博弈论与合作的起源
这是一个关于博弈论(Game Theory: 研究决策主体在特定规则下互动行为的数学理论)中最著名问题。
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This is a video about the most famous problem in game theory.
这类问题无处不在,从陷入冲突的国家到合租室友分担家务。
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Problems of this sort pop up everywhere, from nations locked in conflict to roommates doing the dishes.
甚至有些电视游戏节目也以此概念为基础。
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Even game shows have been based around this concept.
找出最佳策略可能意味着生与死、战争与和平、繁荣与地球毁灭之间的差异。
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Figuring out the best strategy can mean the difference between life and death, war and peace, flourishing and the destruction of the planet.
在这场博弈的机制中,我们或许能找到自然界中最出人意料的现象之一——合作(Cooperation)的根源。
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And in the mechanics of this game, we may find the very source of one of the most unexpected phenomena in nature: cooperation.
冷战背景下的核武器困境
1949年9月3日,一架美国气象监测飞机在日本上空收集了空气样本。
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On the 3rd of September, 1949, an American weather monitoring plane collected air samples over Japan.
在这些样本中,他们发现了放射性物质的痕迹。
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In those samples, they found traces of radioactive material.
海军迅速收集并检测了来自全球舰船和基地的雨水样本。
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The Navy quickly collected and tested rainwater samples from their ships and bases all over the world.
他们还检测到少量铈-141(Cerium-141)和钇-91(Yttrium-91)。
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They also detected small amounts of Cerium-141 and Yttrium-91.
但这些同位素(Isotopes: 具有相同质子数但不同中子数的原子)的半衰期只有一到两个月,因此它们必定是近期产生的,而唯一的来源就是核爆炸。
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But these isotopes have half lives of one or two months, so they must have been produced recently and the only place they could have come from was a nuclear explosion.
但美国当年并未进行任何核试验,因此唯一的可能结论是苏联已经掌握了制造核弹的技术。
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But the US hadn't performed any tests that year, so the only possible conclusion was that the Soviet Union had figured out how to make a nuclear bomb.
这是美国人一直以来所恐惧的消息。
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This was the news the Americans had been dreading.
他们通过曼哈顿计划(Manhattan Project: 二战期间美国主导的研发原子弹的秘密计划)获得的军事霸权正在迅速消退。
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Their military supremacy achieved through the Manhattan Project was quickly fading.
一位发言人表示:“这使得西欧和美国的问题比以前严重得多,或许也增加了战争的紧迫性。”
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- This makes the problem of Western Europe and the United States far more serious than it was before and perhaps makes the imminence of war greater.
一些人认为,他们最好的行动方案是在苏联尚未完全领先时,对其实施一场无端的核打击。
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Some thought their best course of action was to launch an unprovoked nuclear strike against the Soviets while they were still ahead.
用海军部长马修斯(Navy Secretary Matthews)的话来说,就是成为“为了和平的侵略者”。
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In the words of Navy Secretary Matthews to become "aggressors for peace".
博弈论的创始人约翰·冯·诺伊曼(John von Neuman)说:“如果你问为什么不明天轰炸他们,我说为什么不今天轰炸?如果你说今天下午五点,我说为什么不一点?”
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John von Neuman, the founder of game theory, said, "If you say why not bomb them tomorrow, I say, why not bomb them today? If you say today at five o'clock, I say why not at one o'clock?"
核武器问题需要迅速解决。
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Something needed to be done about nuclear weapons and fast.
但该怎么做?
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But what?
1950年,美国智库兰德公司(RAND Corporation)正在研究这个问题。
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In 1950, the RAND Corporation, a US-based think tank was studying this question.
作为这项研究的一部分,他们转向了博弈论。
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And as part of this research, they turned to game theory.
同年,兰德公司的两位数学家发明了一种新游戏,当时他们并不知道,这个游戏与美苏冲突非常相似。
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That same year, two mathematicians at RAND had invented a new game, one which unbeknownst to them at the time, closely resembled the US-Soviet conflict.
这个游戏现在被称为囚徒困境(Prisoner's Dilemma: 博弈论中一个经典模型,描述了两个理性个体在无法沟通的情况下,即使合作能带来更好的结果,也会选择背叛对方以追求自身最大利益的困境)。
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This game is now known as the prisoner's dilemma.
囚徒困境:核心概念与博弈规则
那么,让我们玩一个游戏。
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So let's play a game.
一位银行家带着一箱金币,邀请你和另一位玩家进行对抗。
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A banker with a chest full of gold coins invites you and another player to play against each other.
你们每个人都有两个选择:合作或背叛。
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You each get two choices. You can cooperate or you can defect.
如果你们都合作,每人得到三枚金币。
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If you both cooperate, you each get three coins.
如果其中一人合作,另一人背叛,那么背叛者得到五枚金币,合作者一无所有。
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If one of you cooperates, but the other defects, then the one who defected gets five coins and the other gets nothing.
如果你们都背叛,那么每人得到一枚金币。
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And if you both defect, then you each get a coin.
游戏的目标很简单:尽可能多地获得金币。
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The goal of the game is simple: to get as many coins as you can.
