首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Animal conflicts are often characterized by time-dependent strategy sets. This paper considers the following type of animal conflicts: a member of a group is at risk and needs the assistance of another member to be saved. As long as assistance is not provided, the individual which is at risk has a positive, time-dependent rate of dying. Each of the other group members is a potential helper. Assisting this individual accrues a cost, but losing him decreases the inclusive fitness of each group member. A potential helper's interval between the moment an individual finds itself at risk and the moment it assists is a random variable, hence its strategy is to choose the probability distribution for this random variable. Assuming that each of the potential helpers knows the others' strategies, we show that the ability to observe their realizations influences the evolutionarily stable strategies (ESS) of the game. According to our results, where the realizations can be observed ESS always exist: immediate assistance, no assistance and delayed assistance. Where the realizations cannot be observed ESS do not always exist, immediate assistance and no assistance are possible ESS, while delayed assistance cannot be an ESS. We apply our model to the n brothers' problem and to the parental investment conflict.  相似文献   

2.
This paper presents an asymmetric game-theoretical model to the following type of animal conflicts: a member of a group is at risk and needs the help of another member to be saved. As long as assistance is not provided, this individual has a positive, time-dependent rate of dying. Assisting the individual which is at risk accrues a cost, but losing it decreases each member's inclusive fitness. A potential helper's interval between the moment a group member gets into trouble and the moment it assists is a random variable, hence its strategy is to choose the distribution of this random variable. In the asymmetric conflict all the potential helpers have identical strategy sets, but each plays a different role. For example, male or female and young or old. We consider both payoff-irrelevant asymmetry and payoff-relevant asymmetry and characterize each role's stable replies. The evolutionarily stable strategies (ESS) are computed, and the model is applied to the n brothers' problem. According to our results immediate assistance and no assistance are possible ESS both under payoff-relevant asymmetry and under payoff-relevant asymmetry.  相似文献   

3.
This paper presents a generalization of Maynard Smith's concept of an evolutionarily stable strategy (ESS) to cover the cases of a finite population and a variable contest size. Both equilibrium and stability conditions are analysed. The standard Maynard Smith ESS with an infinite population and a contest size of two (pairwise contests) is shown to be a special case of this generalized ESS. An important implication of the generalized ESS is that in finite populations the behaviour of an ESS player is "spiteful", in the sense that an ESS player acts not only to increase his payoff but also to decrease the payoffs of his competitors. The degree of this "spiteful" behaviour is shown to increase with a decrease in the population size, and so is most likely to be observed in small populations. The paper concludes with an extended example: a symmetric two-pure-strategies two-player game for a finite population. It is shown that a mixed strategy ESS is globally stable against invasion by any one type of mutant strategist. The condition for the start of simultaneous invasion by two types of mutant is also given.  相似文献   

4.
Evolutionarily stable strategy (ESS) models are widely viewed as predicting the strategy of an individual that when monomorphic or nearly so prevents a mutant with any other strategy from entering the population. In fact, the prediction of some of these models is ambiguous when the predicted strategy is "mixed", as in the case of a sex ratio, which may be regarded as a mixture of the subtraits "produce a daughter" and "produce a son." Some models predict only that such a mixture be manifested by the population as a whole, that is, as an "evolutionarily stable state"; consequently, strategy monomorphism or polymorphism is consistent with the prediction. The hawk-dove game and the sex-ratio game in a panmictic population are models that make such a "degenerate" prediction. We show here that the incorporation of population finiteness into degenerate models has effects for and against the evolution of a monomorphism (an ESS) that are of equal order in the population size, so that no one effect can be said to predominate. Therefore, we used Monte Carlo simulations to determine the probability that a finite population evolves to an ESS as opposed to a polymorphism. We show that the probability that an ESS will evolve is generally much less than has been reported and that this probability depends on the population size, the type of competition among individuals, and the number of and distribution of strategies in the initial population. We also demonstrate how the strength of natural selection on strategies can increase as population size decreases. This inverse dependency underscores the incorrectness of Fisher's and Wright's assumption that there is just one qualitative relationship between population size and the intensity of natural selection.  相似文献   

