' il "^A ./ os^mr HD28 .M414 ALFRED P. WORKING PAPER SLOAN SCHOOL OF MANAGEMENT Cooperation in Two-Person Games with Repeated Partner Choice or Why Be Helpful Even If You Are Exploited Stephan Schrader January, 1992 WP# 3377-BPS/92 MASSACHUSETTS INSTITUTE OF TECHNOLOGY 50 MEMORIAL DRIVE CAMBRIDGE, MASSACHUSETTS 02139 Cooperation in Two-Person Games with Repeated Partner Choice or Why Be Helpful Even If You Are Exploited Stephan Schrader January, 1992 WP# 3377-BPS/92 Massachusetts Institute of Technology Alfred P. Sloan School of Management 50 Memorial Drive, E52-553 Cambridge, Massachusetts 02139 (617 253-5219) Games with Repeated Cooperation in Two-Person Partner Choice or Why Be Helpful Even If You Are Exploited *> Summary Frequently, actors face a rep)eated choice betweer\ several dyadic relationships in which to interact. For example, firms various partners, and employees may enter a series of joint ventures with may exchange information with a number of colleagues from other firms. This paper introduces the notion of two-person games with repeated partner choice to conceptualize such situations. Players repeatedly face two decisions, (1) with A whom to interact and computer simulation demonstrates (2) how to interact in a chosen dyad. that in such situations a strategy of unconditional cooperation in a chosen dyad can perform as well or even better than retaliatory strategies like Tit-for-Tat — as long as the players tend to at least slightly favor those relationships in which they gain higher payoffs. I propose that many situations resemble more the characteristics of two- person games with repeated partner choice than of a traditional two-person game viewed isolated from other relations. This might explain the puzzle of cooperation can frequently be observed even defecting player if defection creates an advantage for the and the other players apparently do not situations, unconditional cooperation may why to retaliate. In such not only be justified as morally appropriate but also as "good business." *) I gratefully acknowledge the research assistance of Ava Kuo, who skilfully develop)ed the simulation software as part of her Undergraduate Thesis Project at the Massachusetts Institute of Technology. I thank Lael Brainard, Dietmar Harhoff and William Riggs for their insightful comments. Introduction Game theoretical to sodal interactions with components. The Prisoner's Dilemma framework, for example, strategic employed to conceptualize 1988; Johnston (Jarillo, frameworks are frequently applied & is such diverse issues as buyer-supplier relationships Lawrence, 1988), informal information trading (von Hippel, 1987; Schrader, 1990), marketing strategies (Hauser, 1987), inter-group communication (Bornstein, Rapoport, Kerpel, 1986), trade policy (Yarbrough & & Katz, 1989), market fraud (Opp, Yarbrough, 1986), and trench warfare (Axelrod, 1984). and the threat of Retaliation for non-cooperative behavior elements of most game-theoretical analyses Schelling, 1960; & Yarbrough (e.g. it constitute core (Axelrod, 1984; Axelrod, 1986; Yarbrough, 1986). Bhide and Stevenson, however, suggest that, at least in the business world, non-cooperative behavior seldom evokes retaliation. "Trust breakers are not only unhindered by usually spared retaliation by parties they injure" (Bhide bad reputations, they are & Stevenson, 1990, p. 125). Despite the absence of retaliation, the authors observe that most businesspeople are trustworthy, (Bhide & explain i.e. behave cooperatively. But "why be honest Stevenson, 1990, how p. 121). The authors argue that theory fails to cooperation can persist in situations in which non-cooperative is not used. They dominance of cooperative behavior not with game-theoretic arguments such as provided for example by the result of moral choices. so, honesty doesn't pay?" game behavior creates additional payoffs and in which retaliation interpret the if not because it is In this paper, Stiglitz (1989) "We keep promises because we good business" (Bhide I and Fudenberg & & Tirole (1989) but as believe Stevenson, 1990, it is right to do p. 128). propose that the puzzle raised by Bhide and Stevenson can be explained in game-theoretical terms if one conceptualizes the underlying 3- interactions as two-person games with repeated partner choice The novel concept . of two-person games with repeated partner choice takes into account that players often have the choice between several dyadic relationships each chosen dyad a two-person game select played which to interact. — frequently repeatedly if Within players each other anew. game with In a two-person They have to decide, first, with chosen dyad. The first based on repeated partner choice, actors face two decisions: whom decision takes person environment and thus actors is in ii\to to interact in a switch interaction partners at any given point, as a two-person games with repeated partner how account that actors are part of a multi- The second decision their preferences. and can be viewed may to interact and, second, relates to the interaction of a pair of game. Thus the designation two-person choice. Take Situations that follow these characteristics can be observed frequently. informal information trading