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<h1 id="evolutionary-game-theory">Appendix E - Evolutionary Game Theory</h1>
<p>In the main text, we began our discussion of game theory by exploring the Prisoner's Dilemma, a simple game that involves two agents who interact only once.
To model real-world multi-agent dynamics more closely, we first built on this by iterating the two agents' interactions. We next introduced more than two agents into the game.
<p>Here, we introduce a third elaboration: the ability for agents to adapt their strategies. We look at how the multi-agent dynamics we have explored so far change when the
agents concerned can adapt their behaviors.
This section uses ideas from <em>Evolutionary Game Theory</em>. This
field was born from a merging of economics and biology in the 1970s when
John Maynard-Smith and George Price found a way to describe living
organisms’ traits and behaviors as game strategies. Using evolutionary
game theory, we explore how evolutionary forces alter the multi-agent
dynamics in the Iterated Prisoner’s Dilemma. In particular, we look at
the conditions under which a population may cycle through different
strategy compositions. We then move to a different game, known as the
“Hawk-Dove game,” to illustrate how identical agents may tend towards
Nash equilibria in which they use a range of different strategies.<p>
We use these games to understand why predicting the behavior of many
different AI agents may be very difficult. AI agents may evolve to
employ extremely harmful strategies in repeated social interactions,
including trying to extort or deceive others.By enhancing our
understanding of these factors, we may better anticipate how to address
potential risks stemming from multi-AI agent interactions.</p>
<h3 id="sec:dilemma-tournaments">Evolutionary Iterated Prisoner’s
Dilemma Tournaments</h3>
<p>In this section, we investigate how evolutionary forces change the
dynamics of a population of agents engaged in pairwise interactions. We
explore how these forces can prevent a population from reaching a stable
equilibrium at all. We see why, if AI agents are subject to evolutionary
pressures, they may change how they interact with others in ways that
are difficult to predict.</p>
<p><strong>Evolutionary tournaments: agents can adapt their
strategies.</strong> Following his first round of Iterated Prisoner
Dilemma tournaments, Axelrod later ran a second set which he
re-structured to resemble the dynamics of natural selection <span
class="citation" data-cites="axelrod1981evolution">[13]</span>. We
define these “evolutionary tournaments” as ones where a strategy’s
success in one round determined the number of agents who used that
strategy in the next round. The most numerous strategy at the end was
the winner. Though strategies that have been successful in previous
tournaments, such as <em>tit-for-tat</em>, were often still successful
in evolutionary tournaments, their victory was by no means assured. The
outcomes of these new tournaments were very sensitive to changes in
conditions, which we explore next.</p>
<p><strong>Cyclical dynamics can emerge; uncooperative strategies can
persist.</strong> An interesting aspect of evolutionary tournaments is
that they test how well a strategy performs against itself. As the
success of a particular strategy increases, so does its relative
frequency in the population. Thus, agents using this strategy will play
against each other more often. In this context, strategies like
<em>tit-for-tat</em> are vulnerable to what we call the “echo” problem
<span class="citation" data-cites="nowak1992titfortat">[14]</span>.
Consider a match between two agents both playing <em>tit-for-tat</em>.
