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An Overview
Game Theory: An Overview
Contents
2. Types of Games
3. Elements of Games
4. Non-Cooperative Games
5. Solutions Concepts
6. Pareto Optimality
7. Cooperative Games
8. Social Dilemma
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.
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.
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.
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
Agents
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
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
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
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.
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.
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
Players
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.
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.
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.
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.
Game Strategies
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.
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.
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
Equilibrium Analysis
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.
Prisoners Game
Prediction
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.
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 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.
Minimax/Maxmini
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.
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
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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
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 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.
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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
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
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
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.
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.
Games
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
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.
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.
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.