Lecture 8 (Altruism) - Slides Flashcards

1
Q

Altruism

A
  • Action whose average effect is to benefit someone else at some cost to the actor.
  • Both costs and benefits measured in expected fitness
  • Altruism among non-kin can occur through:
    1) Reciprocity
    2) Costly Signalling
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2
Q

Reciprocity

A
  • Altruism among non-kin
  • Can be direct or indirect

1) Direct Reciprocity: Preferentially help those who have provided help in return.
- Video: Blood meals in vampire bats. Bats who refuse to give a neighbor a blood meal, receive less in return. Reciprocal altruism in non-related organisms by proximity
- Linguistic evidence: Many phrases that represent this idea (tit for tat, quid pro quo, etc…
- Prisoner’s Dilemma, Tit for Tat, Emotional regulation
- Common Pool Resources: Does not explain cooperation in the context of common/public goods (see slide)

2) Indirect Reciprocity: Altruistic acts that are unlikely to be directly reciprocated, but may be rewarded via reputational effects. People like those who are altruistic, even to others.
- 2nd order punishment, game, costly signalling (hunting and hunter-gatherers), eyes, charity

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3
Q

Prisoner’s Dilemma

A
  • Pay-off matrix and game
  • Illustrates how direct reciprocity sustains cooperation
  • Both cooperate = 1 year of prison each, one defects:one cooperates 10:0, Both defect = 5 each
  • Player A should defect, but so should B
  • When both defect they get a worst payoff, so in the long run (multiple games with the same individual) it pays off to cooperate
  • Because you don’t want your defection to come and bit you later and also it sustains cooperation longer
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4
Q

Tit for Tat

3 keys and what it can be called

A
  • Can also be called direct reciprocity
    1) Never be the first to defect
    2) Retaliate only after the other has defected
    3) Resume cooperation when the other does
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5
Q

Emotional Regulation

A
  • How reciprocity is sustained
  • Cooperation is regulated by emotions and our feelings about others:
    Emotions that influence reciprocity include: Friendship/emotions of liking and disliking
  • Moralistic aggression
  • Gratitude & sympathy
  • Guilt
  • Trust & suspicion
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6
Q

Problem with Reciprocity

A
  • Reciprocity doesn’t usually happen simultaneously, so we have to hold information of individuals who we know owe us and who we might owe
  • This can lead to cheating
  • Cheating can be advantageous in a population with lots of cooperators
  • Cheater detection necessary for evolution of altruism in non-kin
  • Oda et al. 2009, Barclay 2008
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7
Q

Oda et al. 2009

Can we detect altruists?

A
  • Males asked how often they performed altruistic acts
  • The 7 highest/lowest scorers were video taped and sound was removed.
  • Used questions which had the greatest difference in response used to determine altruism
  • Another group took the altruism survey and watched the videos and rated how altruistic the video participants were
  • Results: High altruists gave higher altruist scores to videos. Altruists were ranked as more altruistic that non-altruists
  • Altruists were judged as more socially active, generous, responsible, friendlier and kinder
  • But NO difference in: discreetness, hurriedness, and intelligence. Intelligence is important because it shows it’s not a halo effect.
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8
Q

Barclay 2008

Can we detect cheaters?

A
  • Trust game: P1 can not trust P2 and give $10 to each participant, or trust and P2 will share a $30 pot equally.
  • P2 is computer with photo
  • P2 either: 1) cooperate which gives $15 each, or defect which gives P2 20 and P1 5
  • Encoding phase: 40 random opponents, did not repeat the same opponent and defection rate of opponents varied by 20/50/80%
  • Distractor task: 10 minute demograhpic survey
  • Recall phase: Unexpected facial recognition task (40 previous faces, 40 new faces), asked to classify as: Novel/Recognize and Cooperator/Defector

Results: When defectors are rare (20%), they are recalled more accurately than are competitors. Effect reverses when cooperators are rare.

  • Suggests that when a strategy is rare, we are more likely to remember those who employ that strategy. We remember rare more.
  • Because: Whatever behaviour is more common, it’s likely to represent the social norm (reduces cognitive load since you have to remember more)
  • When defectors = 50%, our memory for cooperators has an advantage. Could be a bias towards seeking cooperators, but most people cooperate more anyways.
  • From brief silent video clips, we can identify unknown altruists at rates higher than chance
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9
Q

Common Pool / Public Goods

A
  • A resources that gets depleted with each use and used by a large group of people
  • No direct reciprocity possible: use you are not helping in return or expecting to help in return.
  • About how you -allocate- those common goods
  • Invite cheaters
  • Tragedy of the commons
  • Economic rationality vs. enlightened self-interest
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10
Q

Tragedy of the Commons:

