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The Meme Machine

TheMemeMachine1999

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A MEMETIC THEORY OF ALTRUISM 151<br />

tournament and asked computer programmers to submit strategies for playing<br />

the game. <strong>The</strong> fourteen entries each played 200 times against all the others,<br />

themselves, and a random program. To many people’s surprise, the winning<br />

program ‘Tit-for-tat’ was both simple and ‘nice’. Tit-for-tat began by<br />

cooperating and then simply copied what the other player did. If the other<br />

player cooperated then both continued to cooperate and both did well; if the<br />

other player defected, Tit-for-tat retaliated and so did not lose out too badly<br />

against defectors. In a second tournament over sixty programs tried to beat Titfor-tat<br />

but failed.<br />

Subsequent research has used more complex situations, with many players,<br />

and has been used to simulate evolutionary processes. It turns out that unless<br />

Tit-for-tat begins against overwhelming numbers of defecting strategies, it will<br />

spread in a population and come to dominate it. It is what is known as an<br />

‘evolutionarily stable strategy’. However, the real world is more complex, and<br />

Tit-for-tat does not do so well when mistakes are made, or when there are more<br />

players and more uncertainty. Nevertheless, this approach shows how group<br />

advantage can emerge out of purely individual strategies without the need to<br />

appeal to evolution for the ‘greater-good’.<br />

Is this how cooperative behaviour actually evolved? If so it would need<br />

some kind of nice behaviour to get it started, and Trivers has suggested that kin<br />

selection might have provided the starting point. Animals already supplied with<br />

feelings of affection and caring towards kin could easily begin generalising and<br />

so give nice Tit-for-tat the start it needed.<br />

Note that the Prisoner’s Dilemma is a non-zero-sum game. In a ‘zero-sum’<br />

game what I gain you lose, and vice versa. This is not so for many real-life<br />

situations. Half a blood meal means life or death to a hungry young vampire bat<br />

but no more than an easy way to buy future favours for a well-fed more<br />

experienced hunter. This exposes the rather unpleasant concept of bargain<br />

hunting – giving deliberately to others who are in great need because their debt<br />

to you will be all the greater. This approach has also been used to show how<br />

moralising might evolve, since it pays to punish defectors and even to punish<br />

people who fail to punish defectors. In this kind of game, trustworthiness<br />

becomes a valuable currency. It pays you to be seen to be cooperative because<br />

you may reap the reward at some later date.<br />

I have given only a few examples of how sociobiology has dealt with the<br />

problem of altruism (more extended treatments can be found in Cronin 1991;<br />

Matt Ridley 1996; and Wright 1994) but I hope these are enough to see just how<br />

successful it has been. In a sense this approach takes the altruism out of

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