social dilemma
Inequity aversion improves cooperation in intertemporal social dilemmas
Groups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences. This promotes a particular resolution of the matrix game social dilemma wherein inequity-averse individuals are personally pro-social and punish defectors. Here we extend this idea to Markov games and show that it promotes cooperation in several types of sequential social dilemma, via a profitable interaction with policy learnability. In particular, we find that inequity aversion improves temporal credit assignment for the important class of intertemporal social dilemmas. These results help explain how large-scale cooperation may emerge and persist.
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Reviewer 1
We appreciate R1's recognition of the novelty of our contribution to MARL and the potential impact on a We address R1's two concerns below. "give-reward" actions are direct applications of conventional RL (which have been applied to multi-agent incentivization We appreciate R2's positive feedback on our quantitative results and we are glad that our behavioral Figure 6b where the agent gives nonzero reward for "fire cleaning beam but miss" after 40k steps, one reason is that the Figure 6a), so it may have "forgotten" the difference between successful and unsuccessful usage of the cleaning beam. As demonstrated more clearly in the Escape Room results (e.g. We thank R3 for recognizing our contribution to the general class of opponent-shaping algorithms. Prisoner's Dilemma is fully observable).
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