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Thinking and Deciding

Thinking and Deciding

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444 SOCIAL DILEMMAS: COOPERATION VERSUS DEFECTION<br />

Table 18.2: Effects of cooperation (C) or defection (D) on subjects’ pay<br />

Bob chooses C Bob chooses D<br />

Art’s pay Bob’s pay Art’s pay Bob’s pay<br />

Art chooses C $8 $8 $2 $10<br />

Art chooses D $10 $2 $4 $4<br />

Effects of repetition<br />

In the typical prisoner’s dilemma laboratory task (<strong>and</strong> in some real-world analogues<br />

of it, such as arms races) the game is played repeatedly by the same two subjects.<br />

This leads to various attempts on the part of each player to make the other player<br />

cooperate. Players adopt various strategies to induce cooperation: A strategy is a rule<br />

that determines which choice a player makes on each play. Axelrod (1984) argues<br />

that one of the most effective strategies, both in theory <strong>and</strong> in fact, is the “tit for tat”<br />

approach. You begin by cooperating, but after that you imitate the other player’s<br />

choice on each successive play, thereby “punishing” uncooperative behavior.<br />

If such a strategy is effective in getting the other player to cooperate, the game<br />

is not really a social dilemma at all, for the strategy itself becomes an action that is<br />

best for each player. When games are repeated, it is helpful to think not of individual<br />

plays but rather of strategies as the choices at issue. When we study performance<br />

in laboratory games, then, we must be aware of the fact that repeated games may<br />

not actually involve social dilemmas at all. The laboratory studies I shall review,<br />

however, use nonrepeated games <strong>and</strong> are therefore true social dilemmas.<br />

N-person prisoner’s dilemma<br />

The basic prisoner’s dilemma can be extended to several people, becoming the “Nperson<br />

prisoner’s dilemma.” (N st<strong>and</strong>s for the number of people.) In one form of this<br />

game, each choice of Option C — as opposed to Option D — leads to a small loss<br />

for the player who makes the choice <strong>and</strong> a large gain for everyone else overall. In the<br />

simplest version of this, imagine a class with twenty students. Each student writes C<br />

or D on a piece of paper without knowing what the other students have written. Each<br />

student who writes C causes each of the other students to receive $1. Each student<br />

who writes D gets $1 in addition, but this has no effect on the payoff for others. If<br />

everyone writes C, each gets $19. If everyone writes D, each gets $1. But writing D<br />

always leads to $1 more than writing C. If you write D <strong>and</strong> everyone else writes C,<br />

you get $20 <strong>and</strong> everyone else gets $18.<br />

Table 18.3 <strong>and</strong> Figure 18.1 illustrate a four-person game in which the benefit of<br />

cooperation is $4 for each other player <strong>and</strong> the benefit of defection is $2 for the self.<br />

The slope of the lines represents the benefits that accrue to others from each person’s<br />

decision to cooperate rather than defect; each person’s decision to cooperate moves

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