Metamagical themas, p.95

Metamagical Themas, page 95

 

Metamagical Themas
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  This is the so-called iterated Prisoner's Dilemma. It is a very difficult problem. It can be, and has been, rendered more quantitative and in that form studied with the methods of game theory and computer simulation. How does one quantify it? One builds a payoff matrix presenting point values for the various alternatives. A typical one is shown in Figure 29-1a. In this matrix, mutual cooperation earns both parties 2 points (the subjective value of receiving a full hag of what you need while giving up a full hag of what you have). 'Mutual defection earns you both 0 points (the subjective value of gaining nothing and losing nothing, aside from making a vain trip out to the forest that month). Cooperating while the other defects stings: you get -1 point while the rat gets 4 points! Why so many? Because it is so pleasurable to get something for nothing. And of course, should you happen to be a rat some month when the dealer has cooperated, then you get 4 points and the dealer loses 1.

  It is obvious that in a collective sense, it would be best for both of you to always cooperate. But suppose you have no regard whatsoever for the other. There is no ''collective good" you are both working for. You are both supreme egoists. Then what? The meaning of this term, "egoist", can perhaps be made clear by the following. Suppose you and your dealer have developed a trusting relationship of Mutual cooperation over the years, when one day you receive secret and reliable information that the dealer is quite sick and will soon die, probably within a month or two. The dealer has no reason to suspect that you have heard this. Aren't you highly tempted to defect, all of a sudden, despite all your years of cooperating? You are, after all, out for yourself and no one else in this cruel, cruel world. And since it seems that this may very well be the dealer’s last month, why not profit

  FIGURE 29-1. The Prisoner's Dilemma.

  In (a), a Prisoner's Dilemma payoff matrix in the case of a dealer and a buyer of commodities or services, in which both participants have a choice: to cooperate (i.e., to deliver the goods or the payment) or to defect (i.e., to deliver nothing). The numbers attempt to represent the degree of satisfaction of each partner in the transaction.

  In (b), the formulation of the Prisoner's Dilemma to which it owes its name: in terms of prisoners and their opportunities for double-crossing or collusion. The numbers are negative because they represent punishments: the length of both prisoners' prospective jail sentences, in years. This metaphor is due to Albert W Tucker.

  In (c), a Prisoner's Dilemma formulation where all payoffs are nonnegative numbers. This is my canonical version, following the usage in Robert Axelrod's book, The Evolution of Cooperation.

  as much as possible from your secret knowledge? Your defection may never be punished, and at the worst, it will be punished by one last-gasp defection by the dying dealer.

  The surer you are that this next turn is to be the very last one, the more you feel you must defect. Either of you would feel that way, of course, on learning that the other one was nearing the end of the rope. This is what is meant by “egoism”. It means you have no feeling of friendliness or

  goodwill or compassion for the other player; you have no conscience; all you care about is amassing points, more and more and more of them.

  What does the payoff matrix for the other metaphor, the one involving prisoners, look like? It is shown in Figure 29-1b. The equivalence of this matrix to the previous matrix is clear if you add a constant-namely, 4-to all terms in this one. Indeed, we could add any constant to either matrix and the dilemma would remain essentially unchanged. So let us add 5 to this one so as to get rid of all negative payoffs. We get the canonical Prisoner's Dilemma payoff matrix, shown in Figure 29-1c. The number 3 is called the reward for mutual cooperation, or R for short. The number 1 is called the punishment, or P. The number 5 is T, the temptation, and 0 is S, the sucker's payoff. The two conditions that make a matrix represent a Prisoner's Dilemma situation are these:

  (I) T>R>P>S

  (2) (T+S)/2 < R

  The first one simply makes the argument go through for each of you, that "it is better for me to defect no matter what my counterpart does". The second one simply guarantees that if you two somehow get locked into out-of-phase alternations (that is, "you cooperate, I defect" one month and "you defect, I cooperate" the next), you will not do better-in fact, you will do worse-than if you were cooperating with each other each month.