那么你会怎么做?
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So what would you do?
假设你的对手选择合作,那么你也可以合作并获得三枚金币,或者你可以选择背叛并获得五枚金币。
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Suppose your opponent cooperates, then you could also cooperate and get three coins or you could defect and get five coins, instead.
所以,你选择背叛会更好。
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So you are better off defecting,
但如果你的对手选择背叛呢?
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but what if your opponent defects, instead?
嗯,你可以合作但一无所有,或者你可以背叛并至少获得一枚金币。
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Well, you could cooperate and get no coins or you could defect and at least get one coin.
所以无论你的对手做什么,你最好的选择总是背叛。
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So no matter what your opponent does, your best option is always to defect.
现在,如果你的对手也是理性的,他们会得出相同的结论,因此也会选择背叛。
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Now, if your opponent is also rational, they will reach the same conclusion and therefore also defect.
结果是,当你们都理性行事时,最终都会陷入次优局面,每人只得到一枚金币,而本可以得到三枚。
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As a result, when you both act rationally, you both end up in the suboptimal situation getting one coin each when you could have gotten three, instead.
就美国和苏联而言,这导致两国都发展了庞大的核武库,各自拥有数万枚核武器,足以多次摧毁对方。
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In the case of the US and Soviet Union, this led both countries to develop huge nuclear arsenals of tens of thousands of nuclear weapons each, more than enough to destroy each other many times over.
但由于两国都拥有核武器,谁也无法使用它们。
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But since both countries had nukes, neither could use them.
两国都花费了大约10万亿美元来开发这些武器。
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And both countries spent around $10 trillion developing these weapons.
如果他们合作并同意不再进一步开发这项技术,两国都会过得更好。
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Both would've been better off if they had cooperated and agreed not to develop this technology further.
但由于他们都为了自身最大利益行事,最终陷入了所有人都更糟糕的境地。
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But since they both acted in their own best interest, they ended up in a situation where everyone was worse off.
囚徒困境是博弈论中最著名的游戏之一。
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The prisoner's dilemma is one of the most famous games in game theory.
成千上万的论文都发表了关于这个游戏的不同版本。
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Thousands and thousands of papers have been published on versions of this game.
部分原因在于它无处不在。
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In part, that's because it pops up everywhere.
自然界中的囚徒困境:黑斑羚的合作
生活在非洲林地和稀树草原之间的黑斑羚(Impalas)很容易感染蜱虫,这可能导致传染病、瘫痪甚至死亡。
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Impalas living in between African woodlands and Savannahs are prone to catching ticks, which can lead to infectious diseases, paralysis, even death.
因此,黑斑羚清除蜱虫非常重要,它们通过相互梳理毛发来完成这项工作。
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So it's important for impalas to remove ticks and they do this by grooming, but they can't reach all the spots on their bodies and therefore they need another impala to groom them.
但它们无法触及身体的所有部位,因此需要另一只黑斑羚来为它们梳理。
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Now, grooming someone else comes at a cost.
为别人梳理毛发是有代价的。
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It costs saliva, electrolytes, time and attention, all vital resources under the hot African sun where a predator could strike at any moment.
这会消耗唾液、电解质、时间和注意力,这些都是非洲炎热阳光下宝贵的资源,捕食者随时可能发动袭击。
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So for the other impala, it would be best not to pay this cost, but then again, it too will need help grooming.
所以对另一只黑斑羚来说,最好不要付出这个代价,但反过来,它也需要帮助梳理。
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So all impalas face a choice: should they groom each other or not?
因此,所有的黑斑羚都面临一个选择:它们应该互相梳理毛发吗?或者不?
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In other words, should they cooperate or defect?
换句话说,它们应该合作还是背叛?
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Well, if they only interact once, then the rational solution is always to defect.
如果它们只互动一次,那么理性的解决方案总是背叛。
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That other impala is never gonna help you, so why bother?
那只黑斑羚永远不会帮助你,所以何必费心呢?
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But the thing about a lot of problems is that they're not a single prisoner's dilemma.
但许多问题并非单一的囚徒困境。
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Impalas see each other day after day and the same situation keeps happening over and over again.
黑斑羚日复一日地相遇,同样的情况反复发生。
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So that changes the problem because instead of playing the prisoner's dilemma just once, you're now playing it many, many times.
这改变了问题,因为你不再只玩一次囚徒困境,而是玩了很多很多次。
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And if I defect now, then my opponent will know that I'd defected and they can use that against me in the future.
如果我现在背叛,我的对手就会知道我背叛了,他们将来就可以利用这一点来对付我。
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So what is the best strategy in this repeated game?
那么,在这种重复博弈中,最佳策略是什么?
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That is what **罗伯特·阿克塞尔罗德**(Robert Axelrod: 美国政治学家,以其在合作演化和囚徒困境研究方面的开创性工作而闻名)这位政治学家想要找到的答案。
That is what Robert Axelrod, a political scientist wanted to find out.View/Hide Original English
所以在1980年,他决定举办一场计算机锦标赛。
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So in 1980 he decided to hold a computer tournament.
