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Game Theory

An Overview
Game Theory: An Overview
Contents

1. Game Theory Overview

2. Types of Games

3. Elements of Games

4. Non-Cooperative Games

5. Solutions Concepts

6. Pareto Optimality

7. Cooperative Games

8. Social Dilemma

9. Public Goods Game

10. Cooperative Structures

11. Evolutionary Game Theory

12. Evolutionary Stability

13. Replicator Dynamics

14. Network Games


Preface

As we watch the news each day, many of us ask ourselves why people
can't cooperate, work together for economic prosperity and security for all,
against war, why can't we come together against the degradation of our
environment?

But in strong contrast to this, the central question in the study of human
evolution is why humans are so extraordinary cooperative as compared
with many other creatures. In most primate groups, competition is the
norm, but humans form vast complex systems of cooperation.

Humans live out their lives in societies, and the outcomes of those social
systems and our individual lives is largely a function of the nature of our
interaction with others. A central question of interest across the social
sciences, economics, and management is this question of how people
interact with each other and the structures of cooperation and conflict that
emerge out of these.

Of course, social interaction is a very complex phenomenon; we see


people form friendships, trading partners, romantic partnerships, business
compete in markets, countries go to war, the list of types of interaction
between actors is almost endless.

For thousands of years, we have searched for the answers to why humans
cooperate or enter into conflict by looking at the nature of the individuals
themselves. But there is another way of posing this question, where we
look at the structure of the system wherein agents interact, and ask how
does the innate structure of that system create the emergent outcomes.

The study of these systems is called game theory. Game theory is the
formal study of situations of interdependence between adaptive agents and
the dynamics of cooperation and competition that emerge out of this. These
agents may be individual people, groups, social organizations, but they
may also be biological creatures, they may be technologies.
The concepts of game theory provide a language to formulate, structure,
analyze, and understand strategic interactions between agents of all kind.

Since its advent during the mid 20th-century, game theory has become a
mainstream tool for researchers in many areas most notably, economics,
management studies, psychology, political science, anthropology, computer
science and biology. However, the limitations of classical game theory that
developed during the mid 20th century are today well known.

Thus, in this book, we will introduce you to the basics of classical game
theory while making explicit the limitations of such models. We will build
upon this basic understanding by then introducing you to new
developments within the field such as evolutionary game theory and
network game theory that try to expand this core framework.

In the chapter, we will take an Overview of Game Theory. We will


introduce you to the models for representing games; the different elements
involved in a game and the various factors that affect the nature and
structure of a game being played.

In the following chapters, we look at Non-cooperative Games. Here you


will be introduced to the classical tools of game theory used for studying
competitive strategic interaction based around the idea of Nash equilibrium.
We will illustrate the dynamics of such interactions and various formal rules
for solving non-cooperative games.

Towards the middle, we turn our attention to the theme of Cooperation.


We start out with a general discourse on the nature of social cooperation
before going on to explore these ideas within a number of popular models,
such as the social dilemma, tragedy of the commons, and public goods
games; finally talking about ways for solving social dilemmas through
enabling cooperative structures.

The last chapters of the book deals with how games play out over time as
we look at Evolutionary Game Theory. Here we talk about how game
theory has been generalized to whole populations of agents interacting
over time through an evolutionary process, to create a constantly changing
dynamic as structures of cooperation rise and fall.
Finally, we will talk about the new area of Network Game Theory, that
helps to model how games take place within some context that can be
understood as a network of interdependencies.

This book is a gentle introduction to game theory and it should be


accessible to all. Unlike a more traditional book in game theory, the aim of
this book will not be on the formalities of classical game theory and solving
for Nash equilibrium, but instead using this modeling framework as a tool
for reasoning about the real world dynamics of cooperation and
competition.
Game Theory Overview

We live in a world that exhibits extraordinary levels of order and


organization on all levels from the smallest molecules, to human social
organizations to the entire universe. We might say that it is the job of the
enterprise of science to try and understand this extraordinary order and
organization that we see in the world around us. And in many ways, we
have been very successful in the past few hundred years in making
progress in this project. We understand the workings of the atom, the
structure of DNA, we understand the origins of the universe, how galaxies
form and the precise elliptical orbit of the Earth around the Sun.

But what all these systems that we have been so good at describing and
predicting the behavior of have in common is that they are inert. That is,
they do not have any degree of autonomous adaptive capacity. Here we
can make a fundamental distinction between those systems that are
composed of inert elements and those that are composed of adaptive
elements. Because these inert systems that are studied in physics and
chemistry do not have adaptive capacity we can describe them through a
single global rule, we can write equations about how elements will react
when combined or how the solar system will change over time according to
a set of differential equations in a deterministic fashion.

Unfortunately, this approach does not work when dealing with systems that
are composed of adaptive elements that are non-deterministic in their
behavior. Adaptation gives the elements in the system the capacity to
respond in different ways depending on the local information they receive,
and the overall organization that forms is in fact not a product of a global
rule, like we might have for a chemical reaction. Instead, the result is a
product of how these adaptive agents respond to each other. With these
adaptive systems, the overall makeup of the organization is not necessarily
defined by a top-down rule but may emerge out of how the elements adapt
and respond to each other locally. There is no algebraic or differential
equation to describe how international politics works, why families fall apart
or the success of a business within a market, the overall workings of these
adaptive systems is an emergent phenomenon of local rules and
interdependencies.
Game Theory

And it is these systems composed of adaptive agents that are


interdependent that game theory tries to understand and model. A game is
a system wherein adaptive agents are interdependent in affecting each
other and the overall outcome. Game theory is the mathematical modeling
of such systems. These adaptive systems are pervasive in our world, from
cities and traffic to economies, financial markets, social networks,
ecosystems, politics, and business.

The central ingredients of these systems is that of agents and


interdependency. Without either of these elements, we don't have a game.
If the elements did not have agency and the capacity for adaptation they
would have no choices and we would have a deterministic system.
Likewise, if they were not interdependent then they would not form some
combined organization and we would then study them in isolation in which
case likewise we would not have a game.

Agents

Games are formed out of the interdependencies between adaptive agents.


So what is an adaptive agent? An agent is any entity that has what we call
agency. Agency is the capacity to make choices based upon information
and act upon those choices autonomously to affect the state of their
environment. Examples of agents include social agents, such as individual
human beings, businesses, governments etc. they may be biological
agents such as bacteria, plants, or mammals, they may also be
technologies such as robots or algorithms of various kind.

All adaptive systems regulate some process and they are designed to
maintain and develop their structure and functioning. For example, plants
process light and other nutrients and their adaptive capacity enable them to
alter their state so as to intercept more of those resources. The same is
true for bacteria and animals, as well as for a basketball team or a
business. They all have some conception of value that represents whatever
is the resource that they require, whether that is sunlight, fuel, food, money
etc.

This creates what we can call a value system, that is to say, whatever
structure or process they are trying to develop forms the basis for their
conception of value and they use their agency to act and make choices in
the world to improve their status with respect to whatever it is they value.
As we can see this concept of value is highly abstract and as we will
discuss in a future module this value system can be very simple or very
complex but it forms the foundations to what we are dealing with when
talking about adaptive agents and games.

You can't model a game without understanding what the agents value and
the better you understand what they really value and incorporate it into the
model the better the model will be.

Thus agents can also be defined by what we call goal oriented behavior,
they have some model as to what they value and they take actions to affect
their environment in order to achieve more of whatever is defined as value.

Games

In game theory, a game is any context within which adaptive agents


interact and in so doing become interdependent. Interdependence means
that the values associated with some property of one element become
correlated with those of another. In this context, it means that the goal
attainment of one agent becomes correlated with the others. The value or
payoff to one agent in the interaction is associated with that of the others.
This gives us a game, wherein agents have a value system, they can make
choices and take actions that affect others and the outcome of those
interactions will have a certain payoff for all the agents involved.

A game then being a very abstract model can be applied to many


circumstances of interest to researchers, and it has become a mainstream
tool within the social sciences of economics, political science and sociology
but also in biology and computer science. The trade negotiations between
two nations can be modeled as a game, the interaction of businesses
within a market is a game, the different strategies adopted by creatures in
an ecosystem can be seen as a game, the interaction between a seller and
buyer as they haggle over the price of an item is a form of game. The
provision of public goods and the formation of organizations can be seen
as games, likewise, the routing of internet traffic and the interaction
between financial algorithms are games.
To quickly take a simple concrete example of a game, let's think about the
current situation with respect to international politics and climate change. In
this game, we have all of the world's countries and all countries will benefit
from a stable climate, but it requires them to cooperate and all pay the price
of reducing emissions in order to achieve this. Although this cooperative
outcome would be best for all, it is in fact in the interest of any nation state
to defect on their commitments as then they would get the benefit of others
reducing their pollution without having to pay the cost of reducing their own
emissions. Because in this game it is in the private interests of each to
defect, in the absence of some overall coordination mechanism the best
strategy for an agent to adopt given only their own cost-benefit analysis is
to defect and thus all will defect and we get the worst outcome for the
overall system.

Cooperation

This game is called the prisoner's dilemma and it is the classical example
given of a game, because it captures in very simplified terms the core
dynamic, between cooperation and competition, that is at the heart of
almost all situations of interdependence between adaptive agents. In the
interdependency between agents there comes to form two different levels
to the system, the macro-level, wherein they are all combined and have to
work cooperatively to achieve an overall successful outcome, and the
micro-level, wherein we have individual agents pursuing their own agendas
according to their own cost-benefit analysis.

It is precisely because the rules and dynamics that govern the whole and
those that govern the parts are not aligned that we get this core constraint
between cooperation and competition. This is what is called the social
dilemma and it can be stated very simply as what is rational for the
individual is irrational for the whole. If you do what is rational according to
the rules of the macro-level to achieve cooperation then you will be
operating in a way that is irrational to the rules of the micro-level and vice
versa.

If either of these dimensions to the system was removed then we would not
have this core constraint. If the agents were not interdependent within the
whole then there would be no macro-level dynamic and the set of parts
would be simply governed by the rules of the agents locally. Equally, if each
agent always acted in the interests of the whole without interest for their
own cost-benefit analysis, then again we could do away with the rules
governing the micro-level and we would simply have one set of rules
governing the whole thus there would be no core dynamic of interest,
things would be very simple and straightforward. The complexity arises out
of the interaction between these two different rule sets and trying to resolve
it by aligning the interests of the individuals with those of the whole.

