Skip to main content
PLOS One logoLink to PLOS One
. 2014 Jan 28;9(1):e87471. doi: 10.1371/journal.pone.0087471

A Strategic Interaction Model of Punishment Favoring Contagion of Honest Behavior

Marcel Cremene 1,*, D Dumitrescu 2, Ligia Cremene 1
Editor: Matjaž Perc3
PMCID: PMC3904992  PMID: 24489917

Abstract

The punishment effect on social behavior is analyzed within the strategic interaction framework of Cellular Automata and computational Evolutionary Game Theory. A new game, called Social Honesty (SH), is proposed. The SH game is analyzed in spatial configurations. Probabilistic punishment is used as a dishonesty deterrence mechanism. In order to capture the intrinsic uncertainty of social environments, payoffs are described as random variables. New dynamics, with a new relation between punishment probability and punishment severity, are revealed. Punishment probability proves to be more important than punishment severity in guiding convergence towards honesty as predominant behavior. This result is confirmed by empirical evidence and reported experiments. Critical values and transition intervals for punishment probability and severity are identified and analyzed. Clusters of honest or dishonest players emerge spontaneously from the very first rounds of interaction and are determinant for the future dynamics and outcomes.

Introduction

Dynamics of honest/dishonest behavior in social and economic environments are of particular interest as they are important influencers of social functionality. Honesty and trust are considered the main foundations of social order. Dishonesty often leads to undesired social phenomena undermining common welfare [1]. Erosion of social norms deteriorates the social capital [2]. Moreover, in the economic realm, dishonest behavior and the associated corruption may generate market failure and poverty [3].

The 2008 crisis illustrates the effects of dishonest behavior. Toxic and risky financial products have been used only because they offered huge profits for banks and investment funds. The lack of regulation and control made this possible. When the tailors of such speculative schemes are questioned about their deeds the answer is most often: ‘because we can, because the control is loose, because state authorities lack the resources to catch people like me’ (see the declarations of Bernard Madoff - operator of the largest financial fraud in U.S. history). It has been proven that people often cheat when the punishment certainty is low and also because other people do it [4]. Nowadays, due to the wide spread of information technology, the contagion of such behaviors is easier and faster than before [5].

Dishonesty, defined in the context of personal interactions, may be seen as a strategy that increases the benefit of the one using it while causing loss to the other interacting person. The principle is: ‘one man’s bribe may be another man's gift' [6]. In other words, dishonesty is a socially defecting choice. An individual may have an incentive to act dishonestly in order to increase his/her payoff (i.e. material or of any kind). This usually leads to lower payoffs for those interacting with him/her. Advantages and also risks are associated to acting dishonestly. The benefit may be seen as the payoff of crime [7], whereas the costs include material costs, status risks, the probability of being caught, and the prospect of penalty.

A typical scenario where social honesty dynamics may be observed is based in a society where each player (individual, group, firm, etc.) interacts with other players (providing, for instance, services, products, information). Every interaction is actually a transaction. Moreover, an explicit or non-explicit competition is the underlying mechanism. Players may establish an informal (possibly verbal) contract for providing/using a certain service. An honest behavior consists, for instance, in offering a service/product at the expected quality, whereas a dishonest behavior means cheating by deliberately providing lower quality, misleading or incomplete information, fake results, or by causing delays.

The existence of some kind of punishment of dishonest behavior seems to be a necessary condition for promoting, supporting, encouraging, and protecting honesty [8][10]. Various natural or spontaneous forms of punishment exist [11] - be it a penalty or just a critical feedback from another player. A punishment may be applied by a player, a group of players or by a central authority.

Altruistic punishment, for instance, is one of the mechanisms that may enforce cooperation in human societies [12]. Punishment is called ‘altruistic’ if it implies a cost for the punisher and if the punished person's behavior is meant to change for the benefit of the society. An example is to tell a queue jumper to stand in line. The negative emotion produced by the defector is a possible mechanism for triggering an altruistic punishment. Experiments with humans confirm this hypothesis [12].

An important issue about punishment is to find an efficient balance between severity and certainty [13]. Empirical evidence and reported experiments reveal that punishment certainty is more important than severity [14]. Moreover, social experience indicates that a low punishment probability is inefficient even when punishment severity is very high [11]. A classical example is the U.S. Prohibition.

The general subjective perception about the risk of being punished is also important. Dishonest behavior is encouraged when the perceived risk of punishment is low [15]. In societies affected by deep systemic corruption, it is very difficult to eradicate dishonest behaviors because bad habits are somehow culturally accepted and considered more or less ‘normal’.