Axelrod的计算机锦标赛
阿克塞尔罗德邀请了一些世界顶尖的博弈论专家,让他们提交计算机程序进行相互对抗。
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- He invited some of the world's leading game theorists for many different subjects to submit computer programs that would play each other.
阿克塞尔罗德将这些程序称为“策略”。
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- Axelrod called these programs strategies.
每个策略都将与所有其他策略以及自身的复制品进行对抗,每场比赛进行200轮。
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Each strategy would face off against every other strategy and against a copy of itself and each matchup would go for 200 rounds.
这一点很重要,我们稍后会再谈。
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That's important and we'll come back to it.
阿克塞尔罗德使用分数代替金币,但收益是相同的。
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Now, Axelrod used points instead of coins, but the payoffs were the same.
锦标赛的目标是尽可能多地赢得积分,最终,整个锦标赛重复进行了五次,以确保成功的稳健性,而非偶然。
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The goal of the tournament was to win as many points as possible and in the end, the whole tournament was repeated five times over to ensure the success was robust and not just a fluke.
阿克塞尔罗德举了一个简单策略的例子:它会在每场游戏开始时合作,并且只有在对手连续两次背叛后才会背叛。
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Axelrod gave an example of a simple strategy. It would start each game by cooperating and only defect after its opponent had defected twice in a row.
阿克塞尔罗德总共收到了14个策略,他还添加了第15个策略,名为“随机”(Random),它只是随机地以50%的概率合作或背叛。
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In total Axelrod received 14 strategies and he added a 15th called random, which just randomly cooperates or defects 50% of the time.
所有策略都被加载到一台计算机上,进行相互对抗。
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All strategies were loaded onto a single computer where they faced off against each other.
其中一个策略叫做“弗里德曼”(Friedman)。
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One of the strategies was called Friedman.
它开始时会合作,但如果对手背叛一次,它就会在游戏的剩余时间里一直背叛。
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It starts off by cooperating, but if its opponent defects just once, it will keep defecting for the remainder of the game.
另一个策略叫做“乔斯”(Joss)。
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Another strategy was called Joss.
它也以合作开始,但随后它会复制对手上一步的行动。
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It also starts by cooperating, but then it just copies what the other player did on the last move.
然后大约有10%的时间,乔斯会偷偷地背叛。
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Then around 10% of the time, Joss gets sneaky and defects.
还有一个相当复杂的策略叫做“格拉斯坎普”(Graaskamp)。
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There was also a rather elaborate strategy called Graaskamp.
这个策略与乔斯类似,但格拉斯坎普不是概率性地背叛,而是在第50轮背叛,试图探测对手的策略,看看能否利用任何弱点。
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This strategy works the same as Joss, but instead of defecting probabilistically, Graaskamp defects in the 50th round to try and probe the strategy of its opponent and see if it can take advantage of any weaknesses.
最复杂的策略是“姓名保密”(Name Withheld),它有77行代码。
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The most elaborate strategy was Name Withheld with 77 lines of code.
所有游戏结束后,结果被统计出来,排行榜也随之建立。
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After all the games were played, the results were tallied up and the leaderboard established.
“以牙还牙”策略的胜利
令人惊讶的是,最简单的程序最终获胜了,这个程序后来被称为“以牙还牙”(Tit for Tat)。
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- The crazy thing was that the simplest program ended up winning, a program that came to be called Tit for Tat.
“以牙还牙”策略开始时会合作,然后它会精确复制对手上一步的行动。
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- [Derek] Tit for Tat starts by cooperating and then it copies exactly what its opponent did in the last move.
所以它会以合作回应合作,以背叛回应背叛,但只回应一次,如果对手再次合作,它也会再次合作。
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So it would follow cooperation with cooperation and defection with defection, but only once if it's opponent goes back to cooperating. So does Tit for Tat.
当“以牙还牙”与“弗里德曼”对战时,两者都以合作开始,并持续合作,最终都获得了完全合作的完美分数。
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When Tit for Tat played against Friedman, both started by cooperating and they kept cooperating both ending up with perfect scores for complete cooperation.
当“以牙还牙”与“乔斯”对战时,它们也以合作开始,但在第六步,“乔斯”背叛了。
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When Tit for Tat played against Joss, they too started by cooperating but then on the sixth move, Joss defected.
这引发了一系列来回的背叛,一种“回声效应”。
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This sparked a series of back and forth defections, a sort of echo effect.
史蒂文·斯特罗加茨(Steven Strogatz: 康奈尔大学数学教授,以其在非线性动力学和复杂系统方面的研究而闻名)解释说:“现在你有了这种交替的行为,这会让你想起当今世界的一些政治局面,因为你对我们做了什么,所以我们必须对你做些什么。”
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- Okay, so now you've got this alternating thing which will remind you of some of the politics of the world today where we have to do something to you because of what you did to us.
“然后当这个奇怪的程序又进行第二次无端背叛时,情况就真的糟糕了,因为现在两个程序都会在游戏的剩余时间里互相背叛。”
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And then when this weird program throws in a second unprovoked defection, now it's really bad because now both programs are gonna defect on each other for the rest of the game.
