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Self-deception in an evolutionary game.

机译:进化游戏中的自我欺骗。

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From the perspective of philosophy, the idea of humans lying to themselves seems irrational and maladaptive, if even possible. However, the paradigm of cognitive modularity admits the possibility of self-deception. Trivers argues that self-deception can increase fitness by improving the effectiveness of inter-personal deception. Ramachandran criticizes Trivers' conjecture, arguing that the costs of self-deception outweigh its benefits. We first modify a well-known cognitive modularity model of Minsky to formalize a cognitive model of self-deception. We then use Byrne's multi-dimensional dynamic character meta-model to integrate the cognitive model into an evolutionary hawk-dove game in order to investigate Trivers' and Ramachandran's conjectures. By mapping the influence of game circumstances into cognitive states, and mapping the influence of multiple cognitive modules into player decisions, our cognitive definition of self-deception is extended to a behavioral definition of self-deception. Our cognitive modules, referred to as the hunger and fear daemons, assess the benefits and the cost of competition and generate player beliefs. Daemon-assessment of encounter benefits and costs may lead to inter-daemonic conflict, that is, ambivalence, about whether or not to fight. Player-types vary in the manner by which such inter-daemonic conflict is resolved, and varieties of self-deception are modeled as type-specific conflict-resolution mechanisms. In the display phase of the game, players signal to one another and update their beliefs before finally committing to a decision (hawk or dove). Self-deception can affect player beliefs, and hence player actions, before or after signaling. In support of Trivers' conjecture, the self-deceiving types do outperform the non-self-deceiving type. We analyse the sensitivity of this result to parameters of the cognitive model, specifically the cognitive resolution of the players and the influence of player signals on co-player beliefs.
机译:从哲学的角度来看,即使可能,人类对自己撒谎的想法似乎也是不合理和适应不良的。但是,认知模块化的范式承认了自我欺骗的可能性。特里弗斯认为,自我欺骗可以通过提高人际欺骗的有效性来提高适应度。拉马尚德(Ramachandran)批评特里弗(Trivers)的猜想,认为自欺欺人的代价超过了其利益。我们首先修改一个著名的Minsky认知模块模型,以形式化自欺欺人的认知模型。然后,我们使用Byrne的多维动态角色元模型将认知模型整合到进化的鹰鸽游戏中,以研究Trivers和Ramachandran的猜想。通过将游戏环境的影响映射到认知状态,并将多个认知模块的影响映射到玩家决策,我们对自我欺骗的认知定义被扩展为自我欺骗的行为定义。我们的认知模块(称为饥饿和恐惧守护程序)评估比赛的收益和成本,并产生玩家的信念。守护进程对遇到的收益和成本的评估可能导致守护进程之间的冲突,即关于是否战斗的矛盾。玩家类型以解决此类守护程序间冲突的方式不同,并且自欺欺人的各种行为被建模为特定于类型的冲突解决机制。在游戏的显示阶段,玩家在最终做出决定(鹰派或鸽子)之前相互发信号并更新其信念。自我欺骗会影响玩家的信念,从而影响玩家在发信号之前或之后的行为。为了支持Trivers的猜想,自欺欺人的类型确实比非自欺欺人的类型好。我们分析了此结果对认知模型参数的敏感性,尤其是玩家的认知分辨率以及玩家信号对共同玩家信念的影响。

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