The Meme Machine
TheMemeMachine1999
TheMemeMachine1999
- No tags were found...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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