“这也像我们今天在政治和国际关系中看到的一些情况。”
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And that's also like some of the things that we're seeing in politics today and in international relations.
由于这些相互报复,“以牙还牙”和“乔斯”的表现都很差。
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As a result of these mutual retaliations, both Tit for Tat and Joss did poorly.
但因为“以牙还牙”成功地与其他足够多的策略合作,它仍然赢得了锦标赛。
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But because Tit for Tat managed to cooperate with enough other strategies, it still won the tournament.
斯特罗加茨教授说:“我最初以为会像计算机象棋一样,你需要一个相当复杂的程序才能玩出高水平的游戏。但实际上完全不是这样。”
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- And I imagine initially it'd be sort of like computer chess where you need a pretty complicated program to play a sophisticated game. But in fact it was not like that at all.
“反而是最简单的策略表现最好。所以我分析了这是如何发生的。”
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It was the simplest strategy that did the best. So I analyzed how that happened.
成功策略的四大品质
阿克塞尔罗德发现,所有表现最佳的策略,包括“以牙还牙”,都具备四个共同品质。
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Axelrod found that all the best performing strategies, including Tit for Tat, shared four qualities.
首先,它们都“友善”(Nice),这意味着它们不会率先背叛。
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First, they were all nice, which just means they are not the first to defect.
所以“以牙还牙”是一个友善的策略,它可以背叛,但只作为报复。
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So Tit for Tat is a nice strategy, it can defect but only in retaliation.
友善的反义词是“恶意”(Nasty),这是一种率先背叛的策略。
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The opposite of nice is nasty. That's a strategy that defects first.
因此,“乔斯”是恶意的。
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So Joss is nasty.
在锦标赛的15个策略中,有8个是友善的,7个是恶意的。
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Outta the 15 strategies in the tournament, eight were nice and seven nasty.
排名前八的策略都是友善的,即使表现最差的友善策略也远远超过了表现最好的恶意策略。
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The top eight strategies were all nice and even the worst performing nice strategy still far outscored the best performing nasty one.
第二个重要品质是“宽容”(Forgiving)。
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The second important quality was being forgiving.
一个宽容的策略是可以报复,但不会记仇。
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A forgiving strategy is one that can retaliate but it doesn't hold a grudge.
所以“以牙还牙”是一个宽容的策略。
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So Tit for Tat is a forgiving strategy.
当对手背叛时它会报复,但它不会让上一轮之前的背叛影响当前的决定。
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It retaliates when its opponent defects but it doesn't let affections from before the last round influence its current decisions.
另一方面,“弗里德曼”是极度不宽容的。
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Friedman on the other hand, is maximally unforgiving
阿克塞尔罗德说:“在对手第一次背叛后,它就会在游戏的剩余时间里一直背叛。就这样,毫不留情。”
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- After the first defection just from the opponent would defect for the rest of the game. Okay, that's it. No mercy and that might feel good to do but it doesn't end up working out well in the long run.
“这样做可能感觉很好,但从长远来看效果不佳。”
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This conclusion that it pays to be nice and forgiving came as a shock to the experts.
“友善和宽容是值得的”这一结论让专家们感到震惊。
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Many had tried to be tricky and create subtle nasty strategies to beat their opponent and eke out an advantage, but they all failed.
许多人曾试图耍花招,创造出微妙的恶意策略来击败对手并获得优势,但他们都失败了。
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Instead, in this tournament, nice guys finished first.
相反,在这场锦标赛中,友善的策略获得了第一名。
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Now Tit for Tat is quite forgiving but it's possible to be even more forgiving.
“以牙还牙”已经相当宽容,但有可能更加宽容。
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Axelrod's sample strategy only defects after its opponent defected twice in a row.
阿克塞尔罗德的示例策略只有在对手连续两次背叛后才会背叛。
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It was **以牙还两牙**(Tit for Two Tats)。
这听起来可能过于慷慨,但当阿克塞尔罗德计算后发现,如果有人提交了这种示例策略,他们就会赢得锦标赛。
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Now that might sound overly generous, but when Axelrod ran the numbers, he found that if anyone had submitted the Sample strategy, they would've won the tournament.
斯特罗加茨说:“这太巧妙了,这个故事有很多层次。”
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- I mean it's so clever, there's so many layers to this story.
“阿克塞尔罗德发表了他的分析,或者在这些博弈论专家中传阅后,他说,既然我们都知道什么策略有效,那我们再试一次吧。”
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After Axelrod published his analysis of what happened or circulated it among these game theorists, he said, now that we all know what worked well, let's try again.
轮次不确定性的影响
于是,他宣布了第二场锦标赛,除了每场游戏的轮次数量之外,其他一切都相同。
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So he announced a second tournament where everything would be the same except for one change the number of rounds per game.
在第一场锦标赛中,每场游戏恰好持续200轮。
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See in the first tournament, each game lasted precisely 200 rounds.
这一点很重要,因为如果你知道最后一轮是什么时候,那么在那一轮就没有理由合作了。
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And that is important because if you know when the last round is, then there's no reason to cooperate in that round.
