论文标题
简单的机器人在人类中繁殖社会惩罚
Simple bots breed social punishment in humans
论文作者
论文摘要
储层计算是预测湍流的有力工具,其简单的架构具有处理大型系统的计算效率。然而,其实现通常需要完整的状态向量测量和系统非线性知识。我们使用非线性投影函数将系统测量扩展到高维空间,然后将其输入到储层中以获得预测。我们展示了这种储层计算网络在时空混沌系统上的应用,该系统模拟了湍流的若干特征。我们表明,使用径向基函数作为非线性投影器,即使只有部分观测并且不知道控制方程,也能稳健地捕捉复杂的系统非线性。最后,我们表明,当测量稀疏、不完整且带有噪声,甚至控制方程变得不准确时,我们的网络仍然可以产生相当准确的预测,从而为实际湍流系统的无模型预测铺平了道路。
Costly punishment has been suggested as a key mechanism for stabilizing cooperation in one-shot games. However, recent studies have revealed that the effectiveness of costly punishment can be diminished by second-order free riders (i.e., cooperators who never punish defectors) and antisocial punishers (i.e., defectors who punish cooperators). In a two-stage prisoner's dilemma game, players not only need to choose between cooperation and defection in the first stage, but also need to decide whether to punish their opponent in the second stage. Here, we extend the theory of punishment in one-shot games by introducing simple bots, who consistently choose prosocial punishment and do not change their actions over time. We find that this simple extension of the game allows prosocial punishment to dominate in well-mixed and networked populations, and that the minimum fraction of bots required for the dominance of prosocial punishment monotonically increases with increasing dilemma strength. Furthermore, if humans possess a learning bias toward a "copy the majority" rule or if bots are present at higher degree nodes in scale-free networks, the fully dominance of prosocial punishment is still possible at a high dilemma strength. These results indicate that introducing bots can be a significant factor in establishing prosocial punishment. We therefore, provide a novel explanation for the evolution of prosocial punishment, and note that the contrasting results that emerge from the introduction of different types of bots also imply that the design of the bots matters.