This paper introduces a bilateral matching mechanism to explain why different populations have different levels of cooperation. The traditional game theory assumes that individuals can acquire their neighbor's information without cost after generating information. In fact, the environment and cognition of populations often limit the magnitude of information received by individuals. Our model divides information dynamics into two processes: generation and dissemination. After generating, information starts to disseminate in the population. Individuals match and interact with each other based on the information received and then confirm partnerships, which differs from traditional research's unilateral partner selection process. Specifically, we find a function to simulate two constraints of information acquisition in different populations: information dissemination cost and cognition competence. These two kinds of constraints affect the choice of partnership and then the evolution of cooperation. The game evolved under the condition of information constraints. Through large-scale Monte Carlo simulations, we find that information dissemination and cognition underlie the evolution of cooperation. The lower cost of information dissemination and the more valid cognition of information, the higher level of cooperation. Moreover, deviations in cognition among individuals more sensitively determine the equilibrium cooperation density. As the deviations increase, cooperation density decreases significantly. This paper provides a new explanation for the diversity of cooperation among populations with different information dissemination costs and cognition competence.
翻译:本文介绍了一种双边匹配机制,以解释不同人口为何有不同程度的合作。传统游戏理论假定个人在产生信息后可以免费获得邻居的信息。事实上,环境和人口认知往往限制个人收到的信息数量。我们的模型将信息动态分为两个过程:生成和传播。在生成和传播之后,信息开始在人口中传播。个人根据所收到的资料彼此匹配和互动,然后确认伙伴关系,这与传统研究的单方面伙伴选择程序不同。具体地说,我们发现一种功能,模拟不同人口获取信息的两个制约因素:信息传播成本和认知能力。这两种制约因素影响伙伴关系的选择,然后影响合作的演变。在信息制约的条件下,游戏演变演变成两个过程:信息动态:生成和传播。在生成和传播信息后,信息开始在人口中传播;根据所收到的资料,个人彼此匹配和互动,然后确认伙伴关系,这与传统研究的单方面伙伴选择程序不同。具体地说,我们发现一种功能是模拟不同个人之间在认知方面的差异,即信息传播密度和密度的差别增加了,而传播能力则大大降低。