所以你最好选择背叛。
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So you're better off defecting.
当然,你的对手也应该这样推理,所以他们也应该在最后一轮背叛。
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Of course your opponent should reason the same and so they should also defect in the last round.
但如果你们都预料到最后一轮会背叛,那么你也没有理由在倒数第二轮、或者再前一轮、或者再前一轮合作,以此类推,直到第一轮。
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But if you both anticipate defection in the last round, then there's no reason for you to cooperate in the second to last round or the round before that, or before that and so on all the way to the very first round.
阿克塞尔罗德说:“所以在阿克塞尔罗德的锦标赛中,一个非常重要的事情是,玩家们不确切知道他们会玩多久。”
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- And so in Axelrod's tournament, it was a very important thing that the players didn't know exactly how long they were gonna be playing.
“他们知道平均会有200轮,但有一个随机数生成器阻止他们确切地知道。”
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They knew on average it would be 200 rounds, but there was a random number generator that prevented them from knowing with certainty.
是的,如果你不确定什么时候结束,那么你就必须继续合作,因为它可能会继续下去,你可能需要他们的帮助。
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- Yeah, if you're not sure when it ends, then you have to kind of keep cooperating 'cause it might keep going and you need might need them on your side.
没错。
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- That's right.
对于第二场锦标赛,阿克塞尔罗德收到了62个参赛作品,并再次添加了“随机”策略。
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For this second tournament, Axelrod received 62 entries and again, added random.
参赛者已经获得了第一场锦标赛的结果和分析,可以利用这些信息来获得优势。
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The contestants had gotten the results and analysis from the first tournament and could use this information to their advantage.
这形成了两个阵营。
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This created two camps.
一些人认为,显然友善和宽容是获胜的品质。
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Some thought that clearly being nice and forgiving were winning qualities.
所以他们提交了友善和宽容的策略。
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So they submitted nice and forgiving strategies.
甚至有人提交了“以牙还两牙”策略。
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One even submitted Tit for Two Tats.
第二个阵营预计其他人会友善且格外宽容,因此他们提交了恶意策略,试图利用那些格外宽容的对手。
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The second camp anticipated that others would be nice and extra forgiving and therefore they submitted nasty strategies to try to take advantage of those that were extra forgiving.
其中一个策略叫做“测试者”(Tester)。
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One such strategy was called Tester.
它会在第一步背叛,看看对手如何反应。
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It would defect on the first move to see how its opponent reacted.
如果对手报复,测试者就会道歉,并在游戏的剩余时间里扮演“以牙还牙”的角色。
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If it retaliated, tester would apologize and play Tit for Tat for the remainder of the game.
如果对手不报复,测试者就会在此后每隔一步背叛。
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If it didn't retaliate, tester would defect every other move after that.
但再次,恶意并没有带来好处。
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But again, being nasty didn't pay.
斯特罗加茨说:“‘以牙还牙’再次是最有效的策略。”
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- And once again, Tit for Tat was the most effective.
友善的策略再次表现得更好。
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Nice strategies again did much better.
在前15名中,只有一个策略不是友善的。
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In the top 15, only one was not nice.
同样,在后15名中,只有一个策略不是恶意的。
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Similarly, in the bottom 15, only one was not nasty.
在第二场锦标赛后,阿克塞尔罗德确定了区分表现较好策略的其他品质。
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After the second tournament, Axelrod identified the other qualities that distinguished the better performing strategies.
第三个品质是“报复性”(Retaliatory),这意味着如果你的对手背叛,立即反击,不要软弱可欺。
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The third is being retaliatory, which means if your opponent defects, strike back immediately, don't be a pushover.
“总是合作”是一个完全软弱可欺的策略。
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Always cooperate is a total pushover.
因此,它很容易被利用。
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And so it's very easy to take advantage of.
另一方面,“以牙还牙”很难被利用。
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Tit for Tat, on the other hand, is very hard to take advantage of.
阿克塞尔罗德确定的最后一个品质是“清晰”(Clear)。
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The last quality that Axelrod identified is being clear.
斯特罗加茨说:“那些过于晦涩、与随机程序过于相似的程序,你无法理解它们,因为它们太复杂了。”
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- Programs that were too opaque, that were too similar to a random program, you couldn't figure them out because they were so complicated,
“与这样的程序建立任何信任模式都非常困难,因为你无法弄清楚它在做什么。”
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tt was very hard to establish any pattern of trust with a program like that because you couldn't figure out what it was doing.
“不是你,我是说它正在对抗的其他程序无法弄清楚它们在做什么,所以它们最终或多或少会默认认为每一轮都像是最后一次见面,所以不如背叛。”
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Not you. I mean the other programs it was playing couldn't figure them out and so they would end up more or less defaulting to thinking every turn is like the last time I'm gonna see you. So I might as well defect.
“对我来说,令人震惊的是,这四个原则——友善、宽容、可激怒和清晰——非常像世界各地演变而来的道德观,通常被概括为‘以眼还眼’。”
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What to me is mind blowing about this is that these four principles being nice, forgiving, provokable and clear is a lot like the morality that has evolved around the world that is often summarized as an eye for an eye.
