Cross-Model Differences and Surprises
The clearest surprise is what "Neutral" meant to the models. Every model's Neutral persona is nearest to the same classic strategy: Grudger. Of all the personas, this is the only one where all models adopt the same nearest classic strategy, which is especially interesting because historically, in the first Axelrod tournament, Grudger placed seventh. This slightly abated concerns about contamination that I had coming into the project; I would expect them to instead play Tit For Tat, the winner of the original Axelrod tournament. None of these five models were told anything about punishment or forgiveness, and left to their own default, all five independently landed on the same disposition. What's more, that disposition is a relatively harsh one that in a tougher field would rank worse. Even without a value-driven context statement, a model's "Neutral" has a strong latent disposition that surfaces without being told how to play.
Even when Grok and Qwen are prompted to play cooperatively ("be a fair-minded agent who values mutual benefit and long-term trust"), their personas are nearest to Grudger. This is a particularly noteworthy result because, as noted above, Grudger was not the winning strategy in the original tournament, but, due to the differing field of strategies included, it is in this one.
However, when the other three models, Gemini, GPT, and Claude, are prompted to play cooperatively, their personas move away from Grudger. Gemini and Claude land nearest Tit For Tat, and GPT lands nearest Cooperator. This is an important example of deviation between models given the same prompt, a finding distinct from the main pattern in the rest of the data: prompting changes each model's behavior by a different amount, even when the prompt itself is identical.
Qwen's Payoff-only persona is the strangest single persona result. The Payoff-only prompt strips out all Prisoner's Dilemma language, including Cooperate/Defect, and instead presents a bare choice between A and B. Three of the other four models' Payoff-only personas collapse into the same profile as their Selfish personas (Defector): cooperating almost never, with niceness and forgiveness at 0.0 and retaliation and provocability at 1.0. Qwen's doesn't. Its cooperation rate sits at 46%, niceness at 42%, and its nearest classic strategy is Random, not Defector. GPT's Payoff-only persona is a milder version of the same pattern. It is also nearest Random rather than Defector, though much closer to pure defection than Qwen's. Removing the Cooperate/Defect language and reducing the game to a choice between A and B should make defection's dominance more obvious, not less; instead, it's the one condition where these two models look less like a considered strategy and more like noise. It seems likely that the Prisoner's Dilemma framing in the other prompts helped Qwen (the smallest model in the field) organize its behavior into something more legible as a strategy, but this is not a testable hypothesis with the given data.