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1.
Evolutionary game dynamics describes how successful strategies spread in a population. In well-mixed populations, the usual assumption, e.g. underlying the replicator dynamics, is that individuals obtain a payoff from interactions with a representative sample of the population. This determines their fitness. Here, we analyze a situation in which payoffs are obtained through a single interaction, so that individuals of the same type can have different payoffs. We show analytically that for weak selection, this scenario is identical to the usual approach in which an individual interacts with the whole population. For strong selection, however, differences arise that are reflected in the fixation probabilities and lead to deviating evolutionary dynamics.  相似文献   

2.
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   

3.
The emergence and abundance of cooperation in nature poses a tenacious and challenging puzzle to evolutionary biology. Cooperative behaviour seems to contradict Darwinian evolution because altruistic individuals increase the fitness of other members of the population at a cost to themselves. Thus, in the absence of supporting mechanisms, cooperation should decrease and vanish, as predicted by classical models for cooperation in evolutionary game theory, such as the Prisoner's Dilemma and public goods games. Traditional approaches to studying the problem of cooperation assume constant population sizes and thus neglect the ecology of the interacting individuals. Here, we incorporate ecological dynamics into evolutionary games and reveal a new mechanism for maintaining cooperation. In public goods games, cooperation can gain a foothold if the population density depends on the average population payoff. Decreasing population densities, due to defection leading to small payoffs, results in smaller interaction group sizes in which cooperation can be favoured. This feedback between ecological dynamics and game dynamics can generate stable coexistence of cooperators and defectors in public goods games. However, this mechanism fails for pairwise Prisoner's Dilemma interactions and the population is driven to extinction. Our model represents natural extension of replicator dynamics to populations of varying densities.  相似文献   

4.
The well-known replicator dynamics is usually applied to 2-player games and random matching. Here we allow for games with n players, and for population structures other than random matching. This more general application leads to a version of the replicator dynamics of which the standard 2-player, well-mixed version is a special case, and which allows us to explore the dynamic implications of population structure. The replicator dynamics also allows for a reformulation of the central theorem in Van Veelen (2009), which claims that inclusive fitness gives the correct prediction for games with generalized equal gains from switching (or, in other words, when fitness effects are additive). If we furthermore also assume that relatedness is constant during selection - which is a reasonable assumption in a setting with kin recognition - then inclusive fitness even becomes a parameter that determines the speed as well as the direction of selection. For games with unequal gains from switching, inclusive fitness can give the wrong prediction. With equal gains however, not only the sign, but also even the value of inclusive fitness becomes meaningful.  相似文献   

5.
We study stochastic game dynamics in finite populations. To this end we extend the classical Moran process to incorporate frequency-dependent selection and mutation. For 2 x 2 games, we give a complete analysis of the long-run behavior when mutation rates are small. For 3 x 3 coordination games, we provide a simple rule to determine which strategy will be selected in large populations. The expected motion in our model resembles the standard replicator dynamics when the population is large, but is qualitatively different when the population is small. Our analysis shows that even in large finite populations the behavior of a replicator-like system can be different from that of the standard replicator dynamics. As an application, we consider selective language dynamics. We determine which language will be spoken in finite large populations. The results have an intuitive interpretation but would not be expected from an analysis of the replicator dynamics.  相似文献   

6.
Fogel GB  Fogel DB 《Bio Systems》2011,104(1):57-62
The behaviors of individuals and species are often explained in terms of evolutionary stable strategies (ESSs). The analysis of ESSs determines which, if any, combinations of behaviors cannot be invaded by alternative strategies. Two assumptions required to generate an ESS (i.e., an infinite population and payoffs described only on the average) do not hold under natural conditions. Previous experiments indicated that under more realistic conditions of finite populations and stochastic payoffs, populations may evolve in trajectories that are unrelated to an ESS, even in very simple games. The simulations offered here extend earlier research by employing truncation selection with random parental selection in a hawk-dove game. Payoffs are determined in pairwise contests using either the expected outcome, or the result of a random variable. In each case, however, the mean fraction of hawks over many generations and across many independent trials does not conform to the expected ESS. Implications of these results and philosophical underpinnings of ESS theory are offered.  相似文献   

7.
In population games, the optimal behaviour of a forager depends partly on courses of action selected by other individuals in the population. How individuals learn to allocate effort in foraging games involving frequency-dependent payoffs has been little examined. The performance of three different learning rules was investigated in several types of habitats in each of two population games. Learning rules allow individuals to weigh information about the past and the present and to choose among alternative patterns of behaviour. In the producer-scrounger game, foragers use producer to locate food patches and scrounger to exploit the food discoveries of others. In the ideal free distribution game, foragers that experience feeding interference from companions distribute themselves among heterogeneous food patches. In simulations of each population game, the use of different learning rules induced large variation in foraging behaviour, thus providing a tool to assess the relevance of each learning rule in experimental systems. Rare mutants using alternative learning rules often successfully invaded populations of foragers using other rules indicating that some learning rules are not stable when pitted against each other. Learning rules often closely approximated optimal behaviour in each population game suggesting that stimulus-response learning of contingencies created by foraging companions could be sufficient to perform at near-optimal level in two population games.  相似文献   

