The influence of psychopathic traits and strategic harshness on point gain and cooperation rate in the Prisoner's Dilemma

2022 ◽  
Vol 186 ◽  
pp. 111344
Author(s):  
Mary C. Baggio ◽  
Stephen D. Benning
2020 ◽  
Author(s):  
M Testori ◽  
M Kempf ◽  
RB Hoyle ◽  
Hedwig Eisenbarth

© 2019 Hogrefe Publishing. Personality traits have been long recognized to have a strong impact on human decision-making. In this study, a sample of 314 participants took part in an online game to investigate the impact of psychopathic traits on cooperative behavior in an iterated Prisoner's dilemma game. We found that disinhibition decreased the maintenance of cooperation in successive plays, but had no effect on moving toward cooperation after a previous defection or on the overall level of cooperation over rounds. Furthermore, our results underline the crucial importance of a good model selection procedure, showing how a poor choice of statistical model can provide misleading results.


2020 ◽  
Author(s):  
M Testori ◽  
TOA Harris ◽  
RB Hoyle ◽  
Hedwig Eisenbarth

© 2019, The Author(s). As decision-making research becomes more popular, the inclusion of personality traits has emerged as a focal point for an exhaustive analysis of human behaviour. In this study, we investigate the impact of psychopathic traits on cooperation in an iterated Prisoner’s Dilemma game with emotional facial feedback. Firstly, we observed how receiving a facial feedback after each decision affected players with different psychopathic trait scores, and how being informed about the opponent’s identity influenced cooperative behaviour. Secondly, we analysed the strategies adopted by each player, and how these choices were correlated with their psychopathic traits. Although our results showed no effect of different emotional content in the feedback on cooperation, we observed more cooperative behaviours in those players who were told their opponent was another fellow human, compared to those who were told it was a computer. Moreover, fearless dominance had a very small but consistent negative effect on overall cooperation and on the tendency to maintain cooperative behaviours. We also found that players’ personality scores affected the strategies they chose to play throughout the game. Hence, our experiment adds complexity to the body of work investigating psychopathic traits and social interactions, considering not only the environment of facial feedback but also the role of deception in experimental games.


Complexity ◽  
2020 ◽  
Vol 2020 ◽  
pp. 1-19
Author(s):  
Rui Dong ◽  
Xinghong Jia ◽  
Xianjia Wang ◽  
Yonggang Chen

A long-standing problem in biology, economics, and social sciences is to understand the conditions required for the emergence and maintenance of cooperation in evolving populations. This paper investigates how to promote the evolution of cooperation in the Prisoner’s Dilemma game (PDG). Differing from previous approaches, we not only propose a tag-based control (TBC) mechanism but also look at how the evolution of cooperation by TBC can be successfully promoted. The effect of TBC on the evolutionary process of cooperation shows that it can both reduce the payoff of defectors and inhibit defection; although when the cooperation rate is high, TBC will also reduce the payoff of cooperators unless the identified rate of the TBC is large enough. An optimal timing control (OTC) of switched replicator dynamics is designed to consider the control costs, the cooperation rate at terminal time, and the cooperator’s payoff. The results show that the switching control (SC) between an optimal identified rate control of the TBC and no TBC can properly not only maintain a high cooperation rate but also greatly enhance the payoff of the cooperators. Our results provide valuable insights for some clusters, for example, logistics parks and government, to regard the decision to promote cooperation.


2017 ◽  
Author(s):  
Mary C. Baggio ◽  
Stephen D Benning

Psychopathy is a disorder characterized by antisocial behavior, emotional impairment, and interpersonal deficits. Research has suggested that uncooperative behavior may be one manifestation of this unstable interpersonal functioning. This study investigated this phenomenon in the fearless dominance and impulsive antisociality factors of psychopathy in a sample of 177 undergraduates using an iterated Prisoner’s Dilemma game. We analyzed participants’ scores, differences between participant and computer scores, and participants’ decisions from the Prisoner’s Dilemma game. After participants cooperated, those higher in fearless dominance (FD) scored higher than their opponents and were more likely to defect, whereas those higher in IA scored more equally to their opponents and were more likely to cooperate. Also, decisions mediated the relationship between both psychopathy factors and differences between participant and computer scores as well as scores on each trial. Thus, these two factors of psychopathy are related to social cooperation in opposing ways.


2020 ◽  
Author(s):  
M Testori ◽  
TOA Harris ◽  
RB Hoyle ◽  
Hedwig Eisenbarth

© 2019, The Author(s). As decision-making research becomes more popular, the inclusion of personality traits has emerged as a focal point for an exhaustive analysis of human behaviour. In this study, we investigate the impact of psychopathic traits on cooperation in an iterated Prisoner’s Dilemma game with emotional facial feedback. Firstly, we observed how receiving a facial feedback after each decision affected players with different psychopathic trait scores, and how being informed about the opponent’s identity influenced cooperative behaviour. Secondly, we analysed the strategies adopted by each player, and how these choices were correlated with their psychopathic traits. Although our results showed no effect of different emotional content in the feedback on cooperation, we observed more cooperative behaviours in those players who were told their opponent was another fellow human, compared to those who were told it was a computer. Moreover, fearless dominance had a very small but consistent negative effect on overall cooperation and on the tendency to maintain cooperative behaviours. We also found that players’ personality scores affected the strategies they chose to play throughout the game. Hence, our experiment adds complexity to the body of work investigating psychopathic traits and social interactions, considering not only the environment of facial feedback but also the role of deception in experimental games.


