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Writer's pictureMarcus Nikos

What Game Theory Reveals About Life, The Universe, and Everything




- This is a the most famous problem

in game theory.

Problems of this sort pop up everywhere, from nations locked

in conflict to roommates doing the dishes.

Even game shows have been based around this concept.

Figuring out the best strategy can mean the difference

between life and death, war and peace,

flourishing and the destruction of the planet.

And in the mechanics of this game,

we may find the very source of one

of the most unexpected phenomena in nature: cooperation.

(upbeat music)

On the 3rd of September, 1949,

an American weather monitoring plane

collected air samples over Japan.

In those samples, they found traces of radioactive material.

The Navy quickly collected

and tested rainwater samples from their ships

and bases all over the world.

They also detected small amounts

of Cerium-141 and Yttrium-91.

But these isotopes have half lives of one or two months,

so they must have been produced recently

and the only place they could have come from

was a nuclear explosion.

But the US hadn't performed any tests that year,

so the only possible conclusion

was that the Soviet Union had figured out

how to make a nuclear bomb.

This was the news the Americans had been dreading.

Their military supremacy achieved

through the Manhattan Project was quickly fading.

- This makes the problem of Western Europe

and the United States far more serious than it was before

and perhaps makes the imminence of war greater.

- Some thought their best course of action was

to launch an unprovoked nuclear strike against the Soviets

while they were still ahead.

In the words of Navy Secretary Matthews

to become "aggressors for peace".

John von Neuman, the founder of game theory,

said, "If you say why not bomb them tomorrow,

I say, why not bomb them today?

If you say today at five o'clock,

I say why not at one o'clock?"

Something needed to be done about nuclear weapons and fast.

But what?

In 1950, the RAND Corporation,

a US-based think tank was studying this question.

And as part of this research, they turned to game theory.

That same year, two mathematicians at RAND had invented

a new game, one which unbeknownst to them at the time,

closely resembled the US-Soviet conflict.

This game is now known as the prisoner's dilemma.

So let's play a game.

A banker with a chest full of gold coins invites you

and another player to play against each other.

You each get two choices.

You can cooperate or you can defect.

If you both cooperate, you each get three coins.

If one of you cooperates,

but the other defects,

then the one who defected gets five coins

and the other gets nothing.

And if you both defect, then you each get a coin.

The goal of the game is simple:

to get as many coins as you can.

So what would you do?

Suppose your opponent cooperates,

then you could also cooperate and get three coins

or you could defect and get five coins, instead.

So you are better off defecting,

but what if your opponent defects, instead?

Well, you could cooperate and get no coins

or you could defect and at least get one coin.

So no matter what your opponent does,

your best option is always to defect.

Now, if your opponent is also rational,

they will reach the same conclusion

and therefore also defect.

As a result, when you both act rationally,

you both end up in the suboptimal situation

getting one coin each

when you could have gotten three, instead.

In the case of the US and Soviet Union,

this led both countries to develop huge nuclear arsenals

of tens of thousands of nuclear weapons each,

more than enough to destroy each other many times over.

But since both countries had nukes, neither could use them.

And both countries spent

around $10 trillion developing these weapons.

Both would've been better off if they had cooperated

and agreed not to develop this technology further.

But since they both acted in their own best interest,

they ended up in a situation where everyone was worse off.

The prisoner's dilemma is one

of the most famous games in game theory.

Thousands and thousands of papers have been published

on versions of this game.

In part, that's because it pops up everywhere.

(bright music)

Impalas living in between African woodlands

and Savannahs are prone to catching ticks, which can lead

to infectious diseases, paralysis, even death.

So it's important for impalas to remove ticks

and they do this by grooming,

but they can't reach all the spots on their bodies

and therefore they need another impala to groom them.

Now, grooming someone else comes at a cost.

It costs saliva, electrolytes, time and attention,

all vital resources under the hot African sun

where a predator could strike at any moment.

So for the other impala, it would be best not

to pay this cost, but then again,

it too will need help grooming.

So all impalas face a choice:

should they groom each other or not?

In other words, should they cooperate or defect?

Well, if they only interact once,

then the rational solution is always to defect.

That other impala is never gonna help you, so why bother?

But the thing about a lot of problems is

that they're not a single prisoner's dilemma.

Impalas see each other day after day

and the same situation keeps happening over and over again.

So that changes the problem

because instead of playing the prisoner's dilemma just once,

you're now playing it many, many times.

And if I defect now, then my opponent will know

that I'd defected and they can use

that against me in the future.

So what is the best strategy in this repeated game?

That is what Robert Axelrod,

a political scientist wanted to find out.

So in 1980 he decided to hold a computer tournament.

- He invited some of the world's leading game theorists

for many different subjects to submit computer programs

that would play each other.

