TY - JOUR
T1 - Engineering design of strategies for winning iterated prisoner's dilemma competitions
AU - Li, Jiawei
AU - Hingston, Philip
AU - Kendall, Graham
N1 - Funding Information:
Manuscript received November 21, 2010; revised March 15, 2011; accepted July 25, 2011. Date of publication August 30, 2011; date of current version December 14, 2011. This work was supported in part by the Engineering and Physical Science Research Council (EPSRC) under Grant EP/D061571/1.
PY - 2011/12
Y1 - 2011/12
N2 - In this paper, we investigate winning strategies for round-robin iterated Prisoner's Dilemma (IPD) competitions and evolutionary IPD competitions. Since the outcome of a single competition depends on the composition of the population of participants, we propose a statistical evaluation methodology that takes into account outcomes across varying compositions. We run several series of competitions in which the strategies of the participants are randomly chosen from a set of representative strategies. Statistics are gathered to evaluate the performance of each strategy. With this approach, the conditions for some well-known strategies to win a round-robin IPD competition are analyzed. We show that a strategy that uses simple rule-based identification mechanisms to explore and exploit the opponent outperforms well-known strategies such as tit-for-tat (TFT) in most round-robin competitions. Group strategies have an advantage over nongroup strategies in evolutionary IPD competitions. Group strategies adopt different strategies in interacting with kin members and nonkin members. A simple group strategy, Clique, which cooperates only with kin members, performs well in competing against well-known IPD strategies. We introduce several group strategies developed by combining Clique with winning strategies from round-robin competitions and evaluate their performance by adapting three parameters: sole survivor rate, extinction rate, and survival time. Simulation results show that these group strategies outperform well-known IPD strategies in evolutionary IPD competitions.
AB - In this paper, we investigate winning strategies for round-robin iterated Prisoner's Dilemma (IPD) competitions and evolutionary IPD competitions. Since the outcome of a single competition depends on the composition of the population of participants, we propose a statistical evaluation methodology that takes into account outcomes across varying compositions. We run several series of competitions in which the strategies of the participants are randomly chosen from a set of representative strategies. Statistics are gathered to evaluate the performance of each strategy. With this approach, the conditions for some well-known strategies to win a round-robin IPD competition are analyzed. We show that a strategy that uses simple rule-based identification mechanisms to explore and exploit the opponent outperforms well-known strategies such as tit-for-tat (TFT) in most round-robin competitions. Group strategies have an advantage over nongroup strategies in evolutionary IPD competitions. Group strategies adopt different strategies in interacting with kin members and nonkin members. A simple group strategy, Clique, which cooperates only with kin members, performs well in competing against well-known IPD strategies. We introduce several group strategies developed by combining Clique with winning strategies from round-robin competitions and evaluate their performance by adapting three parameters: sole survivor rate, extinction rate, and survival time. Simulation results show that these group strategies outperform well-known IPD strategies in evolutionary IPD competitions.
KW - Game theory
KW - Group strategy
KW - Iterated Prisoner's Dilemma (IPD)
KW - Opponent identification
UR - http://www.scopus.com/inward/record.url?scp=83655198233&partnerID=8YFLogxK
U2 - 10.1109/TCIAIG.2011.2166268
DO - 10.1109/TCIAIG.2011.2166268
M3 - Article
AN - SCOPUS:83655198233
SN - 1943-068X
VL - 3
SP - 348
EP - 360
JO - IEEE Transactions on Computational Intelligence and AI in Games
JF - IEEE Transactions on Computational Intelligence and AI in Games
IS - 4
M1 - 6004823
ER -