8.
An evolutionary game of individuals cooperating to obtain a collective benefit is here modelled as an n-player Prisoner's Dilemma game. With reference to biological situations, such as group foraging, we introduce a threshold condition in the number of cooperators required to obtain the collective benefit. In the simplest version, a three-player game, complex behaviour appears as the replicator dynamics exhibits a catastrophic event separating a parameter region allowing for coexistence of cooperators and defectors and a region of pure defection. Cooperation emerges through an ESS bifurcation, and cooperators only thrive beyond a critical point in cost-benefit space. Moreover, a repelling fixed point of the dynamics acts as a barrier to the introduction of cooperation in defecting populations. The results illustrate the qualitative difference between two-player games and multiple player games and thus the limitations to the generality of conclusions from two-player games. We present a procedure to find the evolutionarily stable strategies in any n-player game with cost and benefit depending on the number of cooperators. This was previously done by Motro [1991. Co-operation and defection: playing the field and the ESS. J. Theor. Biol. 151, 145-154] in the special cases of convex and concave benefit functions and constant cost.  相似文献   

9.
A direct sum form is proposed for constructing a composite game from two games, prisoner''s dilemma and snowdrift game. This kind of direct sum form game is called a multiple roles game. The replicator dynamics of the multiple roles game with will-mixed populations is explored. The dynamical behaviors on square lattice are investigated by numerical simulation. It is found that the dynamical behaviors of population on square lattice depend on the mixing proportion of the two simple games. Mixing SD activities to pure PD population inhibits the proportion of cooperators in PD, and mixing PD activities to pure SD population stimulates the proportion of cooperators in SD. Besides spatial reciprocity, our results show that there are roles reciprocities between different types of individuals.  相似文献   

10.
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   

11.
Recent studies have explored interactions between evolutionary game dynamics and population structure. Yet most studies so far mainly paid attention to unweighted and static networks. Here we explore evolutionary games played on dynamically weighted networks. Players update their strategies according to the payoffs they obtain. Players also update weights of their adjacent links depending on payoffs they gain through those links; profitable links are reinforced whereas unprofitable ones are weakened. The system is characterized by two time scales, the one for strategy update, βS, and the other for weight adjustment, βW. We find that, under a mean-field approximation, the asymptotic behavior of the system is described by the replicator equation with an effective payoff matrix, which is a combination of the original game matrix A and its transpose, AT. Both analytical and numerical results show that such an adaptive weight adjustment mechanism dramatically promotes evolution of cooperation.  相似文献   

12.
Although many variants of the hawk-dove game predict the frequency at which group foraging animals should compete aggressively, none of them can explain why a large number of group foraging animals share food clumps without any overt aggression. One reason for this shortcoming is that hawk-dove games typically consider only a single contest, while most group foraging situations involve opponents that interact repeatedly over discovered food clumps. The present iterated hawk-dove game predicts that in situations that are analogous to a prisoner's dilemma, animals should share the resources without aggression, provided that the number of simultaneously available food clumps is sufficiently large and the number of competitors is relatively small. However, given that the expected gain of an aggressive animal is more variable than the gain expected by nonaggressive individuals, the predicted effect of the number of food items in a clump-clump richness-depends on whether only the mean or both the mean and variability associated with payoffs are considered. More precisely, the deterministic game predicts that aggression should increase with clump richness, whereas the stochastic risk-sensitive game predicts that the frequency of encounters resulting in aggression should peak at intermediate clump richnesses or decrease with increasing clump richness if animals show sensitivity to the variance or coefficient of variation, respectively.  相似文献   

13.
The classical setting of evolutionary game theory, the replicator equation, assumes uniform interaction rates. The rate at which individuals meet and interact is independent of their strategies. Here we extend this framework by allowing the interaction rates to depend on the strategies. This extension leads to non-linear fitness functions. We show that a strict Nash equilibrium remains uninvadable for non-uniform interaction rates, but the conditions for evolutionary stability need to be modified. We analyze all games between two strategies. If the two strategies coexist or exclude each other, then the evolutionary dynamics do not change qualitatively, only the location of the equilibrium point changes. If, however, one strategy dominates the other in the classical setting, then the introduction of non-uniform interaction rates can lead to a pair of interior equilibria. For the Prisoner's Dilemma, non-uniform interaction rates allow the coexistence between cooperators and defectors. For the snowdrift game, non-uniform interaction rates change the equilibrium frequency of cooperators.  相似文献   