- Axelrod called these programs strategies.

Each strategy would face off against every other strategy

and against a copy of itself

and each matchup would go for 200 rounds.

That's important and we'll come back to it.

Now, Axelrod used points instead of coins,

but the payoffs were the same.

The goal of the tournament was to win as many points

as possible and in the end,

the whole tournament was repeated five times over

to ensure the success was robust and not just a fluke.

Axelrod gave an example of a simple strategy.

It would start each game by cooperating and only defect

after its opponent had defected twice in a row.

In total Axelrod received 14 strategies

and he added a 15th called random,

which just randomly cooperates or defects

50% of the time.

All strategies were loaded onto a single computer

where they faced off against each other.

One of the strategies was called Friedman.

It starts off by cooperating,

but if its opponent defects just once,

it will keep defecting for the remainder of the game.

Another strategy was called Joss.

It also starts by cooperating,

but then it just copies

what the other player did on the last move.

Then around 10% of the time, Joss gets sneaky and defects.

There was also a rather elaborate strategy

called Graaskamp.

This strategy works the same as Joss,

but instead of defecting probabilistically,

Graaskamp defects in the 50th round

to try and probe the strategy of its opponent

and see if it can take advantage of any weaknesses.

The most elaborate strategy was Name Withheld

with 77 lines of code.

After all the games were played, the results were tallied up

and the leaderboard established.

- The crazy thing was

that the simplest program ended up winning,

a program that came to be called Tit for Tat.

- [Derek] Tit for Tat starts by cooperating

and then it copies exactly

what its opponent did in the last move.

So it would follow cooperation with cooperation

and defection with defection,

but only once if it's opponent goes back to cooperating.

So does Tit for Tat.

When Tit for Tat played against Friedman,

both started by cooperating and they kept cooperating

both ending up with perfect scores for complete cooperation.

When Tit for Tat played against Joss,

they too started by cooperating

but then on the sixth move, Joss defected.

This sparked a series of back and forth defections,

a sort of echo effect.

- Okay, so now you've got this alternating thing

which will remind you of some of the politics

of the world today where we have to do something to you

because of what you did to us.

And then when this weird program throws

in a second unprovoked defection, now it's really bad

because now both programs are gonna defect on each other

for the rest of the game.

And that's also like some of the things

that we're seeing in politics today

and in international relations.

- As a result of these mutual retaliations,

both Tit for Tat and Joss did poorly.

But because Tit for Tat managed to cooperate

with enough other strategies,

it still won the tournament.

- As we are being joined...

- Hey my God, there's Professor Axelrod.

- Hey, there's Steven Strogatz.

- Whoa, what a treat this is.

- And I imagine initially it'd be sort

of like computer chess

where you need a pretty complicated program

to play a sophisticated game.

But in fact it was not like that at all.

It was the simplest strategy that did the best.

So I analyzed how that happened.

- Axelrod found that all the best performing strategies,

including Tit for Tat, shared four qualities.

First, they were all nice,

which just means they are not the first to defect.

So Tit for Tat is a nice strategy,

it can defect but only in retaliation.

The opposite of nice is nasty.

That's a strategy that defects first.

So Joss is nasty.

Outta the 15 strategies in the tournament,

eight were nice and seven nasty.

The top eight strategies were all nice

and even the worst performing nice strategy

still far outscored the best performing nasty one.

The second important quality was being forgiving.

A forgiving strategy is one that can retaliate

but it doesn't hold a grudge.

So Tit for Tat is a forgiving strategy.

It retaliates when its opponent defects

but it doesn't let affections

from before the last round influence its current decisions.

Friedman on the other hand, is maximally unforgiving

- After the first defection just from the opponent

would defect for the rest of the game.

Okay, that's it.

No mercy and that might feel good to do

but it doesn't end up working out well in the long run.

- This conclusion that it pays to be nice

and forgiving came as a shock to the experts.

Many had tried to be tricky

and create subtle nasty strategies to beat their opponent

and eke out an advantage,

but they all failed.

Instead, in this tournament,

nice guys finished first.

Now Tit for Tat is quite forgiving

but it's possible to be even more forgiving.

Axelrod's sample strategy only defects

after its opponent defected twice in a row.

It was Tit for Two Tats.

Now that might sound overly generous,

but when Axelrod ran the numbers,

he found that if anyone had submitted the Sample strategy,

they would've won the tournament.

- I mean it's so clever,

there's so many layers to this story.

After Axelrod published his analysis

of what happened or circulated it

among these game theorists, he said,

now that we all know what worked well, let's try again.

- So he announced a second tournament

where everything would be the same except

for one change the number of rounds per game.

See in the first tournament,

each game lasted precisely 200 rounds.

And that is important because if you know

when the last round is,

then there's no reason to cooperate in that round.

