The game
"No instinct has been produced for the exclusive good of other
animals, but each animal takes advantage of the instincts of others"
(Darwin 1859).
Ever since Darwin the evolutionary success of a seemingly obvious contradiction
to his statement has raised the interests of naturalists all over the world:
some cooperating animals are clearly mutualistic or even altruistic. Before
the 1960s only a few scientists attempted to understand the evolutionary
processes underlying cooperation. since group selection seemed to explain
cooperative societies. Yet. research in later years could not support a
pervasive group-benefit view of selection; how then can cooperative genotypes
spread in an environment of selfish genes? Currently, the evolution of
cooperation can be divided into several general categories: e.g. 1) by-product
mutualism where cooperation is an incidental outcome from genuinely selfish
behaviour (Dugatkin et al. 1992) kin-selected altruism (Hamilton 1964)
with its climax in the social insects and 3) reciprocal altruism (Trivers
1971) among unrelated individuals. The 'Prisoner's Dilemma' is used as
the standard metaphor to conceptualise the conflict between mutual support
and selfish exploitation among interacting non-relatives in biological
communities.
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Player 2
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Cooperate
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Defect
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Player 1
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Cooperate |
R=3
(reward for mutual cooperation)
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S=0
(sucker's payoff)
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Defect |
T=5
(temptation to defect)
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P=1
(punishment for mutual defection)
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Fig. 1. The payoff matrix of the Prisoner's Dilemma: The
two participants have two options: to cooperate or to defect. The payoff
to player one is shown. Obviously, he gains more by defection not only
if player two cooperates (5 instead of 3 points), but also if player two
defects (1 instead of 0 points). Since this is also valid for player two,
both end up defecting and score instead of 3 points each if they had cooperated.
Hence the dilemma.
It has yielded a plethora of investigations concerned with a theory
of cooperation based on reciprocal altruism. The Prisoner's Dilemma is
a simple two-person game, where each player (for instance two prisoners
accused of the same crime) can choose either to cooperate (C) or to defect
(D = not cooperate). Fig. 1 shows the payoff matrix: if one player defects,
the other has the option to cooperate yielding S (the sucker's payoff or
to defect and obtain P (the punishment for mutual defection). On the other
hand. if the opponent cooperates, one receives R (the reward for cooperation)
for a C or gains T (the temptation to defect) for a D. Provided the payoffs
satisfy
T>R>P>S, with R>(S+T)/2, (1)
and the players meet only once, each player should defect no matter
what the adversary does, in order not to become the 'sucker'. In a population
of interacting pairs of individuals as described above, no single mutant
adopting a different strategy can invade and secure a foothold. Defection
is the primeval state and the only evolutionary stable strategy (ESS; Maynard
Smith 1982). However, when played repeatedly, there is no trivial answer
to the question of how cooperation can arise from an non-cooperative state.
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