Yay Dr. Zany! And a good post in general.
However, Western behavior in the Ultimatum Game seems to be a cultural, not biological, phenomenon.
...By the mid‐1990s researchers were arguing that a set of robust experimental findings from behavioral economics were evidence for set of evolved universal motivations (Fehr & Gächter 1998, Hoffman et al. 1998). Foremost among these experiments, the Ultimatum Game, provides a pair of anonymous subjects with a sum of real money for a one‐shot interaction. One of the pair—the proposer—can offer a portion of this sum to a second subject, the responder. Responders must decide whether to accept or reject the offer. If a responder accepts, she gets the amount of the offer and the proposer takes the remainder; if she rejects both players get zero. If subjects are motivated purely by self‐interest, responders should always accept any positive offer; knowing this, a self‐interested proposer should offer the smallest non‐zero amount. Among subjects from industrialized populations—mostly undergraduates from the U.S., Europe, and Asia—proposers typically offer an amount between 40% and 50% of the total, with a modal offer of usually 50% (Camerer 2003).
I'm guessing that the results would be significantly affected by the perceived relative status, as the offer can be more about signaling than rational choice. If the two players happen to perceive the relative status similarly, or if the second player perceives equal or larger status disparity, s/he will likely accept. Maybe even think of the first player as foolish for offering too much and being a lousy bargainer. A rejection would often be due to the status-related outrage ("Who does s/he think s/he is to offer me only a pittance?")
So, if you think that being in control of how much to offer raises your status, you are likely to offer less, and if you think that not having any say in the amount automatically makes you lower status, you would be likely to accept a low offer.
Thus I would expect that in a society where equality is not considered an unalienable right, but is rather determined by material possessions, the average accepted offer would be lower. Not sure if this matches the experimental results.
There are many problems here.
At the end of paragraph 2 and the other examples, you say
This exactly mirrors the Prisoner's Dilemma.
But it doesn't, as you point out later in the post, because the payoff matrix isn't D-C > C-C > D-D, as you explain, but rather C-C > D-C > C-D, because of reputational effects, which is not a prisoner's dilemma. "Prisoner's dilemma" is a very specific term, and you are inflating it.
evolution is also strongly motivated [...] evolution will certainly take note.
I doubt that quite strongly!
The evolutionarily dominant strategy is commonly called “Tit-for-tat” - basically, cooperate if and only if you expect your opponent to do so.
That is not tit-for-tat! Tit-for-tat is start with cooperate and then parrot the opponent's previous move. It does not do what it "expects" the opponent to do. Furthermore, if you categorically expect your opponent to cooperate, you should defect (just like you should if you expect him to defect). You only cooperate if you expect your opponent to cooperate if he expects you to cooperate ad nauseum.
This so-called "superrationality” appears even more [...]
That is not superrationalit...
I agree with pretty much everything you've said here, except:
You only cooperate if you expect your opponent to cooperate if he expects you to cooperate ad nauseum.
You don't actually need to continue this chain - if you're playing against any opponent which cooperates iff you cooperate, then you want to cooperate - even if the opponent would also cooperate against someone who cooperated no matter what, so your statement is also true without the "ad nauseum" (provided the opponent would defect if you defected).
I want to point out that Eliezer's (and LW's general) use of the word 'rationality' is entirely different from the use of the word in the game theory literature
And the common usage of 'rational' on lesswrong should be different to what is used in a significant proportion of game theory literature. Said literature gives advice, reasoning and conclusions that is epistemically, instrumentally and normatively bad. According to the basic principles of the site it is in fact stupid and not-rational to defect against a clone of yourself in a true Prisoner's Dilemma. A kind of stupidity that is not too much different to being 'rational' like Spock.
ETA: Reading Grognor's reply to the parent, it seems that much of the negative affect is due to inconsistent use of the word 'rational(ity)' on LW. Maybe it's time to try yet again to taboo LW's 'rationality' to avoid the namespace collision with academic literature.
No. The themes of epistemic and instrumental rationality are the foundational premise of the site. It is right there in the tagline on the top of the page. I oppose all attempts to replace instrumental rationality with something that involves doing stupid things.
