3,153 research outputs found

    Network Architecture and Mutual Monitoring in Public Goods Experiments

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    Recent experiments show that public goods can be provided at high levels when mutual monitoring and costly punishment are allowed. All these experiments, however, study monitoring and punishment in a setting where all agents can monitor and punish each other (i.e., in a complete network). The architecture of social networks becomes important when individuals can only monitor and punish the other individuals to whom they are connected by the network. We study several non-trivial network architectures that give rise to their own distinctive patterns of behavior. Nevertheless, a number of simple, yet fundamental, properties in graph theory allow us to interpret the variation in the patterns of behavior that arise in the laboratory and to explain the impact of network architecture on the efficiency and dynamics of the experimental outcomes.experiment, networks, public good, monitoring, punishment

    Evolution of Cooperation and Coordination in a Dynamically Networked Society

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    Situations of conflict giving rise to social dilemmas are widespread in society and game theory is one major way in which they can be investigated. Starting from the observation that individuals in society interact through networks of acquaintances, we model the co-evolution of the agents' strategies and of the social network itself using two prototypical games, the Prisoner's Dilemma and the Stag Hunt. Allowing agents to dismiss ties and establish new ones, we find that cooperation and coordination can be achieved through the self-organization of the social network, a result that is non-trivial, especially in the Prisoner's Dilemma case. The evolution and stability of cooperation implies the condensation of agents exploiting particular game strategies into strong and stable clusters which are more densely connected, even in the more difficult case of the Prisoner's Dilemma.Comment: 18 pages, 14 figures. to appea

    Directionality of contact networks suppresses selection pressure in evolutionary dynamics

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    Individuals of different types, may it be genetic, cultural, or else, with different levels of fitness often compete for reproduction and survival. A fitter type generally has higher chances of disseminating their copies to other individuals. The fixation probability of a single mutant type introduced in a population of wild-type individuals quantifies how likely the mutant type spreads. How much the excess fitness of the mutant type increases its fixation probability, namely, the selection pressure, is important in assessing the impact of the introduced mutant. Previous studies mostly based on undirected and unweighted contact networks of individuals showed that the selection pressure depends on the structure of networks and the rule of reproduction. Real networks underlying ecological and social interactions are usually directed or weighted. Here we examine how the selection pressure is modulated by directionality of interactions under several update rules. Our conclusions are twofold. First, directionality discounts the selection pressure for different networks and update rules. Second, given a network, the update rules in which death events precede reproduction events significantly decrease the selection pressure than the other rules.Comment: 7 figures, 2 table

    Evolution of ethnocentrism on undirected and directed Barabási-Albert networks

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    Using Monte Carlo simulations, we study the evolution of contigent cooperation and ethnocentrism in the one-move game. Interactions and reproduction among computational agents are simulated on undirected and directed Barabási-\ud Albert (BA) networks. We first replicate the Hammond-Axelrod model of in-group favoritism on a square lattice and then generalize this model on undirected and directed BA networks for both asexual and sexual reproduction cases. Our simulations demonstrate that irrespective of the mode of reproduction, ethnocentric strategy becomes common even though cooperation is individually costly and mechanisms such as reciprocity or conformity are absent. Moreover, our results indicate that the spread of favoritism toward similar others highly depends on the network topology and the associated heterogeneity of the studied population

    Repeated Games Played in a Network

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    Delayed perfect monitoring in an infinitely repeated discounted game is modelled by letting the players form a connected and undirected network. Players observe their immediate neighbors' behavior only, but communicate over time the repeated game's history truthfully throughout the network. The Folk Theorem extends to this setup, although for a range of discount factors strictly below 1, the set of sequential equilibria and the corresponding payoff set may be reduced. A general class of games is analyzed without imposing restrictions on the dimensionality of the payoff space. This and the bilateral communication structure allow for limited results under strategic communication only. As a by-product this model produces a network result; namely, the level of cooperation in this setup depends on the network's diameter, and not on its clustering coefficient as in other models.Repeated Game, Network, Delayed Perfect Monitoring, Communication

    Repeated Games Played in a Network

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    Delayed perfect monitoring in an infinitely repeated discounted game is modelled by allocating the players to a connected and undirected network. Players observe their immediate neighbors’ behavior only, but communicate over time the repeated game’s history truthfully throughout the network. The Folk Theorem extends to this setup, although for a range of discount factors strictly below 1, the set of sequential equilibria and the corresponding payoff set may be reduced. A general class of games is analyzed without imposing restrictions on the dimensionality of the payoff space. Due to this and the bilateral communication structure, truthful communication arises endogenously only under additional conditions. The model also produces a network result; namely, the level of cooperation in this setup depends on the network’s diameter, and not on its clustering coefficient as in other models.Repeated Game, Delayed Perfect Monitoring, Network, Communication

    The Repeated Prisoner’s Dilemma in a Network

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    Imperfect private monitoring in an infinitely repeated discounted Prisoner’s Dilemma played on a communication network is studied. Players observe their direct neighbors’ behavior only, but communicate strategically the repeated game’s history throughout the network. The delay in receiving this information requires the players to be more patient to sustain the same level of cooperation as in a complete network, although a Folk Theorem obtains when the players are patient enough. All equilibria under exogenously imposed truth-telling extend to strategic communication, and additional ones arise due to richer communication. There are equilibria in which a player lies. The flow of information is related with network centrality measures.Repeated Game, Prisoner’s Dilemma, Imperfect Private Monitoring, Network, Strategic Communication, Centrality

    Under-connected and Over-connected Networks

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    Since the seminal contribution of Jackson & Wolinsky 1996 [A Strategic Model of Social and Economic Networks, JET 71, 44-74] it has been widely acknowledged that the formation of social networks exhibits a general conflict between individual strategic behavior and collective outcome. What has not been studied systematically are the sources of inefficiency. We approach this omission by analyzing the role of positive and negative externalities of link formation. This yields general results that relate situations of positive externalities with stable networks that cannot be “too dense” in a well-defined sense, while situations with negative externalities tend to induce “too dense” networks.Networks, Network Formation, Connections, Game Theory, Externalities, Spillovers, Stability, Efficiency

    Upstream reciprocity in heterogeneous networks

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    Many mechanisms for the emergence and maintenance of altruistic behavior in social dilemma situations have been proposed. Indirect reciprocity is one such mechanism, where other-regarding actions of a player are eventually rewarded by other players with whom the original player has not interacted. The upstream reciprocity (also called generalized indirect reciprocity) is a type of indirect reciprocity and represents the concept that those helped by somebody will help other unspecified players. In spite of the evidence for the enhancement of helping behavior by upstream reciprocity in rats and humans, theoretical support for this mechanism is not strong. In the present study, we numerically investigate upstream reciprocity in heterogeneous contact networks, in which the players generally have different number of neighbors. We show that heterogeneous networks considerably enhance cooperation in a game of upstream reciprocity. In heterogeneous networks, the most generous strategy, by which a player helps a neighbor on being helped and in addition initiates helping behavior, first occupies hubs in a network and then disseminates to other players. The scenario to achieve enhanced altruism resembles that seen in the case of the Prisoner's Dilemma game in heterogeneous networks.Comment: 10 figures, Journal of Theoretical Biology, in press (2010
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