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Overpunishing is not necessary to fix cooperation in voluntary public goods games

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Abstract

The fixation of cooperation among unrelated individuals is one of the fundamental problems in biology and social sciences. It is investigated by means of public goods games, the generalization of the prisoner's dilemma to more than two players. In compulsory public goods games, defect is the dominant strategy, while voluntary participation overcomes the social dilemma by allowing a cyclic coexistence of cooperators, defectors, and non-participants. Experimental and theoretical research has shown how the combination of voluntary participation and altruistic punishment-punishing antisocial behaviors at a personal cost-provides a solution to the problem, as long as antisocial punishment-the punishing of cooperators-is not allowed. Altruistic punishment can invade at low participation and pave the way to the fixation of cooperation. Specifically, defectors are overpunished, in the sense that their payoff is reduced by a sanction proportional to the number of punishers in the game. Here we show that qualitatively equivalent results can be achieved with a milder punishing mechanism, where defectors only risk a fixed penalty per round-as in many real situations-and the cost of punishment is shared among the punishers. The payoffs for the four strategies-cooperate, defect, abstain, and cooperate-&-punish-are derived and the corresponding replicator dynamics analyzed in full detail.

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... Given the undeniably important role that institutional punishment plays in curbing defection in the real world, we consider here some realistic improvements to the standard N -person prisoner's dilemma formulation with pool punishment [15]. In particular, we eliminate overpun-ishment (i.e., penalties for different types of offenses are fixed and do not depend on the wealth of the sanctioning institution [19]), but account for the high costs of creating and maintaining a sanctioning institution by requiring a minimum number of punishers to establish it. However, the maintenance costs are divided among the punishers once this minimum number is reached. ...
... This threshold has a non-trivial dependence on the size of the community. These findings are consistent with the results of other implementations of institutional punishment where both cooperators and defectors are punished [16,17,19]. ...
... This penalty is a fraction α ∈ [0, 1] of the penalty applied to defectors (see below) and it is only effective if there are at least K m < N individuals (i.e., punishers) contributing to the sanctioning institution. Once this minimum number of punishers is reached, the penalty term becomes constant, in contrast to previous formulations of institutional punishment where the penalty increases linearly with the number of individuals contributing to the sanctioning institution [14,15], resulting in overpunishment [19]. In fact, the constant punishment term with K m = 1 was proposed in the original study that showed the non-necessity of overpunishment for the establishment of public goods contributors in the institutional punishment scenario [19]. ...
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The conflict between individual and collective interests makes fostering cooperation in human societies a challenging task, requiring drastic measures such as the establishment of sanctioning institutions. These institutions are costly because they have to be maintained regardless of the presence or absence of offenders. Here, we propose realistic improvements to the standard $N$-person prisoner's dilemma formulation with institutional punishment by eliminating overpunishment, requiring a minimum number of contributors to establish the sanctioning institution, and sharing the cost among them once this minimum number is reached. In addition, we focus on large groups or communities for which sanctioning institutions are ubiquitous. Using the replicator equation framework for an infinite population, we find that by sufficiently fining players who fail to contribute either to the public good or to the sanctioning institution, a population of contributors immune to invasion by these free riders can be established, provided that the contributors are sufficiently numerous. In a finite population, we use finite-size scaling to show that, for some parameter settings, demographic noise helps to fixate the strategy that contributes to the public good but not to the sanctioning institution even for infinitely large populations when, somewhat counterintuitively, its proportion in the initial population vanishes with a small power of the population size.
... Hundreds of published studies have been conducted analyzing these strategies under social dilemmas 11,19,[29][30][31][32][33][34][35][36][37] . The literature reviewed reveals two institutional arrangements for incentive strategies 38 : a decentralized system (peer-punishment) 29,39 , in which each player monitors and sanctions/rewards defectors, and a centralized system (pool-punishment), in which the power to administer the incentives is concentrated in a restricted punishment institution 38,[40][41][42][43][44] . ...
... Recently, various researchers have investigated other innovative methods to impose penalties on free riders, drawing inspiration from real-world scenarios. Dercole et al. 34 examined a model where defectors are fined a predetermined amount. Sasaki et al. 19 explored the prevention of second-order free riding through the implementation of an entry fee. ...
