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1.
We present an evolutionary game theory. This theory differs in several respects from current theories related to Maynard Smith's pioneering work on evolutionary stable strategies (ESS). Most current work deals with two person matrix games. For these games the strategy set is finite. We consider evolutionary games which are defined over a continuous strategy set and which permit any number of players. Matrix games are included as a bilinear continuous game. However, under our definition, such games will not posses an ESS on the interior of the strategy set. We extend previous work on continuous games by developing an ESS definition which permits the ESS to be composed of a coalition of several strategies. This definition requires that the coalition must not only be stable with respect to perturbations in strategy frequencies which comprise the coalition, but the coalition must also satisfy the requirement that no mutant strategies can invade. Ecological processes are included in the model by explicitly considering population size and density dependent selection.  相似文献   

2.
In evolutionary games, reproductive success is determined by payoffs. Weak selection means that even large differences in game outcomes translate into small fitness differences. Many results have been derived using weak selection approximations, in which perturbation analysis facilitates the derivation of analytical results. Here, we ask whether results derived under weak selection are also qualitatively valid for intermediate and strong selection. By “qualitatively valid” we mean that the ranking of strategies induced by an evolutionary process does not change when the intensity of selection increases. For two-strategy games, we show that the ranking obtained under weak selection cannot be carried over to higher selection intensity if the number of players exceeds two. For games with three (or more) strategies, previous examples for multiplayer games have shown that the ranking of strategies can change with the intensity of selection. In particular, rank changes imply that the most abundant strategy at one intensity of selection can become the least abundant for another. We show that this applies already to pairwise interactions for a broad class of evolutionary processes. Even when both weak and strong selection limits lead to consistent predictions, rank changes can occur for intermediate intensities of selection. To analyze how common such games are, we show numerically that for randomly drawn two-player games with three or more strategies, rank changes frequently occur and their likelihood increases rapidly with the number of strategies . In particular, rank changes are almost certain for , which jeopardizes the predictive power of results derived for weak selection.  相似文献   

3.
Evolutionarily stable (ES) sets are characterized for evolutionary games in extensive form. It is shown that, for the normal form of games involving informational symmetries or repeated play, the standard approach of determining evolutionarily stable strategies (ESSs) often fails to predict the evolutionary outcome. The dynamic stability of ES sets is proved in both the pure strategy and mixed strategy models. ES sets are shown to also generalize the notion of direct ESSs (an earlier attempt to apply ESS theory to extensive games). The theory is illustrated by three examples of biological games in extensive form.  相似文献   

4.
Differential game theory is applied to the analysis of evolutionarily stable strategies (ESS) in this article. A general form for the evolutionary differential game is introduced in the case of intra-specific competition, and a connection between the ESS and the mathematical Nash solution concept is indicated. A dynamic ESS is found for the height growth strategies of trees. A hierarchical model is introduced to account for different time constants in simultaneous selection processes. Differential evolutionary games are compared with static evolutionary games utilizing the hierarchical approach.  相似文献   

5.
In evolutionary games the fitness of individuals is not constant but depends on the relative abundance of the various strategies in the population. Here we study general games among n strategies in populations of large but finite size. We explore stochastic evolutionary dynamics under weak selection, but for any mutation rate. We analyze the frequency dependent Moran process in well-mixed populations, but almost identical results are found for the Wright-Fisher and Pairwise Comparison processes. Surprisingly simple conditions specify whether a strategy is more abundant on average than 1/n, or than another strategy, in the mutation-selection equilibrium. We find one condition that holds for low mutation rate and another condition that holds for high mutation rate. A linear combination of these two conditions holds for any mutation rate. Our results allow a complete characterization of n×n games in the limit of weak selection.  相似文献   