Summary

So we have outlined what game theory is talking about it as the study of


situations of interdependence between adaptive agents and how these
interdependencies create the core dynamic of cooperation and competition
that is of central interest to many. In the coming chapters in this section, we
will talk about the different elements involved in games and the different
types of games we might encounter.
Types of Games

Games Models

As we talked about in the last chapter, a game within game theory is any
situation involving interdependency between adaptive agents. Games are
fundamentally different from
decisions made in a context with only one adaptive agent. To illustrate this
point, think of the difference between the decisions of a bricklayer and
those of a business person. When the bricklayer decides how he might go
about building a house he does not expect the bricks and mortar to fight
back; we could call this a neutral environment. But when the business
person tries to enter a new market, they must take note of the actions and
of the other actors in that market in order to best understand the viable
options available to them. A situation that depends only on the actions of
one actor is best understood as one of decision theory not so much game
theory.

Like the business person, all players engaged in a game must recognize
their interaction with other intelligent and purposeful agents. Their own
choices must allow both for conflict and for possibilities for cooperation. So
a game really tries to capture this dynamic where autonomous agents that
have their own goals are interdependent in effecting some joint outcome. A
game has three major components: players, strategies, and payoffs. A
player is a decision maker in a game. A strategy is a specification of a
decision for each possible situation in which a player may find themselves.
A payoff is a reward or loss that players experience when all the players
follow their respective strategies.

Game Representation

Games are represented in either a matrix form or as a tree graph. The


matrix form models a game without time involved where players must
choose their strategies simultaneously. A tree graph model involves time as
an element allowing for choices to be made in a sequential process over a
course of time, thus forming a tree-like representation that captures the
choices made by agents at each stage in the game.
The matrix model is the most common method for representing a game and
is called in game theory normal-form representation. The normal-form
representation to a game associates the players with the axes to the
matrix, with each column or row along the axis corresponding to one
unique strategy for the player. Where the players' different strategies
interact in the matrix, a value is placed to represent the associated payoffs
for each player if those given strategies are played. In simultaneous
games, the players don’t have to move at the same time; the only
restriction is that no players can know the other players’ decisions when
they make their own choice. The normal form is a condensed form of the
game, stripped of all features but the possible options of each player and
their payoffs during one iteration of the game, this makes it more
convenient to analyze.

A game where choices are made sequentially over time is represented as a


decision tree graph that branches out with each iteration of the game as
time goes forward and players have to make choices. An example of this
extensive form of game would be chess where players move in a
sequential process with each move of one player creating a multiplicity for
possible new moves of the other as they branch out into the future. Players
engaged in a sequential game then have to look ahead and reason back as
each player tries to figure out how the other players will respond to his
current move, how he will respond in turn, and so on. The player
anticipates where his initial decisions will ultimately lead and uses this
information to calculate his current best choice.

Information

Agents within a game are making their choices based on the information
available to them, thus we can identify information as a second important
factor in the makeup of the game.

In any given game agents can have complete information meaning each
player has knowledge of the payoffs and possible strategies of other
players, or incomplete information referring to situations in which the
payoffs and strategies of other players are not completely known.

An example of a game of perfect information would be one that is called the


ultimatum game where one player receives a sum of money and proposes
how to divide the sum with the other player. The second player chooses to
either accept or reject this proposal. If the second player accepts, the
money is split according to the proposal. If the second player rejects,
neither player receives any money. In this game, all information is available
to all players.

In contrast many real world games involve imperfect information, for


example, prisoner dilemma games only make sense if given imperfect
information where you are choosing without knowing how the other has
chosen. Information plays an important role in real-world games and it can
work as an advantage or disadvantage to the players. When one player
knows something that others do not, sometimes the player will wish to
conceal this, for example in playing poker, and at other
times they will want to reveal it, for example, companies offering
guarantees for their products is a display of the information that they have
that their product is not going to break down soon, and they want
customers to know this information.

Symmetry

This reveals also how games can be asymmetrical, meaning the payoffs to
individuals for the different possible actions may not be the same. If the
identities of the players can be changed without changing the payoff to the
strategies, then a game is symmetric.

Many of the commonly studied 2 × 2 games are symmetric. Games of


coordination are typically symmetrical, take for example the case of people
choosing the sides of the road upon which to drive. In a simplified example,
assume that two drivers meet on a narrow dirt road. Both have to swerve in
order to avoid a head-on collision. If both execute the same swerving
maneuver they will manage to pass each other, but if they choose differing
maneuvers they will collide. In the payoff matrix successful passing is
represented by a payoff of 10, and a collision by a payoff of 0 and we can
see how the payoff to each player are symmetrical.

Zero-sum / Non-zero-sum

Games are played over some mutually desired resource, what we are
defining as value within that game. For example, countries go to war over
territory, businesses compete for market share, creatures for the resources
within an ecosystem, political parties for decision making power, athletes
from prizes and prestige etc. In all of these situations, there is some shared
conception of what agents value and some interdependence in how that
value is distributed out depending on the actions of the agents. But the
question is whether the total value distributed out to all agents remains
constant irrespective of their actions or can it grow or decrease depending
on their capacity to cooperate.

Constant-sum games are games in which the sum of the players’ payoffs
sum to the same number. These games are games of pure competition of
the type “my gain is your loss”. Zero-sum games are a special case of
constant-sum games, in which choices by players can neither increase nor
decrease the available resources. In zero-sum games, the total benefit to
all players in the game, for every combination of strategies, always adds to
zero. One can see this in the game paper, rock, scissors or in most sporting
events. In zero-sum games, the relationship between the agents' payoffs
are negatively correlated, which is called negative interdependence
meaning individuals can only achieve their goal via the failure of another
agent and this creates an attractor towards competition, there is no
incentive to cooperate and thus these games are called strictly competitive.

Non-constant games or non-zero sum games are those in which the total
value to be distributed can increase or decrease depending on the degree
of cooperation between actors. For example, through the members of a
business working together they can create more value than working
separately, thus the whole payoff gets bigger. Equally, the total payoff may
get smaller through conflict, like in an arms race between two gangs in a
city. In non-zero sum games, the outcome for agents is positively
correlated, if one gets more the other will too if one gets less the other will
too. With non-zero sum games, we can get positive interdependence
between the agents, meaning members of a group come to share common
goals and perceive that working together is individually and collectively
beneficial, and success depends on the participation of all the members
leading to cooperation.

Cooperative / Non-cooperative

A cooperative game is one in which there can be cooperation between the


players and they have the same cost. So cooperative games are an
example of non-zero sum games. This is because in cooperative games,
either every player wins or loses. Cooperation may be achieved through a
number of different possibilities, it may be built into the dynamics of the
game as would be the case with a positive-sum game where payoffs are
positively correlated. In such a case the innate structure of the game
creates an attractor towards cooperation because it is both in the interest of
the individuals and the whole organization. A good example of this are the
mutually beneficial gains from trade in goods and services between
nations. If businesses or countries can find terms of trade in which both
parties benefit then specialization and trade can lead to an overall
improvement in the economic welfare of both countries, with both sides
seeing it as in their interest to cooperate in this organization, because of
the extra value that is being generated.

Equally, cooperation may be achieved by external enforcement by some


authoritative third party such as governments and contract law. Where we
cooperate in a transaction because the third party is ensuring that it is in
our interests to do so by creating punishments or rewards. Likewise,
cooperation may be achieved through peer-to-peer interaction and
feedback mechanisms as will talk about in future chapters.

A non-cooperative game is one where an element of competition exists and


there are limited mechanisms for creating institutions for cooperation. This
may be because of the inherent nature of the game we are playing, that is
to say, it is a zero-sum game which is strictly competitive and thus
cooperation will add no value.

Noncooperation may be a function of isolation, lack of communication and


interaction with which to build up the trust that enables cooperation. We
see this within modern societies, as these societies have grown in size they
have transited from communal cooperative systems based on the frequent
interaction of members to requiring formal third parties to ensure
cooperation because of the anonymity and lack of interaction between
members of large societies. Lastly, there may simply be a lack of formal
institutions to support cooperation between members, an example of this
might be what we call a failed state where the government's authority is
insufficiently strong to impose sanctions and thus can not work as the
supporting institutional framework for cooperation.
Summary

In this chapter we have looked at some of the basic features to games, we


talked about the two basic forms for representation, that of the normal form
in a matrix model and that of the extensive form as a tree graph that
unfolds over time. We talked about the important role of information, where
games may be defined as having imperfect or perfect information and how
agents may use information to their advantage. We talked about
symmetrical and asymmetrical payoffs in games. We briefly looked at zero-
sum games and non-zero sum games where the payoffs can get larger
given cooperation. Finally we talked about the distinction between a
cooperative and non-cooperative game and some of the factors that create
these different types of games which we will be discussing further
throughout the book.
Elements of Games

Games in game theory involve a number of central elements which we can


identify as players, strategies, and payoffs. In this chapter we are going to
zoom in to better understand each of these different elements to a game,
talking first about the players and rationality, then strategies and payoffs.

Players

As we touched upon in a previous chapter agents are abstract models of


individuals or organizations which have agency. Agency means the
capacity of actors to make choices and to act independently on those
choices to affect the state of their environment and they do this in order to
improve their state within that environment.

In order to act and make choices, agents need a value system and need
some set of rules under which to make their choices so as to improve their
state with respect to their value system. A big idea here is that of rationality,
and we have to be careful how we defined this idea of rationality. A
dictionary definition of rationality would read something like this "based on
or in accordance with reason or logic". Rationality simply means acting
according to a consistent set of rules, that are based upon some value
system that provides the reason for acting.

To act rationally is to have some value system and to act in accordance


with that value system. When a for-profit business tries to sell more
products, it is acting in a rational fashion, because it is acting under a set of
rules to generate more of what it values. When a person who values their
community does community work, they are acting rationally. Because their
actions are in accordance with their value system and thus they have a
reason for acting in that fashion.

Standard game theory makes a number of quite strong assumptions about


the agents involved in games. A central assumption of classical game
theory is that players act according to a limited form of rationality, what is
sometimes call hyperrationality.
A player is rational in this sense if it consistently acts to improve its payoff
without the possibility of making mistakes, has full knowledge of other
players’ intentions and the actions available to them, and has an infinite
capacity to calculate a priori all possible refinements in an attempt to find
the “best one.” If a game involves only rational agents, each of whom
believes all other agents to be rational, then theoretical results offer
accurate predictions of the games outcomes.

Agents have a single conception of value, i.e. all value is reduced to a


single homogeneous form called utility. Preferences and value are well-
defined. Rational agents have unlimited rationality, the idea of
omnipotence, i.e. they know all relevant information when making a choice,
they can compute this information and all of its consequences. Within this
model, agents have perfect information, and any uncertainty can be
reduced to some probability distribution. The agent’s behavior is then seen
to be an optimization algorithm over their set of possibilities.

