Introduction to Cognition and Gaming 9/29/02: Competing for a Common Goal.

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Introduction to Cognition and Gaming 9/29/02: Competing for a Common Goal

Dunkin’ Donuts vs. Starbucks Competing, but not a zero-sum game – when one closes, the other will sink Interests of players are neither completely complimentary nor completely competitive Almost every human interaction (work, conversation, strife, etc.) is a mixture of opposing and common interests Non zero-sum games are called games with mixed motives

Mr. and Mrs.

Many strategies available The worst tactic was for both husband and wife to be honest Slightly better was for each to choose what they thought the other would choose Best were couples that answered completely asymmetrically (e.g. the husband is honest, and the wife says what she thinks he will say)

Stock Exchange Professional investors follow a similar strategy when trading Observe (what passes for) public opinion – the price of a company’s shares are not based on actual value, but on perceived value The expectation of inflation (which the laws of economics cannot touch) can generate real inflation

Silent Cooperation Two strangers are asked to say “heads” or “tails” independently of each other If they give the same response, they get $1, else nothing 95% of participants said “heads” Choice of heads in real life (e.g. a football game) is closer to 60%

Majority Thinking They’re in the Minority (Given to a white parent) Your daughter has asked if her black classmate could come over and play.  a) My child should not play with black children  b) My child can play with black children, but only in school  c) Why not? 70% said (c) - but when asked what they thought the majority picked, only 30% said (c)

Mutual Fate Control Classic social psychology experiment 2 participants (players) are kept in separate rooms without any communication possible Each has a box with two buttons, L and R. They are told to push a button when they hear a tone, then the results are announced Reward can be money, punishment was either an unpleasant sound, an electric shock (yeah!) or simply nothing

Mutual Fate Control The essence of the experiment is that the players send punishments and rewards to each other Pressing R gives the other player a reward, pressing L sends a punishment, but neither player knows this Will cooperation develop? While it’s true that it makes no difference to a player if they send rewards or punishments, continually sending punishments while receiving rewards is an unlikely development

Thorndike’s Law of Effect Law of psychology “Of several responses made to the same situation, those which are accompanied or closely followed by satisfaction are more firmly connected with the situation… those which are accompanied or closely followed by discomfort… have their connections with the situation weakened” Do not abandon a winning strategy If it ain’t broke, don’t fix it!

Predictions Polarized law of effect Very similar to TFT – only difference is now we don’t know when we’re sending reward or punishment

Both Press R Initially Player 1: R + R + R + R + … Player 2: R + R + R + R + …

Both Press L Initially Player 1: L - R + R + R + … Player 2: L - R + R + R + …

Each Press a Different Button Player 1: L + L - R + R + … Player 2: R - L - R + R + … Thus, we predict cooperation will always develop by the 3 rd round In reality, it’s more like the 50 th round!

Experimental Evidence Mutually pressing R would only happen after mutually pressing L Is mutual mistreatment a precondition for mutual cooperation? Trust between gang members develops only after a violent fight Oscar Wilde observes that women who come to call each other “sister” do so only after they’ve called each other certain other things first

Asynchronous Decisions What happens when we change the timing of the tones in the experiment? Since the players aren’t aware of each other’s existence, and no connection is ever made outside of their own control box, it shouldn’t make a difference

Asynchronous #1 1: R + R - L - R – L + L + L – R + R – L – R – L + L + L - … 2: L + L + L – R + R – L – R – L + L + L – R + R – L – R - … Thus, the theory predicts the players will be rewarded 3 out of every 7 rounds Worse than random!

Asynchronous #2 Player 1: R -L +L -R -L +L -R … Player 2: +L -R -L +L -R -L +L … Rewarded 1 out of every 3 rounds – yikes! In prediction and in reality, mutual cooperation never results!