We investigate how the degree-mixing pattern affects the emergence of cooperation in the networked prisoner's dilemma game. Our study shows that when a network becomes assortative mixing by degree, the large-degree vertices (hubs) tend to interconnect to each other closely, which destroys the sustainability among cooperators and promotes the invasion of defectors, whereas in disassortative networks, the isolation among hubs protects the cooperative hubs in holding onto their initial strategies to avoid extinction.
Recently, Press and Dyson have proposed a new class of probabilistic and conditional strategies for the two-player iterated Prisoner’s Dilemma, so-called zero-determinant strategies. A player adopting zero-determinant strategies is able to pin the expected payoff of the opponents or to enforce a linear relationship between his own payoff and the opponents’ payoff, in a unilateral way. This paper considers zero-determinant strategies in the iterated public goods game, a representative multi-player game where in each round each player will choose whether or not to put his tokens into a public pot, and the tokens in this pot are multiplied by a factor larger than one and then evenly divided among all players. The analytical and numerical results exhibit a similar yet different scenario to the case of two-player games: (i) with small number of players or a small multiplication factor, a player is able to unilaterally pin the expected total payoff of all other players; (ii) a player is able to set the ratio between his payoff and the total payoff of all other players, but this ratio is limited by an upper bound if the multiplication factor exceeds a threshold that depends on the number of players.
Repeated game theory has been one of the most prevailing tools for understanding the long-run relationships, which are footstones in building human society. Recent works have revealed a new set of "zero-determinant (ZD)" strategies, which is an important advance in repeated games. A ZD strategy player can exert a unilaterally control on two players' payoffs. In particular he can deterministically set the opponent's payoff, or enforce an unfair linear relationship between the players' payoffs, thereby always seizing an advantageous share of payoffs. One of the limitations of the original ZD strategy, however, is that it does not capture the notion of robustness when the game is subjected to stochastic errors. In this paper, we propose a general model of ZD strategies for noisy repeated games, and find that ZD strategies have high robustness against errors. We further derive the pinning strategy under noise, by which the ZD strategy player coercively set the opponent's expected payoff to his desired level, although his payoff control ability declines with the increase of noise strength. Due to the uncertainty caused by noise, the ZD strategy player cannot secure his payoff to be higher than the opponent's, which implies strong extortions do not exist even under low noise. While we show that the ZD strategy player can still establish a novel kind of extortions, named weak extortions, where any increase of his own payoff always exceeds that of the opponent's by a fixed percentage, and the conditions under which the weak extortions can be realized are more stringent as the noise becomes stronger.
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