“顺便说一句,这不是基督教,也不是‘不转过另一边脸’的哲学,而是一种更古老的哲学。”
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It's not Christianity, by the way. It's not to not turn the other cheek philosophy, it's some older philosophy.
有趣的是,尽管“以牙还两牙”本可以赢得第一场锦标赛,但在第二场锦标赛中它只获得了第24名。
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What's interesting is that while Tit for Two Tats would've won the first tournament, it only came 24th in the second tournament.
这突出了一个重要事实:在重复的囚徒困境中,没有单一的最佳策略。
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This highlights an important fact: in the repeated prisoner's dilemma, there is no single best strategy.
表现最佳的策略总是取决于它所互动的其他策略。
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The strategy that performs best always depends on the other strategies it's interacting with.
例如,如果你将“以牙还牙”置于一个只有“总是背叛”这种终极欺凌者的环境中,那么“以牙还牙”就会垫底。
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For example, if you put Tit for Tat in an environment with only the ultimate bullies of always defect, then Tit for Tat comes in last.
阿克塞尔罗德说:“我想看看,例如,‘以牙还牙’表现良好是否因为它与那些本身表现不佳的愚蠢规则合作得很好,基本上是利用了别人。”
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- I wanted to see whether, for example, the Tit for Tat did well because it did well with really stupid rules that didn't do well with it all themselves that basically it took advantage of people.
所以他进行了一项模拟,其中一代中成功的策略数量会增加,不成功的策略数量会减少。
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So he ran a simulation where successful strategies in one generation would see their numbers grow and unsuccessful ones would see their numbers drop.
在这项模拟中,表现最差的策略迅速萎缩并灭绝,而表现最好的策略变得更加普遍。
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In this simulation, the worst performing strategies quickly shrink and go extinct, while the top performing strategies become more common.
“哈灵顿”(Harrington),前15名中唯一的恶意策略,最初增长迅速,但当它所捕食的策略灭绝后,哈灵顿的数量也迅速下降。
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Harrington, the only nasty strategy in the top 15, first grew quickly, but then as the strategies it was preying on went extinct, Harrington's numbers also quickly dropped.
这显示了这项模拟的一个主要好处,因为它测试了一个策略与其他成功策略的配合程度。
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This shows a main benefit of this simulation because it tests how well a strategy does with other successful strategies.
一千年后,比例基本稳定,只有友善的策略得以存活。
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After a thousand generations, the proportions are mostly stable and only nice strategies survive.
“以牙还牙”再次脱颖而出,占总人口的14.5%。
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Again, Tit for Tat comes out on top, representing 14.5% of the total population.
这个过程可能听起来与进化相似,但有一个微妙的区别,那就是在这种情况下没有突变。
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Now this process may sound similar to evolution, but there is a subtle difference, which is that in this case there are no mutations.
所以它实际上是一个生态模拟。
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So it's actually an ecological simulation.
但如果你开始的世界是不同的呢?
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But what if the world you started in was different?
斯特罗加茨说:“想象一个非常恶劣的世界,几乎都是‘总是背叛’的玩家,除了有一小群‘以牙还牙’的玩家生活在某种核心区域,他们因为地理隔离而经常相互玩游戏。”
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- Imagine a world that is a really nasty place to live, more or less populated with players that always defect, except there's a little cluster of tit-for-tat players that live in some kind of nucleus and they get to play with each other a lot because they're geographically sequestered.
“他们会开始积累大量积分,而且因为这会转化为后代,他们会开始占据人口主导地位。”
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They will start building up a lot of points, and also because that translates into offspring, they'll start to take over the population.
“所以实际上,阿克塞尔罗德表明,一个合作的小岛可以出现并传播,最终将占领世界,这太棒了。”
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So in fact, Axelrod showed that a little island of cooperation can emerge and spread and eventually will take over the world, which is fantastic.
合作如何在自私自利的玩家群体中出现?
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How can cooperation emerge in a population of players who are self-interested?
他们不是因为善良而努力做好事。
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Who are not trying to be good because they're good-hearted.
你不必是利他主义者。
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You could be looking out for number one for yourself and your own interests.
你可以只顾自己和自己的利益。
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And yet cooperation can still emerge.
然而合作仍然可以出现。
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(bright music)
噪音环境下的策略调整
一些人认为这可以解释我们如何从一个充满完全自私生物的世界,即每个生物只关心自己的世界,演变为一个合作出现并繁荣的世界。
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- Some argue that this could explain how we went from a world full of completely selfish organisms where every organism only cared about themselves to one where cooperation emerged and flourished.
从相互梳理毛发的黑斑羚到清洁鲨鱼的鱼类。
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From impalas grooming each other to fish cleaning sharks.
许多生命形式都经历着类似于囚徒困境的冲突,但由于它们并非只互动一次,通过合作,双方都能获得更好的结果。
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Many life forms experience conflicts similar to the prisoner's dilemma, but because they don't interact just once, both can be better off by cooperating.
