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1
Indirect reciprocity with private, noisy, and
incomplete information
Christian Hilbe11, Laura Schmid', Josef Tkadleca, Krishnendu Chatterjeee, and Martin A. Nowak"
'Institute of Science and Technology Austria, 3400 Klostemeuburg, Austria; °Program for Evolutionary Dynamics, Harvard University, Cambridge, MA
02138; 'Department of Organismic and Evolutionary Biology, Harvard University, Cambridge, MA 02138; and °Department of Mathematics, Harvard
University, Cambridge, MA 02138
Edited by Brian Skyrms, University of California, Irvine, CA, and approved October 16, 2018 (received for review June 19, 2018)
Indirect reciprocity is a mechanism for cooperation based on
shared moral systems and individual reputations. It assumes that
members of a community routinely observe and assess each other
and that they use this information to decide who is good or
bad, and who deserves cooperation. When information is trans-
mitted publicly, such that all community members agree on each
others reputation, previous research has highlighted eight cru-
cial moral systems. These "leading-eight" strategies can maintain
cooperation and resist invasion by defectors. However, in real
populations individuals often hold their own private views of oth-
ers. Once two individuals disagree about their opinion of some
third party, they may also see its subsequent actions in a different
light Their opinions may further diverge over time. Herein, we
explore indirect reciprocity when information transmission is pri-
vate and noisy. We find that in the presence of perception errors,
most leading-eight strategies cease to be stable. Even if a leading-
eight strategy evolves, cooperation rates may drop considerably
when errors are common. Our research highlights the role of reli-
able information and synchronized reputations to maintain stable
moral systems.
cooperation I indirect reciprocity I social norms I evolutionary
game theory
H
umans treat their reputations as a form of social capital
(1-3). They strategically invest into their good reputa-
tion when their benevolent actions are widely observed (4-6),
which in turn makes them more likely to receive benefits in
subsequent interactions (7-12). Reputations undergo constant
changes in time. They are affected by rumors and gossip (13),
which themselves can spread in a population and develop a
life of their own. Evolutionary game theory explores how good
reputations are acquired and how they affect subsequent behav-
iors, using the framework of indirect reciprocity (14-17). This
framework assumes that members of a population routinely
observe and assess each other's social interactions. Whether
a given action is perceived as good depends on the action
itself, the context, and the social norm used by the population.
Behaviors that yield a good reputation in one society may be
condemned in others. A crucial question thus becomes: Which
social norms are most conducive to maintain cooperation in a
population?
Different social norms can be ordered according to their com-
plexity (18) and according to the information that is required
to assess a given action (19, 20). According to "first-order
norms," the interpretation of an action depends only on the
action itself. When a donor interacts with a recipient in a social
dilemma, the donor's reputation improves if she cooperates,
whereas her reputation drops if she defects (21-26). Accord-
ing to "second-order norms," the interpretation of an action
additionally depends on the reputation of the recipient. The
recipient's reputation provides the context of the interaction. It
allows observers to distinguish between justified and unjustified
defections (27-29). For example, the standing strategy consid-
ers it wrongful only to defect against well-reputed recipients;
donors who defect against bad recipients do not suffer from
an impaired reputation (30). According to "third-order norms,-
observers need to additionally take the donor's reputation into
account. In this way, assessment rules of higher order are increas-
ingly able to give a more nuanced interpretation of a donor's
action, but they also require observers to store and process more
information.
When subjects are restricted to binary norms, such that repu-
tations are either "good" or "bad,- an exhaustive search shows
there are eight third-order norms that maintain cooperation (20,
31). These "leading-eight strategies" are summarized in Table
1, and we refer to them as LI-IS. None of them is exclu-
sively based on first-order information, whereas two of them
(called "simple standing" and "stem judging," refs. 32 and 33)
require second-order information only. There are several uni-
versal characteristics that all leading-eight strategies share. For
example, against a recipient with a good reputation, a donor who
cooperates should always obtain a good reputation, whereas a
donor who defects should gain a bad reputation. The norms dif-
fer, however, in how they assess actions toward bad recipients.