as example (von Hippel, 1987; Schrader, 1990; Schrader, 1991a). Informally information trading refers to the exchange of valuable information between employees working for different companies. are common in many industries. multi-person environment. Information trading takes place in the context of a Usually, several potential information trading partners are available to a given employee. Consequently to enter information trading relationships. with those colleagues with 1990). to whom it is in a given dyad. Stevenson's observation infrequently. In most necessary to decide with Employees whom clearly prefer to cooperate they had beneficial contacts in the past (Schrader, In addition to choosing trading partners, each behave Such exchanges Interestingly enough employee has to decide on how — and supporting Bhide and — retaliation within a dyad can be observed very cases, employees do not retaliate directly if a colleague acts non-cooperatively in a situation in which cooperation would be expected. However, 4- they are now less inclined to interact this colleague in the future (Schrader, with 1990). I as, or propose that non-retaliatory, cooperative strategies can be as advantageous may even dominate retaliatory strategies like Tit-for-Tat in with repeated partner choice if two-person games players adjust their interaction preferences for other players based on past payoffs. In this paper, present results from a computer I simulation to support this claim. The main outcome of the computer simulation of two-person Prisoner's Dilemma games with repeated partner choice is surprisingly different to from the traditional analysis of two-person games Rapoport, Guyer, & Gordon, 1976; Schelling, (Axelrod, 1984; (e.g. 1960). The what Owen, results 1982; strategy of unconditional cooperation fares as well or even better than a retaliatory strategy like Tit-for-Tat — as long as player's preferences for specific interaction partners are at least partly updated according effective, players to the payoffs received.^ do not need For unconditional cooperation to be to take radical measures. It is already sufficient are to a small degree less inclined to rechoose another player created a disadvantage, and slightly more These adjustments might be so small that to inclined at if it if if they interacting has has proven to be beneficial. any given point they are not discernable an outsider. In the next section, I present briefly the arguments that are put forward in support of retaliatory strategies in two-person Prisoner's Dilemma games. I then introduce the notion of two-person games with repeated partner choice. Next, present a computer simulation of several two-person I games with repeated partner The term "unconditional cooperation" refers to the interaction behavior luithin a chosen dyadic relationship. The adjustment of interaction preferences might be interpreted as a form of retaliation. will show later, however, that already small adjustments that might not be 1 discernable for the partners suffice to reach the described results. Since a characteristic of effective retaliation is supposedly its visibility to the other players, I will not use the term retaliation (or reward) for a slight adjustment of interaction preferences based on past pay-offs. -5- choice. These simulations study the effectiveness of different interaction strategies depending on how sensitive players' interaction preferences are to payoffs depending on the number of players involved. simulation are put into context. Finally, the results of this suggest that unconditional cooperation might I have some additional advantages over more sophisticated Retaliation by and thereby Tit-for-Tat can create a negative and strategies like Tit-for-Tat. be misinterpreted as a tendency image The Argument for Retaliatory to be uncooperative spillover. Two-Person Games Without Strategies in Partner Choice In two person games, players face frequently the possibility to exploit their partners, e.g. to gain a benefit at the cost of the other.i Repeated games provide the partners with the opportunity to retaliate such exploitation. punishes exploitation right after it exploited player (Schelling, 1960). measures can serve as means desirable way. (A threat is — even if it the ex-ante retaliatory strategy creates additional costs for the Retaliation or sanctions to motivate or in order to deter undesired actions A strategy occurs A threat of such and the induce other players to perform in a announcement of the willingness by the other to retaliate player.) that does not retaliate exploitation will be exploited by non- cooperative strategies in the long run (Axelrod, 1984). In the context of repeated Prisoner's Dilemma games, Axelrod defects after a defection Dilemma and defines a strategy as retaliatory by the other player (Axelrod, related situations, retaliation serves futvire exploitation by the other player. Second, it if it immediately 1984, p. 44). In a Prisoner's two purposes. First, it prevents might induce the other player to return to a cooperative strategy, especially since the temptation benefit of ^ An extensive discussion and and Gordon (1976). exhaustive list of two-by-two games can l>e found in Rapoport, Guyer, exploitation can & Raiffa, no longer be reaped (Luce 1957, p. 101; Rapoport & Guyer, 1966). To how investigate Dilemma game to play a Prisoner's organized a seminal computer tournament.