Social norms of fairness with reputation-based role assignment in the dictator game Qing Li1Songtao Li1Yanling Zhang1aXiaojie Chen2band Shuo Yang1

2025-05-03 0 0 1.67MB 14 页 10玖币
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Social norms of fairness with reputation-based role assignment in the
dictator game
Qing Li,1Songtao Li,1Yanling Zhang,1, a) Xiaojie Chen,2, b) and Shuo Yang1
1)Key Laboratory of Knowledge Automation for Industrial Processes of Ministry of Education,
School of Automation and Electrical Engineering, University of Science and Technology Beijing, Beijing 100083,
China
2)School of Mathematical Sciences, University of Electronic Science and Technology of China, Chengdu 611731,
China
(Dated: 25 October 2022)
A vast body of experiments share the view that social norms are major factors for the emergence of fairness in a
population of individuals playing the dictator game (DG). Recently, to explore which social norms are conducive
to sustaining cooperation has obtained considerable concern. However, thus far few studies have investigated how
social norms influence the evolution of fairness by means of indirect reciprocity. In this study, we propose an indirect
reciprocal model of the DG and consider that an individual can be assigned as the dictator due to its good reputation.
We investigate the ‘leading eight’ norms and all second-order social norms by a two-timescale theoretical analysis. We
show that when role assignment is based on reputation, four of the ‘leading eight’ norms, including stern judging and
simple standing, lead to a high level of fairness, which increases with the selection intensity. Our work also reveals that
not only the correct treatment of making a fair split with good recipients but also distinguishing unjustified unfair split
from justified unfair split matters in elevating the level of fairness.
Fair behavior among unrelated individuals has been found
in a quantity of DG experiments. In the DG, the dictator
is assigned to unilaterally divide a given resource between
her/himself and the recipient, who unconditionally accepts
the division. Making a fair split is remarkable because it is
costly for the dictator, but it is beneficial for the recipient.
As such, making a fair split is in contradiction with the
prediction of standard game theory, which suggests that
entirely rational dictators should dispense nothing to re-
cipients. Evolutionary game theory provides a theoretical
framework for explaining the mismatch between experi-
mental observations and game theory. The explanation of
the mismatch has received ample attention in the recent
past. In our paper, we extend the scenario of the random
role assignment in the classic evolutionary DG model and
take into account the reputation-based role assignment,
namely, an individual with good reputation plays the role
of dictator when her/his opponent is bad. Our research
reveals that the reputation-based role assignment can lead
to a high level of fairness for four of the ‘leading eight’
norms, including stern judging and simple standing, and
that the level of fairness increases with the selection inten-
sity. These results can provide some insights for a better
understanding of the emergence of fairness in the realistic
scenario of reputation.
I. INTRODUCTION
A quantity of canonical experiments using economic games
demonstrated that people tend to exhibit prosocial behaviors
a)yanlzhang@ustb.edu.cn
b)xiaojiechen@uestc.edu.cn
even in one-shot anonymous interactions1. Fair behavior is
one of the most important prosocial behaviors in human soci-
ety, and it is an important undertaking for many social dilem-
mas, such as accessibility dilemma of antibiotics2and stale-
mates in climate talks3. However, how to understand the
emergence of fair behavior among unrelated individuals re-
mains a challenge. As one typical paradigm, the DG has been
often used to study the evolution of fair behavior4. In the
game, the recipient must accept whatever the dictator deliv-
ers, and then the choice of the dictator is not influenced by the
retributive motive of the recipient5.
A large DG experiment6, which was administered across 15
diverse societies, showed that dictators offered, on average,
37% of the total resource to recipients with a range from 26%
to 47%. However, a meta-analysis of DG experiments7found
a mean offer of 28%. Those results deviate significantly from
the prediction by game theory that entirely rational dictators
(exclusively driven by the maximization of their own mon-
etary payoffs) ought to dispense nothing to recipients. One
classic explanation for the mismatch between the theoretical
prediction and experimental observations is about social pref-
erence8, under which an individual’s utility function depends
on not only his own monetary payoff, but also the monetary
payoff of the other one involved in the DG, e.g., the inequity
aversion utility9.