Whereas some norms allow good donors to preserve their good
standing when they cooperate with a bad recipient, other norms
disincentivize such behaviors.
Ohtsuki and Iwasa (20, 31) have shown that if all members of a
population adopt a leading-eight strategy, stable cooperation can
emerge. Their model, however, assumes that the players' images
are synchronized; two population members would always agree
on the current reputation of some third population member. The
assumption of publicly available and synchronized information
Significance
Indirect reciprocity explores how humans act when their rep-
utation is at stake, and which social norms they use to
assess the actions of others. A crucial question in indirect
reciprocity is which social norms can maintain stable cooper-
ation in a society. Past research has highlighted eight such
norms, called "leading-eight" strategies. This past research,
however, is based on the assumption that all relevant infor-
mation about other population members is publicly available
and that everyone agrees on who is good or bad. Instead,
here we explore the reputation dynamics when information
is private and noisy. We show that under these conditions,
most leading-eight strategies fail to evolve. Those leading-
eight strategies that do evolve are unable to sustain full
cooperation.
Author contributions: C.M., LS, J.T., K.C., and M.A.N. designed research performed
esearch analyzed data. and wrote the paper.
The authors declare no conflict of interest.
This article is a PNAS Direct Submission.
Published under the PNAS license.
'To whom correspondence should be addressed. Email: christian.hilbellistac.at.
ThIsarlide contains supporting informationonlineat vwnvpnasorgAookuprsuPPIldoi:I6
1073/peas.111105651I9-itiCSupplementat
viww.pnas.orgicgildoV10.10731pnas.1810S6S1 S
PNAS Latest Articles I t et 6
EFTA00803978
1
Table 1. The leading-eight strategies of indirect reciprocity
Assessment rule
C
Cs al
C
L
a 2 a-2
5 co B
UN (nu)
LI
L2
L3
L4
L7
L8
Good cooperates with Good
Good cooperates with Bad
Bad cooperates with Good
Bad cooperates with Bad
Good defects against Good
Good defects against Bad
Bad defects against Good
Bad defects against Bad
Action rule
9
9
9
9
9
9
9
9
9
b
g
g
b
b
g
b
g
g
g
g
g
g
g
g
g
g
g
b
g
b
b
b
b
b
b
b
b
b
b
9
9
9
9
9
9
9
9
b
b
b
b
b
b
b
b
b
o
n
g
g
b
b
LI
L2
L3
L4
LS
16
L7
L8
Good meets Good
Good meets Bad
Bad meets Good
Bad meets Bad
C
D
C
C
C
D
C
C
C
C
C
D
C
D
C
D
C
D
C
C
C
C
D
C
D
C
There are eight strategies, called the Pleading eight* that have been
shown to maintain cooperation under public assessment (20, 31). Each such
strategy consists of an assessment rule and of an action rule. The assessment
rule determines whether a donor is deemed good (9) or bad (b). This assess-
ment depends on the context of the interaction (on the reputations of the
donor and the recipient) and on the donor's action (C or D). The action rule
determines whether to cooperate with a given recipient when in the role of
the donor. A donor's action may depend on her own reputation, as well as
on the reputation of the recipient. All of the leading-eight strategies agree
that cooperation against a good player should be deemed as good, whereas
defection against a good player should be deemed bad. They disagree in
how they evaluate actions toward bad recipients.
greatly facilitates a rigorous analysis of the reputation dynam-
ics. Yet in most real populations, different individuals may have
access to different kinds of information, and thus they might
disagree on how they assess others. Their opinions may well
be correlated, but they will not be correlated perfectly. Once
individuals disagree in their initial evaluation of some person,
their views may further diverge over time. How such initial dis-
agreements spread may itself depend on the social norm used
by the population. While some norms can maintain coopera-
tion even in the presence of rare disagreements, other norms
are more susceptible to deviations from the public information
assumption (34-37). Here, we explore systematically how the
leading-eight strategies fare when information is private, noisy,
and incomplete. We show that under these conditions, most
leading-eight strategies cease to be stable. Even if a leading-
eight strategy evolves, the resulting cooperation rate may be
drastically reduced.