Game theory is a young field of study—less than a century old. In that time,
it has made remarkable advances, but it remains far from complete.
Traditional game theory assumes that the players of games are rational—
that they act in best accordance with their own desires given their
knowledge and beliefs. This assumption does not always appear to be a
reasonable one. In certain situations, the predictions of game theory and
the observed behavior of real people differ dramatically.

People in the real world operate according to a multiplicity of motives, some


of the time people are in a situation where they are simply trying to optimize
a single metric, but more often they are not. They are embedded within a
context where they are trying to optimize according to a number of different
metrics.

The fact that people aren't always optimizing according to a single metric is
illustrated in the many games where people don't choose actions that give
them the greatest payoff within that single value system. The best empirical
examples of this are taken from the dictator game. The dictator game is a
very simple game, where one person is given a sum of money, say 100
dollars, this person plays the role of “the dictator,” and is then told that they
must offer some amount of that money to the second participant, even if
that amount is zero. Whatever amount the dictator offers to the second
participant must be accepted. The second participant, should they find the
amount unsatisfactory, cannot then punish the dictator in any way.

Standard economic theory assumes that all individuals act solely out of
self-interest. Under this assumption, the predicted result of the dictator
game is that the “dictator should keep 100% of the cake, and give nothing
to the other player.” This effectively assigns the value of what the dictator
shares with the second player to zero.

The actual results of this game, however, differ sharply from the predicted
results. With a “standard” dictator game setup, “only 40% of the
experimental subjects playing the role of dictator keep the whole sum.” In
research by Robert Forsythe and al. they found the average amount given,
under these standard conditions, to be around 20% of the allocated money.
In any case, in the majority of these game trials, the dictator assigns the
second player a non-zero amount.

The obvious reason for this is that the dictator is not simply trying to
optimize according to a single monetary value - that a strict conception of
rationality would posit - but is acting rationally to optimize according to a
number of different value systems. They want the money, yes, but they are
also optimizing according to cultural and social capital that motivates them
to act in accordance with some conception of fairness and it is out of the
interaction of these different value systems that we get the empirical
results.

What agents value can be simple or it can be complex. A financial algorithm


is a form of agent that acts according to some set of rules designed to
create a financial profit; this is an example of a very simple value system. In
contrast, what a human being value is typically many things. People value
social capital, that is to say, their relationships with other people and their
roles within social groups. They care about cultural capital, how they
perceive themselves and how others perceive them. They care about
financial capital and natural capital. They often care about their natural
environment to a greater or lesser extent.

Likewise, the set of instructions or rules can be based on some simple


linear cause and effect model - what may be called an algorithm - or they
may be much more complex models - what may be called a schema.
Thus when we say that someone is acting rationally and maximizing their
value payoff, this can be in many different contexts. A person helps an old
lady onto the bus, not because they are going to get paid for this, but what
they do get from this is some sense of being a decent person and they gain
some payoff in that sense. Thus it is not the concept of rationality or that
people try to optimize their payoff that needs to be revised. It is the narrow
definition of rationality as optimizing according to a single metric that needs
to be expanded within many contexts that involve social interaction.

The classical conception of strict rationality based upon a single metric will
apply in certain circumstances. It will be relevant to many games in
ecology, where creatures have a simple conception of value maximization.
Likewise, it will often be relevant to computer algorithms and software
systems and sometimes relevant for socioeconomic interactions, or at least
partially relevant.

As the influential biologist Maynard Smith, in the preface to the book


Evolution and the Theory of Games noted "paradoxically, it has turned out
that game theory is more readily applied to biology than to the field of
economic behavior for which it was originally designed."

If we want an empirically accurate theory of games between more complex


agents it will need to be expansive in its conception of value and rationality
to include the more complex set of value systems and reasoning processes
that are engendered in such games. We have spent quite a bit of time
talking about this idea of rationality as it is a major unresolved flaw within
standard game theory, one that is important to be aware of.

Game Strategies

Strategy is the choice of one's actions. In game theory, player's strategy is


any of the options they can choose in a setting where the outcome
depends on the action of others. A strategy, in the practical sense, is then,
a complete algorithm for playing the game, telling a player what to do for
every possible situation throughout the game.

For example, the game might be a business entering a new market and
trying to gain market share against other players. This will not just happen
overnight but they will have to take a series of actions that are all
coordinated towards their desired end result. They might first have to
organize production processes and logistics, then advertising, then pricing
etc. Each of these actions we would call a move in the game, and the
overall strategy consists of a set of moves.

A player's strategy set defines what strategies are available for them to
play. For instance, in a single game of rock-paper-scissors, each player has
the finite strategy set of rock, paper,
scissors. Likewise, a player's strategy set can be infinite, for example in
choosing how much to pay when making an offer to purchase an item in a
process of bartering, this could be potentially infinite, it could be any
increment.

Pure / Mixed Strategy

In some games, there will not be one primary strategy that an agent will
always choose but in many circumstances, they may have a number of
options and choose between them with some given probability. This will
often be the case when they don't want the other player to know in advance
which move they will take. For example, in smuggling goods across the
Vietnam-Chinese border, the smugglers have many different points of entry
available to them and the police have many different points that they could
secure. In such a case neither side wants always to choose the same
location, they want some degree of
randomness in the strategy that they choose.

This gives us a distinction in games between those with strategies that one
will always play and those that one will play only with a given probability,
this distinction is captured in the terms mixed and pure strategy.

Pure strategies are ones which do not involve randomness and tell us what
to do in every situation. A pure strategy provides a complete definition of
how a player will play a game. In particular, it determines the move a player
will make for any situation they may face.

Strategies that are not pure—that depend on an element of chance—are


called “mixed strategies.” In mixed strategies, you have a number of
different options and you ascribe a probability to the likelihood of playing
them. As such we can think about a mixed strategy as a probability
distribution over the actions players have available to them.
Payoffs

For every strategy taken within a game, there is a payoff associated with
that strategy. A player’s payoff defines how much they like the outcome of
the game. The payoffs for a particular player reflect what that player cares
about, not what another player thinks they should care about. Payoffs must
reflect the actual preferences of the players, not preferences anyone else
ascribes to them. Game theorists often describe payoffs in terms of utility—
the general happiness a player gets from a given outcome. Payoffs can
represent any type of value, but only the factors that are incorporated into
the model, thus we have to be careful in asking what do the agents really
value. Payoffs are then essentially numbers which represent the
motivations of players. In general, the payoffs for different players cannot
be directly compared, because they are to a certain extent subjective.

Payoffs may have numerical values associated with them or they may
simply be a set of ranking preferences. If the payoff scale is only a ranking,
the payoffs are called “ordinal payoffs.” For example, we might say that
Kate likes apples more than oranges and oranges more than grapes.
However if the scale measures how much a player prefers one option to
another, the payoffs are called “cardinal payoffs.” So if the game was
simply one for money then we could ascribe a value to each payoff, that
would be the quantity of money gained. In many games all that matters is
the ordinal payoffs, all we need to know is which options they prefer without
actually knowing how much they prefer them. This is useful because in
reality people don't really go around ascribing specific values to how much
they like things, but they do think about whether they prefer one thing or
another. Kate may know that she likes apples more than oranges but she
would probably laugh if you asked her to put values on how much more she
likes them.

In the next chapter of the book, we start to play some games, looking at
how to solve games, how we find the best strategies and talk about the
important idea of equilibrium.
Non-Cooperative Games

In studying dynamics of cooperation and competition between actors,


understanding the structure of the game that is being played is central to
understanding the system of interest.

In game theory, a primary distinction is made between those game


structures that are cooperative and those that are non-cooperative. As we
will see the fundamental dynamics surrounding the whole game are altered
as we go from games whose structure is innately competitive to those
games where cooperation is the default position. A cooperative game is
one wherein the agents are able to resort to some institution or third party
in order to enable cooperation and optimal results for all. A game is non-
cooperative if players cannot form the structures required to enable
cooperation.

For example, we might think about two people wishing to make a


commercial transaction online. Given two anonymous people interacting
without some institution to enable cooperation, there is no reason for either
to think that the other will carry through with the transaction as promised.
The seller is incentivised to take the money and not send the item while the
buyer is likewise incentivised to take the product without sending the
money. In the absence of some cooperative structure that would enable
each party to trust the other and thus cooperate, the game would naturally
gravitate towards defection and the potentially valuable transaction would
not take place.

Thus we can see how in the absence of cooperative mechanisms each


player may follow the course that renders them the best payoff without
regard for what the other does, or what is optimal for the overall system
and this can result in suboptimal outcomes for all. In non-cooperative
games, each agent in the game is assumed to act in their self-interest, and
this self-interested agent is the primary unit of analysis within non-
cooperative games because there is no cooperative structure. This is in
contrast to cooperative game theory that treats groups or subgroups of
agents as the unit of analysis and assumes they can achieve certain
outcomes among themselves through binding cooperative agreements.
Game theory historically has been very much focused on non-cooperative
games and trying to find optimal strategies within such a context. This is
likely because non-cooperative games are very much amenable to our
standard mathematical framework and thus offer nice closed form
solutions. But it is important to note that the real world is made up of
situations that are sometimes cooperative, sometimes non-cooperative,
and often involve elements of both.

As previously mentioned, non-cooperative games arise due to a number of


factors. Firstly the game may be inherently zero-sum meaning what one
wins the other loses and thus there is an inherent dynamic of competition.
Many sports games are specifically designed to be zero-sum in their
structure, so as to create a dynamic of competition. In such a case there is
only one prize, and if someone else gets it, you don't. There is no incentive
for cooperation and every incentive for competition and thus the best option
is for the actor to focus on maximizing their payoff irrespective of all else.
This is called a strictly competitive game. A strictly competitive game is a
game in which the interests of each player are diametrically opposed.

Likewise, a game may be non-competitive due to the incapacity to create


cooperative structures. Most people, when engaged in a game, will wish to
not only optimize their own payoff but will wish to optimize the overall
outcome as well. In general, people do not like the idea of waste or of
unfairness and we typically search for some optimal solution given both our
own interests and some consideration for the overall organization. The real
world of social interaction is full of all sorts of informal social and cultural
institutions designed to enable trust, cooperation and optimal outcomes for
all. Almost as soon as two people start to interact they will start to look for
commonalities and shared interests that enable them to develop trust and
cooperation. Thus, non-cooperative games are typically those where the
actors can not interact and form the trust required for cooperation. The
prisoner's dilemma where the two suspects are taken into separate rooms
is a good example of this.