  Well, what would be your best strategy? It can be shown quite easily that there is no universal answer to this question. That is, there is no strategy that is better than all other strategies under all circumstances. For consider the case where the other player is playing ALL D-the strategy of defecting each round. In that case, the best you can possibly do is to defect each time as well, including the first. On the other hand, suppose the other player is using the Massive Retaliatory Strike strategy, which means "I'll cooperate until you defect and thereafter I'll defect forever." Now if you defect on the very first move, then you'll get one T and all P's thereafter until one of you dies. But if you had waited to defect, you could have benefited from a relationship of mutual cooperation, amassing many R's beforehand. Clearly that bunch of R's will add up to more than the single T if the game goes on for more than a few moves. This means that against the ALL D strategy, ALL D is the best counterstrategy, whereas "Always cooperate unless you learn that you or the other player is just about to die, in which case defect" is the best counterstrategy against Massive Retaliatory Strike. This simple argument shows that how you should play depends on who you're playing.

  The whole concept of the "quality" of a strategy takes on a decidedly more operational and empirical meaning if one imagines an ocean populated by dozens of little beings swimming around and playing Prisoner's Dilemma over and over with each other. Suppose that each time two such beings encounter each other, they recognize each other and

  remember how previous encounters have gone. This enables each one to decide what it wishes to do this tine. Now if each organism is continually swimming around and bumping into the others, eventually, each one will have met even other one numerous times, and thus all strategies will have been given the opportunity to interact with each other. By "interact", what is meant here is certainly not that anyone knocks anyone else out of the ocean, as in an elimination tournament. The idea is simply that each organism gains zero or more points in each meeting, and if sufficient time is allowed to elapse, everybody will have met with everybody else about the same number of times. and now the only question is: Who has amassed the most points? Amassing points is truly the name of the game.

  It doesn't matter if you have ''beaten'' anyone, in the sense of haying gained more Front interacting with them than they gained from interacting with you. That kind of "victory" is totally irrelevant here. What matters is not the number of "victories" rung tip by any individual. but the individual's total point count-a number that measures the individual's overall viability in this particular "sea" of many strategies. It sounds nearly paradoxical. but you could lose many-indeed, all-of your individual skirmishes, and yet still come out the overall winner.

  As the image suggests very strongly, this whole situation is highly relevant to questions in evolutionary biology. Can totally selfish and unconscious organisms living in a common environment come to evolve reliable cooperative strategies Can cooperation emerge in a world of pure egoists? In a nutshell, can cooperation evolve out of noncooperation? If so, this has revolutionary import for the theory of evolution, for many of its critics have claimed that this was one place that it was hopelessly snagged.

  Well, as it happens, it has now been demonstrated rigorously and definitively that such cooperation can emerge, and it was done through a computer tournament conducted by political scientist Robert Axelrod of the Political Science Department and the Institute for Public Policy Studies of the University of Michigan in Ann Arbor. More accurately, Axelrod first studied the ways that cooperation evolved by means of a computer tournament, and when general trends emerged, he was able to spot the underlying principles and prove theorems that established the facts and conditions of cooperation's rise from nowhere. Axelrod has written a fascinating and remarkably thought-provoking book on his findings, called The Evolution of Cooperation, published in 1984 by Basic Books, Inc. (Quoted sections below are taken front an early draft of that book.) Furthermore, he and evolutionary biologist William 1), Hamilton have worked out and published many of the implications of these discoveries for evolutionary theory. Their work has won much acclaim-including the 198 1 Newcomb Cleveland prize, a prize awarded annually by the American Association for the Advancement of Science for “an outstanding paper published in Science”.

  There are really three aspects of the question "Can cooperation emerge in a world of egoists?'' The first is: How can it get started at all? the second is: Can cooperative strategies survive better than their non-cooperative rivals? The third one is: Which cooperative strategies will do the best, and how will they come to predominate?

