Outline Social Dilemmas 1 Social dilemmas Game-theoretic models Simulating social dilemmas Gennaro Di Tosto BBL-515 [email protected] 2 Cooperation among strangers Image-score Tag-based systems 3 Communication SimNorm September 13, 2012 4 References INFOMSOCS (Lesson 3) 13-09-12 1 / 33 INFOMSOCS (Lesson 3) Social dilemmas 13-09-12 Social dilemmas 2 / 33 Game-theoretic models Altruistic behaviour and the problem of cooperation Outline • Performing actions that are beneficial to others, at a cost to oneself (c < b). 1 Social dilemmas Game-theoretic models Simulating social dilemmas • Problem: without the possibility to assess the trustworthiness of a partner, cooperation is prone to exploitation. 2 Cooperation among strangers Image-score Tag-based systems • Behavioural studies prove cooperation’s rate is higher than theory prediction. 3 Communication SimNorm Prisoner’s dilemma Strategy C D D R R S T T S P P • T >R>P>S • 2R > (T + S) Reciprocity • Accepted solutions: reciprocal altruism and reputation. 4 References direct INFOMSOCS (Lesson 3) C 13-09-12 3 / 33 INFOMSOCS (Lesson 3) 13-09-12 indirect 4 / 33 Social dilemmas Game-theoretic models Social dilemmas Contributing to society Human potential for cooperation • Public goods in society: clean air/pollution, clean cities/littering, information on the web, joining the army, etc. • The dilemma is to have individuals investing effort in creating a public good, while everybody, including those who did not contribute (free-riders), benefit. πi = ω − xi + r xj interactions, there is the potential for cooperation. • People don’t leave in a vacuum • The cost associated to one’s j=1 (in-)actions are not always monetary fines. Loss of status or credibility are consequences people want to avoid. ω initial endowment; xi individual contribution; r marginal per capita return. INFOMSOCS (Lesson 3) • Even in anonymous, one-shot and they are concerned about their social image (Bateson, Nettle, and Roberts 2006; Haley and Fessler 2005). Linear public good N X Game-theoretic models From (Bateson, Nettle, and Roberts 2006). Results from Isaac and Walker (1988). 13-09-12 Social dilemmas 5 / 33 INFOMSOCS (Lesson 3) Game-theoretic models 13-09-12 Social dilemmas Altruistic punishment 6 / 33 Simulating social dilemmas The role of agent-based social simulation • Considerations about fairness and moral values trigger behaviour that bring people to act as enforcers of norms, promoting cooperation in a social group. • The mismatch between theoretical predictions and behavioural data is neither news nor dramatical. • Experimental data show that • However some of the models behind people’s strategic behaviour are participants in a public good game are willing to sacrifice part of their endowment to punish free-riders. still missing. • The mechanism approach of ABSS and generative social sciences can be useful in generating testable hypothesis. • Punishment of free-riders is a second-order problem. But people to act as altruistic punisher (punish even if costly without the prospect of material benefit). INFOMSOCS (Lesson 3) 13-09-12 From Fehr and Gachter (2002). 7 / 33 INFOMSOCS (Lesson 3) 13-09-12 8 / 33 Social dilemmas Simulating social dilemmas Social dilemmas Axelrod’s original tournament TIT-FOR-TAT • Axelrod “outsourced” the research of a viable solution to the problem of cooperation (Axelrod 1984). • Tournament: algorithms playing a finite repeated prisoners dilemma game. • Instructions: each submitted algorithm would play 200 rounds against each other algorithm, itself and an algorithm that randomly plays cooperate and defect. • Payoffs: Strategy C D C 3,3 5,0 13-09-12 Social dilemmas Tournament’s entry Cumulative payoff Mutual Cooperation TIT-FOR-TAT Worst entry Strategy random Mutual Defection 600 504 282 276 200 • Results: Tit-For-Tat, winner of the tournament, was also the simplest D 0,5 1,1 strategy – start cooperating, then imitate the opponent previous move. • TFT did not do better against each other strategy, but did the best Thus, Mutual defection: 200 / Mutual cooperation: 600. INFOMSOCS (Lesson 3) Simulating social dilemmas on average. 9 / 33 INFOMSOCS (Lesson 3) Simulating social dilemmas 13-09-12 Social dilemmas TIT-FOR-TAT (II) 10 / 33 Simulating social dilemmas Implementing Axelrod’s tournament 1 always defects 2 tit-for-tat 3 cooperate 30% of the time 4 cooperate 60% of the time 1 The strategy space: from which agents’ strategies are selected. 5 always cooperate 2 The interaction process: types of environment. 