Iterated Prisoner's Dilemma · Information theory

Information-Flow Profiles as Learning Objectives for Cooperation in Repeated Games

Lorenzo Tomaz, Judd Rosenblatt, Flavio Kicis · AE Studio

Can you teach agents to cooperate without ever telling them what cooperation is? This paper bets on the shape of the information that moves between two players over time, and tries to train toward that shape instead of toward rewards.

Three real games, 200 rounds each

Each thin tile is one round, left to right. Upper row: Nydegger (A). Lower row: the opponent (B). Green is C, red is D.

Games replayed from the paper's saved evidence (Axelrod-Python 4.14.0 rebuilds). The same Nydegger plays against a High-group, a random, and a mostly defecting Low-group opponent.

01Hypothesis and research design

The claim is that cooperation leaves a fingerprint in how information moves between players and when. A pair that is still working each other out should react a lot to each other. A pair that has settled into a pattern should have very little left to learn from each new move.

If that fingerprint is real, it could become a training signal. The optimizer never sees a cooperation label, an expert move, or a payoff. It only sees information.

The testbed is the iterated Prisoner's Dilemma. Two players pick C or D at the same time for 200 rounds. The usual payoffs define the game, but they are left out of every learning loss.

The payoff table

Points are A : B.

Cooperating is not the same as both cooperating

Nydegger vs Downing, a real game. Three counts from the paper's Equation 1.

Nydegger picks C in almost every round, but Downing mostly defects. So A cooperates is high while both cooperate is close to zero. The paper tracks these counts separately for this reason.

02Measuring directional information

Take the direction B to A. The "message" is B's move this round. The "response" is A's move next round. There is no chat channel; the move itself is the message.

Because the strategies are known programs, the paper can compute exact probabilities instead of estimating them. Three numbers are enough: how likely B is to play C (w), and how likely A is to cooperate next if B played C (pC) or D (pD). The flow J is how much knowing B's move reduces uncertainty about A's reply, between 0 and 1 bit.

The charts below average a related per-move score, log2(q1/q0). On a single transition it can be negative; averaged over the real distribution it equals the information. So curves can dip a little below zero.

Try it: one transition, B's move to A's next move

J = h(w·pC + (1−w)·pD) − w·h(pC) − (1−w)·h(pD), where h is binary entropy.

1.000 bits
The three presets are the paper's own examples. A coin-flip sender into Tit for Tat gives a full bit. A receiver that ignores the message gives zero. A sender whose move is already certain also gives zero, even if the receiver would react to a surprise. Zero flow can mean calm cooperation, locked-in defection, or not listening.

03Results I: who cooperates

The strategy set is the fourteen programs from Axelrod's first tournament, rebuilt in Axelrod-Python, plus Random. Every pair played 100 games of 200 rounds: 12,000 games and 2.4 million rounds, with no noise. These are fresh simulations of reconstructions, not Axelrod's 1980 numbers.

Strategies fall into three fixed groups by how often they choose C. The groups describe behavior against this strategy set only. They do not say anything about intent, and cooperating a lot is not the same as scoring a lot.

Share of own moves that are C, across all fifteen opponents

High, 60% or more Middle Low, 40% or less ★ highest points per round
Nydegger cooperates in 99.6% of its moves; Joss in 28.7%. Stein–Rapoport scores best (about 2.606 points per round) with only 62.5% cooperation. Anonymous* is a known approximation of the original program.

04Results II: the shape of the flow

Ten games per pairing were scored at every one of the 199 transitions, in both directions: 477,600 directional observations. Averaging by group gives a map of who informs whom.

High players talking to High players carry zero flow, and they cooperate 99.48% of the time. Mixed pairs are lopsided. Middle strategies send a lot to High strategies (0.150 bits per transition) while High sends almost nothing back (0.0004). A very cooperative player can take in plenty while giving away little.

Left: arrow width is bits per transition from one group to another; loops are same-group games. Right: the nine values. Mirror cells in the sent and received views are the same games seen from the other seat, so that symmetry is bookkeeping, not a finding.

Against an even mix of High, Middle and Low opponents

sentreceivedbits per transition; right column is both-C rate
Middle sends the most. High receives the most. More flow does not mean more cooperation; the profile is what differs.

