Towards Realistic Models for Evolution of Cooperation LIK MUI … about procedure … • Briefly go over the paper – Clarify major points • Describe simulations (not in paper) RoadMap • • • • Introduction Cooperation Models Simulations Conclusion Evolution of Cooperation • Animals cooperate • Two questions: – How does cooperation as a strategy becomes stable evolutionarily? – How does cooperation arise in the first place? Darwinian Natural Selection “Survival of the fittest” • If evolution is all about individual survival, how can cooperation be explained? • Fittest what? Fittest what ? • Individual – Rational agency theory (Kreps, 1990) • Group – Group selection theory (Wilson, 1980) • Gene – Selfish gene hypothesis (Dawkins, 1979) • Organization – Classic organizational theory (Simon, 1969) RoadMap • Introduction • Cooperation Models • • • • • Group Selection Kinship Theory Direct Reciprocity Indirect Reciprocity Social Learning • Simulations • Conclusion Group Selection • Intuition: we ban cannibalism but not carnivorousness • Population/species: basic unit of natural selection • Problem: explain war, family feud, competition, etc. Kinship Theory I • Intuition: nepotism • Hamilton’s Rule: c r b – Individuals show less aggression and more cooperation towards closer kin if rule is satisfied – Basis for most work on kinship theory • Wright’s Coefficient of Related: r – Self: r=1 – Siblings: r=0.5 – Grandparent-grandchild: r=0.25 Kinship Theory II • Cannot explain: – Competition in viscuous population – Symbioses – Dynamics of cooperation Direct Reciprocity • Intuition: being nice to others who are nice • “Reciprocal Altruism” – Trivers (1971) • Tit-for-tat and PD tournament – Axelrod and Hamilton (1981) • Cannot explain: – We cooperate not only with people who cooperate with us Indirect Reciprocity • Intuition: respect one who is famous • Social-biological justifications – Biology: generalized altruism (Trivers, 1971, 1985) – Sociobiology: Alexandar (1986) – Sociology: Ostrom (1998) • 3 types of indirect reciprocity: – Looped – Observer-based – Image-based Indirect Reciprocity: Looped • Looped Indirect Reciprocity – Boyd and Richerson (1989) Indirect Reciprocity: Observers • Observer-based Reciprocity – Pollock and Dugatkin (1992) Indirect Reciprocity: Image • Image (reputation) based Reciprocity – Nowak and Sigmund (1998, 2000) Social Learning • Intuition: imitate those who are successful • Cultural transmission – Boyd and Richerson (1982) • Docility – Simon (1990, 1991) Critiques of Existing Models • Many theories each explaining one or a few aspects of cooperation • Unrealism of model assumptions Unrealism for Existing Models • asexual, non-overlapping generations • simultaneous play for every interaction – c.f., Abell and Reyniers, 2000 • dyadic interactions • mostly predetermined behavior – c.f., May, 1987 (lack of modeling stochasticity) • discrete actions (cooperate or defect) • social structure and cooperation – c.f., Simon, 1991; Cohen, et al., 2001 • extend social learning – c.f., Simon, 1990 RoadMap • Introduction • Cooperation Models • Simulations • Nowak and Sigmund Game • Prisoner’s Dilemma Game • Simon’s Docility Hypothesis • Conclusion Nowak and Sigmund Game Interact Not interact Donor -C 0 Recipient B 0 Interact Not interact Donor A -A Recipient 0 0 • Payoff Matrix C = 0.1 B = 1.0 • Image Adjustment A=1 Abundance Using Global Image: 1 Run 100 90 80 70 60 50 40 30 20 10 0 t=0 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 Using Global Image: 100 Runs Dynamics using Global Reputation 8 6 Strategy, K 4 2 0 -2 -4 0.3 -6 0.25 Num ber of Generations 50,000 Frequency 0.2 0.15 0.1 2.5 0.05 2 0 1 