Both honest and dishonest behavior may display an epidemic character [16]. A successful yet dishonest person may be taken as a model by others. The notoriety of ‘successful’ negative models may increase their negative impact by replication of their actions by other individuals. An individual's incentive to unethical behavior depends largely on social norms. The important figures in their social group will have a larger impact [16].

Social conformism, need for safety, greed, and the fear of missing out induce powerful incentives for imitation [5]. Imitation becomes a convenient heuristic when there is too much information to process [5]. Also, imitation is an effective mechanism of spreading a social behavior. Then How to start and promote an honesty epidemic?

We study the conditions that favor (or not) the emergence of honest behavior in a social framework. Punishment, in its various forms, penalty or negative feedback, is considered a control mechanism. The main control parameters are the certainty and the severity of punishment - which eventually can act as honesty contagion incentives. We posit that an appropriate/finely tuned punishment mechanism may start an epidemic of honesty. We assume that community members and/or an authority are able to discover and punish, with a certain probability, dishonest players. Zero punishment probability may account for a corrupt/dishonest-dominated society. However, public policies may finely tune some parameters that influence players' payoffs, in various situations.

Honest/dishonest behavior dynamics under punishment effect are analyzed in the strategic interaction framework of Cellular Automata and Evolutionary Game Theory (GT). Strategic interactions are the basic paradigm of GT: one player's payoff depends on the actions of all the other players in the environment. We propose a social dilemma game, called the Social Honesty (SH) game. Players' strategies are either ‘honest’ (H) or ‘dishonest’ (D). We study the influence of local social interactions on the spreading of a particular behavior. Numerical simulations explore the contagion dynamics of honest and dishonest strategies in the population.

Approach

Internal mechanisms that trigger human behavior are too complex to be accurately described and to be captured by sound (mathematical or computational) models. Social interactions add even more complexity. That is why a feasible approach would be that of focusing on the individual behavior, as it is relatively easy to observe and measure [17]. Accordingly, honest and dishonest actions may be seen as classes of human behavior/action.

Becker proposes a simple economic model: a rational crime theory [7]. According to this model, an individual decides to commit a crime if the revenue obtained is higher than the price payed for that crime. This model was proven to be inadequate for many real world situations [4], [16]. This is due to the fact that human behavior is significantly influenced by non-material aspects such as: emotions and beliefs, the perceived risk of punishment, the salience of ethicality, the visibility of unethicality of another person, social identity, reputation, reciprocity, etc.

Honest/dishonest behavior translates into cooperation/defection in social dilemma games. Emergence of social cooperation has been extensively studied in the framework of public goods games - tragedy of the commons, prisoner's dilemma, collective action logic, etc. [18][24]. Also, an important number of publications related to the evolution of cooperation takes a combined approach interleaving concepts from Game Theory and Evolutionary Theory. Several evolutionary game models proved successful in explaining biological phenomena and human behavior (i.e. [23][29], etc.).

We base our approach in the fields of Cellular Automata and Evolutionary Game Theory. We propose a new social dilemma game called the Social Honesty (SH) game. In order to capture the uncertainty of the social environment the SH game model considers probabilistic payoffs. Payoffs are described as random variables.

For convenience, we call an ‘Inline graphic-player’ a player using the honest strategy and a ‘Inline graphic-player’ a player using the dishonest strategy. We assume that an incentive towards dishonest behavior exists, yet there is also an associated risk: a probabilistic punishment for Inline graphic-players.

When both players chose the dishonest strategy only one of them will win, yet the punishment may be applied to both of them. Dishonest behavior in one player causes a lower payoff for the honest player with whom he/she interacts.

Table 1 depicts the payoff matrix of the Social Honesty game.

Table 1. SH game normal-form.

Player1/Player2 Honest (Inline graphic) Dishonest (Inline graphic)
Honest (H) Inline graphic Inline graphic
Dishonest (D) Inline graphic Inline graphic

The payoff matrix of the Social Honesty game. Two-player normal-form game.

Within the SH game, when two Inline graphic-players interact each player gets a positive payoff Inline graphic. The value of Inline graphic is constant.

When an Inline graphic-player interacts with a Inline graphic-player, the Inline graphic-player gets zero and the Inline graphic-player is punished with probability Inline graphic.

Let us denote by Inline graphic be the punishment severity (usually Inline graphic). If not punished, the Inline graphic-player gets a payoff equal to Inline graphic, which represents the Inline graphic-player's advantage in an Inline graphic interaction (advantage to be dishonest). Thus, Inline graphic-player's payoff may be expressed as a discrete random variable Inline graphic. Variable Inline graphic takes the value Inline graphic with probability Inline graphic and the value Inline graphic with probability Inline graphic. Inline graphic is defined as follows:

graphic file with name pone.0087471.e032.jpg

In (Inline graphic) interactions, payoffs are assigned to players according to the following rule:

  • (i ) each Inline graphic-player may be punished independently with probability Inline graphic;

  • (ii) if no player is punished, one player gets zero and the other one gets Inline graphic, or the opposite, with equal probabilities.

