Figure 1 shows computer simulations of a population consisting of n players. The strategies are given by ki and the image levels by si. At the beginning of each generation, the image levels of all players are zero (assuming that children do not inherit the image of their parents). In succession, m donor–recipient pairs are chosen. A donor, i, cooperates with a recipient, j, if ki # sj. The fitness of a player is given by the total number of points received during the m interactions. Some players may never be chosen, in which case their payoff from the game will be zero. On average, a player will be chosen 2m/n times, either as donor or as recipient. At the end of each generation, players leave offspring in proportion to the their fitness. We find that if the game is played for many generations, then eventually all players will adopt the same strategy. If the k value of this strategy is 0 or less then cooperation is established; if the value is 1 or more then defection has won. Cooperation is more likely to win if the number of interactions, m, per generation is large.
Builds on: "The image score of a recipient does not change."
Nowak, M. A., & Sigmund, K, Evolution of Indirect Recip…, loc. 38
Human cooperation stems mainly from culture rather than kin selection [contrarian]
The image score of a recipient does not change. [contrarian]
Frequent interactions per generation favor the evolution of cooperation. [fact]
A minimum number of rounds per generation is needed for cooperation to prevail. [fact]
Large groups make cooperation harder to establish and defend. [causal]
Cooperation emerges only when strategies weigh both partners' reputations [causal]
Simplified two-level image models yield analytical insights into cooperation [definitional]
Reputation systems can be modeled purely on the last move. [definitional]
Indirect reciprocity requires donors to discriminate based on past behavior [causal]
Asaad & Earl K. [fact]