| Literature DB >> 25750619 |
Nichola J Raihani1, Redouan Bshary2.
Abstract
Humans regularly help strangers, even when interactions are apparently unobserved and unlikely to be repeated. Such situations have been simulated in the laboratory using anonymous one-shot games (e.g., prisoner's dilemma) where the payoff matrices used make helping biologically altruistic. As in real-life, participants often cooperate in the lab in these one-shot games with non-relatives, despite that fact that helping is under negative selection under these circumstances. Two broad explanations for such behavior prevail. The "big mistake" or "mismatch" theorists argue that behavior is constrained by psychological mechanisms that evolved predominantly in the context of repeated interactions with known individuals. In contrast, the cultural group selection theorists posit that humans have been selected to cooperate in anonymous one-shot interactions due to strong between-group competition, which creates interdependence among in-group members. We present these two hypotheses before discussing alternative routes by which humans could increase their direct fitness by cooperating with strangers under natural conditions. In doing so, we explain why the standard lab games do not capture real-life in various important aspects. First, asymmetries in the cost of perceptual errors regarding the context of the interaction (one-shot vs. repeated; anonymous vs. public) might have selected for strategies that minimize the chance of making costly behavioral errors. Second, helping strangers might be a successful strategy for identifying other cooperative individuals in the population, where partner choice can turn strangers into interaction partners. Third, in contrast to the assumptions of the prisoner's dilemma model, it is possible that benefits of cooperation follow a non-linear function of investment. Non-linear benefits result in negative frequency dependence even in one-shot games. Finally, in many real-world situations individuals are able to parcel investments such that a one-shot interaction is turned into a repeated game of many decisions.Entities:
Keywords: cultural group selection; error-management; human cooperation; one-shot games; prisoner’s dilemma; strong reciprocity
Year: 2015 PMID: 25750619 PMCID: PMC4335183 DOI: 10.3389/fnbeh.2015.00039
Source DB: PubMed Journal: Front Behav Neurosci ISSN: 1662-5153 Impact factor: 3.558
Figure 1Payoffs accruing to (Player 1, Player 2) according to each player’s decision to cooperate (C) or defect (D) in a social dilemma are shown. R is the reward for mutual cooperation, T is the temptation to defect, S is the sucker’s payoff and P is the punishment for mutual defection. A game satisfies the assumptions of the prisoner’s dilemma where T > R > P > S. The snowdrift game is captured wherever T > R > S > P. Thus, the prisoner’s dilemma and the snowdrift game differ only in the best possible response to a partner’s defection: in the prisoner’s dilemma, the best response is to defect whereas in the snowdrift game, the best response is to cooperate.
The key features of different theories to explain why humans cooperate in ostensibly anonymous, one-shot encounters.
| Theory | Where did strategies used in lab games evolve? | How might individuals benefit from helping strangers? | Is helping behavior adaptive in anonymous, one-shot lab games? |
|---|---|---|---|
| Mismatch/Big-mistake | Strategies evolved in context of repeated interactions with known partners. | No benefit | No |
| Between group competition | Strategies evolved to deal with (in-group) strangers even in one-shot, anonymous situations. | Benefit occurs in context of between-group competition. Unclear whether individual benefits directly (interdependence) or whether benefits accrue indirectly to kin residing in the group. | Maybe—if other people in the game are the relevant in-group and if helping in this setting somehow increases the group’s performance in competition with other groups. This prediction needs empirical verification. |
| Misperceiving interaction duration or anonymity | Strategies evolved to deal with strangers in situations with a probability of being anonymous/one-shot but where there was uncertainty over these parameters. | Individuals benefit from helping strangers if there are asymmetries in costs of misperceiving interaction duration/anonymity. | No |
| Partner choice via exploration | Strategies evolved to identify potential cooperative interaction partners from the population. | Individuals benefit from helping if this allows them to identify cooperative partners in the population and to establish relationships with these partners. | No |
| Alternative payoff matrices | Strategies evolved in the context of non-linear games. | Individual can benefit from helping if benefits of investing in public good are negative frequency dependent. | No |
| Parceled investments | Strategies evolved in contexts where individuals could parcel investments into smaller units, thereby turning one-shot interactions into games involving repeated decisions. | Individuals benefit if partner’s cooperative decisions/continuing the interaction are conditional upon the individual acting helpfully. | No |