Article
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In Public Goods Games (PGG), the temptation to free-ride on others’ contributions poses a significant threat to the sustainability of cooperative societies. Therefore, societies strive to mitigate this through incentive systems, employing rewards and punishments to foster cooperative behavior. Thus, peer punishment, in which cooperators sanction defectors, as well as pool punishment, where a centralized punishment institution executes the punishment, is deeply analyzed in previous works. Although the literature indicates that these methods may enhance cooperation on social dilemmas under particular contexts, there are still open questions, for instance, the structural connection between graduated punishment and the monitoring of public goods games. Our investigation proposes a compulsory PGG framework under Panoptical surveillance. Inspired by Foucault’s theories on disciplinary mechanisms and biopower, we present a novel mathematical model that scrutinizes the balance between the severity and scope of punishment to catalyze cooperative behavior. By integrating perspectives from evolutionary game theory and Foucault’s theories of power and discipline, this research uncovers the theoretical foundations of mathematical frameworks involved in punishment and discipline structures. We show that well-calibrated punishment and discipline schemes, leveraging the panoptical effect for universal oversight, can effectively mitigate the free-rider dilemma, fostering enhanced cooperation. This interdisciplinary approach not only elucidates the dynamics of cooperation in societal constructs but also underscores the importance of integrating diverse methodologies to address the complexities of fostering cooperative evolution.
... Traditional incentivizing mechanisms 5 either make cooperation conditional-such as reciprocal altruism 1, 2 (also known as direct reciprocity), the establishment of reputations 6 (also known as indirect reciprocity), and mechanisms of kin 7 or group selection 8 (or other forms of assortment 9, 10 )-or change the rules of the game, as by introducing volunteering (optional participation) 11 and punishment of antisocial behaviors. 12,13 All these mechanisms add degrees of strategical complexity, either in terms of players' cognitive abilities and/or information flows, or due to extra options in the underlying game. ...
... The resulting network is however disconnected if k /N is too small (it is disconnected with probability 1 if p < ln N/N, a condition that is met in our simulations with N = 1000 and k = 4). Though connectivity can be easily forced, the effects on the degree 13 ...
Preprint
Since Nowak & May's (1992) influential paper, network reciprocity--the fact that individuals' interactions repeated within a local neighborhood support the evolution of cooperation--has been confirmed in several theoretical models. Essentially, local interactions allow cooperators to stay protected from exploiters by assorting into clusters, and the heterogeneity of the network of contacts--the co-presence of low- and high-connected nodes--has been shown to further favor cooperation. The few available large-scale experiments on humans have however missed these effects. The reason is that, while models assume that individuals update strategy by imitating better performing neighbors, experiments showed that humans are more prone to reciprocate cooperation than to compare payoffs. Inspired by the empirical results, we rethink network reciprocity as a rational form of direct reciprocity on networks--networked rational reciprocity--indeed made possible by the locality of interactions. We show that reciprocal altruism in a networked prisoner's dilemma can invade and fixate in any network of rational agents, profit-maximizing over an horizon of future interactions. We find that networked rational reciprocity works better at low average connectivity and we unveil the role of network heterogeneity. Only if cooperating hubs invest in the initial cost of exploitation, the invasion of cooperation is boosted; it is otherwise hindered. Although humans might not be as rational as here assumed, our results could help the design and interpretation of new experiments in social and economic networks
... Plenty of methods have been proposed to promote it [2][3][4][5][6], and mechanism design [7][8][9]is widely applied in traditional game theories, such as the prisoner's dilemma game [4, 5, 9, 10] and public goods games [11][12][13][14][15][16][17][18][19][20], which commonly take on two forms, network games [6, 8, 9, 12, 20] and spatial games [3–5, 9, 10, 12, 15, 21]. However, the traditional game induces two challenges [22][23][24] : first, agents are subjective, not repeating actions mechanically and randomly . They have memory [8, 12, 22, 24], trust [2, 7, 8, 10, 11,[25][26][27][28], expectation [29] , altru- ism [13,16], volunteerism [19], recommendation [14], prestige and reputation [4, 6, 7, 12, 19, 23,[28][29][30] . ...
... However, the traditional game induces two challenges [22][23][24] : first, agents are subjective, not repeating actions mechanically and randomly . They have memory [8, 12, 22, 24], trust [2, 7, 8, 10, 11,[25][26][27][28], expectation [29] , altru- ism [13,16], volunteerism [19], recommendation [14], prestige and reputation [4, 6, 7, 12, 19, 23,[28][29][30] . It indicates that cooperation can be promoted based on these subjective factors; second , homogeneity should be denied, and heterogeneity is supposed to be introduced [11, 20, 25], such as group diversity [8, 23, 31], social structure [26], and network [26, 31] . ...
... Plenty of methods have been proposed to promote it [2][3][4][5][6], and mechanism design [7][8][9] is widely applied in traditional game theories, such as the prisoner's dilemma game [4,5,9,10] and public goods games [11][12][13][14][15][16][17][18][19][20], which commonly take on two forms, network games [6,8,9,12,20] and spatial games [3-5, 9, 10, 12, 15, 21]. However, the traditional game induces two challenges [22][23][24]: first, agents are subjective, not repeating actions mechanically and randomly. They have memory [8,12,22,24], trust [2,7,8,10,11,[25][26][27][28], expectation [29], altruism [13,16], volunteerism [19], recommendation [14], prestige and reputation [4,6,7,12,19,23,[28][29][30]. ...