I do endorse avoiding excessive use of the word.
Game theory is particularly interesting because it adds up to normalcy so fast - very simple math on very simple situations very rapidly describes real life, macro-level behaviour.
Tom Siegfried has a powerful quote: Game theory captures something about how the world works. (note: bizarre HTML book setup, read pg 73-5)
Tangentially, I now understand exactly what I don't like about Eric S. Raymond's morality:
I am among those who fear... that the U.S. response to 9/11 was not nearly as violent and brutal as it needed to be. To prevent future acts of this kind, it is probably necessary that those who consider them should shit their pants with fear at the mere thought of the U.S.’s reaction.
... the correct response to a person who says “You do not own yourself, but are owned by society (or the state), and I am society (or the state) speaking.” is to injure him as gravely as you think you can get away with ... In fact, I think if you do not do violence in that situation you are failing in a significant ethical duty.
A precommitment to retribution is effective when dealing with "rational" agents or CDT agents. In fact a self-interested TDT agent in a world of CDT agents would do well by retaliating against all injuries with disproportionate force. (And also issuing extortionate threats; to be fair, ESR doesn't advocate this.) If you buy Gary Drescher's reduction of morality to decision theory, this is where the moral duty of revenge comes from. But a superrational agent in a world of supe...
The evolutionarily dominant strategy is commonly called “Tit-for-tat” - basically, cooperate if and only if you expect your opponent to do so.
No, Tit-for-Tat co-operates if and only if the other player co-operated last time. It works only in an iterated Prisoner's Dilemma, where you have multiple interactions with the same player.
Co-operate if and only if you expect the other player to co-operate (because of reputation, emotional behaviour etc.) is a quite different strategy. Strategies with some reputational or prediction element like this will work i...
The evolutionarily dominant strategy is commonly called “Tit-for-tat” - basically, cooperate if and only if you expect your opponent to do so.
That strategy is neither evolutionarily dominant nor "tit-for-tat". Tit-for-tat is applicable in the Iterated Prisoner's Dilemma with unknown duration and involves cooperating on the first round thereafter doing whatever the opponent did in the round before the current round. As the name implies it is somewhat like a specific implementation of "eye for an eye".
As for evolutionary dominance the...
I like it, but suggest that you link back to the previous entry in the sequence and/or the sequence index.
You may want to be more careful about using game theory on real-world problems. Game theory makes a lot of assumptions (some explizit, others implizit) that most of the time are not given in real life.
You will even have a hard time to find good examples for real life prisoners who are in a game theoretic PD. In reality, most of the times the prisoners dilemma looks rather like this: Same payoff matrix as the classical PD, BUT both prisoners may chose to break their silence any time. Once a prisoner has confessed, there is no more going back to silence. T...
Many uses of the word "rational" here were fine ("rational economic agent" is understandable), but others really bothered me ("It is distasteful and a little bit contradictory to the spirit of rationality to believe it should lose out so badly to simple emotion" -- why perpetuate the Spock myth? I want to show this to my friends!). I have no specific suggestion at hand, but circumlocuting around the word in some of the cases above would bring the article from excellent to perfection.
We all enjoy defecting of a salesman, who doesn't cooperate holding a price high, but defect and lower it to have a gain.
The defection in economy has its implication in this mechanism of pricing.
The defecting is just as crucial!
...Prisoners' Dilemmas even come up in nature. In baboon tribes, when a female is in “heat”, males often compete for the chance to woo her. The most successful males are those who can get a friend to help fight off the other monkeys, and who then helps that friend find his own monkey loving. But these monkeys are tempted to take their friend's female as well. Two males who cooperate each seduce one female. If one cooperates and the other defects, he has a good chance at both females. But if the two can't cooperate at all, then they will be beaten off by othe
Reputation is a way to change many one-time Prisonner's Dilemmas into one big Iterated Prisonner's Dilemma, where mutual cooperation is the best strategy for rational players. But how exactly does it work in real life?
I guess it works better when a small group of people interact again and again; and it works worse in a large group of people where many interactions are with strangers. So we should expect more cooperation in a village than in a big city.
