Paradox of Animal Sociality, Lecture #2002-10 TELLING "NEARLY WELL-FORMED" DARWINIAN STORIES ABOUT BEHAVIOR A. Sociobiological Explanation is a Degenerate form of Darwinian Explanation. An explanation is degenerate when it has lost crucial features of the original from which it is derived. Explanations offered as "Darwinian" differ in their degree of degeneracy. 1. A Full Darwinian explanation of behavior would be a theory about the cause of behavioral evolution, i.e., the cause of adapted phyletic descent of behavior. It would assert that evolution is caused by natural selection, i.e., by the differential replication of alternative types of organism. 2. Ethology is of necessity a degenerate theory, a theory that provides natural selection explanations for behavioral adaptation but is relatively silent about the phenomenon of evolution, itself. Since direct evidence of phyletic descent of behavior is very rare, ethologists must usually content themselves that behavior always evolves in concert with structure or with using the comparative and methods to develop evidence of behavior adaptations and then using field experiments to demonstrate that the adaptations were providing reproductive benefits. 3. Sociobiology is a still more degenerate theory, one that explains behavior without attributing any particular descriptive property to it. Systematic study of evolution or adaptation of behavior is relatively unusual. Sociobiology is mostl reticent concerning what sorts of organisms are likely to be selected. Its project is to provide explanations for social behavior on a case-by-case basis, with a focus on behaviors that seem to be difficult to explain by reference to natural selection. Since it has no way of identifying up front which organisms are likely to be selected, it is not only degenerate, it is circular The same is true, in the main, of behavioral ecology and much of what passes for evolutionary psychology. . For their explanations, sociobiologists rely heavily on "Nearly well-formed Darwinian stories." I call these Darwinian stories Nearly Well formed, because the ultimately well formed Darwinian story, explain established design features. Nearly-well formed Darwinian stories explain, as I have argued, traits on a trait by trait basis. Still, so as not to drive us all crazy in the next few weeks, I will refer to these Nearly Well formed Darwinian stories as simply, “Darwinian Stories”. B. Darwinian stories answer questions of the form, "Why do contemporary members of species, S, display behavioral trait,T?" 1. Answers are of the form, "Because over the history of Species, S, those members that did T tended to have more offspring than those that did not-T AND T-doers tended to have offspring that did T." Such stories are Darwinian stories because they invoke crucial elements of the Natural Selection Model: all species-members are taken to be members of a population (~ herd) are taken to vary in the possession of some trait (T and not-T), this variation is taken to be heritable I call the stories told by sociobiologists, "nearly well-formed", because they contain all the elements of the model EXCEPT the eugenic concept. They offer no general characterization of the sort of organisms that nature is selecting. 2. Darwinian stories are often simplified and rendered in the form of mathematical models that are called Evolutionary "Games Theory" Models. a. Games Theory Models originated in political science where they were used to explore negotiating situations in which the best outcome for one participant depends on what the other participant does. In a game theory model, two different behavioral strategies are pitted against one another as follows. Each player is presumed to be able to choose either of the two strategies and the game "designer" specifies the "payoff" that each player will receive for each combination of strategies. These features of a games theory model are often represented in tables such as the following: Figure 2002-10-1 Payoff received by Strategy A Strategy B Strategy A Payoff {A against A} Payoff of {A against B} Strategy B Payoff {B against A} Payoff of {B against B} player 1, when. … Player 1 Plays… Against Player 2, playing The table can be read as a narrative with blanks in it that can be filled by reading out the central cells of the table, thus "Payoff received by Player 1, when Player 1 plays Strategy A (or b) against a second player who plays either Strategy A or B. ' b. The most well known of these games models is the Prisoners' Dilemma Model. The Prisoners' Dilemma game is a model of a conflict between individual and collective interest. Anybody who has watched the crime show, Lore and Ordure, is familiar with the model situation. Two robbers are caught, but the police lack sufficient evidence to convict both of the crime. So, they take the robbers into separate rooms and offer each the following deal. " If you confess to the crime and testify against your partner we will give you a probation. If you don’t confess to the