So, I adjusted the aggressor system to work like alliances or defensive pacts instead of a universal memory tag. Basically, now players make allies when they both cooperate and aren’t already enemies, and make enemies when defected against first, which sets all their allies to also consider the defector an enemy. This, doesn’t change the result much. The alliance of nice strategies still wins the vast majority of the time.
I also tried out false flag scenarios where 50% of the time the victim of a defect first against non-enemy will actually be mistaken for the attacker. This has a small effect. There is a slight increase in the probability of an Opportunist strategy winning, but most of the time the alliance of nice strategies still wins, albeit with slightly fewer survivors on average.
My guess for why this happens is that nasty strategies rarely stay in alliances very long because they usually attack a fellow member at some point, and eventually, after sufficient rounds one of their false flag attempts will fail and they will inevitably be kicked from the alliance and be retaliated against.
The real world implications of this remain that it appears that your best bet of surviving in the long run as a person or civilization is to play a nice strategy, because if you play a nasty strategy, you are much less likely to survive in the long run.
In the limit, if the nasty strategies win, there will only be one survivor, dog eat dog highlander style, and your odds of being that winner are 1/N, where N is the number of players. On the other hand, if you play a nice strategy, you increase the strength of the nice alliance, and when the nice alliance wins as it usually does, you’re much more likely to be a survivor and have flourished together.
My simulation currently by default has 150 players, 60 of which are nice. On average about 15 of these survive to round 200, which is a 25% survival rate. This seems bad, but the survival rate of nasty strategies is less than 1%. If I switch the model to use 50 Avengers and 50 Opportunists, on average 25 Avengers survive to zero Opportunists, a 50% survival rate for the Avengers.
Thus, increasing the proportion of starting nice players increases the odds of nice players surviving, so there is an incentive to play nice.
So, I adjusted the aggressor system to work like alliances or defensive pacts instead of a universal memory tag. Basically, now players make allies when they both cooperate and aren’t already enemies, and make enemies when defected against first, which sets all their allies to also consider the defector an enemy. This, doesn’t change the result much. The alliance of nice strategies still wins the vast majority of the time.
I also tried out false flag scenarios where 50% of the time the victim of a defect first against non-enemy will actually be mistaken for the attacker. This has a small effect. There is a slight increase in the probability of an Opportunist strategy winning, but most of the time the alliance of nice strategies still wins, albeit with slightly fewer survivors on average.
My guess for why this happens is that nasty strategies rarely stay in alliances very long because they usually attack a fellow member at some point, and eventually, after sufficient rounds one of their false flag attempts will fail and they will inevitably be kicked from the alliance and be retaliated against.
The real world implications of this remain that it appears that your best bet of surviving in the long run as a person or civilization is to play a nice strategy, because if you play a nasty strategy, you are much less likely to survive in the long run.
In the limit, if the nasty strategies win, there will only be one survivor, dog eat dog highlander style, and your odds of being that winner are 1/N, where N is the number of players. On the other hand, if you play a nice strategy, you increase the strength of the nice alliance, and when the nice alliance wins as it usually does, you’re much more likely to be a survivor and have flourished together.
My simulation currently by default has 150 players, 60 of which are nice. On average about 15 of these survive to round 200, which is a 25% survival rate. This seems bad, but the survival rate of nasty strategies is less than 1%. If I switch the model to use 50 Avengers and 50 Opportunists, on average 25 Avengers survive to zero Opportunists, a 50% survival rate for the Avengers.
Thus, increasing the proportion of starting nice players increases the odds of nice players surviving, so there is an incentive to play nice.