Results
Model Setup. We consider a well-mixed population of size N.
The members of this population are engaged in a series of
cooperative interactions. In each round, two individuals are ran-
domly drawn, a donor and a recipient. The donor can then
decide whether to transfer a benefit b to the recipient at own
cost c, with 0C c< b. We refer to the donor's two possible
actions as cooperation (transferring the benefit) and defection
(not doing anything). Whereas the donor and the recipient
always learn the donor's decision, each other population mem-
ber independently learns the donor's decision with probability
q> 0. Observations may be subject to noise: We assume that
all players who learn the donor's action may misperceive it with
probability c > 0, independently of the other players. In that case,
a player misinterprets the donor's cooperation as defection or,
conversely, the donor's defection as cooperation. After observ-
ing an interaction, population members independently update
their image of the donor according to the information they
have (Fig. 1).
To do so, we assume that each individual is equipped with a
strategy that consists of an assessment rule and an action rule.
The player's assessment rule governs how players update the rep-
utation they assign to the donor. Here we consider third-order
assessment rules. That is, when updating the donor's reputa-
tion, a player takes the donor's action into account, as well as
the donor's and the recipient's previous reputation. Importantly,
when two observers differ in their initial assessment of a given
donor, they may also disagree on the donor's updated reputa-
tion, even if both apply the same assessment rule and observe the
same interaction (Fig. IC). The second component of a player's
strategy, the action rule, determines which action to take when
chosen to be the donor. This action may depend on the player's
own reputation, as well as on the reputation of the recipient. A
player's payoff for this indirect reciprocity game is defined as the
expected benefit obtained as a recipient, reduced by the expected
costs paid when acting as a donor, averaged over many rounds
(see Materials and Methods for details).
Analysis of the Reputation Dynamics. We first explore how differ-
ent social norms affect the dynamics of reputations, keeping the
strategies of all players fixed. To this end, we use the concept of
image matrices (34-36). These matrices record, at any point in
time, which reputations players assign to each other. In Fig. 2
A-H, we show a snapshot of these image matrices for eight dif-
ferent scenarios. In all scenarios, the population consists in equal
proportions of a leading-eight strategy, of unconditional cooper-
ators who regard everyone as good (ALLC) and of unconditional
defectors who regard everyone as bad (ALLD). Depending on
the leading-eight strategy considered, the reputation dynamics
in these scenarios can differ considerably.
First, for four of the eight scenarios, a substantial propor-
tion of leading-eight players assigns a good reputation to ALLD
players. The average proportion of ALLD players considered
A kale r•pgilitlaill
I a)
, 29 4
I 3, I
Play- I
Payer 2
Pivot 3
24
3g
191
B Poem mega
C Uptlean1 notitelicee
a; ;:-
30
30
Pest 2
li
M
coopleatOS
aw I
Pleiyy
Mayer 2
Km% 3
Fig.'. Under indirect reciprocity, individual actions are continually assessed
by all population members. (A) We consider a population of different
players. All players hold a private repository where they store which of
their coplayers they deem as either good (g) or bad (b). Different play-
en may hold different views on the same coplayer. In this example, player
2 is considered to be good from the perspective of the first two play-
en, but he is considered to be bad by player 3. (8) In the action stage,
two players are randomly chosen, a donor (here, player 1) and a recipient
(here, player 2). The donor can then decide whether or not to cooper-
ate with the recipient. The donor's decision may depend on the stored
reputations in her own private repository. (C) After the action stage, all
players who observe the interaction update the donors reputation. The
newly assigned reputation may differ across the population even if all
players apply the same social norm. This can occur
when individuals
already disagreed on their initial assessments of the involved players, (if)
when some subjects do not observe the interaction and hence do not
update the donors reputation accordingly, or (iii) when there are percep-
tion errors.