... However, the traditional game induces two challenges [22][23][24]: first, agents are subjective, not repeating actions mechanically and randomly. They have memory [8,12,22,24], trust [2,7,8,10,11,[25][26][27][28], expectation [29], altruism [13,16], volunteerism [19], recommendation [14], prestige and reputation [4,6,7,12,19,23,[28][29][30]. It indicates that cooperation can be promoted based on these subjective factors; second, homogeneity should be denied, and heterogeneity is supposed to be introduced [11,20,25], such as group diversity [8,23,31], social structure [26], and network [26,31]. ...
Article
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It has been a long-lasting pursuit to promote cooperation, and this study aims to promote cooperation via the combination of social stratification and the spatial prisoners' dilemma game. It is previously assumed that agents share the identical payoff matrix, but the stratification or diversity exists and exerts influences in real societies. Thus, two additional classes, elites and scoundrels, derive from and coexist with the existing class, commons. Three classes have different payoff matrices. We construct a model where agents play the prisoners' dilemma game with neighbors. It indicates that stratification and temptation jointly influence cooperation. Temptation permanently reduces cooperation; elites play a positive role in promoting cooperation while scoundrels undermine it. As the temptation getting larger and larger, elites play a more and more positive and critical role while scoundrels' negative effect becomes weaker and weaker, and it is more obvious when temptation goes beyond its threshold.
... Irrational agents make choices under the influence of irrational considerations, such as emotions or feelings. They may sympathize losers with lowest payoff for the sake of values [37,38], emotion [2], altruism [11,39], commitment [39], voluntarism [30,36,40], etc. while rational agents admire and imitate winners with highest payoffs. We aim to investigate the effect of sympathy on cooperation. ...
... So far series of anti-temptation mechanisms are proposed to overcome temptation and promote cooperation, such as reputation [3,5,7,8,12,23,24], tolerance [32], punishment [21,29,32], recommendation [25], influence [28], values [37,38], emotion [2], altruism [11,39], expectation [10,34], commitment [39], and voluntarism [30,36,40]. Therefore, as the quadratic effect of sympathy on cooperation is clear, the next priority is to check whether sympathy is an effective anti-temptation mechanism or not. ...
... Public goods games (PGGs) serve as a valuable means of investigation, both in experimental settings and theoretical models, by allowing participants to equally share a public resource regardless of their individual contributions [88]. The research on public goods shows that the cooperation rate of individuals is closely related to two factors: the cooperation conditions and the punishment on free riders [89][90][91], which correspond to the descriptive norm and injunctive norm, respectively. The condition of cooperation can be the cooperative behavior of others, the reward for collaborators [92], or the punishment for uncooperative people [93]. ...
Article
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The importance of individual consumption behavior in a low-carbon economy is gradually recognized. Social norms have a significant effect on individual purchase behavior. However, the influence mechanism of social norms still needs more research. We conducted two behavioral experiments to explore the specific factors: first, the effect of descriptive norms on personal low-carbon consumption behavior through feedback information, and second, a comparison with injunctive norms, focusing on the impact of the normative focus shift brought by punishment represented by the policy implementation. The results show that social norms can effectively promote individual low-carbon consumption through feedback and high policy implementation efficiency. In particular, after effective policy implementation becomes an inherent element of injunctive norms, injunctive norms are activated and become the focus of norms, significantly improving the purchase rate of low-carbon goods.
... Such a compulsory participation assumption underlying the group selection model has been often eased in behavioral experiments [16][17][18] and evolutionary game theories [19][20][21][22][23][24][25][26][27][28][29][30]. In these studies, individual agents may opt out of prisoners' dilemma or public goods games to receive a constant payoff unrelated to the others' strategies. ...
Article
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It is puzzling how altruistic punishment of defectors can evolve in large groups of nonrelatives, since punishers should voluntarily bear individual costs of punishing to benefit those who do not pay the costs. Although two distinct mechanisms have been proposed to explain the puzzle, namely voluntary participation and group-level competition and selection, insights into their joint effects have been less clear. Here we investigated what could be combined effects of these two mechanisms on the evolution of altruistic punishment and how these effects can vary with nonparticipants’ individual payoff and group size. We modelled altruistic punishers as those who contribute to a public good and impose a fine on each defector, i.e., they are neither pure punishers nor excluders. Our simulation results show that voluntary participation has negative effects on the evolution of cooperation in small groups regardless of nonparticipants’ payoffs, while in large groups it has positive effects within only a limited range of nonparticipants’ payoff. We discuss that such asymmetric effects could be explained by evolutionary forces emerging from voluntary participation. Lastly, we suggest that insights from social science disciplines studying the exit option could enrich voluntary participation models.
