Eight Short Studies On Excuses

210 Yvain 20 April 2010 11:01PM

The Clumsy Game-Player

You and a partner are playing an Iterated Prisoner's Dilemma. Both of you have publicly pre-committed to the tit-for-tat strategy. By iteration 5, you're going happily along, raking up the bonuses of cooperation, when your partner unexpectedly presses the "defect" button.

"Uh, sorry," says your partner. "My finger slipped."

"I still have to punish you just in case," you say. "I'm going to defect next turn, and we'll see how you like it."

"Well," said your partner, "knowing that, I guess I'll defect next turn too, and we'll both lose out. But hey, it was just a slipped finger. By not trusting me, you're costing us both the benefits of one turn of cooperation."

"True", you respond "but if I don't do it, you'll feel free to defect whenever you feel like it, using the 'finger slipped' excuse."

"How about this?" proposes your partner. "I promise to take extra care that my finger won't slip again. You promise that if my finger does slip again, you will punish me terribly, defecting for a bunch of turns. That way, we trust each other again, and we can still get the benefits of cooperation next turn."

You don't believe that your partner's finger really slipped, not for an instant. But the plan still seems like a good one. You accept the deal, and you continue cooperating until the experimenter ends the game.

After the game, you wonder what went wrong, and whether you could have played better. You decide that there was no better way to deal with your partner's "finger-slip" - after all, the plan you enacted gave you maximum possible utility under the circumstances. But you wish that you'd pre-committed, at the beginning, to saying "and I will punish finger slips equally to deliberate defections, so make sure you're careful."

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Playing the Meta-game

24 Technologos 25 December 2009 10:06AM

In honor of today's Schelling-pointmas, a true Schelling-inspired story from a class I was in at a law school I did not attend:

As always, the class was dead silent as we walked to the front of the room.  The professor only described the game after the participants had volunteered and been chosen; as a result, we rarely were familiar with the games we were playing, which the professor preferred because his money was on the line.

Both of us were assigned different groups of seven partners in the class. I was given seven slips of paper and my opponent was given six.  Our goal was to make deals with our partners about how to divide a dollar, one per partner, and then write the deal down on a slip of paper.  Whoever had a greater total take from the deals won $20.  All negotiations were public.

The professor left the room, giving us three minutes to negotiate.  The class exploded.

And then I hit a wall.  Everybody with whom I was negotiating knew the rules, and they knew that I cared a hell of a lot more about the results of the negotiation than they did.  I was getting offers on the order of $.20 and less--results straight from the theory of the ultimatum game--and no amount of begging or threatening was changing that.

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Newcomb's Problem vs. One-Shot Prisoner's Dilemma

12 Wei_Dai 07 April 2009 05:32AM

Continuation of: http://lesswrong.com/lw/7/kinnairds_truels/i7#comments

Eliezer has convinced me to one-box Newcomb's problem, but I'm not ready to Cooperate in one-shot PD yet. In http://www.overcomingbias.com/2008/09/iterated-tpd.html?cid=129270958#comment-129270958, Eliezer wrote:

PDF, on the 100th [i.e. final] move of the iterated dilemma, I cooperate if and only if I expect the paperclipper to cooperate if and only if I cooperate, that is:

Eliezer.C <=> (Paperclipper.C <=> Eliezer.C)

The problem is, the paperclipper would like to deceive Eliezer into believing that Paperclipper.C <=> Eliezer.C, while actually playing D. This means Eliezer has to expend resources to verify that Paperclipper.C <=> Eliezer.C really is true with high probability. If the potential gain from cooperation in a one-shot PD is less than this cost, then cooperation isn't possible. In Newbomb’s Problem, the analogous issue can be assumed away, by stipulating that Omega will see through any deception. But in the standard game theory analysis of one-shot PD, the opposite assumption is made, namely that it's impossible or prohibitively costly for players to convince each other that Player1.C <=> Player2.C.

It seems likely that this assumption is false, at least for some types of agents and sufficiently high gains from cooperation. In http://www.nabble.com/-sl4--prove-your-source-code-td18454831.html, I asked how superintelligences can prove their source code to each other, and Tim Freeman responded with this suggestion:

Entity A could prove to entity B that it has source code S by consenting to be replaced by a new entity A' that was constructed by a manufacturing process jointly monitored by A and B.  During this process, both A and B observe that A' is constructed to run source code S.  After A' is constructed, A shuts down and gives all of its resources to A'.

But this process seems quite expensive, so even SIs may not be able to play Cooperate in one-shot PD, unless the stakes are pretty high. Are there cheaper solutions, perhaps ones that can be applied to humans as well, for players in one-shot PD to convince each other what decision systems they are using?

On a related note, Eliezer has claimed that truly one-shot PD is very rare in real life. I would agree with this, except that the same issue also arises from indefinitely repeated games where the probability of the game ending after the current round is too high, or the time discount factor is too low, for a tit-for-tat strategy to work.

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