A
  • Common ground where livestock can graze and each herder can bring some, but not all livestock
  • The more you use it the more it’s depleted and the damage is shared by the group
  • Economically rational: graze without regard of what is left over
  • Enlightening self-interest: by limiting your own profits, you are helping yourself. Because if you all graze at once, it precludes your ability to graze in the future.
  • Those who pay are “suckers”/tragedy of commons, so its in the cooperators best interest to develop ways to detect cheating.
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11
Q

Tragedy of the Commons in the Lab

Game, 2 effects and manipulations

A
  • Groups of 4 subjects play a game where they receive $20 to keep or donate to the common pool.
  • Donations doubled the pot and were equally distributed among players.
  • Example: If all donate $20, pool = 80*2 = 160, Each get 40
  • But if 1 free-rides, Pool = 60*2 = 120, each get $30 but 1 gets 30+20=50
  • Reputation, Punishment effect manipulations (see slides)
    proximate mechanism (emotions).
  • Results: Most donate most of their money %50
  • Donations fall over successive rounds, especially final round when end-game is known.
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12
Q

Reputation Effect

and game

A
  • Commons game manipulation
  • Reputation Effect: manipulated anonymity and reputation (one group was anonymous, one met their group and were told their results would be told to the others later.
  • Participants gave in non-anonymous/reputation manipulation
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13
Q

Punishment Effect

game and order

A
  • Punishment Effect: After each round participants could pay 1 to reduce payout to other player by 3.
  • Free riders will never punish or cooperate because both are costly, without benefit
  • Free rider punishment is altruistic because it will never benefit the punisher, only future players who play them
  • 6 rounds, different players, anonymous (no reputation/reciprocity effects)
  • Results: 84% punish at least once, 74% were imposed on free riders by cooperators
  • Punishment was harsh, group spent on average, $10. - The less contributed/cheated, the greater the punishment (reflective of our criminal justice system)
  • Punishment created more cooperators and no dip at the end of rounds
  • Without punishment there was reduced cooperation and a decline to later rounds.
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14
Q

Proximate mechanisms for cooperation & punishment

A
  • Emotion
  • Experiment: Scenario where a school project member contributes significantly less to the project, how angry would you be? (1-7). 84% > 5.
  • Free-riding makes people angry and the exclusion of a social group may maintain cooperative behaviour.
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15
Q

2nd Order punishment

A
  • Costly punishment maintains contributions to public good and without it, contributions decline over time.
  • Problem: Temptation to let others punish while keeping your share (2nd order). Do we punish non-punishers?
  • Experiment: the more they contribute collectively, the more they get in return shares, they see how much every player gives, and are allowed to punish. 50% punish, in the next round, only 2% punish. No 2nd order punishment effect.
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16
Q

Dictator Game

Indirect Reciprocity

A
  • Share money with another player, no chance for reciprocity with a second round, but you have a reputation because your donation history is displayed.
  • Never repeated rounds with the same person.
  • Image score = reputation score (higher score = more donations and more often)
  • 7/8 donated more to those who donated
  • More altruism = more helping
17
Q

Costly Signalling

A
  • Expensive signals are designed to convey honest information (because of how expensive it is, it must take away from other things)
  • Example: Facial masc. is a costly signal that conveys info about the male
  • Signals must convey reliable info (about underlying quality)
  • Must impose a cost on signaler that is linked to the quality being advertised
  • Either lower quality signalers pay higher cost, or reap lower benefits
  • Sport hunting, turtles, eyes,
18
Q

Sport Hunting

A
  • Underlying psychology of modern hunting may come from costly signalling in sport hunting. (To hunt for a trophy is useless and not for survival. Demonstrates proficiency of animal-killing).
  • Displays expertise, prowess, vigor
    : Conditions required: Difficult to succeed, success in public information,rep. built on success, and benefits the hunter
19
Q

Traditional Hunting

and turtles + alternative explanation

A
  • Traditional hunting is unreliable & dangerous and provides fewer calories than foraging
  • Meat is typically shared without preference to family or hunter (Divided and given to community)
  • Success as a hunter doesn’t predict DIRECT reciprocity
  • Turtle Hunting: 2 types (jumper/captain)
  • Turtle hunters donate meat to public feasts in an uncontrolled manner and hunters are not compensated
  • Hunters reap reproductive benefits (more surviving offspring, more mates, harder working mates and younger partners)
  • A lot of gossip goes on about who was a successful or good under and the group find outs quickly.
  • Leaders have more children than hunters but hunters more than non-hunters across all ages
  • At younger ages, not much differences between leaders and hunters
  • Alternative explanation? Hunters are higher genetic quality?
  • No effect of genetic quality = non-hunting brothers have significantly lower reproductive success even though they should have similar genetic quality and RS
  • All that matters is you are a hunter for your RS, not any genetic value
  • Seems to really be about reputation.
20
Q
Costly Signaling
(eyes, charity work)
A
  • Eyes: Unattended coffee was placed on campus, asked people to pay for what they take
  • Had pictures of eyes and flowers in front of coffee
  • Measured how much people paid with eyes/flowers in front of them
  • Gave more when there were eyes instead of flowers
  • More free-riding when people think they are being watched
  • Which eye photo it was did not matter.
  • Charity Work: In seminar groups (people knew each other but were not friends so there was a higher likelihood of future encounters)
  • Asked them to sign up for charity work anonymously/publicaly.
  • Charity tasks varied with degrees of commitment (giving blood to health care for mentally disabled children)
  • An audience effects what kind of charity you will do:
  • If you were forced to volunteer publically, more individuals volunteered for costly activities, if anonymous, smaller activities.
21
Q