Even in big cities people can create smaller units and interact more frequently within these units. So the...
Another, mostly unrelated comment: the ultimatum game can actually tell you two different things. First, what divisions do people propose, and second, what divisions do people accept?
Presumably, everyone accepts fair divisions. Different groups of people have different percentages that reject unfair divisions, and different percentages that offer unfair divisions (a simplification, since the degree of fairness can also be varied). There are four potential clusters: groups that propose fair and accept unfair, groups that propose fair and reject unfair, grou...
If I defect but you cooperate, then I get to spend all day on the beach and still get a good grade - the best outcome for me, the worst for you.
! No, it's not. The "you" in this example prefers getting a good grade and privately fuming about having to do the work themselves to failing and not having to do the work. (And actually, for many of the academic group projects I've been involved in, it's less and happier work for the responsible member to do everything themselves, because there's too little work for too many people otherwise.)
The bas...
...Most people, when they hear the rational arguments in favor of defecting every single time on the iterated 100-crime Prisoner's Dilemma, will feel some kind of emotional resistance. Thoughts like “Well, maybe I'll try cooperating anyway a few times, see if it works”, or “If I promised to cooperate with my opponent, then it would be dishonorable for me to defect on the last turn, even if it helps me out., or even “Bob is my friend! Think of all the good times we've had together, robbing banks and running straight into waiting police cordons. I could never
though not quite as good as me cooperating against everyone else's defection.
Shouldn't it be the other way around? (you defecting while everyone else cooperates)
ETA: liking this sequence so far, feels like I'm getting the concepts better now.
What is your source for your baboon anecdote? it is contrary to what I have read, eg, in Baboon Metaphysics. Or here:
Lower-ranking males form alliances and can harass newly immigrated but dominant males and protect adult females with which they have bonds. Overall, though, dominance rank of a male indicates reproductive success so that high-ranking males have more mating opportunities, more offspring, and increased fitness compared to lower-ranking males
So far as I can analyse, isn't a hostage negotiation a Prisoners Dilemma too? (Terrorists can spare (C) or kill (D), Government can pay (C) or raid (D))
Most people, when they hear the rational arguments in favor of defecting every single time on the iterated 100-crime Prisoner's Dilemma, will feel some kind of emotional resistance.
The rationalist strategy is not to defect from the beginning, but to cooperate till somewhere into the 90s
Why should there be real world solutions to Prisoners' Dilemmas? Because such dilemmas are a real-world problem.
If I am assigned to work on a school project with a group, I can either cooperate (work hard on the project) or defect (slack off while reaping the rewards of everyone else's hard work). If everyone defects, the project doesn't get done and we all fail - a bad outcome for everyone. If I defect but you cooperate, then I get to spend all day on the beach and still get a good grade - the best outcome for me, the worst for you. And if we all cooperate, then it's long hours in the library but at least we pass the class - a “good enough” outcome, though not quite as good as me defecting against everyone else's cooperation. This exactly mirrors the Prisoner's Dilemma.
Diplomacy - both the concept and the board game - involves Prisoners' Dilemmas. Suppose Ribbentrop of Germany and Molotov of Russia agree to a peace treaty that demilitarizes their mutual border. If both cooperate, they can move their forces to other theaters, and have moderate success there - a good enough outcome. If Russia cooperates but Germany defects, it can launch a surprise attack on an undefended Russian border and enjoy spectacular success there (for a while, at least!) - the best outcome for Germany and the worst for Russia. But if both defect, then neither has any advantage at the German-Russian border, and they lose the use of those troops in other theaters as well - a bad outcome for both. Again, the Prisoner's Dilemma.
Civilization - again, both the concept and the game - involves Prisoners' Dilemmas. If everyone follows the rules and creates a stable society (cooperates), we all do pretty well. If everyone else works hard and I turn barbarian and pillage you (defect), then I get all of your stuff without having to work for it and you get nothing - the best solution for me, the worst for you. If everyone becomes a barbarian, there's nothing to steal and we all lose out. Prisoner's Dilemma.
