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1.
Proc Natl Acad Sci U S A ; 110(25): 10229-33, 2013 Jun 18.
Article in English | MEDLINE | ID: mdl-23733952

ABSTRACT

Although cooperation and trust are essential features for the development of prosperous populations, they also put cooperating individuals at risk for exploitation and abuse. Empirical and theoretical evidence suggests that the solution to the problem resides in the practice of mimicry and imitation, the expectation of opponent's mimicry and the reliance on similarity indices. Here we fuse the principles of enacted and expected mimicry and condition their application on two similarity indices to produce a model of mimicry and relative similarity. Testing the model in computer simulations of behavioral niches, populated with agents that enact various strategies and learning algorithms, shows how mimicry and relative similarity outperforms all the opponent strategies it was tested against, pushes noncooperative opponents toward extinction, and promotes the development of cooperative populations. The proposed model sheds light on the evolution of cooperation and provides a blueprint for intentional induction of cooperation within and among populations. It is suggested that reducing conflict intensities among human populations necessitates (i) instigation of social initiatives that increase the perception of similarity among opponents and (ii) efficient lowering of the similarity threshold of the interaction, the minimal level of similarity that makes cooperation advisable.


Subject(s)
Cooperative Behavior , Cultural Evolution , Imitative Behavior , Models, Psychological , Negotiating/psychology , Computer Simulation , Game Theory , Humans , Organizational Culture
2.
Proc Natl Acad Sci U S A ; 109(50): 20358-63, 2012 Dec 11.
Article in English | MEDLINE | ID: mdl-23175792

ABSTRACT

In society, power is often transferred to another person or group. A previous work studied the evolution of cooperation among robot players through a coalition formation game with a non-cooperative procedure of acceptance of an agency of another player. Motivated by this previous work, we conduct a laboratory experiment on finitely repeated three-person coalition formation games. Human players with different strength according to the coalition payoffs can accept a transfer of power to another player, the agent, who then distributes the coalition payoffs. We find that the agencies method for coalition formation is quite successful in promoting efficiency. However, the agent faces a tension between short-term incentives of not equally distributing the coalition payoff and the long-term concern to keep cooperation going. In a given round, the strong player in our experiment often resolves this tension approximately in line with the Shapley value and the nucleolus. Yet aggregated over all rounds, the payoff differences between players are rather small, and the equal division of payoffs predicts about 80% of all groups best. One reason is that the voting procedure appears to induce a balance of power, independent of the individual player's strength: Selfish subjects tend to be voted out of their agency and are further disciplined by reciprocal behaviors.

3.
J Health Econ ; 30(4): 637-46, 2011 Jul.
Article in English | MEDLINE | ID: mdl-21683460

ABSTRACT

Understanding how physicians respond to incentives from payment schemes is a central concern in health economics research. We introduce a controlled laboratory experiment to analyse the influence of incentives from fee-for-service and capitation payments on physicians' supply of medical services. In our experiment, physicians choose quantities of medical services for patients with different states of health. We find that physicians provide significantly more services under fee-for-service than under capitation. Patients are overserved under fee-for-service and underserved under capitation. However, payment incentives are not the only motivation for physicians' quantity choices, as patients' health benefits are of considerable importance as well. We find that patients in need of a high (low) level of medical services receive larger health benefits under fee-for-service (capitation).


Subject(s)
Capitation Fee , Fee-for-Service Plans/economics , Physician Incentive Plans/economics , Practice Patterns, Physicians'/economics , Capitation Fee/statistics & numerical data , Choice Behavior , Fee-for-Service Plans/statistics & numerical data , Health Services Misuse/economics , Health Services Misuse/statistics & numerical data , Humans , Practice Patterns, Physicians'/statistics & numerical data
4.
Proc Natl Acad Sci U S A ; 104(18): 7361-6, 2007 May 01.
Article in English | MEDLINE | ID: mdl-17449635

ABSTRACT

We investigate in a series of laboratory experiments how costs and benefits of linguistic communication affect the emergence of simple languages in a coordination task when no common language is available in the beginning. The experiment involved pairwise computerized communication between 152 subjects involved in at least 60 rounds. The subjects had to develop a common code referring to items in varying lists of geometrical figures distinguished by up to three features. A code had to be made of a limited repertoire of letters. Using letters had a cost. We are interested in the question of whether a common code is developed, and what enhances its emergence. Furthermore, we explore the emergence of compositional, protogrammatical structure in such codes. We compare environments that differ in terms of available linguistic resources (number of letters available) and in terms of stability of the task environment (variability in the set of figures). Our experiments show that a too small repertoire of letters causes coordination failures. Cost efficiency and role asymmetry are important factors enhancing communicative success. In stable environments, grammars do not seem to matter much, and instead efficient arbitrary codes often do better. However, in an environment with novelty, compositional grammars offer considerable coordination advantages and therefore are more likely to arise.


Subject(s)
Games, Experimental , Language , Correspondence as Topic , Humans
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