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1.
Active linking in evolutionary games   总被引:1,自引:0,他引:1  
In the traditional approach to evolutionary game theory, the individuals of a population meet each other at random, and they have no control over the frequency or duration of interactions. Here we remove these simplifying assumptions. We introduce a new model, where individuals differ in the rate at which they seek new interactions. Once a link between two individuals has formed, the productivity of this link is evaluated. Links can be broken off at different rates. In a limiting case, the linking dynamics introduces a simple transformation of the payoff matrix. We outline conditions for evolutionary stability. As a specific example, we study the interaction between cooperators and defectors. We find a simple relationship that characterizes those linking dynamics which allow natural selection to favour cooperation over defection.  相似文献   

2.
Direct reciprocity on graphs   总被引:1,自引:0,他引:1  
Direct reciprocity is a mechanism for the evolution of cooperation based on the idea of repeated encounters between the same two individuals. Here we examine direct reciprocity in structured populations, where individuals occupy the vertices of a graph. The edges denote who interacts with whom. The graph represents spatial structure or a social network. For birth-death or pairwise comparison updating, we find that evolutionary stability of direct reciprocity is more restrictive on a graph than in a well-mixed population, but the condition for reciprocators to be advantageous is less restrictive on a graph. For death-birth and imitation updating, in contrast, both conditions are easier to fulfill on a graph. Moreover, for all four update mechanisms, reciprocators can dominate defectors on a graph, which is never possible in a well-mixed population. We also study the effect of an error rate, which increases with the number of links per individual; interacting with more people simultaneously enhances the probability of making mistakes. We provide analytic derivations for all results.  相似文献   

3.
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   

4.
Indirect reciprocity, a key concept in behavioral experiments and evolutionary game theory, provides a mechanism that allows reciprocal altruism to emerge in a population of self-regarding individuals even when repeated interactions between pairs of actors are unlikely. Recent empirical evidence show that humans typically follow complex assessment strategies involving both reciprocity and social imitation when making cooperative decisions. However, currently, we have no systematic understanding of how imitation, a mechanism that may also generate negative effects via a process of cumulative advantage, affects cooperation when repeated interactions are unlikely or information about a recipient's reputation is unavailable. Here we extend existing evolutionary models, which use an image score for reputation to track how individuals cooperate by contributing resources, by introducing a new imitative-trust score, which tracks whether actors have been the recipients of cooperation in the past. We show that imitative trust can co-exist with indirect reciprocity mechanisms up to a threshold and then cooperation reverses -revealing the elusive nature of cooperation. Moreover, we find that when information about a recipient's reputation is limited, trusting the action of third parties towards her (i.e. imitating) does favor a higher collective cooperation compared to random-trusting and share-alike mechanisms. We believe these results shed new light on the factors favoring social imitation as an adaptive mechanism in populations of cooperating social actors.  相似文献   

5.
Many problems of cooperation involve repeated interactions among the same groups of individuals. When collective action is at stake, groups often engage in Public Goods Games (PGG), where individuals contribute (or not) to a common pool, subsequently sharing the resources. Such scenarios of repeated group interactions materialize situations in which direct reciprocation to groups may be at work. Here we study direct group reciprocity considering the complete set of reactive strategies, where individuals behave conditionally on what they observed in the previous round. We study both analytically and by computer simulations the evolutionary dynamics encompassing this extensive strategy space, witnessing the emergence of a surprisingly simple strategy that we call All-Or-None (AoN). AoN consists in cooperating only after a round of unanimous group behavior (cooperation or defection), and proves robust in the presence of errors, thus fostering cooperation in a wide range of group sizes. The principles encapsulated in this strategy share a level of complexity reminiscent of that found already in 2-person games under direct and indirect reciprocity, reducing, in fact, to the well-known Win-Stay-Lose-Shift strategy in the limit of the repeated 2-person Prisoner''s Dilemma.  相似文献   

