1. Introduction
The spread of behaviour that benefits others is difficult to explain through natural selection, as such behaviour risks exploitation from others [
1]. Scenarios where prosocial behaviours can be exploited by others are termed social dilemmas [
2]. Classic mechanisms to maintain cooperation include kin selection [
3], punishment of non-cooperators [
4] and reciprocity [
5]. Given this, human cooperation is especially surprising because it occurs between unrelated individuals and is often unreciprocated [
6,
7]. Laboratory studies (usually from WEIRD samples but see [
8]) also show that individuals often cooperate at higher levels than would be predicted by game theory [
9].
Forms of cooperation may be culturally transmitted within or across social groups through social learning [
10,
11]. Through social learning, individuals acquire traits or information by observing or interacting with other individuals or the products of their behaviour [
12]. Social learning allows individuals to obtain adaptive traits that are difficult to acquire asocially but can also result in the spread of outdated or maladaptive information [
13,
14]. For this reason, complete reliance on social learning is unlikely to be adaptive [
15,
16]. Instead, scholars have suggested that selection should favour strategic use of social learning via strategies that influence when, what and from whom individuals socially learn [
17,
18]. Three strategies have received particular attention: payoff biased transmission (copy traits that yield a high payoff; [
16], henceforth payoff bias); conformity (disproportionate propensity to copy common traits; [
19]); and prestige biased transmission (copy individuals of high status; [
20], henceforth prestige bias). Kendal et al. [
21] review evidence for contexts in which these strategies are used, either individually or in combination.
Given that both cooperation and social learning are thought to underpin the massive habitat expansion and the evolution of complex cultural systems characteristic of our species [
22,
23], it is perhaps surprising that relatively few studies have addressed how they interact. Conformity may be able to sustain cooperation when combined with punishment [
24] or when cooperation is already common [
25]. In the lab, participants conformed to an external group’s donations [
26] or cooperated with a previously cooperative partner [
27] but direct reciprocity was an overall stronger influence on behaviour. Henrich and Gil-White [
20] suggest that in prestige bias, followers grant voluntary deference towards leaders in exchange for learning opportunities. This could incentivise copying of cooperation among followers and increased cooperation from leaders [
28]. Models suggest that prestige can maintain cooperation in a larger range of scenarios than other social learning strategies [
28,
29,
30]. In the lab, participants have exhibited a bias to copy large contributions made by leaders [
31]. Furthermore, prosocial leaders (measured by a questionnaire) elicited greater cooperation from their group than selfish leaders and used punishment less than traditional peer sanctioning groups [
32]. Likewise, experimental and ethnographic studies suggest that leader fairness and charisma can positively affect cooperation [
33]. There is evidence in strictly hierarchical institutions that team performance and information flow is correlated with the degree of informal prestige conferred upon leaders [
34,
35] although, contrary to common marketing strategy, there is also evidence that real-life cooperative behaviours are not highly influenced by celebrity endorsement [
36,
37]. Formal status or rank has received little attention, although one social dilemma experiment found participants labelled with stars (indicating a superior quiz performance) were copied more than those without stars [
38].
Because payoff-biased social learning results in the adoption of traits proportional to their relative fitness, as formalised in the replicator equation [
39,
40], it would be expected to spread selfish behaviour. An experimental study showed that participants exhibited a bias to copy their more successful neighbours and reduce their cooperative contributions to a public good [
41]. Further experimental evidence suggests that participants are more likely to exhibit a payoff bias than conformity in a cooperation game and reduce their contributions [
42,
43] and also decrease their contributions when reminded how their behaviour was benefiting others [
44]. A recent analysis of 237 PGGs also showed that declines in contributions were most consistent with improving personal payoffs [
45]. Furthermore, cooperation was also higher when participants had no information on the behaviour of their group mates [
46]. However, payoff biased learning may not be detrimental for cooperation in all cases, for example when defection is less rewarding [
47] or when group migration and punishment is possible [
48]. Generally, it results in the decline of cooperative behaviour and is the information that is preferentially attended to.
