| Literature DB >> 21833289 |
Jeffrey R Stevens1, Jenny Volstorf, Lael J Schooler, Jörg Rieskamp.
Abstract
Theoretical studies of cooperative behavior have focused on decision strategies that depend on a partner's last choices. The findings from this work assume that players accurately remember past actions. The kind of memory that these strategies employ, however, does not reflect what we know about memory. Here, we show that human memory may not meet the requirements needed to use these strategies. When asked to recall the previous behavior of simulated partners in a cooperative memory task, participants performed poorly, making errors in 10-24% of the trials. Participants made more errors when required to track more partners. We conducted agent-based simulations to evaluate how well cooperative strategies cope with error. These simulations suggest that, even with few errors, cooperation could not be maintained at the error rates demonstrated by our participants. Our results indicate that the strategies typically used in the study of cooperation likely do not reflect the underlying cognitive capacities used by humans and other animals in social interactions. By including unrealistic assumptions about cognition, theoretical models may have overestimated the robustness of the existing cooperative strategies. To remedy this, future models should incorporate what we know about cognition.Entities:
Keywords: agent-based simulation; cooperation; decision strategy; forgetting; memory; prisoner's dilemma; tit-for-tat
Year: 2011 PMID: 21833289 PMCID: PMC3153839 DOI: 10.3389/fpsyg.2010.00235
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Experimental conditions.
| Condition # | Partners | Interactions | Replicates | Total trials |
|---|---|---|---|---|
| 1 | 5 | 5 | 6 | 150 |
| 2 | 5 | 10 | 3 | 150 |
| 3 | 5 | 15 | 2 | 150 |
| 4 | 10 | 5 | 3 | 150 |
| 5 | 10 | 10 | 2 | 200 |
| 6 | 10 | 15 | 1 | 150 |
| 7 | 15 | 5 | 2 | 150 |
| 8 | 15 | 10 | 1 | 150 |
| 9 | 15 | 15 | 1 | 225 |
Figure 1Screen shots of the cooperative memory task. In the first round of the task (top row), participants observed an image and the name of each partner, along with the current action. After viewing this for each partner, participants were asked for a partner's previous choice, given feedback on his or her response, and updated on the partner's new choice before moving on to the next partner (middle and bottom rows). Numbers below screens give presentation times for screens and between screens.
Figure 2Memory error rate as a function of partner number and number of interactions. Boxplots show that the error rate increased with group size (N = 24 participants in each of nine conditions). The number of interactions per partner, however, did not influence error rate. Diamonds represent the mean, lines represent the median, boxes represent the interquartile range, and whiskers represent 1.5 times the interquartile range.
Figure 3Interference effects on memory accuracy. The mean (±SEM) error rate increased with more intervening interactions across all three group sizes (collapsing across the number of interactions per partner), with the effect more pronounced in group sizes of 10 or 15. The smooth lines represent the least-squares best-fit Wickelgren's (1974) power function of memory to either the 5-partner data or combined 10- and 15-partner data (for both lines, R2 = 0.90).
Figure 4Error rate as a function of round number. The mean (±SEM) error rate increased in the first three or four rounds before decreasing.
Prisoner's dilemma matrix.
| Against | |||
|---|---|---|---|
| Cooperate | Defect | ||
| Cooperate | |||
| Defect | |||
Strategy descriptions.
| Strategy | Description (with |
|---|---|
| ALLC | Always cooperate. |
| ALLD (all defect) | Always defect. |
| CTFT (contrite TFT) | Cooperate in the first round, then copy partner's choice in previous round. If agent mistakenly defects, switch to cooperating |
| GRIM (grim trigger or Friedman) | Cooperate until partner defects, then always defect. |
| GTFT (generous TFT) | Cooperate in the first round, then copy partner's choice in previous round. If partner defected, cooperate with probability 0.33. |
| RAND (random) | Randomly choose to cooperate or defect for each round. |
| TFT (tit-for-tat) | Cooperate in the first round, then copy partner's choice in previous round. |
| TF2T (tit-for-two-tats) | Cooperate in the first two rounds, then copy partner's choice in previous round. If partner defected, look back |
| WSLS (win-stay, | Cooperate following mutual cooperation or mutual defection, otherwise defect. |
Figure 5Agent-based simulations of error rate effects. When varying error rates across a range of values, GRIM, CTFT, TFT, WSLS, and ALLD survived with few errors (we do not show strategies with success rates lower than 0.05%). At higher rates (e.g., error rates observed in the experiment are shaded), however, ALLD and GRIM outperformed the other strategies. The proportion of cooperative choices made by all agents in the last generation decreased rapidly with increasing error rate.
Figure 6Game-theoretical payoffs of strategies as a function of error rate. For each strategy, we calculated how all strategies perform against that strategy over a range of error rates. When the strategy playing against itself has a higher payoff than any other strategy playing against it, this is an evolutionarily stable strategy (ESS). Strategies CTFT and TF2T were simulated rather than analytically calculated.