2020 ◽  
Author(s):  
M Testori ◽  
M Kempf ◽  
RB Hoyle ◽  
Hedwig Eisenbarth

© 2019 Hogrefe Publishing. Personality traits have been long recognized to have a strong impact on human decision-making. In this study, a sample of 314 participants took part in an online game to investigate the impact of psychopathic traits on cooperative behavior in an iterated Prisoner's dilemma game. We found that disinhibition decreased the maintenance of cooperation in successive plays, but had no effect on moving toward cooperation after a previous defection or on the overall level of cooperation over rounds. Furthermore, our results underline the crucial importance of a good model selection procedure, showing how a poor choice of statistical model can provide misleading results.


2020 ◽  
Author(s):  
M Testori ◽  
TOA Harris ◽  
RB Hoyle ◽  
Hedwig Eisenbarth

© 2019, The Author(s). As decision-making research becomes more popular, the inclusion of personality traits has emerged as a focal point for an exhaustive analysis of human behaviour. In this study, we investigate the impact of psychopathic traits on cooperation in an iterated Prisoner’s Dilemma game with emotional facial feedback. Firstly, we observed how receiving a facial feedback after each decision affected players with different psychopathic trait scores, and how being informed about the opponent’s identity influenced cooperative behaviour. Secondly, we analysed the strategies adopted by each player, and how these choices were correlated with their psychopathic traits. Although our results showed no effect of different emotional content in the feedback on cooperation, we observed more cooperative behaviours in those players who were told their opponent was another fellow human, compared to those who were told it was a computer. Moreover, fearless dominance had a very small but consistent negative effect on overall cooperation and on the tendency to maintain cooperative behaviours. We also found that players’ personality scores affected the strategies they chose to play throughout the game. Hence, our experiment adds complexity to the body of work investigating psychopathic traits and social interactions, considering not only the environment of facial feedback but also the role of deception in experimental games.


2016 ◽  
Author(s):  
Philipp Gerlach ◽  
Bastian Jaeger

Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate (Liberman, Samuels, & Ross, 2004). Framing effects are an empirically well-studied phenomenon. However, a coherent theoretical explanation of the observed effects is still lacking. We distinguish between two types of framings - valence framing and context framing - and provide an overview of three general classes of theories that may account for the observed changes in behaviour.


1999 ◽  
Vol 30 (2/3) ◽  
pp. 179-193 ◽  
Author(s):  
Beate Schuster

Zusammenfassung: Der soziometrische Status und der Viktimisierungsstatus von 5. bis 11. Klässlern wurde ermittelt, der Status hypothetischer InteraktionspartnerInnen sowie deren angebliche Wahlen variiert, und die Reaktionen im Gefangenendilemma erfaßt. Die Reaktionen wurden sowohl durch die experimentell vorgegebenen als auch durch die erwarteten Wahlen der InteraktionspartnerInnen bestimmt: Kooperative Zuege wurden eher kooperativ, und kompetitive Zuege eher kompetitiv beantwortet. Darüber hinaus vermieden Mobbingopfer kompetitive Züge, während zwei Untergruppen der Abgelehnten gegensätzliche Strategiepräferenzen aufwiesen: Versuchspersonen, die sowohl Ablehnung als auch Mobbing erfahren («Viktimisiert-Abgelehnte») verhielten sich besonders kooperativ; abgelehnte ProbandInnen, die nicht viktimisiert werden («Nicht-viktimisiert-Abgelehnte») dagegen vergleichsweise kompetitiv. Die kooperativen Wahlen viktimisierter Versuchspersonen wurden nicht erwidert: Die Versuchspersonen reagierten gegenüber den Viktimisierten kompetitiver als sich die Viktimisierten ihrerseits gegenüber ihren InteraktionspartnerInnen verhielten. Diese Befunde bestätigen die Notwendigkeit, bei «Abgelehnten» zwei Untergruppen auf der Basis der Viktimisierungsdimension zu unterscheiden. Die Befunde werden ferner vor dem Hintergrund der Hypothese diskutiert, daß die Submissivität potentieller Opfer mit zu ihrer Viktimisierungs-Erfahrung beiträgt.


Author(s):  
Laura Mieth ◽  
Raoul Bell ◽  
Axel Buchner

Abstract. The present study serves to test how positive and negative appearance-based expectations affect cooperation and punishment. Participants played a prisoner’s dilemma game with partners who either cooperated or defected. Then they were given a costly punishment option: They could spend money to decrease the payoffs of their partners. Aggregated over trials, participants spent more money for punishing the defection of likable-looking and smiling partners compared to punishing the defection of unlikable-looking and nonsmiling partners, but only because participants were more likely to cooperate with likable-looking and smiling partners, which provided the participants with more opportunities for moralistic punishment. When expressed as a conditional probability, moralistic punishment did not differ as a function of the partners’ facial likability. Smiling had no effect on the probability of moralistic punishment, but punishment was milder for smiling in comparison to nonsmiling partners.


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