Lastly non-cooperative games can be a product of an incapacity to enforce


binding contracts. If there is a third party involved to ensure optimal
outcomes for the overall organization through sanctions and incentives, this
can form a solid basis for cooperation - in the way that a government does
by enforcing laws. This is famously captured in Thomas Hobbes'
conception of the state of nature. Where he pondered "What was life like
before civil society?" he went on to write "during the time men live without a
common power to keep them all in awe, they are in that condition which is
called war, and such a war as is of every man against every man." In this
state, every person has a natural right or liberty to do anything one thinks
necessary for preserving one's own life. Hobbes' ideas illustrate vividly how
in the absence of a third party to enforce cooperation, competition can
prevail.

Equilibrium Analysis

Non-cooperative games create a specific dynamic within a game, where we


are taking the individual and their payoff as the basic unit of analysis. In
such a circumstance we do not need to consider what is best for all if given
some form of cooperation because this is not possible within the context.

We are solely interested in how the individuals will act. The question of how
should they act to optimize their own payoff, and given the assumption that
both are performing this optimization what will be a stable solution to the
game.

Given these assumptions engendered in non-cooperative games, we


should be able to make certain predictions about how games will play out.
Given these assumptions, both players should search for a strategy that
optimizes their payoff, and where those strategies of the players interact we
should have a stable outcome, that we should be able to predict will occur.

This stable outcome is what we call an equilibrium. Where equilibrium, in


the general sense, means a state in which opposing forces are balanced,
thus creating a point of stability and stasis. When we see a ball at the
bottom of a bowl it is in a state of equilibrium, because if we put it anywhere
else in the bowl the force of gravity would act on it to pull it back to this
static point. This is the same for the actors in a non-cooperative game
because they are both trying to optimize their payoff they will both naturally
gravitate towards the strategy that gives them the highest payoff. But
because their payoff is dependent on what strategy the other chooses and
because they can not depend upon cooperation between them, they have
to choose the best strategy assuming that the other will work to optimize
their payoff without cooperating.
This point of equilibrium in a game is called the Nash equilibrium after the
famous mathematician John Nash. In game theory, the Nash equilibrium is
a solution concept of a non-cooperative game involving two or more
players in which each player is assumed to know the equilibrium strategies
of the other players, and no player has anything to gain by changing only
his or her own strategy. If each player has chosen a strategy and no player
can benefit by changing strategies while the other players keep theirs
unchanged, then the current set of strategy choices and the corresponding
payoffs constitute a Nash equilibrium.

The Nash equilibrium is one of the foundational concepts in game theory.


The basic intuition of the Nash equilibrium is in predicting what others will
do given their self-interest only and then choosing your optimal strategy
given that assumption. Nash equilibrium is a point where all players are
doing their best given the absence of cooperation. It is a law that no one
would want to change in the absence of some effective overall structure for
coordination.

Prisoners Game

Nash equilibrium is best illustrated through the prisoner's dilemma game.


The prisoner's dilemma game is a classic two player game that is often
used to present the concept of Nash equilibrium in a payoff matrix form.

Conceive of two prisoners detained in separate cells, interrogated


simultaneously and offered deals in the form of lighter jail sentences for
betraying the other criminal. They have the option to "cooperate" with the
other prisoner by not telling on them, or "defect" by betraying the other.
However, if both players defect, then they will both serve a longer sentence
than if neither said anything. Lower jail sentences are here interpreted as
higher payoffs.

The prisoner's dilemma has a similar matrix as depicted for the


coordination game, but the maximum reward for each player is obtained
only when the players' decisions are different. Each player improves their
own situation by switching from "cooperating" to "defecting", given the
knowledge that the other player's best decision is to "defect". The prisoner's
dilemma thus has a single Nash equilibrium: where both players choose to
defect.
What has long made this an interesting case to study is the fact that this
scenario is globally inferior to "both cooperating". That is, both players
would be better off if they both chose to "cooperate" instead of both
choosing to defect. However, each player could improve their own situation
by breaking the mutual cooperation, no matter how the other player
changes their decision.

Prediction

The central aim of non-cooperative game theory then is in trying to predict


people's actions within a game by finding the Nash equilibria and assuming
they will play that because it is their best option. It is then legitimate for us
to ask does equilibrium analysis give us any predictive capacity over what
happens in the real world? Often the outcome of experiments is not an
equilibrium as predicted by the theory. This is mainly because people do
not fully reason through the game in a fully logically consistent fashion.

Equilibrium is a point where everyone has figured out what everyone else
will do, thus behaviorally it often does not predict what people will do the
first time they play the game. Equilibrium should more be interpreted as
what will happen over a number of iterations within a non-cooperative
game, as players come to better understand the game and how to reason
through it. Similar to putting a ball in a bowl, it takes time before it arrives at
an equilibrium and this is what is seen in game experiments they tend over
time towards the equilibrium. For example, in a game, people are asked to
choose a number between 0 to 100, with the winner being the person who
is able to guess what will be 2/3 of the average figure proposed by others.
So everyone is being asked to guess a bit below the average number
proposed.

In this game, only a small percentage choose the equilibrium point - which
is zero - and because other people did not act rationally in this game they
were wrong. In many ways then choosing this equilibrium as a prediction of
what would happen is not a good option. And this clearly diverges
dramatically from what the theory tells us.

However, overtime, as the game is iterated upon the numbers chosen by


people does move towards the equilibrium. Thus it tells us something about
statistical averages of the system but not very much about how it will
behave in the real world the first iteration of the game.
Solution Concept

This is what we call the solution concept. In game theory, a solution


concept is a model or rule for predicting how a game will be played. These
predictions are called "solutions", and describe which strategies will be
adopted by players and, therefore, the result of the game.

The most commonly used solution concepts are equilibrium concepts.


Where we look for a set of choices, one for each player, such that each
person’s strategy is best for them when all others are playing their
stipulated best response. In other words, each picks their best response to
what the others do. In game theory the term best response refers to the
strategy (or strategies) which produce the most favorable outcome for a
player, taking other players' strategies as given. Best response is when you
know what others are going to do and you choose your best response.

Dominant Strategy

Sometimes one person’s best choice is the same no matter what the others
do. This is called a “dominant strategy” for that player. Hence, a strategy is
dominant if it is always better than any other strategy, for any profile of
other players' actions.

A strategy is termed strictly dominant if, regardless of what any other


players do, the strategy earns a player a strictly higher payoff than any
other. If a player has a strictly dominant strategy then they will always play
it in equilibrium.

A strategy is weakly dominant if, regardless of what any other players do,
the strategy earns a player a payoff at least as high as any other strategy.

If there are better strategies to take within a game then there must also be
worse strategies to take and we call these worse strategies dominated. A
dominated strategy in a game means that there is some other choice for
the agent to make that will have a better payoff than that one.
When the game is non-cooperative and players are assumed to be rational,
strictly dominated strategies are eliminated from the set of strategies that
might feasibly be played. Thus the search for an equilibrium typically
begins by looking for dominant strategies and eliminating dominated ones.

For example, in a single iteration of the prisoner's dilemma game


cooperation is strictly dominated by defect for both players. Because either
player is always better off playing defect, regardless of what their opponent
does. In searching for the equilibrium to this game we would simply look at
each cell and ask is there a better option for the play? If so then the cell is
dominated and we should not choose it. Once we have done this for both
players we can identify a corresponding cell or number of cells that is
optimal for each, giving us the equilibrium or possibly a number of different
equilibria.

Minimax/Maxmini

In games of conflict and competition, we are often interested in knowing


what is the strategy that one can play that will reduce one's exposure to
some negative event. For example, this might be a scenario of war, where
we have a number of different options as to the route along which we will
send our food supply to our troops. Along any of these routes, there is the
possibility that they will get bombed. We would then try to choose the
option that will minimize the amount of damage that might possibly be
caused to the convoy. This is captured in the term minimax. Minimax is a
decision rule for minimizing the possible loss for a worst case scenario. The
minimax value of a player is the smallest value that the other players can
force the player to receive, without knowing the agent's actions.

A minimax strategy is commonly chosen when a player cannot rely on the


other party to keep any agreement or they have in their interest that you
gain the minimum payoff, such as in a zero-sum game. Calculating the
minimax value of a player is done in a worst-case approach: for each
possible action of the player, we check all possible actions of the other
players and determine the worst possible combination of actions - the one
that gives the player the smallest value. Then, we determine which action
the player can take in order to make sure that this smallest value is the
largest possible.
A maximin strategy is one where the player attempts to earn the maximum
possible benefit available. This means they will prefer the option which
offers the chance of achieving the best possible outcome – even if a highly
unfavorable outcome is possible when taking that strategy. This maximin
strategy that is often referred to as the best of the best, is also seen as
‘naive’ and an overly optimistic strategy, in that it assumes a highly
favorable environment for decision making. In contrast, the minimax
strategy is a more realistic strategy in that it takes account of the worst
case scenario and prepares for that eventuality.
Pareto Optimality

In non-cooperative game theory, the focus is on the agents in the game


and strategies that optimize their payoffs, which results in some form of
equilibrium. As we can see in the prisoner's dilemma game the issue arises
in that what turns out to be the equilibrium is suboptimal for all the agents
when taken as a whole. One way of defining what we mean by suboptimal
for all is the idea of Pareto Optimality.

Named after Vilfredo Pareto, Pareto optimality is a measure of efficiency.


Whereas Nash Equilibrium is a solution concept of non-cooperative games,
Pareto optimality in game theory answers a very specific question of
whether an outcome can be better than the other?

Pareto optimality is a notion of efficiency or optimality for all the members


involved. An outcome of a game is Pareto optimal if there is no other
outcome that makes every player at least as well off and at least one player
strictly better off. That is to say, a Pareto optimal outcome cannot be
improved upon without hurting at least one player.

To illustrate this let's take the game called the stag hunt, wherein two
individuals go out on a hunt. Each can individually choose to hunt a stag or
hunt a hare. Each player must choose an action without knowing the choice
of the other. If an individual hunts a stag, they must have the cooperation of
their partner in order to succeed. An individual can get a hare by
themselves, but a hare is worth less than a stag.

In the stag hunt, there is a single outcome that is Pareto efficient which is
that they both hunt stags. With this outcome, both players receive a payoff
of three, which is each player's largest possible payoff for the game. In this
case, we cannot switch to any other outcome and make at least one party
better off without making anyone worse off. The stag option is here the only
Pareto optimal outcome.

One of the features of a Nash equilibrium is that in general, it does not


correspond to a socially optimal outcome. That is, for a given game it is
possible for all the players to improve their payoffs by collectively agreeing
to choose a strategy different from the Nash equilibrium. The reason for this
is that some players may choose to deviate from the agreed-upon
cooperative strategy after it is made in order to improve their payoffs further
at the expense of the group. A Pareto optimal equilibrium describes a social
optimum in the sense that no individual player can improve their payoff
without making at least one other player worse off. Pareto optimality is not
a solution concept, but it can be an important attribute in determining what
solution the players should play, or learn to play over time.