... On the other hand, if his/her payoff is nearly equal to the average payoff of opponent players, he/ she hardly contributes to the punishment pool. The previous study 37 reports that the avoidance of overpunishing (too much punishment on defectors with high payoff) is essential for the stable cooperation. In this study, to avoid overpunishing, the payoff of each player will be 0 when it becomes a negative value. ...
Article
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The public goods game is a multiplayer version of the prisoner’s dilemma game. In the public goods game, punishment on defectors is necessary to encourage cooperation. There are two types of punishment: peer punishment and pool punishment. Comparing pool punishment with peer punishment, pool punishment is disadvantageous in comparison with peer punishment because pool punishment incurs fixed costs especially if second-order free riders (those who invest in public goods but do not punish defectors) are not punished. In order to eliminate such a flaw of pool punishment, this study proposes the probabilistic pool punishment proportional to the difference of payoff. In the proposed pool punishment, each punisher pays the cost to the punishment pool with the probability proportional to the difference of payoff between his/her payoff and the average payoff of his/her opponents. Comparing the proposed pool punishment with previous pool and peer punishment, in pool punishment of previous studies, cooperators who do not punish defectors become dominant instead of pool punishers with fixed costs. However, in the proposed pool punishment, more punishers and less cooperators coexist, and such state is more robust against the invasion of defectors due to mutation than those of previous pool and peer punishment. The average payoff is also comparable to peer punishment of previous studies.
... More recently, some authors have explored different ways to penalize free riders often inspired in real-life situations. In [26], the sanction that a defector has to pay is a fixed amount. Avoiding second-order free riding by introducing an entrance fee was analyzed in [15]. ...
Article
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Improving and maintaining cooperation are fundamental issues for any project to be time-persistent, and sanctioning free riders may be the most applied method to achieve it. However, the application of sanctions differs from one group (project or institution) to another. We propose an optional, public good game model where a randomly selected set of the free riders is punished. To this end, we introduce a parameter that establishes the portion of free riders sanctioned with the purpose to control the population state evolution in the game. This parameter modifies the phase portrait of the system, and we show that, when the parameter surpasses a threshold, the full cooperation equilibrium point becomes a stable global attractor. Hence, we demonstrate that the fractional approach improves cooperation while reducing the sanctioning cost.
... Elements (i)-(iii) define the EGT setup. An illustrative example is: (i) the prisoner's dilemma (PD)-the two-player-two-action game in which a cooperator (action C) provides a benefit b to the opponent at a cost c < b to herself, whereas a defector (action D) provides no benefit at no cost group [39] selection (or other forms of assortment [40,41]), and the consideration of social [42,43] and moral [44] preferences-or change the rules of the game, such as by introducing optional participation [45,46] and punishment of antisocial behaviors [47,48]. ...
Article
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Network reciprocity has been successfully put forward (since M. A. Nowak and R. May’s, 1992, influential paper) as the simplest mechanism—requiring no strategical complexity—supporting the evolution of cooperation in biological and socioeconomic systems. The mechanism is actually the network, which makes agents’ interactions localized, while network reciprocity is the property of the underlying evolutionary process to favor cooperation in sparse rather than dense networks. In theoretical models, the property holds under imitative evolutionary processes, whereas cooperation disappears in any network if imitation is replaced by the more rational best-response rule of strategy update. In social experiments, network reciprocity has been observed, although the imitative behavior did not emerge. What did emerge is a form of conditional cooperation based on direct reciprocity—the propensity to cooperate with neighbors who previously cooperated. To resolve this inconsistency, network reciprocity has been recently shown in a model that rationally confronts the two main behaviors emerging in experiments—reciprocal cooperation and unconditional defection—with rationality introduced by extending the best-response rule to a multi-step predictive horizon. However, direct reciprocity was implemented in a non-standard way, by allowing cooperative agents to temporarily cut the interaction with defecting neighbors. Here, we make this result robust to the way cooperators reciprocate, by implementing direct reciprocity with the standard tit-for-tat strategy and deriving similar results.
... Even in pool punishment, it is not easy to start costly punishment successfully, since punishing right and left in a sea of defectors imposes too much effort and cost on punishers. Several studies have proposed additional mechanisms or assumptions to overcome this emergence problem [42][43][44][45][46]. A similar problem holds for the peer punishment studied in this paper. ...