6.
Coevolution is modeled as a continuous game where the fitness-maximizing strategy of an individual is assumed to be a function of the strategy of other individuals who are also under selection to maximize fitness. An evolutionary stable strategy (ESS) is sought such that no rare alternative strategies can invade the community. The approach can be used to model coevolution because the ESS may be composed of a coalition of more than one strategy. This work, by modeling frequency-dependent selection, extends the approach of Roughgarden (1976) which only considered density-dependent selection. In particular, we show that the coevolutionary model of Rummel and Roughgarden (1985) does contain frequency-dependent selection, and thus, their application of Roughgarden's criterion for evolutionary stability to a model for which it is not applicable leads to the erroneous conclusion that the ecological and evolutionary processes are in conflict. The utility of the game theoretic approach is illustrated by two examples. The first considers an ESS composed of a single strategy, the second an ESS composed of a coalition of two strategies. Evolution occurs on a frequency-dependent adaptive landscape. For this reason, the approach is appropriate for modeling competitive speciation (Rosenzweig, 1978). Also, the game theoretic approach is designed to combine the interplay between the background environment (including the biotic components) and the evolutionary potential of the populations or organisms. The actual application of this theory will require knowledge of both.  相似文献   

7.
Understanding the emergence of cooperation among selfish individuals has been a long-standing puzzle, which has been studied by a variety of game models. Most previous studies presumed that interactions between individuals are discrete, but it seems unrealistic in real systems. Recently, there are increasing interests in studying game models with a continuous strategy space. Existing research work on continuous strategy games mainly focuses on well-mixed populations. Especially, little theoretical work has been conducted on their evolutionary dynamics in a structured population. In the previous work (Zhong et al., BioSystems, 2012), we showed that under strong selection, continuous and discrete strategies have significantly different equilibrium and game dynamics in spatially structured populations. In this paper, we further study evolutionary dynamics of continuous strategy games under weak selection in structured populations. By using the fixation probability based stochastic dynamics, we derive exact conditions of natural selection favoring cooperation for the death–birth updating scheme. We also present a network gain decomposition of the game equilibrium, which might provide a new view of the network reciprocity in a quantitative way. Finally, we make a detailed comparison between games using discrete and continuous strategies. As compared to the former, we find that for the latter (i) the same selection conditions are derived for the general 2 × 2 game; especially, the rule b/c > k in a simplified Prisoner's Dilemma is valid as well; however, (ii) for a coordination game, interestingly, the risk-dominant strategy is disfavored. Numerical simulations have also been conducted to validate our results.  相似文献   

8.
Evolutionary game theory studies frequency dependent selection. The fitness of a strategy is not constant, but depends on the relative frequencies of strategies in the population. This type of evolutionary dynamics occurs in many settings of ecology, infectious disease dynamics, animal behavior and social interactions of humans. Traditionally evolutionary game dynamics are studied in well-mixed populations, where the interaction between any two individuals is equally likely. There have also been several approaches to study evolutionary games in structured populations. In this paper we present a simple result that holds for a large variety of population structures. We consider the game between two strategies, A and B, described by the payoff matrix . We study a mutation and selection process. For weak selection strategy A is favored over B if and only if σa+b>c+σd. This means the effect of population structure on strategy selection can be described by a single parameter, σ. We present the values of σ for various examples including the well-mixed population, games on graphs, games in phenotype space and games on sets. We give a proof for the existence of such a σ, which holds for all population structures and update rules that have certain (natural) properties. We assume weak selection, but allow any mutation rate. We discuss the relationship between σ and the critical benefit to cost ratio for the evolution of cooperation. The single parameter, σ, allows us to quantify the ability of a population structure to promote the evolution of cooperation or to choose efficient equilibria in coordination games.  相似文献   

9.
Evolutionary game theory is a basis of replicator systems and has applications ranging from animal behavior and human language to ecosystems and other hierarchical network systems. Most studies in evolutionary game dynamics have focused on a single game, but, in many situations, we see that many games are played simultaneously. We construct a replicator equation with plural games by assuming that a reward of a player is a simple summation of the reward of each game. Even if the numbers of the strategies of the games are different, its dynamics can be described in one replicator equation. We here show that when players play several games at the same time, the fate of a single game cannot be determined without knowing the structures of the whole other games. The most absorbing fact is that even if a single game has a ESS (evolutionary stable strategy), the relative frequencies of strategies in the game does not always converge to the ESS point when other games are played simultaneously.  相似文献   