5.
In this paper, a sex-dependent matrix game haploid model is investigated. For this model, since the phenotypes of female and male individuals are determined by alleles located at a single locus and are sex dependent, any given genotype corresponds to a strategy pair. Thus, a strategy pair is an ESS if and only if the allele corresponding to this strategy pair cannot be invaded by any mutant allele. We show that an ESS equilibrium must be locally asymptotically stable if it exists.  相似文献   

6.
We show that the history of play in a population game contains exploitable information that can be successfully used by sophisticated strategies to defeat memory-one opponents, including zero determinant strategies. The history allows a player to label opponents by their strategies, enabling a player to determine the population distribution and to act differentially based on the opponent’s strategy in each pairwise interaction. For the Prisoner’s Dilemma, these advantages lead to the natural formation of cooperative coalitions among similarly behaving players and eventually to unilateral defection against opposing player types. We show analytically and empirically that optimal play in population games depends strongly on the population distribution. For example, the optimal strategy for a minority player type against a resident TFT population is ALLC, while for a majority player type the optimal strategy versus TFT players is ALLD. Such behaviors are not accessible to memory-one strategies. Drawing inspiration from Sun Tzu’s the Art of War, we implemented a non-memory-one strategy for population games based on techniques from machine learning and statistical inference that can exploit the history of play in this manner. Via simulation we find that this strategy is essentially uninvadable and can successfully invade (significantly more likely than a neutral mutant) essentially all known memory-one strategies for the Prisoner’s Dilemma, including ALLC (always cooperate), ALLD (always defect), tit-for-tat (TFT), win-stay-lose-shift (WSLS), and zero determinant (ZD) strategies, including extortionate and generous strategies.  相似文献   

7.
Can transitive inference evolve in animals playing the hawk-dove game?   总被引:3,自引:0,他引:3  
What should an individual do if there are no reliable cues to the strength of a competitor when fighting with it for resources? We herein examine the evolutionarily stable strategy (ESS) in the hawk-dove game, if the opponent's resource-holding potential (RHP) can only indirectly be inferred from the outcome of past interactions in the population. The strategies we examined include the classical mixed strategy in which no information on past games is utilized, the 'imprinting' strategy in which a player increases/decreases its aggressiveness if it wins/loses a game, the 'immediate inference' strategy in which a player can infer the strength of those opponents it fought before, and the 'transitive inference' strategy in which a player can infer the strength of a new opponent through a third party with which both players have fought before. Invasibility analysis for each pair of strategies revealed that (i) the transitive-inference strategy can always invade the mixed strategy and the imprinting strategy, and itself refuses invasion by these strategies; (ii) the largest advantage for transitive inference is achieved when the number of games played per individual in one generation is small and when the cost of losing an escalated game is large; (iii) the immediate inference, rather than the transitive inference, can be an ESS if the cost of fighting is small; (iv) a strong linear ranking is established in the population of transitive-inference strategists, though it does not perfectly correlate to the ranking by actual RHPs. We found that the advantage of the transitive inference is not in its ability to correct a misassessment (it is actually the worst in doing so), but in the ability of quickly lining up either incorrect or correct assessments to form a linear dominance hierarchy.  相似文献   

8.
Through computer simulations, we model three different foodfinding strategies: searcher, no information transfer, watcher,limited information transfer; follower, full information transfer.The aim of this article was to study how frequency-dependentselection affects the proportion of these strategies at a simulatedcolony under different patterns of food distribution. Furthermore,we determined how information transfer in a population witha mixed evolutionarily stable strategy (ESS) modified the averageforaging efficiency of an individual compared to that of anindividual in a population with mutual information exchange.We found that the proportion of information gaining strategiesincreases as the food resources become more clumped. The improvementin foraging efficiency through the operation of an informationcenter need not require mutuality in information exchange. Onthe basis of the presented study, at the ESS only a small percentageof colony members need discover food patches, yet the foragingefficiency may be high because of the operation of an informationcenter.  相似文献   