This is the interesting thing about the prisoner's dilemma, that all options
are Pareto optimal except for the unique equilibrium, which is for both to
defect. This strong contrast between Pareto optimality and Nash
equilibrium is what makes the prisoner's dilemma a central object of study
in game theory. The fact that all of the overall efficient outcomes are the
ones that do not occur in equilibrium, makes it a classical illustration of the
core dynamic between cooperation and competition.

This is a good segway into the next section of the book where we will be
talking about the dynamics of cooperation. Where we will be looking
specifically at the overall outcomes trying to optimize them instead of just
individual payoffs.
Cooperative Games

Game theory is the study of interdependent interactions between adaptive


agents, and when we look at these interactions between agents in the
world around us we see elements of both competition and cooperation.

We see the organelles within a biological cell work together to enable its
overall functioning. We see organisms within ecosystems forming symbiotic
cooperative relations. We see people form families, tribes, cities, and
nations all of which involve high levels of cooperation.

Game theory should then be a tool that helps us to understand what


actions an agent should take within non-cooperative situations and what
outcomes are most likely in such games.

But it should also be a tool that helps us understand how cooperation


works. The first thing for us to note is that the dynamics of cooperation are
very different from those that we have been studying in games of non-
cooperation. Cooperative dynamics rewrite the rules of the games people
play.

In non-cooperative games like the prisoner's dilemma, we noted how


individual rationality, in fact, led to collective irrationality. We called this a
dilemma and lamented the fact that within the non-cooperative framework
of self-interested individuals there was nothing we could do about it.
However, we as humans do not just look out for our own interests but also
those of others and in so doing we have evolved highly sophisticated
means for cooperation in the process.

When we add this new element to the game, that of cooperation, we now
have the possibility for the agents to solve this dilemma. The question then
turns to how and when do coalitions for cooperation form, where we can
achieve both stable and optimal outcomes for the individual and the whole
organization.

With non-cooperative games, we are solely focused on the payoffs to the


individuals and searching for stable situations. Cooperative game theory,
however, adds an extra dimension to this in that we now have to think
about the payoff to the whole organization. In such a case we can not
simply look a the actions of the individuals and their payoffs but we have to
also look at the positive or negative externalities that these actions may
have on the whole system.

Cooperation

Cooperation is a process by which the components of a system work


together to achieve the global properties. In other words, individual
components that appear independent work together to create a complex
whole, greater-than-the-sum-of-its-parts system. Virtually all of human
civilization is a product of our capacity to work cooperatively. Indeed the
complex systems that surround us, like our global economy and
technologies like a jumbo jet are a testament to our extraordinary capacity
for cooperation.

In most animal groups and even our closest relatives in the primate group,
competition is the norm, and cooperation occurs largely only among kin,
who have common genes and so have a biological incentive to do so, or
else among a few individuals who cooperate reciprocally. But humans
cooperate with each other in very large groups in a multiplicity of ways.
People risk their lives in war for their countrymen and we make sure that
our less fortunate compatriots have enough food and medical care to
survive. On a daily basis, we obey all kinds of prosocial norms. And when
we do breach some prosocial norm, like not doing our part in a collective
enterprise, we feel guilty or ashamed, in general, we are highly sensitive to
cooperative behavior.

Human evolved capacity for cooperation is a cultural one that distinguishes


us from other creatures who we may share up to 98% of our genes in
common with. A large-scale study has recently provided some foundation to
this hypothesis.

Researchers compared two-year-old children to their nearest primate


relative chimpanzees and orangutans. They were all given 16 different
tasks grouped into two overall categories. One concerning an
understanding of the physical world, the other an understanding of the
social world. The physical tests were related to space, quantity, and
causality, and the social tests concerned capacities for social imitation,
communication, and intention reading. The experiment revealed that the
children were not across the board more intelligent than the primate
animals, but in fact only with respect to social cognition were they more
advanced. At just two years of age, the children were already about twice
as high on this indicator as the other two creatures. This social capacity
enables us to take advantage of the skills and knowledge of others within a
social group through cooperation.

The researchers noted that apes did have social cognitive skills, but they
were mainly using their social understanding of others within contexts of
competition. From this, the researchers proposed that on top of great apes
skills for social cognition humans had evolved additional social cognitive
capabilities for dynamics of cooperation, which involve greater complexity,
but which can ultimately be seen as the foundations to advanced forms of
civilization.

Thus they came to understand others as not just intentional goal seeking
agents, but also as potential cooperative agents with whom they could work
together to produce outcomes that neither could produce alone. This
cognitive capacity along with communications enabled us to create the ever
more complex social and cultural institutions for cooperation, that today
form the foundation of our advanced systems of socio-economic
coordination.

The researchers claimed that this distinction between apes and humans
can be identified even in the earliest human economies. Noting how apes
are individual foragers, where they will travel in small groups until they find
a food source like a fig tree and then run up and grab the food separately
without collaboratively producing it or sharing it. Humans, however, are
collaborative foragers meaning that most traditional forager groups derive
most of their daily nutrition from collaborative activities in different forms,
such as hunting.

This is not to say that advanced forms of cooperation do not happen within
other creatures. We just have to look at ant or bee colonies to see
sophisticated coordination. However, these creatures have nowhere near
the kind of individual cognitive capacity that apes and humans do, and thus
we do not get the same kind of complex dynamic between the individual
and the group that is at the heart of human social systems.
Dynamics of cooperation require more cognitive capabilities on the behalf
of the individual because they are greatly more complex in nature than non-
cooperative situations.

Whereas non-cooperative dynamics are governed solely by the self-interest


of the individual's, cooperation involves a new level of organization, that of
the group, and a complex dynamic between the individual and the overall
group.

This central dynamic within cooperation is captured in the idea of the social
dilemma. Social dilemmas are characterized by two properties: The social
payoff to each individual for defecting behavior is higher than the payoff for
cooperative behavior, regardless of what the other society members do, yet
all individuals in the society receive a lower payoff if all defect than if all
cooperate. It is a situation where individual rational behavior leads to a
situation where everyone is worse off.

Social dilemmas are of interest to many because they reveal the core
tension between the individual and the group that is engendered in
situations of cooperation. At their core, social dilemmas are situations in
which self-interest is at odds with collective interests and they can be found
in many situations of interdependence; from resource management to
relationship development, to international politics, public goods provision
and business management. In the next chapter, we will zoom in to look
more closely at the workings of this social dilemma.
Public Goods Games

In the past ten to twenty years interest in social dilemmas has grown
dramatically within many domains - particularly those resulting from
overpopulation, resource depletion, and pollution. The study of social
dilemmas is one of the most interdisciplinary research fields, with the
participation of researchers from anthropology, biology, economics,
mathematics, neuroscience, political science, and psychology among
others.

The social dilemma captures the core dynamics within groups requiring
collective action, where there is a conflict between an individual’s
immediate personal or selfish interests and the actions that maximize the
interests of the group. At the heart of social dilemmas lies a disjunction
between the costs to the individual and the cost to the whole, or benefits to
the individual and benefits to the whole. We call this value that is not
factored into the cost-benefit equation of the individual an externality, and it
is externalities that create the disjunction between the parts and whole and
result in the dilemma.

As an example of the social dilemma, we can think about the voting


process within democratic political systems. In such a system citizens are
called upon to make informed decisions about who should manage their
country's government. Many people choose not to vote, but of those who
do, in order to make an informed decision, they have to gather and process
information about the candidates.

Since each person's vote is unlikely to affect the outcome of an election,


and everyone knows this, there is little incentive to the individual to
increase their knowledge about the relevant issue and overcome
misinformation and preconceptions. The benefits of collecting and
processing the information are diffused to the whole population. But the
cost of doing such action is carried by the individual. Informed voting is
then what we would call a public good.

As another example, we can think of a situation where during winter people


in a village are asked to keep their thermostats low to conserve the limited
amount of energy available. This would though require them to suffer from
the cold without appreciably conserving the fuel supply by their individual
sacrifice; yet if all keep their thermostats high, all may run out of fuel and
freeze.

What is happening in this game is that there is a positive externality. Some


of the value that is being generated by the individual is being externalized
to the whole organization. This external value can not be immediately
factored into the cost-benefit analysis of the individual. If the system is
simply operated according to this immediate cost benefit analysis of the
individuals then there will likely be an undersupply of it.

Equally, we can have negative externalities, the classical example being air
pollution and traffic jams. An important part of the social dilemma is that at
any given decision point, individuals receive higher payoffs for making
selfish choices than they do for making cooperative choices, regardless of
the choices made by those with whom they interact and everyone involved
receives lower payoffs if everyone makes selfish choices than if everyone
makes cooperative choices.

What is interesting about the social dilemma is that it is not a feature of the
agents but of the structure of the game. It has nothing to do with the
personalities and motivation of the individuals. It is a tragedy because you
know what the outcome will be, but you can not individually do anything to
avoid it, given only the self-interests of the individual. No one has an
individual motive to change their behavior even though everyone will be
worse off.

Our traditional tools of non-cooperative game theory that are focused on


the immediate costs and benefits to the individual, only really work when
the externalities are limited. As soon as the externalities both positive or
negative go above a certain level we have to think and operate collectively.

Many private goods are rivalrous, meaning they can be only consumed by
one agent, and excludable meaning it is possible to exclude others from
their use. This reduces the externalities from the item and thus makes it
possible to associate the value of that item with an agent and factor it into
their cost-benefit analysis.
Goods are public when they are considered both nonrivalrous and
nonexcludable, meaning that there will likely be many externalities and thus
they can not be effectively managed by the immediate cost benefit analysis
of the individual agents. In such a case the social dilemma can arise.

When people can benefit from the positive externalities, and produce more
of the negative externalities without paying, the result is a macro level
imbalance that leads to the system being rendered unsustainable. As we
will discuss further in a coming chapter, there are essentially two different
approaches to solving this imbalance and managing collective action.

The organization can try to create some top-down structure that regulates
the system to ensure that those who create negative externalities pay for
them and those who create positive externalities get paid for them. This
works to reintegrate the positive externalities into the cost-benefit analysis
of the agents and maintain a macro-level balance. This is the traditional
approach taken, the classical example of which being governments, that
use force and incentives to regulate the system towards these ends.

