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. 2022 Feb 8;13(1):737.
doi: 10.1038/s41467-022-28336-2.

Cooperation in alternating interactions with memory constraints

Affiliations

Cooperation in alternating interactions with memory constraints

Peter S Park et al. Nat Commun. .

Abstract

In repeated social interactions, individuals often employ reciprocal strategies to maintain cooperation. To explore the emergence of reciprocity, many theoretical models assume synchronized decision making. In each round, individuals decide simultaneously whether to cooperate or not. Yet many manifestations of reciprocity in nature are asynchronous. Individuals provide help at one time and receive help at another. Here, we explore such alternating games in which players take turns. We mathematically characterize all Nash equilibria among memory-one strategies. Moreover, we use evolutionary simulations to explore various model extensions, exploring the effect of discounted games, irregular alternation patterns, and higher memory. In all cases, we observe that mutual cooperation still evolves for a wide range of parameter values. However, compared to simultaneous games, alternating games require different strategies to maintain cooperation in noisy environments. Moreover, none of the respective strategies are evolutionarily stable.

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Conflict of interest statement

The authors declare no competing interests.

Figures

Fig. 1
Fig. 1. Game dynamics for the simultaneous and the alternating game.
In both the simultaneous and the alternating game, two players interact repeatedly. In each turn, they decide whether to cooperate (C) or to defect (D). In the simultaneous game (a), they make their decision at the same time (or at least not knowing the other player’s decision). In the alternating game (b), one player decides before the other player does. In both cases, we study memory-1 strategies. That is, an individual’s next action only depends on each individual’s previous action. We illustrate the information each individual takes into account for their last decision with colored ellipses. In the simultaneous game, individuals take into account the same information. In the alternating game, decisions are based on different sets of information.
Fig. 2
Fig. 2. A characterization of partners among the memory-1 strategies.
Within the class of memory-1 strategies, we provide an overview of the strategies that sustain full cooperation in a Nash equilibrium. The respective strategies are called partner strategies, or partners. a For the simultaneous game without errors, partners have been first described by Akin, (he calls them “good strategies”). Akin’s approach has been extended by Stewart and Plotkin to describe all memory-1 Nash equilibria of the simultaneous game. In the absence of errors, none of these strategies is evolutionarily stable,. Instead, one can always find neutral mutant strategies which act as a stepping stone out of equilibrium. b For the alternating game without errors, Eq. (2) provides a full characterization of all partner strategies. Cooperation is maintained by the same strategies as in the simultaneous game. c Despite decades of research, the exact set of partner strategies for the simultaneous game with errors is not known. However, there are at least two instances of partner strategies, GTFT,, and Win-Stay Lose-Shift, WSLS,. For repeated games with errors, evolutionary stability is generally feasible. In particular, WSLS is evolutionarily stable if the benefit to cost ratio is sufficiently large and if errors are sufficiently rare. d For the alternating game with errors, we characterize all partner strategies in Eq. (5). None of them is deterministic. As a result, none of them is evolutionarily stable (see Supplementary Information for details).
Fig. 3
Fig. 3. In alternating games, individuals can afford to remember less than their opponent.
We prove the following result: if two memory-1 players interact, any of the players can switch to a simpler reactive strategy (that only depends on the co-player’s previous action) without changing the resulting payoffs. Here, we illustrate this result for player 1. a Initially, both players use memory-1 strategies. That is, a player’s cooperation probability depends on the most recent decision of each player. There are four conditional cooperation probabilities. b The strategies determine how players interact in the alternating game. c Based on the strategies, we can compute how often we are to observe each pairwise outcome over the course of the game by calculating the game’s stationary distribution. d Based on the stationary distribution, and on player 1’s memory-1 strategy, we can compute an associated reactive strategy. This reactive strategy only consists of two conditional cooperation probabilities. They determine what to do if the co-player cooperated (or defected) in the previous round. The cooperation probabilities can be calculated as a weighted average of the respective memory-1 strategy’s cooperation probabilities. The resulting reactive strategy for player 1 yields the same outcome distribution against player 2 as the original memory-1 strategy. We note that for this result, the assumption of alternating moves is crucial. In the simultaneous game, the respectively defined reactive strategy does not yield the same outcome distribution against player 2 as the original memory-1 strategy (see Supplementary Information).
