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The game of active search for extra-terrestrial intelligence: breaking the ‘Great Silence’

Published online by Cambridge University Press:  06 November 2012

Harold P. de Vladar*
Affiliation:
IST Austria, Am Campus 1, A-3400 Klosterneuburg, Austria e-mail: Harold.Vladar@ist.ac.at
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Abstract

The search for extra-terrestrial intelligence (SETI) has been performed principally as a one-way survey, listening of radio frequencies across the Milky Way and other galaxies. However, scientists have engaged in an active messaging only rarely. This suggests the simple rationale that if other civilizations exist and take a similar approach to ours, namely listening but not broadcasting, the result is a silent universe. A simple game theoretical model, the prisoner's dilemma, explains this situation: each player (civilization) can passively search (defect), or actively search and broadcast (cooperate). In order to maximize the payoff (or, equivalently, minimize the risks) the best strategy is not to broadcast. In fact, the active search has been opposed on the basis that it might be dangerous to expose ourselves. However, most of these ideas have not been based on objective arguments, and ignore accounting of the possible gains and losses. Thus, the question stands: should we perform an active search? I develop a game-theoretical framework where civilizations can be of different types, and explicitly apply it to a situation where societies are either interested in establishing a two-way communication or belligerent and in urge to exploit ours. The framework gives a quantitative solution (a mixed-strategy), which is how frequent we should perform the active SETI. This frequency is roughly proportional to the inverse of the risk, and can be extremely small. However, given the immense amount of stars being scanned, it supports active SETI. The model is compared with simulations, and the possible actions are evaluated through the San Marino scale, measuring the risks of messaging.

Information

Type
Research Article
Copyright
Copyright © Cambridge University Press 2012
Figure 0

Fig. 1. The San Marino scale (colour on-line) measures the possibility of a potential hazard connected with any transmission. It is composed of two terms: the logarithm of intensity of the transmission relative to solar flux, ranging from 0 (less than the solar flux) to 5 (more than 105 times the solar flux), and on the nature of the message, assigning an index from 1 (a beacon without a message) up to 5 (intentional reply to an extra-terrestrial message) (Almár & Shuch, 2007; Shuch & Almár, 2007). A web-based San Marino scale calculator is accessible at http://iaaseti.org.

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Table 1. Mathematical symbols

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Table 2. General payoff matrix for simple 2 player row-games

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Table 3. Payoff matrix for games between communicative societies

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Table 4. Payoff matrix for games between belligerent societies

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Table 5. Matrix of average payoffs for a compound game

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Fig. 2. The regions where U(SB, q) < U(S, q) (shaded in grey) are suggestive of adopting the S strategy, because the losses from broadcasting are big compared with the benefits. The white area above suggests adopting the strategy SB, since the gain is greater than when only searching. In this example c = 1, ρ = 200, e = 1000.

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Fig. 3. Proportion of the space where it is profitable to broadcast (Π). Π increases with the reward ρ as long as ρ > c, otherwise Π = 0. Solid line c = 0; dashed line c = 100. In both cases e = 1000.

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Fig. 4. A mixed strategy (frequency of METI events) exists when the rewards are smaller than a sixth of costs. For small values of reward, the mixed strategy is well approximated by Eq. (8). The mixed strategy decreases hyperbolically to zero, and for rewards that are greater than the costs of exploitation there is a pure strategy of only searching. In this example c = 1, and from top to bottom e = 103, 106, 109, 1012. Black lines: exact result; dashed grey lines: approximation.

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Fig. 5. Expected payoff U(FB) under the mixed strategy. (a) Roughly, U(FB) increases linearly with the cost of the METI project. Bottom curves and squares: ρ = 10; upper curves and bullets ρ = 500. (b) U(FB) increases logarithmically with the rewards for communication. Bottom curves and squares: c = 1. Upper curves and bullets: c = 10. Solid grey line: exact result, dashed line: approximation (Eq. 9), symbols: simulations. In all cases e = 104; the simulations results are averages over 106 replicas.

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Appendix

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