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Hilbe et al.
EFTA00803979
as good by L.3, L4, 15, and 1.6 is given by 31%, 31%, 42%,
and 50%, respectively (SI Appendix, Fig. SI). In terms of these
four leading-eight strategies, a bad player who defects against
another bad player deserves a good reputation (Table 1). In
particular, ALLD players can easily gain a good reputation
whenever they encounter another ALLD player. Moreover,
the higher the proportion of ALLD players in a population,
the more readily they obtain a good reputation. This finding
suggests that while 13-Lb might be stable when these strate-
gies are common in the population (20, 38), they have prob-
lems in restraining the payoff of ALLD when defectors are
predominant.
Second, leading-eight players may sometimes collectively
judge a player of their own kind as bad. In Fig. 2, such cases
are represented by white vertical lines in the upper left square
of an image matrix. In SI Appendix, Fig. S2 we show that such
apparent misjudgments are typically introduced by perception
errors. They occur, for example, when a leading-eight donor
defects against an ALLC recipient, who is mistakenly considered
as bad by the donor. Other leading-eight players who witness this
interaction will then collectively assign a bad reputation to the
donor—in their eyes, a good recipient has not obtained the help
he deserves. This example highlights that under private infor-
mation, an isolated disagreement about the reputation of some
population member can have considerable consequences on the
further reputation dynamics.
To gain a better understanding of such cases, we analytically
explored the consequences of a single disagreement in a homo-
geneous population of leading-eight players (see SI Appendix
for all details). There we assume that initially, all players con-
sider each other as good, with the exception of one player who
considers a random coplayer as bad. Assuming that no further
errors occur, we study how likely the population recovers from
this single disagreement (i.e., how likely the population reverts
to a state where everyone is considered good) and how long
it takes until recovery. While some leading-eight strategies are
guaranteed to recover from single disagreements, we find that
other strategies may reach an absorbing state where players
mutually assign a bad reputation to each other. Moreover, even
if recovery occurs, for some strategies it may take a consider-
able time (SI Appendix, Fig. S3). Two strategies fare particularly
badly: 1.6 and 1.8 have the lowest probability to recover from a
A
LI
OLLC
NW
LI
ALLC ALLD
E
LS
ALLC ALLD
LS
NW
LO
B
Lx
AMC
ALM
F
L6
ALLC
ALLO
L3
M1C MID
La
ALLC ALLD
L6
ALLC ALLD
single disagreement, and they have the longest recovery time.
This finding is also reflected in Fig. 2, which shows that these
two strategies are unable to maintain cooperation. L6 eventually
assigns random reputations to all coplayers, whereas 1.8 assigns
a bad reputation to everyone (SI Appendix, Fig. S4). While 1.6
("stern") has been found to be particularly successful under pub-
lic information (18, 32, 33), our results confirm that this strategy
is too strict and unforgiving when information is private and
noisy (34-36).
Evolutionary Dynamics. Next we explore how likely a leading-eight
strategy would evolve when population members can change
their strategies over time. We first consider a minimalistic sce-
nario, where players can choose among three strategies only, a
leading-eight strategy L„ ALLC, and ALLD. To model how play-
ers adopt new strategies, we consider simple imitation dynamics
(39-42). In each time step of the evolutionary process, one player
is picked at random. With probability p (the mutation rate),
this player then adopts some random strategy, corresponding
to the case of undirected learning. With the remaining prob-
ability 1— p, the player randomly chooses a role model from
the population. The higher the payoff of the role model, the
more likely it is that the focal player adopts the role model's
strategy (Materials and Methods). Overall, the two modes of
updating, mutation and imitation, give rise to an ergodic process
on the space of all population compositions. In the following,
we present results for the case when mutations are relatively
rare (43, 44).
