| Literature DB >> 34601905 |
Junhui Wu1,2, Szabolcs Számadó3,4, Pat Barclay5, Bianca Beersma6, Terence D Dores Cruz6, Sergio Lo Iacono7, Annika S Nieper6, Kim Peters8, Wojtek Przepiorka7, Leo Tiokhin9, Paul A M Van Lange10.
Abstract
Gossip, or sharing information about absent others, has been identified as an effective solution to free rider problems in situations with conflicting interests. Yet, the information transmitted via gossip can be biased, because gossipers may send dishonest information about others for personal gains. Such dishonest gossip makes reputation-based cooperation more difficult to evolve. But when are people likely to share honest or dishonest gossip? We build formal models to provide the theoretical foundation for individuals' gossip strategies, taking into account the gossiper's fitness interdependence with the receiver and the target. Our models across four different games suggest a very simple rule: when there is a perfect match (mismatch) between fitness interdependence and the effect of honest gossip, the gossiper should always be honest (dishonest); however, in the case of a partial match, the gossiper should make a choice based on their fitness interdependence with the receiver and the target and the marginal cost/benefit in terms of pay-off differences caused by possible choices of the receiver and the target in the game. Moreover, gossipers can use this simple rule to make optimal decisions even under noise. We discuss empirical examples that support the predictions of our model and potential extensions. This article is part of the theme issue 'The language of cooperation: reputation and honest signalling'.Entities:
Keywords: cooperation; dishonest gossip; fitness interdependence; modelling approach; reputation
Mesh:
Year: 2021 PMID: 34601905 PMCID: PMC8487735 DOI: 10.1098/rstb.2020.0300
Source DB: PubMed Journal: Philos Trans R Soc Lond B Biol Sci ISSN: 0962-8436 Impact factor: 6.671
Figure 1Structure of the sequential interaction between the gossiper, the receiver and the target. First, the gossiper decides to send honest or dishonest gossip to the receiver, then the receiver and the target interact in a two-person game. The gossiper's fitness outcome (and thus their optimal decision about whether to share honest gossip) is influenced by their fitness interdependence with the receiver and the target.
Conditions for honest gossip across four games with a cooperating or defecting target. In the stag-hunt and snowdrift games, R denotes the benefit of mutual cooperation, P denotes the cost of mutual defection, T is the ‘temptation’ benefit of defecting against a cooperating player, while S is the ‘sucker's pay-off’; in the helping and punishment games, c denotes the cost of helping/punishing the target, b denotes the benefit for the target from helping and γ denotes the fine imposed on the target. Vgr, the gossiper's fitness interdependence with the receiver; Vgt, the gossiper's fitness interdependence with the target.
| game | target type | condition for honest gossip | |
|---|---|---|---|
| stag-hunt game | cooperating | inequality (3.3) | |
| defecting | inequality (3.4) | ||
| snowdrift game | cooperating | inequality (3.5) | |
| defecting | inequality (3.6) | ||
| helping game | cooperating | inequality (3.7) | |
| defecting | inequality (3.8) | ||
| punishment game | cooperating | inequality (3.9) | |
| defecting | inequality (3.10) |
Figure 2The marginal cost/benefit of honest gossip (a–d; darker green: higher marginal benefit of honest gossip, darker red: higher marginal cost of honest gossip; cost and benefit are represented with negative and positive numbers on the right bar) and the predicted behaviour of the gossiper (e–h; green area: honest gossip, red area: dishonest gossip) across the four main interaction types as a function of the fitness interdependence between the gossiper and the target (Vgt) and between the gossiper and the receiver (Vgr). (a,e) Mutualism (receiver/target: +/+; stag-hunt game with a cooperating target; T = 0, S = 0.1); (b,f) antagonism (receiver/target: +/−, snowdrift game with a cooperating target; T = 1.5, S = 0.5); (c,g) antagonism (receiver/target: −/+, helping game with a cooperating target; b = 1, c = 1); (d,h) competition (receiver/target: −/−, punishment game with a defecting target; c = 1, γ = 1).
Summary of predictions of the gossiper's behaviour depending on the game type and fitness interdependence. Vgr, the gossiper's fitness interdependence with the receiver; Vgt, the gossiper's fitness interdependence with the target; Er(H), the fitness outcome of honest gossip for the receiver; Et(H), the fitness outcome of honest gossip for the target. +/–, positive/negative.
| game type | fitness interdependence | effect of honest gossip | gossiper's expected behaviour | |||
|---|---|---|---|---|---|---|
| stag-hunt gamea | + | + | + | + | honest | |
| + | – | + | + | honest if inequality (3.3) holds | dishonest otherwise | |
| – | + | + | + | honest if inequality (3.3) holds | dishonest otherwise | |
| – | – | + | + | dishonest | ||
| snowdrift gamea | + | + | + | – | honest if inequality (3.5) holds | dishonest otherwise |
| + | – | + | – | honest | ||
| – | + | + | – | dishonest | ||
| – | – | + | – | honest if inequality (3.5) holds | dishonest otherwise | |
| helping gamea | + | + | – | + | honest if inequality (3.7) holds | dishonest otherwise |
| + | – | – | + | dishonest | ||
| – | + | – | + | honest | ||
| – | – | – | + | honest if inequality (3.7) holds | dishonest otherwise | |
| punishment gameb | + | + | – | – | dishonest | |
| + | – | – | – | honest if inequality (3.10) holds | dishonest otherwise | |
| – | + | – | – | honest if inequality (3.10) holds | dishonest otherwise | |
| – | – | – | – | honest | ||
aVersus a cooperating target.
bVersus a defecting target.
Figure 3The predicted behaviour of the gossiper under noise (a–d; green area: honest gossip, red area: dishonest gossip) and the probability of making a mistake (e–h; µ = 0; = 0.25; see further details in the electronic supplementary material). (a,e) Mutualism (receiver/target: +/+; stag-hunt game with a cooperating target; T = 0, S = 0.1); (b,f) antagonism (receiver/target: +/−, snowdrift game with a cooperating target; T = 1.5, S = 0.5); (c,g) antagonism (receiver/target: −/+, helping game with a cooperating target; b = 1; c = 1); (d,h) competition (receiver/target: −/−, punishment game with a defecting target; c = 1, γ = 1).