VII. Cooperation & Competition

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Transcription:

VII. Cooperation & Competition A. The Iterated Prisoner s Dilemma Read Flake, ch. 17 4/23/18 1

The Prisoners Dilemma Devised by Melvin Dresher & Merrill Flood in 1950 at RAND Corporation Further developed by mathematician Albert W. Tucker in 1950 presentation to psychologists It has given rise to a vast body of literature in subjects as diverse as philosophy, ethics, biology, sociology, political science, economics, and, of course, game theory. S.J. Hagenmayer This example, which can be set out in one page, could be the most influential one page in the social sciences in the latter half of the twentieth century. R.A. McCain 4/23/18 2

Prisoners Dilemma: The Story Two criminals have been caught They cannot communicate with each other If both confess, they will each get 10 years If one confesses and accuses other: confessor goes free accused gets 20 years If neither confesses, they will both get 1 year on a lesser charge 4/23/18 3

Prisoners Dilemma Payoff Matrix Bob cooperate defect Ann cooperate 1, 1 20, 0 defect 0, 20 10, 10 defect = confess, cooperate = don t payoffs < 0 because punishments (losses) 4/23/18 4

Ann s Rational Analysis (Dominant Strategy) Bob cooperate defect Ann cooperate 1, 1 20, 0 defect 0, 20 10, 10 if cooperates, may get 20 years if defects, may get 10 years \, best to defect 4/23/18 5

Bob s Rational Analysis (Dominant Strategy) Bob cooperate defect Ann cooperate 1, 1 20, 0 defect 0, 20 10, 10 if he cooperates, may get 20 years if he defects, may get 10 years \, best to defect 4/23/18 6

Suboptimal Result of Rational Analysis Bob cooperate defect Ann cooperate 1, 1 20, 0 defect 0, 20 10, 10 each acts individually rationally Þ get 10 years (dominant strategy equilibrium) irrationally decide to cooperate Þ only 1 year 4/23/18 7

Summary Individually rational actions lead to a result that all agree is less desirable In such a situation you cannot act unilaterally in your own best interest Just one example of a (game-theoretic) dilemma Can there be a situation in which it would make sense to cooperate unilaterally? Yes, if the players can expect to interact again in the future 4/23/18 8

B. The Iterated Prisoners Dilemma and Robert Axelrod s Experiments 4/23/18 9

Assumptions No mechanism for enforceable threats or commitments No way to foresee a player s move No way to eliminate other player or avoid interaction No way to change other player s payoffs Communication only through direct interaction 4/23/18 10

Axelrod s Experiments Intuitively, expectation of future encounters may affect rationality of defection Various programs compete for 200 rounds encounters each other and self Each program can remember: its own past actions its competitors past actions 14 programs submitted for first experiment 4/23/18 11

IPD Payoff Matrix B cooperate defect A cooperate 3, 3 0, 5 defect 5, 0 1, 1 N.B. Unless DC + CD < 2 CC (i.e. T + S < 2 R), can win by alternating defection/cooperation 4/23/18 12

Indefinite Number of Future Encounters Cooperation depends on expectation of indefinite number of future encounters Suppose a known finite number of encounters: No reason to C on last encounter Since expect D on last, no reason to C on next to last And so forth: there is no reason to C at all 4/23/18 13

Analysis of Some Simple Strategies Three simple strategies: ALL-D: always defect ALL-C: always cooperate RAND: randomly cooperate/defect Effectiveness depends on environment ALL-D optimizes local (individual) fitness ALL-C optimizes global (population) fitness RAND compromises 4/23/18 14

Expected Scores ß playing Þ ALL-C RAND ALL-D Average ALL-C 3.0 1.5 0.0 1.5 RAND 4.0 2.25 0.5 2.25 ALL-D 5.0 3.0 1.0 3.0 4/23/18 15

Result of Axelrod s Experiments Winner is Rapoport s TFT (Tit-for-Tat) cooperate on first encounter reply in kind on succeeding encounters Second experiment: 62 programs all know TFT was previous winner TFT wins again 4/23/18 16

Expected Scores ß playing Þ ALL-C RAND ALL-D TFT Avg ALL-C 3.0 1.5 0.0 3.0 1.875 RAND 4.0 2.25 0.5 2.25 2.25 ALL-D 5.0 3.0 1.0 1+4/N 2.5+ TFT 3.0 2.25 1 1/N 3.0 2.3125 N = #encounters 4/23/18 17

Demonstration of Iterated Prisoners Dilemma Run NetLogo demonstration PD N-Person Iterated.nlogo 4/23/18 18

Characteristics of Successful Strategies Don t be envious at best TFT ties other strategies Be nice i.e. don t be first to defect Reciprocate reward cooperation, punish defection Don t be too clever sophisticated strategies may be unpredictable & look random; be clear cognitive transparency 4/23/18 19

Tit-for-Two-Tats More forgiving than TFT Wait for two successive defections before punishing Beats TFT in a noisy environment E.g., an unintentional defection will lead TFTs into endless cycle of retaliation May be exploited by feigning accidental defection 4/23/18 20