9.
A theoretical analysis is made of the evolution of behavioural strategies in contest situations. It is assumed that behaviour will evolve so as to maximize individual fitness. If so, a population will evolve an ‘evolutionarily stable strategy’, or ESS, which can be defined as a strategy such that, if all members of a population adopt it, no ‘mutant’ strategy can do better. A number of simple models of contest situations are analysed from this point of view. It is concluded that in ‘symmetric’ contests the ESS is likely to be a ‘mixed’ strategy; that is, either the population will be genetically polymorphic or individuals will be behaviourally variable. Most real contests are probably asymmetric, either in pay-off to the contestants, or in size or weapons, or in some ‘uncorrelated’ fashion; i.e. in a fashion which does not substantially bias either the pay-offs or the likely outcome of an escalated contest. An example of an uncorrelated asymmetry is that between the ‘discoverer’ of a resource and a ‘late-comer’. It is shown that the ESS in asymmetric contests will usually be to permit the asymmetric cue to settle the contest without escalation. Escalated contests will, however, occur if information to the contestants about the asymmetry is imperfect.  相似文献   

10.
Dynamical attainability of an evolutionarily stable strategy (ESS) through the process of mutations and natural selection has mostly been addressed through the use of the continuously stable strategy (CSS) concept for species evolutionary games in which strategies are drawn from a continuum, and by the adaptive trait dynamics method. We address the issue of dynamical attainability of an ESS in coevolving species through the use of the concept of an ESNIS. It is shown that the definition of an ESNIS coalition for coevolving species is not in general equivalent to other definitions for CSS given in the literature. We show under some additional conditions that, in a dynamic system which involves the strategies of a dimorphic ESNIS coalition and at most two strategies that are not members of ESNIS coalition, the ESNIS coalition will emerge as the winner. In addition an ESNIS will be approached because of the invasion structure of strategies in its neighborhood. This proves that under the above conditions an ESNIS has a better chance of being attained than a strategy coalition which is a CSS. The theory developed is applied to a class of coevolutionary game models with Lotka–Volterra type interactions and we show that for such models, an ESS coalition will be dynamically attainable through mutations and natural selection if the ESS coalition is also an ESNIS coalition.Co-ordinating editor: Metz  相似文献   

11.
Abstract.— A persistent question in the evolution of life histories is the fitness trade-off between reproducing only once (semelparity) in a lifetime or reproducing repeated times in different seasons (iteroparity). The problem can be formulated into a research agenda by assuming that one reproductive strategy is resident (has already evolved) and by asking whether invasion (evolution) of an alternative reproductive strategy is possible. For a spatially nonstructured system, Bulmer (1994) derived the relationship v + PA < 1 (PA is adult survival; vbs and bs are offspring numbers for iteroparous and semelparous breeding strategies, respectively) at which semelparous population cannot be invaded by an iteroparous mutant. When the inequality is changed to v + PA > 1, invasion of a semelparous mutant is not possible. From the inequalities, it is easy to see that possibilities for evolutionary establishment of a novel reproductive strategy are rather narrow. We extended the evolutionary scenario into a spatially structured system with dispersal linkage among the subunits. In this domain, a rare reproductive strategy can easily invade a population dominated by a resident reproductive strategy. The parameter space enabling invasion is far more generous with spatially structured evolutionary scenarios than in a spatially nonstructured system.  相似文献   

12.
Ross Cressman  Vlastimil Křivan 《Oikos》2010,119(8):1231-1242
In classical games that have been applied to ecology, individual fitness is either density independent or population density is fixed. This article focuses on the habitat selection game where fitness depends on the population density that evolves over time. This model assumes that changes in animal distribution operate on a fast time scale when compared to demographic processes. Of particular interest is whether it is true, as one might expect, that resident phenotypes who use density‐dependent optimal foraging strategies are evolutionarily stable with respect to invasions by mutant strategies. In fact, we show that evolutionary stability does not require that residents use the evolutionarily stable strategy (ESS) at every population density; rather it is the combined resident–mutant system that must be at an evolutionary stable state. That is, the separation of time scales assumption between behavioral and ecological processes does not imply that these processes are independent. When only consumer population dynamics in several habitats are considered (i. e. when resources do not undergo population dynamics), we show that the existence of optimal foragers forces the resident‐mutant system to approach carrying capacity in each habitat even though the mutants do not die out. Thus, the ideal free distribution (IFD) for the single‐species habitat selection game becomes an evolutionarily stable state that describes a mixture of resident and mutant phenotypes rather than a strategy adopted by all individuals in the system. Also discussed is how these results are affected when animal distribution and demographic processes act on the same time scale.  相似文献   