6.
One of the current theoretical challenges to the explanatory powers of Evolutionary Theory is the understanding of the observed evolutionary survival of cooperative behavior when selfish actions provide higher fitness (reproductive success). In unstructured populations natural selection drives cooperation to extinction. However, when individuals are allowed to interact only with their neighbors, specified by a graph of social contacts, cooperation-promoting mechanisms (known as lattice reciprocity) offer to cooperation the opportunity of evolutionary survival. Recent numerical works on the evolution of Prisoner's Dilemma in complex network settings have revealed that graph heterogeneity dramatically enhances the lattice reciprocity. Here we show that in highly heterogeneous populations, under the graph analog of replicator dynamics, the fixation of a strategy in the whole population is in general an impossible event, for there is an asymptotic partition of the population in three subsets, two in which fixation of cooperation or defection has been reached and a third one which experiences cycles of invasion by the competing strategies. We show how the dynamical partition correlates with connectivity classes and characterize the temporal fluctuations of the fluctuating set, unveiling the mechanisms stabilizing cooperation in macroscopic scale-free structures.  相似文献   

7.
Despite much theorizing, the evolutionary reasons why humans cooperate extensively with unrelated individuals are still largely unknown. While reciprocity explains many instances of non-kin cooperation, much remains to be understood. A recent suite of models based upon ‘cooperative assortativity’ suggest that non-kin cooperation can evolve if individuals preferentially assort with certain cooperative phenotypes, such as helping those who help others. Here, we test these assortative hypotheses among the Agta, a population of Filipino hunter-gatherers, using an experimental resource allocation game in which individuals divide resources between themselves and camp-mates. Individuals preferentially shared with less cooperative individuals, arguing against cooperative assortativity as a mechanism sustaining resource transfers in this population. Rather, sharing was often based on the recipient's level of need, in addition to kin-based transfers and reciprocal sharing. Contrary to several recent theoretical accounts, in this real-world setting we find no evidence for cooperative assortativity influencing patterns of cooperation. These results may reflect the demands of living in a foraging ecology characterized by high resource stochasticity, necessitating need-based sharing as a system of long-term reciprocity to mitigate repeated subsistence shortfalls.  相似文献   

8.
Explaining cooperation is one of the greatest challenges for evolutionary biology. It is particularly a problem in species such as humans, where there is cooperation between nonrelatives. Numerous possible solutions have been suggested for the problem of cooperation between nonrelatives, including punishment, policing, and various forms of reciprocity. Here, we suggest that local competition for resources can pose a problem for these hypotheses, analogous to how it can select against cooperation between relatives. We extend the prisoner's dilemma (PD) game to show that local competition between interacting individuals can reduce selection for cooperation between nonrelatives. This is because, with local competition, fitness is relative to social partners, and cooperation benefits social partners. We then test whether nonrelated humans adjust their level of cooperation facultatively in response to the scale of competition when playing the PD for cash prizes. As predicted, we found that individuals were less likely to cooperate when competition was relatively local. Cooperation between humans will therefore be most likely when repeated interactions take place on a local scale between small numbers of people, and competition for resources takes place on a more global scale among large numbers of people.  相似文献   

9.
Recent studies have shown that constraints on available resources may play an important role in the evolution of cooperation, especially when individuals do not posses the capacity to recognize other individuals, memory or other developed abilities, as it is the case of most unicellular organisms, algae or even plants. We analyze the evolution of cooperation in the case of a limiting resource, which is necessary for reproduction and survival. We show that, if the strategies determine a prisoner's dilemma, the outcome of the interactions may be modified by the limitation of resources allowing cooperators to invade the entire population. Analytic expressions for the region of cooperation are provided. Furthermore we derive expressions for the connection between fitness, as understood in evolutionary game theory, and resource exchanges, which may be of help to link evolutionary game theoretical results with resource based models.  相似文献   

10.
In repeated interactions, players can use strategies that respond to the outcome of previous rounds. Much of the existing literature on direct reciprocity assumes that all competing individuals use the same strategy space. Here, we study both learning and evolutionary dynamics of players that differ in the strategy space they explore. We focus on the infinitely repeated donation game and compare three natural strategy spaces: memory-1 strategies, which consider the last moves of both players, reactive strategies, which respond to the last move of the co-player, and unconditional strategies. These three strategy spaces differ in the memory capacity that is needed. We compute the long term average payoff that is achieved in a pairwise learning process. We find that smaller strategy spaces can dominate larger ones. For weak selection, unconditional players dominate both reactive and memory-1 players. For intermediate selection, reactive players dominate memory-1 players. Only for strong selection and low cost-to-benefit ratio, memory-1 players dominate the others. We observe that the supergame between strategy spaces can be a social dilemma: maximum payoff is achieved if both players explore a larger strategy space, but smaller strategy spaces dominate.  相似文献   