10.
Studies of cooperation have traditionally focused on discrete games such as the well-known prisoner’s dilemma, in which players choose between two pure strategies: cooperation and defection. Increasingly, however, cooperation is being studied in continuous games that feature a continuum of strategies determining the level of cooperative investment. For the continuous snowdrift game, it has been shown that a gradually evolving monomorphic population may undergo evolutionary branching, resulting in the emergence of a defector strategy that coexists with a cooperator strategy. This phenomenon has been dubbed the ‘tragedy of the commune’. Here we study the effects of fluctuating group size on the tragedy of the commune and derive analytical conditions for evolutionary branching. Our results show that the effects of fluctuating group size on evolutionary dynamics critically depend on the structure of payoff functions. For games with additively separable benefits and costs, fluctuations in group size make evolutionary branching less likely, and sufficiently large fluctuations in group size can always turn an evolutionary branching point into a locally evolutionarily stable strategy. For games with multiplicatively separable benefits and costs, fluctuations in group size can either prevent or induce the tragedy of the commune. For games with general interactions between benefits and costs, we derive a general classification scheme based on second derivatives of the payoff function, to elucidate when fluctuations in group size help or hinder cooperation.  相似文献   

11.
The evolutionary dynamics of bimatrix games is studied for rescaled partnership games and zero sum games. The former case leads to gradient systems. The selection equations for sexual and asexual reproduction of genotypes corresponding to mixed strategies are analysed. As examples, the origin of anisogamy and cyclic chases for predator-prey coevolution are studied.  相似文献   

12.
An evolutionary model based on the Taylor-Jonker game dynamics is presented. A set of strategies is compatible if there exists a dynamical equilibrium between its members and there is an evolutionary transition to another compatible set if new mutant strategies bring about a passage to another equilibrium. We apply these concepts to supergame strategies, which play repeatedly a given matrix game and at each time step choose their pure strategy according to the preceding moves of the opponent. We investigate the patterns of evolution in zero-sum games, games of partnership, the prisoner's dilemma and the hawkdove game.  相似文献   

13.
Evolutionary game dynamics of two-player asymmetric games in finite populations is studied. We consider two roles in the game, roles α and β. α-players and β-players interact and gain payoffs. The game is described by a pair of matrices, which is called bimatrix. One's payoff in the game is interpreted as its fecundity, thus strategies are subject to natural selection. In addition, strategies can randomly mutate to others. We formulate a stochastic evolutionary game dynamics of bimatrix games as a frequency-dependent Moran process with mutation. We analytically derive the stationary distribution of strategies under weak selection. Our result provides a criterion for equilibrium selection in general bimatrix games.  相似文献   

14.
A structural stability approach to population-genetic systems and to dynamic evolutionary games is attempted in order to examine the theoretical significance of sociobiological selection models. A criterion of weak selection is derived that is not restricted to differential reproduction in polymorphic systems but describes possible directions of evolutionary change in time scales governed by genetic mutation rates. The criterion applies to the problems of how the initial mutational basis of an adaptive trait may be established and how this may happen, for analogous traits, independently in different species. Two basic sociobiological concepts are reconsidered with reference to the criterion. It is shown that W. D. Hamilton's condition of increases in inclusive fitness due to altruistic interactions among kin expresses the structural instability of populations against the evolution of altruistic behavior. Using the dynamic approach to evolutionary game theory, it is demonstrated that if a behavioral phenotype is an evolutionarily stable strategy, it is structurally stable against perturbations of the fitness payoffs, provided selection is weak. These results are applied to material problems of the evolution of animal social behavior.  相似文献   