So you're better off defecting.

Of course your opponent should reason the same

and so they should also defect in the last round.

But if you both anticipate defection in the last round,

then there's no reason for you to cooperate in the second

to last round or the round before that, or before that

and so on all the way to the very first round.

- And so in Axelrod's tournament,

it was a very important thing

that the players didn't know exactly

how long they were gonna be playing.

They knew on average it would be 200 rounds,

but there was a random number generator

that prevented them from knowing with certainty.

- Yeah, if you're not sure when it ends,

then you have to kind of keep cooperating

'cause it might keep going and you need might need them

on your side. - That's right.

- For this second tournament, Axelrod received 62 entries

and again, added random.

The contestants had gotten the results

and analysis from the first tournament

and could use this information to their advantage.

This created two camps.

Some thought that clearly being nice

and forgiving were winning qualities.

So they submitted nice and forgiving strategies.

One even submitted Tit for Two Tats.

The second camp anticipated that others would be nice

and extra forgiving

and therefore they submitted nasty strategies

to try to take advantage of those that were extra forgiving.

One such strategy was called Tester.

It would defect on the first move

to see how its opponent reacted.

If it retaliated, tester would apologize

and play Tit for Tat for the remainder of the game.

If it didn't retaliate,

tester would defect every other move after that.

But again, being nasty didn't pay.

- And once again, Tit for Tat was the most effective.

- Nice strategies again did much better.

In the top 15, only one was not nice.

Similarly, in the bottom 15, only one was not nasty.

After the second tournament,

Axelrod identified the other qualities

that distinguished the better performing strategies.

The third is being retaliatory,

which means if your opponent defects,

strike back immediately, don't be a pushover.

Always cooperate is a total pushover.

And so it's very easy to take advantage of.

Tit for Tat, on the other hand,

is very hard to take advantage of.

The last quality that Axelrod identified is being clear.

- Programs that were too opaque,

that were too similar to a random program,

you couldn't figure them out

because they were so complicated,

tt was very hard to establish any pattern of trust

with a program like that

because you couldn't figure out what it was doing.

Not you.

I mean the other programs it was playing

couldn't figure them out and so they would end up more

or less defaulting to thinking every turn is like the

last time I'm gonna see you.

So I might as well defect.

What to me is mind blowing about this

is that these four principles being nice, forgiving,

provokable and clear is a lot like the morality

that has evolved around the world that is often summarized

as an eye for an eye.

It's not Christianity, by the way.

It's not to not turn the other cheek philosophy,

it's some older philosophy.

- What's interesting is that

while Tit for Two Tats would've won the first tournament,

it only came 24th in the second tournament.

This highlights an important fact:

in the repeated prisoner's dilemma,

there is no single best strategy.

The strategy that performs best always depends

on the other strategies it's interacting with.

For example, if you put Tit for Tat in an environment

with only the ultimate bullies of always defect,

then Tit for Tat comes in last.

- I wanted to see whether, for example,

the Tit for Tat did well

because it did well with really stupid rules

that didn't do well with it all themselves

that basically it took advantage of people.

- So he ran a simulation

where successful strategies in one generation

would see their numbers grow and unsuccessful ones

would see their numbers drop.

In this simulation,

the worst performing strategies quickly shrink

and go extinct, while the top performing strategies

become more common.

Harrington, the only nasty strategy in the top 15,

first grew quickly,

but then as the strategies it was preying on went extinct,

Harrington's numbers also quickly dropped.

This shows a main benefit of this simulation

because it tests how well a strategy does

with other successful strategies.

After a thousand generations,

the proportions are mostly stable

and only nice strategies survive.

Again, Tit for Tat comes out on top,

representing 14.5% of the total population.

Now this process may sound similar to evolution,

but there is a subtle difference,

which is that in this case there are no mutations.

So it's actually an ecological simulation.

But what if the world you started in was different?

- Imagine a world that is a really nasty place to live,

more or less populated with players that always defect,

except there's a little cluster of tit-for-tat players

that live in some kind of nucleus

and they get to play with each other a lot

because they're geographically sequestered.

They will start building up a lot of points,

and also because that translates into offspring,

they'll start to take over the population.

So in fact, Axelrod showed that a little island

of cooperation can emerge and spread

and eventually will take over the world,

which is fantastic.

How can cooperation emerge in a population

of players who are self-interested?

Who are not trying to be good because they're good-hearted.

You don't have to be altruistic.

You could be looking out for number one for yourself

and your own interests.

And yet cooperation can still emerge.

(bright music)

- Some argue that this could explain how we went

from a world full of completely selfish organisms

where every organism only cared about themselves

to one where cooperation emerged and flourished.

From impalas grooming each other

to fish cleaning sharks.

Many life forms experience conflicts similar

to the prisoner's dilemma,

but because they don't interact just once,

both can be better off by cooperating.