However, a series of experimental findings cannot be ex-
plained by any utility functions that are based solely on mon-
etary outcomes10, and thus the explanation about social pref-
erences is criticized. Despite the fact that the monetary payoff
outcome of giving or keeping is identical when playing the
DG is compulsory and optional, giving is more likable than
keeping in the former and the verse holds in the latter11,12. A
similar result was also found when the choice set of dictators
is extended13. These results mentioned above imply that be-
yond the social preference, fair behavior reflects an intrinsic
desire to adhere to social norm14,15, which is defined as ‘com-
arXiv:2210.12930v1 [cs.GT] 24 Oct 2022
2
monly known standards of behavior that are based on widely
shared views how group members ought to behave in a given
situation’.
Evolutionary game theory, where one strategy with higher
payoff is more likely to spread among the population16–20,
provides a theoretical framework for studying the effect of
social norm on the evolution of fairness. Under this frame-
work, a social norm is usually enforced by a reputation sys-
tem, where the cost of complying with the social norm can be
efficiently reduced21. Here, the social norm works as a top-
down mechanism that impacts the bottom-up behaviors indi-
rectly by generating a reputation uplift/downgrade, underlying
indirect reciprocity22. Note that indirect reciprocity has been
found to be a fundamental mechanism for the evolution of co-
operation in the donation game23–25. Then, a natural question
is how fair behavior in the DG is influenced by indirect reci-
procity.
In this work, we thereby address the emergence and mainte-
nance of fairness by an indirect reciprocal model. We consider
the random role assignment for individuals when they play
the DG with each other. Furthermore, note that in the real
society, a person with good reputation is more likely to vol-
unteer his time to work at an NGO, donate money to charity,
or give money to a homeless person on the street. Thus, be-
sides the random role assignment, we also investigate a way of
reputation-based role assignment for individuals. In addition,
the widely investigated social norms for the evolution of co-
operation use the first-order information (only the action), the
second-order information (the recipient’s reputation and the
action), or the third-order information (the two participants’
reputation and the action) to assess the actor’s reputation. In
an exhaustive research of the third-order social norms26, eight
social norms, called as the ‘leading eight’ norms, were found
to maintain cooperation. In this paper, we concentrate on the
‘leading eight’ norms together with all possible second-order
social norms, and study which social norms can promote the
evolution of fairness in our indirect reciprocal model.
II. MODEL
We consider a finite well-mixed population with population
size Zand each player in the population is assigned with a bi-
nary reputation, good or bad. Any two players are randomly
chosen from the population to engage in a DG, where one is
the dictator and the other one is the recipient. The 50 50 di-
vision is widely observed in economic environments of the
real world and the laboratory27. Accordingly we consider
a simplified version of the DG, where the dictator only has
two optional strategies, 50 50 division (fair split is abbrevi-
ated as F) and 100 0 division (unfair split is abbreviated as
N). Since the DG includes two roles of dictator and recipi-
ent, two ways of role assignment will be investigated, that is,
the random role assignment and the reputation-based role as-
signment (see the illustrative plot in Fig. 1). In the random
role assignment, the two participants have the equal possibil-
ity of becoming the dictator. While in the reputation-based
role assignment, the individual with good reputation plays the
FIG. 1. The DG under indirect reciprocity. (A) Pairs of players are
randomly chosen from the well-mixed population to play the DG,
in which the dictator can make a 50 50 division or a 100 0 di-
vision with a recipient. Then a third player is randomly chosen as
the observer to report the dictator’s reputation or not. (B) Two ways
of role assignment. In the random role assignment, the two partici-
pants have the same possibility of becoming the dictator. Yet in the
reputation-based role assignment, the good plays the role of dictator
when he interacts with the bad; two players with the same reputation
are randomly chosen as the dictator or the recipient.
role of dictator when the opponent is a bad individual; two
players with the same reputation are randomly chosen as the
dictator or the recipient. In addition, each interaction can be
witnessed by a randomly chosen third player. After observing
and assessing the interaction, the observer chooses to report
the outcome (abbreviated as R) or to be silent (abbreviated as
S). Note that reporting means that the observer shares the dic-
tator’s reputation with all other players, and accordingly bears
a personal cost cR.