Therefore Inline graphic-players cannot win Inline graphic and zero simultaneously, but both may be punished.

The payoffs for the Inline graphic-players may be expressed as discrete random variables Inline graphic and Inline graphic, defined as follows:

graphic file with name pone.0087471.e042.jpg

and

graphic file with name pone.0087471.e043.jpg

Spatial form of SH game

A standard Inline graphic lattice model is considered. Each lattice cell represents a player. In the majority of our experiments players are arranged on a regular lattice with joint boundaries of a cellular automaton [30], [31] (see also [32], [33]). Another set of experiments are based on scale-free networks [34].

The state of a cell is the strategy of the corresponding player (Inline graphic or Inline graphic). At each game round a player may act either honestly or dishonestly. Each player strategically interacts with the neighbors by means of the SH game. A player's gain in one round is the sum of the payoffs obtained in each of her interactions of that particular round. Players synchronously update their strategies at each round.

Experiments are based on Moore, von Neumann [35], well-mixed and scale-free neighborhood topologies [34]. In most of the subsequent experiments we use Moore's neighborhood with radius Inline graphic (eight cells surrounding a central cell). One experiment is dedicated to a comparison between different types of neighborhoods.

Human learning is a complex process based on social and asocial forms of learning [36], [37]. Our aim is not to find the best suited form of learning but to test the most important learning strategies and compare them. Therefore, several strategy update rules are experimented. ‘Best’ imitation strategy is used in the majority of the experiments: each player imitates the strategy of the neighbor with the highest payoff of the last round. This strategy update rule, inspired from the ‘survival of the fittest’ principle, is frequently used in evolutionary games [38]. Probabilistic strategy update rules, based on myopic and Fermi function [39], [40], are also experimented.

Experiments run on the following parameter setting of the SH game: Inline graphic. In most of the subsequent experiments we use a punishment probability of Inline graphic. In one experiment we use unequal punishments. Experiments are performed on a Inline graphic population. For statistical relevance, results are averaged over 100 runs.

Results

The main findings of our experiments are described in the following:

Experiment 1. Emergence of Inline graphic and Inline graphic clusters in the population

In this experiment we start from an initial Inline graphic population with 50% Inline graphic-players, randomly distributed. Punishment severity is Inline graphic and punishment probability is Inline graphic. Radius 1 Moore neighborhood and best-neighbor imitation update strategy are used.

Fig. 1 and Fig. 2 illustrate honest/dishonest the population dynamics over the first 300 rounds.

Figure 1. Inline graphic-player rate dynamic in a Inline graphic population in the first 300 rounds (Inline graphic).

Figure 1

The initial population contains 50%, randomly distributed, Inline graphic-players. The Inline graphic rate drops dramatically in the first three rounds, to about 2%. Inline graphic-player rate constantly increases in the next rounds. After 20 rounds the Inline graphic-player rate is about 8%. After 50 rounds there are 24% Inline graphic-players. After 300 rounds the Inline graphic-player rate is about 60% and remains almost constant indicating that an equilibrium is reached.

Figure 2. Inline graphic-cluster formation in a Inline graphic population after Inline graphic, and Inline graphic rounds (Inline graphic).

Figure 2

The initial population contains 50%, randomly distributed, Inline graphic-players. Few small clusters of Inline graphic-players appear in the very first rounds, containing only 2% Inline graphic-players after round 3. After 50 rounds the Inline graphic-clusters become larger (25% Inline graphic-players). After 150 rounds Inline graphic-clusters may be found all over the population (57% Inline graphic-players). The color code is: blue - is honest/was honest; red - is dishonest/was dishonest; green - is honest/was dishonest; yellow - is dishonest/was honest.

It may be observed that the Inline graphic-player rate drops dramatically in the first 3 rounds. Only few small Inline graphic clusters survive. In time, these clusters grow and divide. Cluster shape and location are changing dynamically. Inline graphic and Inline graphic-player rates become approximately stable after about 150 rounds and remain almost unchanged for 100,000 rounds (60% Inline graphic-players, 40% Inline graphic players), indicating a kind of dynamic equilibrium.

As it may be observed in Fig. 2, Inline graphic-player cluster formation seems to be an important phenomenon in resisting Inline graphic-player invasion. Cluster dynamics indicate that numerous changes occur at the cluster frontiers, and few or no changes in the cluster center.

Player rates at equilibrium (approximately constant rates) depend on the punishment probability and severity. Fig. 3 depicts the honest/dishonest dynamics in the first 300 game rounds for different punishment probabilities (Inline graphic and Inline graphic) and constant punishment severity (Inline graphic). In each case, the Inline graphic-player rate drops very fast and then increases slowly, remaining quasi stable after 300 rounds.