^ invited to submit a game Fourteen effectively, Axelrod theory experts were computer program that embodied a decision rule on how to play an interactive Prisoner's Dilemma game. Tit-for-Tat, submitted by Anotal Rapoport, won the tournament, i.e. gained the highest overall payoff. Tit-for-Tat starts cooperative choice and thereafter mimics the other players previous action. with a In a second round of the tournament, 63 programs were submitted. Again, Tit-for-Tat turned out to be the overall most effective strategy. The successful strategies identified three characteristics in First, they are "nice", Second, they are retaliatory, cooperatively. And behavior. common. by Axelrod's tournaments have third, they are forgiving, i.e. i.e. i.e. at least they start out they punish non-cooperative after having punished non-cooperative behavior, these strategies provide the possibility to return to a cooperative mode. Donninger (1986) tested the generalizability of Axelrod's findings. In a similar computer tournament, he both varied the payoff matrix and the composition of strategies included. Especially if His results demonstrate that the temptation payoff the counterpart cooperates) better. is (i.e. not always efficient to be nice. the payoff a player receives if she defects while raised, non-cooperative strategies tend to Retaliation (either direct or with characteristic of all well it is some time performing strategies lag), perform however, proved to be a . In sum, retaliation or sanctioning undesirable behavior appears to be an element of successful strategies in non-zero-sum repeated games (Hardin, 1982). Retaliation is A detailed employed to prevent exploitation and to induce the other player to act description of the tournament can be found in (Axelrod, 1984). -7 A cooperatively. strategy of unconditional cooperation, on the other hand, is unstable (Taylor, 1976)1 and likely to be exploited by other strategies (Rapoport et Although nnutual cooperation can 1976). strategies, "it is result al., from conditional, retaliatory never rational for a player to use the unconditionally Cooperative strategy" (Taylor, 1976, p. 89). Two-Person Games With Repeated Partner Choice The traditional analysis of two-person analysis a specific relationship independent of any other relationships the players might or could be engaged However, many which a situations exist in viewed isolated from other relationships. two-person relationships which in all For example, academicians frequently time is needs Unfortunately, the limited. to It is cross licensing, joint Individual frequently know many number these situations, an actor can or numerous Time and other individuals with constraints whom to write of papers an individual can write at a given whom to collaborate; A multitude of isomorphic development face potential relationships are finally actuated. necessary to choose with be done repeatedly. dyadic relationship cannot be to potentially engage. often necessitate that only a few of joint papers. specific in. projects, or the and this choice situations exists, such as exchange of birthday cards. In must choose between all several potential relationships. Within each of the selected relationships, however, an interaction occurs that can be interpreted as a two-person game. Thus, these situations contain clearly a multi- person component. This component, however, research 1 is not addressed by the existing on multi-person games. Taylor defines a stable equilibrium as a situation in which "no player can obtain a larger payoff by using a different strategy while the other players continue to use the same strategies" (Taylor, 1976: p. 85). -8 The games concentrates on analysis of multi-person different issues. Most multi-person games conceptualize situations in which several actors interact simultaneously and the action of one actor has direct consequences for the payoffs of all the other actors. central topic and The provision of public or collective goods, for example, issues such as the free rider behavioral norms are discussed (e.g. is a problem and the emergence of (Axelrod, 1986; Hardin, 1982; Olson, 1965; Taylor, 1976; Ullmann-Margalit, 1977). The problems investigated analysis of two-person interest is in this article are games nor vdth only one other player many relationship occurs in the context of different The phenomenon of of multi-person games. located conceptually between two-person A player interacts is covered neither by the traditional from a two-person game in games and multi-person games. at a time. However, potential relationships. which a this specific Such a situation specific relationship conceptualized independent of any other relationship. It is dyadic is also different from n- person games that are characterized by each player simultaneously interacting with all other players. At least two types of decisions have played with repeated partner choice. The to be made first when two-person games are decision concerns the formation of dyadic relationships. These decisions determine