Propensity to Punish in High Psychopathy may Promote Cooperation: Human and Computer Prisoner Dilemma Experiments.

IF 1.4 4区 心理学 Q4 PSYCHOLOGY, EXPERIMENTAL
Evolutionary Psychology Pub Date : 2026-01-01 Epub Date: 2026-03-21 DOI:10.1177/14747049261435215
Lloyd Balbuena, Nathan Kolla, John Logan
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Abstract

We tested the adaptive hypothesis of psychopathy in human and computer Prisoner Dilemma (PD) matches. From a cohort of 448 male undergraduates who completed the Levenson Self-Report Psychopathy Scale (LSRP), 31 high psychopathic (PP) and 29 low PP students, sampled from upper and lower quartiles of the cohort, played a 40-round PD match in which real money was at stake. The human matches were of three kinds: Low PP versus Low PP, Low PP versus High PP, and High PP versus High PP. In computer simulations, the empirical defection probabilities from High and Low PP human players were entered in a three-player round-robin match with tit-for-tat (TFT) or a less cooperative variant. The strategies proliferated or dwindled in subsequent generations in proportion to their winnings and the matches continued until two players became extinct. In the human matches, High PP players had higher earnings in matches with Low PP and lower earnings in matches with other High PP players. In the computer matches, TFT drove both Low PP and High PP to extinction. However, High PP drove both Low PP and a less cooperative variant of TFT to extinction. Our experiments showed that PP traits may proliferate in two ways. People with low psychopathy engage in selfish behaviors also and people with high psychopathy are capable of cooperation and deter defection by means of harsh punishment. The broader significance of the in silico experiment is that randomness in social encounters may allow behavioral expressions of psychopathy to thrive over an altruistic and reciprocal strategy such as TFT.

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高度精神病患者的惩罚倾向可能促进合作:人与计算机囚徒困境实验。
在人与计算机的囚徒困境(Prisoner Dilemma, PD)匹配中,对精神病的适应性假设进行了检验。在一组448名完成了Levenson自我报告精神病量表(LSRP)的男性本科生中,31名高精神病(PP)学生和29名低精神病(PP)学生,分别从该队列的上、下四分位数中抽取样本,进行了一场40轮的PD比赛,赌的是真钱。人类比赛有三种类型:低PP对低PP,低PP对高PP,以及高PP对高PP。在计算机模拟中,高PP和低PP人类球员的经验背叛概率被输入到三人轮转比赛中,其中包括针锋相对(TFT)或不太合作的变体。在后代中,策略的增加或减少与他们的获胜成比例,比赛一直持续到两个玩家灭绝。在人类比赛中,高PP玩家在与低PP玩家的比赛中获得更高的收益,而在与其他高PP玩家的比赛中获得更低的收益。在计算机比赛中,TFT将Low PP和High PP都淘汰出局。然而,高PP导致低PP和一个不太合作的TFT变体灭绝。我们的实验表明,PP性状可能以两种方式增殖。低精神病患者也有自私的行为,高精神病患者有合作能力,并通过严厉的惩罚来阻止背叛。计算机实验的更广泛意义在于,社会遭遇的随机性可能会让精神病的行为表现在利他和互惠策略(如TFT)之上茁壮成长。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Evolutionary Psychology
Evolutionary Psychology PSYCHOLOGY, EXPERIMENTAL-
CiteScore
2.20
自引率
6.70%
发文量
22
审稿时长
12 weeks
期刊介绍: Evolutionary Psychology is an open-access peer-reviewed journal that aims to foster communication between experimental and theoretical work on the one hand and historical, conceptual and interdisciplinary writings across the whole range of the biological and human sciences on the other.
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