Equally a second approach is to increase the degree of connectivity


between the agents and thus the potential for a higher degree of
interdependence between them. Given that interdependence means that
what happens to one agent also happens to another, as interdependence
between agents and between the individual and the whole increases,
externalities decrease - because there is nowhere for them to go and
agents have to increasingly factor them into their own cost-benefit analysis.
Which is one approach to managing the system and potentially solving the
problem.

Externalities are always a function of independence. If two things are one,


then there is no possibility for externalities, the more independent they are
the greater the possibility for externalities. Thus all solutions to externalities
and the social dilemma will involve creating positive interdependence
between the elements in the system, but different approaches will do this in
different ways.

We will pick this theme up again in a future section when we go deeper into
ways of solving social dilemmas. In the next chapter, we will look at what
game theory can tell us about the social dilemma as we talk about public
goods games.
Cooperative Structures

Throughout this section of the book, we have been talking about


cooperation and different aspects of the social dilemma. In this chapter, we
will look at various approaches that have been identified for fostering the
cooperation required to overcome this core constraint. Our capacity to
solve the social dilemma in various ways is a defining factor in the strength
of individual relationships, social organizations, economies, and society at
large and is thus a topic that is of great interest to many.

Depletion of natural resources, pollutants, and intercultural conflict, can be


characterized as examples of social dilemmas. Social dilemmas are
challenging because acting in one’s immediate self-interest is tempting to
everyone involved, even though everybody benefits from acting in the
longer-term collective interest. Thus some form of cooperative institutional
infrastructure is required to enable the cooperation required for sustained
success.

The empirical fact that subjects in most societies contribute anything in the
simple public goods game, that we looked at previously, is a challenge for
game theory to explain via motives of total self-interest. But as we have
noted one of the defining features to human beings is their extraordinarily
high level of cooperative behavior. Cooperation is a massive resource for
advancing individual and group capabilities, and over the course of
thousands of years, we have evolved complex networks for collaboration
and cooperation which we can call institutions of various form. These
institutional structures help us to solve the many different forms of the
tragedy of the commons that we encounter within large societies.

As we have touched upon previously, the central issue of the tragedy of the
commons is externalities. That is to say, that the actions that the individual
takes have costs that the person does not fully bare, as they are
externalized to the overall organization. If there are then too many negative
externalities and not enough positive externalities the organization will
degrade over time. The central issue in solving the tragedy of the commons
is then in reconnecting the costs of the individual's actions on the whole
with the costs that they pay. When the individual always pays the full costs
for their actions then there is no social dilemma and we have a self-
sustaining organization.

This may sound simple in the abstract, but in practice, it is not simple at all,
and this is one reason why we have such a complex array of economic and
social institutions. How we approach doing this though, depends on the
degree of interconnectivity and interdependence between the players in the
game.

Interdependence

When there is low interconnectivity, then there will likely be low


interdependence, which means a high probability for negative correlations
between actors. When actors are independent then they can do things that
affect the other without that effect returning to themselves. If I live in
Germany and pollute the atmosphere so that there is acid rain in Sweden,
as long as I never go to Sweden then what happens there does not affect
me too much and this negative correlation can exist. Now if we turn up the
interconnectivity and interdependence, this changes the dynamic. Say I
have business partners in Sweden and happen to go on holiday there also,
due to this interconnectivity and interdependence there is a much greater
possibility for a positive correlation between my experience and what
happens in Sweden. This interconnectivity and interdependence means
that I increasingly have to factor my negative externalities into my cost-
benefit equation.

The central importance of interdependence as a parameter in cooperation


can be simply seen in the way that people cooperate more with those that
they are closely connected to; more than with those that are of a different
group, culture or society that they are not connected with.

Thus how we go about solving the social dilemma depends on the degree
of interconnectivity and interdependence within the dynamic. At a low-level,
cooperative structures have to be imposed through regulation, while at a
high level this is no longer necessary as the interconnectivity and
interdependence can be used to create self-sustaining cooperative
organizations. This is illustrated by how different cooperative structures
have evolved within society, those within small closely interdependent
groups like the family and those that have formed for larger society that is
composed of many groups that are more independent.
This is to a large extent part of what has happened as we have gone from
small pre-modern societies to large modern societies. As the scale of the
social systems that we are engaged in has increased the interconnectivity
and interdependence between any two random members has decreased -
because they are farther apart in the network. Thus this has disintegrated
traditional cooperative institutions that are based on local interactions and
interdependencies. In the absence of tools for interconnecting everyone
within a large national society, we have had to create the formal centralized
regulatory institutions of the nation state. And of course, with the rise of
information technology and globalization, this is once again changing as we
create social interdependencies that span the entire planet.

Regulation

The most manifest and obvious form for enabling cooperation is regulation
and rules that are imposed on the social system by a third party to ensure
behavior that is of benefit to the group. The aspect of cooperation
examined in many experimental games is cooperation that occurs when
people follow rules limiting the exercise of their self-interested motivations.

People might want to take from a shop without paying, but are required to
abide by the law, they may want to fish in a lake, but limit what they catch
to the quantity specified in a permit.

They buy a fuel efficient car because of regulation taxing the sale of
inefficient cars. In all of these situations, people are refraining from
engaging in behavior that would give them immediate benefit but is against
the welfare of the group. Regulation involves limiting undesirable behavior.
This method for enabling cooperation through regulation and rule
adherence is deeply intuitive to us and often the default assumption as to
how we might achieve cooperation. The central aim of regulation is to
connect the individual's externalities with the costs and benefits they pay by
imposing extra costs on them for certain negative externalities, while
providing them with subsidies and payments for certain activity that
generates positive externalities.

This form of solution for enduring cooperation through an external third


party that imposes sanctions or rewards can be very effective in situations
of independence between members.
For example, this would be a good solution to the prisoner's dilemma
where the members can not communicate with each other and are
otherwise independent. By forming a third party that could impose
sanctions on them, we could change the payoffs in the game to enable
cooperative outcomes. Although the regulatory approach is simple and
straightforward, the development and maintenance of this external
organization have overhead costs, it is also prone to corruption and has
other limitations to it.

Studies have been conducted into the success of the establishment of a


leader or authority to manage a social dilemma. Experimental studies on
commons dilemmas show that over-harvesting groups are more willing to
appoint a leader to look after the common resource. There is a preference
for a democratically elected prototypical leader with limited power
especially when people’s group ties are strong. When ties are weak,
groups prefer a stronger leader with a coercive power base. The question
remains whether authorities can be trusted in governing social dilemmas
and field research shows that legitimacy and fair procedures are extremely
important in citizen’s willingness to accept the authority.

Furthermore, the formal governance structures of a police force, army, and


judicial system will fail to operate unless people are willing to pay taxes to
support them. This raises the question if many people want to contribute to
these institutions. Experimental research suggests that particularly low-trust
individuals are willing to invest money in punishment systems.

The political economist Elinor Ostrom won a Nobel laureate for her studies
of various communities around the world and how they managed to
develop diverse institutional arrangements for managing natural resources,
thus avoiding ecosystem collapse. She illustrated how communities can be
managed successfully by the people who use them rather than by
governments or private companies. In an interview talking about this
centralized regulatory approach, she had this to say about it: "for some
simple situations that theory works and we should keep it for the right
situation, but there are so many other rich situations."
Interdependence

When interconnectivity between members within a game increases, so


typically does interdependence and this changes the nature of the game.
Externalities are things that we can put external to our domain of value and
interest, but interconnectivity reduces the capacity to do this.

One good example of this is the warning signs on the side of cigaret
packets that makes you aware of the negative externalities of smoking on
your body. They are trying to connect you with the negative externality that
you are creating so that you recognize your interdependence and factor it
into the equation under which you are making your decision to smoke.

Thus we can see an externality is not necessarily something that is far


away, it is simply whatever you exclude from your value system so that
reducing it has no reduction to your payoff. But connectivity takes this
barrier down requiring us to recognize the value of the other entity and
factor it into our decision. This connectivity can be of many different kinds.

Communication is a form of connection that can enable positive


interdependence and there is a robust finding in the social dilemma
literature that cooperation increases when people are given a chance to
talk to each other. Cooperation generally declines when group size
increases. In larger groups, people often feel less responsible for the
common good, as they are more removed from it and the other people with
whom they share it.

Thus we can see what is really at the core of the social dilemma is the
question of what people value and how far that value system extends.
Wherever we stop seeing something as part of us or our group, that is
where negative externalities accumulate and start to give us the social
dilemma. However, by building further connections so that people
recognize their interdependence with what they previously saw as external,
they will start to factor it into the value system under which they are making
their choices and reduce their negative externalities. From this perspective,
the issue is really one of value and externalities.

Connectivity can change that equation, working to internalize the


externalities. Connectivity though is just an enabling infrastructure, one still
has to build the channels of communication and structures that enable
positive interdependence.

Building systems of cooperation in such a context means enabling ongoing


interaction, with identifiable others, with some knowledge of previous
behavior, lists of reputations that are durable and searchable and
accessible, feedback mechanisms, transparency etc. These are all means
of fostering positive interdependence once interconnectivity is present and
through them, self-regulating and sustainable systems of cooperation can
be formed.

If we think back to the public goods game, if the amount contributed is not
hidden, then players tend to contribute significantly more. This is simply
creating a transparent system where there is feedback. As another
example, we could think of eBay. EBay is really a huge social dilemma
game. You would not send money before receiving the item nor would the
other party send the item before receiving the money, so why has eBay
succeeded? Not because eBay is going to throw you into jail if you don't
play nice, it is because of communication, transparency and feedback
mechanisms that build positive interdependence.

This interconnectivity that builds positive interdependence is not just in


space but also in time. Probably the single biggest difference in the
prisoner's game is whether it is a one-off or recurring game that is being
played. And it is to this topic of games that play out over time that we will
turn to in the next chapter of the book.
Evolutionary Game Theory

Classical game theory was developed during the mid 20th century primarily
for application in economics and political science, but in the 1970s a
number of biologists started to recognize how similar the games being
studied were to the interaction between animals within ecosystems. Game
theory then quickly became a hot topic in biology as they started to find it
relevant to all sorts of animal and microbial interactions from the feeding of
bats to the territorial defense of stickleback fish.

Originally evolutionary game theory was simply the application of game


theory to evolving populations in biology. Asking how cooperative systems
could have evolved over time from various strategies that biological
creatures might have adopted. However, the development of evolutionary
game theory has produced a theory which holds great promise as a
general theory. More recently, evolutionary game theory has become of
increased interest to economists, sociologists, anthropologists and social
scientists in general as well as philosophers. In this chapter will talk about
this more general application of evolutionary game theory.

Whereas the game theory that we have been talking about sofar has been
focused on static strategies, that is to say, strategies that do not change
over time, evolutionary game theory differs from classical game theory in
focusing more on the dynamics of strategy change. Here we are asking
how strategies evolve over time and which kind of dynamic strategies are
most successful in this evolutionary process.