While strategic defection can maximise payoff, the pattern of results points towards payoff biased social learning being the preferred strategy adopted by participants in social dilemmas. While conformity can increase cooperation in some contexts, it appears to be the weakest cue when compared with other social learning strategies [
29,
42,
43]. Prestige (specifically, high status) biased social learning is comparatively understudied in cooperative dilemmas but is predicted to sustain cooperation in a wide array of circumstances [
28,
30]. Because no experimental study has considered all three strategies simultaneously in a cooperative context, this is the primary aim of our study.
The evolution of cooperation can also be affected by the payoff structure of the social dilemma. Typically, cooperation games assume a prisoner’s dilemma (PD) payoff structure (see
Table 1), where game theory always predicts defection as the rational choice [
49]. An alternative is the snowdrift game (SD, see
Table 1 for payoff structure), also sometimes referred to as the chicken game or the hawk-dove game [
50]. Whereas models based on the PD predict defection as the evolutionarily stable strategy [
51], SD games predict stable populations of both cooperators and defectors [
52,
53]. This is because, in the SD game, exploited cooperators still outperform exploited defectors and so cooperation is favoured when defection is common. To clarify, the production of enzymes in the environment by yeast and bacteria equates to a SD game as enzyme producers benefit from their enzyme production as much as defectors. As predicted, while many cells defect by abstaining from enzyme production and freeride on neighbouring cells, the production of enzymes is not extinguished [
54,
55].
There are fewer experimental studies using the SD game than the PD game, perhaps because the evolution of cooperation is a harder problem in the latter. Nonetheless, both scenarios can be seen in the real world. For example, climate issues are commonly seen as a PD game or dilemmas of collective action [
56], whereas scenarios like constructing communal flood defences or watching for predators are more akin to SD games. One experimental study comparing an iterated binary PD with a SD game found higher cooperation in the SD game [
57]. Similar patterns have also been found in other experiments, often using one-shot binary decision games [
58,
59,
60]. Payoff structure also affects the spatial patterns by which cooperation is predicted to evolve, where localised clusters and dendritic spines of cooperators form in models of PD and SD games, respectively [
50].
Despite these patterns in findings, comparatively little is known about the dynamics of the SD game compared with the PD. While there are many examples of PD models which consider cooperation on a continuum [
61], few have considered SD games along these lines [
62,
63,
64,
65]. Exact payoff structures vary slightly, but they each follow the characteristic hierarchy shown in
Table 1 and described by Doebeli and Hauert [
50]. Typical findings in such models are a convergence towards contributions of around 50%. No experiments have considered iterated continuous SD games in a group context or alongside social learning, so addressing this limitation is the second aim of this study.
Research Questions
Our experiment addresses several key gaps in previous research. Rather than forcing participants to adopt a particular social learning strategy across experimental conditions, we adopt a more naturalistic approach by permitting participants free access to the information required for all three (prestige, conformity, and payoff bias) of the major social learning strategies in a cooperative game. We then use statistical models to infer which social learning strategies were used. We compare both the PD and SD games played across 6 rounds in groups of 4. Each round, participants could contribute between 0 and 10 units to a pot which was doubled and split between all participants. In the SD game, participants received no points for the round if the total did not reach 10. This allows a comparison of cooperation rates and social learning strategy use between games beyond a one-shot context and allows participants to express differing degrees of cooperation. To this end, our experiment employs a between participants 2 (social versus asocial) × 2 (PD versus SD) factorial design with a PD and SD condition alongside asocial (no access to social information) and social learning (access to social information) conditions. This experiment addressed 4 research questions (RQ) (
Appendix A).
2. Results
Figure 1 shows the mean cooperation rates from rounds 2–6 for the four experimental conditions. Generally, mean cooperation was around 6 points at round 2 and showed little change across subsequent rounds. This suggests that overall cooperation rates were relatively consistent throughout the experiment. Participants also generally indicated a good understanding (using a scale of 1/poor to 10/good) of how the game worked (Median = 8, IQR = 3).
