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1.
Efficiency in evolutionary games: Darwin, Nash and the secret handshake   总被引:5,自引:0,他引:5  
This paper considers any evolutionary game possessing several evolutionarily stable strategies, or ESSs, with differing payoffs. A mutant is introduced which will "destroy" any ESS which yields a lower payoff than another. This mutant possesses a costless signal and also conditions on the presence of this signal in each opponent. The mutant then can protect itself against a population playing an inefficient ESS by matching this against these non-signalers. At the same time, the mutants can achieve the more efficient ESS against the signaling mutant population itself. This construction is illustrated by means of the simplest possible example, a co-ordination game. The one-shot prisoner's dilemma is used to illustrate how a superior outcome which is not induced by an ESS may be temporarily but not permanently attained. In the case of the repeated prisoner's dilemma, the present argument seems to render the "evolution of co-operation" ultimately inevitable.  相似文献   

2.
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   

3.
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   

4.
We extend the concept of neighborhood invader strategy (NIS) to finite-dimensional matrix games and compare this concept to the evolutionarily stable strategy (ESS) concept. We show that these two concepts are not equivalent in general. Just as ESS's may not be unique, NIS's may also not be unique. However, if there is an ESS and a NIS then these strategies must be the same. We show that an ESNIS (an ESS and NIS) for any matrix game is unique and that a mixed ESS with full support is a NIS. Thus a mixed ESS with full support is not invadable by any pure or mixed strategy and it can invade any pure or mixed strategy. An ESS which is an ESNIS, therefore, has better chance of being established evolutionarily through dynamic selection.  相似文献   

5.
This paper studies the correspondence between Nash equilibrium and evolutionary stability in large- and finite-population "playing the field" models. Whenever the fitness function is sufficiently continuous, any large-population ESS corresponds to a symmetric Nash equilibrium in the game that describes the simultaneous interaction of the individuals in the population, and any strict, symmetric Nash equilibrium in that game corresponds to a large-population ESS. This correspondence continues to hold, approximately, in finite populations; and it holds exactly for strict pure-strategy equilibria in sufficiently large finite populations. By contrast, a sequence of (mixed-strategy) finite-population ESSs can converge, as the population grows, to a limit that is not a large-population ESS, and a large-population ESS need not be the limit of any sequence of finite-population ESSs.  相似文献   

6.
A stochastic evolutionary dynamics of two strategies given by 2x 2 matrix games is studied in finite populations. We focus on stochastic properties of fixation: how a strategy represented by a single individual wins over the entire population. The process is discussed in the framework of a random walk with site dependent hopping rates. The time of fixation is found to be identical for both strategies in any particular game. The asymptotic behavior of the fixation time and fixation probabilities in the large population size limit is also discussed. We show that fixation is fast when there is at least one pure evolutionary stable strategy (ESS) in the infinite population size limit, while fixation is slow when the ESS is the coexistence of the two strategies.  相似文献   

7.
We have earlier analysed ESSs for the amount of parental investment (PI) that offspring are expected to solicit from their parents, given that parents acquiesce to offspring demands. The present paper considers evolutionary retaliation by the parent for species where only one parent provides PI. Two genetic loci are envisaged: one (the ‘conflictor’ locus) determines the extent of offspring solicitation; the other (the ‘suppressor’ locus) determines how parents retaliate. Solicitation is assumed to carry a cost which may affect a particular offspring uniquely if time and energy are the major costs, or may affect all offspring in a brood equally if the main cost is predation risk. Two kinds of parental retaliation are possible. Parents may supply PI in proportion to offspring demands, or may ignore solicitation altogether and give a fixed PI. Analytical models of conflict in which the parent supplies PI in proportion to solicitation yield pure ESSs with PI at a compromise level between parent and offspring interests. These are termed ‘pro rata’ ESSs. Where solicitation costs are high, an ‘offspring wins’ ESS (offspring get all they ‘want’) is possible especially for forms of conflict that affect future sibs, and a ‘parent wins’ ESS (parent supplies its optimum) is possible especially for conflict that affects contemporary sibs. When parental retaliation takes the form of ignoring offspring solicitation, this can lead to a ‘parent wins’ ESS if costs of ignoring solicitation are negligible, but where parental insensitivity carries costs, the result is an unresolvable evolutionary chase with cycling frequencies of alleles coding for parent and offspring strategies. ‘Pro rata’ ESSs cannot be invaded by ‘ignore solicitation’ mutants but ‘pro rata’ mutants can often invade at certain stages in ‘ignore solicitation’ limit cycles. We therefore conclude that the probable evolutionary end product for most species will be the ‘pro rata’ ESS in which the parent supplies more PI than would be optimal in the absence of conflict, but less PI than would be an ESS for the offspring in the absence of parental retaliation. Such ESSs will be characterized by solicitation costs; offspring will ‘ask’ for more PI than they get. In nature, under similar conditions, highest conflict will occur when both parents sustain equally the effects of conflict, or when conflict affects contemporary rather than future sibs.  相似文献   