1.5 2 3 4 5 6 7 Payoff Strategy, K 1 0.5 0 Num ber of Generations 50,000 8 9 10 11 12 Using 10 Observers/Interactions 0.3 0.18 n=50 n=20 0.16 0.25 0.14 0.2 Frequency Frequency 0.12 0.1 0.08 0.06 0.15 0.1 0.04 0.05 0.02 0 0 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 -5 -4 -3 -2 -1 Strategy, K 1 2 3 4 5 6 0.3 0.35 n=200 n=100 0.3 0.25 0.25 0.2 Frequency Frequency 0 Strategy, K 0.2 0.15 0.15 0.1 0.1 0.05 0.05 0 0 -5 -4 -3 -2 -1 0 1 Strategy, K 2 3 4 5 6 -5 -4 -3 -2 -1 0 1 Strategy, K 2 3 4 5 6 Evolutionary PD Game • Repeated Prisoners’ Dilemma Game • Agent Actions: Action = { cooperate, defect } • Payoff Matrix: C D C 3/3 0/5 D 5/0 1/1 PD Game Agent Strategies • All defecting (AllD) • Tit-for-tat (TFT) • Reputational Tit-for-tat (RTFT): using various notions of reputation Base Case: PD Game Group Reputation (base: min_gr >= 0) 10000 12000 12100 12200 12500 120 100 TFT Count 80 60 40 20 0 1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 Generation Simple Groups: social structures • Group structure affects members – Interactions, observations, and knowledge – Persistent structure • Groups actions – Observed indirectly through member's actions Group Membership • Member agents – Have public group identity – Directly associated with one environment • Group Structure is a Tree – Least common ancestral node (LCAN) – Events occur with respect to a shared environment Shared Environment Example Agents A1,A2 A3,A4 A5,A2 A1,A3 A5,A3 Group G1 G2 G1 G0 G0 A0 G0 A3 A4 A1 A2 G1 G2 A5 G3 PD Game with Group Reputation (varying encounters per generation EPG) Group Reputation (min_gr >= 0.5) 100 200 500 1000 1200 120 100 TFT Count 80 60 40 20 0 1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 Generation PD Game with Group Reputation (100 EPG; varying Inter-group interaction probability) Group Reputation (min_gr >= 0.5, varying ip) 0.1 0.3 0.325 0.35 1.0 120 100 TFT Count 80 60 40 20 0 1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 Generation Groups/Organizations: bounded rationality explanation • Docility – Cooperation (altruism) as an explanation for the formation of groups/organizations • Why individuals “identify” with a group? – boundedly rational individuals – increase their survival fitness (Simon, 1969, 1990, 1991) PD Game with Docility (50 cooperators and 50 defectors; 100 EPG; 1.0 IP) Varying intergroup docility, intragroup docility = 1.0 0.0 0.4 0.41 0.425 1.0 120 Cooperator Count 100 80 60 40 20 0 1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 Generation Conclusion • Reviewed 5 major approaches to study evolution of cooperation • Provided 2 main critiques for existing models • Constructed model extensions addressing the critiques Implications for Computer Science • Artificial intelligence – Benevolent agents are not good enough (c.f., multi-agents systems) – Learning theory can be used to study evolution of cooperation • Systems – Improve system design by understanding the dynamics of agents – Accountability substrate needed for distributed systems Future Plan • • • • Extend the simple group social structure Overlapping generations Sexual reproduction Extend social learning using realistic/robust learning model Modeling Diploid Organisms Modeling Diploid Organisms Modeling Diploid Organisms Parental Chromosomes One of 2 Child Chromosomes Simulation Demo • Recall PD payoff matrix: C D C D R/R S/T T/S P/P • PD strategies: viewed as a probability vectors – – – – – Strategy: TFT: AllD: AllC: STFT: <PI, PT, PR, PP, PS> < 1, 1, 1, 0, 0 > < 0, 0, 0, 0, 0 > < 1, 1, 1, 1, 1 > < 0, 1, 1, 0, 0 > Simulation: a search problem • Search Optimal PD Strategy – Search space: I, T, R, P, S probabilities