| Literature DB >> 35174016 |
Vasileios Mantas1, Artemios Pehlivanidis1, Vasileia Kotoula2, Katerina Papanikolaou3, Georgia Vassiliou1, Anthoula Papaiakovou1, Charalambos Papageorgiou1.
Abstract
The Prisoner's Dilemma (PD) is one of the most popular concepts amongst the scientific literature. The task is used in order to study different types of social interactions by giving participants the choice to defect or cooperate in a specific social setting/dilemma. This review focuses on the technical characteristics of the PD task as it is used in medical literature and describes how the different PD settings could influence the players' behaviour. We identify all the studies that have used the PD task in medical research with human participants and distinguish, following a heuristic approach, seven parameters that can differentiate a PD task, namely (a) the opponent parties' composition; (b) the type of the opponent as perceived by the players; (c) the interaction flow of the game; (d) the number of rounds; (e) the instructions narrative and options that are given to players; (f) the strategy and (g) the reward matrix and payoffs of the game. We describe how each parameter could influence the final outcome of the PD task and highlight the great variability concerning the settings of these parameters in medical research. Our aim is to point out the heterogeneity of such methods in the past literature and to assist future researchers with their methodology design.Entities:
Keywords: Medical research; PD; Prisoner’s dilemma
Year: 2022 PMID: 35174016 PMCID: PMC8802712 DOI: 10.7717/peerj.12829
Source DB: PubMed Journal: PeerJ ISSN: 2167-8359 Impact factor: 2.984
Figure 1The PRISMA flow diagram.
For the purposes of this review we focused on medical literature studies with actual participants. A total of 228 articles are included. We have identified seven parameters, that based on our experience as well as the current literature could significantly differentiate the outcome of a PD experiment. Each article was examined and classified based on the choice that the experimenters have made concerning these seven PD parameters.
This table summarized the different PD scenarios that are used in the literature.
| Scenario | Description |
|---|---|
| Investment story | Participants are investors who have to choose between two investment projects, project X and Y. |
| Waitress tip story | Players must decide individually whether to contribute to a tip for the waiter. |
| Water shortage story | In a region suffering from drought, water is distributed by authorities in equal shares for each citizen. Players represent two different citizens who in order to obtain more supplies could pretend to represent the other citizen too. This succeeds only if one of the players complies else, if they try to cheat as well, both parties are punished by the authorities. |
| Boss-colleagues story | Players are colleagues who collaborated for a work project. Their boss is not satisfied with the quality and calls them individually into their office for explanations. There, the players have the choice to remain silent or blame each other. |
| Students’ copy story | Players take the role of students who copied at a test. Their professor notices that the tests are identical and convenes separately with each one telling them that if one of the two confesses (defection) the player will pass the test else they will have to wait for a number of sessions before taking it again. |
| Product offer story | Players take the role of owners of competing shops. They have to decide what price to assign to individual products. Either standard or sale (defection) price. |
| Sharing secrets story | Players, individually hide a secret in one of several boxes and have the opportunity to mutually plan their strategy for the trial. They have to decide, in private with the interviewer, whether or not to reveal (defection) to the interviewer the location of the secret. Even in the latter scenario, it is possible for the secret to be revealed by lack, as the interviewer can make one guess. |
| Arms race | Players play the role of a country leader deciding for their country’s resources. They can choose between military (missiles) or economic (factories) development. |
| Doors-keys or Chests-keys ( | The apparatus consists of two doors (or chests) of color X and two of color Y. Each one opens to a room with a reward and one key of color X or Y, both known to players. Opening a door, player A gets the reward, discards his current key and passes the revealed key to player B in order to make his door choice. The round finishes after both players get their reward with player A having the key which was inside the room opened by player B in the previous round. The above setting indicates a sequential PD. Each player defines the possible rewards of the other. The color of keys and the rewards are put in such a way that they form a classical PD reward matrix. |
| Give doubled (or tripled) | Each player, in each round is handed an amount of money and has to decide how much to give to the other. The amount given is doubled (or tripled). The formed matrix is dynamic and depends on decisions combination. Reward for player A equals: |
| Leave doubled | Each player is handed with an amount each round and has to decide whether to leave or take other’s. The amount left is doubled for the opponent. The logic and rewards are the same as ‘give doubled’. |
| Give doubled—keep tripled | Each player is handed with an amount each round and has to decide how much to give to the other. The amount given is doubled for each one and the amount kept is tripled individually. The formed matrix is dynamic and depends on decisions combination. Reward for player A equals: 3 * ( |
| Balls in baskets | Simple representation of ‘Give double—keep triple’. Putting a ball in basket A gives two points to all while putting it in basket B three to oneself. |
| Trays and beans | Apparatus consists of two similar, but independent, parallel et al., tilting trays with differently colored sides. Each player has control over one tray and has to decide between pulling his tray and gaining a reward that is stored in his side or pushing it thus giving their opponent the reward stored in the opposite side. |
| Joint invest | Each player is hande an amount for each round and has to decide how much to contribute, all or part of the amount, to an investment with the other player. The gathered amount is multiplied by a factor and distributed evenly between them. The formed matrix from decision combination is T: |
| Split or steal | Players mutually gather or are handed an amount. They have to decide whether to split it in half or steal the total. If they both steal, they get nothing. The formed matrix from decisions combination is T:2 * |
Note:
A brief summary of the key elements of each PD scenario is offered in this table. The way each possible scenario could influence the outcome of the PD task is presented in the main text.
This table summarises all the available PD strategies used in the literature.
| Strategy name | Description |
|---|---|
| Always Cooperate | Cooperates in each round. |
| Always Defect | Defects in each round. |
| Random | 50% of cooperation or defection. |
| Tit for tat | Starts with cooperation and then the design replicate the opponents’ previous move. |
| ‘Tft’ with | |
| Tit for | ‘Tft’ with cooperating until |
| Pavlov or Win-stay-Lose-swift | Switch choice whenever receives S or P payoffs. |
| Suspicious tit for tat | Like ‘tft’ but as ‘wsls’ does not swift on T payoff. |
|
| Cooperation in first round, defection in last three, else, decision based on last two players’ choices. |
|
| 50% possibility of reciprocate cooperation and always reciprocate defection. |
|
| For player A: 90% reciprocates defection and 67% reciprocates cooperation. For player B, ‘tft’ with 33% of cooperation after mutual defection, 10% of cooperation after unilateral (own) defection and always defection after two consecutive rounds of unilateral (own) defection. |
| Cooperation in the first round, defection in the last two, 50% possibility of defection after four consecutive mutual cooperation rounds. Else, the decision is based on the player’s last two choices. | |
| Zero Determinant (ZD) strategies ( | Each decision is determined by the probabilities of cooperation based on the four possible choice combinations of the previous round. |
Note:
A brief description of the key elements of each strategy is presented in this table. The impact that each strategy could have on the PD outcome is presented in the ’Strategy’ section of our review.