Evolutionary Game Theory, Cultural Modeling, and Third-Party Punishment

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Evolutionary Game Theory, Cultural Modeling, and Third-Party Punishment Dana Nau Department of Computer Science and Institute for Systems Research University of Maryland Work done jointly with Patrick Roos one of my PhD graduates Michele Gelfand Dept. of Psychology, U. of Maryland Nau: EGT and 3PP 1

Introduc)on! My main field of research is Artificial Intelligence Ø But a lot of my work has been interdisciplinary! I ll talk about some collaborative research with Ø Patrick Roos one of my PhD graduates Ø Michele Gelfand Dept. of Psychology, U. of Maryland! Application of evolutionary game theory in cultural psychology! Example of how an interdisciplinary team can accomplish things that none of us could have done individually Nau: EGT and 3PP 2

Mo)va)on! Suppose you re in a store and you see someone shoplifting. What do you do? Ø Try to ignore the incident? Ø Confront the shoplifter? Ø Report it to someone who works in the store? Nau: EGT and 3PP 3

Mo)va)on! Suppose you re in a store and you see someone shoplifting. What do you do? Ø Try to ignore the incident? Ø Confront the shoplifter? Ø Report it to someone who works in the store?! Would you act differently if Ø it s a big department store in a city that you only visit rarely? Ø it s a small mom and pop store in your neighborhood? Nau: EGT and 3PP 4

Third- Party Punishment (3PP) A Harm B! Individual C (uninvolved third party) punishes individual A for harm that A has caused to B Ø Puzzling both psychologically and game-theoretically Ø Involves a cost to C, and gives C no direct benefit Punishment C! Empirical evidence that humans (and some animals) do it Ø Fehr 2003, 2004; Raihani, 2010! Other empirical studies in which it did not occur Ø Pederson 2013 Nau: EGT and 3PP 5

Objec)ves and Outline! Basic Questions Ø What conditions foster the existence of 3PP? Ø How do the dynamics of 3PP relate to other cultural characteristics?! Investigate these questions using evolutionary game theory! Outline Ø Background on evolutionary game theory and cultural evolution Ø Our model Ø Results Ø Discussion Nau: EGT and 3PP 6

Background: Evolu)onary Game Theory! Application of game theory to evolving populations J. Maynard Smith, 1973. The Logic of Animal Conflict. Nature.! Game-theoretic strategies ó different species Ø Each strategy is used by some proportion of the entire population! Each individual s reproductive success depends on both its strategy and the strategies of others Ø Influences the proportion of each strategy at the next generation Nau: EGT and 3PP 7

Evolu)onary Game Theory and Cultural Evolu)on! Use EGT to model evolution of cultural characteristics Axelrod 1986, Binmore & Samuelson, 1994; Ostrum, 2000; Bicchieri, 2006; Chalub et al., 2006; Kendal et al., 2006; Enquist & Ghirlanda, 2007; Enquist et al., 2008 Ø Game-theoretic strategies ó possible behaviors Ø Reproduction ó cultural transmission Humans imitate others, learn from others Successful strategies have a higher probability of being adopted by others Nau: EGT and 3PP 8

Evolu)onary Dynamics! Interpret game-theoretic payoffs as reproductive fitness! Several ways; I ll discuss the best one for our purposes Blume 1993; Szabóke 1998; Traulsen 2006, 2007; Roca 2009; Hilbe 2012; Zhang 2012! Sequence of stages / iterations / generations Ø Game-theoretic interaction at each stage! Fermi rule (from statistical mechanics) to propagate strategies to next iteration Ø Each individual compares its payoff to that of a randomly chosen neighbor Ø Pr[switch to neighbor s strategy] = 1/(1 + e s(π πʹ) ) π, πʹ = individual s and neighbor s payoffs s 0 is the selection strength Current popula(on Interac(ons (stage game) Payoffs (rela(ve fitness) Reproduc(on (evolu(onary dynamic) Next popula(on Nau: EGT and 3PP 9

Muta)on Current popula(on! In biological reproduction, mutation is relatively rare Ø Game-theoretic models often omit it! In cultural evolution, something analogous to mutation happens more frequently: Ø Individuals try out new behaviors at random Traulsen et al, 2009. Exploration dynamics in evolutionary games. Proc. Nat. Acad. Sci.! Modify the Fermi rule to include an exploration dynamic Ø Let S = {all available strategies} Ø For each individual, a small probability µ of choosing a strategy s at random from S regardless of how successful s was in the current generation regardless of whether anyone is currently using s Interac(ons (stage game) Payoffs (rela(ve fitness) Reproduc(on (evolu(onary dynamic) Next popula(on Nau: EGT and 3PP 10

What Can This Accomplish?! Human interactions are very complicated Ø Evolutionary game-theoretic models omit most of the details What the actions do physically when they are performed All of the factors that might lead one to choose one action rather than another! Can be difficult to develop a model that accurately reflects the essential nature of the interactions Ø Research papers often devote a lot of space to justifying why a proposed model should be considered a good one! Can t give exact numeric predictions of what would happen in real life! But: Ø Can provide explanations of the underlying dynamics Ø Can establish support for causal relationships Nau: EGT and 3PP 11