14.
A long‐standing question in biology and economics is whether individual organisms evolve to behave as if they were striving to maximize some goal function. We here formalize this “as if” question in a patch‐structured population in which individuals obtain material payoffs from (perhaps very complex multimove) social interactions. These material payoffs determine personal fitness and, ultimately, invasion fitness. We ask whether individuals in uninvadable population states will appear to be maximizing conventional goal functions (with population‐structure coefficients exogenous to the individual's behavior), when what is really being maximized is invasion fitness at the genetic level. We reach two broad conclusions. First, no simple and general individual‐centered goal function emerges from the analysis. This stems from the fact that invasion fitness is a gene‐centered multigenerational measure of evolutionary success. Second, when selection is weak, all multigenerational effects of selection can be summarized in a neutral type‐distribution quantifying identity‐by‐descent between individuals within patches. Individuals then behave as if they were striving to maximize a weighted sum of material payoffs (own and others). At an uninvadable state it is as if individuals would freely choose their actions and play a Nash equilibrium of a game with a goal function that combines self‐interest (own material payoff), group interest (group material payoff if everyone does the same), and local rivalry (material payoff differences).  相似文献   

15.
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   

16.
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   

17.
Chappell JM  Iqbal A  Abbott D 《PloS one》2012,7(5):e36404
The N-player quantum games are analyzed that use an Einstein-Podolsky-Rosen (EPR) experiment, as the underlying physical setup. In this setup, a player's strategies are not unitary transformations as in alternate quantum game-theoretic frameworks, but a classical choice between two directions along which spin or polarization measurements are made. The players' strategies thus remain identical to their strategies in the mixed-strategy version of the classical game. In the EPR setting the quantum game reduces itself to the corresponding classical game when the shared quantum state reaches zero entanglement. We find the relations for the probability distribution for N-qubit GHZ and W-type states, subject to general measurement directions, from which the expressions for the players' payoffs and mixed Nash equilibrium are determined. Players' N x N payoff matrices are then defined using linear functions so that common two-player games can be easily extended to the N-player case and permit analytic expressions for the Nash equilibrium. As a specific example, we solve the Prisoners' Dilemma game for general N ≥ 2. We find a new property for the game that for an even number of players the payoffs at the Nash equilibrium are equal, whereas for an odd number of players the cooperating players receive higher payoffs. By dispensing with the standard unitary transformations on state vectors in Hilbert space and using instead rotors and multivectors, based on Clifford's geometric algebra (GA), it is shown how the N-player case becomes tractable. The new mathematical approach presented here has wide implications in the areas of quantum information and quantum complexity, as it opens up a powerful way to tractably analyze N-partite qubit interactions.  相似文献   

18.
The Traveler''s Dilemma game and the Minimum Effort Coordination game are two social dilemmas that have attracted considerable attention due to the fact that the predictions of classical game theory are at odds with the results found when the games are studied experimentally. Moreover, a direct application of deterministic evolutionary game theory, as embodied in the replicator dynamics, to these games does not explain the observed behavior. In this work, we formulate natural variants of these two games as smoothed continuous-strategy games. We study the evolutionary dynamics of these continuous-strategy games, both analytically and through agent-based simulations, and show that the behavior predicted theoretically is in accord with that observed experimentally. Thus, these variants of the Traveler''s Dilemma and the Minimum Effort Coordination games provide a simple resolution of the paradoxical behavior associated with the original games.  相似文献   

19.
Tanimoto J 《Bio Systems》2007,90(2):568-572
A deductive analysis concerning replicator dynamics proved that a continuous strategy game (in which a player chooses an arbitrary real number between [0, 1] as a cooperative fraction) has the same equilibrium as a discrete strategy game (in which a player chooses only C or D), which has the same linear payoff structure as a continuous strategy game. The deduction is shown for two-player and multi-player games.  相似文献   

20.
In evolutionary game theory, evolutionarily stable states are characterised by the folk theorem because exact solutions to the replicator equation are difficult to obtain. It is generally assumed that the folk theorem, which is the fundamental theory for non-cooperative games, defines all Nash equilibria in infinitely repeated games. Here, we prove that Nash equilibria that are not characterised by the folk theorem do exist. By adopting specific reactive strategies, a group of players can be better off by coordinating their actions in repeated games. We call it a type-k equilibrium when a group of k players coordinate their actions and they have no incentive to deviate from their strategies simultaneously. The existence and stability of the type-k equilibrium in general games is discussed. This study shows that the sets of Nash equilibria and evolutionarily stable states have greater cardinality than classic game theory has predicted in many repeated games.  相似文献   

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