Fig. 4
Fig. 4. Partner strategies in alternating games with and without errors.
Partner strategies sustain cooperation in a Nash equilibrium. All such strategies are required to cooperate after mutual cooperation, such that the respective cooperation probability qCC is equal to one. a In the absence of errors, the remaining three cooperation probabilities can be chosen arbitrarily, subject to the constraints in Eq. (2). The resulting set of partner strategies takes the shape of a polyhedron. b In the presence of errors, this polyhedron degenerates to a single line segment. This line segment comprises all strategies between Generous Tit-for-Tat (GTFT) and Stochastic Firm-but-Fair (SFBF). c, d We compare these equilibrium results to evolutionary simulations. To this end, we record all strategies that emerge over the course of the simulation. Here, we plot the probability distribution of those strategies that yield at least 80% cooperation against themselves. Without errors, the probability distributions for qCD, qDC, qDD are comparably flat. With errors, players tend to cooperate if they exploited their opponent in the previous round, qDC ≈ 1. Moreover, they cooperate with some intermediate probability after mutual defection, qDD ≈ 2/3. Both effects are in line with previous simulation studies,, and they confirm the theory. Simulations are run for b/c = 3, and ε = 0 or ε = 0.02. For the other parameter values and further details on the simulations, see Methods. Source data are provided as a Source Data file.
Fig. 5
Fig. 5. Comparing evolution in the alternating and the simultaneous game.
To compare the two game versions, we have run additional evolutionary simulations. We systematically vary the benefit of cooperation, the population size, the selection strength, and the mutation rate. In addition, we vary how likely players make errors. Either they make no errors at all (ε = 0), or they make errors at some intermediate rate (ε = 0.02). a In the absence of errors, there is virtually no difference between the simultaneous and the alternating game. Both games yield the same cooperation rates, and they respond to parameter changes in the same way. For the given baseline parameters, cooperation is favored for large benefits of cooperation, population sizes, and selection strengths. It is disfavored for intermediate and large mutation rates. b With errors, the cooperation rates in the alternating game are systematically below the simultaneous game. The lower cooperation rates are related to our analytical result that no cooperative memory-1 strategy in the alternating game is evolutionarily stable. In contrast, in the simultaneous game with errors, WSLS can maintain cooperation,, it is evolutionarily stable, and it readily evolves in evolutionary simulations (Supplementary Fig. 1). As baseline parameters we use a benefit of cooperation b = 3, population size N = 100, selection strength β = 1, and the limit of rare mutations μ → 0,. Source data are provided as a Source Data file.
Fig. 6
Fig. 6. Robustness of evolutionary results.
We have explored the robustness of our results with various model extensions. Here, we display results for three of them, illustrating the impact of finitely repeated games, of irregular alternating patterns, and of population structure. ac The baseline model assumes infinitely repeated games; here we show simulations for games with a finite expected length. If there are sufficiently many rounds, the simultaneous game again leads to more cooperation than the alternating game, and the evolving strategies are largely similar to the ones observed in the baseline model. df The baseline model assumes that players move in a strictly alternating fashion. Instead, here we assume that after each player’s move, the other player moves with some switching probability s. The case s = 1 corresponds to strict alternation, whereas s = 1/2 represents a case in which the next player to move is completely random. We observe that irregular alternation patterns hardly affect which strategies players use to cooperate. However, it affects the robustness of these strategies. Overall, cooperation is most likely to evolve under strict alternation. gi Finally, instead of well-mixed populations, we consider games on a lattice. For the given parameter values, we observe that simultaneous games eventually lead to homogeneous cooperative populations. While this outcome is also possible for alternating games, some simulations also lead to the coexistence of cooperators and defectors (shown here in panel (h)). The evolving self-cooperative strategies are similar to the strategies that evolve in the baseline model. For a detailed description of these simulations, see Methods and Supplementary Information. Source data for panels af, i are provided as a Source Data file.

References

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