05Results III: training on flow alone

Next, small learners (30 parameters each) were trained with intrinsic signals only. F penalizes flow. H is action entropy, which rewards being decisive. G rewards being predictable to an online Bayesian predictor. Six combinations were compared over twenty seeds, against fixed Nydegger, Feld, or Joss, or against a second learner.

Flow alone changed behavior against fixed partners: learner cooperation rose by 17, 27, and 12 points over the matched starting policy. Adding H or G did not help.

With two learners the story breaks. Under F alone, the flow fell to 3 × 10−7 bits, but action entropy stayed at 0.97 bits and both cooperated only 25.5% of rounds. The agents stopped depending on each other without starting to cooperate.

Each disc is one separately trained condition, averaged over twenty seeds. Area and label show the percent of rounds. The first column has two learners; the others have a fixed partner B.

06Results IV: flow has a rhythm

Averages hide timing. Each of the nine directed group curves was fitted with six candidate shapes: zero, constant, exponential approach, logistic step, Gaussian pulse, and rise-then-decay pulse. Whole games were held out for validation, and the simplest shape within one standard error of the best was kept.

The shapes differ. High to High is flat zero. Middle to High decays like an exponential. Low to High rises and then fades. Some sharp features trace back to Graaskamp's scheduled probing, so these shapes describe this strategy set, not universal laws.

Nine directed curves, sender to receiver

observed, 10-round meansselected fiteach panel has its own vertical scale
Rows are the sender group, columns the receiver group. Values are bits per next action over rounds 1 to 199. The CV number is held-out game error in bits.

Fresh fits against an even opponent mix

HighMiddleLow
The High sent and received curves become the training target in the next section. High sends a small constant; what it receives starts high and settles.

07Results V: a profile as a target

Instead of pushing flow to zero, the pilot asks a learner to match the High group's profile. Three objectives were compared: the original zero-seeking F, matching only the mean levels, and matching the full curve over time. The learner is tiny (five logits, no memory of who it faces) and was searched with a cross-entropy method over five seeds.

Matching the curve lifted both-cooperate rates from 22.9% to 37.2% against the 15 training strategies, and from 29.6% to 49.7% on four strategies the learner never met. Matching only the mean did slightly better. With five seeds, neither is shown to beat the other.

Percent of rounds where both players cooperate

Means over five matched seeds. Ticks show the learner's own C rate. Curve matching raised joint cooperation while the learner's own C rate against the training strategies fell slightly, from 52.9% to 49.1%.

Did the learner actually reach the target?

Expected bits per next action on fresh games against the training strategies, averaged over five seeds. Curve matching cut the target error by about 89%, but the learner still sends too much (0.075 vs 0.007) and receives too little (0.039 vs 0.074). Cooperation improved without copying the target.

Against strategies absent from training

Both-cooperate percent. Five seeds, eight games per seed.

Against Defector nobody can reach mutual cooperation, so every bar is zero. Against Generous Tit for Tat the profile targets reach about 72 to 76%.

08Related work

The measure sits near several older ideas. The paper keeps the differences explicit.

Psychological flowMelnikoff et al. (2022) link the feeling of flow to information between means and goals. Here the information is between agents, and nothing is claimed about experience.
Transfer entropySchreiber (2000). The score here also conditions on the known policies and the receiver's own current move.
Social influenceJaques et al. (2019) reward agents for influencing others. The first loss here does the opposite; the second targets a measured profile.
Empowerment and LOLAKlyubin et al. (2005) maximize action-to-state capacity. Foerster et al. (2018) model a partner's learning. The predictor here only forecasts moves.

09What the evidence supports

✓
Cooperation regimes have different directional and temporal flow profiles, under this strategy set and weighting.
✓
Information-based losses can change cooperation without action labels or payoff rewards.
✓
Targeting a high-cooperation profile improved mutual cooperation over the zero-seeking loss in a small five-seed pilot, including on four held-out strategies. The intervals are exploratory.
?
Curve matching has not beaten mean matching. The pilot is reference-guided, not self-supervised. Nothing yet shows reliable cooperation between two learners or predictable swarm behavior.

The next test the authors propose holds architecture, optimizer, opponents and compute fixed, compares every objective in learner-vs-fixed and learner-vs-learner settings, and adds held-out strategies, changed horizons, and recovery after a shock. Without that, a predictable but uncooperative equilibrium can satisfy an information objective.