’Échelle Auto-rapportée des Indicateurs de Psychopathie de l’Enfance et de l’Adolescence (Seto, Khattar, Lalumière, & Quinsey, 1997). Ils ont également complété une simulation informatique du dilemme du prisonnier itératif comprenant 90 essais. La simulation informatique utilisée pour évaluer les participants en personne ainsi que la version accessible par Internet ont été conçues et programmées spécifiquement pour la présente thèse. La simulation informatique incluait trois stratégies souvent associées au dilemme du prisonnier itératif : donnant-donnant, donnant-donnant-généreux et gagne/reste-perd/change. Les analyses préliminaires ont montré que les participants vus en personne et ceux rejoints par Internet ne différaient pas en termes de variables sociodémographiques, des caractéristiques psychopathiques, de la désirabilité sociale et des réponses au dilemme du prisonnier. Une régression multiple standard a indiqué que les mesures psychopathiques ne pouvaient pas prédire le nombre total de choix coopératifs dans le jeu. Par contre, une corrélation négative a été trouvée entre les caractéristiques interpersonnelles et affectives de la psychopathie et la coopération dans le premier tiers du jeu. De plus, les participants qui présentaient davantage de caractéristiques psychopathiques interpersonnelles et affectives avaient plus souvent réussi à exploiter l'ordinateur en dénonçant alors que la simulation informatique coopérait. Des analyses multi-niveaux ont exploré la contribution de variables au niveau de la décision et au niveau de l'individu dans la prédiction du choix de coopérer ou de dénoncer lors de chaque essai du jeu; les interactions entre ces variables ont aussi été considérées. Les résultats ont montré que les variables au niveau de la décision influençaient généralement plus fortement les chances de coopérer que les variables au niveau de l'individu. Parmi les mesures de la psychopathie, seulement les caractéristiques interpersonnelles et affectives ont montré une association significative avec les chances de coopérer; les interactions avec le premier choix effectué dans le jeu et le premier tiers du jeu étaient significatives. Ainsi, si un participant avait coopéré au premier essai, la présence de caractéristiques psychopathiques interpersonnelles et affectives était associée à une diminution de ses chances de coopérer par la suite. Aussi, durant les 30 premiers essais du jeu, la présence de caractéristiques psychopathiques interpersonnelles et affectives était associée à une diminution des chances de coopérer. La stratégie adoptée par la simulation informatique n'avait pas d'influence sur le lien entre les caractéristiques psychopathiques et la probabilité de coopérer. Toutefois, le fait de jouer contre donnant-donnant était associé à de plus fortes chances de coopérer d'un essai à l'autre pour l'ensemble des participants. Globalement, les résultats suggèrent que les hommes non incarcérés présentant des caractéristiques psychopathiques ne seraient pas nécessairement portés à choisir systématiquement la non-coopération. En fait, les caractéristiques interpersonnelles et affectives de la psychopathie ont semblé se traduire par une tendance à faire bonne impression au départ, tenter rapidement d'exploiter autrui en dénonçant, puis finir par coopérer. Cette tendance comportementale est discutée, ainsi que la pertinence d'utiliser le dilemme du prisonnier itératif et les analyses multi-niveaux pour étudier le comportement interpersonnel des psychopathes.
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Seminar given as part of social networking course, to give a brief overview of some applied examples game theory used in social network simulation
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We define Nash equilibrium for two-person normal form games in the presence of uncertainty, in the sense of Knight(1921). We use the fonna1iution of uncertainty due to Schmeidler and Gilboa. We show tbat there exist Nash equilibria for any degree of uncertainty, as measured by the uncertainty aversion (Dow anel Wer1ang(l992a». We show by example tbat prudent behaviour (maxmin) can be obtained as an outcome even when it is not rationaliuble in the usual sense. Next, we break down backward industion in the twice repeated prisoner's dilemma. We link these results with those on cooperation in the finitely repeated prisoner's dilemma obtained by Kreps-Milgrom-Roberts-Wdson(1982), and withthe 1iterature on epistemological conditions underlying Nash equilibrium. The knowledge notion implicit in this mode1 of equilibrium does not display logical omniscience.
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We present two alternative definitions of Nash equilibrium for two person games in the presence af uncertainty, in the sense of Knight. We use the formalization of uncertainty due to Schmeidler and Gilboa. We show that, with one of the definitions, prudent behaviour (maxmin) can be obtained as an outcome even when it is not rationalizable in the usual sense. Most striking is that with the Same definition we break down backward induction in the twice repeated prisoner's dilemma. We also link these results with the Kreps-Milgrom-Roberts-Wilson explanation of cooperation in the finitely repeated prisoner's dilemma.
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It is shown that, for almost every two-player game with imperfect monitoring, the conclusions of the classical folk theorem are false. So, even though these games admit a well-known approximate folk theorem, an exact folk theorem may only be obtained for a measure zero set of games. A complete characterization of the efficient equilibria of almost every such game is also given, along with an inefficiency result on the imperfect monitoring prisoner s dilemma.