First, we calculated for a fixed benefit-to-cost ratio of 61 e= S
how often each strategy is played over the course of evolu-
tion, for each of the eight possible scenarios (Fig. 3). In four
cases, the leading-eight strategy is played in less than 1% of the
time. These cases correspond to the four leading-eight strate-
gies L3—L6 that frequently assign a good reputation to ALLD
players. For these leading-eight strategies, once everyone in a
population has learned to be a defector, players have difficul-
ties in reestablishing a cooperative regime (in Fig. 3 C—F, once
ALLD is reached, every other strategy has a fixation probabil-
ity smaller than 0.001). In contrast, the strategy 1.8 is played
in substantial proportions. But in the presence of noise, players
with this strategy always defect, because they deem everyone as
bad (Fig. 2).
C
AILC
MID
D
L4
MSC NW
ALLC
H
LE
ARLO
ALLD
La
ALLC OLID
Fig. 2. (A-H) When individuals base their decisions on noisy private information, their assessments may diverge. Models of private information need to
keep track of which player assigns which reputation to which coplayer at any given time. These pairwise assessments are represented by image matrices.
Here, we represent these image matrices graphically, assuming that the population consist of equal parts of a leading-eight strategy, of unconditional
cooperators (ALLC) and unconditional defectors (ALLD). A colored dot means that the corresponding row player assigns a good reputation to the column
player. Without loss of generality, we assume that ALLC players assign a good reputation to everyone, whereas ALLD players deem everyone as bad. The
assessment of the leading-eight players depend on the coplayer's strategy and on the frequency of perception errors. We observe that two of the leading-
eight strategies are particularly prone to errors: L6 ("stem judging") eventually assigns a random reputation to any coplayer, while 18 ("judging') eventually
considers everyone as bad. Only the other six strategies separate between conditionally cooperative strategies and unconditional defectors. Each box shows
the image matrix after 2 .104 simulated interactions in a population of size N = 3.30 = 90. Perception errors occur at rate e = 0.05, and interactions are
observed with high probability, q = 0.9.
Hilbe et al.
PROS Latest Articles I 3 el 6
EFTA00803980
'44*
A
AlLD
ALLC
E
LI
400. . 4.3%':
1
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aide 1
•
99.5% <0001.
/IUD
ALLC
Consistent Stancing
001?
c0501
0000
0.130
COM
0.3%
MID
ALLC
F
Stern Judong
ts
•
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0A0,/
1000% `000‘. 00%
N. OW
ALLD
MAC
SMDIO Staicirg
C
13
D
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T
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coil
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ALLD
NLC
MID
MSC
Sia)Ing
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Ot69
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3010
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L8
0152
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WON
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0,169
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0%9_
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Fig. 3. Most of the leading-eight strategies are disfavored in the presence of perception errors. We simulated the evolutionary dynamics when each of the
leading-eight strategies competes with ALLC and ALLO. These simulations assume that, over time, players tend to imitate coplayers with more profitable
strategies and that they occasionally explore random strategies (Materials and Methods). The numbers within the circles represent the abundance of the
respective strategy in the selection-mutation equilibrium. The numbers close to the arrows represent the fixation probability of a single mutant into the
given resident strategy. We use solid lines for the arrows to depict a fixation probability that exceeds the neutral probability 1/N, and we use dotted lines if
the fixation probability is smaller than 1/N. In four cases, we find that ALL° is predominant (C4). In one case (H), the leading-eight strategy coexists with
ALM. but without any cooperation. In the remaining cases (A, 8, and G), we find that LI and L7 are played with moderate frequencies, but only populations
that have access to 12 (*consistent standing') settle at the leading-eight strategy. Parameters: Population size N= 50, benefit b = S, cost c = 1, strength of
selection s =1, error rate e = 0.05. observation probability q = 0.9, in the limit of rare mutations p
0.