Figure 3. Inline graphic-player rate dynamics in the Inline graphic population, first 300 rounds.

Figure 3

Different game runs are depicted, corresponding to different punishment probabilities: Inline graphic (3 runs, blue), Inline graphic (3 runs, red), Inline graphic (3 runs, green), and Inline graphic (3 runs, black). Inline graphic. The initial population contains 50% Inline graphic-players, randomly distributed.

The cluster pattern depends on parameters Inline graphic and Inline graphic. Fig. 4 depicts the population state after 1000 rounds for Inline graphic, and Inline graphic (Inline graphic).

Figure 4. Inline graphic-cluster formation in a Inline graphic population after 1000 rounds, for different punishment probabilities Inline graphic, Inline graphic, and Inline graphic. Inline graphic.

Figure 4

The initial population contains 50%, randomly distributed, Inline graphic-players. The color code is: blue - is honest/was honest; red - is dishonest/was dishonest; green - is honest/was dishonest; yellow - is dishonest/was honest.

A dynamic equilibrium establishes in time. The rate of honest and dishonest players in a population depends on the values of punishment probability Inline graphic and punishment severity Inline graphic and remains constant after a number of rounds if Inline graphic and Inline graphic are kept constant.

Experiment 2. Punishment impact on Inline graphic and Inline graphic-player rates in the population

In this experiment the player rates are measured after 500 rounds. Each experiment runs for 100 times and the results are averaged. We start from an initial Inline graphic population with 50% Inline graphic-players, randomly distributed. Radius 1 Moore neighborhood and best-neighbor imitation update strategy are used.

Fig. 5 depicts the rate of Inline graphic and Inline graphic-players for different punishment probabilities (Inline graphic).

Figure 5. Average variation of Inline graphic and Inline graphic-player rate with punishment probability Inline graphic.

Figure 5

Averaged values for 100 runs are observed after 500 game rounds. The game starts with 50%, randomly distributed, Inline graphic-players. Punishment severity varies: Inline graphic. For lower Inline graphic, Inline graphic-transition intervals become wider and translated to higher values. The Inline graphic rate becomes 100% if the punishment probability Inline graphic is higher than a specific value: 0.295 for Inline graphic for Inline graphic for Inline graphic for Inline graphic, and Inline graphic for Inline graphic.

Some Inline graphic-transition intervals are identified, accounting for a translation from an average Inline graphic domination to an average Inline graphic domination (Fig. 5). In order to guarantee Inline graphic-player domination, punishment probability should be higher than the upper bound of the Inline graphic-transition interval.

Table 2 illustrates the Inline graphic-transition intervals for different values of the punishment severity Inline graphic.

Table 2. Experimental Inline graphic-transition intervals.

Punishment severity Inline graphic Experimental Inline graphic-transition interval
0 Inline graphic
1 Inline graphic
2 Inline graphic
4 Inline graphic
8 Inline graphic

Experimental Inline graphic-transition intervals Inline graphic for Inline graphic, and Inline graphic. The game starts with 50% Inline graphic-players randomly distributed. Average Inline graphic-player rate values for 100 runs are observed after 500 game rounds.

Similar to Inline graphic-transition intervals, specific transition intervals for the punishment severity have been found. Inline graphic-transition intervals are depicted in Fig. 6.

Figure 6. Variation of Inline graphic-player rate with the punishment severity Inline graphic.

Figure 6

Averaged values for 100 runs are observed after 500 game rounds. Punishment probability Inline graphic is: Inline graphic, and Inline graphic. The game starts with 50%, randomly distributed, Inline graphic-players.

For lower Inline graphic values, the Inline graphic-transition intervals become significantly wider and translated to higher values. This means that punishment severity is ineffective when punishment probability is very low. Higher punishment probability makes it possible to reduce significantly punishment severity, with the same effect on the Inline graphic and Inline graphic population rate.

Experiment 3. The effect of increasing the advantage of being dishonest

If Inline graphic-player's advantage when playing against an Inline graphic-player is double (Inline graphic is set to 6 instead of 3) the effect is a significant change in the Inline graphic-transition interval: from Inline graphic to Inline graphic, indicating a large increase in the required punishment probability. This indicates that Inline graphic-player's advantage in a Inline graphic interaction is a sensitive parameter of the model.

