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Title: The%20Evolution%20of%20Cooperation%20within%20the%20Iterated%20Prisoner


1
The Evolution of Cooperation within the Iterated
Prisoners dilemmaon a Social Network
2
Introduction
  • The evolution of cooperation in the iterated
    prisoners dilemma is a well researched and
    documented phenomenon.
  • However, by changing a few of the underlying
    assumptions a more realistic and intriguing
    result regarding the emergence of competitive and
    cooperative behaviors is found.
  • The first and foremost change posited is
    reevaluating the notion of utility.
  • In this paper, utility is developed in terms of a
    mathematical belief structure.

3
Changes to the Game Structure
  • Classical Evolutionary Game Theory
  • Use of Replicator Equations
  • Birth/Death Process Population Demographics
    Change
  • Random Draw to determine player pairings
  • Infinite Population Sizes
  • Strategies Constant
  • Belief Based Utility Approach
  • Use of difference equations
  • Populations are constant (no birth/death process)
  • Player pairings retain memory (i.e. a network
    structure evolves)
  • Initial pairings based on nearest neighbor search
  • Strategies change as beliefs are changed

4
Belief Based Utility
  • In the absence of external constraints, people
    tend to act in accordance with their beliefs.
  • Needs and external driving factors may force
    people to act against their beliefs.
  • In this model of the iterated prisoners dilemma
    two beliefs are modeled hostility and
    retribution.
  • Changes between belief and need can be modeled
    using a catastrophe geometry

5
Belief Structures
Impacted by Socialization and Interaction
  • In the case of the iterated prisoners dilemma we
    are interested in networked patterns of action
    that arise
  • through competition and collaboration among
    actors.
  • These interactions may impact the degree of
    cognitive dissonance among actors and (through
    loss) give rise to a need function altering their
    normal modes of behavior.
  • The primary factors that drives this in the
    iterated prisoners dilemma is the accumulated
    wealth of a player.
  • The manner in which wealth is generated is
    impacted by several factors that determine how a
    social network is constructed by actors.

Shifts Behavioral Patterns
Characterized By
  • The shadow zone. Where patterns of behavior
    converges to need driven behavior (belief
    structures overridden).
  • The illuminated zone. Patterns of behavior
    correspond to beliefs (cognitive dissonance is
    measured by amplitude.)
  • The caustic The dividing line between belief
    driven response and need driven response.

6
Results
Initially, cooperative players P1 and P2 are
overwhelmed by hostile players P3 and P4.
However, shortly into the game P1 and P2 players
begin to form coalitions and through favorable
outcomes, arising from the tit-for-tat and
cooperative P1 strategies, continue to grow
relationships and accumulate wealth. As P1
players have a higher reputation among P2 players
they are more readily accepted into the P2
coalition. Hostile players P1 and P2 attempt to
invade these cooperative networks, but are not
allowed due to their low reputation scores. Over
time, hostile players go against their beliefs,
first the P4 and later the P3 players, and begin
to mimic the behavior of cooperative players.
When this happens the social network is in
equilibrium.
  • The presence of critical points, seen in chart 6,
    that are chaotic attractors in the iterated
    Prisoners Dilemma implies many interesting
    things.
  • Self-organized criticality (SOC) is introduced
    into the evolution of cooperation in the iterated
    prisoners dilemma.
  • The distribution of the attractors over the
    games evolution implies a sense of temporal
    scale-invariance.
  • That is the characteristic of adaptive behavior
    arising the temporal distribution of attractors
    came into being from a series of phase
    transitions that occurred during the evolution of
    the game itself.
  • This implies self-adaptation on the part of the
    players.
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