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We define a subgame perfect Nash equilibrium under Knightian uncertainty for two players, by means of a recursive backward induction procedure. We prove an extension of the Zermelo-von Neumann-Kuhn Theorem for games of perfect information, i. e., that the recursive procedure generates a Nash equilibrium under uncertainty (Dow and Werlang(1994)) of the whole game. We apply the notion for two well known games: the chain store and the centipede. On the one hand, we show that subgame perfection under Knightian uncertainty explains the chain store paradox in a one shot version. On the other hand, we show that subgame perfection under uncertainty does not account for the leaving behavior observed in the centipede game. This is in contrast to Dow, Orioli and Werlang(1996) where we explain by means of Nash equilibria under uncertainty (but not subgame perfect) the experiments of McKelvey and Palfrey(1992). Finally, we show that there may be nontrivial subgame perfect equilibria under uncertainty in more complex extensive form games, as in the case of the finitely repeated prisoner's dilemma, which accounts for cooperation in early stages of the game.
Resumo:
We define a subgame perfect Nash equilibrium under Knightian uncertainty for two players, by means of a recursive backward induction procedure. We prove an extension of the Zermelo-von Neumann-Kuhn Theorem for games of perfect information, i. e., that the recursive procedure generates a Nash equilibrium under uncertainty (Dow and Werlang(1994)) of the whole game. We apply the notion for two well known games: the chain store and the centipede. On the one hand, we show that subgame perfection under Knightian uncertainty explains the chain store paradox in a one shot version. On the other hand, we show that subgame perfection under uncertainty does not account for the leaving behavior observed in the centipede game. This is in contrast to Dow, Orioli and Werlang(1996) where we explain by means of Nash equilibria under uncertainty (but not subgame perfect) the experiments of McKelvey and Palfrey(1992). Finally, we show that there may be nontrivial subgame perfect equilibria under uncertainty in more complex extensive form games, as in the case of the finitely repeated prisoner's dilemma, which accounts for cooperation in early stages of the game .
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Includes bibliography
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Includes bibliography
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Cooperation plays an important role in the evolution of species and human societies. The understanding of the emergence and persistence of cooperation in those systems is a fascinating and fundamental question. Many mechanisms were extensively studied and proposed as supporting cooperation. The current work addresses the role of migration for the maintenance of cooperation in structured populations. This problem is investigated in an evolutionary perspective through the prisoner's dilemma game paradigm. It is found that migration and structure play an essential role in the evolution of the cooperative behavior. The possible outcomes of the model are extinction of the entire population, dominance of the cooperative strategy and coexistence between cooperators and defectors. The coexistence phase is obtained in the range of large migration rates. It is also verified the existence of a critical level of structuring beyond that cooperation is always likely. In resume, we conclude that the increase in the number of demes as well as in the migration rate favor the fixation of the cooperative behavior.
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Background Although evolutionary models of cooperation build on the intuition that costs of the donor and benefits to the receiver are the most general fundamental parameters, it is largely unknown how they affect the decision of animals to cooperate with an unrelated social partner. Here we test experimentally whether costs to the donor and need of the receiver decide about the amount of help provided by unrelated rats in an iterated prisoner's dilemma game. Results Fourteen unrelated Norway rats were alternately presented to a cooperative or defective partner for whom they could provide food via a mechanical apparatus. Direct costs for this task and the need of the receiver were manipulated in two separate experiments. Rats provided more food to cooperative partners than to defectors (direct reciprocity). The propensity to discriminate between helpful and non-helpful social partners was contingent on costs: An experimentally increased resistance in one Newton steps to pull food for the social partner reduced the help provided to defectors more strongly than the help returned to cooperators. Furthermore, test rats provided more help to hungry receivers that were light or in poor condition, which might suggest empathy, whereas this relationship was inverse when experimental partners were satiated. Conclusions In a prisoner's dilemma situation rats seem to take effect of own costs and potential benefits to a receiver when deciding about helping a social partner, which confirms the predictions of reciprocal cooperation. Thus, factors that had been believed to be largely confined to human social behaviour apparently influence the behaviour of other social animals as well, despite widespread scepticism. Therefore our results shed new light on the biological basis of reciprocity.
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We analyze the market for online and offline media in a model of two-dimensional spatial competition where media outlets sell content and advertising space. Consumer preferences are distributed along the style and type of news coverage where the distance costs may vary across dimensions. For integrated provision of online and offline platforms we show that entering the online market reduces average profits and may even constitute a prisoner's dilemma. Specialized provision may yield polarization in the style and type dimensions. This is in contrast to the maximum–minimum differentiation result previously established in the literature on multidimensional horizontal competition. We show that maximal differentiation in both dimensions occurs due to the discrete nature of the type dimension and asymmetric advertising markets.
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While talk is cheap to some, it is expensive to others for whom moral considerations come into play. We employ a simple two-stage modified prisoner's dilemma game where integrity is endowed on a continuum to analyze when agents will lie in random economic interactions. If there is sufficient integrity in the population, all agents make a promise in the first stage to cooperate in the second. Some agents always lie, some always tell the truth, and some behave conditionally. Enhanced cooperation is a byproduct of integrity.