| Literature DB >> 25267828 |
Jennifer B Misyak1, Nick Chater2.
Abstract
An essential element of goal-directed decision-making in social contexts is that agents' actions may be mutually interdependent. However, the most well-developed approaches to such strategic interactions, based on the Nash equilibrium concept in game theory, are sometimes too broad and at other times 'overlook' good solutions to fundamental social dilemmas and coordination problems. The authors propose a new theory of social decision-making-virtual bargaining-in which individuals decide among a set of moves on the basis of what they would agree to do if they could openly bargain. The core principles of a formal account are outlined (vis-à-vis the notions of 'feasible agreement' and explicit negotiation) and further illustrated with the introduction of a new game, dubbed the 'Boobytrap game' (a modification on the canonical Prisoner's Dilemma paradigm). In the first empirical data of how individuals play the Boobytrap game, participants' experimental choices accord well with a virtual bargaining perspective, but do not match predictions from a standard Nash account. Alternative frameworks are discussed, with specific empirical tests between these and virtual bargaining identified as future research directions. Lastly, it is proposed that virtual bargaining underpins a vast range of human activities, from social decision-making to joint action and communication.Entities:
Keywords: coordination; social decision-making; strategic interaction; virtual bargaining
Mesh:
Year: 2014 PMID: 25267828 PMCID: PMC4186239 DOI: 10.1098/rstb.2013.0487
Source DB: PubMed Journal: Philos Trans R Soc Lond B Biol Sci ISSN: 0962-8436 Impact factor: 6.237
Figure 1.Various games represented in normal form matrices. The ‘Row’ player decides between strategies delineated by rows and the ‘Column’ player decides between strategies delineated by columns. Ordered values in cells represent pay-offs to Row and Column players, respectively, for each possible interdependent outcome. (a) PD game, with strategies of C (Cooperate) and D (Defect). (b) Matching Pennies game, with strategies H (Heads) and T (Tails). Row ‘wins’ if both players choose identically (i.e. Heads–Heads or Tails–Tails); Column ‘wins’ otherwise. (c) Simple coordination game, where players obtain a pay-off if they make the same move. (d) Hi–Lo coordination game. The equilibrium (H,H) yields higher pay-offs for both players than another pure strategy equilibrium of (L,L) (or even a mixed strategy equilibrium in which both players choose L with probability 2/3). (e) Battle-of-the-Sexes game. Players must coordinate between one equilibrium that is preferable for the Row player and another that is preferable for the Column player. (The game's name comes from an imagined couple, one of whom prefers, say, ballet, whereas the other prefers football. They must independently decide which event to attend; both will be utterly miserable if they do not make the same choice.) Here, (A,A) is fairly good for both players, whereas (B,B) is very bad for the Row player. (f) Coordination game, unsolvable by maximizing summed pay-offs. Intuition suggests that players will have common knowledge that, if faced with a choice agreeing to the pay-offs (10, 1) and (5, 5), the latter will prevail. (Both players know that the Column player will never agree to such an outrageously asymmetrical split.) Of course, if the players could redistribute resources after the bargain is complete, and can perfectly trust each other to do so, then they will always choose the equilibrium of the greatest summed pay-offs, to maximize the ‘spoils’ to be divided. We will not consider such post-bargain trading here.
Figure 2.(a) A specific pay-off structure for the Boobytrap game. The ordinal relationships among values in the top-left inner quadrant of the matrix, comprising the outcome pay-offs for the strategy-subset cooperate and defect, are the same as those for PD (as illustrated previously in figure 1a). The Boobytrap game modifies a standard PD game by symmetrically adding the third strategy of boobytrap. (b) Generalized structure of the Boobytrap game. R, S, T and P are pay-off variables that follow standard inequalities of a PD game: T > R > P > S. If one player plays C (‘cooperate’) and the other plays D (‘defect’), then the cooperator obtains a low pay-off (S), and the defector a high pay-off (T). If both cooperate, they both receive a fairly good pay-off (R); but if both defect they receive the fairly bad pay-off (P). This is the standard structure in the well-known PD game. The ‘impact’ pay-off I occurs to a player who plays D when the other plays B (‘boobytrap’); I < R. The ‘cost’ (reduction in pay-off) of playing B is represented by c, which is positive-valued.
Figure 3.Experimental games consisting of four decomposed matrices (Matrix 1–4) and one full matrix (Matrix 5) corresponding to the Boobytrap game.
Figure 4.Mean selection rate of strategies B (Boobytrap), C (Cooperate) and D (Defect) across matrices. Choices for matrices 3 and 4 were combined and grouped according to the two strategy sets available to participants: D or C; C or B.
Proportion and number of game outcomes per game matrix. PD, Prisoner's Dilemma; BT, Boobytrap game. Column headings represent players' joint outcomes, arising from choice combinations among the strategies C, B and D. Greyed cells indicate unattainable outcomes for a given matrix's strategies.
| (C,C) | (C,B)/(B,C) | (B,B) | (D,B)/(B,D) | (C,D)/(D,C) | (D,D) | |
|---|---|---|---|---|---|---|
| Matrix 1 | 0.99 (179) | 0.01 (1) | 0.00 (0) | — | — | — |
| Matrix 2 (PD) | 0.01 (1) | — | — | — | 0.14 (25) | 0.86 (154) |
| Matrix 3 (2 × 2 BT) | 0.61 (109) | 0.26 (46) | — | 0.03 (6) | 0.11 (19) | — |
| Matrix 4 (2 × 2 BT) | 0.56 (100) | 0.31 (55) | — | 0.06 (10) | 0.08 (15) | — |
| Matrix 5 (3 × 3 BT) | 0.48 (43) | 0.30 (27) | 0.04 (4) | 0.04 (4) | 0.13 (12) | 0.00 (0) |
Figure 5.A variation of the Boobytrap game. See text for explanation.