Experiment 4. The effect of unequal punishment probabilities on the Inline graphic-transition interval

If Inline graphic is set to Inline graphic, meaning that a Inline graphic-player is punished only when playing against an Inline graphic-player, the effect is a translation of the Inline graphic-transition interval, which also becomes slightly narrower. For Inline graphic = 2 and Inline graphic = Inline graphic, the Inline graphic-transition interval changes from Inline graphic to Inline graphic. This indicates that a double punishment probability is necessary when, for some reasons, Inline graphic is close to zero. This corresponds to a case when both Inline graphic-players are difficult to expose. Such a form of cooperation between Inline graphic-players is clearly unfavorable to Inline graphic-player spreading.

For the rest of experiments we set Inline graphic = Inline graphic = Inline graphic.

Experiment 5. The effect of the initial rate of Inline graphic and Inline graphic-players on the Inline graphic-transition interval

Different rates of randomly distributed Inline graphic and Inline graphic-players in the initial population are considered. Fig. 7 illustrates the effect of the initial Inline graphic-player rate on the Inline graphic-transition interval.

Figure 7. Inline graphic-player averaged rate (100 runs) after 500 rounds, function of punishment probability Inline graphic, (for Inline graphic = 2).

Figure 7

Different initial states are considered: one Inline graphic-player in the middle, 10%, 50%, 60%, 70%, 80%, 90%, 95% Inline graphic-players randomly positioned and one Inline graphic-player in the middle. In all cases, a Inline graphic-transition interval from Inline graphic dominance to Inline graphic dominance appears. The interval is wider and translated to higher values for higher initial rates of Inline graphic-players. Significant changes appear only for more than 60% Inline graphic-players.

The Inline graphic-transition interval changes when the initial rate of Inline graphic-players changes. The difference is significant for a Inline graphic rate superior to 50% (Inline graphic rate below 50%) and less significant when Inline graphic-players are a minority. Between one Inline graphic-player and 50% Inline graphic-players the Inline graphic-transition interval does not change much. When Inline graphic-player rate is high (Inline graphic) the Inline graphic-transition interval becomes more nosy.

An explanation may be found if we correlate these results with the observations about cluster dynamics (see Experiment 1, Fig. 1 and 2). When the initial rate of Inline graphic-players is high, the Inline graphic cluster formation probability is low. If no Inline graphic cluster appears in the first rounds, then Inline graphic-players will spread all over the population.

This suggests the fact that the initial cluster structure is more important than the initial proportion of Inline graphic and Inline graphic-players. The importance of the initial cluster structure is investigated in the next experiment.

Experiment 6. The importance of the initial cluster formation

In this experiment we start from a situation where clusters of Inline graphic and Inline graphic-players already exist (in all other experiments we start from Inline graphic and Inline graphic-players randomly spread).

Two world states are generated by letting the population evolve: one with 95% and the second with 12% Inline graphic-players. In both cases clusters already exist (similar to what is seen in Fig. 4). The granularity is measured by counting the strategy changes for each lattice row. The value is averaged and normalized. The granularity is similar for the two cases (about 0.9, whereas in the case of randomly spread players it is about 0.5).

The results are depicted in Fig. 8.

Figure 8. Inline graphic-player averaged rate (100 runs) after 500 rounds, function of punishment probability Inline graphic, for Inline graphic = 2.

Figure 8

Two initial states are considered: one with 95% and the second with 12% Inline graphic-players, both containing already formed clusters of players. The Inline graphic-transition intervals are very similar, despite the initial player rate. A granularity measure (0 Inline graphic gran. Inline graphic 1) is used for characterizing the clusters (a high value indicates few large clusters).

It may be observed that Inline graphic-transition intervals are very similar for the two different initial world states. This fact indicates that cluster existence is much more important than the initial Inline graphic/Inline graphic population rate.

Experiment 7. The effect of the population size on the Inline graphic-transition interval

In this experiment we study the effect of the population size. Fig. 9 depicts the average Inline graphic-transition intervals for different population sizes: Inline graphic, and Inline graphic.

Figure 9. Inline graphic-player averaged rate (100 runs) after 500 rounds, function of punishment probability Inline graphic, (Inline graphic).

Figure 9

The initial population contains 50%, randomly distributed, Inline graphic-players. The Inline graphic-transition intervals are depicted for different population sizes (from Inline graphic to Inline graphic). For small populations, Inline graphic-transition intervals are significantly wider and translated to higher values. A noise, caused by a high dispersion of the Inline graphic rate dynamic, appears for small populations.

It may be observed that, for small size worlds, the Inline graphic-transition intervals are wider, translated to higher values, and also exhibit some noise. Significant changes appear when the world size is smaller than Inline graphic.

Since the values depicted in Fig. 9 are averages, the noise indicates a high dispersion of the Inline graphic rate dynamic. The noise observed for the small size worlds indicate that their dynamic is less stable. These results may be explained by the initial cluster formation: in a small size world, the cluster formation probability is lower than in a large world. If Inline graphic clusters do not appear, the situation converges rapidly to a pure Inline graphic dominance.