crime, and your partner testifies against you, we will give you a heavy sentence. If you both confess, both will receive a moderate sentence." What the police do not say, but which is implied is that if neither confesses, both robbers will get off with a light sentence. Figure 2002-10-2 Payoff received by Prisoner 1, when …. Against Prisoner 2, playing Tough it Rat Prisoner 1 Plays Tough it Light Sentence (-2 years) Severe Sentence (-5 years) Rat Probation (0 years) Moderate Sentence (-4 years) I have to admit that the prisoner's dilemma has never made sense to me, as a dilemma that might occur on Lore and Ordure. . Why exactly would two confessors get a lighter sentence? Moreover, even more implausible, why do two prisoners who Tough It end up with more of a sentence than the one who Rats? Isn't the whole point that the police cannot make a conviction unless one of the prisoners rats?1 1 This a wonderful example of untended surplus meaning of a model that is seriously misleading. Detectives Cypovitz and Sorensen have the two lunkheads in custody, one in the cage and one in the coffee room. They go back and forth between the two trying by any wile to undermine their faith in one another. Now I don’t know how realistic these dramas are, but in every episode I have ever watched (and I confess to having watched to many of them), each member of a pair of lunkheads in which both played "hang tough" would do better than an individual who played "rat" to his partner's "hang tough". If Andy and Danny didn't need to make their case, they wouldn't bother to interrogate, so if both lunkheads hang tough they will both probably "walk". Furthermore, when negotiating with a potential "rat", the most the two detectives can ever offer is to "put in a good word for you with the D.A." So unlike the classic "Prisoners Dilemma", where both players are always paid to rat, the NYPD Blue dilemma actually involves an quandary in which each lunkhead should hang tough if he thinks his partner is going to hang tough and rat if he thinks his partner is going to rat. c. The prisoners dilemma model should be known as the cooperation dilemma model. Lets imagine that your room mate is a biology major and you are a psychology major. Each of you is taking a course in the other’s major Department to fulfill a perspective and neither of you is doing very well in that course. In fact, if you don’t take some drastic measures, you both will get C’s . Your roommate suggests the following deal: “Let’s help each other out. You can help me out preparing for my psychology exam and then I will help you out preparing for your biology exam and we’ll both get B’s. Sounds good, right? But wait a minute! If you fulfilled your part of the bargain and your roommatedidn’t, you would get a D in the course because you would have been distracted from your own studying and got nothing in return. So, if your room mate doesn’t fulfill his side of the bargain, you certainly shouldn’t fulfill your side. Now imagine that your roommate fulfilled his part of the deal. If you reneged on your part, Figure 2002-10-3 And Student 2 Grade points received by student 1 and by the average of both players when …. Student 1 Follows Through Reneges Follows Through Reneges 3.0 Av. 3.0 1.0 Av.2.5 4.0 Av. 2.5 2.0 Av. 2.0 you would have his help and wouldn’t have wasted your time helping him. You might get an A! Therefore, WHICHEVER your roommate does, follow through or renege, your best course of action is to renege. However, this isn't the worst of a social cooperation situation. Remember that your roommate is capable of making the same calculations as you have and deciding to renege. Once he has made them, he will see, as you just have seen, that he is always paid to renege. So you know up front that if your roommate is a rational actor, he is going to renege. And knowing that, why should you fulfill you part of the bargain. Notice that this logic is true, even though the average grade that each of you would receive would go up a half grade point if you both were to follow through on the deal. e. Another example of a cooperation dilemma model is the Tragedy of the Commons, so named by Garrett Hardin in a famous book by that name. The word "Commons" in the title is a reference to the practice familiar in colonial America of putting aside a space of pasture at the center of a village on which villagers could graze their cattle. To make the example simple, lets imagine the simplest possible village, one with just two farmers living around its common. The grass on the common is sufficient to feed six cows that give 20 lbs of milk each. Therefore, if each farmer puts out three cattle, both get 60 lbs of milk. If more than six cattle are put out to pasture, the pasture is damaged and provides less milk, lets say, 10 pounds less for each additional cow. Nevertheless, one of the farmers does the numbers and realizes that if he puts out an additional cow he will make more milk. For seven cattle, the pasture produces only 110 pounds of milk, or