Article
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Social dilemmas are among the most puzzling issues in the biological and social sciences. Extensive theoretical efforts have been made in various realms such as economics, biology, mathematics, and even physics to figure out solution mechanisms to the dilemma in recent decades. Although punishment is thought to be a key mechanism, evolutionary game theory has revealed that the simplest form of punishment called peer punishment is useless to solve the dilemma, since peer punishment itself is costly. In the literature, more complex types of punishment, such as pool punishment or institutional punishment, have been exploited as effective mechanisms. So far, mechanisms that enable peer punishment to function as a solution to the social dilemma remain unclear. In this paper, we propose a theoretical way for peer punishment to work as a solution mechanism for the dilemma by incorporating prospect theory into evolutionary game theory. Prospect theory models human beings as agents that estimate small probabilities and loss of profit as greater than they actually are; thus, those agents feel that punishments are more frequent and harsher than they really are. We show that this kind of cognitive distortion makes players decide to cooperate to avoid being punished and that the cooperative state achieved by this mechanism is globally stable as well as evolutionarily stable in a wide range of parameter values.
... When considering the result for BA-SF, we should note one serious irony, which is that heavy sanctioning backed by jealousy [33] inevitably suppresses the total social payoff by consuming sanctions, even if the mechanism realizes an entirely cooperative society in the end. Even if all defectors are driven out of the society, the income gap stemming from degree distribution causes jealous sanctions among cooperative agents to continue. ...
Article
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Human beings have a natural tendency to feel jealous of those who have more than themselves. A previous report found that harmful behavior stemming from jealousy can actually encourage cooperation. The present study considers the efficiency of jealousy-motivated sanctions and the appropriate balance of sanctions and enforcement costs to best encourage cooperation. Through a series of numerical simulations of a spatial prisoner's dilemma game, we find that in the case of a lattice population structure, stronger sanctions and higher sanction efficiency ultimately result in more robust cooperation. In contrast, in the case of a scale-free population structure, higher sanction costs cause the cooperation level to rise.
... The most important result of their work is the highlighting of a long-run effect: social learning will lead to a cooperative society, irrespective of the number of freeriders and cooperators playing at the beginning. Dercole et al. (2013) show that the moderate punishment tends to shrink the initial conditions and foster the fixation of cooperation. ...
Article
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The aim of this paper is to better understand how cooperation mechanisms work in the context of a Q-learning model. We apply a learning reinforcement model to analyse the conditions needed to have a stable cooperative equilibrium when people take part in a common project and could take advantages of free-riding. Our results show that a stable equilibrium can be reached thank to mechanisms of punishment, but the final result strongly depends on the risk-taking individuals’ preferences. In particular, we find that the penalties will be effective only with people having high exploration rates,namely with people able to adapt their strategies and learn to cooperate. Otherwise, it is possible to have an unstable equilibrium with cooperation until individuals have a very high intrinsic motivation to cooperate, whatever the others do.
... The reason why the author includes probabilistic factor in the sanction with jealousy is to avoid overpunishing that is not necessary to fix cooperation [23]. Overpunishing means that the payoff of defectors is reduced not by a fixed penalty, but by a sanction proportional to the number of punishers. ...
Article
The effectiveness of punishment that a player pays certain costs and punishes an uncooperative player is currently discussed in the field of the study of cooperation under non-kin relationships. The discussions of the effectiveness of punishment are based on either negative or positive point of view. Contrary to these previous discussions, this study proposes a novel model introducing an alternative notion of punishment “sanction with jealousy”. The degree of sanction is proportional to the payoff of the sanctioning player. The condition for sanction to occur reflects jealousy in that each player sanctions their neighbor players when their payoff is smaller than the payoff of their neighbor players. Utilizing this model, the author investigates whether the introduction of the sanction with jealousy improves both the number of players having the strategy of cooperation and the average payoff of all players or not. In addition, the author organizes the new findings from this investigation in comparison with these previous discussions.
... In the public goods game that is classified as the group interaction, the previous study 34 reports that the avoidance of overpunishing is essential for the stable cooperation. Overpunishing means that the decrease of payoff of punished defectors is not constant, but variable depending on the number of punishers. ...
Article
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There are two types of costly punishment, i.e. peer-punishment and pool-punishment. While peer-punishment applies direct face to face punishment, pool-punishment is based on multi-point, collective interaction among group members. Regarding those two types of costly punishment, peer-punishment is especially considered to have the flaws that it lowers the average payoff of all players as well as pool-punishment does, and facilitates antisocial behaviour like retaliation of a defector on a cooperator. Here, this study proposes the new peer-punishment that punishment to an opponent player works at high probability when an opponent one is uncooperative, and the difference of payoff between a player and an opponent one becomes large in order to prevent such antisocial behaviour. It is natural to think that players of high payoff do not expect to punish others of lower payoff because they do not have any complaints regarding their economic wealth. The author shows that the introduction of the proposed peer-punishment increases both the number of cooperative players and the average payoff of all players in various types of topology of connections between players.