8.
Evolutionarily stable strategies or ESSs of games among kin have been calculated in the literature by both personal-fitness and inclusive-fitness methods. These methods were compared by Hines and Maynard Smith (1979) for games with bilinear payoffs. Although Hines and Maynard Smith regarded the first method as correct, they regarded the second method as useful because the inclusive-fitness conditions for an ESS gave necessary conditions for a personal-fitness ESS in the class of games they considered. In general, however, satisfying the inclusive-fitness conditions is neither necessary nor sufficient for satisfying the personal-fitness conditions, although the two methods may often yield identical ESSs. This result is established by reformulating the classic war-of-attrition model to allow variation in energy reserves, assumed to have a Gamma distribution. For this game, the two methods may disagree for intermediate values of relatedness. By the correct method, if the coefficient of variation in energy reserves is sufficiently high, then the game has a unique ESS in pure strategies at which populations with higher coefficients of variation or relatedness display for shorter times. Unrelated contestants are prepared to expend at least half of their reserves. For populations with lower variation coefficients, the ESS exists only if the cost of displaying per unit time is low compared to the rate at which remaining reserves translate into expected future reproductive success for the victor. The critical variation coefficient, below which the ESS exists regardless of cost, decreases from 0.52 to 0 as the coefficient of relatedness increases from 0 to 1. Although there is no assessment, contests are always won by the animal with greater energy reserves in a population at the ESS.  相似文献   

9.
Summary This paper develops a mathematical model of an iterated, asymmetric Hawk-Dove game with the novel feature that not only are successive pairs of interactants — in the roles of owner and intruder contesting a site — drawn randomly from the population, but also the behaviour adopted at one interaction affects the role of a contestant in the next. Under the assumption that a site is essential for reproduction, the evolutionarily stable strategy (ESS) of the population is found to depend on the probability, w, that the game will continue for at least a further period (which is inversely related to predation risk), and five other parameters; two of them are measures of site scarcity, two are measures of fighting costs, and the last is a measure of resource holding potential (RHP). Among the four strategies — Hawk (H), Dove (D), Bourgeois (B) and anti-Bourgeois (X) — only D is incapable of being an ESS; and regions of parameter space are found in which the ESS can be only H, or only X, or only B; or either H or X; or either X or B; or either H or B; or any of the three. The scarcer the sites or the lower the costs of fighting, or the lower the value of w, the more likely it is that H is an ESS; the more abundant the sites or the higher the costs of fighting, or the higher the value of w, the more likely it is that X or B is an ESS. The different ESSs are interpreted as different ecotypes. The analysis suggests how a non-fighting population could evolve from a fighting population under decreasing risk of predation. If there were no RHP, or if RHP were low, then the ESS in the non-fighting population would be X; only if RHP were sufficiently high would the ESS be B, and the scarcer the sites, the higher the RHP would have to be. These conclusions support the thesis that if long-term territories are essential for reproduction and sites are scarce, then ownership is ruled out not only as an uncorrelated asymmetry for settling disputes in favour of owner, but also as a correlated asymmetry.  相似文献   

10.
A conflict is defined by a set of pure strategies [1,..., n] and a payoff matrix, and may have many evolutionarily stable strategies (ESSs). A collection of subsets of the set of pure strategies is called a pattern. If there is an n x n matrix which has ESSs whose supports match those of the pattern, then that pattern is said to be attainable. Much of the work on patterns of ESSs relied upon an unproved conjecture. Subject to some relaxation of the definition of attainability, this conjecture is proved.  相似文献   

11.
A matrix may have several evolutionarily stable strategies (ESS's). It is thus possible for different populations of a species to adopt a different ESS even when the pay-offs for the populations are the same. The occurrence of different strategies does not imply different circumstances. However, there are constraints upon the collection of supports of the ESS's (i.e. pattern) that any matrix can have. The best-known of these is that the support of one ESS cannot be contained in that of another and this gives bounds on the number of different patterns possible for n x n matrices. Other general constraints are presented here. The enumeration of the patterns for 3 x 3 and 4 x 4 matrices is completed and considerable progress made on 5 x 5 matrices where the number of (permutationally distinct, maximal) patterns exceeds 16.  相似文献   

12.
Hawks, doves, and mixed-symmetry games   总被引:5,自引:0,他引:5  
The hawk-dove game has proved to be an important tool for understanding the role of aggression in social interactions. Here, the game is presented in a more general form (GHD) to facilitate analyses of interactions between individuals that may differ in "size", where size is interpreted as a surrogate for resource holding power. Three different situations are considered, based on the availability and use of information that interacting individuals have about their sizes: the classical symmetric case, in which no information about sizes is used, the asymmetric case, in which the individuals know their relative sizes and thus their chances of prevailing in combat, and a mixed-symmetry case, in which each individual only knows its own size (or only knows its opponent's size). I describe and use some recently developed methods for multitype games-evolutionary games involving two or more categories of players. With these methods and others, the evolutionarily stable strategies (ESSs) that emerge for the three different cases are identified and compared. A proof of the form and uniqueness of the ESS for the mixed-symmetry case is presented. In this situation, one size category at most can play a mixed strategy; larger individuals are aggressive and smaller individuals are not. As the number of size categories approaches infinity and the size distribution becomes continuous, there is a threshold size, above which all individuals are aggressive, and below which they are not.  相似文献   

