Puzzles: Noisy Prisoners, Manhattan Locations, and More

1987 ◽  
Vol 1 (1) ◽  
pp. 185-191 ◽  
Author(s):  
Barry Nalebuff

Each “Puzzles” will begin with a few speed problems. These puzzles have answers provided in the same issue. Puzzles 1 and 2 will give you a chance to get up to speed. Then, we continue with longer puzzles taken from two very broadly defined categories: strategy puzzles and theory puzzles. Strategy puzzles will give the readers an opportunity to compete against each other in problems of coordination and competition. The third puzzle, a noisy prisoner's dilemma tournament, falls dead center in this category. Theory puzzles are meant to offer mathematical problems that have an economic interpretation. The fourth puzzle, an optimal location problem, is in this category.

2018 ◽  
pp. 193-220
Author(s):  
Barry Hoffmaster ◽  
Cliff Hooker

Ethics is embedded in the practices and institutions of society. Three examples illustrate the communal importance of ethical design. First is the distinction between Fights, Games, and Debates as successively more ethical and more intelligent institutional designs for handling conflict. The second is the Prisoner’s Dilemma in game theory, whose best solution is to step outside the game and change the surrounding institutional design. The third is an account of the ethical and effective institutional design solutions for various situations, especially of mediation for those that invoke the notion of ‘polycentric’ problems.


Utilitas ◽  
2009 ◽  
Vol 21 (3) ◽  
pp. 297-326 ◽  
Author(s):  
MICHAEL MOEHLER

In this article, I argue that if one closely follows Hobbes' line of reasoning in Leviathan, in particular his distinction between the second and the third law of nature, and the logic of his contractarian theory, then Hobbes' state of nature is best translated into the language of game theory by an assurance game, and not by a one-shot or iterated prisoner's dilemma game, nor by an assurance dilemma game. Further, I support Hobbes' conclusion that the sovereign must always punish the Foole, and even exclude her from the cooperative framework or take her life, if she defects once society is established, which is best expressed in the language of game theory by a grim strategy. That is, compared to existing game-theoretic interpretations of Hobbes, I argue that the sovereign plays a grim strategy with the citizens once society is established, and not the individuals with one another in the state of nature.


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.


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):  
Ali Seyhun Saral

Conditional cooperation has been a common explanation for the observed cooperation, and its decline in social dilemma experiments. Numerous studies showed that most of the experimental subjects can be categorized into three types: conditional cooperators, self-maximizers and hump-shaped (triangle) cooperators. In this study, I investigate conditional strategy types and their role on the emergence of cooperation and their evolutionary success. For this purpose, I use an extension of the Iterated Prisoner's Dilemma Game. The agents are characterized by their initial move and their conditional responses to each level of cooperation. By using simulations, I estimate the likelihood of cooperation for different probability of continuations.I show that, when the continuation probability is sufficiently large, high levels cooperation is achieved. In this case, the most successful strategies are those who employ an all-or-none type of conditional cooperation, followed by perfect conditional cooperators. In intermediate levels of continuation probabilities, however, hump-shaped contributor types are the ones that are most likely to thrive, followed by imperfect conditional cooperators. Those agents cooperate in a medium level of cooperation within themselves and each other. The results explain the existence of hump-shaped type of cooperators with a purely payoff-based reasoning, as opposed to previous attempts to explain this strategy with psychological mechanisms.


Sign in / Sign up

Export Citation Format

Share Document