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Crosstalk in concurrent repeated games impedes direct reciprocity and requires stronger levels of forgiveness

机译:并发的重复游戏中的串扰会阻碍直接的对等并需要更大程度的宽恕

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摘要

Direct reciprocity is a mechanism for cooperation among humans. Many of our daily interactions are repeated. We interact repeatedly with our family, friends, colleagues, members of the local and even global community. In the theory of repeated games, it is a tacit assumption that the various games that a person plays simultaneously have no effect on each other. Here we introduce a general framework that allows us to analyze “crosstalk” between a player’s concurrent games. In the presence of crosstalk, the action a person experiences in one game can alter the person’s decision in another. We find that crosstalk impedes the maintenance of cooperation and requires stronger levels of forgiveness. The magnitude of the effect depends on the population structure. In more densely connected social groups, crosstalk has a stronger effect. A harsh retaliator, such as Tit-for-Tat, is unable to counteract crosstalk. The crosstalk framework provides a unified interpretation of direct and upstream reciprocity in the context of repeated games.
机译:直接互惠是人与人之间合作的机制。我们的许多日常互动都是重复的。我们与家人,朋友,同事,本地乃至全球社区的成员反复互动。在重复游戏理论中,一个默认的假设是人同时玩的各种游戏不会互相影响。在这里,我们介绍了一个通用框架,该框架使我们能够分析玩家并发游戏之间的“串扰”。在存在串扰的情况下,一个人在一个游戏中经历的动作会改变该人在另一个游戏中的决定。我们发现串扰会阻碍合作的维持,并且需要更大程度的宽恕。影响的程度取决于人口结构。在联系更紧密的社会群体中,串扰的影响更大。苛刻的报复器,例如Tit-for-Tat,无法抵消串扰。串扰框架在重复游戏的情况下提供了对直接和上游互惠的统一解释。

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