这也不需要信任或有意识的思考,因为策略可以编码在DNA中,只要它比其他策略表现更好,它就可以在一个种群中占据主导地位。
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And this doesn't require trust or conscious thought either because the strategy could be encoded in DNA, as long as it performs better than the other strategies, it can take over a population.
阿克塞尔罗德的见解被应用于进化生物学和国际冲突等领域,但他的原始锦标赛有一个方面没有涵盖。
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Axelrod's insights were applied to areas like evolutionary biology and international conflicts, but there was one aspect that his original tournaments didn't cover.
如果游戏中存在一点随机错误,系统中有一些噪音(Noise)会发生什么?
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What happens if there is a little bit of random error in the game? Some noise in the system.
例如,一个玩家试图合作,但却被解读为背叛。
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For example, one player tries to cooperate, but it comes across as a defection.
现实世界中经常发生这样的小错误。
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Little errors like this happen in the real world all the time.
例如在1983年,苏联的卫星早期预警系统探测到美国发射了一枚洲际弹道导弹(Intercontinental Ballistic Missile, ICBM),但美国当时并未发射任何东西。
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Like in 1983, the Soviet satellite-based early warning system detected the launch of an intercontinental ballistic missile from the US but the US hadn't launched anything.
苏联系统将高空云层反射的阳光误认为是弹道导弹。
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The Soviet system had confused sunlight reflecting off high altitude clouds with a ballistic missile.
幸运的是,值班的苏联军官斯坦尼斯拉夫·彼得罗夫(Stanislav Petrov)驳回了警报。
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Thankfully, Stanislav Petrov, the Soviet officer on duty, dismissed the alarm.
但这个例子显示了信号错误的潜在代价,以及研究噪音对这些策略影响的重要性。
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But this example shows the potential costs of a signal error and the importance of studying the effects of noise on those strategies.
斯特罗加茨说:“‘游戏’这个词听起来像是儿童游戏,或者说,把这称为博弈论可能有些用词不当,因为这显然是生死攸关的事情。”
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- The word game sounds like it's a children's game or, you know, there's some something, a misnomer maybe in calling it game theory because this is, these are life and death matters obviously.
“正如你提到的,这在冷战中出现过。我的意思是,这实际上可能关系到整个星球的生死存亡,我们可能会毁灭人类文明。”
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And as you mentioned that this came up in the Cold War. I mean it could actually be life and death of the whole planet, the whole we could annihilate human civilization.
“所以这些并非任何意义上的琐碎游戏,这只是数学家和理论家使用的术语。”
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So these are not games in any kind of trivial sense, it's just the term that is used by mathematicians and theorists.
当“以牙还牙”在嘈杂环境中相互对抗时,两者都以合作开始,但如果一次合作被误认为是背叛,那么另一个“以牙还牙”就会报复,并引发一连串交替的报复。
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When Tit for Tat plays against itself in a noisy environment, both start off by cooperating, but if a single cooperation is perceived as a defection, then the other Tit for Tat retaliates and it sets off a chain of alternating retaliations.
如果另一次合作又被误认为是背叛,那么游戏的剩余时间里就是持续的相互背叛。
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And if another cooperation is perceived as a defection, then the rest of the game is constant mutual defection.
因此,从长远来看,两者只能获得在完美环境中三分之一的积分。
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Therefore, in the long run, both would only get a third of the points they would get in a perfect environment.
“以牙还牙”从表现出色变为表现不佳。
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Tit for Tat goes from performing very well to performing poorly.
那么如何解决这个问题呢?
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So how do you solve this?
你需要一种可靠的方法来打破这些回声效应。
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Well, you need a reliable way to break out of these echo effects.
一种方法是使用“以牙还牙”,但增加大约10%的宽容度。
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And one way to do this is by playing Tit for Tat, but with around 10% more forgiveness.
所以,你不是每次背叛后都报复,而是在每10次背叛中只报复大约9次。
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So instead of retaliating after every defection, you only retaliate around nine out of every 10 times.
这有助于你打破那些回声,同时仍然保持足够的报复性,不被利用。
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This helps you break out of those echoes while still being retaliatory enough to not be taken advantage of.
斯特罗加茨说:“所以我们也进行了有噪音和慷慨度的锦标赛,结果表现相当不错。”
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- And so we also ran the tournament with noise and generosity and that did quite well.
“我最喜欢的例子是‘以牙还牙’表现非常好,但它永远不可能比它所对抗的玩家表现更好。”
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My favorite example is Tit for Tat does really well, but it could never do better than the player it's playing with.
想想看,从设计上来说,它们只能输或平。
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- I mean, think about it, by design, all they can do is lose or draw.
然而,当所有互动的结果汇总时,它们却超越了所有其他策略。
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And yet when the results of all interactions are tallied up, they come out ahead of all other strategies.
同样,“总是背叛”永远不会输掉游戏。
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Similarly, always defect can never lose a game.
它只能平局或获胜,但总体而言,它的表现非常糟糕。
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It can only draw or win, but overall, it performs extremely poorly.