11.
Evolutionary graph theory is a well established framework for modelling the evolution of social behaviours in structured populations. An emerging consensus in this field is that graphs that exhibit heterogeneity in the number of connections between individuals are more conducive to the spread of cooperative behaviours. In this article we show that such a conclusion largely depends on the individual-level interactions that take place. In particular, averaging payoffs garnered through game interactions rather than accumulating the payoffs can altogether remove the cooperative advantage of heterogeneous graphs while such a difference does not affect the outcome on homogeneous structures. In addition, the rate at which game interactions occur can alter the evolutionary outcome. Less interactions allow heterogeneous graphs to support more cooperation than homogeneous graphs, while higher rates of interactions make homogeneous and heterogeneous graphs virtually indistinguishable in their ability to support cooperation. Most importantly, we show that common measures of evolutionary advantage used in homogeneous populations, such as a comparison of the fixation probability of a rare mutant to that of the resident type, are no longer valid in heterogeneous populations. Heterogeneity causes a bias in where mutations occur in the population which affects the mutant''s fixation probability. We derive the appropriate measures for heterogeneous populations that account for this bias.  相似文献   

12.
There is ample evidence that human cooperative behaviour towards other individuals is often conditioned on information about previous interactions. This information derives both from personal experience (direct reciprocity) and from experience of others (i.e. reputation; indirect reciprocity). Direct and indirect reciprocity have been studied separately, but humans often have access to both types of information. Here, we experimentally investigate information use in a repeated helping game. When acting as donor, subjects can condition their decisions to help recipients with both types of information at a small cost to access such information. We find that information from direct interactions weighs more heavily in decisions to help, and participants tend to react less forgivingly to negative personal experience than to negative reputation. Moreover, effects of personal experience and reputation interact in decisions to help. If a recipient''s reputation is positive, the personal experience of the donor has a weak effect on the decision to help, and vice versa. Yet if the two types of information indicate conflicting signatures of helpfulness, most decisions to help follow personal experience. To understand the roles of direct and indirect reciprocity in human cooperation, they should be studied in concert, not in isolation.  相似文献   

13.
In 2012 Broom and Rychtar developed a new framework to consider the evolution of a population over a non-homogeneous underlying structure, where fitness depends upon multiplayer interactions amongst the individuals within the population played in groups of various sizes (including one). This included the independent model, and as a special case the territorial raider model, which has been considered in a series of subsequent papers. Here individuals are based upon the vertex of a graph but move to interact with their neighbours, sometimes meeting in large groups. The most important single property of such populations is the fixation probability, the probability of a single mutant completely replacing the existing population. In a recent paper we considered the fixation probability for the Birth Death Birth (BDB) dynamics for three games, a Public Goods game, the Hawk–Dove game and for fixed fitnesses for a large number of randomly generated graphs, in particular seeing if important underlying graph properties could be used as predictors. We found two good predictors, temperature and mean group size, but some interesting and unusual features for one type of graph, Barabasi–Albert graphs. In this paper we use a regression analysis to investigate (the usual) three alternative evolutionary dynamics (BDD, DBB, DBD) in addition to the original BDB. In particular, we find that the dynamics split into two pairs, BDB/DBD and BDD/DBB, each of which give essentially the same results and found a good fit to the data using a quadratic regression involving the above two variables. Further we find that temperature is the most important predictor for the Hawk–Dove game, whilst for the Public Goods game the group size also plays a key role, and is more important than the temperature for the BDD/DBB dynamics.  相似文献   

14.
The fact that humans cooperate with non-kin in large groups, or with people they will never meet again, is a long-standing evolutionary puzzle. Altruism, the capacity to perform costly acts that confer benefits on others, is at the core of cooperative behavior. Behavioral experiments show that humans have a predisposition to cooperate with others and to punish non-cooperators at personal cost (so-called strong reciprocity) which, according to standard evolutionary game theory arguments, cannot arise from selection acting on individuals. This has led to the suggestion of group and cultural selection as the only mechanisms that can explain the evolutionary origin of human altruism. We introduce an agent-based model inspired on the Ultimatum Game, that allows us to go beyond the limitations of standard evolutionary game theory and show that individual selection can indeed give rise to strong reciprocity. Our results are consistent with the existence of neural correlates of fairness and in good agreement with observations on humans and monkeys.  相似文献   