Evolution

One of the interesting differences between evolutionary game theory and


standard game theory is that the evolutionary version does not require
players to act rationally. When we talk about biological cells or ants we
know that they do not sit in front of a payoff matrix and ask themselves
what is the best payoff, in evolutionary game theory natural selection does
this for us. So if we have a group of cooperators and defectors who
randomly meet each other, the average payoff for the defectors is higher
than the cooperators, therefore, they reproduce better. Payoffs in
evolutionary biology correspond to reproductive success. So after some
time evolution will have favored defectors to the point where all of the
cooperators will be extinct.

The basic logic is that, for something to survive the course of time, it must
be an optimal strategy or else any other strategy that is more effective will
eventually come to dominate the population. Traditionally, the story of
evolution is told as one of competition, and there is certainly plenty of this,
but there is also mutualism, where organisms and people manage to work
together cooperatively and survive in the face of defectors. Many research
papers have been written on this topic of how cooperation could evolve in
the face of such an evolutionary dynamic.

The general question of interest in evolutionary game theory is in how do


patterns of cooperation evolve, and what are optimal strategies to use in a
game that evolves over time.

The basic mechanism that underlies the evolution of cooperation is the


interdependency between acts over time. In a single shot game, it makes
sense to always defect, but with repeated interaction, cooperation becomes
greatly more viable. If the game is repeated, it is no longer the case that
strict defection is the best option. If the prisoner's dilemma situation is
repeated it allows non-cooperation to be punished more, and cooperation
to be rewarded more, than the single-shot version of the problem would
suggest. We can understand this better by looking at a number of
experiments that were done to investigate this dynamic.

Experiments

The political scientist Robert Axelrod in the late seventies did a number of
highly influential computer experiments asking what is a good strategy for
playing a repeated Prisoner's Dilemma. Axelrod asked for various
researchers to submit computer algorithms to a competition to see which
algorithms would fare best against each other. Computer models of the
evolution of cooperation showed that indiscriminate cooperators almost
always end up losing against defectors who accept helpful acts from others
but do not reciprocate. People who are cooperative and helpful
indiscriminately all of the time will end up getting taken advantage of by
others. However, if we have a population of pure defectors they will also
lose out on the possible rewards of cooperation that would give all higher
payoffs.

Many strategies have been tested; the best competitive strategies are
general cooperation with a reserved retaliatory response if necessary. The
most famous and one of the most successful of these is Tit for Tat with a
simple algorithm. Tit for Tat is a very simple algorithm of just three rules, I
start with cooperation, if you cooperate, then I will cooperate. If you defect,
then I will defect. Computer tournaments in which different strategies were
pitted against each other showed Tit for Tat to be the most successful
strategy in social dilemmas.

Tit for Tat is a common strategy in real-world social dilemmas because it is


nice but firm it makes cooperation a possibility but is also quick to
reprimand. It is a strategy that can be found naturally in everything from
international trade policies to people borrowing and lending money. And in
repeated interactions cooperation can emerge when people adopt a Tit for
Tat strategy.

To go beyond Tit for Tat researchers started to use computers to simulate


the process of evolution. Instead of people submitting solutions the
computer itself generated mutations and selected from them with the
researchers recording and analyzing the results.

From these experiments, they found that if the players play randomly the
winners are those that always defect. But then when everyone has come to
play defect strategies, if a few people play Tit for Tat strategies, a small
cluster can form where among themselves they get a good pay off.
Evolutionary selection can then start to favor them and they do not get
exploited by all the defectors because they immediately switch to defect in
retaliation.

But the Tit for Tat strategy did not last long in this setting as a new solution
came to emerge given this context. This strategy was a mutant of Tit for Tat
that was more forgiving called Generous Tit for Tat.

Generous Tit for Tat is an algorithm that starts with cooperation and then
will reciprocate cooperation from others, but if the other defects it will defect
with some probability. Thus it uses probability to enable the quality of
forgiveness. It cooperates when others do but when they defect there is still
some probability that it will continue to cooperate. This is a random
decision so it is not possible for others to predict when it will continue to
cooperate.

It turns out that this forgiving strategy is optimal in environments where


there is some degree of noise in communications, as is characteristic of
real-world environments. In the real world, we often do not know for certain
if our partner cheated or if someone really meant to say what they said, and
these errors have to be compensated for by some degree of forgiveness. In
a world of errors in action and perception, such a strategy can be a Nash
equilibrium and evolutionarily stable. The more beneficial cooperation is,
the more forgiving Generous Tit for Tat can be, while still resisting invasion
by defectors.

The extraordinary thing that now happens is that once everyone has moved
towards playing Generous Tit for Tat, cooperation becomes a much
stronger attractor and at this stage, players can now play an unconditional
cooperative strategy without having any disadvantage. In a world of
Generous Tit for Tat, there is no longer a need for any other actions and
thus unconditional cooperators survive. In order for a strategy to be
evolutionarily stable, it must have the property that if almost every member
of the population follows it, no mutants can successfully invade - where a
mutant is an individual who adopts a novel strategy.

In many situations, cooperation is favored and it even benefits an individual


to forgive an occasional defection, but cooperative societies are always
unstable because mutants inclined to defect can upset any balance. And
this is the downfall of the cooperative strategy.

What happens next is somewhat predictable. In a world where everyone is


cooperating, unconditional defection is an optimal strategy once it takes
hold.

Thus we can see a dynamic cyclical process, as higher forms of


cooperation arise and then collapse. In many ways then this reflects what
we see in the real world of economies and empires rising and falling as
institutional structures for cooperation are formed, mature and eventually
decline.
Indirect reciprocity

These experiments describe the evolution of systems of cooperation


through direct interaction, and much of our interactions are repeated with
people we have interacted with before and built up an understanding of
their capacity for reciprocity. However, in large societies we have to interact
with many people that we have not interacted with before and it may only
be a once off interaction.

Experiments have shown that people help those who have helped others
and have shown reciprocity in the past and that this form of indirect
reciprocity has a higher payoff in the end. Reputation systems are what
allow for the evolution of cooperation by indirect reciprocity.

Natural selection favors strategies that base the decision to help on the
reputation of the recipient. The idea is that you interact with others and that
interaction is seen and people note whether you acted cooperatively or
non-cooperatively. That information is then circulated so that others learn
about your behavior. Direct reciprocity is where I help you and you help me,
indirect reciprocity is where I help you and then somebody helps me
because I now have a reputation for cooperating.

The result is the formation of reputation, when you cooperate that helps
your reputation when you defect it reduces it. That reputation then follows
us around and is used as the basis for your interaction with others. Thus
reputation forms a system for the evolution of cooperation in larger
societies where people may interact frequently with people that they may
not know personally. But because of various reputation systems, they are
able to identify those who are cooperative and enter into mutually beneficial
reciprocal relations.

The more sophisticated and secure these reputation systems, the greater
the capacity for cooperative organizations. We can create large systems
wherein we know who to cooperate with and thus can be cooperative
ourselves, potentially creating a successful community.

But of course, as the society gets bigger we have to form more complex
institutions for enabling functional reputation systems. In such a way we
have gone from small communities where local gossip was sufficed to
know everyone's capacity for cooperation, to large modern industrial
societies where centralized organizations vouched for people's reputation.

To today's burgeoning global reputation systems based on information


technology and mediated through the internet.

Research shows that cooperators create better opportunities for


themselves than non-cooperators: They are selectively preferred as
collaborative partners, romantic partners, and group leaders. This only
occurs however when people’s social dilemma choices are seen and
recorded by others in some way.

However this kind of indirect reciprocity is cognitively complex, no other


creature has mastered it to even a fraction of what humans have. Games of
indirect reciprocity lead to the evolution of social intelligence and ever more
sophisticated means of communications, social and cultural institutions that
are characteristic of human civilization.

The basic problem of the evolution of cooperation is thus that nice guys get
taken advantage of, and thus there must be some form of supporting
structure to enable cooperation. More than any other primate species,
humans have overcome this problem through a variety of mechanisms,
such as reciprocating cooperative acts, forming reputations of others and
the self as cooperators, and caring about these reputations. We create
prosocial norms about good behavior that everyone in the group will
enforce on others through disapproval, if not punishment, and will enforce
on themselves through feelings of guilt and shame. All of which form the
fabric of our sociocultural institutions that enable advanced forms of
cooperation.
Cooperative Structures

TAs we saw in the previous chapter on evolutionary games, when everyone


was playing a random strategy it was best to play a Tit for Tat strategy.
When everyone was playing a Tit for Tat strategy it was best to play
Generous Tit for Tat. When people were playing this, it was then best to
play an unconditional cooperative strategy. Once the game was in this state
it was then best to play a defecting strategy, thus creating a cycle. This
illustrates clearly the dynamic nature to the success of strategies within
games.

Because evolutionary games are dynamic, meaning that creatures'


strategies change over time, what is best for one creature to do often
depends on what others are doing. It is legitimate for us to then ask, are
there any strategies within a given game that are stable and resistant to
invasion? In studying evolutionary games one thing that biologists and
others have been particularly interested in is this idea of evolutionary
stability, which are evolutionary games that lead to stable situations or
points of stasis for contending strategies.

Just as equilibrium is the central idea within static noncooperative games,


the central idea in dynamic games is that of evolutionarily stable strategies,
as those that will endure over time.

As an example, we can think about a population of seals that go out fishing


every day. Hunting for fish is energy consuming and thus some seals may
adopt a strategy of simply stealing the fish off those who have done the
fishing. So if the whole population is fishing then if an individual mutant
might be born that follows a defector strategy of stealing, it would then do
well for itself because there is plenty of fishing happening. This successful
defector strategy could then reproduce creating more defectors. At which
point we might say that this defecting strategy is superior and will dominate.
But of course, over time we will get a tragedy of the commons situation
emerge as not enough seals are going out fishing.

Stealing fish will become a less viable strategy to the point where they die
out, and those who go fishing may do well again. Thus the defector
strategy is unstable, and likewise, the fishing strategy may also be
unstable. What may be stable in this evolutionary game is some
combination of both.

The Evolutionarily Stable Strategy is very much similar to Nash Equilibrium


in classical Game Theory, with a number of additions. Nash Equilibrium is a
game equilibrium where it is not rational for any player to deviate from their
present strategy. An evolutionarily stable strategy here is a state of game
dynamics where, in a very large population of competitors, another mutant
strategy cannot successfully enter the population to disturb the existing
dynamic. Indeed, in the modern view, equilibrium should be thought of as
the limiting outcome of an unspecified learning or evolutionary process that
unfolds over time. In this view, equilibrium is the end of the story of how
strategic thinking, competition, optimization, and learning work, not the
beginning or middle of a one-shot game.