If everyone who worries about global warming cooperates in cutting emissions, climate change is averted and everyone is moderately happy. If everyone else cooperates in cutting emissions, but one country defects, climate change is still mostly averted, and the defector is at a significant economic advantage. If everyone defects and keeps polluting, the climate changes and everyone loses out. Again a Prisoner's Dilemma,
Prisoners' Dilemmas even come up in nature. In baboon tribes, when a female is in “heat”, males often compete for the chance to woo her. The most successful males are those who can get a friend to help fight off the other monkeys, and who then helps that friend find his own monkey loving. But these monkeys are tempted to take their friend's female as well. Two males who cooperate each seduce one female. If one cooperates and the other defects, he has a good chance at both females. But if the two can't cooperate at all, then they will be beaten off by other monkey alliances and won't get to have sex with anyone. Still a Prisoner's Dilemma!
So one might expect the real world to have produced some practical solutions to Prisoners' Dilemmas.
One of the best known such systems is called “society”. You may have heard of it. It boasts a series of norms, laws, and authority figures who will punish you when those norms and laws are broken.
Imagine that the two criminals in the original example were part of a criminal society - let's say the Mafia. The Godfather makes Alice and Bob an offer they can't refuse: turn against one another, and they will end up “sleeping with the fishes” (this concludes my knowledge of the Mafia). Now the incentives are changed: defecting against a cooperator doesn't mean walking free, it means getting murdered.
Both prisoners cooperate, and amazingly the threat of murder ends up making them both better off (this is also the gist of some of the strongest arguments against libertarianism: in Prisoner's Dilemmas, threatening force against rational agents can increase the utility of all of them!)
Even when there is no godfather, society binds people by concern about their “reputation”. If Bob got a reputation as a snitch, he might never be able to work as a criminal again. If a student gets a reputation for slacking off on projects, she might get ostracized on the playground. If a country gets a reputation for backstabbing, others might refuse to make treaties with them. If a person gets a reputation as a bandit, she might incur the hostility of those around her. If a country gets a reputation for not doing enough to fight global warming, it might...well, no one ever said it was a perfect system.
Aside from humans in society, evolution is also strongly motivated to develop a solution to the Prisoner's Dilemma. The Dilemma troubles not only lovestruck baboons, but ants, minnows, bats, and even viruses. Here the payoff is denominated not in years of jail time, nor in dollars, but in reproductive fitness and number of potential offspring - so evolution will certainly take note.
Most people, when they hear the rational arguments in favor of defecting every single time on the iterated 100-crime Prisoner's Dilemma, will feel some kind of emotional resistance. Thoughts like “Well, maybe I'll try cooperating anyway a few times, see if it works”, or “If I promised to cooperate with my opponent, then it would be dishonorable for me to defect on the last turn, even if it helps me out., or even “Bob is my friend! Think of all the good times we've had together, robbing banks and running straight into waiting police cordons. I could never betray him!”
And if two people with these sorts of emotional hangups play the Prisoner's Dilemma together, they'll end up cooperating on all hundred crimes, getting out of jail in a mere century and leaving rational utility maximizers to sit back and wonder how they did it.
Here's how: imagine you are a supervillain designing a robotic criminal (who's that go-to supervillain Kaj always uses for situations like this? Dr. Zany? Okay, let's say you're him). You expect to build several copies of this robot to work as a team, and expect they might end up playing the Prisoner's Dilemma against each other. You want them out of jail as fast as possible so they can get back to furthering your nefarious plots. So rather than have them bumble through the whole rational utility maximizing thing, you just insert an extra line of code: “in a Prisoner's Dilemma, always cooperate with other robots”. Problem solved.
Evolution followed the same strategy (no it didn't; this is a massive oversimplification). The emotions we feel around friendship, trust, altruism, and betrayal are partly a built-in hack to succeed in cooperating on Prisoner's Dilemmas where a rational utility-maximizer would defect a hundred times and fail miserably. The evolutionarily dominant strategy is commonly called “Tit-for-tat” - basically, cooperate if and only if your opponent did so last time.
