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Dirk Helbing*a, Attila Szolnokib, Matjaz Percc, Gyorgy Szabob, and Wenjian Yua
aETH Zurich, Chair of Sociology, in particular of Modeling and Simulation, Clausiusstr. 50, 8092 Zurich, Switzerland,bResearch Institute for Technical Physics and Materials Science, P.O. Box 49, H-1525 Budapest, Hungary, and cFaculty of Natural Sciences and Mathematics, University of Maribor, Koro?ska cesta 160, SI-2000 Maribor, Slovenia
Recent lab experiments by Traulsen et al. (1) for the spatial prisoner's dilemma suggest that exploratory behavior of human subjects prevents cooperation through neighborhood interactions over experimentally accessible time spans. This indicates that new theoretical and experimental efforts are needed to explore the mechanisms offering fascinating explanations for a number of famous puzzles in the social sciences.
When Nowak and May published their computational study
of spatial games in 1992, it soon became a scientific milestone (2). They showed that altruistic ("cooperative'')
behavior would be able to survive through spatial clustering. This
finding, also called "network reciprocity'' (3), is
enormously important, as cooperation is the essence that keeps
societies together. It is the basis of solidarity and social order.
When humans stop cooperating, this implies a war of everybody against
everybody.
Understanding why and under what conditions humans
cooperate is one of the grand challenges of science (4),
particularly in social dilemma situations (where collective cooperation
is beneficial, but individual free-riding is even more profitable). How
should humans otherwise be able to create public goods (such as a
shared culture or a public infrastructure), build up functioning social
benefit systems, or fight global warming collectively in the future? From
a theoretical point of view, Nowak and May's work demonstrates that the
representative agent paradigm of economics (according to which
interactions with others can be represented by the interaction with average individuals) can be quite misleading. This paradigm
predicts that cooperation should completely disappear in social dilemma
situations, leading to a "tragedy of the commons''. If the world was really like this, social systems would not work.
However,
when the same interactions take place in a spatial setting, they can
cause correlations between the behaviors of neighboring individuals,
which can dramatically change the outcome of the system (as long as the
interactions are local rather than global). The effect is even more
pronounced, when a success-driven kind of mobility is considered in the
model (5). Spatio-temporal pattern formation facilitates a co-evolution of the behaviors and the spatial organization of
individuals, creating a "social milieu'' that can encourage
cooperative behavior. In fact, some long-standing puzzles in the social
sciences find a natural solution, when spatial interactions (and
mobility) are taken into account. This includes the
higher-than-expected level of cooperation in social dilemma situations
and the spreading of costly punishment (the eventual disappearance of
defectors and "second-order free-riders'', i.e. cooperators who abstain from the punishment of non-cooperative behaviors), see Fig. 1.
Figure
1: Phase diagram showing the finally remaining strategies in the
spatial public goods game with cooperators (C), defectors (D),
cooperators who punish defectors (PC) and hypocritical punishers (PD),
who punish other defectors while defecting themselves (after Ref. (17)). Initially, each of the four strategies occupies 25% of
the sites of the square lattice, and their distribution is uniform in
space. However, due to their evolutionary competition, two or three
strategies die out after some time. The finally resulting state depends
on the punishment cost, the punishment fine, and the synergy r of
cooperation (the factor by which cooperation increases the sum of
investments). The displayed phase diagrams are for (a) r=2.0, (b) r=3.5, and (c) r=4.4. (d) Enlargement of the small- cost area for r=3.5. Solid separating lines indicate that the resulting fractions
of all strategies change continuously with a modification of the
punishment cost and punishment fine, while broken lines correspond to
discontinuous changes. All diagrams show that cooperators and defectors
cannot stop the spreading of costly punishment, if only the
fine-to-cost ratio is large enough (see green PC area). Note that, in
the absence of defectors, the spreading of punishing cooperators is
extremely slow and follows a voter model kind of dynamics. A small
level of strategy mutations (which continuously creates a small number
of strategies of all kinds, in particular defectors) can largely
accelerate the spreading of them. Furthermore, there are parameter regions where punishing cooperators can crowd out "second-order free-riders'' (non-punishing cooperators)
in the presence of defectors (D+PC). Finally, for low punishment costs,
but moderate punishment fines, it may happen that "moralists'', who cooperate and punish non-cooperative behavior, can
only survive through an "unholy alliance'' with "immoral'',
hypocritical punishers (PD+PC). For related videos, see /research/secondorder-freeriders or
http://www.matjazperc.com/games/moral.html.
Despite the
importance of these topics, it took 18 years until somebody made an
effort to test the effect of spatial game- theoretical interactions in
laboratory experiments. The recent study of Traulsen et al. (1) reports experiments of a spatial prisoner's dilemma
game for the original setting of Nowak and May, while the size of the
spatial grid, the number of interaction partners and the payoff
parameters were modified for experimental reasons. According to their
results, spatial interactions have no significant effect on the
level of cooperation. This is, because their experimental subjects did
not show an unconditional imitation of neighbors with a higher payoff,
as it is assumed in many game- theoretical models.