  To make these issues vivid, let me describe Axelrod's tournament and its somewhat astonishing results. In 1979, Axelrod sent out invitations to a number of professional game theorists, including people who had published articles on the Prisoner's Dilemma. telling them that he wished to pit many strategies against one another in a round-robin Prisoner's Dilemma tournament, with the overall goal being to amass as many points as possible. He asked for strategies to be encoded as computer programs that could respond to the 'C' or 'D' of another player, taking into account the remembered history of previous interactions with that same player. A program should always reply with a 'C' or a 'I)', of course, but its choice need not be deterministic. That is. consultation of a random-number generator was allowed at any point in a strategy.

  Fourteen entries were submitted to Axelrod, and he introduced into the field one more program called RANDOM, which in effect flipped a coin (computationally simulated, to be sure) each move, cooperating if heads came up, defecting otherwise. The field was a rather variegated one, consisting of programs ranging from as few as four lines to as many as 77 lines (of Basic). Every program was made to engage each other program (and a clone of itself) 200 times. No program was penalized for running slowly. The tournament was actually run five times in a row, so that ,pseudo-effects caused by statistical fluctuations in the random-number generator would be smoothed out by averaging.

  The program that won was submitted by the old Prisoner's Dilemma hand, Anatol Rapoport, a psychologist and philosopher from the University of Toronto. His was the shortest of all submitted programs, and is called TIT FOR TAT'.. TIT FOR TAT uses a very simple tactic:

  Cooperate on move 1;

  Thereafter, do whatever the other player did the previous move.

  That is all. It sounds outrageously simple. How in the world could such a program defeat the complex stratagems devised by other experts?

  Well, Axelrod claims that the game theorists in general did not go far enough in their analysis. They looked "only two levels deep", when in fact they should have looked three levels deep to do better. What precisely does this mean? He takes a specific case to illustrate his point. Consider the entry called JOSS (submitted by Johann Joss, a mathematician from Zurich, Switzerland). JOSS´s strategy is very similar to TIT FOR TAT´s, in that it

  begins by cooperating, always responds to defection by defecting and nearly always responds to cooperation by cooperating. The hitch is that JOSS uses a random-number generator to help it decide when to pull a "surprise defection" on the other player. JOSS is set up so that it has a 10 percent probability of defecting right after the other player has cooperated.

  In playing TIT FOR TAT, JOSS will do fine until it tries to catch TIT FOR TIT off guard. When it defects, TIT FOR TAT retaliates with a single defection, while JOSS "innocently" goes hack to cooperating. Thus we have a "DC" pair. On the next move, the 'C' and 'D' will switch places since each program in essence echoes the other's latest move, and so it will go: CD, then DC, CD, DC, and so on. There may ensue a long reverberation set off by JOSS's D, but sooner or later, JOSS will randomly, throw in another unexpected D after a C from TIT FOR TAT. At this point, there will he a "DD" pair, and that determines the entire rest of the match. Both will defect forever, now. The "echo" effect resulting from JOSS's first attempt at exploitation and TIT FOR TAT's simple punitive act lead ultimately to complete distrust and lack of cooperation.

  This may seem to imply that both strategies are at fault and will suffer for it at the hands of others, but in fact the one that suffers from it most is JOSS, since JOSS tries out the same trick on partner after partner, and in mans cases this leads to the same type of breakdown of trust, whereas TIT FOR TA T, never defecting first, will never be the initial cause of a breakdown of trust. Axelrod's technical term for a strategy that never defects before its opponent does is nice. TIT FOR TAT is a nice strategy,JOSS is not. Note that "nice" does not mean that a strategy never defects! TIT FOR TAT defects when provoked, but that is still considered being "nice".