If one defects—either by accident, or by design if they are a less
cooperative <em>tit-for-tat</em> variant—the other will retaliate by
defecting as well. This will repeat, triggering a sequence of mutual
defections. Both agents are thus locked into playing <em>always
defect</em>. This gives them a lower score than if one were to forgive
the other, allowing them to return to a state of cooperation. Thus, more
“forgiving” strategies can fare better in a population with a high
frequency of agents playing <em>tit-for-tat</em> by cutting short any
string of mutual defections. This phenomenon is related to "frequency
dependent selection," which we explore later in this chapter. More
forgiving strategies include <em>generous tit-for-tat</em>, which
occasionally overlooks partner defection.<p>
In an evolutionary tournament, agents can switch to more successful
strategies. So, if the strategy generous <em>tit-for-tat</em> is more
successful than “normal” <em>tit-for-tat</em>, it may eventually become
more frequent than <em>tit-for-tat</em> in the population <span
class="citation" data-cites="Nowak2006FiveRF">[15]</span>. However, if
generous <em>tit-for-tat</em> becomes a sufficiently common strategy in
turn, agents playing <em>always cooperate</em> can achieve just as high
a score, making this strategy popular too. If <em>always cooperate</em>
reaches a sufficient frequency in the population, this creates an
opportunity to exploit all these cooperators by switching to an
uncooperative strategy such as <em>always defect</em>. If enough agents
take this opportunity and switch to playing <em>always defect</em>,
other agents who play <em>tit-for-tat</em> will once again start to
outcompete these defectors (as outlined previously). Thus, a cycle can
ensue, in which each strategy is replaced by another; see Figure 8.8. Many other examples of cyclical
dynamics have been identified in Iterated Prisoner’s Dilemma tournaments
<span class="citation"
data-cites="garcia2018strategy">[16]</span>.<p>
</p>
<figure id="fig:cycle">
<img src="https://raw.githubusercontent.com/WilliamHodgkins/AISES/main/images/Evolutionary.png" class="tb-img-full" style="width: 50%"/>
<p class="tb-caption">Figure 8.8: In an evolutionary tournament, the prevalence of current strategies determines which
new strategies do best. In the bottom left, the prevalence of “always cooperate” means “always defect”
is successful. In the top left, the prevalence of “always defect“ means “tit-for-tat” is successful. These
dynamics can become cyclical.</p>
<!--<figcaption>The population may cycle through different strategy-->
<!--compositions.</figcaption>-->
</figure>
<p><strong>Example: extortion strategies.</strong> Extortion strategies can perform particularly well in evolutionary tournaments <span
class="citation" data-cites="hilbe2013evoluation">[1]</span>. This is especially true in tournaments with more detailed
replications of evolutionary dynamics. For instance, in some evolutionary tournaments, agents can produce offspring who
inherit both their strategy and score. With the addition of noise, in the form of random mutations, extortionists enjoy
great success in this context. In even more sophisticated models that replicate coevolutionary arms races, they are yet more
successful. Moreover, simulating a dramatic environmental change in these models often produces an opportunity for exceptionally profitable extortion tactics.<p>
</p>
<h3 id="sec:evolutionary-stable-strategies">Evolutionarily Stable
Strategies and Frequency-Dependent Selection</h3>
<p>In this section, we investigate how different strategies may come to
replace one another within an evolving population. We start with the
classic evolutionary game theoretic model known as the “Hawk-Dove game”
to demonstrate how identical agents may reach a Nash equilibrium in
which they employ different strategies to one another. This suggests
that if AI agents are subject to evolutionary forces, it may be
difficult to predict their behavior, because the incentives facing each
may depend on what others in the population are doing.</p>
<p><strong>Example: the Hawk-Dove game.</strong> Let us consider a
simple evolutionary game-theoretic scenario. A group of agents is
engaged in frequent, pairwise contests over an indivisible resource
(such as nesting space). Each agent can choose one of two strategies.
<em>“Hawks”</em> always fight for the prize and only back down when
injured. <em>“Doves”</em> only threaten but never actually fight. We
call this the ‘Hawk-Dove’ game <span class="citation"
data-cites="Smith1982EvolutionAT">[1]</span>.<p>
In a one-on-one game, a <em>Hawk</em> will always beat a <em>Dove</em>
without any cost. When two agents choose the same strategy, each has a
50% chance of winning or losing. But there is a difference in outcomes.
The loser of a <em>Dove-Dove</em> contest suffers no injury costs.