the pairs of interacting players. The second type of decision relates to the behavior in each dyadic relationship. The players have to decide how to act in a given dyadic. similar to a simple two-person game The structure of this decision is — although the appropriate strategy might be quite different. Axelrod (1984, pp. 158-168) discusses a situation that resembles two-person games with repeated partner choice dyadic relationship Dilemma games at the same insofar as each player time. He is involved in a number of investigates strategies for Prisoner's in a simplistic multi-person environment. The environment is -9 structured so that each player has four neighbors, one to the north, one to the east, one to the south, and one to the west. The game extends over several generations. In each generation, a player interacts with person games. After measured by more all direct neighbors, plays four two- i.e. four interactions, they players attain a success score all average performance with their four neighbors. their If a player faces a successful neighbor, the player converts to this neighbor's strategy. rules tend to perform well in such finds that nice, retaliatory, and forgiving environment. However, future payoffs are discounted strongly, a if Axelrod an community of ruce strategies can be invaded by non-cooperative strategies. In Axelrod's game, the formation of dyadic relationships the location of the players. players. The formation A relationships predetermined by given player always interacts with the same four of dyadic relationships outcomes of the interactions and unchanged Many is situations exist, however, in unaffected by the is static, i.e. in the course of the game. which the formation of dyadic depends on past payoffs. Consider informal information trading. Persons tend to prefer those relationships that have proven to be beneficial They (Schrader, 1991b). are less inclined to continue relationships that have been disadvantages. Frequently, it contact with those who have not return a phone call. can be observed that individuals try to avoid to get in taken advantage of them. They might, for example, In this case, the two players do not interact at contact cannot be avoided, the individual might be as helpful as ever. Stevenson (1990) have observed strategy (i.e. this if players interact at the partner's is Yet, if a Bhide and tendency of not adjusting one's interaction the strategy used for interaction in a chosen dyad) cooperative even all. known to take advantage of and this to remain — as long as the all. In the following, results of a computer simulation that takes into account that players might update their preferences for specific interaction partners based on past -10 payoffs are presented. It will be seen that a strategy of unconditional cooperation might actually be more advantageous than Simulation of Two-Person Computer simulation interaction strategies for simulation is it first sight. Games With Repeated used here to Partner Choice study the effectiveness of different two person games with repeated partner frequently used to investigate is appears on games with complex choice. Computer strategic interactions (e.g. (Axelrod, 1984; Axelrod, 1986; Behr, 1981; Donninger, 1986; Fader Hauser, 1987; SchiilBler, 1986). Simulation allows to probe into situations that do not lend themselves to formal analysis, including many games with using different, sometimes varying strategies with The Structure of the Simulation The computer simulation have a recurrent choice of relationship, the they choose random elements. investigates a situation in which dyadic relationship interaction partner is played. from the which several players to enter. Once player, he player is 1). more In other words, if set of possible partners for the next Instead he will lean is influenced by past a relationship has proven to be beneficial for a inclined to choose this relationship again. was exploited by another In each dyadic the players have interacted, round. Their preferences for specific relationships, however, payoffs (Figure multiple players Game same two-person game anew an & player, he is less inclined to more towards choosing another On the other hand, if a choose the same player. interaction partner. -11- / -12 Player B 13- likelihood that one player chooses another player as the desired interaction partner. These probabilities can be interpreted as a function of the expectations regarding the usefulness of future interactions with a given partner. In the beginning of the simulation, no prior biases towards specific interaction partners exist, preference matrix uniform. ^ is In other words, each player has the i.e. the same chance to be picked by another player as the preferred interaction partner for that round. Players update their preferences based on past experienced that interacting with a specific partner interact is more with this payoffs. is Once a player has beneficial he will prefer to partner and less with the other players. Similarly, if a player exploited by another player he will be less inclined to choose that player again as an interaction partner and will be more inclined to choose another player. This assumption coincides with empirical