In fact, it
is known that certain game-theoretical results are sensitive to details
of the model such as the number of interaction partners, the inclusion
of self-interactions or not, or significant levels of randomness (see
videos 1-4). Moreover, people have proposed a considerable number of
different strategy update rules, which matter as well. Besides
unconditional imitation, these include the best response rule (6), multi-stage strategies such as tit for tat (7),
win-stay-lose-shift rules (8) and aspiration-dependent rules
(9), furthermore probabilistic rules such as the proportional
imitation rule (9), the Fermi rule (11), and the
unconditional imitation rule with a superimposed randomness ("noise'')
(5). In addition, there are voter (12) and opinion
dynamics models (13) of various kinds, which assume social
influence. According to these, individuals would imitate behavioral
strategies, which are more frequent in their neighborhood. So, how do
individuals really update their behavioral strategies?
Video 1:
Computer simulation of the spatial prisoner's dilemma without
self-interactions, illustrating the representative dynamics of strategy
updating on a 49x49 lattice. Here, we assume an unconditional
imitation of the best performing direct neighbor (given his/her payoff
was higher). Blue sites correspond to cooperative individuals, red
sites to defecting ones. The payoffs in the underlying prisoner's
dilemma were assumed as in the paper by Traulsen et al. (1).
It is visible that the level of cooperation decays quickly, and
defectors prevail after a short time. Since the simulation
assumes no randomness in the strategy updates, the spatial
configuration "freezes" quickly, i.e. it does not change anymore after
a few iterations.
Traulsen et al. find that the probability
to cooperate increases with the number of cooperative neighbors as
expected from the Asch experiment (14). Moreover, the
probability of strategy changes increases with the payoff difference in
a way that can be approximated by the Fermi rule (11). In the
case of two behavioral strategies only, it corresponds to the
well-known multi- nomial logit model of decision theory (15).
However, there is a discontinuity in the data as the payoff difference
turns from positive to negative values, which may be an effect of risk
aversion (16). To describe the time-dependent level of
cooperation, it is sufficient to assume unconditional imitation with a
certain probability and strategy mutations otherwise, where the
mutation rate is surprisingly large in the beginning and exponentially
decaying over time.
Video 2: Computer simulation of the
spatial prisoner's dilemma without self-interactions, illustrating the
representative dynamics of strategy updating according to Eq. [3] of
Traulsen et al. (1). The lattice size, payoff parameters, and
color coding are the same as in Video 1, but individuals are performing
random strategy updates with an exponentially decaying probability,
while unconditional imitation occurs only otherwise. Due to the
presence of strategy mutations, the spatial configuration keeps
changing. Compared to Video 1, the level of cooperation drops
further, since metastable configurations are broken up by strategy
mutations ("noise").
The most surprising fact is maybe not
the high level of randomness, which is quite typical for social
systems. While one may expect that a large noise level quickly reduces
a high level of cooperation, it actually leads to more
cooperation than the unconditional imitation rule predicts (see Fig. 2
of Ref. (1)). This goes along with a significantly higher
average payoff than for the unconditional imitation rule (see
Supporting Information). In other words, the random component of the
strategy update is profitable for the experimental subjects. This
suggests that noise in social systems may play a functional role.
Video
3: Computer simulation of the spatial prisoner's dilemma assuming
unconditional imitation. Compared to Video 1, we take self-
interactions into account, which supports the spreading of cooperators.
Since individuals are assumed to imitate unconditionally, there are no
strategy mutations. As a consequence, the spatial configuration freezes
after a few iterations.
Given that Traulsen et al. do not
find effects of spatial interactions, do we have to say good bye to
network reciprocity in social systems and to all the nice explanations
that it offers? Probably not. The empirically confirmed spreading
of obesity, smoking, happiness, and cooperation in social networks
(18) suggests that effects of imitating neighbors (also friends
or colleagues) are relevant, but probably over longer time periods than 25
interactions. In fact, according to formula [3] of Traulsen et al., one
would expect a sudden spreading of cooperation when the mutation rate
has decreased to low values (after about 40 iterations), given that
self-interactions are taken into account (see Supporting Information).
To make the effect observable experimentally, it would be essential to
reduce the necessary number of iterations for the occurrence of it and
favorable to control the noise level.
Video 4: Computer
simulation of the spatial prisoner's dilemma with self-interactions,
assuming strategy updates according to Eq. [3] of Traulsen et al.
(1). Initially, there is a high probability of strategy
mutations, but it decreases exponentially. As a consequence, an
interesting effect occurs: While the level of cooperation decays in the
beginning, it manages to recover later and becomes almost as high as in
the noiseless case displayed in Video 3 (see also Fig. 3).