  Axelrod summarizes the first tournament this way:

  A major lesson of this tournament is the importance of minimizing echo effects in an environment of mutual power. A sophisticated analysis must go at least three levels deep. First is the direct effect of a choice. This is easy, since a defection always earns more than a cooperation. Second are the indirect effects, taking into account that the other side may or may not punish a defection. This much was certainly appreciated by many of the entrants. But third is the fact that in responding to the defections of the other side, one may be repeating or even amplifying one's own previous exploitative choice. Thus a single defection may be successful when analyzed for its direct effects, and perhaps even when its secondary effects are taken into account. But the real costs may be in the tertiary effects when one's own isolated defections turn into unending mutual recriminations. Without their realizing it, many of these rules actually wound up punishing themselves. With the other player serving as a mechanism to delay the self-punishment by a few moves, this aspect of self-punishment was not perceived by the decision rules ....

  The analysis of the tournament results indicates that there is a lot to be learned about coping in an environment of mutual power. Even expert strategists from political science, sociology, economics, psychology, and mathematics made the systematic errors of being too competitive for their own

  good. not forgiving enough, and too pessimistic about the responsiveness of the other side.

  Axelrod not only analyzed the first tournament, he even performed a number of "subjunctive replays" of it, that is, replays with different sets of entries. He found, for instance, that the strategy called TIT FOR TWO T.ATS, which tolerates two defections before getting mad (but still only- strikes back once), would have won, had it been in the line-up. Likewise, two other strategies he discovered, one called REVISED DOWNING and one called LOOK-AHEAD, would have come in first had they been in the tournament.

  In summary, the lesson of the first tournament seems to have been that it is important to be nice ("don't be the first to defect") and forgiving, ("don't hold a grudge once you've vented your anger"). TIT FOR TAT possesses both these qualities, quite obviously.

  * * *

  After this careful analysis, Axelrod felt that significant lessons had been unearthed, and he felt convinced that more sophisticated strategies could be concocted, based on the new information. Therefore he decided too hold a second, larger computer tournament. For this tournament, he not only invited all the participants in the first round, but also advertised in computer hobbyist magazines, hoping to attract people who were addicted to programming and who would be willing to devote a good deal of time to working out and perfecting their strategies. To each person who entered, Axelrod sent a full and detailed analysis of the first tournament, along with a discussion of the "subjunctive replays" and the strategies that would have won. He described the strategic concepts of "niceness" and "forgiveness" that seemed to capture the lessons of the tournament so well, as well as strategic pitfalls to avoid. Naturally, each entrant realized that all the other entrants had received the same mailing, so that everyone knew that everyone knew that everyone knew that ...

  There was a large response to Axelrod's call for entries. Entries were received from six countries, from people of all ages, and from eight different academic disciplines. Anatol Rapoport entered again, resubmitting TIT FOR TAT (and was the only one to do so, even though it was explicitly stated that anyone could enter any program written by anybody). A ten-year-old entered, as did one of the world's experts on game theory and evolution, John Maynard Smith, professor of biology at the University of Sussex in England, who submitted TIT FOR TWO TATS. Two people separately submitted REVISED DOWNING.

  Altogether, 62 entries were received, and generally speaking, they were of a considerably higher degree of sophistication than those in the first tournament. The shortest was again TIT FOR TAT, and the longest was a program from New Zealand, consisting of 152 lines of Fortran. Once again, RANDOM was added to the field, and with a flourish and a final carriage return, the horses were off' Several hours of computer time later, the results came in.

  The outcome was nothing short of stunning: TIT FOR 7:I T, the simplest program submitted, won again. What's more, the two programs submitted that had won the subjunctive replays of the first tournament now turned up way down in the list: TIT FOR TWO TATS came in 24th, and REVISED DOWNING ended up buried in the bottom half of the field.

  This may seem horribly nonintuitive, but remember that a program's success depends entirely on the environment in which it is swimming. There is no single "best strategy" for all environments, so that winning in one tournament is no guarantee of success in another. TIT FOR TAT has the advantage of being able to "get along well" with a great variety of strategies, while other programs are more limited in their ability to evoke cooperation. Axelrod puts it this way:

 

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