The problem of sustaining a public resource that everybody is free to overuse-the 'tragedy of the commons'-emerges in many social dilemmas, such as our inability to sustain the global climate. Public goods experiments, which are used to study this type of problem, usually confirm that the collective benefit will not be produced. Because individuals and countries often participate in several social games simultaneously, the interaction of these games may provide a sophisticated way by which to maintain the public resource. Indirect reciprocity, 'give and you shall receive', is built on reputation and can sustain a high level of cooperation, as shown by game theorists. Here we show, through alternating rounds of public goods and indirect reciprocity games, that the need to maintain reputation for indirect reciprocity maintains contributions to the public good at an unexpectedly high level. But if rounds of indirect reciprocation are not expected, then contributions to the public good drop quickly to zero. Alternating the games leads to higher profits for all players. As reputation may be a currency that is valid in many social games, our approach could be used to test social dilemmas for their solubility.
Evolutionary game dynamics describe not only frequency-dependent genetic evolution, but also cultural evolution in humans. In this context, successful strategies spread by imitation. It has been shown that the details of strategy update rules can have a crucial impact on evolutionary dynamics in theoretical models and, for example, can significantly alter the level of cooperation in social dilemmas. What kind of strategy update rules can describe imitation dynamics in humans? Here, we present a way to measure such strategy update rules in a behavioral experiment. We use a setting in which individuals are virtually arranged on a spatial lattice. This produces a large number of different strategic situations from which we can assess strategy updating. Most importantly, spontaneous strategy changes corresponding to mutations or exploration behavior are more frequent than assumed in many models. Our experimental approach to measure properties of the update mechanisms used in theoretical models will be useful for mathematical models of cultural evolution.update mechanisms | cooperation | finite populations | structured populations C lassical game theory assumes that agents make rational decisions, taking into account that they are interdependent with other agents that are also fully rational (1). Although this assumption has proved to be problematic even in humans, evolutionary game theory has been developed to describe the dynamics of genetic or cultural evolution when fitness is not fixed but depends on the interactions with others. Applications of this framework range from the dynamics of microbes (2-4) to animal behavior (5, 6) and human behavior (7-9). Many aspects of evolutionary dynamics hinge on the microscopic rules describing how successful strategies spread. In particular, in structured populations, these rules can crucially alter the evolutionary outcome and, for example, determine whether cooperation evolves or not (10-12). Thus, it is of great importance to infer how strategies are actually adopted. To this end, we have developed a behavioral experiment that mimics typical properties of theoretical models but replaces the computer agents by real human players. Each player interacts only with his or her immediate neighbors. To evaluate his or her performance, each player can compare his or her payoff with the payoff of the neighbors and use this as a basis to adopt new strategies. However, there are some subtle differences between mathematical models and human behavior: Humans may use mixed strategies (i.e., randomize between their options) or even change their strategies over time, whereas most theoretical models consider the simplest case in which a player's strategy is equated with his action. Thus, any change in behavior is equated to a change in strategy. If we aim to apply this simple framework of one-shot games as a first approximation to describe human behavior, we have to infer the details of strategy adoption (e.g., the rate of spontaneous strategy changes). We use a spatial game in which human...
Communication about social topics is abundant in human societies, and many functions have been attributed to such gossiping. One of these proposed functions is the management of reputations. Reputation by itself has been shown to have a strong influence on cooperation dynamics in games of indirect reciprocity, and this notion helps to explain the observed high level of cooperation in humans. Here we designed a game to test a widespread assumption that gossip functions as a vector for the transmission of social information. This empirical study (with 14 groups of nine students each) focuses on the composition of gossip, information transfer by gossip, and the behavior based on gossip information. We show that gossip has a strong influence on the resulting behavior even when participants have access to the original information (i.e., direct observation) as well as gossip about the same information. Thus, it is evident that gossip has a strong manipulative potential. Furthermore, gossip about cooperative individuals is more positive than gossip about uncooperative individuals, gossip comments transmit social information successfully, and cooperation levels are higher when people encounter positive compared with negative gossip.cooperation ͉ reputation ͉ language ͉ manipulation
Maintaining the Earth's climate within habitable boundaries is probably the greatest ''public goods game'' played by humans. However, with >6 billion ''players'' taking part, the game seems to rule out individual altruistic behavior. Thus, climate protection is a problem of sustaining a public resource that everybody is free to overuse, a ''tragedy of the commons'' problem that emerges in many social dilemmas. We perform a previously undescribed type of public goods experiment with human subjects contributing to a public pool. In contrast to the standard protocol, here the common pool is not divided among the participants; instead, it is promised that the pool will be invested to encourage people to reduce their fossil fuel use. Our extensive experiments demonstrate that players can behave altruistically to maintain the Earth's climate given the right set of circumstances. We find a nonzero basic level of altruistic behavior, which is enhanced if the players are provided with expert information describing the state of knowledge in climate research. Furthermore, personal investments in climate protection increase substantially if players can invest publicly, thus gaining social reputation. This increase occurs because subjects reward other subjects' contributions to sustaining the climate, thus reinforcing their altruism. Therefore, altruism may convert to net personal benefit and to relaxing the dilemma if the gain in reputation is large enough. Our finding that people reward contributions to sustaining the climate of others is a surprising result. There are obvious ways these unexpected findings can be applied on a large scale.climate change ͉ public goods game ͉ reputation ͉ tragedy of the commons
Collective efforts are a trademark of both insect and human societies. They are achieved through relatedness in the former and unknown mechanisms in the latter. The problem of achieving cooperation among non-kin has been described as the 'tragedy of the commons', prophesying the inescapable collapse of many human enterprises. In public goods experiments, initial cooperation usually drops quickly to almost zero. It can be maintained by the opportunity to punish defectors or the need to maintain good reputation. Both schemes require that defectors are identified. Theorists propose that a simple but effective mechanism operates under full anonymity. With optional participation in the public goods game, 'loners' (players who do not join the group), defectors and cooperators will coexist through rock-paper-scissors dynamics. Here we show experimentally that volunteering generates these dynamics in public goods games and that manipulating initial conditions can produce each predicted direction. If, by manipulating displayed decisions, it is pretended that defectors have the highest frequency, loners soon become most frequent, as do cooperators after loners and defectors after cooperators. On average, cooperation is perpetuated at a substantial level.
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