When Do Psychopathic Traits Affect Cooperative Behavior?: An Iterated Prisoner's Dilemma Experimental Study

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 ◽  
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.


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 ◽  
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.


2019 ◽  
Vol 40 (4) ◽  
pp. 227-233
Author(s):  
Martina Testori ◽  
Maximillian Kempf ◽  
Rebecca B. Hoyle ◽  
Hedwig Eisenbarth

Abstract. 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.


Author(s):  
REIJI SUZUKI ◽  
TAKAYA ARITA

The purpose of this paper is to consider the effects of spatial locality on the evolution of cooperative behavior in the N-person iterated Prisoner's Dilemma (N-IPD) by focusing on two essentially distinct factors: the scale of interaction (which decides the neighboring members playing the N-person games) and the scale of reproduction (which decides the neighboring candidates for an offspring in each cell). We conducted evolutionary experiments of strategies for one-dimensional N-IPD game with various settings of these two factors. Experimental results revealed that these two factors bring qualitatively different effects to the emergence of cooperative behavior. Furthermore, we investigated the dynamics of the evolution of spatial locality in N-IPD. When we introduced the evolution of the scale of interaction into our model, the dynamic evolution of the scale of interaction through generation facilitated the emergence of global cooperation when the scale of reproduction was relatively small. Experiments with the evolution of the scale of reproduction are also discussed.


1995 ◽  
Vol 3 (3) ◽  
pp. 349-363 ◽  
Author(s):  
David B. Fogel

Evolutionary programming experiments are conducted to examine the relationship between the durations of encounters and the evolution of cooperative behavior in the iterated prisoner's dilemma. A population of behavioral strategies represented by finite-state machines is evolved over successive generations, with selection made on the basis of individual fitness. Each finite-state machine is given an additional evolvable parameter corresponding to the maximum number of moves it will execute in any encounter. A series of Monte Carlo trials indicates distinct relationships between encounter length and cooperation; however, no causal relationship can be positively identified.


2021 ◽  
Author(s):  
Baihan Lin ◽  
Djallel Bouneffouf ◽  
Guillermo Cecchi

Unlike traditional time series, the action sequences of human decision making usually involve many cognitive processes such as beliefs, desires, intentions and theory of mind, i.e. what others are thinking. This makes predicting human decision making challenging to be treated agnostically to the underlying psychological mechanisms. We propose to use a recurrent neural network architecture based on long short-term memory networks (LSTM) to predict the time series of the actions taken by the human subjects at each step of their decision making, the first application of such methods in this research domain. In this study, we collate the human data from 8 published literature of the Iterated Prisoner's Dilemma comprising 168,386 individual decisions and postprocess them into 8,257 behavioral trajectories of 9 actions each for both players. Similarly, we collate 617 trajectories of 95 actions from 10 different published studies of Iowa Gambling Task experiments with healthy human subjects. We train our prediction networks on the behavioral data from these published psychological experiments of human decision making, and demonstrate a clear advantage over the state-of-the-art methods in predicting human decision making trajectories in both single-agent scenarios such as the Iowa Gambling Task and multi-agent scenarios such as the Iterated Prisoner's Dilemma. In the prediction, we observe that the weights of the top performers tends to have a wider distribution, and a bigger bias in the LSTM networks, which suggests possible interpretations for the distribution of strategies adopted by each group.


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