... More recently, Dercole et al. (2013) analyzed how milder punishment reduces the proportion of initial conditions leading to the fixation of cooperation. The authors' conclusion is that over-punishment is not needed, and equilibria characterized by cooperation can be obtained with a gentle punishing scheme. ...
Article
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An evolutionary game model is devised to analyze whether cooperation can evolve in a context where individuals are willing to cooperate only from the second period. Results of the analysis suggest that giving all players a second chance can be a better strategy for a final stable, attractive equilibrium with cooperation. JEL Codes: C70, C72, D62, D83.
... Plenty of methods have been proposed to promote cooperation [1][2][3][4][5][6], and mechanism design [7][8][9]is widely applied in traditional game theory, such as N-person prisoner's dilemma (NPD) games [4,5,9,10], which regularly takes on two forms, spatial games [3][4][5][10][11][12][13][14][15][16][17][18][19]and network games [6,8,9,20] whose one recent progress is the interdependent network game [21][22][23][24]. However, traditional evolutionary game, such as traditional spatial reciprocity [25][26][27][28][29][30][31], induces some challenges [32][33][34], one of which denies homogeneity and introduces heterogeneity [11,20,25] into settings of models. They believe that complete homogeneity does not exist in the real world. ...
Article
Cooperation is vital for the human society and this study focuses on how to promote cooperation. In our stratification model, there exist three classes: two minorities are elites who are prone to cooperate and scoundrels who are born to defect; one majority is the class of common people. Agents of these three classes interact with each other on a square lattice. Commons’ cooperation and its factors are investigated. Contradicting our common sense, it indicates that elites play a negative role while scoundrels play a positive one in promoting commons’ cooperation. Besides, effects of good and bad neighbors vary with temptation. When the temptation is smaller the positive effect is able to overcome the negative effect, but the later prevails when the temptation is larger. It concludes that common people are more prone to cooperate in harsh environment with bad neighbors, and a better environment with good neighbors merely leads to laziness and free riding of commons.
... Reflecting this, it is often explicitly assumed that pool punishment becomes active if at least a threshold number of players, more than one, contribute to it [28][29][30] . This means that in such large populations it is not easy to successfully start up costly punishment 31,32 , even with considering punishment of second-order free riders 33 (Fig. 1a,b). ...
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Punishment is a popular tool when governing commons in situations where free riders would otherwise take over. It is well known that sanctioning systems, such as the police and courts, are costly and thus can suffer from those who free ride on other's efforts to maintain the sanctioning systems (second-order free riders). Previous game-theory studies showed that if populations are very large, pool punishment rarely emerges in public good games, even when participation is optional, because of second-order free riders. Here we show that a matching fund for rewarding cooperation leads to the emergence of pool punishment, despite the presence of second-order free riders. We demonstrate that reward funds can pave the way for a transition from a population of free riders to a population of pool punishers. A key factor in promoting the transition is also to reward those who contribute to pool punishment, yet not abstaining from participation. Reward funds eventually vanish in raising pool punishment, which is sustainable by punishing the second-order free riders. This suggests that considering the interdependence of reward and punishment may help to better understand the origins and transitions of social norms and institutions.
... The previous studies (Wolff, 2012;Helbing et al., 2010a) have stressed that the random mutation can create some extent of strategy-mixing, and the introduction of mutation enable us to yield the deterministic replicator dynamics in the limit of frequent sampling in the absence of mutations in a large population (Dercole et al., 2013). Moreover, in the presence of the mutation, even though altruistic punishers and selfish punishers evolving from random mutation frequencies cannot stabilize full cooperation (Wolff, 2012), they could have more chances to touch the firstorder free riders (D) and second-order free riders (C) (Helbing et al., 2010a) to suppress them. ...
... Leaving everything else unchanged, one may speculate that such diminishing taxes are able to raise the fraction of pool punishers in the population, and that they suppress tax evasion. It is relatively simple to incorporate diminishing taxes into our model (for peer punishment systems in infinitely large populations , this has been done by Dercole et al., 2013). Only the Wu et al., 2012) which is only valid for weak selection in our case (as it presumes that populations do not settle at mixed states). ...
Article
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In many species, mutual cooperation is stabilized by forms of policing and peer punishment: if cheaters are punished, there is a strong selective pressure to cooperate. Most human societies have complemented, and sometimes even replaced, such peer punishment mechanisms with pool punishment, where punishment is outsourced to central institutions such as the police. Even before free-riding occurs, such institutions require investments, which could serve as costly signals. Here, we show with a game theoretical model that this signaling effect in turn can be crucial for the evolution of punishment institutions: In the absence of such signals, pool punishment is only stable with second-order punishment and can only evolve when individuals have the freedom not to take part in any interaction. With such signals, individuals can opportunistically adjust their behavior, which promotes the evolution of stable pool punishment even in situations where no one can stand aside. Thus, the human propensity to react opportunistically to credible punishment threats is often sufficient to establish stable punishment institutions and to maintain high levels of cooperation.