3 The adaptive process: govern the changes in agents’ strategies over time. Details about this line of research can be found in Cohen, Riolo, and Axelrod (1999). In there the authors describe: 100 agents playing 50 games against each other. At the end of the iterations 10% of the population is discarded and replaced. Strategies for the replaced agents are drawn from the existing population of agents. Agents who have higher average payoff have a higher probability to be drawn. In scenario without noise TFT is the best performing strategy. INFOMSOCS (Lesson 3) 13-09-12 11 / 33 INFOMSOCS (Lesson 3) 13-09-12 12 / 33 Social dilemmas Simulating social dilemmas Social dilemmas Strategy space Interaction process Every agent strategy is defined by three variables: Selecting agents’ neighbours: • 2DK (2-Dimensional topology, Keep neighbors.) a Von Neumann i the probability of cooperation on the initial move. neighbourhood. p the probability of cooperation after the other player cooperated. q the probability of cooperation after the other player defected. Hence, the classical strategies are specified as: • i = p = 1; q = 1: Always cooperate (all-C). • i = p = 0; q = 1: Anti-Tit-For-Tat (aTFT). • RWR. (Random-With-Replacement.) at each period each agent • i = p = 0; q = 0: Always defect (all-D). Social dilemmas 2DK, in that each agent has exactly 4 other agents as neighbors (symmetric neighbors), but each agent’s neighbors are chosen at random. neighbours for an entire run (as in 2DK and FRNE), but unlike 2DK and FRNE the neighbourhood relation is not symmetrical. (TFT). 13-09-12 • FRNE. (Fixed Random Network, Equal number of neighbors.) like • FRN. (Fixed Random Network.) each agent has a fixed set of • i = p = 1; q = 0: Mirror opponent’s last action, i.e., Tit-for-Tat INFOMSOCS (Lesson 3) Simulating social dilemmas selects 4 other agents and then replaces them in the next period. 13 / 33 INFOMSOCS (Lesson 3) Simulating social dilemmas 13-09-12 Social dilemmas Adaptive process 14 / 33 Simulating social dilemmas Tournament’s procedure • Imitation: copies perfectly the strategy of some other better-performing agent it has played in the current period. • BMGA. (Best-Met Genetic Algorithm hybrid.) introduces a comparison error and a copy error. • 1FGA. (1-Fixed Agent Genetic Algorithm.) The 1FGA adaptive process is designed to be a global learning version of BMGA. an agent can learn from any agent in the population. INFOMSOCS (Lesson 3) 13-09-12 15 / 33 INFOMSOCS (Lesson 3) 13-09-12 16 / 33 Social dilemmas Simulating social dilemmas Cooperation among strangers Results Outline 1 Social dilemmas Game-theoretic models Simulating social dilemmas 2 Cooperation among strangers Image-score Tag-based systems 3 Communication SimNorm 4 References INFOMSOCS (Lesson 3) 13-09-12 Cooperation among strangers 17 / 33 INFOMSOCS (Lesson 3) Image-score 13-09-12 Cooperation among strangers Evolution of indirect reciprocity 18 / 33 Tag-based systems Groups • Groups membership can be defined on minimal and irrelevant attributes (Tajfel 1970). This can nevertheless trigger discrimination. • In ABSS this minimal group attributes are TAGS (Riolo, Cohen, and Axelrod 2001). Implementing tags • Each agent has two traits, a tag t ∈ [0, 1], and a tolerance threshold T ≥ 0. • At set up t and T are uniformly sampled from [0, 1]. • In each generation, each agent acts as a potential donor with P (= 3) others chosen at random, with replacement. • A donates only when |tA − tB | ≤ TA . • If A does donate to B, A pays a cost, c (0.1), and B receives a benefit, b (1.0). From Nowak and Sigmund (1998). INFOMSOCS (Lesson 3) 13-09-12 19 / 33 INFOMSOCS (Lesson 3) 13-09-12 20 / 33 Cooperation among strangers Tag-based systems Cooperation among strangers Selecting tags Tag-based systems Evolution of cooperation with tags After all agents have participated in all pairings in a generation, agents are reproduced on the basis of their score relative to others: • This is accomplished by comparing each agent with another randomly chosen agent, and giving an offspring to the one with the higher score. • With probability 0.1, the offspring receives a new tag with a value drawn at random in [0, 1]. • Also with probability 0.1, the tolerance is mutated by adding mean 0, standard deviation 0.01 gaussian noise to the old tolerance. If the new T < 0, it is set to 0. • One run of the model consists of 100 agents and 30,000 generations. INFOMSOCS (Lesson 3) 13-09-12 21 / 33 INFOMSOCS (Lesson 3) Communication Communication 22 / 33 SimNorm Reputation and norms Outline 1 Social dilemmas • SimNorm is the codename of a model (Castelfranchi, Conte, and Game-theoretic models Simulating social dilemmas Paolucci 1998) designed to simulate an artificial population living under conditions of resource scarcity. • Designed to answer the questions: 2 Cooperation among strangers What is the effect of norms on global (i.e. system level) and local (i.e. individual level) efficiency? 2 What is the role of normative reputation in reducing the costs of complying with norms? 1 Image-score Tag-based systems 3 Communication • Results are compared along an efficiency measure (average strength SimNorm of agents after n periods of simulation), and a fairness measure (agents’ deviation from the average strength). 