EVOLUTION AND THE COMPLEXITY OF FINITE AUTOMATA

2007 ◽  
Vol 09 (04) ◽  
pp. 731-743 ◽  
Author(s):  
MOEZ KILANI

Prisoner's dilemma played by finite automata is reviewed again using a slightly modified measure of complexity. At a first step, an equilibrium with a large number of possible outcomes is shown to hold. At a second stage, we consider a game of repeated interaction, and show that on (limit) equilibrium only cooperative actions are played. We conclude that cooperation is the result of a (complex) long interaction.

Author(s):  
Shihomi Wada ◽  
◽  
Keiji Suzuki

In this paper, we compare the experimental results of human agents with that of programmed agents using the double-bind prisoner’s dilemma game, in which an ordinary prisoner’s dilemma game is nested into another dilemma; that is, a player has to decide firstly if s/he will play prisoner’s dilemma or not. Comparing human-agent experimental results with programmed agent experimental results, we found remarkable similarities and differences as follows: (1) when cooperation is chosen in the second stage, both human and programmed agents show similar distributions of the first choices, (2) in the case when agents choose defection in the second stage, human agents have a tendency to play an ordinary prisoner’s dilemma game, (3) in the case when agents choose defection in the second stage, programmed agents show almost equal distribution. These results suggest that programmed agents may be cooperators and get close to the Pareto optimal equilibrium in an appropriate setting.


2015 ◽  
Vol 32 (01) ◽  
pp. 1540009
Author(s):  
Xing-Long Qu ◽  
Zhi-Gang Cao ◽  
Yi-Fen Mu ◽  
Xiao-Guang Yang

We study the Stackleberg variant of the repeated Sequential Prisoner's Dilemma (SPD). The game goes in two stages, and the two players, the leader and the follower, are asymmetric in both stages. In the first stage of the game, the leader chooses a strategy (for the repeated SPD of the second stage), which is immediately known to the follower. In the second stage, they play repeated SPD: In each round the follower moves after observing the leader's action. Assuming complete rationality, we find some extraordinary properties of this model. (i) The (subgame perfect) equilibrium payoff profile is unique, which lies on the corner of the region predicted by classical folk theorems: It is best for the leader and at the same time worst for the follower, (ii) the leader has simple optimal strategies that are one-step memory and stationary. These features are in great contrast with classical results, where either uniqueness cannot be guaranteed and equilibrium strategies are often quite complicated, or bounded rationality is required. Although full cooperation, i.e., the outcome is always (cooperate, cooperate), is not attainable in our model, at least a half of the optimal social welfare can be guaranteed. We also do a non-equilibrium analysis which makes the usual equilibrium analysis more convincing.


Author(s):  
Konstantinos Giannakis ◽  
Georgia Theocharopoulou ◽  
Christos Papalitsas ◽  
Sofia Fanarioti ◽  
Theodore Andronikos

Classic game theory is an important field with a long tradition of useful results. Recently, the quantum versions of classical games, such as the Prisoner's Dilemma (PD), have attracted a lot of attention. Similarly, state machines and specifically finite automata have also been under constant and thorough study for plenty of reasons. The quantum analogues of these abstract machines, like the quantum finite automata, have been studied extensively. In this work, we examine some well-known game conditional strategies that have been studied within the framework of the repeated PD game. Then, we try to associate these strategies to proper quantum finite automata that receive them as inputs and recognize them with probability 1, achieving some interesting results. We also study the quantum version of PD under the Eisert-Wilkens-Lewenstein scheme, proposing a novel conditional strategy for the repeated version of this game.


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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