Article
Punishment has been considered as an effective mechanism for promoting and sustaining cooperation. In most existing models, punishment always comes as a third strategy alongside cooperation and defection, and it is commonly assumed to be executed based on individual decision rules rather than collective decision rules. Differently from previous works, we employ a democratic procedure by which cooperators cast votes independently and simultaneously for whether to impose punishment on defectors, and we establish a relationship between the cooperators' willingness to punish defectors (WTPD) and whether the punishment is inflicted on defectors. The results illustrate that the population can evolve to full cooperation under consensual punishment. It is noteworthy that, compared with autonomous punishment, whether consensual punishment is more in favor of cooperation crucially depends on the minimum number of votes required for punishment execution as well as the cooperators' WTPD. Our findings highlight the importance of collective decision making in the evolution of cooperation and may provide a mathematical framework for explaining the prevalence of democracy in modern societies.
Article
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Since M. A. Nowak & R. May’s (1992) influential paper, limiting each agent’s interactions to a few neighbors in a network of contacts has been proposed as the simplest mechanism to support the evolution of cooperation in biological and socio-economic systems. The network allows cooperative agents to self-assort into clusters, within which they reciprocate cooperation. This (induced) network reciprocity has been observed in several theoreticalmodels and shown to predict the fixation of cooperation under a simple rule: the benefit produced by an act of cooperation must outweigh the cost of cooperating with all neighbors. However, the experimental evidence among humans is controversial: though the rule seems to be confirmed, the underlying modeling assumptions are not. Specifically, models assume that agents update their strategies by imitating better performing neighbors, even though imitation lacks rationality when interactions are far from all-to-all. Indeed, imitation did not emerge in experiments. What did emerge is that humans are conditioned by their own mood and that, when in a cooperative mood, they reciprocate cooperation. To help resolve the controversy, we design a model in which we rationally confront the two main behaviors emerging from experiments—reciprocal cooperation and unconditional defection—in a networked prisoner’s dilemma. Rationality is introduced by means of a predictive rule for strategy update and is bounded by the assumed model society. We show that both reciprocity and a multi-step predictive horizon are necessary to stabilize cooperation, and sufficient for its fixation, provided the game benefit-to-cost ratio is larger than a measure of network connectivity. We hence rediscover the rule of network reciprocity, underpinned however by a different evolutionary mechanism.
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This chapter presents the fundamental concept of evolutionary game theory. Originally, game theory referred to a mathematical framework for the human decision-making process, containing various variants—whether a game is zero-sum (constant-sum), meaning that if one player wins the other must lose, or non-zero-sum (non-constant-sum); whether a game is symmetric, with both a focal player and an opponent sharing a common payoff structure, or asymmetric; whether a game is 2-player or multi-player; whether a game has two strategies or multiple—and so forth. In any case, classical game theory primarily concerns determining game equilibrium, or a game solution, which can be understood as a steady-state solution or a static solution in the field of conventional science and engineering. On the other hand, evolutionary game theory is rather concerned with the time-evolution of a system. This theory, as well as profound observation of the dynamical process, may allow us to solve some scientific questions—e.g., why cooperation is commonly observed in many animal species, including human beings.
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Glossary Definition of the Subject Introduction Continuation and Discretization of Solutions Normal Forms and the Center Manifold Continuation and Detection of Bifurcations Branch Switching Connecting Orbits Software Environments Future Directions Bibliography
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Punishing defectors is an important means of stabilizing cooperation. When levels of cooperation and punishment are continuous, individuals must employ suitable social standards for defining defectors and for determining punishment levels. Here we investigate the evolution of a social reaction norm, or psychological response function, for determining the punishment level meted out by individuals in dependence on the cooperation level exhibited by their neighbors in a lattice-structured population. We find that (1) cooperation and punishment can undergo runaway selection, with evolution towards enhanced cooperation and an ever more demanding punishment reaction norm mutually reinforcing each other; (2) this mechanism works best when punishment is strict, so that ambiguities in defining defectors are small; (3) when the strictness of punishment can adapt jointly with the threshold and severity of punishment, evolution favors the strict-and-severe punishment of individuals who offer slightly less than average cooperation levels; (4) strict-and-severe punishment naturally evolves and leads to much enhanced cooperation when cooperation without punishment would be weak and neither cooperation nor punishment are too costly; and (5) such evolutionary dynamics enable the bootstrapping of cooperation and punishment, through which defectors who never punish gradually and steadily evolve into cooperators who punish those they define as defectors.