非零和博弈:合作共赢
这突出了一种常见的误解,因为对许多人来说,当他们想到“赢”时,他们认为需要击败对方。
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This highlights a common misconception because for many people when they think about winning, they think they need to beat the other person.
在象棋或扑克等游戏中,这是真的,因为一个人的所得必然是另一个人的损失,所以这些游戏是零和博弈(Zero-sum Game: 指参与者在游戏中得失之和为零的博弈,一方的收益必然是另一方的损失)。
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In games like chess or poker, this is true since one person's gain is necessarily another person's loss, so these games are zero sum.
但生活中的大多数情况并非零和博弈。
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But most of life is not zero sum.
要获胜,你不需要从其他玩家那里获得奖励。
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To win, you don't need to get your reward from the other player.
相反,你可以从银行家那里获得奖励。
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Instead, you can get it from the banker.
只是在现实生活中,银行家就是世界。
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Only in real life, the banker is the world.
它实际上就是你周围的一切。
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It is literally everything around you.
我们只需要找到那些双赢(Win-win)的局面,然后共同努力解锁这些奖励。
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It is just up to us to find those win-win situations, and then work together to unlock those rewards.
即使在竞争对手之间,合作也是有益的。
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Cooperation pays even among rivals.
从1950年到1986年,美国和苏联在合作方面遇到了麻烦,两国都持续开发核武器。
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From 1950 to 1986, the US and Soviet Union had trouble cooperating and both kept developing nukes.
但从80年代末开始,他们开始削减核武库存。
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But then from the late '80s onwards, they started reducing their nuclear stockpiles.
他们也学会了如何解决冲突。
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They too had learned how to resolve conflict.
他们没有一次性达成废除所有核武器的协议,这本质上会将其变成一个单一的囚徒困境。
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Rather than making an agreement to abolish all nuclear arms at once and essentially turning it into a single prisoner's dilemma,
相反,他们每年缓慢裁减少量核武器,然后相互核查,确保双方都合作了,然后在下一年重复,再下一年也如此。
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they would disarm slowly, a small number of nukes each year and then they'd check each other to see that they had both cooperated and then repeat the year after, and the year after that.
整个过程中,他们都在确保相互合作。
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All along, checking to ensure mutual cooperation.
博弈论的现实应用与深远影响
自阿克塞尔罗德的锦标赛以来,40多年来,研究人员一直在继续研究在各种环境中哪些策略表现最佳。
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In the more than 40 years since Axelrod's tournaments, researchers have continued to study which strategies perform best in a variety of environments.
他们改变了从收益结构到策略再到错误等所有因素。
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In doing so, they varied everything from payoff structures to strategies to errors and more.
有些人甚至允许策略发生突变。
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Some even allowed the strategies to mutate
尽管“以牙还牙”或“慷慨的以牙还牙”并非总是位居榜首,但阿克塞尔罗德的主要结论仍然成立:友善、宽容,但不要软弱可欺。
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while Tit for Tat or generous Tit for Tat doesn't always come out on top, Axelrod's main takeaways still hold: be nice, forgiving, but don't be a pushover.
一位采访者问阿克塞尔罗德:“我能问您,为什么阿纳托尔·拉波波特(Anatol Rapoport: 俄罗斯裔美国数学心理学家,以其在博弈论和冲突解决方面的研究而闻名)提交了‘以牙还牙’策略?”
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- Can I ask you, why did Anatol Rapoport submit Tit for Tat?
阿克塞尔罗德回答说:“原因是我请他提交的。”
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- Well, the reason was because I asked him to.
(两人都笑了)
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(both laugh)
“他写信说,是的,我愿意这样做,但我只是想澄清,我不确定这是否真的是一个好主意。”
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And he wrote saying, yeah, that I'm willing to do that, but I just wanna be clear that I'm not sure that this is really such a good idea.
“他是一位和平研究者,我想他自己的倾向是更加宽容,也许不那么容易被激怒。”
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I don't, he was a peace researcher and I think his own inclinations were to be much more forgiving and maybe not be so provokable.
我发现令人着迷的是,生命与非生命事物区别开来的主要因素之一是生命可以做出决策。
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What I find fascinating is that one of the main things that sets life apart from non-living things that life gets to make decisions.
我们可以做出选择。
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We get to make choices.
这些选择不仅改变我们的未来,也改变与我们互动的人的未来。
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Choices that don't only change our future, but also the future of those we interact with.
你看,在短期内,通常是环境塑造了玩家,决定了谁能表现出色。
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You see, in the short term, it is often the environment that shapes the player that determines who does well.
但从长远来看,是玩家塑造了环境。
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But in the long run, it is the players that shape the environment.
所以,让我们玩一场游戏,一场生命的游戏,并明智地做出你的选择,因为它们的影响可能比你想象的更深远。
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So let's play a game, the game of life, and make your choices wisely because their impact may reach further than you think.
使用正确的策略很重要,但找出最佳策略并不容易。
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Using the right strategy matters, but figuring out the best strategy isn't easy.
这需要批判性思维和创新解决方案,就像阿克塞尔罗德的锦标赛一样。
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It requires critical thinking and innovative solutions like Axelrod's tournaments.