Modeling Coopera)on among Groups! Public Goods Game (PGG) Henrich 2001, Hauert 2002, Brandt 2003, Henrich 2004, Brandt 2006, Traulsen 2009, Hauert 2010! N-player generalization of the famous Prisoner s Dilemma Ø Each individual is asked to contribute an amount c Cooperator: contributes Defector: doesn t contribute! The sum of all contributions is multiplied by a factor b > 1 Ø Represents the benefit that being in a society provides to individuals! Resulting amount is distributed equally among everyone Ø With full cooperation, all get more than they contributed Ø But defectors get the same amount, without contributing anything! Evolutionary version: use the PGG as the stage game Ø Evolve to nearly 100% defectors Ø Utility for all individuals is near 0 why not exactly 100%? Nau: EGT and 3PP 12

The Role of Punishment! In human societies, punishment of defectors is important in the emergence and maintenance of cooperation Ø Humans are willing to pay a cost to punish deviations from cooperative norms Fehr 2000, Fehr 2002, Fehr 2003, Ostrom 1994, Price 2002, Hammerstein 2003, De Quervain 2004, Nakamaru 2006, Camerer 2006 Ø Punishment can establish and maintain cooperative norms in collective action and cooperation games Boehm 1993, Boyd 1992, Henrich 2001, Hauert 2002, Henrich 2006, Boyd 2003, Brandt 2003, Brandt 2006, Hauert 2007 Ø Different cultures have different propensities to punish deviations from their societal norms Gelfand et al. Differences between tight and loose cultures: A 33-nation study. Science, 2011. Nau: EGT and 3PP 13

Modeling Punishment in the PGG! At each generation: Ø The contribution phase, then a punishment phase: Each individual may pay an amount λ to reduce a defector s payoff by an amount ρ > λ Ø Each strategy involves two choices: whether to defect, whether to punish defectors! Problem: it doesn t work Ø Punishing lowers punisher s payoff by λ Evolve to nearly 100% non-punishers Ø Without punishment, defectors have higher payoff then cooperators Evolve to nearly 100% defectors λ ρ Nau: EGT and 3PP 14

A More Sophis)cated Model Hilbe & Traulsen, 2012. Emergence of responsible sanctions without second order free riders, antisocial punishment or spite. Science.! Punishment reputation: how likely that others will punish Ø Enables one to infer Cooperating has higher payoff than Defecting! Information level: i = Pr[know what the punishment reputation is]! Cooperation strategies: C: cooperate; O C : opportunistically cooperate; D: defect; O D : opportunistically defect Ø Opportunistic choices depend on punishment reputation! Punishment strategies: R (Responsible): punish defectors; S (Spiteful): punish everyone; A (Antisocial): punish cooperators; N (Non-punisher): punish no one! Result: evolution toward stable proportions of cooperators/defectors and punishers/nonpunishers Nau: EGT and 3PP 15

What about Third- Party Punishment?! What I showed you was a model of direct punishment Ø In the PGG, defection reduces everyone s payoff! Motivation for punishing a defector Ø If punishment makes them stop defecting, it directly benefits you! In 3 rd -party punishment, C punishes A for harming B Ø C incurs a cost, but gets no direct benefit if A stops harming B! So under what conditions would C do this? A Harm B Punishment C! Create a model similar to Hilbe & Traulsen s, with two main modifications: Ø Third-party punishment Ø Environmental/structural factors related to cultural characteristics Nau: EGT and 3PP 16

Modeling Third- Party Punishment! Interaction phase: randomly choose pairs of individuals to play a cooperation dilemma Ø c > 0: cost of cooperating with other Ø b > c: benefit to self if other cooperates Cooperate Defect Cooperate b c, b c c, b Defect b, c 0, 0! Punishment phase: for each individual that interacted, randomly choose an uninvolved neighbor who may choose to punish the individual Ø Pay λ to reduce their payoff by ρ A ρ Cooperation dilemma Punishment B! Punishment reputation, information level, cooperation strategies, punishment strategies λ C Ø similar to Hilbe & Traulsen s Nau: EGT and 3PP 17

Cultural Characteris)cs! Collectivism vs. Individualism: Ø One of several cultural scales developed by cultural psychologists Hofstede, et al., 1991. Cultures and organizations: Software of the mind. Vol. 2. McGraw-Hill. Ø Individualist cultures (e.g., US, Western Europe) tend to emphasize individual desires and achievements Ø Collectivist cultures (e.g., China, Korea, Japan) tend to emphasize the goals of the family or work group! Can be applied at different granularities Ø e.g., variations in different parts of the US, or different settings! Theories of cultural psychology predict 3PP to be more common in collectivist cultures than individualist cultures Ø Can we demonstrate this game-theoretically? Nau: EGT and 3PP 18