Whereas the loser of a <em>Hawk-Hawk</em> contest not only fails to gain
the valuable resource but also incurs an injury cost from fighting. We
show these two strategies’ average losses and gains in the payoff matrix
below (where b is the benefit of winning the resource, and c is the cost
incurred by fighting). We assume that b<c, all <em>Hawks</em> have
equal fighting ability, and all <em>Doves</em> have equal threatening
ability.<p>
</p>
<div id="tab:hawk-dove">
<table class="prisonTable">
<caption>Table 8.5: Payoff matrix for the Hawk-Dove game.</caption>
<thead>
<tr class="header">
<th style="text-align: center;"></th>
<th style="text-align: center;">Hawk <strong>(opponent)</strong></th>
<th style="text-align: center;">Dove (<strong>Opponent</strong>)</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: center;">Hawk <strong>(self)</strong></td>
<td style="text-align: center;"><span
class="math inline">$$\frac{1}{2}(b-c)$$</span></td>
<td style="text-align: center;"><span
class="math inline"><em>b</em></span></td>
</tr>
<tr class="even">
<td style="text-align: center;">Dove <strong>(self)</strong></td>
<td style="text-align: center;">0</td>
<td style="text-align: center;"><span
class="math inline">$$\frac{1}{2}b$$</span></td>
</tr>
</tbody>
</table>
</div>
<br>
<p><strong>Neither <em>Hawk</em> nor <em>Dove</em> is the dominant
strategy.</strong> If all agents were Hawks, everyone would fight each
other for the resource and only stop when hurt. Their average gain would
be <span class="math inline">$$\frac{1}{2}(b-c)$$</span>
But since the
price of fighting is more than the resource’s value <span
class="math inline">(<em>b</em><<em>c</em>)</span>, this payoff would
be negative. If one agent switched to being a <em>Dove</em>, they would
avoid the cost of fighting, but they would never win the resource. Their
average payoff would be <span class="math inline">0</span>, which is
better than the payoffs the <em>Hawks</em> would be getting. Also, this
gain would increase as more agents choose Dove, as their average payoff
when meeting <em>Doves</em> would be 1/2b. Therefore, <em>Doves</em>
could <em>invade</em> a <em>Hawk</em>-only group.<p>
Similarly, if all agents were <em>Doves</em>, an agent who switched to
<em>Hawk</em> would gain more without paying a price for fighting, as
<em>Doves</em> don’t fight back. So, <em>Hawks</em> could invade a
<em>Dove</em>-only group. Hence, neither strategy is always better. The
best strategy for an agent depends on what strategies the other agents
are using. So the population strategy composition will include both
<em>Doves</em> and <em>Hawks</em>.</p>
<p><strong>Evolutionarily stable strategies.</strong> When the members
of an evolving population adopt a strategy that makes it uninvadable by
any rare novel mutants that may arise, we call this state an
<em>evolutionarily stable strategy (ESS)</em> <span class="citation"
data-cites="Smith1982EvolutionAT">[1]</span>. An ESS is a kind of Nash
Equilibrium: when agents are at this equilibrium, they cannot improve
their success by switching to any other strategy. In the Nash equilibria
we have considered so far in this chapter, the agents have tended to use
the same strategy as one another — if an agent used a different
strategy, they would gain a lower payoff. However, a population can
sometimes stably contain more than one strategy. Agents can use
different strategies that are equally successful. For example, in the
Hawk-Dove game, where fighting is more costly than the prize <span
class="math inline">(<em>b</em><<em>c</em>)</span>, the population
will reach a stable equilibrium in which there are both <em>Hawks</em>
and <em>Doves</em>.</p>
<p><strong>Frequency-dependent selection.</strong> This kind of
equilibrium, where agents use different strategies, is stabilized by the
success of either strategy decreasing as it becomes more common, and
increasing as it becomes rarer. When the success of a strategy depends
on how common it is compared to others, we call this
<em>frequency-dependent selection</em>. A strategy may succeed more as
it becomes more common. For example, if more wasps evolve bright colors
to warn predators, the warning works better. Alternatively, a strategy’s
success might drop as it becomes more common. For example, certain
snails have evolved to look like inedible objects. Frequency-dependent
selection has caused them to look very different from one another. The
more often a camouflage strategy is used, the more chances predators
have to see through it. As a result, snails that “choose” (evolve) less
popular camouflage strategies do the best. This results in a dynamic
state in which the no snail color spreads to fixation in the population.
Instead, snails of multiple colors coexist stably; see Figure 8.9.<p>
The evolutionary biologist Richard Dawkins explains this using the
following fictional scenario <span class="citation"
data-cites="dawkins2015evolutionarily">[2]</span>. A population of
seagulls lives on the coast where their only source of food is the fish
in the sea. Each seagull can choose whether to behave as a
“<em>fisher</em>” or as a “<em>pirate</em>”. <em>Fishers</em> catch fish
themselves; <em>pirates</em> wait for <em>fishers</em> to catch a fish,
then steal it from them. Neither of these is an ESS. In a population
composed entirely of fishers, a seagull who mutates and becomes a
<em>pirate</em> will benefit hugely; piracy is a profitable strategy
because <em>pirates</em> do not expend energy fishing for themselves.
