The evolutionary origin of cooperation among unrelated individuals remains a key unsolved issue across several disciplines. Prominent among the several mechanisms proposed to explain how cooperation can emerge is the existence of a population structure that determines the interactions among individuals. Many models have explored analytically and by simulation the effects of such a structure, particularly in the framework of the Prisoner's Dilemma, but the results of these models largely depend on details such as the type of spatial structure or the evolutionary dynamics. Therefore, experimental work suitably designed to address this question is needed to probe these issues. We have designed an experiment to test the emergence of cooperation when humans play Prisoner's Dilemma on a network whose size is comparable to that of simulations. We find that the cooperation level declines to an asymptotic state with low but nonzero cooperation. Regarding players' behavior, we observe that the population is heterogeneous, consisting of a high percentage of defectors, a smaller one of cooperators, and a large group that shares features of the conditional cooperators of public goods games. We propose an agent-based model based on the coexistence of these different strategies that is in good agreement with all the experimental observations. In our large experimental setup, cooperation was not promoted by the existence of a lattice beyond a residual level (around 20%) typical of public goods experiments. Our findings also indicate that both heterogeneity and a “moody” conditional cooperation strategy, in which the probability of cooperating also depends on the player's previous action, are required to understand the outcome of the experiment. These results could impact the way game theory on graphs is used to model human interactions in structured groups.
Spatial structure is known to have an impact on the evolution of cooperation, and so it has been intensively studied during recent years. Previous work has shown the relevance of some features, such as the synchronicity of the updating, the clustering of the network, or the influence of the update rule. This has been done, however, for concrete settings with particular games, networks, and update rules, with the consequence that some contradictions have arisen and a general understanding of these topics is missing in the broader context of the space of games. To address this issue, we have performed a systematic and exhaustive simulation in the different degrees of freedom of the problem. In some cases, we generalize previous knowledge to the broader context of our study and explain the apparent contradictions. In other cases, however, our conclusions refute what seems to be established opinions in the field, as for example the robustness of the effect of spatial structure against changes in the update rule, or offer new insights into the subject, e.g., the relation between the intensity of selection and the asymmetry between the effects on games with mixed equilibria.
Evolutionary game theory has traditionally assumed that all individuals in a population interact with each other between reproduction events. We show that eliminating this restriction by explicitly considering the time scales of interaction and selection leads to dramatic changes in the outcome of evolution. Examples include the selection of the inefficient strategy in the Harmony and Stag-Hunt games, and the disappearance of the coexistence state in the Snowdrift game. Our results hold for any population size and in more general situations with additional factors influencing fitness.
Cooperativeness is a defining feature of human nature. Theoreticians have suggested several mechanisms to explain this ubiquitous phenomenon, including reciprocity, reputation, and punishment, but the problem is still unsolved. Here we show, through experiments conducted with groups of people playing an iterated Prisoner's Dilemma on a dynamic network, that it is reputation what really fosters cooperation. While this mechanism has already been observed in unstructured populations, we find that it acts equally when interactions are given by a network that players can reconfigure dynamically. Furthermore, our observations reveal that memory also drives the network formation process, and cooperators assort more, with longer link lifetimes, the longer the past actions record. Our analysis demonstrates, for the first time, that reputation can be very well quantified as a weighted mean of the fractions of past cooperative acts and the last action performed. This finding has potential applications in collaborative systems and e-commerce.
20 October 2020 in Proceedings of the National Academy of Sciences
Significance: Susceptible–infected–removed (SIR) models and their extensions are widely used to describe the dynamics of infection spreading. Certain generic features of epidemics are well-illustrated by these models, which can be remarkably good at reproducing empirical data through suitably chosen parameters. However, this does not assure a good job anticipating the forthcoming stages of the process. To illustrate this point, we accurately describe the propagation of COVID-19 in Spain using one such model and show that predictions for its subsequent evolution are disparate, even contradictory. The future of ongoing epidemics is so sensitive to parameter values that predictions are only meaningful within a narrow time window and in probabilistic terms, much as what we are used to in weather forecasts.