A similarity may be observed between the Inline graphic-transition interval for a small population (Fig. 9) and the Inline graphic-transition interval for an initial world state with numerous Inline graphic-players (Fig. 8). This similarity may be explained by a common cause: the probability of Inline graphic cluster formation in the first rounds depends on the initial distribution but also on the population size (probability of cluster formation is higher in larger populations).

We notice that higher punishment probability and severity are needed in small-size worlds (e.g. Inline graphic or Inline graphic) in order to obtain the same effect as in larger size worlds (e.g. Inline graphic or Inline graphic).

As we already noticed, cluster formation is the main driver for spreading honest/dishonest behavior. Fig. 10 depicts three different-size world dynamics.

Figure 10. Different-size world dynamics: a Inline graphic world, a Inline graphic world, and Inline graphic world.

Figure 10

Several simulation runs (each on a separate row are depicted. The initial population contains 50% Inline graphic-players randomly distributed. Inline graphic = 2 and Inline graphic is selected in the middle of the Inline graphic-transition interval for each Inline graphic world. Inline graphic, and Inline graphic rounds of the SH game are captured. The color code is: blue - honest/was honest; red - dishonest/was dishonest; green - honest/was dishonest; yellow - dishonest/was honest.

Very small size worlds tend to converge towards a pure distribution (100% Inline graphic or 100% Inline graphic). In medium and large size worlds dynamic equilibria of mixed populations appear when Inline graphic or Inline graphic are within the transition intervals.

Experiment 8. The effect of the neighborhood type on the Inline graphic-transition interval

In this experiment we analyze the impact of different types of neighborhoods: von Neumann, Moore, well-mixed, and scale-free. Von Neumann and Moore neighborhoods may have different radia. In a ‘well-mixed’ case everybody is neighbor with everybody. In a ‘scale-free’ neighborhood the connections are no longer related to the original lattice structure. Instead, a spatial power-law based graph is mapped on the lattice (each lattice node is a vertex in the scale-free graph).

Results are depicted in Fig. 11.

Figure 11. Inline graphic-transition intervals for different types of neighborhoods.

Figure 11

von Neumann (r = 1,2), Moore (r = 1,2,3) well-mixed (everybody is neighbor with everybody) and scale-free (power law connections mapped on the lattice). Averaged values for 100 runs are observed after 500 game rounds.

As expected, the Inline graphic-transition interval is influenced by the neighborhood type. However, this influence is rather minor and a phase transition appears in all cases. In the ‘well-mixed’ neighborhood network, the Inline graphic-transition interval is narrower and translated to higher values.

For the ‘scale-free’ topology, the Inline graphic-transition interval is wider. The upper bound of this interval is close to the upper bounds of the intervals obtained for von Neumann and Moore neighborhoods. For low punishment probability, the; ‘scale-free’ topology is more favorable to Inline graphic-players.

Experiment 9. The effect of the strategy update rule on the Inline graphic-transition interval

In this experiment we analyze the Inline graphic-transition intervals for different types of strategy update rules. When using the ‘Best’ rule, players imitate the best player (i.e. the neighbor with the highest payoff). With ‘Best Myopic’ players imitate the best player with probability Inline graphic and a randomly chosen neighbor with probability Inline graphic. With ‘Best Fermi’ the best player is imitated with a probability given by a particular function proposed in [40] or keeps its strategy unchanged.

Results are depicted in Fig. 12.

Figure 12. Inline graphic-transition intervals for different types of strategy update rules.

Figure 12

‘Best’ rule - players imitate the best player (i.e. the neighbor with the highest payoff). ‘Best Myopic’ rule - players imitate the best player with probability Inline graphic and a randomly chosen neighbor with probability Inline graphic. ‘Best Fermi’ rule - the best player is imitated with a probability given by a particular form of Fermi function. Averaged values for 100 runs are observed after 500 game rounds.

The strategy update rule influences the Inline graphic-transition interval by slightly changing its position. When using Moore neighborhood and ‘Best Fermi’ update rule a higher punishment probability is required in order to obtain the same effect as when using the ‘Best’ strategy. When using a ‘scale-free’ topology the difference between ‘Best’ and ‘Best Fermi’ rules is less significant.

Conclusion

A social dilemma model, called the Social Honesty (SH) game, is proposed and investigated. The SH game induces complex dynamics when iterated on a regular grid (cellular automaton) or network of various topologies and using different strategy update rules. The emerged dynamics may offer relevant insights onto real world processes such as social behavior dynamics.