Although there appears to be little variation between rounds, economic games commonly find declines in cooperation across rounds [
46,
66]. Therefore, it may still be necessary to control for variation between rounds. Two competing models were compared, one which ignored round (“No round”) and another which added a varying intercept for round (“Round”). No round had a WAIC score of 5502.3 (SE = 76.9, weight = 0.73) and Round had a WAIC score of 5504.3 (SE = 77.0, weight = 0.27), indicating no improvement in out-of-sample predictive ability by varying intercepts by round. The results were similar when round was included as a continuous linear predictor (No round; WAIC = 5501.4, SE = 76.9, weight = 0.71, Round; WAIC = 5504.2, SE = 77.0, weight = 0.29). Therefore, all further models excluded the effect of round.
2.1. Which Social Learning Strategies, If Any, Do Participants Use? (RQ 1a)
Some modelling concerns needed to be addressed before answering this question. Data from the asocial condition were retained in the model for analysis to ensure that parameter estimates for the effects of payoff structure can be evaluated across the social and asocial condition. However, data from the asocial condition cannot be used to estimate the social learning parameters because participants did not view any social information. To address this, we modelled the interaction of the three social learning strategy parameters with the social information condition: the predicted effect is always 0 if the data come from the asocial condition.
A second concern is that, for participants who are themselves either prestigious (having scored highest in a pre-game quiz relating to understanding of how social groups work) or have the highest payoff, the prestige and payoff social information is not strictly social as it refers to their own previous behaviour. To address this, the model used binary variables to exclude each participant from using social learning strategy data about themselves to construct the social learning parameter estimates. Specifically, prestige interacted with a binary variable where a value of one indicates they are not the prestigious individual. Payoff interacts with a binary variable where a value of one indicates they are not currently the highest earner. Accordingly, parameter estimations occur only for cases where the slopes are not inflated by one’s own behaviour.
The conformity information presented to participants (average group behaviour) included their own behaviour, but not exclusively. While reconstructing this variable to exclude their own behaviour would correct for this issue, this introduces an inconsistency between the modelled variable and the information participants were presented with in the experiment. Therefore, the proceeding analysis was repeated for uncorrected (includes their behaviour) and corrected (excludes each participant’s own behaviour) conformity information. The main text details the uncorrected analysis while
Appendix B shows the main model predictions with the corrected variable and the difference in estimated parameters. Qualitatively, the primary conclusions do not differ from one another.
Eight different models were fit to the data, consistent with the constraints described above, covering all possible combinations of the three social learning parameters (Prestige, Conformity and Payoff). The compared models ranged from a model containing only the control variables of experimental condition (SD/PD and Social/Asocial) and being the prestigious participant, to a model additionally containing all the social learning strategies (Prestige + Conformity + Payoff). The WAIC values and associated model weights are displayed in
Table 2.
The pattern of WAIC scores do not provide conclusive support for any particular social learning strategy. Overall, the strongest evidence is for payoff bias as the two top models which are favoured over the asocial model and have a combined weight of 0.61, include payoff bias. Conversely, the four models which include conformity have the lowest overall model weights (0.10), indicating models that include conformity are overfit compared to the asocial model. There appears to be a small effect associated with a prestige bias, as adding prestige to a model containing payoff does slightly improve its out-of-sample predictive ability. However, prestige alone is not favoured over an asocial model, which suggests that it is primarily payoff that is improving the model fit. Additionally, the asocial model is (modestly) favoured over those which do not contain a payoff bias or contain a conformity. This includes the Prestige + Conformity + Payoff model which despite containing payoff, is penalised by WAIC for including conformity and prestige. This further suggests that conformity bias and prestige bias are overfit compared with payoff bias.
Parameter estimates (
Figure 2) and model predictions (
Figure 3) from the Prestige + Conformity + Payoff model are displayed in the plots below.