There are only three scenarios in Fig. 3 that allow for positive
cooperation rates. The corresponding leading-eight strategies
are LI, 12 ("consistent standing"), and L7 ("staying,- ref. 45).
For LI and L7, the evolutionary dynamics take the form of
a rock-scissors-paper cycle (46-50). The leading-eight strategy
can be invaded by ALLC, which gives rise to ALLD, which in
turn leads back to the leading-eight strategy. Because ALLD is
most robust in this cycle, the leading-eight strategies are played
in less than one-third of the time (Fig. 3A and C).
Only consistent standing, I.2, is able to compete with ALLC
and ALLD in a direct comparison (Fig. 38). Under consistent
standing, there is a unique action in each possible situation that
allows a donor to obtain a good standing. For example, when a
good donor meets a bad recipient, the donor keepsv her good
standing by defecting, but loses it by cooperating. Compared
with stem judging, which has a similar property (18), consis-
tent standing incentivizes cooperation more strongly. When two
bad players interact, the correct decision according to consistent
standing is to cooperate, whereas a stern player would defect
(Table I).
Nevertheless, we find that even when consistent standing is
common, the average cooperation rate in the population rarely
exceeds 65%. To show this, we repeated the previous evolution-
ary simulations for the eight scenarios while varying the benefit-
to-cost ratio, the error rate, and the observation probability
(Fig. 4). These simulations confirm that five of the leading-eight
strategies cannot maintain any cooperation when competing with
ALLC and ALLD. Only for LI, L2, and L7 are average coop-
eration rates positive, reaching a maximum for intermediate
benefit-to-cost ratios (Fig. 44). If the benefit-to-cost ratio is too
low, we find that each of these leading-eight strategies can be
invaded by ALLD, whereas if the ratio is too high, ALLC can
invade (SI Appendix, Fig. S5). In between, consistent standing
may outperform ALLC and ALLD, but in the presence of noise
it does not yield high cooperation rates against itself. Even if all
interactions are observed (q = I), cooperation rates in a homoge-
neous L2 population drop below 70% once the error rate exceeds
5% (SI Appendix, Fig. S4). Our analytical results in SI Appendix
suggest that while L2 populations always recover from single dis-
agreements, it may take them a substantial time to do so, during
which further errors may accumulate. As a result, whereas L2
seems most robust when coevolving with ALLC and ALLD, it
is unable to maintain full cooperation. Furthermore, additional
simulation results suggest that even if L.2 is able to resist invasion
by ALLC and ALLD, it may be invaded by mutant strategies that
differ in only one bit from L2 (SI Appendix, Fig. S6).
So far, we have assumed that mutations are rare, such that
populations are typically homogeneous. Experimental evidence,
however, suggests that there is considerable variation in the
social norms used by subjects (4, 7-11). While some subjects are
best classified as unconditional defectors, others act as uncon-
ditional cooperators or use more sophisticated higher-order
strategies (I I). In agreement with these experimental studies,
there is theoretical evidence that some leading-eight strategies
like L7 may form stable coexistences with ALLC (36). In SI
Appendix, Figs. S7-59, we present further evolutionary results for
higher mutation rates, in which such coexistences are possible.