13.
We present a revision of Maynard Smith's evolutionary stability criteria for populations which are very large (though technically finite) and of unknown size. We call this the large population ESS, as distinct from Maynard Smith's infinite population ESS and Schaffer's finite population ESS. Building on Schaffer's finite population model, we define the large population ESS as a strategy which cannot be invaded by any finite number of mutants, as long as the population size is sufficiently large. The large population ESS is not equivalent to the infinite population ESS: we give examples of games in which a large population ESS exists but an infinite population ESS does not, and vice versa. Our main contribution is a simple set of two criteria for a large population ESS, which are similar (but not identical) to those originally proposed by Maynard Smith for infinite populations.  相似文献   

14.
Based on a population genetic model of mixed strategies determined by alleles of small effect, we derive conditions for the evolution of social learning in an infinite-state environment that changes periodically over time. Each mixed strategy is defined by the probabilities that an organism will commit itself to individual learning, social learning, or innate behavior. We identify the convergent stable strategies (CSS) by a numerical adaptive dynamics method and then check the evolutionary stability (ESS) of these strategies. A strategy that is simultaneously a CSS and an ESS is called an attractive ESS (AESS). For certain parameter sets, a bifurcation diagram shows that the pure individual learning strategy is the unique AESS for short periods of environmental change, a mixed learning strategy is the unique AESS for intermediate periods, and a mixed learning strategy (with a relatively large social learning component) and the pure innate strategy are both AESS's for long periods. This result entails that, once social learning emerges during a transient era of intermediate environmental periodicity, a subsequent elongation of the period may result in the intensification of social learning, rather than a return to innate behavior.  相似文献   

15.
Game theory has been used by some authors to analyse evolutionary limits to the expression of aggression in theoretical haploid parthenogenetic species. Others have examined frequency dependent selection, of which aggression may be a case, by applying population genetic models to diploid species. A model is presented which attempts to combine these two approaches. Game theory is used to determine evolutionarily stable strategies and corresponding stable polymorphisms for a two-strategy game played by members of a diploid sexual species, when choice of strategy is determined by two alleles at a single locus. Results are given for dominant, co-dominant and recessive determination of choice of the more aggressive of two strategies, for two levels of relationship: unrelated players and sibs. It is found that for a range of models of single locus inheritance the evolutionarily stable strategy (ESS) determined for haploid species remains the stable population strategy for diploid sexual species, when players are unrelated. In sibling contestants aggression is reduced. The mixed strategy haploid ESS underestimates, but the pure strategy haploid ESS provides a good indication of the degree to which relatedness lessens aggression in diploid species. For both haploid and diploid species there may be a considerable advantage to confining conflicts to kin.  相似文献   

16.
An evolutionarily stable strategy (ESS) is only required to be capable of resisting invasion by rare mutant strategies. In contrast, an absolute invader strategy (AIS) is a rare mutant strategy that can invade any established strategy. We show that the predictions of the outcome of evolution made by optimization models are compatible with those made by the classical expected payoff comparisons in matrix games. We also show that if a matrix game has an AIS that AIS is unique and is also an ESS. But an ESS need not be an AIS. In pure-strategy submodels, an AIS need not be unique. An AIS of a matrix game has global asymptotic stability property in the game dynamics which involve only pure strategies including the AIS.  相似文献   