just under 16 lbs per cow. However, the farmer with 4 cows takes home 62.8 lbs, which is 2.8 lbs more than he took home with only three cows. The second farmer will get just over 47 lbs, a reduction of nearly 15 lbs. So now, the second farmer also does the numbers. If he puts a fourth cow out on the pasture, the pasture will have eight cows on it and provide 100 lbs of milk. So now, each former gets 12.5 pounds per cow. With his 4 cows out on the pasture the second farmer now gets 50 lbs of milk, more than he got since the first farmer increased HIS herd but less than he would have gotten if neither had increased his herd. But the first farmer now gets only 50 lbs of milk, which is much less than the nearly 63 lbs he was getting before farmer 2 put our his fourth cow, and even less than farmer 1 was getting before he upset that balance by putting out his forth cow. You see why this scenario is called a tragedy -- at each stage, each farmer is doing something that betters himself but the overall effect is to ruin both farmers. The Tragedy of the Commons is represented as a cooperation dilemma in the diagram just above. . Cooperation dilemma models -- whether they be a Prisoners' Dilemma models, a Figure 2002-10-4 And Farmer 2 Puts out Milk received by farmer 1 and by the average of both farmer when. … Farmer 1 Puts out 3 cows 4 cows 3 Cows 60lbs Av. 60lbs 63lbs Av. 55lbs 4 Cows 47lbs 50lbs Av.55lbs Av. 50lbs c-student models, or a tragedy of the commons models -- all have certain common features. What a non-cooperator gets from a cooperator is greater than what a cooperator gets from a cooperator, which in turn is greater than what two non-cooperators get working independently get which is greater than what a cooperator gets in an interaction with a non-cooperator. In addition, the total received by two cooperators working together must be greater than the sum of a cooperator and a non-cooperator "working together". Cooperation dilemma models occur so often in the sociobiological literature that they appear in textbooks and articles in the following highly standard format. Figure 2002-10-5 Against Player 2, playing Payoff received by Cooperate player 1, when …. Player 1 Plays Cooperate Defect (Cheat) Defect (Cheat) R S Reward for Cooperation Sucker's Payoff T P Temptation to Defect Punishment for failure to Cooperate A table is a cooperation dilemma table if (and only if) T > R > P > S and 2 R> (T + S) The terms in this standard cooperation table may require some clarification . For the purposes of such tables, to "cooperate" is to honor the contract with one's associate, to "defect" is to fail to honor it. Defecting is sometimes called "Cheating". Those of you who watch a lot of crime shows may notice that the word "cooperate" has the opposite meaning in this table than it does in Lore and Ordure. In Lore and Ordure , to "Cooperate" is to work with the police to maximize your own individual outcome -- in other words, "cooperate" means "rat". However, in the standard sociobiological representation of cooperation dilemma tables, "cooperate" means "work with your partner to maximize your joint outcome.” Conventionally, the cells an a cooperation dilemma table are identified with the letters R (= Reward for Cooperation), T (=Temptation to Defect), S (= Sucker's Payoff), and P (=Punishment for Failure to Cooperate). For a table to represent a social dilemma model, it must be the case that payoffs represented by these letters have the indicated relative magnitudes. d. Evolutionary Games Tables. When the Strategies of a games table are alternative heritable types of organisms within a species and the payoffs in the table are increases to their fitness, then the table becomes and evolutionary games table. Here is a standard Evolutionary Games Table. Figure 2002-10-6 Payoff received by individuals that….. ….play… Strategy A …..against individuals playing…. Strategy A (of Strategy B (of which which there are p in there are (1 - p) in the the population) population Total Payoff ( p)(P{ A:A}) + (1-p)(P{A:B}) p(Payoff {A against A}) (1-p)(Payoff of {A against B}) p(Payoff {B against A}) (1-p)( Payoff of {B against B}) ( p)(P{ B:A}) + (1-p)(P{B:B}) Strategy B Strategy A will come to characterize the population when the total payoff to Strategy A is greater than the total payoff to Strategy B: i.e., when ( p)(P{ A:A}) + (1-p)(P{A:B}) is greater than ( p)(P{ B:A}) + (1-p)(P{B:B}) Evolutionary games tables are grossly similar to ordinary games tables. The similarities are found in the payoffs at the center of both kinds of tables, payoffs that occur to the individuals playing one strategy against one another and against individuals playing an alternative strategy. In an evolutionary games table, the payoffs are fitness values. They represent increases (or decreases) to the reproductive rate of individuals playing one strategy as opposed to the other. To pack the identifications of payoffs into the cells of the table , we use a symbol system, such that, for example, the “Payoff of A playing against B” is shortened to “(Payoff{A against B} or even more compactly, “P{A:B}”. The two types of tables are also different in some very important ways. Instead of individuals playing different strategies, the strategies are played by different types of individuals within the population. Each individual plays one and only one strategy, A or B.. An ordinary games table answers the question, what will be the payoff for each player for each combination of plays the players might make in a single round game in which there are two players and two strategies. An evolutionary games table answers the question, "Assuming that there are two types of players within the species, what will be the effect on these two types if they come in contact with one another at random within the population?" In an ordinary games table only one of the four outcomes can happen in a round of game. In an evolutionary games table, each possible outcome occurs with a relative frequency determined by the frequency of the two types within the population, and we calculate the total outcome by multiplying the frequency payoff by its value. Confusingly for our purposes, the proportion of the A-type individuals in the population is usually represented by a small p and the proportion of the alternative, B-type, is represented by 1-p. So there are two kinds of p’s in the table, Big P’s that stand for “Payoff” and little p’s that stand for “proportion.. The model underlying an evolutionary game table is thus substantially different. Imagine that a population has two mutually exclusive, alternative genetic types, A and B, say, blue eyes and brown eyes. . The two types associate at random within the population, A's meeting A's, A's meeting B's, B's meeting A's and B's meeting B's with a frequency that is proportional to their representation in the population. So, for instance, if A's represent a third of the population, then A's will encounter other A's a third of the time and B's two thirds of the time. One of the values of evolutionary games tables is that it makes it possible to talk about how the fortunes of two different types within a population will be affected by their relative numbers. You might get an intuitive grasp of how initial frequencies can effect outcomes in an evolutionary game, if you think about an old childhood game, rock, scissors, paper. The game is ordinarily played as a two-player, three strategy game, in which each of two children can deploy one of the three strategies and in a given round, the outcome is determined by what the other player deploys. In the language of the game, Rock crushes Scissors, Scissors cuts Paper, and Paper covers Rock. The two players hold their hands behind their back and at the count of three; make their choices simultaneously by putting out a fist (Rock), a v-shape with their middle and index finger (Scissors) a flat hand with palm down (Paper). . Rock wins over Scissors, Scissors over Paper, Paper over Rock. To turn this children's game into something like an evolutionary game, we need only imagine a tournament in which 100 people each playing one of the three strategies, rock, scissors or paper, as they mill about encountering one another at random. The outcome for any strategy obviously depends on the proportions of players playing the remaining two strategies. The best outcome for Rock-players occurs in a tournament with many Scissors-players and few Paper-players. The best outcome for Scissorsplayers occurs in a tournament with lots of Paper-players and no Rock-players. Finally, the best outcome for Paper-Players occurs in a tournament with many Rock-players and few Scissors players. Thus, which strategy is the winning strategy depends on which OTHER strategies are present in the game. Think about what would happen for different proportions of the three strategies. We will encounter this situation frequently as we discuss the evolution of cooperation, but before we get to this complicated material we have to get a firmer grip on how an evolutionary games table relates to Darwinian explanation. e. Any Nearly -Well-formed Darwinian Story can be represented as an evolutionary games table. Imagine that there are two sorts of creatures in the population. In this scenario, all the creatures have the same genome except for one difference. For our purposes, he term "genome" just means "the collection of inherited Figure 2002-10-7 Payoff received by Individuals that. … …. Against individuals playing… Strategy Strategy (G) with (G+T) with probability (1 - p) probability p …play … Strategy (G+T) (p)(b) (1-p)(b) p(0) (1-p)( 0) Strategy (G) Total Payoff (p)(b)+(1-p)b= pb+b-pb= b ( p)(0)+(1-p)( 0)= 0 Strategy G+T will come to characterize the population when the total payoff to Strategy G+T is greater than the total payoff to Strategy G: i.e., when b > 0, which will be true whenever trait T provides a positive benefit to its bearers. traits that an individual has". We'll call these two types the G-type and the (G+T) type. To see