14 research outputs found

    Generosity Pays in the Presence of Direct Reciprocity: A Comprehensive Study of 2Ă—2 Repeated Games

    Get PDF
    By applying a technique previously developed to study ecosystem assembly [Capitán et al., Phys. Rev. Lett. 103, 168101 (2009)] we study the evolutionary stable strategies of iterated 22 games. We focus on memory-one strategies, whose probability to play a given action depends on the actions of both players in the previous time step. We find the asymptotically stable populations resulting from all possible invasions of any known stable population. The results of this invasion process are interpreted as transitions between different populations that occur with a certain probability. Thus the whole process can be described as a Markov chain whose states are the different stable populations. With this approach we are able to study the whole space of symmetric 22 games, characterizing the most probable results of evolution for the different classes of games. Our analysis includes quasi-stationary mixed equilibria that are relevant as very long-lived metastable states and is compared to the predictions of a fixation probability analysis. We confirm earlier results on the success of the Pavlov strategy in a wide range of parameters for the iterated Prisoner's Dilemma, but find that as the temptation to defect grows there are many other possible successful strategies. Other regions of the diagram reflect the equilibria structure of the underlying one-shot game, albeit often some non-expected strategies arise as well. We thus provide a thorough analysis of iterated 22 games from which we are able to extract some general conclusions. Our most relevant finding is that a great deal of the payoff parameter range can still be understood by focusing on win-stay, lose-shift strategies, and that very ambitious ones, aspiring to obtaining always a high payoff, are never evolutionary stable

    Evolution of all-or-none strategies in repeated public goods dilemmas

    No full text
    Many problems of cooperation involve repeated interactions among the same groups of individuals. When collective action is at stake, groups often engage in Public Goods Games (PGG), where individuals contribute (or not) to a common pool, subsequently sharing the resources. Such scenarios of repeated group interactions materialize situations in which direct reciprocation to groups may be at work. Here we study direct group reciprocity considering the complete set of reactive strategies, where individuals behave conditionally on what they observed in the previous round. We study both analytically and by computer simulations the evolutionary dynamics encompassing this extensive strategy space, witnessing the emergence of a surprisingly simple strategy that we call All-Or-None (AoN). AoN consists in cooperating only after a round of unanimous group behavior (cooperation or defection), and proves robust in the presence of errors, thus fostering cooperation in a wide range of group sizes. The principles encapsulated in this strategy share a level of complexity reminiscent of that found already in 2-person games under direct and indirect reciprocity, reducing, in fact, to the well-known Win-Stay-Lose-Shift strategy in the limit of the repeated 2-person Prisoner's Dilemma.This research was supported by FEDER through POFC - COMPETE and by FCT-Portugal through fellowships SFRH/BD/77389/2011 and SFRH/BD/86465/2012, by grants PTDC/MAT/122897/2010 and EXPL/EEI-SII/2556/2013, by multi-annual funding of CMAF-UL, CBMA-UM and INESC-ID (under the projects PEst-OE/MAT/UI0209/2013, PEst-OE/BIA/UI4050/2014 and PEst-OE/EEI/LA0021/2013) provided by FCT-Portugal, and by Fundacao Calouste Gulbenkian through the "Stimulus to Research" program for young researchers. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript
    corecore