Thus, the <em>pirate</em> strategy can invade the <em>fisher</em>
strategy. On the other hand, a population composed entirely of
<em>pirates</em> is invadable by a <em>fisher</em>. Without any fishers
to prey on, the <em>pirates</em> have no fish to eat. A seagull who
mutates and becomes a <em>fisher</em> can access food for themself,
giving them an advantage. Thus, neither strategy is an ESS by itself.
Some proportion of the population opt for one strategy, and another
proportion opts for the other. Thus, this process of frequency-dependent
selection can produce populations that stably contain more than two
strategies.<p>
</p>
<figure id="fig:freq-selection">
<img src="https://raw.githubusercontent.com/WilliamHodgkins/AISES/main/images/Snails-graph.png" class="tb-img-full" width="40%"/>
<p class="tb-caption">Figure 8.9: The rarest snails may have the highest fitness since predators are not used to them. They
become more prevalent in the next generation, reducing their relative fitness. This is an example of
frequency-dependent selection.</p>
<!--<figcaption>Frequency-dependent selection.</figcaption>-->
</figure>
<p><em>In each population, snails “choose to” evolve one of three colors
as camouflage: grey, teal, or blue. The frequency graph shows the
proportion of snails of each color. The black arrows indicate the
passage of time. The most successful color is indicated both by a gray
border and a gray arrow. Whichever color is rarest in one iteration
bestows the highest fitness, as predators are least used to spotting
snails of that color. Thus, more snails use this color in the following
generation. In this way, the population cycles through different color
compositions.</em><p>
<br><br>
<p><strong>Frequency-dependent selection in game theory.</strong> We have encountered
frequency-dependent selection already in this section. In Section 1.5.2, we briefly discussed how
the ratio of contributors to free-riders in the population can alter the
incentives for the agents engaged in a collective action problem. In
Section 1.6.1, we used evolutionary
Iterated Prisoner’s Dilemma tournaments to model the dynamics of natural
selection, and found that there may be no stable equilibrium state.
Instead, the best strategy for an agent to employ may depend on what
others in the population are doing. In these cases, the population may
cycle or undulate through different strategy compositions. Whichever
strategy is most common may become less successful than a rarer
alternative.</p>
<p><strong>Identical AI agents may tend towards different
strategies.</strong> A Nash equilibrium, or ESS, doesn’t always mean
that all agents will use the same strategy. Frequency-dependent
selection might cause AI agents to adopt different but equally
successful strategies. Under certain conditions, like the size and
variety of a population, harmful strategies like <em>extortion</em> can
persist by stably cycling through different proportions of agents as the
population evolves.</p>
<p><strong>Evolutionarily stable strategies can be Pareto
inefficient.</strong> Note that in the Hawk-Dove game, all agents would
be better off if they were <em>Doves</em>, as every agent that plays
<em>Hawk</em> lowers the average payoff for them all. Just as with the
Prisoner’s Dilemma, the Nash equilibrium is Pareto inefficient. Hence,
the ESS is not necessarily ‘good’ for the population, and what is good
for the population is not necessarily evolutionary stable. <em>A
population of altruistic AIs, for example, is not evolutionarily
stable</em>, as that population is easily invadable; we explore this
point in greater detail in the Evolutionary Pressures section of the Collective Action Problems chapter. This
makes it likely that evolution is incompatible with achieving ideal
outcomes.</p>
<h3 id="concealment-of-information">Concealment of information</h3>
<p>Honesty is sometimes the best policy in an evolutionary game, but not
always. Evolutionary equilibria may arise in which individual organisms
use a mix of deceptive tactics to maximize their fitness. In other
words, an ESS can entail the concealment of information. This section
examines how evolutionary dynamics may pressure AI agents to evolve
deceptive behaviors in contexts where these are more evolutionarily
stable than honesty. Note that we examine other risks of deceptive AI in
the section of the chapter.</p>
<p><strong>Concealment of information can be an ESS.</strong> In an
evolutionary setting, a certain frequency or degree of dishonest
communication can be selected for <span class="citation"
data-cites="hamblin2009evolution">[3]</span>. Non-venomous king snakes
closely resemble venomous coral snakes to ward off predators <span
class="citation" data-cites="greene1981coral">[4]</span>. Cannibalistic
Portia spiders pluck the webs of other spiders to mimic the vibrations
of struggling prey, thus luring their victim out into the open to be
killed and eaten <span class="citation"
data-cites="jackson1998spider">[5]</span>. Several flower species mimic
the appearance of certain female insects in order to better attract
males for pollination <span class="citation"
data-cites="schiestl2005success">[6]</span>. Some bacteria produce
specific molecules that act as misdirection signals to other competing
bacteria, which reduce the probability of attack and detection, allowing
the bacteria to maintain its competitive advantage <span
class="citation" data-cites="mokkonen2015evolutionary">[7]</span>.