13.
On evolutionarily stable sets   总被引:1,自引:0,他引:1  
As an extension of the concept of an evolutionarily stable strategy (ESS) evolutionarily stable sets are introduced, i.e. sets of equilibrium strategies (EQS) which have much of the properties of an ESS. They are primarily used with evolutionary game models that allow a continuum of EQSs, none of which can be an ESS, but also include common ESSs as a special case. For a large class even of nonlinear models it can be shown that the standard dynamics converge towards some equilibrium point in an ES set if started within a neighbourhood of the set. Important applications of ES sets include e.g. mixed-strategist models and evolutionary game models in sexual populations.  相似文献   

14.
We examine the question of when aggressive behavior of likely losers should be part of an evolutionarily stable strategy. We modified an earlier model by the authors that found situations where likely losers initiate aggressive interactions more often than likely winners. The modifications allowed us to examine the robustness of the previous study by including an unusually high number of possible strategies (n=81) and to examine a wide range of parameter settings. First, we show that restricting attention to only a few most plausible strategies may change the overall results. Second, within the space where escalation is predicted, for a large percentage of the parameter settings (85%), an ESS exists that leads to a somewhat counterintuitive situation where escalation is more often initiated by the likely loser than by the likely winner of the contest. In contrast, an ESS that favors escalation by likely winners was found only for about 3% of parameter settings. Furthermore, we use simulations of evolution in a finite population to verify for certain parameter settings that the analytically predicted ESS's could in fact evolve. Our results suggest that ESSs in which the likely loser rather than the likely winner is expected to initiate escalation are generic and ESSs in which the opposite is true need to be explained by incorporating specific features of the biology of a given species into more detailed models.  相似文献   

15.
Kleptoparasitism, the stealing of food by one animal from another, is a widespread biological phenomenon. In this paper we build upon earlier models to investigate a population of conspecifics involved in foraging and, potentially, kleptoparasitism. We assume that the population is composed of four types of individuals, according to their strategic choices when faced with an opportunity to steal and to resist an attack. The fitness of each type of individual depends upon various natural parameters, for example food density, the handling time of a food item and the probability of mounting a successful attack against resistance, as well as the choices that they make. We find the evolutionarily stable strategies (ESSs) for all parameter combinations and show that there are six possible ESSs, four pure and two mixtures of two strategies, that can occur. We show that there is always at least one ESS, and sometimes two or three. We further investigate the influence of the different parameters on when each type of solution occurs.  相似文献   

16.
Previous work has demonstrated that for games defined by differential or difference equations with a continuum of strategies, there exists a G-function, related to individual fitness, that must take on a maximum with respect to a virtual variable v whenever v is one of the vectors in the coalition of vectors which make up the evolutionarily stable strategy (ESS). This result, called the ESS maximum principle, is quite useful in determining candidates for an ESS. This principle is reformulated here, so that it may be conveniently applied to matrix games. In particular, we define a matrix game to be one in which fitness is expressed in terms of strategy frequencies and a matrix of expected payoffs. It is shown that the G-function in the matrix game setting must again take on a maximum value at all the strategies which make up the ESS coalition vector. The reformulated maximum principle is applicable to both bilinear and nonlinear matrix games. One advantage in employing this principle to solve the traditional bilinear matrix game is that the same G-function is used to find both pure and mixed strategy solutions by simply specifying an appropriate strategy space. Furthermore we show how the theory may be used to solve matrix games which are not in the usual bilinear form. We examine in detail two nonlinear matrix games: the game between relatives and the sex ratio game. In both of these games an ESS solution is determined. These examples not only illustrate the usefulness of this approach to finding solutions to an expanded class of matrix games, but aids in understanding the nature of the ESS as well.  相似文献   

17.
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   

18.
The handicap principle states that stable biological signals must be honest and costly to produce. The cost of the signal should reflect the true quality of the signaller. Here, it is argued that honest signalling may be maintained although the used signals are not handicaps. A game theoretic model in the form of a game of signalling is presented: all the existing evolutionarily stable strategies (ESSs) are found. Honest and cheap signalling of male quality is shown to be evolutionarily stable if females divorce the mate if it turns out that he has cheated about his quality. However, for this ESS to apply, the cost of lost time must not be too great. The stability of the honest signalling is based on deceivers being prevented from spreading in the population because they suffer from a cost of divorce. Under some fairly strict conditions, a mixed polymorphism of dishonesty and honesty represents another possible ESS.  相似文献   

19.
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   

20.
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   

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