Figure 3 is split between the three social learning strategies and predictions are generated for increases in the respective social learning information while holding all other variables constant. The slope for payoff is positive which indicates that, generally, participants’ behaviour aligned with the direction (increase/decrease) of this social information. The slopes for prestige and conformity are weakly positive but have wider prediction intervals and the parameter estimates overlap 0. This, combined with the distribution of model weights, suggests that out of the three social learning strategies, a payoff bias shows the strongest influence on participant cooperation. Therefore, the changes in cooperation observed are most consistent with a payoff bias.
2.2. Are the Patterns of Social Learning Strategies Consistent across the PD and SD Game? (RQ 1b)
To evaluate any differences in social learning strategy use between PD and SD games (research question 1b), the Prestige + Payoff + Conformity model was compared to a model where the social learning parameters also interacted with game structure. This allowed the model to estimate different slopes for the social learning parameters between the PD and the SD game. This did not improve model fit (Prestige + Conformity + Payoff: WAIC = 5503.7; se = 77.3; weight = 0.77, Interaction: WAIC = 5506.2; se = 77.6; weight = 0.23), indicating that social learning strategy use, or the influence of any social learning strategy, did not differ between the PD and SD games.
2.3. Evaluating the Experimental Conditions (RQs 2 and 3)
To evaluate the effects of game structure and the availability of social information on cooperative behaviour (research questions 2 and 3), model comparisons were run between the Prestige + Conformity + Payoff model and models that dropped different combinations of binary variables pertaining to game structure and social condition or allowed them to interact. This means these effects can be evaluated while controlling for social learning strategy use and remain comparable to the models presented above. Every model also retained the control for being the prestigious participant. The WAIC values and associated model weights are shown in
Table 3.
Overall, there was no clear distinction between any of the models. It is therefore unclear whether including either (or both) predictors (or their interaction) benefits out-of-sample model fit or not, though both top models contain the social information condition (combined weight 0.60).
Figure 4 shows model predictions generated from the interaction model. There is some indication that cooperation was lower in the social information condition than the asocial condition and (to a lesser degree) higher in the SD than the PD game (Social = −0.58, 95% PI = −0.04; −1.14, Snowdrift = 0.39, 95% PI = −0.15; 0.94).
2.4. Simulation Model Dynamics
We used a simulation model to evaluate the longer-term consequences of the patterns of behaviour observed in this experiment. This permits the predictions from the Bayesian model (and the role of social learning) to be investigated for larger group sizes and under selection. This model samples from the Bayesian posterior estimates from the Prestige + Conformity + Payoff model to establish each agent’s intercept propensity for cooperation and the influence of the social learning strategies (taking into account that the simulation model considers the PD and social condition). Note that the social learning strategies are assumed to operate non-independently of one another.
Figure 5 shows that for the basic horizontal-transmission simulation, mean cooperation quickly stabilised to a relatively steady state at around a contribution of 5.7, indicating that social learning strategy use is not predicted to cause long-term change in the frequency of cooperation in a population. By comparison,
Figure 6 shows that if we force agents to adopt a particular intercept propensity for cooperation (high, low), cooperation stabilises at different levels. Thus, over a long timeframe and provided participants continue to behave on average as they did in the experiment, cooperation levels are far more strongly affected by the intercept propensity for cooperation than by the effects of social learning strategies. We found that group size did not affect these qualitative findings (see
Appendix D).
We introduced selection and small random mutation on the intercept propensity for cooperation by assuming intercept values in one round are represented in the next round in proportion to payoffs earned and then altered by a small amount by sampling from a normal distribution around the inherited intercept value. This simulation can either represent selection and mutation across biological generations, or modification of an individual’s propensity for cooperation over time within a generation.