research on the formation of exchange networks that stipulates that those ties get reinforced that create benefit for the assumed an expectation- network members (Schrader, 1991b). Thereby it is supporting behavior changes preferences than behavior that contradicts existing less that expectations. A sensitivity parameter s is used to characterize how strongly a player's preference for a specific interaction partner (not the player's interaction strategy) influenced by past payoffs. A is large sensitivity parameter indicates that a player's interaction preferences are strongly influenced by past payoffs, a small sensitivity parameter indicates that a player considers past payoffs only slightly when choosing interaction partners. The following procedure was used matrix. In the case that A and B interact and A to update the probability receives a negative payoff, A will reduce the probability to choose B as an interaction partner by the negative payoff multiplied v^dth the sensitivity parameter and increase the other probabilities ^ Such biases could be caused for example by physical or any other type of proximity. 14- (The sensitivity parameter accordingly. probabilities result.) If A restricted so that is receives a positive payoff, A will no meaningless decrease the probability to choose somebody other than B by the positive payoff multiplied with the sensitivity parameter and increase the probability to choose B accordingly. Through this procedure, events that contradict existing expectations receive a stronger weight than events that are expectation supporting.^ The following two tables exemplify the updating procedure. Table la depicts a probability matrix at the beginning of a unspecified updated probability matrix example it after A and B have interacted A has been assumed that interact to be 0.05, i.e. Table lb contains the t. in round t. cooperates and B defects. Thus negative payoff of -2 and B a positive payoff of assumed round 2. The sensitivity For this A has received a parameter is a negative payoff of -2 leads to a reduction of the probability to by 10 percent. B reduces by the same percentage the probability of with anybody other than A and increases accordingly the probability to interacting choose A again in the future. ^ The formulas to update the interaction probabilities are as follows players A and B if A receives a negative pay-off in round t-1. If A (1) Pt(A,B) = (2) Pt(A,K) = Pt.i(A-K) Pt.i(A-B)Ml + - receives a piositive pay-off in an interaction between s*7i) (s»n) , Pt-i(A,B) p ,. „, Pt.i(A,K) round t-1, the probabilities are updated as follows. (3) Pt(A,B) = Pt-i (A,B) + (s»Jt)»(l-Pt-i ( A,B)) (4) Pt(A,K) = Pt-i(A,K) * (1 for - s*7t), with , A The Pt(A,K) = = = = S = Sensitivity parameter, indicating A, B K 7C interacting players Another player but A and and B. A will B. pay-off to player A. Probability that player choose player B in round t as desired interaction partner (Interaction probability). when how strongly players consider past pay-offs adjusting the interaction probabilities. -15- TABLE Assumed la Distribution of Interaction Probabilities Before Interaction Between B in Round t A and 16 based on past payoffs? Here the extent of the preference adjustment will be center of our interest. environment whether the And second, how does the number of players in the effects the usefulness of different strategies? common at the It will be investigated notion can be confirmed that cooperation is less likely to evolve the greater the number of players that interact. To generate a common point of reference for the subsequent discussion, a used as base game in case. This base case assumes that every player picks randomly one of the remaining which players do not update their interaction preferences is players as desired interaction partner without preferring one player over another. Twelve players participate Defect, Tit-for-Tat, The four generic strategies (Cooperate, and Random) are represented with equal number of The game runs number in this simulation. for 1,000 rounds. However, since an of rounds. On first sight, this players. appears to be a large interaction occurs only if two player choose each other simultaneously, only approximately 1.09 dyadic interactions occur per round. Thus after 1,000 rounds, circa 1090 interactions have occured. Consider that each of the 12 players can interact with dyads can be formed. Thus, 11 other players. in the base case, the Consequently 66 unique members of a specific dyad have interacted approximately 16.5 times with each other after 1,000 rounds. The expected payoffs and the expected number determined easily. of interactions can be Table 2 reports the expected payoffs for the subsequent rounds. first and all 17- Strategy -18- not necessarily assumed that players outright refuse to interact with another player They that has exploited them. rather may adjust their interaction preferences only Such a small adjustment would coincide with the observation by Bhide and slightly. Stevenson (1990) that most people do not retaliate in any obvious way once they have been exploited. The first simulation reflects the case that players sparingly adjust their interaction preferences at any given time. Previous