15.
Understanding the mechanisms that can lead to the evolution of cooperation through natural selection is a core problem in biology. Among the various attempts at constructing a theory of cooperation, game theory has played a central role. Here, we review models of cooperation that are based on two simple games: the Prisoner's Dilemma, and the Snowdrift game. Both games are two‐person games with two strategies, to cooperate and to defect, and both games are social dilemmas. In social dilemmas, cooperation is prone to exploitation by defectors, and the average payoff in populations at evolutionary equilibrium is lower than it would be in populations consisting of only cooperators. The difference between the games is that cooperation is not maintained in the Prisoner's Dilemma, but persists in the Snowdrift game at an intermediate frequency. As a consequence, insights gained from studying extensions of the two games differ substantially. We review the most salient results obtained from extensions such as iteration, spatial structure, continuously variable cooperative investments, and multi‐person interactions. Bridging the gap between theoretical and empirical research is one of the main challenges for future studies of cooperation, and we conclude by pointing out a number of promising natural systems in which the theory can be tested experimentally.  相似文献   

16.
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   

17.
Common-pool resource (CPR) dilemmas distinguish themselves from general public good problems by encompassing both social and physical features. This paper examines how a physical mechanism, namely asymmetric payoff; and a social mechanism, reciprocity; simultaneously affect collective cooperation in theoretical water sharing interactions. We present an iterative N-person game theoretic model to investigate the joint effects of these two mechanisms in a linear fully connected river system under three information assumptions. From a simple evolutionary perspective, this paper quantitatively addresses the conditions for Nash Equilibrium in which collective cooperation might be established. The results suggest that direct reciprocity increases every actor’s motivation to contribute to the collective good of the river system. Meanwhile, various upstream and downstream actors manifest individual disparities as a result of the direct reciprocity and asymmetric payoff mechanisms. More specifically, the downstream actors are less willing to cooperate unless there is a high probability that long-term interactions are ensured; however, a greater level of asymmetries is likely to increase upstream actors’ incentives to cooperate even though the interactions could quickly end. The upstream actors also display weak sensitivity to an increase in the total number of actors, which generally results in a reduction in the other actors’ motivation for cooperation. It is also shown that the indirect reciprocity mechanism relaxes the overall conditions for cooperative Nash Equilibrium.  相似文献   

18.
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.  相似文献   

19.
Direct reciprocity is a chief mechanism of mutual cooperation in social dilemma. Agents cooperate if future interactions with the same opponents are highly likely. Direct reciprocity has been explored mostly by evolutionary game theory based on natural selection. Our daily experience tells, however, that real social agents including humans learn to cooperate based on experience. In this paper, we analyze a reinforcement learning model called temporal difference learning and study its performance in the iterated Prisoner’s Dilemma game. Temporal difference learning is unique among a variety of learning models in that it inherently aims at increasing future payoffs, not immediate ones. It also has a neural basis. We analytically and numerically show that learners with only two internal states properly learn to cooperate with retaliatory players and to defect against unconditional cooperators and defectors. Four-state learners are more capable of achieving a high payoff against various opponents. Moreover, we numerically show that four-state learners can learn to establish mutual cooperation for sufficiently small learning rates.  相似文献   

20.
Cooperation among genetically unrelated individuals is commonly explained by the potential for future reciprocity or by the risk of being punished by group members. However, unconditional altruism is more difficult to explain. We demonstrate that unconditional altruism can evolve as a costly signal of individual quality (i.e. a handicap) as a consequence of reciprocal altruism. This is because the emergent correlation between altruism and individual quality in reciprocity games can facilitate the use of altruism as a quality indicator in a much wider context, outside the reciprocity game, thus affecting its further evolution through signalling benefits. Our model, based on multitype evolutionary game theory shows that, when the additive signalling benefit of donating help exceeds the cost for only some individuals (of high-quality state) but not for others (of low-quality state), the population possesses an evolutionarily stable strategy (ESS) profile wherein high-quality individuals cooperate unconditionally while low-quality individuals defect or play tit-for-tat (TfT). Hence, as predicted by Zahavi's handicap model, signalling benefits of altruistic acts can establish a stable generosity by high-quality individuals that no longer depends on the probability of future reciprocation or punishment.  相似文献   

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