1,031 research outputs found
Interdependent network reciprocity in evolutionary games
Besides the structure of interactions within networks, also the interactions between networks are of the outmost
importance. We therefore study the outcome of the public goods game on two interdependent networks that are
connected by means of a utility function, which determines how payoffs on both networks jointly influence the
success of players in each individual network. We show that an unbiased coupling allows the spontaneous
emergence of interdependent network reciprocity, which is capable to maintain healthy levels of public
cooperation even in extremely adverse conditions. The mechanism, however, requires simultaneous formation of
correlated cooperator clusters on both networks. If this does not emerge or if the coordination process is
disturbed, network reciprocity fails, resulting in the total collapse of cooperation. Network interdependence can
thus be exploited effectively to promote cooperation past the limits imposed by isolated networks, but only if the
coordination between the interdependent networks is not disturbe
Cooperation in Networked Populations of Selfish Adaptive Agents: Sensitivity to Learning Speed
This paper investigates the evolution of cooperation in iterated Prisoner's Dilemma (IPD) games with individually learning agents, subject to the structure of the interaction network. In particular, we study how Tit-for-Tat or All-Defection comes to dominate the population on Watts-Strogatz networks, under varying learning speeds and average network path lengths. We find that the presence of a cooperative regime (where almost the entire population plays Tit-for-Tat) is dependent on the quickness of information spreading across the network. More precisely, cooperation hinges on the relation between individual adaptation speed and average path length in the interaction topology. Our results are in good agreement with previous works both on discrete choice dynamics on networks and in the evolution of cooperation literature
Evolutionary graph theory: Breaking the symmetry between interaction and replacement
We study evolutionary dynamics in a population whose structure is given by two graphs: the interaction graph determines who plays with whom in an evolutionary game; the replacement graph specifies the geometry of evolutionary competition and updating. First, we calculate the fixation probabilities of frequency dependent selection between two strategies or phenotypes. We consider three different update mechanisms: birth-death, death-birth and imitation. Then, as a particular example, we explore the evolution of cooperation. Suppose the interaction graph is a regular graph of degree h, the replacement graph is a regular graph of degree g and the overlap between the two graphs is a regular graph of degree l. We show that cooperation is favored by natural selection if b/c > hg/l. Here, b and c denote the benefit and cost of the altruistic act. This result holds for death-birth updating, weak selection and large population size. Note that the optimum population structure for cooperators is given by maximum overlap between the interaction and the replacement graph (g = h = l), which means that the two graphs are identical. We also prove that a modified replicator equation can describe how the expected values of the frequencies of an arbitrary number of strategies change on replacement and interaction graphs: the two graphs induce a transformation of the payoff matrix
Resistance to learning and the evolution of cooperation
In many evolutionary algorithms, crossover is the main operator used in generating new individuals from old ones. However, the usual mechanism for generating offsprings in spatially structured evolutionary games has to date been clonation. Here we study the effect of incorporating crossover on these models. Our framework is the spatial Continuous Prisoner's Dilemma. For this evolutionary game, it has been reported that occasional errors (mutations) in the clonal process can explain the emergence of cooperation from a non-cooperative initial state. First, we show that this only occurs for particular regimes of low costs of cooperation. Then, we display how crossover gets greater the range of scenarios where cooperative mutants can invade selfish populations. In a social context, where crossover involves a general rule of gradual learning, our results show that the less that is learnt in a single step, the larger the degree of global cooperation finally attained. In general, the effect of step-by-step learning can be more efficient for the evolution of cooperation than a full blast one.Evolutionary games, Continuous prisoner's dilemma, Spatially structured, Crossover, Learning
Evolutionary Games in Complex Topologies: Interplay between Structure and Dynamics
En este estudio exploramos la interrelación entre la estructura subyacente de una cierta población de individuos y el resultado de la dinámica que está teniendo lugar en ella, específicamente, el Dilema del Prisionero. En la primera parte de este trabajo analizamos el caso de una topología estática, en la que la red de conexiones no cambia en el tiempo. En la segunda parte, desarrollamos dos modelos para crecer redes, donde dicho crecimiento esta íntimamente relacionado con la dinámica
Learning and innovative elements of strategy adoption rules expand cooperative network topologies
Cooperation plays a key role in the evolution of complex systems. However,
the level of cooperation extensively varies with the topology of agent networks
in the widely used models of repeated games. Here we show that cooperation
remains rather stable by applying the reinforcement learning strategy adoption
rule, Q-learning on a variety of random, regular, small-word, scale-free and
modular network models in repeated, multi-agent Prisoners Dilemma and Hawk-Dove
games. Furthermore, we found that using the above model systems other long-term
learning strategy adoption rules also promote cooperation, while introducing a
low level of noise (as a model of innovation) to the strategy adoption rules
makes the level of cooperation less dependent on the actual network topology.
Our results demonstrate that long-term learning and random elements in the
strategy adoption rules, when acting together, extend the range of network
topologies enabling the development of cooperation at a wider range of costs
and temptations. These results suggest that a balanced duo of learning and
innovation may help to preserve cooperation during the re-organization of
real-world networks, and may play a prominent role in the evolution of
self-organizing, complex systems.Comment: 14 pages, 3 Figures + a Supplementary Material with 25 pages, 3
Tables, 12 Figures and 116 reference
The mechanics of trust: a framework for research and design
With an increasing number of technologies supporting transactions over distance and replacing traditional forms of interaction, designing for trust in mediated interactions has become a key concern for researchers in human computer interaction (HCI). While much of this research focuses on increasing users’ trust, we present a framework that shifts the perspective towards factors that support trustworthy behavior. In a second step, we analyze how the presence of these factors can be signalled. We argue that it is essential to take a systemic perspective for enabling well-placed trust and trustworthy behavior in the long term. For our analysis we draw on relevant research from sociology, economics, and psychology, as well as HCI. We identify contextual properties (motivation based on temporal, social, and institutional embeddedness) and the actor's intrinsic properties (ability, and motivation based on internalized norms and benevolence) that form the basis of trustworthy behavior. Our analysis provides a frame of reference for the design of studies on trust in technology-mediated interactions, as well as a guide for identifying trust requirements in design processes. We demonstrate the application of the framework in three scenarios: call centre interactions, B2C e-commerce, and voice-enabled on-line gaming
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