This so-called "superrationality” appears even more clearly in the Ultimatum Game. Two players are given $100 to distribute among themselves in the following way: the first player proposes a distribution (for example, “Fifty for me, fifty for you”) and then the second player either accepts or rejects the distribution. If the second player accepts, the players get the money in that particular ratio. If the second player refuses, no one gets any money at all.
The first player's reasoning goes like this: “If I propose $99 for myself and $1 for my opponent, that means I get a lot of money and my opponent still has to accept. After all, she prefers $1 to $0, which is what she'll get if she refuses.
In the Prisoner's Dilemma, when players were able to communicate beforehand they could settle upon a winning strategy of precommiting to reciprocate: to take an action beneficial to their opponent if and only if their opponent took an action beneficial to them. Here, the second player should consider the same strategy: precommit to an ultimatum (hence the name) that unless Player 1 distributes the money 50-50, she will reject the offer.
But as in the Prisoner's Dilemma, this fails when you have no reason to expect your opponent to follow through on her precommitment. Imagine you're Player 2, playing a single Ultimatum Game against an opponent you never expect to meet again. You dutifully promise Player 1 that you will reject any offer less than 50-50. Player 1 offers 80-20 anyway. You reason “Well, my ultimatum failed. If I stick to it anyway, I walk away with nothing. I might as well admit it was a good try, give in, and take the $20. After all, rejecting the offer won't magically bring my chance at $50 back, and there aren't any other dealings with this Player 1 guy for it to influence.”
This is seemingly a rational way to think, but if Player 1 knows you're going to think that way, she offers 99-1, same as before, no matter how sincere your ultimatum sounds.
Notice all the similarities to the Prisoner's Dilemma: playing as a "rational economic agent" gets you a bad result, it looks like you can escape that bad result by making precommitments, but since the other player can't trust your precommitments, you're right back where you started
If evolutionary solutions to the Prisoners' Dilemma look like trust or friendship or altruism, solutions to the Ultimatum Game involve different emotions entirely. The Sultan presumably does not want you to elope with his daughter. He makes an ultimatum: “Touch my daughter, and I will kill you.” You elope with her anyway, and when his guards drag you back to his palace, you argue: “Killing me isn't going to reverse what happened. Your ultimatum has failed. All you can do now by beheading me is get blood all over your beautiful palace carpet, which hurts you as well as me - the equivalent of pointlessly passing up the last dollar in an Ultimatum Game where you've just been offered a 99-1 split.”
The Sultan might counter with an argument from social institutions: “If I let you go, I will look dishonorable. I will gain a reputation as someone people can mess with without any consequences. My choice isn't between bloody carpet and clean carpet, it's between bloody carpet and people respecting my orders, or clean carpet and people continuing to defy me.”
But he's much more likely to just shout an incoherent stream of dreadful Arabic curse words. Because just as friendship is the evolutionary solution to a Prisoner's Dilemma, so anger is the evolutionary solution to an Ultimatum Game. As various gurus and psychologists have observed, anger makes us irrational. But this is the good kind of irrationality; it's the kind of irrationality that makes us pass up a 99-1 split even though the decision costs us a dollar.
And if we know that humans are the kind of life-form that tends to experience anger, then if we're playing an Ultimatum Game against a human, and that human precommits to rejecting any offer less than 50-50, we're much more likely to believe her than if we were playing against a rational utility-maximizing agent - and so much more likely to give the human a fair offer.
It is distasteful and a little bit contradictory to the spirit of rationality to believe it should lose out so badly to simple emotion, and the problem might be correctable. Here we risk crossing the poorly charted border between game theory and decision theory and reaching ideas like timeless decision theory: that one should act as if one's choices determined the output of the algorithm one instantiates (or more simply, you should assume everyone like you will make the same choice you do, and take that into account when choosing.)
More practically, however, most real-world solutions to Prisoner's Dilemmas and Ultimatum Games still hinge on one of three things: threats of reciprocation when the length of the game is unknown, social institutions and reputation systems that make defection less attractive, and emotions ranging from cooperation to anger that are hard-wired into us by evolution. In the next post, we'll look at how these play out in practice.