17.
The evolutionary form of the iterated prisoner's dilemma (IPD) is a repeated game where players strategically choose whether to cooperate with or exploit opponents and reproduce in proportion to game success. It has been widely used to study the evolution of cooperation among selfish agents. In the past 15 years, researchers proved over a series of papers that there is no evolutionarily stable strategy (ESS) in the IPD when players maintain long-term relationships. This makes it difficult to make predictions about what strategies can actually persist as prevalent in a population over time. Here, we show that this no ESS finding may be a mathematical technicality, relying on implausible players who are "too perfect" in that their probability of cooperating on any move is arbitrarily close to either 0 or 1. Specifically, in the no ESS proof, all strategies were allowed, meaning that after a strategy X experiences any history H, X cooperates with an unrestricted probability p (X, H) where 0< or =p (X, H)< or =1. Here, we restrict strategies to the set S in which X is a member of S [corrected] if after any H, X cooperates with a restricted probability p (X, H) where e< or =p (X, H)< or =1-e and 0相似文献   

18.
Summary An evolutionarily stable strategy (ESS) on pre-copulatory mate-guarding duration is separately obtained for males and females, by assuming that either the male or female can control perfectly the timing of guarding. A difference between sexes in an ESS brings on an intersexual conflict, in particular when the ESS of the actively searching sex (usually male) is longer than that of the other. We analyse two extreme situations, in which the female mating stages are either perfectly synchronized or uniformly distributed. The analysis reveals that (1) the male ESS for guarding duration is longer than the female ESS in the synchronized case if the sex ratio is male-biased, (2) the difference in ESSs is higher for a more male-biased sex ratio, less guarding costs or a higher encounter rate, and (3) an asynchronous female mating cycle extends the conflict region towards female-biased sex ratios. We show by including conflict costs in fitnesses of both sexes that intersexual conflict may be resolved by a compromised solution, where the starting time of mate guarding is an intermediate value between the ESSs of the two sexes. This compromised strategy depends on both fitness increments of winning the conflict and physical power in controlling the opponent and tends to approach the ESS of the commoner sex in highly biased sex ratios. If both actors engaged in a conflict have enough information on each other, a compromise without an overt struggle may be reached.  相似文献   

19.
Evolutionary game theory is the study of frequency-dependent selection. The success of an individual depends on the frequencies of strategies that are used in the population. We propose a new model for studying evolutionary dynamics in games with a continuous strategy space. The population size is finite. All members of the population use the same strategy. A mutant strategy is chosen from some distribution over the strategy space. The fixation probability of the mutant strategy in the resident population is calculated. The new mutant takes over the population with this probability. In this case, the mutant becomes the new resident. Otherwise, the existing resident remains. Then, another mutant is generated. These dynamics lead to a stationary distribution over the entire strategy space. Our new approach generalizes classical adaptive dynamics in three ways: (i) the population size is finite; (ii) mutants can be drawn non-locally and (iii) the dynamics are stochastic. We explore reactive strategies in the repeated Prisoner''s Dilemma. We perform ‘knock-out experiments’ to study how various strategies affect the evolution of cooperation. We find that ‘tit-for-tat’ is a weak catalyst for the emergence of cooperation, while ‘always cooperate’ is a strong catalyst for the emergence of defection. Our analysis leads to a new understanding of the optimal level of forgiveness that is needed for the evolution of cooperation under direct reciprocity.  相似文献   

20.
Maynard-Smith (1974) has presented a game of attrition model for animal conflict. He assumed that the penalty function, giving the cost in terms of fitness, of displaying for a given time period, is a linear function of the time of display. Under this assumption he shows that an evolutionary stable strategy (ESS) always exists: one such is a mixed strategy for which display times have a negative exponential distribution. Given the diversity of reproductive strategies and patterns of agonistic behavior in nature, it is reasonable to consider games with different types of cost functions. In this paper it is shown that if more general cost functions are allowed (not necessarily linear), then ESS's still exist and give a great variety of distributions of display time. Supporting data are presented to suggest that these distributions may be found in nature. It is suggested that the interrelations between an animal's fitness budget and the game's penalty function will determine the nature of an ESS for different kinds of games.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号