15.
This paper studies the evolution of a proto-language in a finite population under the frequency-dependent Moran process. A proto-language can be seen as a collection of concept-to-sign mappings. An efficient proto-language is a bijective mapping from objects of communication to used signs and vice versa. Based on the comparison of fixation probabilities, a method for deriving conditions of evolutionary stability in a finite population [Nowak et al., 2004. Emergence of cooperation and evolutionary stability in finite populations. Nature 428, 246-650], it is shown that efficient proto-languages are the only strategies that are protected by selection, which means that no mutant strategy can have a fixation probability that is greater than the inverse population size. In passing, the paper provides interesting results about the comparison of fixation probabilities as well as Maynard Smith's notion of evolutionary stability for finite populations [Maynard Smith, 1988. Can a mixed strategy be stable in a finite population? J. Theor. Biol. 130, 247-251] that are generally true for games with a symmetric payoff function.  相似文献   

16.
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   

17.
By applying a technique previously developed to study ecosystem assembly [Capitán et al., Phys. Rev. Lett. 103, 168101 (2009)] we study the evolutionary stable strategies of iterated 2 × 2 games. We focus on memory-one strategies, whose probability to play a given action depends on the actions of both players in the previous time step. We find the asymptotically stable populations resulting from all possible invasions of any known stable population. The results of this invasion process are interpreted as transitions between different populations that occur with a certain probability. Thus the whole process can be described as a Markov chain whose states are the different stable populations. With this approach we are able to study the whole space of symmetric 2 × 2 games, characterizing the most probable results of evolution for the different classes of games. Our analysis includes quasi-stationary mixed equilibria that are relevant as very long-lived metastable states and is compared to the predictions of a fixation probability analysis. We confirm earlier results on the success of the Pavlov strategy in a wide range of parameters for the iterated Prisoner's Dilemma, but find that as the temptation to defect grows there are many other possible successful strategies. Other regions of the diagram reflect the equilibria structure of the underlying one-shot game, albeit often some non-expected strategies arise as well. We thus provide a thorough analysis of iterated 2 × 2 games from which we are able to extract some general conclusions. Our most relevant finding is that a great deal of the payoff parameter range can still be understood by focusing on win-stay, lose-shift strategies, and that very ambitious ones, aspiring to obtaining always a high payoff, are never evolutionary stable.  相似文献   

18.
We develop a new method for studying stochastic evolutionary game dynamics of mixed strategies. We consider the general situation: there are n pure strategies whose interactions are described by an n×n payoff matrix. Players can use mixed strategies, which are given by the vector (p1,…,pn). Each entry specifies the probability to use the corresponding pure strategy. The sum over all entries is one. Therefore, a mixed strategy is a point in the simplex Sn. We study evolutionary dynamics in a well-mixed population of finite size. Individuals reproduce proportional to payoff. We consider the case of weak selection, which means the payoff from the game is only a small contribution to overall fitness. Reproduction can be subject to mutation; a mutant adopts a randomly chosen mixed strategy. We calculate the average abundance of every mixed strategy in the stationary distribution of the mutation-selection process. We find the crucial conditions that specify if a strategy is favored or opposed by selection. One condition holds for low mutation rate, another for high mutation rate. The result for any mutation rate is a linear combination of those two. As a specific example we study the Hawk-Dove game. We prove general statements about the relationship between games with pure and with mixed strategies.  相似文献   

19.
20.
We investigate two methods of measuring fitness in evolutionary games played among members of a finite population. Classical notions of stability account for the action of selection only, and use immediate reproductive gains as a measure of fitness. This classical interpretation of fitness is what we call reproductive fitness (RF), and is found in the early studies of evolutionary stability in finite populations. More recent work has incorporated the influence of random genetic drift by applying fixation probability (FP) as a measure of fitness. When defined in this way, fitness represents a measure of ultimate evolutionary success. Our main result describes an equivalence between candidate evolutionarily stable strategies under both the RF and FP interpretations of fitness. We apply this result to matrix games in which the use of mixed strategies is permitted, and find here an equivalence between the RF and FP conditions for evolutionary stability.  相似文献   

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