payoffs change to only a relatively small extent the players' inclination for choosing other interaction partners. The sensitivity and the partner parameter s equals 0.05. That means, a player cooperates defects, the player reduces the probability to again partner by 10 percent of the original probability. E.g., other partner if was 30 percent before the interaction it if choose the same the probability to choose the will be 27 percent afterwards. Such a small adjustment of interaction preferences already changes the outcome dramatically in performed best base game, turns out to be the least efficient strategy in the comparison to the base case. interaction preferences are adjusted slightly (Figure 3). The two winning Defect, the strategy that — except during the very strategies are Tit-for-Tat first if the rounds and Cooperate. Their average payoffs per player per round are nearly the same. Tit-for-Tat outperforms Cooperate in the first one hundred rounds better thereafter. to a small extent and Cooperate performs somewhat -19 20- interaction way during is faster. Second, Cooperate outperforms Tit-for-Tat in a more significant the later stages of the game. -- Average pay-off -21 motivation results from the losses Cooperate experiences Random. The positive motivation with other cooperative losses when strategies. is due it for-Tat "hopes" to turn the relationship with it is it limits potential does not experience a negative motivation for not interacting with Random. Or to say that from interacting on the other hand, Tit-for-Tat, which naturally cannot be achieved. Thus interacting with to the gains that result Random. Thus, interacting with when Random it in simplifying words, into a cooperative one Tit- — does not learn as quickly as Cooperate not beneficial to interact with Random. Small Versus Large Number of Actors Is the finding that unconditional cooperation performs well in games with repeated partner choice The sensitive to the number of participating players? traditional theory of collective action argues that cooperation emerge in large To 12 to 20. s=0.05. groups than in small investigate the effect of It is The assumed first less likely to group size, the number of players is increased from that players adjust their interaction preferences sparingly, more time needed is to the 12-player case, Tit-for-Tat payoff for the is ones (Hardin, 1982; Olson, 1965). resulting distribution of payoffs the difference that two person- 1000 rounds is similar to the for 12 players, to reach a stable pattern (Figure 5). outperforms Cooperate is 5.6 one with Similarly slightly; Tit-for-Tat's average percent higher than Cooperate's. After 3000 rounds, however, both strategies gain the same payoffs. i.e. -22- -• Average pay-off -23 The surprising result of the simulations well as Tit-for-Tat even if is that Cooperate perfomns nearly as the preferences are adjusted only to such a small degree Under such that outsiders are likely to be unable to detect this adjustment. Retaliation appears to circumstances, the adjustment does not constitute retaliation. not always be necessary for cooperation to emerge as a stable behavioral pattern. Conclusion: Unconditional Cooperation Because This paper has introduced a new repeated partner choice. These games and multi-person games. Players class of show games: Two interact in dyadic relationships. Although one nnight have expected repeated partner choice is Pays person games with characteristics of both however, they can choose between several dyads in which it two-person games At any point, to interact. that a series of two-person similar to a collection of two-person games with games played nearly simultaneously, the possibility to choose between different interaction partners has a profound impact on the efficiency of interaction strategies. Unconditional cooperation proves to be a surprisingly effective strategy — as long as the players adjust their preferences for interacting with other players at least to a small extent based on past payoffs. This adjustment of interaction preferences could be interpreted as indirect retaliation. Effective retaliation, however, requires that the punished player recognizes the punishment (Bayard «Sc Elliott, 1991). Yet, the computer simulations have demonstrated that even very small adjustments are sufficient to protect drastic Cooperate from being overly exploited by other measures are necessary. Exploitation does not need cancellation of the relationship. Rather, it is strategies. to result in sufficient to only slightly No an outright reduce the chance of again choosing the exploiting player as interaction partner. These adjustments can be so small that other players might be unable to perceive them as -24 This retaliation. would help explain why Bhide and Stevenson's (1990) believe that frequently untrustworthy behavior remains unpunished. If and Cooperate perform interaction preferences are updated, both Tit-for-Tat approximately equally well Under some conditions Tit-for-Tat slightly outperforms Cooperate, under other conditions Cooperate outperforms Tit-for-Tat. strategies isolate non-cooperative players. cooperation. Both punishes non- Tit-for-Tat, in addition, This punishment