Here, we denote the strategy of each player in the game
by a three-letter string sGsBsR, which depicts (1) whether the
player makes a fair division with a good recipient (sG=F)
or not (sG=N)if he finds himself in the role of dictator, (2)
whether the player makes a fair division with a bad recipient
(sB=F)or not (sB=N)if in the role of dictator, and (3)
whether the player reports (sR=R)or not (sR=S)if in the
role of observer. Following the common practice28, an im-
plementation error is also considered, meaning that a dictator
fails to act fairly when he intends to be fair with probability ε.
The observer uses the social norm to assess the dictator’s rep-
utation. In this work, we consider the ‘leading eight’ norms
and all second-order social norms. Assume that a third-order
social norm is represented by two four-dimensional vectors
SG= (FG,FB,NG,NB)and SB= (FG,FB,NG,NB), which de-
note two cases where the previous reputation of the dictator
is good or bad. Regarding each entry of SGand SB, we set
LM=1, which means that the dictator is labelled with a good
credit when he takes action Lagainst a recipient of reputation
M, and analogously LM=0, which means that the correspond-
ing dictator is regarded as bad. Particularly, a second-order
social norm satisfies SG=SB.
After individuals play the game and obtain the payoffs, they
will take the strategy imitation by the pairwise comparison
rule29. To be specific, in each generation two players are ran-
domly chosen to become the focal one and the model one,
respectively. With a small probability µ, a mutation occurs,
meaning that the focal one randomly adopts one of all candi-
3
date strategies. Otherwise (with probability 1 µ), the focal
one xhas an opportunity of imitation, and he imitates the strat-
egy of the model one ywith the following probability
p(xy) = 1/(1+eβ(gygx)),
where βdenotes the intensity of selection, gxand gyare
the payoffs of xand y, respectively. The βstands for how
closely the strategy dynamics relies on the outcome of inter-
actions30–32. For weak selection β0, the update slightly
depends on the payoffs of individuals and randomness mat-
ters in the strategy selection.
III. METHODS
In this study, we assume that the time scale for strategy se-
lection is much slower than the one for reputation update22,33.
Accordingly, we first calculate the steady-state distribution of
the reputation system and the expected payoff of each strat-
egy by considering that the strategies of all players are fixed.
We then compute the fixation probability between any pair of
strategies and the steady-state frequency of each strategy by
allowing players to update their strategies over time.
Given that the strategies of all players are fixed, the rep-
utation system can be described by a Markov chain. When a
population consists of mplayers with strategy X=sX
GsX
BsX
Rand
Zmplayers using strategy Y=sY
GsY
BsY
R, the state of the rep-
utation system is denoted by a two-dimensional vector (i,j),
which means that there are i0,1,··· ,m(j0,1,··· ,Zm)
good players among m X-players (among Zm Y -players).
Given that the reputation state is (i,j)at time t, we can calcu-
late the transition probability P(i,j;i0,j0), which characterizes
how likely the population will be in state (i0,j0)at time t+1
(see Appendix A for the detailed calculation).
Let V= (v(i,j)) be the steady-state distribution of the repu-
tation system with the transition matrix P= (P(i,j;i0,j0)), and
accordingly we have V P =Vand i,jv(i,j) = 1. Here each
entry v(i,j)means the expected frequency of the state (i,j)
which we observe over the course of the reputation dynam-
ics. Note that the expected payoffs of Xand Yin a population
with m Xplayers and Zm Y players, gX(m)and gY(m),
are respectively calculated as
gX(m) = m
i=0Zm
j=0v(i,j)πX(m,i,j),
gY(m) = m
i=0Zm
j=0v(i,j)πY(m,i,j),(1)
where πX(m,i,j)and πY(m,i,j)are the expected payoffs of X
and Ywhen there are igood players among m X-players and
jgood players among Zm Y -players (see Appendix B for
their expressions).