We found that cooperation declined as agents with small intercepts contribute less overall and gain greater payoffs than those with large intercepts (
Figure 7). This result illustrates that, as expected for a PD game, the stable degree of cooperation shown in the horizontal transmission model and observed in the experiment is susceptible to selection resulting in evolution towards extinction. For further detail on the simulation model, see
Appendix D.
3. Discussion
This experiment sought to test multiple predictions. Specifically, whether there is evidence for the use of social learning in social dilemmas and if so, which social learning strategy between payoff bias, conformity, and prestige bias did participants appear to be following. Further, comparisons were made between Prisoner’s dilemma and Snowdrift public goods games. Finally, the statistical estimates of parameters contributing to behaviour in the experiment were fed into a simulation model to predict long-term trends, examining group size and the effects of selection on the propensity for cooperation.
We found evidence for the use of payoff biased learning in social dilemmas, but little support for prestige or conformity. However, the overall impact of the social learning strategies on cooperative behaviour was small. There was little evidence of an interaction between game structure and social learning strategy use. Payoff biased copying has also been found in previous social dilemma experiments where, in each case, social learning and specifically, payoff biased copying eroded cooperation [
43,
44]. These findings add to the growing evidence of payoff biased social learning in a variety of other contexts and species [
67,
68,
69,
70,
71].
In our experiment we found no strong evidence for the use of conformity. Theoretically, conformity may influence patterns of cooperation, but it can often depend on the initial composition of the population [
25], or other complementary mechanisms such as network reciprocity [
72]. In social dilemma experiments, conformity can sometimes increase cooperation, though it is outperformed by stronger cues such as reciprocity [
26,
27], is often ignored [
43], or increases cheating [
73,
74]. Outside of cooperative contexts, frequency information is only used if payoff information is unreliable [
75], which may explain our findings. Despite this, a null result in our experiment does not necessarily imply conformity is unimportant for the evolution of cooperation. One of the benefits of strong conformity, often absent from experimental research [
76], is the spread of shared cultural norms or values, which in turn, can facilitate cooperation [
77].
The absence of a strong prestige bias was unexpected. Of the little research available, the effect of prestige or leadership on cooperative behaviour seems overwhelmingly positive [
28,
29,
31,
33,
38]. While our study suggests that prestige does not influence cooperation as strongly as other research has suggested, there are several possible reasons for this. Like conformity, it may be that prestige was not used because accurate payoff information was available. By definition, prestige serves as a heuristic to be used when payoff information is ambiguous or unavailable [
78], which has been demonstrated in an experimental setting [
79]. It is also important to consider the way prestige was defined in this experiment. A prestigious individual is defined as someone with either high general skill and knowledge and/or with a large following [
20,
80]. Our operationalization of prestige using a quiz follows other studies that have successfully used this approach [
38,
79,
81]. Nonetheless, the possibility remains that our participants did not consider the winner of the quiz to be prestigious in the context of the social dilemma. Moreover, high scoring individuals demonstrated skill in the same domain as the context in which they could be copied (the social dilemma game) rather than a potentially less “useful” general knowledge.
It should be noted that, even for payoff bias, the effects sizes associated with social learning strategies were not particularly large and were all associated with a good deal of uncertainty. This was reflected in the patterns of model comparison which showed only small differences in WAIC scores between competing models, which suggests that each model would make roughly similar out-of-sample predictions. In addition, the simulation model indicated that social learning strategies did not cause a significant change in cooperation which, instead, was determined by individual propensities for cooperation (determined by intercepts). Furthermore, when asked, after their participation in the game, whether they used the social information in some way, only 28% of participants (that responded) said yes.
We found lower levels of cooperation in the social information condition than the asocial condition. Although a concern for reputation might suggest that cooperative acts are more common when such behaviour is observable [
82,
83], overwhelmingly, classic economic games which provide breakdowns of group mates’ behaviours, find free riding to be the dominant strategy [
2,
9]. In a study which compared playing with and without information about group mates’ behaviour, higher contributions were found in groups where no information was available [
46,
84]. These, and our, findings suggest that providing social information reduces cooperation. One explanation is that social information is used to update beliefs about how little other group members are contributing [
85].
