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Selective attention to historical comparison or social comparison in the evolutionary iterated prisoner’s dilemma game

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Abstract

This paper investigates an evolutionary iterated prisoner’s dilemma (IPD) model of multiple agents, in which agents interact in terms of the pair-wise IPD game while adapting their attitudes towards income stream risk. Specifically, agents will become more risk averse (or more risk seeking) if their game payoffs exceed (or fall below) their expectations. In particular, agents use their peers’ average payoffs as expectations (social comparison) when their payoffs are lower than their peers’ averages, but use their own historical payoffs as expectations (historical comparison) when their payoffs are higher than their peers’ averages. Such selective attention to social comparison or historical comparison manifests a desire for continuous improvement of agents. Simulations are conducted to investigate the evolution of cooperation under the selective attention mechanism. Results indicate that agents can sustain a highly cooperative equilibrium when they consider selective attention in adjusting their risk attitudes. This holds true for both the well-mixed and the network-based games, even in the presence of uncertain game payoffs. The reason is that, selective attention can significantly induce agents to adhere to conditional cooperation as well as to identify uncertainty in payoffs, which enhances the risk-averse behavior of agents in the IPD game. As a result, high levels of cooperation can be attained.

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Notes

  1. The prospect theory used the terms expectations and aspirations interchangeably (Kahneman and Tversky 1979).

  2. Here, what we mean is that, individuals or organizations tend to use their own past performances as expectations (i.e., historical comparison) if they outperform their peers’ averages, but they tend to use their peers’ average performances as expectations (i.e., social comparison) if they underperform their peers’ averages. It is worth noting that the prerequisite for the application of historical comparison incorporates a social-comparison-like process, in which individuals or organizations need to confirm that they do be above their peers’ averages before implementing historical comparison. However, for the purpose of clarity, we explicitly term this circumstance as “historical comparison”, because it is the individuals’ or the organizations’ own past performances that are directly used as their expectations in this circumstance. In other words, it is historical comparison that mainly determines the individuals’ or the organizations’ expectations. On the other hand, when the term “social comparison” is presented, it refers to the case in which individuals or organizations directly use their peers’ average performances as their expectations.

  3. Agents with \(\alpha > 0.8\) are found to perform similarly well in the IPD game.

  4. The literature has suggested that an IPD strategy should cover histories of only recent interactions, because only recent moves have significance for the current move (Darwen and Yao 1997). The consideration of previous three moves has been widely exploited in the literature (Axelrod 1984; Franken and Engelbrecht 2005; Mittal and Deb 2009).

  5. The game-playing process is independent across generations, which means that each agent will start new IPD games with \(g_{n}\) new opponents, respectively, in a new generation. Still, each IPD game entails l encounters.

  6. Note that the reference-performance selection process is cost-effective, because each agent uses only information on its own payoff in the prior generation and information on the population average payoff in the current generation. The population average payoff, like, the average profit of an industry or a sub-industry, is always public information.

  7. According to previous work in Zeng et al. (2016a, 2017), the value of \(\gamma\) indicates the sensitivity of changes in agents’ risk attitudes. A too-small value of \(\gamma\), e.g., \(\gamma = 0\) (or a too-large value of \(\gamma\), e.g., \(\gamma = 0.5\)), means that the agents might change their risk attitudes too frequently (or too slowly) in response to the game outcomes. These inappropriate adjustment speeds may prevent agents from adapting to the game environment, and, therefore, have a disruptive impact on the evolutionary outcome. Thus, the value of \(\gamma\) is set as 0.15 in this study, as suggested in Zeng et al. (2016a). Meanwhile, because comparable results are obtained for different specifications of \(r_{up}\) and \(r_{down}\), we use \(r_{up} = r_{down} = 0.2\) for illustration. These parameter settings are also convenient for the comparison of results with selective attention (i.e., results in the current study) to those without (Zeng et al. 2016a, 2017).

  8. Simulation results are qualitatively identical with the population size and the average neighborhood size in a wide range of values, respectively. We specify N as 256 for convenience in constructing the grid network as a \(16 \times 16\) lattice. In addition, the neighborhood is defined as the \(5 \times 5\) lattice around a focal agent in the grid network, which results in \(24 = 5 \times 5 - 1\) neighbors for each agent. The construction of the other networks is relatively easy with any given population size and neighborhood size. Furthermore, the specification of population size as 256 and the definition of neighborhood size as 24 help in providing comparable results to those achieved in our previous studies (Zeng et al. 2016a, 2017), in which homogeneous historical comparison or social comparison was used for agents’ risk attitude adaptation. Note that locality of interaction can be guaranteed when the neighborhood size of 24 is compared to the population size of 256, which brings heterogeneity into interactions of agents (Zeng et al. 2017).

  9. Note that \(\xi_{1} {, }\xi_{{2}} {, }\xi_{{3}} {, }\xi_{{4}}\) are independently drawn for the four payoffs \(T,R,P,S\). The resulting \((T^{\prime},R^{\prime},P^{\prime},S^{\prime})\) that do not satisfy the constraint \(T^{\prime} > R^{\prime} > P^{\prime} > S^{\prime}\) or \(2R^{\prime} > T^{\prime} + S^{\prime}\) will be excluded for sustaining the IPD-payoff pattern.

  10. In our experiments, the average result over 20 runs is not statistically different from the average results over 30, 40, or 50 runs (with a 95% confidence level).

  11. The value of 2.6 is used here as an indication of the emergence of high levels of cooperation, which is higher than the average payoff of 2.5 that agents obtain from the move “Cooperate–Defect” or “Defect–-Cooperate” (Fogel 1995).

  12. The clustering coefficients of the ring, ring-based small-world, scale-free, grid, grid-based small-world, and random networks are 0.72, 0.63, 0.75, 0.52, 0.46, and 0.09, respectively; and their characteristic path lengths are 5.82, 2.58, 2.14, 2.93, 2.46, and 2.00, respectively. According to Jun and Sethi (2007), the clustering coefficient indicates the degree to which agents form local clusters, and the characteristic path length implies the average distance between agents in the network.

  13. Experiments using smaller neighborhood sizes or larger population sizes, which generally involve longer characteristic path lengths, also indicate that long characteristic path lengths impede global cooperation in the network-based IPD game.

  14. Although the population average risk attitude declines from about 0.9 to about 0.6 as \(\sigma\) is changed from 0 to 3 (Fig. 8a), agents with risk attitudes of around 0.6, similar to those with 0.9, can consistently cooperate with each other in the IPD game (Zeng et al. 2016b). In addition, an inspection on results by generation shows that the population average risk attitude persistently increases to and finally stabilizes around 0.6 when \(\sigma = 3\), which indicates the steady formation of global cooperation in the evolution.

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Acknowledgements

This study was supported by National Natural Science Foundation of China (Grant No. 71702040), and Natural Science Foundation of Hainan Province, China (Grant No. 20167244). The authors would also like to thank the High Performance Computing Centre (HPCC) of Tianjin University for providing the computing support.

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Correspondence to Weijun Zeng.

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Zeng, W., Li, M. Selective attention to historical comparison or social comparison in the evolutionary iterated prisoner’s dilemma game. Artif Intell Rev 53, 6043–6078 (2020). https://doi.org/10.1007/s10462-020-09842-5

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