Psychopathy

Personality Disorder and Epidemiology, Impairment

A
  • Personality Disorder: Antisocial behaviour, lack of empathy, manipulative, violent, selfish (many traits antithetical to altruism)
  • Epidemiology:
    Rare (1%), mostly males, and over-represented in psychiatric and prison populations
  • Examples: John Wayne Gacy, and Kenneth Bianchi
  • Not classified in the DSM. Different than antisocial personality disorder
  • Can be a psychopath with no criminal record (CEO)

Impairment

1) Behavioural: higher criminal violence
2) Physiological: impaired startle response
3) Emotional: Lack of empathy/remorse/guilt
4) Cognitive: Emotions (see experiment)

22
Q

Psychopathic offenders

compared to non-psychopaths

A
  • More likely to commit crimes in the future when they are let out
  • Commit different kinds of crimes (never crimes of passion)
  • Mostly instrument crimes: 93% commit homicides vs. 78%, involve weapons and violence and more likely to kill non-kin and complete strangers (because not passion)
  • 2.5x more likely to get conditional release (implies manipulation and dangerous because they also have a higher likelihood to re-offend)
23
Q

Psychopath Experiment

Hare 1991

A
  • Experiment: Measured criminal psychopathy with 20 item checklist score ranges from 0-40 (25+ = psychopath)
  • Items include glibness/superficiality, impulsive behaviour, etc.
  • Measured selfishness/callous/manipulativeness and emotional factors
  • Looked at pictures of eyes and asked what emotions those people were feeling
  • People with the highest psychopath scores were less accurate at determining the emotion (less ability to empathize and understand what others are feeling)
  • Controlled for gender, IQ, attention, working memory
  • Can mimick emotion without having anything underneath to understand it. Might be why they can be manipulative without understanding it.
24
Q

Psychopathy vs. Antisocial Personality Disorder

A
  • Considerable overlap between constructs
  • APD is over-inclusive, and if scored similarly, they correlate highly
  • Differences are: Psychopathy includes APD but places less emphasis on age of onset and other specific criminal behaviours
25
Q

Psychopathy vs. Sociopathy

A
  • Not synonymous with psychosis
  • Sociopathy differs with regard to etiological underpinnings
  • Differences may be linguistic
  • Sociopathy seems to have more lack of being in touch with reality and implies an environmental effect as opposed to genetic
26
Q

2 Explanation of Psychopathy

A

1) Psychopathy as psychopathology (developmental/environmental effects influencing behaviours)
- Treat psychopaths as people with disturbed development
- But improving emotional/social functioning for them can increase violent recidivism
- Because they are taught how to better manipulate individuals (learning the rules = seeing it as a game to be won)
- Evidence:
1) Developmental delay - EEG patterns are more similar to children
- Early brain damage/dysfunction evidence to frontal lobes
- Correlations between poor socialization/physical trauma (poverty, emotional instability, inconsistent punishment/abuse)

2) Psychopathy as an special design:
- Characteristics are not deficits or impairments
- Organized, functional phenotypic features
- Could be an ESS: cheaters are successful when they are difficult to detect, highly mobile, verbally skilled (especially when persuading females to mate), AND rare.
- Sexual coercision aspect of psychopathy can explain why it could have been maintained in evolutionary history
- Lalumier et al, 2001

27
Q

Lalumier et al. 2001

What the 2 explanations would predict

A
  • Psychopathology: Should show signs of developmental pertubations
  • Special design: Should not

-Measured facial FA, and obstetrical problems (difficulties during pregnancy: during pregnancy pre-post delivery, labor, birthweight) - all are good predictors of developmental problems in general)

  • Analyzed clinical/medical records of 800 male offenders
  • Gave them a psychopath test (PCL-R)
  • Psychopaths have less developmental (obstetrical problems) than non-psychopaths signficiantly
  • FA is significantly different in non-psychopath offenders to non-offenders but no difference in psychopaths to non-offenders
  • Problem: Doesn’t directly support psychopathy as a special design
28
Q

Altruism Summary

A
  • Reciprocity: We help those who help (us or anoyone else) and punish those who don’t
  • Costly signalling: Generosity serves as signal to phenotypic quality
  • Psychopathy: Successful cheater strategy a frequency-dependent solution