Experimental results illustrate how the behavior of a population of interacting individuals may be influenced by setting an adequate punishment severity and applying it with a certain probability, even up to the point where an honesty domination may be achieved. Experiments indicate that punishment probability is more important than punishment severity. These results confirm the empirical evidence and studies based on real world observations [13], [14], thus illustrating the validity of the model.

Transition intervals for punishment probability and severity have been identified. The results indicate the presence of transition intervals in all experiments. Punishment severity proves to be ineffective when punishment probability is very low. Higher punishment probability makes it possible to reduce significantly the punishment severity, with the same effect on the honest/dishonest population rate. These results may be related to the observations about the U.S. Prohibition period when, despite a high punishment severity, the punishment probability was very low and thus ineffective [11].

When a ‘zero tolerance’ policy [41] is too costly and difficult to implement in practice, a solution is to find the punishment transition interval in order to finely tune the control mechanism. The optimal combination between punishment severity and probability depends on the involved costs.

Also, a higher punishment probability proves necessary when the dishonest's advantage is higher. Apparently, this result, confirming the rational crime model [7], may contradict the conclusions of [4], where the amount of money and punishment probability do not influence the temptation to act dishonestly. However, the considerations from [4] concern one individual, whereas in our model the individuals are influenced by their neighbors, through imitation.

Another finding is that the honest strategy survival depends on the players' ability to form clusters. A similar phenomenon has been observed for cooperative behavior emergence in experiments with Prisoner's Dilemma game [32], [33]. We find that initial proportion of Inline graphic and Inline graphic-players is less important than the initial cluster formation (groups are stronger against aggression than isolated individuals). Also, small size populations seem to be less predictable and less sensitive to punishment.

Results indicate that the proposed model may describe real world phenomena with an acceptable approximation. New dynamics, with a new relation between punishment probability and punishment severity, are revealed. An epidemic of honesty is possible if model parameters are finely tuned and the cluster formation is triggered. Hopefully, policy makers, various groups and organizations, and even law enforcement institutions may use such a model for fine tuning punishment severity and certainty towards favoring honest behavior contagion.

As future work we intend to enrich our model with some additional features for the player model (identity, memory, etc.), test some other network topologies and new strategy updating rules. Another direction of interest is related to real world validation experiments.

Acknowledgments

The authors would like to thank journal referees for valuable observations and suggestions.

Funding Statement

This work was supported by the national grant TE 252, contract no. 33/2010, founded by CNCS-UEFISCDI of Romania. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.