Therefore, a successful stable strategy must have at least two


characteristics. One, it must be effective against competitors when it is rare
– so that it can enter the previous competing population and grow.
Secondly, it must also be successful later when it has grown to a high
proportion of the population – so that it can defend itself.

This, in turn, means that the strategy must be successful when it contends
with others exactly like itself. A stable strategy in an evolutionary game
does not have to be unbeatable, it only has to be uninvadable and thus
stable over time. A stable strategy is a strategy that, when everyone is
doing it, no new mutant could arise which would do better, and thus we can
expect a degree of stability.

Unstable Cycling

Of course, we don't always get stable strategies emerge within evolutionary


games. One of the simplest examples of this is the game rock-paper-
scissors. The best strategy is to play a mixed random game, where one
plays any of the three strategies one-third of the time.

However in biology, many creatures are incapable of mixed behavior —


they only exhibit on pure strategy. If the game is played only with the pure
Rock, Paper and Scissors strategies the evolutionary game is dynamically
unstable. Rock mutants can enter an all scissor population, but then –
Paper mutants can take over an all Rock population, but then – Scissor
mutants can take over an all Paper population – and so on.

Using experimental economic methods, scientists have used the Rock,


Paper, Scissors game to test human social evolutionary dynamical
behaviors in the laboratory. The social cyclic behaviors, predicted by
evolutionary game theory, have been observed in various lab experiments.
Likewise, it has been recorded within ecosystems, most notably within a
particular type of lizard that can have three different forms, creating three
different strategies, one of being aggressive, the other unaggressive and
the third some what prudent. The overall situation corresponds to the Rock,
Scissors, Paper game, creating a six-year population cycle as new mutants
enter and become dominant before another strategy invades and so on.
Replicator Dynamics

The Replicator equation is the first and most important game dynamic
studied in connection with evolutionary game theory. The replicator
equation and other deterministic game dynamics have become essential
tools over the past 40 years in applying evolutionary game theory to

x!i = ∑ xi fi q ji − φ (x, f )xi


j

behavioral models in the biological and social sciences.


Replicator Equation

These models show the growth rate of the proportion of organisms using a
certain strategy. As we will illustrate, this growth rate is equal to the
difference between the average payoff of that strategy and the average
payoff of the population as a whole.

Model

There are three primary elements to a replicator model: Firstly we have a


set of agent types, each of which represents a particular strategy and each
type of strategy has a payoff associated with it which is how well they are
doing. There is also a parameter associated with how many of each type
there are in the overall population - each type represents a certain
percentage of the overall population.

Now in deciding what they might do, people may adopt two approaches.
They may simply copy what other people are doing, in such a case the
likelihood of an agent adopting any given strategy would be relative to its
existing proportion within the population. So if lots of people are doing
some strategy the agent would be more likely to adopt that strategy over
some other strategy that few are doing. Alternatively, the agent might be
more discriminating and look to see which of other people's strategies is
doing well and adopt the one that is most successful, having the highest
payoff. The replicator dynamic model is going to try and balance these two
potential approaches that agents might adopt, and hopefully, give us a
more realistic model than one where agents simply adopt either strategy
solely. Given these rules, the replicator model is one way of trying to
capture the dynamic of this evolutionary game, to see which strategies
become more prevalent over time or how the percentage mix of strategies
changes.

In a rational model, people will simply adopt the strategy that they see as
doing the best amongst those present. But equally, people may simply
adopt a strategy of simply copying what others are doing. If 10% are using
strategy 1, 50% strategy 2, and 40% strategy 3, then the agent is more
likely to adopt strategy 2 due to its prevalence.

So the weight that captures how likely an agent will adopt a certain strategy
in the next round of the game is a function of the probability times the
payoff.

If we wanted to think about this in a more intuitive way, we might think of


having a bag of balls where the ball represents a strategy that will be
played in the game. If a strategy has a better payoff then it will be a bigger
ball and you will be more likely to pick that bigger ball.

Equally, if there are more agents using that strategy in the population, there
will be more balls in the bag representing that strategy meaning again you
will be more likely to choose it. The replicator model is simply computing
which balls will get selected and thus what strategies will become more
prevalent. One thing to note though is that the theory typically assumes
large homogeneous populations with random interactions.

The replicator equation differs from other equations used to model


replication in that it allows the fitness function to incorporate the distribution
of the population types rather than setting the fitness of a particular type
constant. This important property allows the replicator equation to capture
the essence of selection. But unlike other models, the replicator equation
does not incorporate mutation and so is not able to innovate new types or
pure strategies.

An interesting corollary to this is what is called Fisher's Fundamental


Theorem which is a model that tries to capture the role that variation plays
in adaptation. The basic intuition is that a higher variation in the population
will give it greater capacity to evolve optimal strategies given the
environment. Thus given a population of agents trying to adapt to their
environment, the rate of adaptation of a population is proportional to the
variation of types within that population. Fisher's Fundamental Theorem
then works to incorporate this additional important parameter, of the degree
of variation among the population, so as to better model the overall process
of strategy evolution.

Games

Static game-theoretic solution concepts such as Nash equilibrium play a


central role in predicting the evolutionary outcomes of game dynamics.
Conversely, game dynamics that arise naturally in analyzing behavioral
evolution lead to a more thorough understanding of issues connected to the
static concept of equilibrium. That is, both the classical and evolutionary
approaches to game theory benefit through this interplay between them.

Replicator Dynamic models have become a primary method for studying


the evolutionary dynamics in games both social, economic and ecological.
Network Game Theory

In continuing on with our discussion on evolutionary game theory, in this


chapter, we will discuss network games. The workings of evolution are
typically told as a story of competition and the classical conception of the
survival of the fittest. But in reality, evolution is as much about cooperation
as competition. A unicellular organism may have survived the course of
history largely based upon its capacity to fight for resources with other
unicellular organisms. But the cells in multicellular organisms have survived
based upon their capacity to cooperate. They form part of large systems of
coordination and they are selected for based upon their capacity to
interoperate with other elements within large networks that contribute to the
workings of the whole organism.

Likewise, in a ghetto full of gangsters, it may be your capacity to look out


for your own skin that will enable you to get ahead. But at the other end of
town where people earn their living as part of large complex organizations,
it is primarily your capacity to interoperate with others and form part of
these large organizations that determine your payoff. You form part of a
large cooperative organization which is really what is supporting you and
determining your payoff. In such an event one needs to be able to
interoperate with others effectively, to be of value to the organization, and
thus succeed in the overall game.

The idea is that evolution creates networks of cooperation that are able to
intercept resources more effectively because of the coordinated effort.
People's capacity to survive within such systems is then based upon their
capacity for cooperation, instead of competition, as it might be if they were
outside of these networks of cooperation, in the jungle so to speak. Thus
what we do, our choice of strategy and the payoff for cooperation or
defection in the real world, depends hugely on the context outside of the
immediate game and this context can be understood as a network of
agents interacting. When we form part of networks of coordination and
cooperation our payoffs come to depend largely on what others around us
are doing. I want to buy a certain computer operating system but the payoff
will depend on what operating system my colleagues are using. Or people
want to learn a anguage only if the other people around them also speak
that language.
Spatial Distribution

A key factor in the evolution of cooperation is spatial distribution. If you can


get cooperators to cluster together in a social space, cooperation can
evolve. In research conducted by Christakis and Fowler, they have shown
that our experience of the world depends greatly on where we find
ourselves within the social networks around us. Particular studies have
found that networks influence a surprising variety of lifestyle and health
factors, such as how prone you are to obesity, smoking cessation, and
even happiness.

The experiment they conducted took place in Tanzania with the Hadza, one
of the last remaining populations of hunter-gatherers on the planet whose
lifestyle predates the invention of agriculture. They designed experiments
to measure ties and social cooperation within the communities. To identify
the social networks existing within the communities they first asked adults
to identify individuals they would prefer to live with in their next
encampment. Second, they gave each adult three straws containing honey
and were told they could give these straws as gifts to anyone in their camp.
This generated 1,263 campmate ties and 426 gift ties.

In a separate activity, the researchers measured levels of cooperation by


giving the Hadza additional honey straws that they could either keep for
themselves or donate to the group.

When the networks were mapped and analyzed, the researchers found that
co-operators and non-cooperators formed distinct clusters within the overall
network. When they looked at individual traits with the ties that they formed
they found clearly that cooperators clustered together, becoming friends
with other cooperators.

The study’s findings describe elements of social network structures that


may have been present early in human history. Suggesting how our
ancestors may have formed ties with both kin and non-kin based on shared
attributes, including the tendency to cooperate.

According to the paper, social networks likely contributed to the evolution of


cooperation.
Model

The emerging combination of network theory and game theory offers us an


approach to looking at such situations. The idea is that there are different
individuals making decisions and they are on a network and people care
about the actions of their neighbors. As an example, we can think of an
individual, Kate, choosing whether to go to university or not, and this action
will depend upon how many of her friends are choosing to go to university
also.

So the pay off for the individual will depend on how much she likes the idea
of going to university as an individual, but also how many of her friends
choose to go and on how many friends she has.

So in this networked game, the individual might have a threshold, say Kate
will only go to the university if at least two of her friends are also going and
her friends also have the same threshold.

This is an example of a strategic complements game, meaning that the


more of one's neighbors that take an action the more attractive it becomes
for one to also take it. But we can also have the inverse, what are called
games of strategic substitution, where the more of my neighbors that take
the action the less attractive it is for me. As an example, we might take Billy
who is thinking of buying a car, but Billy is also part of a social network of
friends and if one of his friends has a car then he can take rides with the
friend and has no great need to purchase a car. If we assume the same is
true for his friends we could use a social network model of the game to find
where the equilibrium state is. So the payoff for Billy would look like a
ranking where one of his friends having a car is best, then him having to
buy one, then worst of all no one having a car.

An agent is only willing to take action 1 if no one they are connected to is


also taking that action. So in the network, we can see that it is in
equilibrium because all the players connected to a player taking strategy 1
do not take that strategy.

Our world is a complex place, especially when dealing with social


interaction where people are embedded within a given social, cultural,
economic and physical environment, all of which is affecting the choices
they make. The combination of network theory and game theory takes us
into this world of complex games which is much more representative of
many real-world situations, but still very much at the forefront of research.
This chapter has hopefully given you a sense of how network game theory
can help us look outside the box of standard games. To see how other
factors in the environment may be influencing the games and how to
potentially incorporate these other factors through the application of
network modeling.

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