We now focus on how players change their strategies over
time, which occurs on a much slower time scale than the
reputation update. In the limit of low mutation µ0,
the strategy dynamics can be described by an embedded
Markov Chain34. The state space includes eight monomor-
phic populations, each of which adopts one of FFR,FFS,
FNR,FNS,NFR,NFS,NNR, and NNS. The correspond-
ing transition matrix is A= (aXY )8×8, where aXY can be
expressed by the fixation probability between any pair of
strategies (see Appendix C for the detailed expression). The
normalised left eigenvector Φof the stochastic matrix A
associated with the eigenvalue 1 satisfies Φ=ΦA. Here
Φ= (φFFR,φFFS,φFNR,φFNS,φNF R,φNFS,φNNR,φNNS)is the
steady-state distribution of the strategy dynamics, where φXis
the fraction of time spent in each monomorphic population of
X. Accordingly by assuming that fF(X)is the fairness level of
the monomorphic population of X, we define the total level of
fairness FFas the weighted average of fF(X)with the weight
φX,
FF=
X
φXfF(X).(2)
In the monomorphic population of X, we assume that
pF(i|X)is the probability for a player to make a fair division
in the role of dictator or to receive a fair division in the role
of recipient when there are igood players. Then fF(X)is the
weighted average of pF(i|X)with the weight v(i|X), which is
the proportion of time spent in a state of igood players in a
monomorphic population of X. Accordingly, fF(X)is given
as
fF(X) =
i
v(i|X)pF(i|X).(3)
For unconditionally fair/unfair strategies, fF(X)is indepen-
dent of v(i|X), i.e., fF(X) = pF(i|X)for X=NNS,NNR,
FFS, or FFR. Then, we have fF(X) = 0 for X=NNS or
NNR and fF(X) = 1εfor X=FFS and FFR because an
Xdictator is always unfair or always fair except the imple-
menting error, irrespective of the opponent’s reputation. In a
monomorphic population of NFS or FNS, individuals cannot
obtain the reputation information of opponents. Then we as-
sume that they act fairly with a fixed probability and let the
probability be only 0.1 for simplicity. Therefore, we have
fF(X) = pF(i|X) = 0.1 for X=NFS and FNS, suggesting
that NFS and FNS have little effect on the total level of fair-
ness. Different from the above six strategies, fF(FNR)and
fF(NFR)depends closely on v(i|X), which is equal to v(i,0)
in a monomorphic population of X. In addition, according to
the definition of pF(i|X), we have pF(i|X)for X=NFR or
FNR as follows
pF(i|X) = (1ε)I(sX
G)i
Z+ (1ε)I(sX
B)Zi
Z,
when role assignment is random,
pF(i|X)=(1ε)i(i1)
Z(Z1)IsX
G+Z2Zi2+i
Z(Z1)IsX
B,
when role assignment is based on reputation,
(4)
where I(x) = 1 for x=Fand I(x) = 0 for x=N.
IV. RESULTS
A. Evolutionary outcomes for four typical social norms
We study the level of fairness by numerically calculat-
ing the stationary distribution of the strategies and the one
of the reputation system in each monomorphic population.
摘要:

Socialnormsoffairnesswithreputation-basedroleassignmentinthedictatorgameQingLi,1SongtaoLi,1YanlingZhang,1,a)XiaojieChen,2,b)andShuoYang11)KeyLaboratoryofKnowledgeAutomationforIndustrialProcessesofMinistryofEducation,SchoolofAutomationandElectricalEngineering,UniversityofScienceandTechnologyBeijing,B...

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