Cultural Characteris)cs! How to model collectivism/individualism? Ø No good way to implement them directly in our model Ø Emergent properties of the population, not environmental/structural factors that we can control! But they correlate with structural factors that we can implement Ø Strength of social ties generally higher in collectivist cultures than in individualist cultures Ø Mobility (ability to leave a social group) generally higher in individualist cultures than in collectivist cultures! Do this by adding a network structure Nau: EGT and 3PP 19

Games with Popula)on Structure! Populations are structured on a network Nowak 1992; Hauert 2002; Nakamaru 2005, 2006; Ohtsuki 2006; Santos 2006; Szabó 2007; Lozano 2008; Roca 2009; Helbing 2010; Perc 2012 Ø Each individual is at one of the nodes Ø Edges represent social connections Possibilities for interaction and cultural transmission * Figure from Ohtsuki et al. 2006 Nau: EGT and 3PP 20

Strength- of- Ties! Strength of ties between humans is measured in terms of how often individuals interact with each other during a period of time. Granovetter 1983 The strength of weak ties: A network theory revisited. Sociological Theory, 1(1), 201 233! If individuals interact with their neighbors and have a limited amount of interactions per time period, then nodes with many neighbors à low strength-of-ties nodes with few neighbors à high strength-of-ties Watts-Strogatz small-world networks Nau: EGT and 3PP 21

High Strength- of- Ties Enables Evolu)on of 3PP Long-Term Average Population Nau: EGT and 3PP 22

! With high strength-of-ties, there can be small groups of agents that interact primarily with each other Ø If their strategies are to cooperate and to punish responsibly, they can achieve high payoffs Explana)on induce neighbors to adopt their strategy Ø Create a local environment in which agents are encouraged to cooperate and punish responsibly! With low strength-of-ties, such agents will interact with each other only occasionally Ø can t maintain high payoffs, eventually switch to other strategies Nau: EGT and 3PP 23

High Strength- of- Ties Example Nau: EGT and 3PP 24

Mobility! Degree to which humans change their location (social network position within a population)! Individualistic cultures tend to have very high mobility Ø People can easily exit their social groups! Collectivistic cultures tend to have low mobility Ø Not as easy to exit social group! Implementation of Mobility: Ø At each iteration, individuals may switch positions with other randomly chosen individuals, with fixed probability m Ø High value for m ó high mobility Nau: EGT and 3PP 25

Evolu)on of 3PP Requires Low Mobility Long-Term Average Population! Successful clusters of 3PP individuals won t last, because the individuals move away è 3PP less likely to spread Nau: EGT and 3PP 26

Discussion! Example of how an interdisciplinary team can accomplish something that none of us could have done individually! Results provide support for causal relationship: Ø Evolution of 3PP requires high societal constraint High strength-of-ties, and low mobility Ø Combination of reputation and social structure can lead 3PP to emerge as a trait ultimately beneficial to the individuals carrying it Ø 3PP can t be sustained or uphold cooperation in environments where those factors aren t there! More generally Ø Individual-level interactions + different structural factors è differences in evolved culture Ø We hope this will help promote cross-cultural understanding Ø Foundation for more complex and ultimately predictive tools Nau: EGT and 3PP 27

! Culture and Conflict Contagion: Future Work Ø How can we predict when a conflict between two individuals will spread to involve a multitude of others? Ø How do the values and norms in different cultures affect the contagion of conflict? Ø How does conflict contagion relate to factors that influence cultural evolution? Nau: EGT and 3PP 28

Conflict Contagion - Example! Hatfield-McCoy feud (1863 1891) Ø Along the border between Kentucky and West Virginia Hatfield clan, 1897 Nau: EGT and 3PP 29

Dynamics of Conflict Contagion Offending Party Outgroup Member Outgroup Member (1 st Gen ) 2 Original Dispute A and B 3 4 1 Offended Party Ingroup Member Ingroup Member (1 st Gen ) 1. Revenge by in-group observer on behalf of harmed party (ingroup entitativity) 2. Revenge by harmed party against out-group observer 3. Revenge by in-group observer against out-group observer 4. Revenge across time and/or generations of new observers Closely related to vertical collectivism Lee, Gelfand, & Shteynberg, 2013! High ingroup entitativity group members interchangeable; depersonalized undifferentiated entities! High outgroup entitativity outgroups are interchangable! High transgenerational entitativity ingroup transcends past/future generations Nau: EGT and 3PP 30

Rela)on to Third- Party Punishment Offending Party Outgroup Member Outgroup Member (1 st Gen ) 2 Original Dispute A and B 3 4 1 Offended Party Ingroup Member Ingroup Member (1 st Gen ) 1. Revenge by in-group observer on behalf of harmed party (ingroup entitativity) 2. Revenge by harmed party against out-group observer 3. Revenge by in-group observer against out-group observer 4. Revenge across time and/or generations of new observers! Combination of 3PP and entitativity Ø Punish others on behalf of someone else in your group! Central mechanism by which conflict can spread across individuals Nau: EGT and 3PP 31

Publica)on of our Current Work Nau: EGT and 3PP 32

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