how this works, let's imagine that the Trait conveys some benefit to trait bearers, call it 'b'. A benefit is any event that increases the reproductive rate of an individual to which it occurs. For the moment, we'll imagine that the trait has nothing to do with social interaction, so it conveys the same benefit whether the trait bearer is in the company of other trait bearers, or whether it is in the company of non-trait-bearers. Now we can fill in an evolutionary games table for this trait as in figure 10-7. This table represents a Darwinian story which can be used to explain why in contemporary times, genomes in the species tend to have the particular trait. They do, the Darwinian Story says, because in the history of the species Genomes with the trait T (G+T) had a higher payoff across its two kinds of interactions than genomes without that trait. Notice by looking at the totals column that G+T has a higher number just so long as b is greater than zero. Thus, as long as the benefit provided by b really IS a benefit (a positive number) then traitbearers will increase in the population by comparison with non-trait-bearers. Figure 2002-10-8 Payoff received by Individuals that …. …against individuals playing…. Strategy Strategy (G) with (G+T) with probability probability p (1 - p) … play …. Strategy (G+T) (p)(-c) Strategy (G) p(0) (1-p)(-c) (1-p)( 0) Total Payoff (p)(-c)+(1-p)(-c)= - pc-c+pc= -c ( p)(0)+(1-p)( 0)= 0 Strategy G+T will not come to characterize the population unless the total payoff to Strategy G+T is greater than the total payoff to Strategy G: i.e., -c > 0, which will be true only when trait T provides a negative cost, a "cost" that is really a benefit. Notice that the opposite occurs if Trait T levies a cost on individuals to which it is added and if a cost is understood as any event that decreases the reproductive rate of any individual to which it occurs. Of course, many traits convey both costs and benefits. To model such traits, we need to enter both cost and benefit terms into the evolutionary games table, as we do in Figure 2002-10-09 on the next page. Again, we look at the Totals column, where we see that G+T will be greater than G just so long as b-c is greater than 0, or b>c. Thus, so long as the fitness benefits of a trait outweigh its costs, the trait will come to characterize the species. Figure 2002-10-09 Payoff received by Individuals that …. ...play… Strategy (G+T) Strategy (G) …against individuals playing… Strategy Strategy (G) (G+T) with with probability probability p (1 - p) (p)(b-c) (1-p)(b-c) p(0) (1-p)( 0) Total Payoff (p)(b-c)+(1-p)(b-c)= 1 (b-c)= b-c ( p)(0)+(1-p)( 0)= 0 Strategy G+T will come to characterize the population if the total payoff to Strategy G+T is greater than the total payoff to Strategy G: i.e., b-c > 0: i.e., whenever trait T provides costs that are greater than the benefits it provides. . To clarify these concepts, consider the following example. What sort of Darwinian story would we tell to explain the fact that many animals -- cats, for instance - spend considerable time grooming themselves. Given fleas, mites and other skin parasites, keeping the fur tidy and clean presumably conveys benefits to cats that do it. But the time spent grooming is time taken away from other activities -- looking out for predators, seeking food, or just catching up one one's rest. The table above shows that just so long as at least a few members of the species are capable of performing the behavior, and the behavior is an inherited one, and the benefits of the behavior exceed its costs, the behavior will come to characterize the species. Alternatively, to put the explanation as a nearly well formed Darwinian story, cats groom themselves because, in the history of the species, some cats were capable of grooming, grooming cats had more offspring than non-grooming cats, and grooming cats had offspring that tended to groom. Benefits are necessary to natural selection but not all benefits lead to natural selection. Returning to our grooming cats, for instance, we can say that being groomed by Cat B would benefit Cat A. But this fact will have no obvious implications for natural selection unless "being groomed by Cat B" is somehow a consequence of some heritable trait of Cat A. Natural selection is blind to any benefit that does not provide a reproductive advantage to the heritable trait that makes the benefit possible. However, this blindness of evolutionary theory poses an important problem for sociobiologists. If natural selects for traits that benefit only the bearers of the traits, then how do contemporary biologists explain the many behaviors that animals perform that seem to provide benefits to others. Why would animals ever perform costly behaviors that benefit others? Such behaviors would seem to be a challenge to Darwinism because any costly trait that caused individuals to pass out benefits to their competitors would seem always to be contrary to Darwinian interest. Why, then, are creatures ever nice to one another?