And this doesn't require trust or conscious thought either

because the strategy could be encoded in DNA,

as long as it performs better than the other strategies,

it can take over a population.

Axelrod's insights were applied

to areas like evolutionary biology

and international conflicts,

but there was one aspect

that his original tournaments didn't cover.

What happens if there is a little bit

of random error in the game?

Some noise in the system.

For example, one player tries to cooperate,

but it comes across as a defection.

Little errors like this happen

in the real world all the time.

Like in 1983,

the Soviet satellite-based early warning system

detected the launch of an intercontinental ballistic missile

from the US but the US hadn't launched anything.

The Soviet system had confused sunlight reflecting off

high altitude clouds with a ballistic missile.

Thankfully, Stanislav Petrov,

the Soviet officer on duty, dismissed the alarm.

But this example shows the potential costs of a signal error

and the importance of studying the effects of noise

on those strategies.

- The word game sounds like it's a children's game

or, you know, there's some something,

a misnomer maybe in calling it game theory

because this is,

these are life and death matters obviously.

And as you mentioned that this came up in the Cold War.

I mean it could actually be life and death

of the whole planet,

the whole we could annihilate human civilization.

So these are not games in any kind of trivial sense,

it's just the term that is used

by mathematicians and theorists.

- When Tit for Tat plays against itself

in a noisy environment,

both start off by cooperating,

but if a single cooperation is perceived as a defection,

then the other Tit for Tat retaliates

and it sets off a chain of alternating retaliations.

And if another cooperation is perceived as a defection,

then the rest of the game is constant mutual defection.

Therefore, in the long run, both would only get a third

of the points they would get in a perfect environment.

Tit for Tat goes from performing very well

to performing poorly.

So how do you solve this?

Well, you need a reliable way

to break out of these echo effects.

And one way to do this is by playing Tit for Tat,

but with around 10% more forgiveness.

So instead of retaliating after every defection,

you only retaliate around nine out of every 10 times.

This helps you break out of those echoes

while still being retaliatory enough

to not be taken advantage of.

- And so we also ran the tournament

with noise and generosity and that did quite well.

My favorite example is Tit for Tat does really well,

but it could never do better

than the player it's playing with.

- I mean, think about it, by design,

all they can do is lose or draw.

And yet when the results of all interactions are tallied up,

they come out ahead of all other strategies.

Similarly, always defect can never lose a game.

It can only draw or win,

but overall, it performs extremely poorly.

This highlights a common misconception

because for many people when they think about winning,

they think they need to beat the other person.

In games like chess or poker, this is true

since one person's gain

is necessarily another person's loss,

so these games are zero sum.

But most of life is not zero sum.

To win, you don't need to get your reward

from the other player.

Instead, you can get it from the banker.

Only in real life, the banker is the world.

It is literally everything around you.

It is just up to us to find those win-win situations,

and then work together to unlock those rewards.

Cooperation pays even among rivals.

From 1950 to 1986,

the US and Soviet Union had trouble cooperating

and both kept developing nukes.

But then from the late '80s onwards,

they started reducing their nuclear stockpiles.

They too had learned how to resolve conflict.

Rather than making an agreement

to abolish all nuclear arms at once

and essentially turning it into a single prisoner's dilemma,

they would disarm slowly, a small number of nukes each year

and then they'd check each other

to see that they had both cooperated

and then repeat the year after,

and the year after that.

All along, checking to ensure mutual cooperation.

In the more than 40 years since Axelrod's tournaments,

researchers have continued

to study which strategies perform best

in a variety of environments.

In doing so, they varied everything from payoff structures

to strategies to errors and more.

Some even allowed the strategies to mutate

while Tit for Tat or generous Tit for Tat

doesn't always come out on top,

Axelrod's main takeaways still hold: be nice, forgiving,

but don't be a pushover.

- Can I ask you, why did Anatol Rapoport

submit Tit for Tat?

- Well, the reason was because I asked him to.

(both laugh)

And he wrote saying, yeah, that I'm willing to do that,

but I just wanna be clear that I'm not sure

that this is really such a good idea.

I don't, he was a peace researcher

and I think his own inclinations were

to be much more forgiving and maybe not be so provokable.

- What I find fascinating is that one of the main things

that sets life apart from non-living things

that life gets to make decisions.

We get to make choices.

Choices that don't only change our future,

but also the future of those we interact with.

You see, in the short term, it is often the environment

that shapes the player that determines who does well.

But in the long run, it is the players

that shape the environment.

So let's play a game, the game of life,

and make your choices wisely

because their impact may reach further than you think.

Using the right strategy matters,

but figuring out the best strategy isn't easy.

It requires critical thinking

and innovative solutions like Axelrod's tournaments.

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