drug abuse. In the experimental setup, each of the 26 couples of subjects played the iterated Prisoner's Dilemma game of at least 200 trials. Every round, or trial, players were asked to choose either to cooperate (C) or defect (D) through a special keyboard (Figure 1). A trial (k) consists of two distinct time intervals. During the first interval, players have to communicate their strategies on the base of the outcome at the previous trial (k-1). Typically, this interval ranged from 0.5 seconds to 2 seconds. After communicating their choice, a report summarizing the strategy and the score at the trial (k) is displayed for 4 seconds. At the beginning of this second interval, the two subjects make the new decision to be communicated in the next trial (k+1). For the subsequent off-line analysis, we considered the first second (i.e., 1 s of EEG recordings) as period of interest (POI) for the initial decision-making processes. All the choices of the iterated game were stored and subsequently used to classify trials, as described previously. All the subjects involved in this experiment were asked to play several games before the EEG recording session. In this way, we tried to reduce the confounding