0
LI
A
1.0
e 0.8
10.6
0.4
• 3 0
'
Os
0.0
1
•
L
1.3
2
a
L4
L5
16
9 9 $
3
5
7
Benefit b
9
B
9
Ci
L7
18
•
0
8 t S
9
0 0.0
0 0_
0 0 0 0 0
0.01
0.05
0.09
0.1 0.3 0.5 0.7 0.9
Error probstaity e
Observation probability ct
Flg. 4. Noise can prevent the evolution of full cooperation even if leading-
eight strategies evolve. We repeated the evolutionary simulations in Fig. 3,
but varying (A) the benefit of cooperation. (8) the error rate, and (C) the
observation probability. The graph shows the average cooperation rate for
each scenario in the selection-mutation equilibrium. This cooperation rate
depends on how abundant each strategy is in equilibrium and on how much
cooperation each strategy yields against itself in the presence of noise. For
five of the eight scenarios, cooperation rates remain low across the con-
sidered parameter range. Only the three other leading-eight strategies can
persist in the population, but even then cooperation rates typically remain
below 70%. We use the same baseline parameters as in Fig. 3.
Oaf 6 I www.pnas.orgrcgi/dol/10.10734mas.0310565115
MI6e et al.
EFTA00803981
1
Them we show that in the three cases LI, L2, and L7, popula-
tions may consist of a mixture of the leading-eight strategy and
ALLC for a considerable time. However, in agreement with our
ram-mutation results, we find for LI and L7 that this mixture
of leading-eight strategy and ALLC is susceptible to stochastic
invasion by ALLD.
Discussion
Indirect reciprocity explores how cooperation can be maintained
when individuals assess and act on each other's reputations. Sim-
ple strategies of indirect reciprocity like image scoring (21, 22)
have been suspected to be unstable, because players may abstain
from punishing defectors to maintain their own good score (27).
In contrast, the leading-eight strategies additionally take the con-
text of an interaction into account. They have been considered
to be prime candidates for stable norms that maintain coop-
eration (20, 31). Corresponding models, however, assume that
each pairwise interaction is witnessed only by one observer, who
disseminates the outcome of the interaction to all other popula-
tion members. As a consequence, the resulting opinions within
a population will be perfectly synchronized. Even if donors are
subject to implementation errors, or if the observer misperceives
an interaction, all players will have the same image of the donor
after the interaction has taken place.
While the assumption of perfectly synchronized reputations is
a useful idealization, we believe that it may be too strict in some
applications. Subjects often differ in the prior information they
have, and even if everyone has access to the same information [as
is often the case in online platforms (51,52)], individuals differ in
how much weight they attribute to different pieces of evidence.
As a result, individuals might disagree on each other's reputa-
tions. These disagreements can proliferate over time. Herein,
we have thus systematically compared the performance of the
leading-eight strategies when information is incomplete, private,
and noisy. The leading-eight strategies differ in how they are
affected by the noise introduced by private perception errors.
Strategies like stem judging, that have been shown to be highly
successful under public information (18, 32, 33), fail to distin-
guish between friend and foe when information is private. While
we have considered well-mixed populations in which all play-
ers are connected, this effect might be even more pronounced
when games take place on a network (53, 54). If players are able
only to observe interactions between players in their immediate
neighborhood, network-structured populations may amplify the
problem of incomplete information. Pairwise interactions that
one player is able to observe may be systematically hidden from
his neighbor's view. Thus, the study of indirect reciprocity on
networks points to an interesting direction for future research.
The individuals in our model are completely independent
when forming their beliefs. In particular, they are not affected
by the opinions of others, swayed by gossip and rumors, or
engaged in communication. Experimental evidence suggests that
even when all subjects witness the same social interaction, gos-
sip can greatly modify beliefs and align the subjects' subsequent
behaviors (13). Seen from this angle, our study highlights the
importance of coordination and communication for the stability
of indirect reciprocity. Social norms that fail when information is
noisy and private may sustain full cooperation when information
is mutually shared and discussed.
