A model of emotion in the prisoner’s dilemma

This paper adopts the definition ldquoan emotion is a scalar summary of complex environmental circumstancesrdquo in the context of the iterated prisonerpsilas dilemma. Prisonerpsilas dilemma players, represented both as look-up tables and artificial neural nets, are evolved with and without emotion and noise. The availability of emotion is found to have a substantial impact on the evolution of cooperation and interacts with noise in a complex manner. The impact of having a single bit of emotional information on lookup tables is also found to be different from the analogous impact on neural nets. The emotion used in this experiment is a single bit which is set if an agentpsilas opponent has defected into cooperation more often than the agent itself has done so. This simple emotion has an substantial, non-uniform impact on the behavior of evolving populations of prisonerpsilas dilemma agents. The emotion implemented in this study is only one of many possible emotions, suggesting that even this limited and mathematically tractable definition of emotion yields a rich collection of possible research topics. The most recognizable impact of adding emotion to agents in this study is to move their behavior away from the middle of the behavioral spectrum toward either sustained cooperation or defection.

[1]  J. Russell Culture and the categorization of emotions. , 1991, Psychological bulletin.

[2]  Daniel A. Ashlock,et al.  Fingerprint analysis of the noisy prisoner’s dilemma , 2009, 2007 IEEE Congress on Evolutionary Computation.

[3]  Daniel A. Ashlock,et al.  Fingerprinting: Visualization and Automatic Analysis of Prisoner's Dilemma Strategies , 2008, IEEE Transactions on Evolutionary Computation.

[4]  C. Terry,et al.  Competitiveness and Conflict Behavior in Simulation of a Social Dilemma , 2000, Psychological reports.

[5]  Daniel A. Ashlock,et al.  Changes in Prisoner’s Dilemma Strategies Over Evolutionary Time With Different Population Sizes , 2006, 2006 IEEE International Conference on Evolutionary Computation.

[6]  D. Roy Learning and the theory of games. , 2000, Journal of theoretical biology.

[7]  Wolfgang Banzhaf,et al.  Genetic Programming: An Introduction , 1997 .

[8]  Daniel A. Ashlock,et al.  Acquisition of General Adaptive Features by Evolution , 1998, Evolutionary Programming.

[9]  M. Nowak,et al.  Evolutionary game theory , 1995, Current Biology.

[10]  Julian Francis Miller,et al.  Redundancy and computational efficiency in Cartesian genetic programming , 2006, IEEE Transactions on Evolutionary Computation.

[11]  Eun-Youn Kim,et al.  Understanding representational sensitivity in the iterated prisoner's dilemma with fingerprints , 2006, IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews).

[12]  Dylan Evans,et al.  Emotion: The Science of Sentiment , 2001 .

[13]  M. Hemesath Cooperate or Defect? Russian and American Students in a Prisoner's Dilemma , 1994 .

[14]  S. Resnick Adventures in stochastic processes , 1992 .

[15]  Daniel A. Ashlock,et al.  The impact of cellular representation on finite state agents for prisoner's dilemma , 2005, GECCO '05.

[16]  Rafael H. Bordini,et al.  Moral Sentiments in the Iterated Prisoner's Dilemma and in Multi-Agent Systems , 2000 .

[17]  Daniel A. Ashlock,et al.  Training Function Stacks to play the Iterated Prisoner's Dilemma , 2006, 2006 IEEE Symposium on Computational Intelligence and Games.

[18]  Daniel A. Ashlock,et al.  The effect of tag recognition on non-local adaptation , 2004, Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753).

[19]  Daniel A. Ashlock,et al.  Techniques for analysis of evolved prisoner's dilemma strategies with fingerprints , 2005, 2005 IEEE Congress on Evolutionary Computation.

[20]  W. Hamilton,et al.  The Evolution of Cooperation , 1984 .

[21]  D. Ashlock,et al.  Analysis of game playing agents with fingerprints , 2005 .

[22]  Daniel A. Ashlock,et al.  Fingerprints: enabling visualization and automatic analysis of strategies for two player games , 2004, Proceedings of the 2004 Congress on Evolutionary Computation (IEEE Cat. No.04TH8753).

[23]  John H. Miller,et al.  The coevolution of automata in the repeated Prisoner's Dilemma , 1996 .