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1.
Evolutionary game dynamics have been proposed as a mathematical framework for the cultural evolution of language and more specifically the evolution of vocabulary. This article discusses a model that is mutually exclusive in its underlying principals with some previously suggested models. The model describes how individuals in a population culturally acquire a vocabulary by actively participating in the acquisition process instead of passively observing and communicate through peer-to-peer interactions instead of vertical parent-offspring relations. Concretely, a notion of social/cultural learning called the naming game is first abstracted using learning theory. This abstraction defines the required cultural transmission mechanism for an evolutionary process. Second, the derived transmission system is expressed in terms of the well-known selection-mutation model defined in the context of evolutionary dynamics. In this way, the analogy between social learning and evolution at the level of meaning-word associations is made explicit. Although only horizontal and oblique transmission structures will be considered, extensions to vertical structures over different genetic generations can easily be incorporated. We provide a number of simplified experiments to clarify our reasoning.  相似文献   

2.
We study an evolutionary language game that describes how signals become associated with meaning. In our context, a language, L, is described by two matrices: the P matrix contains the probabilities that for a speaker certain objects are associated with certain signals, while the Q matrix contains the probabilities that for a listener certain signals are associated with certain objects. We define the payoff in our evolutionary language game as the total amount of information exchanged between two individuals. We give a formal classification of all languages, L(P, Q), describing the conditions for Nash equilibria and evolutionarily stable strategies (ESS). We describe an algorithm for generating all languages that are Nash equilibria. Finally, we show that starting from any random language, there exists an evolutionary trajectory using selection and neutral drift that ends up with a strategy that is a strict Nash equilibrium (or very close to a strict Nash equilibrium). Received: 1 March 2000 / Published online: 3 August 2000  相似文献   

3.
A behavior or strategy which is evolutionarily stable must be both optimal and stable. The strategy must be optimal in that it maximizes the expected fitness of all the individuals using it. In addition, the strategy must be resistant to invasion by a mutant. The difference between the Nash solution of game theory and the ESS used in ecology is that the Nash solution only satisfies an optimality criterion and not an evolutionary stability criterion. We extend the ESS definition of Maynard Smith and Price so that it can be applied directly to two-strategy evolutionary games. The concept of a balanced game is introduced, and necessary conditions are derived which are similar to the Nash necessary conditions. The balanced game necessary conditions may be used for direct calculation of ESS candidates. These results are used to examine the optimal flowering time of an annual plant experiencing competition from neighboring plants. The plant competition model is general, and the results may be applied to a wide range of interference competition problems.  相似文献   

4.
From the perspective of philosophy, the idea of humans lying to themselves seems irrational and maladaptive, if even possible. However, the paradigm of cognitive modularity admits the possibility of self-deception. Trivers argues that self-deception can increase fitness by improving the effectiveness of inter-personal deception. Ramachandran criticizes Trivers' conjecture, arguing that the costs of self-deception outweigh its benefits. We first modify a well-known cognitive modularity model of Minsky to formalize a cognitive model of self-deception. We then use Byrne's multi-dimensional dynamic character meta-model to integrate the cognitive model into an evolutionary hawk-dove game in order to investigate Trivers' and Ramachandran's conjectures. By mapping the influence of game circumstances into cognitive states, and mapping the influence of multiple cognitive modules into player decisions, our cognitive definition of self-deception is extended to a behavioral definition of self-deception. Our cognitive modules, referred to as the hunger and fear daemons, assess the benefits and the cost of competition and generate player beliefs. Daemon-assessment of encounter benefits and costs may lead to inter-daemonic conflict, that is, ambivalence, about whether or not to fight. Player-types vary in the manner by which such inter-daemonic conflict is resolved, and varieties of self-deception are modeled as type-specific conflict-resolution mechanisms. In the display phase of the game, players signal to one another and update their beliefs before finally committing to a decision (hawk or dove). Self-deception can affect player beliefs, and hence player actions, before or after signaling. In support of Trivers' conjecture, the self-deceiving types do outperform the non-self-deceiving type. We analyse the sensitivity of this result to parameters of the cognitive model, specifically the cognitive resolution of the players and the influence of player signals on co-player beliefs.  相似文献   

