3,153 research outputs found
Network Architecture and Mutual Monitoring in Public Goods Experiments
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
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
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
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
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
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
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Approximating evolutionary dynamics on networks using a Neighbourhood Configuration model
Evolutionary dynamics have been traditionally studied on homogeneously mixed and infinitely large populations. However, real populations are usually finite and characterised by complex interactions among individuals. Recent studies have shown that the outcome of the evolutionary process might be significantly affected by the population structure. Although an analytic investigation of the process is possible when the contact structure of the population has a simple form, this is usually infeasible on complex structures and the use of various assumptions and approximations is necessary. In this paper, we adopt an approximation method which has been recently used for the modelling of infectious disease transmission, to model evolutionary game dynamics on complex networks. Comparisons of the predictions of the model constructed with the results of computer simulations reveal the effectiveness of the process and the improved accuracy that it provides when, for example, compared to well-known pair approximation methods. This modelling framework offers a flexible way to carry out a systematic analysis of evolutionary game dynamics on graphs and to establish the link between network topology and potential system behaviours. As an example, we investigate how the Hawk and Dove strategies in a Hawk-Dove game spread in a population represented by a random regular graph, a random graph and a scale-free network, and we examine the features of the graph which affect the evolution of the population in this particular game
The Repeated Prisoner’s Dilemma in a Network
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
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
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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