The
particular value of the work by Traulsen et al. is that it facilitates
more realistic computer simulations. Therefore, it becomes possible to
determine payoff values and other model parameters, which are expected
to produce interesting effects (such as spatial correlations) after an
experimentally accessible number of iterations. In fact, the "phase
diagram'' in Figure 1 illustrates that experimental games can have
qualitatively different outcomes, which are hard to predict without extensive computer simulations scanning
the parameter space. Such parameter dependencies could, in fact,
explain some of the apparent inconsistencies between empirical
observations in different areas of the world (19) (at least
when framing effects such as the expected level of reciprocity
and their impact on the effective payoffs (3) are taken into
account). The progress in the social sciences by understanding such
parameter dependencies would be enormous. However, as the effort to
determine phase diagrams experimentally is prohibitive, one can
only check computationally predicted, parameter- dependent outcomes by
targeted samples. The future of social experimenting lies in the
combination of computational and experimental approaches, where
computer simulations optimize the experimental setting and experiments
are used to verify, falsify or improve the underlying model assumptions.
Figure
2: Average payoff of all individuals in the spatial prisoner's dilemma
without self-interactions, displayed over the number of iterations. It
is clearly visible that the initial payoff drops quickly. In the
noiseless case (corresponding to video S1), it becomes constant after a
few iterations, as the spatial configuration freezes (see broken black
line). In contrast, in the case of a decaying rate of strategy
mutations according to Eq. [3] of Traulsen et al. (1) (which
corresponds to video S2), the average payoff keeps changing (see solid
red line). It is interesting that the average payoff is higher in the
noisy case than in the noiseless one for approximately 30 iterations,
particularly over the time period of the laboratory experiment by
Traulsen et al. (covering 25 iterations). The better performance in the
presence of strategy mutations could be a possible reason for the high
level of strategy mutations observed by them.
Besides
selecting parameter values which maximize the signal-to-noise ratio and
minimize the number of iterations after which the expected effect
becomes visible, one could try to reduce the level of randomness by
experimental noise control. For this, it would be useful to understand
the origin and relevance of the observed randomness (see supporting
videos and figures). Do the experimental subjects make mistakes and
why? Do they try to optimize their behavioral strategies or do they
apply simple heuristics (and which ones)? Do they use heterogeneous
updating rules? Or do they just show exploratory behavior? (20) Is
it useful to work with subjects who have some experience with
behavioral experiments (without having a theoretical background in
them)? How relevant is the homogeneity of the subject pool? What are
potentials and dangers of framing effects? How can effects of the
individual histories of experimental subjects be eliminated? Does it
make sense to perform the experiment with a mixture of experimental
subjects and computer agents (where the noise level can be reduced by
implementing deterministic strategy updates of these agents)?
Figure
3: Average payoff of all individuals in the spatial prisoner's dilemma
with self-interactions, as a function of the number of iterations. Like
in Fig. 2, the payoff drops considerably in the beginning. In the
noiseless case (corresponding to video S3), it stabilizes quickly
(broken black line). However, in the case with decaying strategy
mutations according to formula [3] of Traulsen et al. (1)
(which corresponds to Video 4), the average payoff keeps decreasing for
some time (see solid red line) and falls significantly below the payoff
of the noiseless case. After about 40 iterations, the average payoff
recovers, which correlates with an increase in the level of cooperation
(see Video 4). Due to the pronounced contrast to the case without
self-interactions (see Fig. 2), it would be interesting to
perform experiments with self- interactions. These should extend over
significantly more than 25 iterations, or the payoff parameters would
have to be changed in such a way that the average payoff recovers
earlier. It is conceivable, however, that experimental subjects would
show a lower level of strategy mutations under conditions where noise
does not pay off (in contrast to the experimental setting without
self-interactions).
In view of the great theoretical
importance of experiments with many iterations and spatial
interactions, more large-scale experiments over long time horizons
would be desirable. This calls for larger budgets (as they are common
in the natural and engineering sciences), but also for new concepts.
Besides connecting labs in different countries via internet, one may
consider to perform experiments in "living labs'' on the web itself (21). It also seems worth exploring, how much we can learn from
interactive games such as Second Life or Lords of Warcraft (22),
which could be adapted for experimental purposes in order to create
well-controlled environments. According to a recent replication of the
Milgram experiment (23) with Avatars (24), experiments
with virtual humans may actually be surprisingly well transferable to
real humans. One can furthermore hope that lab or web experiments will
eventually become standardized measurement instruments to determine
indices like the local "level of cooperation'' as a function of time,
as the gross domestic product is measured today. Cooperativity is
social capital, and knowing the "cooperativity index'' would
therefore be essential. The same applies to the measurement of social
norms, which are equally important for social order as cooperation,
since they determine important factors such as coordination,
adaptation, assimilation, integration, or conflict.
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Supplementary videos are available at /research/secondorder-freeriders and
http://www.matjazperc.com/games/moral.html
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No conflicts of interest.
This paper was submitted directly to the PNAS office.
Author Contributions: D.H. wrote this commentary. A.S. and M.P. produced the phase diagram of the public goods game with punishment. W.Y. performed the computer simulations and prepared the figures of the supporting information. The simulation studies were supervised by D.H. and G.S.
*To whom correspondence should be addressed. E-mail: dhelbing@ethz.ch
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