Finally, as predicted, we found evidence of higher levels of cooperation in the SD game compared with the PD. Although the effect was small, this result is consistent with existing theoretical work [
50,
53] as well as biological [
54,
55] and experimental evidence [
57,
59] which predict higher cooperation in SD than PD.
There are several methodological aspects of our study worth addressing. Unlike most other studies which consider SD games using one shot or binary interactions, we allowed contributions on a continuous scale across multiple rounds. The setup of our SD game represented an extremely harsh SD game (e.g., compared to [
62,
65]) where a failure to meet the public good threshold resulted in a complete loss of all individuals’ payoffs for that round. Many formulations (though often binary cases) consider such an outcome to result in no change in individuals’ payoffs [
50]. In that sense, our experiment may be more akin to a Chicken game, where mutual defection (or failure to swerve) produces an actively deleterious outcome. Nevertheless, the formulation of our experiment still conforms to the characteristic payoff hierarchy of the SD game (where cooperating against defector(s) is preferable to defecting) which applies to real life contexts. For instance, the failure of a population to reach the investment necessary for functional flood defences or invest sufficiently in predator defence could result in the collapse of that population. Therefore, we maintain that the setup of this experiment is a useful approximation of real-life cooperative dilemmas.
The mean group donation displayed in this experiment was around six units (of a possible ten), which showed little decline across rounds. This is unusual for PD social dilemma games, which generally show high initial donations which decline sharply towards the end of the game [
9] and average contributions of around 37% [
66]. One possibility is the relatively low number of rounds in our experiment, though previous experiments have shown declines within this timeframe [
32,
43]. Alternatively, participants may have been confused about how the game worked [
86]. While this is possible, our self-report measure suggested that participants generally believed they understood how the game worked. A more likely explanation for the elevated contribution rate is the multiplication factor of 2 used in this experiment. High multiplication factors have been found to both raise cooperation rates and slow declines across rounds [
87,
88].
In our experiment, participants could be socially influenced by others taking part in the same iteration of the social dilemma game. This contrasts with other experimental designs which only allow social learning between groups playing different iterations of the social dilemma game [
27,
43]. The latter approach has benefits, as it allows social learning to be decoupled from other factors such as reciprocity or the possibility of participants attempting to influence their group mates’ behaviour through their own behaviour. Nonetheless, we consider that the within-group social influence design holds greater ecological validity in simulating situations where people may be socially influenced by those that are participating in the same social dilemma. The decision not to manipulate what social information was offered to participants also approximated a more realistic scenario, allowing each participant to adopt one or more social learning strategies [
21,
42]. Of course, we cannot discount that participants used some other strategy (or combination of strategies) aside from the ones considered here [
75].
Future research could address individual differences in social learning strategy use in the context of cooperation [
21,
68,
89]. A larger sample size than was feasible in our experiment would allow the GLMMs to be extended to include an individual slope for each participant and calculate the proportion of participants who employed a given strategy [
90]. An alternative might be to allow participants to choose what information they viewed [
91]. Further attention should also be given to prestige as we failed to document a strong effect in contrast to clear predictions from theoretical models [
28,
29]. To address the possibility that our operationalization of prestige was not relevant to participants in this experiment, it would be useful to consider a different definition of prestige, perhaps one based on popularity [
79]. Experiments could also investigate other game structures than those considered here, such as the stag hunt game [
92,
93]. Finally, it would be useful to consider social learning strategies within real-world cooperative scenarios. For example, normative messages are widely used in interventions to reduce household energy use [
94] and cultural group selection has been applied to understand the transmission of lobstering practices in Maine [
95]. Both our study and the literature suggest that payoff bias may affect cooperative behaviour within applied settings. However, given the overwhelming effect of intercept variation in our study, it may also be important to consider factors such as personality and the socio-cultural environment that shapes the development of inclinations to cooperate.