Extending the behavioral sciences framework: Clarification of methods, predictions, and concepts

2007 ◽  
Vol 30 (1) ◽  
pp. 36-37 ◽  
Author(s):  
Alex Mesoudi ◽  
Kevin N. Laland

We applaud Gintis's attempt to provide an evolutionary-based framework for the behavioral sciences, and note a number of similarities with our own recent cultural evolutionary structure for the social sciences. Gintis's proposal would be further strengthened by a greater emphasis on additional methods to evolutionary game theory, clearer empirical predictions, and a broader consideration of cultural transmission.

Author(s):  
Katia Sycara ◽  
Paul Scerri ◽  
Anton Chechetka

In this chapter, we explore the use of evolutionary game theory (EGT) (Weibull, 1995; Taylor & Jonker, 1978; Nowak & May, 1993) to model the dynamics of adaptive opponent strategies for large population of players. In particular, we explore effects of information propagation through social networks in Evolutionary Games. The key underlying phenomenon that the information diffusion aims to capture is that reasoning about the experiences of acquaintances can dramatically impact the dynamics of a society. We present experimental results from agent-based simulations that show the impact of diffusion through social networks on the player strategies of an evolutionary game and the sensitivity of the dynamics to features of the social network.


2007 ◽  
Vol 30 (1) ◽  
pp. 18-19 ◽  
Author(s):  
Larry Arnhart

Unlike physics and chemistry, the behavioral sciences are historical sciences that explain the fuzzy complexity of social life through historical narratives. Unifying the behavioral sciences through evolutionary game theory would require a nested hierarchy of three kinds of historical narratives: natural history, cultural history, and biographical history.


Author(s):  
Katia Sycara ◽  
Paul Scerri ◽  
Anton Chechetka

The chapter explores the use of evolutionary game theory (EGT) to model the dynamics of adaptive opponent strategies for a large population of players. In particular, it explores effects of information propagation through social networks in evolutionary games. The key underlying phenomenon that the information diffusion aims to capture is that reasoning about the experiences of acquaintances can dramatically impact the dynamics of a society. The chapter presents experimental results from agent-based simulations that show the impact of diffusion through social networks on the player strategies of an evolutionary game and the sensitivity of the dynamics to features of the social network.


Author(s):  
Katia Sycara ◽  
Paul Scerri ◽  
Anton Chechetka

In this chapter, we explore the use of evolutionary game theory (EGT) (Nowak & May, 1993; Taylor & Jonker, 1978; Weibull, 1995) to model the dynamics of adaptive opponent strategies for a large population of players. In particular, we explore effects of information propagation through social networks in evolutionary games. The key underlying phenomenon that the information diffusion aims to capture is that reasoning about the experiences of acquaintances can dramatically impact the dynamics of a society. We present experimental results from agent-based simulations that show the impact of diffusion through social networks on the player strategies of an evolutionary game and the sensitivity of the dynamics to features of the social network.


Author(s):  
Katia Sycara ◽  
Paul Scerri ◽  
Anton Chechetka

In this chapter, we explore the use of evolutionary game theory (EGT) (Nowak & May, 1993; Taylor & Jonker, 1978; Weibull, 1995) to model the dynamics of adaptive opponent strategies for a large population of pl ion propagation through social networks in evolutionary games. The key underlying phenomenon that the information diffusion aims to capture is that reasoning about the experiences of acquaintances can dramatically impact the dynamics of a society. We present experimental results from agent-based simulations that show the impact of diffusion through social networks on the player strategies of an evolutionary game and the sensitivity of the dynamics to features of the social network.


Author(s):  
Charles H. Anderton

A standard evolutionary game theory model is used to reveal the interpersonal and geographic characteristics of a population that make it vulnerable to accepting the genocidal aims of political leaders. Under conditions identified in the space-less version of the model, genocide architects can engineer the social metamorphosis of a peaceful people-group into one that supports, or does not resist, the architects’ atrocity goals. The model reveals policy interventions that prevent the social evolution of genocide among the population. The model is then extended into geographic space by analyzing interactions among peaceful and aggressive phenotypes in a Moore neighborhood. Key concepts of the analyses are applied to the onset and spread of genocide during the Holocaust (1938-1945) and to the prevention of genocide in Côte d'Ivoire (2011). [JEL codes: C73, D74]


2019 ◽  
Vol 18 (3) ◽  
pp. 264-281 ◽  
Author(s):  
Calvin Cochran ◽  
Cailin O’Connor

Many societies have norms of equity – that those who make symmetric social contributions deserve symmetric rewards. Despite this, there are widespread patterns of social inequity, especially along gender and racial lines. It is often the case that members of certain social groups receive greater rewards per contribution than others. In this article, we draw on evolutionary game theory to show that the emergence of this sort of convention is far from surprising. In simple cultural evolutionary models, inequity is much more likely to emerge than equity, despite the presence of stable, equitable outcomes that groups might instead learn. As we outline, social groups provide a way to break symmetry between actors in determining both contribution and reward in joint projects.


2008 ◽  
Vol 30 (2) ◽  
Author(s):  
Wolfgang Detel

AbstractIn sociology, social philosophy, social ontology, and classical choice theory the notion of a social norm is usually introduced by using a rich normative, semantic, and social vocabulary, while the notions that evolutionary game theory proceeds from seem too poor to elucidate the idea of social norms. In this paper, I suggest to define a notion of social norms that is as basic as possible, in the sense that it relies only on notions like affects, feelings as well as regularities, standards, and corrections of behaviour. These notions suffice to explain non-linguistic traditions, practices, sanctions, and, finally, basic social norms. Two of the aims of the paper are, first, to clarify the idea of genuine normativity and second, to explore whether the sort of normativity involved in basic social norms is part of a bridge between nature and the social realm.


2020 ◽  
Author(s):  
Wenhao Qi ◽  
Edward Vul

People seem to infer each others’ beliefs and desires when navigating social interactions, perhaps because such a “theory of mind” can guide cooperation and coordination. However, such strategic, altruistic interactions fall naturally out of evolutionary game theory without invoking any theory of mind; so why is theory of mind useful? Here we show that the interactions studied in game theory have been too impoverished to require theory of mind, but when interacting in variable games, agents with theory of mind have a clear advantage. We use simulated tournaments to demonstrate that traditional action-level strategies such as tit-for-tat fare miserably in variable games, that goal-based agents can adapt to new games instantly, and that having a theory of mind is increasingly helpful for coping with a variety of opponents as the variability in games increases. Our work suggests that variable games merit further investigation in game theory and social sciences.


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