Testing Carlo Cipolla's Laws of Human Stupidity with Agent Based Modeling

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Testing Carlo Cipolla's Laws of Human Stupidity with Agent Based Modeling Andrea G. B. Tettamanzi and Célia da Costa Pereira Université Nice Sophia Antipolis, I3S, UMR 7271 06900 Sophia Antipolis, France 1

Research Question C. Cipolla. The Basic Laws of Human Stupidity. Il Mulino, 1976. Tongue-in-cheek, but in most cultures humor is a way to tell truths that hurt without breaking social norms. If taken seriously, Cipolla's theory should enable us to make falsifiable claims. We consider Darwin's theory of evolution well corroborated. Is Cipolla's theory of human stupidity compatible with Darwin's theory of evolution? Under which assumptions do the two theories not contradict each other? We use agent-based simulation to answer these questions. 2

Cipolla's Theory of Human Stupidity Stupidity is the main obstacle to welfare in human societies Why is stupidity so powerful and hard to act against? Abstract model of a human agent's social behavior: X: average gain (loss) agent obtains for its actions Y: average gain (loss) agent causes to other agents with its actions H I S B 3

Cipolla's Five Laws of Human Stupidity 1. Any numerical estimate of the fraction σ of stupid people always and inevitably turns out to be an underestimate 2. The probability that a given person be stupid is independent of any other characteristic of that person 3. A stupid person is a person who causes losses to other persons while himself deriving no gain and even possibly incurring a loss 4. Non-stupid people always underestimate the damaging power of stupid individuals 5. A stupid person is the most dangerous type of person 4

Critique A consequence of Cipolla's 1 st and 2 nd laws is that stupid people must be an overwhelming majority of any sample population Apparent contradiction with Darwinian natural selection: Stupid and helpless people should have a competitive disadvantage vis-à-vis more opportunistic individuals In the log run, one would expect rational individuals (= intelligent + bandits) to take over the entire population Possible explanatory hypotheses (to test): Damages stupid people cause to others neutralize selection Stupid people are more resilient to damages inflicted by others The observed fraction is the effect of particular initial conditions Etc... 5

An Agent-Based Model Agent behavior governed by a bivariate normal PD Agents are individuals of an evolutionary algorithm Agents' genome: Agents in the initial population have a wealth of 100 Death when wealth < 0; asexual division when wealth > 200 Agent interaction cycle (= 1 simulation period): active agent randomly selected from the population passive agent randomly selected from the remaining agents <x, y> randomly extracted form the active agent's PD Active agent's wealth updated according to x Passive agent's wealth updated according to y 6

Wealth Distribution In general, not a zero-sum game: If most agents act intelligently, the population will enjoy an overall wealth increase If most agents act stupidly, the overall welfare of the population will decrease and nothing prevents it from becoming extinct One may enforce a zero-sum game by redistributing net wealth surplus or loss proportionally to all the agents in the population 7

Wealth Transfer Linear Logarithmic Hyperbolic 8

Defense To model the fact that rational agents know better Rational agents are able to build defenses against bandits (but not against stupid agents, by Cipolla's 4 th and 5 th laws) In an interaction, if the active agent is behaving like a bandit (i.e., x > 0 and y < 0), both x and y are discounted by multiplying them by a defense factor 1 - δ. 9

Relativized Effects of an Interaction To model the hypothesis that stupid agents are more resilient than others to damages inflicted by their peers The x and y effects of an interaction are relativized with respect to the μ x of the receiving agent (be it active or passive) The active agent's wealth will be updated according to The passive agent's wealth will be updated according to 10

Initial Distribution all stupid deleterious 11

Experimental Protocol We tried all combinations of the following parameters Initial distribution: i = all stupid deleterious Transfer function: f = linear logarithmic hyperbolic Defense: d = off on Relativized effects: r = off on Zero-sum game: z = off on This gives a total of 72 combinations We code-name combinations as strings of parameters: - Example: ia-flin-d-r-z Initial population: 1,000 agents. Max population: 10,000 agents Simulation length: 1,000,000 periods 12

Results A first inspection of the final distributions reveals the following: Relativization of the effects is critical to the survival and proliferation of stupid agents Restricting our attention to runs with r = on, the most promising distributions may be observed when a zero-sum game is enforced The only setting which results in a preponderance of stupid agents from a neutral initial distribution is ia-flin-d-r-z, with defense turned on An initial distribution biased toward stupid agents appears to favor the prevalence of stupid agents in the final distribution Overall, eight parameter settings achieved a final distribution featuring a majority of stupid agents. 13

Evolution of Population Composition ia-flin-d-r-z is-fhyp-r id-flin-r-z 14

Simulation ia-flin-d-r-z Final distribution Final wealth distribution Population size 15

Conclusion Some of the parameter settings we have tried led to emergent behaviors quite in line with Carlo Cipolla's theory One parameter setting, in particular, namely ia-flin-d-r-z, looks like a very promising first approximation of Cipolla's laws Zero-sum game enforcement appears to be critical. This is not obvious and calls for an explanation The subjective utility of the agents is somehow relative to the welfare of their peers (envy?) Ours is just a first step. Future work may include: sexual reproduction, different propensities to reproduce, etc. Applications: traffic jams, crowd movements, markets bubbles 16