Evolutionarily stable dishonesty is common in the natural world.</p>
<p><strong>Natural selection may favor AIs that conceal
information.</strong> Consider the following scenario: a game of Poker.
Agents will be better off if they have a very good ‘poker face’ because
other agents will not be able to deduce tell-tale signs associated with
bluffing or a good hand. The incentive to have a good “poker face” is
not malicious: it does not seek to exploit other agents and their
strategies, but rather, to maximize one’s own payoff in a competitive
game. We might extend this reasoning to AI. If multiple AIs operate
within a competitive landscape where available resources are limited,
they may be incentivized to conceal information from other AIs or humans
in order to preserve a competitive advantage. In other words, an AI
might develop a good ‘poker face’ since revealing certain kinds of
information might affect their abilities to maximize payoff. Thus,
strategies involving the concealment of information could be favored by
natural selection among AIs, giving rise to immoral behaviors that
emerge from amoral (morally neutral) grounds.</p>
<br>
<br>
<h3>References</h3>
<div id="refs" class="references csl-bib-body" data-entry-spacing="0"
role="list">
<div id="ref-Smith1982EvolutionAT" class="csl-entry" role="listitem">
<div class="csl-left-margin">[1] J.
M. Smith, <span>“Evolution and the theory of games,”</span> <em>American
scientist</em>, 1982.</div>
</div>
<div id="ref-dawkins2015evolutionarily" class="csl-entry"
role="listitem">
<div class="csl-left-margin">[2] R.
Dawkins, <span>“Evolutionarily stable strategies ft. Richard
dawkins.”</span> [Online]. Available: <a
href="https://www.youtube.com/watch?v=mUxt--mMjwA&ab_channel=Veritasium">https://www.youtube.com/watch?v=mUxt--mMjwA&ab_channel=Veritasium</a></div>
</div>
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<!--Stewart and J. Plotkin, <span>“Extortion and cooperation in the-->
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<!--Hilbe, M. Nowak, and K. Sigmund, <span>“The evolution of extortion in-->
<!--iterated prisoner’s dilemma games,”</span> <em>Proceedings of the-->
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<!--110, Apr. 2013, doi: <a-->
<!--href="https://doi.org/10.1073/pnas.1214834110">10.1073/pnas.1214834110</a>.</div>-->
<!--</div>-->
<div id="ref-hamblin2009evolution" class="csl-entry" role="listitem">
<div class="csl-left-margin">[3] S.
Hamblin and P. L. Hurd, <span>“When will evolution lead to deceptive
signaling in the sir philip sidney game?”</span> <em>Theoretical
Population Biology</em>, vol. 75, no. 2, pp. 176–182, 2009, doi: <a
href="https://doi.org/10.1016/j.tpb.2009.02.002">https://doi.org/10.1016/j.tpb.2009.02.002</a>.</div>
</div>
<div id="ref-greene1981coral" class="csl-entry" role="listitem">
<div class="csl-left-margin">[4] H.
W. Greene and R. W. McDiarmid, <span>“Coral snake mimicry: Does it
occur?”</span> <em>Science</em>, vol. 213, no. 4513, pp. 1207–1212,
1981, doi: <a
href="https://doi.org/10.1126/science.213.4513.1207">10.1126/science.213.4513.1207</a>.</div>
</div>
<div id="ref-jackson1998spider" class="csl-entry" role="listitem">
<div class="csl-left-margin">[5] R.
R. Jackson and R. S. Wilcox, <span>“Spider-eating spiders: Despite the
small size of their brain, jumping spiders in the genus portia outwit
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