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In biology altruistic behaviour of selfish individuals often can be modelled by the iterated Prisoner's Dilemma game (PD). If the opponents are caught repeatedly in this dilemma reciprocity may lead to cooperative strategies adopted by the individuals. In this article we present results from numerical simulations of the infinitely iterated stochastic alternating PD. First we investigate influences of the memory size on strategies in the alternating two player PD. We show that Firm but Fair is a strong strategy hardly affected by memory size and different values of the temptation to defect. Second we discuss successful strategies in the alternating N player N step memory PD. In this situation we focus on the stability of cooperative strategies and compare the results to experiments of predator inspection by sticklebacks carried out by Milinski and co-workers.Copyright 1998 Academic Press Limited
Article
Cooperation is fundamental to many biological systems. A common metaphor for studying the evolution of cooperation is the Prisoner's Dilemma, a game with two strategies: cooperate or defect. However, cooperation is rare all or nothing, and its evolution probably involves the gradual extension of initially modest degrees of assistance. The inability of the Prisoner's Dilemma to capture this basic aspect limits its use for understanding the evolutionary origins of cooperation. Here we consider a framework for cooperation based on the concept of investment: an act which is costly, but which benefits other individuals, where the cost and benefit depend on the level of investment made. In the resulting Continuous Prisoner's Dilemma the essential problem of cooperation remains: in the absence of any additional structure non-zero levels of investment cannot evolve. However, if investments are considered in a spatially structured context, selfish individuals who make arbitrarily low investments can be invaded by higher-investing mutants. This results in the mean level of investment evolving to significant levels, where it is maintained indefinitely. This approach provides a natural solution to the fundamental problem of how cooperation gradually increases from a non-cooperative state.
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The "tragedy of the commons," that is, the selfish exploitation of resources in the public domain, is a reason for many of our everyday social conflicts. However, humans are often more helpful to others than evolutionary theory would predict, unless indirect reciprocity takes place and is based on image scoring (which reflects the way an individual is viewed by a group), as recently shown by game theorists. We tested this idea under conditions that control for confounding factors. Donations were more frequent to receivers who had been generous to others in earlier interactions. This shows that image scoring promotes cooperative behavior in situations where direct reciprocity is unlikely.
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The problem of sustaining a public resource that everybody is free to overuse-the 'tragedy of the commons'-emerges in many social dilemmas, such as our inability to sustain the global climate. Public goods experiments, which are used to study this type of problem, usually confirm that the collective benefit will not be produced. Because individuals and countries often participate in several social games simultaneously, the interaction of these games may provide a sophisticated way by which to maintain the public resource. Indirect reciprocity, 'give and you shall receive', is built on reputation and can sustain a high level of cooperation, as shown by game theorists. Here we show, through alternating rounds of public goods and indirect reciprocity games, that the need to maintain reputation for indirect reciprocity maintains contributions to the public good at an unexpectedly high level. But if rounds of indirect reciprocation are not expected, then contributions to the public good drop quickly to zero. Alternating the games leads to higher profits for all players. As reputation may be a currency that is valid in many social games, our approach could be used to test social dilemmas for their solubility.
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The public goods game represents a straightforward generalization of the prisoner's dilemma to an arbitrary number of players. Since the dominant strategy is to defect, both classical and evolutionary game theory predict the asocial outcome that no player contributes to the public goods. In contrast to the compulsory public goods game, optional participation provides a natural way to avoid deadlocks in the state of mutual defection. The three resulting strategies--collaboration or defection in the public goods game, as well as not joining at all--are studied by means of a replicator dynamics, which can be completely analysed in spite of the fact that the payoff terms are nonlinear. If cooperation is valuable enough, the dynamics exhibits a rock-scissors-paper type of cycling between the three strategies, leading to sizeable average levels of cooperation in the population. Thus, voluntary participation makes cooperation feasible. But for each strategy, the average payoff value remains equal to the earnings of those not participating in the public goods game.
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Many people voluntarily incur costs to punish violations of social norms. Evolutionary models and empirical evidence indicate that such altruistic punishment has been a decisive force in the evolution of human cooperation. We used H2 15O positron emission tomography to examine the neural basis for altruistic punishment of defectors in an economic exchange. Subjects could punish defection either symbolically or effectively. Symbolic punishment did not reduce the defector's economic payoff, whereas effective punishment did reduce the payoff. We scanned the subjects' brains while they learned about the defector's abuse of trust and determined the punishment. Effective punishment, as compared with symbolic punishment, activated the dorsal striatum, which has been implicated in the processing of rewards that accrue as a result of goal-directed actions. Moreover, subjects with stronger activations in the dorsal striatum were willing to incur greater costs in order to punish. Our findings support the hypothesis that people derive satisfaction from punishing norm violations and that the activation in the dorsal striatum reflects the anticipated satisfaction from punishing defectors.