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Interacting with others while reacting to the environment

Published online by Cambridge University Press:  07 July 2022

Ilan Fischer
Affiliation:
Department of Psychology, University of Haifa, Mount Carmel Haifa 3498838 Israel ifischer@psy.haifa.ac.il savrashi@campus.haifa.ac.il lgivon02@campus.haifa.ac.il toz04@campus.haifa.ac.il
Simon A. Levin
Affiliation:
Department of Ecology and Evolutionary Biology, Princeton University, Princeton, NJ 08544-2016, USA slevin@princeton.edu dir@princeton.edu
Daniel I. Rubenstein
Affiliation:
Department of Ecology and Evolutionary Biology, Princeton University, Princeton, NJ 08544-2016, USA slevin@princeton.edu dir@princeton.edu
Shacked Avrashi
Affiliation:
Department of Psychology, University of Haifa, Mount Carmel Haifa 3498838 Israel ifischer@psy.haifa.ac.il savrashi@campus.haifa.ac.il lgivon02@campus.haifa.ac.il toz04@campus.haifa.ac.il
Lior Givon
Affiliation:
Department of Psychology, University of Haifa, Mount Carmel Haifa 3498838 Israel ifischer@psy.haifa.ac.il savrashi@campus.haifa.ac.il lgivon02@campus.haifa.ac.il toz04@campus.haifa.ac.il
Tomer Oz
Affiliation:
Department of Psychology, University of Haifa, Mount Carmel Haifa 3498838 Israel ifischer@psy.haifa.ac.il savrashi@campus.haifa.ac.il lgivon02@campus.haifa.ac.il toz04@campus.haifa.ac.il

Abstract

Here, we revise Pietraszewski's model of groups by assigning participant pairs with two triplets, denoting: (1) the type of game that models the interaction, (2) its critical switching point between alternatives (i.e., the game's similarity threshold), and (3) the perception of strategic similarity with the opponent. These triplets provide a set of primitives that accounts for individuals' strategic motivations and observed behaviors.

Information

Type
Open Peer Commentary
Copyright
Copyright © The Author(s), 2022. Published by Cambridge University Press
Figure 0

Figure 1. Fundamental bidirectional group interaction types, reflecting the motivations and perceptions within pairs of interacting individuals (A, B, C, and D), each denoted by a unique triplet of elements that comprise: The number of the game the individual assumes he/she is playing in accord to Rapoport and Guyer (1966) taxonomy of two-by-two games (except for the upper pair which shows the entire PD game structure), the similarity threshold of the game (ps*), and the perceived strategic similarity with the opponent (ps). In addition, smiley (whenever ps > ps*) and frowny (whenever ps < ps*) faces denote observed or expected actions derived from the underlying motivations and perceptions. For games 12 (PD) and 66 (chicken) a smiley and a frowny face denote cooperation and defection, for game 68, which is a coordination game, a smiley and a frowny face denote the strategy that maximizes expected payoffs under sufficiently high similarity with the opponent and the strategy that maximize expected payoffs under non-sufficiently high similarity with the opponent.