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I outline the debate in metaphysics between those who believe time is tensed and those who believe it is tenseless. I describe the terms in which this debate has been carried out, and the significance to it of ordinary tensed language and widespread common sense beliefs that time is tensed. I then outline a case for thinking that our intuitive beliefs about tense constitute an Adaptive Imaginary Representation (Wilson, in Biol Philos 5:37–62, 1990; Wilson, in Biol Philos 10:77–97, 1995). I also outline a case for thinking that our ordinary tensed beliefs and tensed language owe their tensed nature to its being adaptive to adopt a temporally self-locating perspective on reality. If these conclusions are right, then common sense intuitions and temporal language will be utterly misleading guides to the nature of temporal reality.  相似文献   

7.
The powerful mathematical tools developed for the study of large scale reaction networks have given rise to applications of this framework beyond the scope of biochemistry. Recently, reaction networks have been suggested as an alternative way to model social phenomena. In this “socio-chemical metaphor” molecular species play the role of agents’ decisions and their outcomes, and chemical reactions play the role of interactions among these decisions. From here, it is possible to study the dynamical properties of social systems using standard tools of biochemical modelling. In this work we show how to use reaction networks to model systems that are usually studied via evolutionary game theory. We first illustrate our framework by modeling the repeated prisoners’ dilemma. The model is built from the payoff matrix together with assumptions of the agents’ memory and recognizability capacities. The model provides consistent results concerning the performance of the agents, and allows for the examination of the steady states of the system in a simple manner. We further develop a model considering the interaction among Tit for Tat and Defector agents. We produce analytical results concerning the performance of the strategies in different situations of agents’ memory and recognizability. This approach unites two important theories and may produce new insights in classical problems such as the evolution of cooperation in large scale systems.  相似文献   

8.
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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Sun  Pan Jun 《Cluster computing》2022,25(1):13-31
Cluster Computing - Cloud service has great convenience, because of its complex structure and dynamic nature, it is difficult to choose the best cost-effective strategy in the process of security...  相似文献   

11.
Humans have marvelled at the fit of form and function, the way organisms'' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin''s arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so.  相似文献   

12.
The last game.     
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Fixation processes in evolutionary game dynamics in finite diploid populations are investigated. Traditionally, frequency dependent evolutionary dynamics is modeled as deterministic replicator dynamics. This implies that the infinite size of the population is assumed implicitly. In nature, however, population sizes are finite. Recently, stochastic processes in finite populations have been introduced in order to study finite size effects in evolutionary game dynamics. One of the most significant studies on evolutionary dynamics in finite populations was carried out by Nowak et al. which describes “one-third law” [Nowak, et al., 2004. Emergence of cooperation and evolutionary stability in finite populations. Nature 428, 646-650]. It states that under weak selection, if the fitness of strategy α is greater than that of strategy β when α has a frequency , strategy α fixates in a β-population with selective advantage. In their study, it is assumed that the inheritance of strategies is asexual, i.e. the population is haploid. In this study, we apply their framework to a diploid population that plays a two-strategy game with two ESSs (a bistable game). The fixation probability of a mutant allele in this diploid population is derived. A “three-tenth law” for a completely recessive mutant allele and a “two-fifth law” for a completely dominant mutant allele are found; other cases are also discussed.  相似文献   

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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   

17.
The ‘phenotypic gambit,’ the assumption that we can ignore genetics and look at the fitness of phenotypes to determine the expected evolutionary dynamics of a population, is often used in evolutionary game theory. However, as this paper will show, an overlooked genotype to phenotype map can qualitatively affect evolution in ways the phenotypic approach cannot predict or explain. This gives us reason to believe that, even in the long-term, correspondences between phenotypic predictions and dynamical outcomes are not robust for all plausible assumptions regarding the underlying genetics of traits. This paper shows important ways in which the phenotypic gambit can fail and how to proceed with evolutionary game theoretic modeling when it does.  相似文献   

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20.
Pairwise comparison and selection temperature in evolutionary game dynamics   总被引:1,自引:0,他引:1  
Recently, the frequency-dependent Moran process has been introduced in order to describe evolutionary game dynamics in finite populations. Here, an alternative to this process is investigated that is based on pairwise comparison between two individuals. We follow a long tradition in the physics community and introduce a temperature (of selection) to account for stochastic effects. We calculate the fixation probabilities and fixation times for any symmetric 2 x 2 game, for any intensity of selection and any initial number of mutants. The temperature can be used to gauge continuously from neutral drift to the extreme selection intensity known as imitation dynamics. For some payoff matrices the distribution of fixation times can become so broad that the average value is no longer very meaningful.  相似文献   

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