Materials and Methods
Model Setup. We consider N individuals in a well-mixed population. Each
player's strategy is given by a pair (a, a The first component
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a =(npcp• ago. a Kg. naa, nen. a 0 b. ooOsp nom).
corresponds to the player's assessment rule. An entry nµy is equal to one if
the player assigns a good reputation to a donor of reputation x who chooses
action A against a recipient with reputation y. Otherwise, if such a donor is
considered as bad, the corresponding entry is zero. The second component
of the strategy,
= 099. .9,0, /So, 4 4,),
(2)
gives the player's action rule. An entry 9y is equal to one if the focal player
with reputation x cooperates with a recipient with reputation y; otherwise
it is zero. The assessment and action rules of the leading-eight strategies
are shown in Table 1. We define ALLC as the strategy with assessment rule
a = (I
1) and action rule $ = (1
1). ALLD is the strategy with n =
(0
0) and =(0
0).
Reputation Dynamks. To simulate the reputation dynamics for players with
fixed strategies, we consider the image matrix (34-36) Mit) = (NO) of a
population at time t. Its entries satisfy mii(t)= 1 if player i deems player
j as good at time t and mg(t)=0 otherwise. We assume that initially, all
players have a good reputation, rev(0)= 1 for all 1, j. However, our results
are unchanged if the players' initial reputations are assigned randomly. We
get only slightly different results if all initial reputations are bad; in that
case, L7 players are unable to acquire a good reputation over the course of
the game (for details, see SI Appendix).
In each round t, two players i and j are drawn from the population at ran-
dom, a donor and a recipient. The donor then decides whether to cooperate.
Her choice is uniquely determined by her action rule y9 and by the reputations
she assigns to herself and to the recipient, me(t)and :7),(0. The donor andthe
recipient alwaysobservethedonor's decision; all other players independently
observe it with probability q. With probability e, a player who observes the
donor's action misperceives it, independent of the other players. All players
who observe the interaction update their assessment of the donor according
to their assessment rule. This yields the image matrix M(t + 1).
We iterate the above elementary process over many rounds (our num-
bers are based on 106 rounds or more). Based on these simulations, we can
now calculate how often player i considers j to be good on average and
how often player i cooperates with j on average. If the estimated painvise
cooperation rate of i against j is given by
we define player i's payoff as
=
I S s f; fxtP —cup.
Evolutionary Dynamks. On a larger timescale, we assume that players can
change their strategies (n, .3). To model the strategy dynamics, we consider
a pairwise comparison process (39-41). In each time step of this process,
one individual is randomly chosen from the population. With probability
this individual then adopts a random strategy, with all other available
strategies having the same probability to be picked. With the remaining
probability 1 -;a the focal individual i chooses a random role model j
from the population. If the players' payoffs are *; and cu, player i adopts
fs strategy with probability P(*i. fra = (1 + exn( -Art; - 100' (SS). The
parameters > 0 is the "strength of selection." It measures how strongly imi-
tation events are biased in favor of strategies with higher payoffs. For s = 0
we obtain P(ti,
= 1/2, and imitation occurs at random. Ass increases,
payoffs become increasingly relevant when i considers imitating Ps strategy.
In the main text, we assume players can choose only between a leading-
eight strategy L,, ALLC, and ALLO. As we show in SI Appendix, Fig. 56, the
stability of a leading-eight strategy may be further undermined if additional
mutant strategies are available. Moreover, in the main text we report only
results when mutations are comparably rare (43, 44). In SI Appendix, Figs.
57-59 we show further results for substantial mutation rates. Given the
players' payoffs for each possible population composition, the selection-
mutation equilibrium can be calculated explicitly. All details are provided in
St Appendix.
ACKNOWLEDGMENTS. This work was supported by the European Research
Council Start Grant 279307 Graph Games (to K.C.), Austrian Science Fund
(FWF) Gram P23499-N23 (to K.C.), FWF Nationale Forschungsnetzerke Grant
S110074123 Rigorous Systems Engineering/Systematic Methods in Systems
Engineering (to K.C.), Office of Naval Research Grant N00014-16-1-2914 (to
MAN.), and the John Templeton Foundation (M.A.N.). C.H. adcnowledges
generous support from the ISTFELLOW program.
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