References

  • 1. Aidt TS (2009) Corruption, institutions, and economic development. Oxford Review of Economic Policy 25: 271–291. [Google Scholar]
  • 2.Fukuyama F (2000) The Great Disruption: Human Nature and the Reconstitution of Social Order. A Touchstone book. Free Press. 368 pp
  • 3. Mauro P (1995) Corruption and growth. The Quarterly Journal of Economics 110: 681–712. [Google Scholar]
  • 4.Ariely D (2012) The Honest Truth About Dishonesty: How We Lie to Everyone—Especially Ourselves. HarperCollins. 336 pp
  • 5.Bonabeau E (2004) The perils of the imitation age. Harv Bus Rev.82: 4554, 135 [PubMed] [Google Scholar]
  • 6.Rotberg R (2009) Corruption, Global Security, and World Order. Brookings Institution Press. 497 pp
  • 7.Becker GS (1974) Crime and punishment: An economic approach. In: Essays in the Economics of Crime and Punishment, National Bureau of Economic Research Inc.NBER Chapters1–54.
  • 8.Axelrod R (2006) The Evolution of Cooperation. Basic Books. 264 pp
  • 9. Sigmund K (2007) Punish or perish? retaliation and collaboration among humans. Trends in Ecology and Evolution 22: 593–600. [DOI] [PubMed] [Google Scholar]
  • 10. Szolnoki A, Perc M (2013) Correlation of positive and negative reciprocity fails to confer an evolutionary advantage: Phase transitions to elementary strategies. Phys Rev X 3: 041021–1–11. [Google Scholar]
  • 11.Binmore K (2006) The origins of fair play. Papers on Economics and Evolution 2006-14, Max Planck Institute of Economics, Evolutionary Economics Group.
  • 12. Fehr E, Gachter S (2002) Altruistic punishment in humans. Nature 415: 137–140. [DOI] [PubMed] [Google Scholar]
  • 13.von Hirsch A, Bottoms AE, Burney E, Wikstrom PO (1999) Criminal Deterrence and Sentence Severity: An Analysis of Recent Research. Oxford: Hart Publishing. 65 pp
  • 14. Nagin DS, Pogarsky G (2001) Integrating celerity, impulsivity, and extralegal sanction threats into a model of general deterrence: Theory and evidence. Criminology 39: 865–892. [Google Scholar]
  • 15.Akerlof G, Shiller R (2009) Animal Spirits: How Human Psychology Drives the Economy, and Why It Matters for Global Capitalism. Princeton University Press, 248 pp.
  • 16. Gino F, Ayal S, Ariely D (2009) Contagion and differentiation in unethical behavior the effect of one bad apple on the barrel. Psychological Science 20: 393–398. [DOI] [PubMed] [Google Scholar]
  • 17. Watson JB (1913) Psychology as the behaviorist views it. Psychological Review 20: 158–177. [Google Scholar]
  • 18.Olson M (1965) The logic of collective action: Public goods and the theory of groups. Cambridge: Harvard University Press.176 pp
  • 19. Hardin G (1968) The tragedy of the commons. Science 162: 1243–1247. [PubMed] [Google Scholar]
  • 20. Dawes RM (1980) Social dilemmas. Annual Review of Psychology 31: 169–193. [Google Scholar]
  • 21.Binmore K (1998) Game theory and the social contract. MIT Press series on economic learning and social evolution. MIT Press. 589 pp
  • 22. Santos FC, Santos MD, Pacheco JM (2008) Social diversity promotes the emergence of cooperation in public goods games. Nature 454: 213–216. [DOI] [PubMed] [Google Scholar]
  • 23. Rand DG, Dreber A, Ellingsen T, Fudenberg D, Nowak MA (2009) Positive interactions promote public cooperation. Science 325: 1272–1275. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 24. Roca CP, Helbing D (2011) Emergence of social cohesion in a model society of greedy, mobile individuals. Proceedings of the National Academy of Sciences 108: 11370–11374. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 25.Hofbauer J, Sigmund K (1998) Evolutionary Games and Population Dynamics. Cambridge: Cambridge University Press. 352 pp
  • 26. Rankin D, Bargum K, Kokko H (2007) The tragedy of the commons in evolutionary biology. Trends in Ecology & Evolution 22: 643–651. [DOI] [PubMed] [Google Scholar]
  • 27. Nowak MA, Tarnita CE, Antal T (2010) Evolutionary dynamics in structured populations. Philosophical Transactions of the Royal Society B: Biological Sciences 365: 19–30. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 28. Helbing D, Szolnoki A, Perc M, Szab G (2010) Evolutionary establishment of moral and double moral standards through spatial interactions. PLoS Computational Biology 6: e1000758. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 29. Nowak MA (2012) Evolving cooperation. Journal of Theoretical Biology 299: 1–8. [DOI] [PubMed] [Google Scholar]
  • 30.von Neumann J (1951) The general and logical theory of automata. In: Jeffress LA, editor, Cerebral Mechanisms in Behaviour, Wiley. pp. 2070–2099.
  • 31.Adamatzky A, editor (2010) Game of Life Cellular Automata. Springer.621 pp
  • 32. Nowak MA, May RM (1992) Evolutionary games and spatial chaos. Nature 359: 826–829. [Google Scholar]
  • 33. Nowak MA, May RM (1993) The spatial dilemmas of evolution. International Journal of Bifurcation and Chaos (IJBC) 3: 35–78. [Google Scholar]
  • 34. Barabási AL, Bonabeau E (2003) Scale-free networks. Sci Am 288: 50–59. [DOI] [PubMed] [Google Scholar]
  • 35.Gardner M (1970) Mathematical games: The fantastic combinations of john conway's new solitaire game "life". Scientific American : 120–123.
  • 36. Eriksson K, Enquist M, Ghirlanda S (2007) Critical points in current theory of conformist social learning. Journal of Evolutionary Psychology 5: 67–87. [Google Scholar]
  • 37. Rendell L, Boyd R, Cownden D, Enquist M, Eriksson K, et al. (2010) Why copy others? insights from the social learning strategies tournament. Science 328: 208–213. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 38.Schuster HG, editor (2009) Reviews of Nonlinear Dynamics and Complexity, volume 2 of Annual Reviews of Nonlinear Dynamics and Complexity. Weinheim: Wiley-VCH, 1 edition. 260 pp
  • 39.Wang Z, Szolnoki A, Perc M (2013) Interdependent network reciprocity in evolutionary games. Sci Rep 3: 1183 1–7. [DOI] [PMC free article] [PubMed]
  • 40. Traulsen A, Semmann D, Sommerfeld RD, Krambeck HJ, Milinski M (2010) Human strategy updating in evolutionary games. Proc Natl Acad Sci U S A 107: 2962–2966. [DOI] [PMC free article] [PubMed] [Google Scholar]
  • 41.Gladwell M (2000) The Tipping Point: How Little Things can Make a Big Difference. Boston: Little Brown. 301 pp

Articles from PLoS ONE are provided here courtesy of PLOS

RESOURCES