Effects of Many Kinds of Noise Have Been Studied Misimplementation noise Misperception noise noisy channels Stochastic effects on payoffs General conclusions: sufficiently little noise Þ generosity is best greater noise Þ generosity avoids unnecessary conflict but invites exploitation 4/23/18 21

More Characteristics of Successful Strategies Should be a generalist (robust) i.e. do sufficiently well in wide variety of environments Should do well with its own kind since successful strategies will propagate Should be cognitively simple Should be evolutionary stable strategy i.e. resistant to invasion by other strategies 4/23/18 22

Kant s Categorical Imperative Act on maxims that can at the same time have for their object themselves as universal laws of nature. 4/23/18 23

C. Ecological & Spatial Models 4/23/18 24

Ecological Model What if more successful strategies spread in population at expense of less successful? Models success of programs as fraction of total population Fraction of strategy = probability random program obeys this strategy 4/23/18 25

Variables P i (t) = probability = proportional population of strategy i at time t S i (t) = score achieved by strategy i R ij (t) = relative score achieved by strategy i playing against strategy j over many rounds fixed (not time-varying) for now 4/23/18 26

Computing Score of a Strategy Let n = number of strategies in ecosystem Compute score achieved by strategy i: S i n k=1 ( t) = R ( ik t)p k t ( ) S t ( ) = R t ( )P t ( ) 4/23/18 27

Updating Proportional Population P i t +1 ( ) = n P i ( t)s ( i t) P j=1 j ( t)s ( j t) 4/23/18 28

Some Simulations Usual Axelrod payoff matrix 200 rounds per step 4/23/18 29

Demonstration Simulation 60% ALL-C 20% RAND 10% ALL-D, TFT 4/23/18 30

NetLogo Demonstration of Ecological IPD Run EIPD.nlogo 4/23/18 31

Collectively Stable Strategy Let w = probability of future interactions Suppose cooperation based on reciprocity has been established Then no one can do better than TFT provided: $ w max T R R S, T R ' & ) % T P ( The TFT users are in a Nash equilibrium 4/23/18 32

Win-Stay, Lose-Shift Strategy Win-stay, lose-shift strategy: begin cooperating if other cooperates, continue current behavior if other defects, switch to opposite behavior Called PAV (because suggests Pavlovian learning) 4/23/18 33

20% each no noise Simulation without Noise 4/23/18 34

Effects of Noise Consider effects of noise or other sources of error in response TFT: cycle of alternating defections (CD, DC) broken only by another error PAV: eventually self-corrects (CD, DC, DD, CC) can exploit ALL-C in noisy environment Noise added into computation of R ij (t) 4/23/18 35

Flake s Simulation with Noise R(t) is computed over r rounds A ik (j) = action of strategy i playing against strategy k in round j Normal strategy i action with probability 1 p n Random C/D with probability p n Note that this overestimates effects of noise R ik r j=1 ( t) = payoff!" A ( ik j) A ( ki j) # $ 4/23/18 36

20% each 0.5% noise Simulation with Noise 4/23/18 37

Run Flake s EIPD with Noise EIPD-cbn.nlogo 4/23/18 38

Spatial Effects Previous simulation assumes that each agent is equally likely to interact with each other So strategy interactions are proportional to fractions in population More realistically, interactions with neighbors are more likely Neighbor can be defined in many ways Neighbors are more likely to use the same strategy 4/23/18 39

Spatial Simulation Toroidal grid Agent interacts only with eight neighbors Agent adopts strategy of most successful neighbor Ties favor current strategy 4/23/18 40

NetLogo Simulation of Spatial IPD Run SIPD-async-alter.nlogo 4/23/18 41

Typical Simulation (t = 1) Colors: ALL-C TFT RAND PAV ALL-D 4/23/18 42

Typical Simulation (t = 5) Colors: ALL-C TFT RAND PAV ALL-D 4/23/18 43

Typical Simulation (t = 10) Colors: ALL-C TFT RAND PAV ALL-D 4/23/18 44

Typical Simulation (t = 10) Zooming In 4/23/18 45

Typical Simulation (t = 20) Colors: ALL-C TFT RAND PAV ALL-D 4/23/18 46

Typical Simulation (t = 50) Colors: ALL-C TFT RAND PAV ALL-D 4/23/18 47

Typical Simulation (t = 50) Zoom In 4/23/18 48

SIPD Without Noise 4/23/18 49

Conclusions: Spatial IPD Small clusters of cooperators can exist in hostile environment Parasitic agents can exist only in limited numbers Stability of cooperation depends on expectation of future interaction Adaptive cooperation/defection beats unilateral cooperation or defection 4/23/18 50

Additional Bibliography 1. von Neumann, J., & Morgenstern, O. Theory of Games and Economic Behavior, Princeton, 1944. 2. Morgenstern, O. Game Theory, in Dictionary of the History of Ideas, Charles Scribners, 1973, vol. 2, pp. 263-75. 3. Axelrod, R. The Evolution of Cooperation. Basic Books, 1984. 4. Axelrod, R., & Dion, D. The Further Evolution of Cooperation, Science 242 (1988): 1385-90. 5. Poundstone, W. Prisoner s Dilemma. Doubleday, 1992. Part VIIB 4/23/18 51