4 References INFOMSOCS (Lesson 3) 13-09-12 13-09-12 23 / 33 INFOMSOCS (Lesson 3) 13-09-12 24 / 33 Communication SimNorm Communication SimNorm: the model SimNorm SimNorm: the model • 10 X 10 toroid space. • Agent density = 50%; = food. • • Initial strength = 40 units; • Food density = 25%. Actions: • Time needed for eating food = 2 • Eat = +20 units; turns. • Move = -1 unit; • When a food item is consumed, it is restored at a random location. • Aggression = -4 units (for attacks given and received); the strongest agents keeps the food (in case of ties, the defender wins). • Ownership is ascribed on the grounds of spatial proximity (neighbourhood). • Food owned is flagged. INFOMSOCS (Lesson 3) 13-09-12 Communication 25 / 33 INFOMSOCS (Lesson 3) SimNorm 13-09-12 Communication SimNorm: the model 26 / 33 SimNorm SimNorms: Results The cost of compliance: number of attacks (Agg), the average strength (Str), and the variance of individual strengths (Var) recorded after 100 matches (2000 time steps each) for each conditions. • norm = “moral rights” over food (finder-keeper). • = normative agents; they conform to the finder-keeper law. • = utilitarian agents; they attack agents with lower strength. Str stdev Var stdev Agg stdev Homogeneous Util. Norm. 4727 5585 135 27 1775 604 59 41 4634 3018 248 76 Mixed Util. Norm. 5897 3634 85 134 1219 651 72 108 3168 2034 122 71 Homogeneous populations: 50 agents sharing the same strategy; Mixed populations: 50% / 50% INFOMSOCS (Lesson 3) 13-09-12 27 / 33 INFOMSOCS (Lesson 3) 13-09-12 28 / 33 Communication SimNorm Communication SimNorm: Experimental conditions SimNorm SimNorm: effects of communication Redistributing the cost of compliance: • Add reputational information: each normative agent can have access to a vector of information about the behaviour of other agents. • This information is binary and discriminates between “friends”, that will abide with the norm (Respectful) and “enemies”, that will not respect the principle of finders-keepers (Cheaters). • The reputation vector is initialised to “all Respectful” (presumption of innocence), but every time a normative agent is attacked while eating its own food the attacker is recorded as a Cheater. • The normative algorithm is modified so that agents respect the norm only with agents known as Respectful. • One last mechanism, which allows neighbours to exchange their list of cheaters, is introduced to allow two experimental conditions: with and without communication (Reputation and Image condition). INFOMSOCS (Lesson 3) 13-09-12 29 / 33 Without communication (left) social information is not sufficient to protect respectful agents against aggressions. Reputation (right) balance the performance of the two subpopulations. INFOMSOCS (Lesson 3) References 30 / 33 References Outline Bibliography I Axelrod, R. (1984). The evolution of cooperation. New York: Basic Books. Bateson, M., D. Nettle, and G. Roberts (Sept. 2006). “Cues of being watched enhance cooperation in a real-world setting”. In: Biology Letters 2.3, pp. 412–414. issn: 1744-9561. doi: 10.1098/rsbl.2006.0509. url: http://dx.doi.org/10.1098/rsbl.2006.0509. Castelfranchi, C., R. Conte, and M. Paolucci (1998). “Normative reputation and the costs of compliance”. In: Journal of Artificial Societies and Social Simulation 1.3. url: http://jasss.soc.surrey.ac.uk/1/3/3.html. Cohen, M., R. Riolo, and R. Axelrod (1999). “The Emergence of Social Organization in the Prisoner’s Dilemma: How Context-Preservation and Other Factors Promote Cooperation”. In: SFI Working Paper 99-01-002. url: http://www.santafe.edu/media/workingpapers/99-01-002.pdf. 1 Social dilemmas Game-theoretic models Simulating social dilemmas 2 Cooperation among strangers Image-score Tag-based systems 3 Communication SimNorm 4 References INFOMSOCS (Lesson 3) 13-09-12 13-09-12 31 / 33 INFOMSOCS (Lesson 3) 13-09-12 32 / 33 References Bibliography II Fehr, E. and S. Gachter (2002). “Altruistic punishment in humans”. In: Nature 415.6868, pp. 137–140. Haley, K. and D. Fessler (2005). “Nobody’s watching?: Subtle cues affect generosity in an anonymous economic game”. In: Evolution and Human behavior 26.3, pp. 245–256. Nowak, M. A. and K. Sigmund (June 1998). “Evolution of indirect reciprocity by image scoring”. In: Nature 393.6685, pp. 573–577. issn: 0028-0836. doi: 10.1038/31225. url: http://dx.doi.org/10.1038/31225. Riolo, R. L., M. D. Cohen, and R. Axelrod (2001). “Evolution of cooperation without reciprocity”. In: Nature 414, pp. 441–443. doi: 10.1038/35106555. url: http://dx.doi.org/10.1038/35106555. Tajfel, H. (Nov. 1970). “Experiments in Intergroup Discrimination”. In: Scientific American 223.5, pp. 96–102. issn: 0036-8733. doi: 10.1038/scientificamerican1170-96. url: http://dx.doi.org/10.1038/scientificamerican1170-96. INFOMSOCS (Lesson 3) 13-09-12 33 / 33
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