generates short term advantages over the strategy of unconditional cooperation. It does not, however, create a significant benefit in the long run. One major cooperation is not captured in the presented simulation model. environment, unconditional cooperation long as reputation spillover can occur. is In a multi-person a less risky strategy than Tit-for-Tat, as that A that two players, A and B, interact plays Tit-for-Tat and punishes B's Outsiders might only observe this punishment and defection once they meet again. know is Assume and B defects on A. In addition, assume might not and the strategy of unconditional difference between Tit-for-Tat the history of the relationship. a non-cooperative player with whom They might wrongly deduce better not to interact. punishment bears the danger of creating a negative external that A Consequently, image spillover for the punishing party. This danger does not exist for the strategy of unconditional cooperation. The strength of unconditional cooperation with repeated partner choice Cooperate is is in the context of even more astorushing a very unsophisticated strategy. No if two-person games one considers strategic game plan is that used. Only the preferences of Cooperate for interacting with other players change slightly based on the past payoffs received. The and the distinction strategies between choosing interaction partners based on past payoffs used within a given dyadic relationship is of great empirical 25 Take informal trading of technical information importance. Hippel, 1987; Schrader, 1991a; Schrader, 1991b). If for an example (von some employee demonstrates uncooperativeness by providing unreliable information, other employees do not tend to counter by providing false information themselves. Instead, they are inclined to decrease the likelihood of interacting v^ith this uncooperative again. Sometimes, such behavior is even codified, as employee the case in the oil- is exploration industry, where exploration firms delegate to some employees, the so called oil-scouts, the task of exchanging valuable proprietary information informally (Schrader & von Hippel, forthcoming). These and meet professional societies societies enforce an elaborate oil-scouts are organized in at regular intervals, set of rules of usually once a week. conduct such as "no member intentionally report false information" (By-Laws of the Association). If members violate these rules, the only The (...) shall Houston Oil Scouts punishment is may that they be expelled from one or several future association meetings. By expelling nonthe meetings, their chance to interact with other cooperative members from members greatly reduced. is outside the meeting, those If, however, they do interact with other members members have to follow the rules of the association. sum, defection does not induce counter-defection, but does lead In to a reduction of the interaction probability. It is frequently proposed that general behavioral norms like telling the truth emerge out of dyadic cooperation is relationships (i.e. two-person games) in which conditional a stable strategy (Hardin, 1982; Ullmann-Margalit, 1977). Unconditional cooperation, however, is argued not person games. To be unconditionally cooperative nearly all specifications of traditional two-person paper, however, has effective in some shown to is be a stable strategy in twonon-rational in the context of games (Taylor, 1976, p. 89). This that the strategy of unconditional cooperation can be situations that are easily misinterpreted as two-person games: 26 situations in which a player has a repeated choice between to interact. In such situations, which I different dyads in which have labeled as two person games with repeated partner choice, unconditional cooperation can perform as well as other retaliatory strategies, as long as the players tend to at least shghtly favor those which they gain higher payoffs. relationships in Several authors view retaliation of non-cooperative behavior as a prerequisite for cooperation to evolve the one who retaliates. and stabilize. Frequently, however, retaliation This led Axelrod (1986) to introduces a meta punishes non-punishment. The results presented in this paper, that at least for some two-person games with repeated partner not necessary. Even small behavioral adjustment interest and that may is norm costly to that however, suggest choice retaliation is that are in the individual's self- not be detectable by an outsider may be sufficient to stabilize cooperation. I person would argue game with that many situations resemble more the characteristics of a two- repeated partner choice than of a traditional two-person game. This might explain the puzzle of why cooperation can frequently be observed even though defection creates an advantage and players apparently do not such situations, unconditional cooperation appropriate but also as "good business." may to retaliate. not only be justified as morally In 27- References Axelrod, R. (1984) The evolution of cooperation Axelrod, R. (1986) An Review, . New York: Basic Books. evolutionary approach to norms. American Political Science 80, 1095-1111. & Elliott, K.A. 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