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1.
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   

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.
Smaldino PE  Lubell M 《PloS one》2011,6(8):e23019
Recent research has revived Long's "ecology of games" model to analyze how social actors cooperate in the context of multiple political and social games. However, there is still a paucity of theoretical work that considers the mechanisms by which large-scale cooperation can be promoted in a dynamic institutional landscape, in which actors can join new games and leave old ones. This paper develops an agent-based model of an ecology of games where agents participate in multiple public goods games. In addition to contribution decisions, the agents can leave and join different games, and these processes are de-coupled. We show that the payoff for cooperation is greater than for defection when limits to the number of actors per game ("capacity constraints") structure the population in ways that allow cooperators to cluster, independent of any complex individual-level mechanisms such as reputation or punishment. Our model suggests that capacity constraints are one effective mechanism for producing positive assortment and increasing cooperation in an ecology of games. The results suggest an important trade-off between the inclusiveness of policy processes and cooperation: Fully inclusive policy processes reduce the chances of cooperation.  相似文献   

4.
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   

5.
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   

6.
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   

7.

Background

Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used.

Methods and Findings

Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect.

Conclusions

We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.  相似文献   

8.
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   

9.
Animal behavior and evolution can often be described by game-theoretic models. Although in many situations the number of players is very large, their strategic interactions are usually decomposed into a sum of two-player games. Only recently were evolutionarily stable strategies defined for multi-player games and their properties analyzed [Broom, M., Cannings, C., Vickers, G.T., 1997. Multi-player matrix games. Bull. Math. Biol. 59, 931–952]. Here we study the long-run behavior of stochastic dynamics of populations of randomly matched individuals playing symmetric three-player games. We analyze the stochastic stability of equilibria in games with multiple evolutionarily stable strategies. We also show that, in some games, a population may not evolve in the long run to an evolutionarily stable equilibrium.  相似文献   

10.
When group interests clash with individual ones, maintaining cooperation poses a problem. However, cooperation can be facilitated by introducing reputational incentives. Through indirect reciprocity, people who cooperate in a social dilemma are more likely to receive cooperative acts from others. Another mechanism that enhances group cooperation is reputation-based partner choice, or competitive altruism. According to this framework, cooperators benefit via increased access to cooperative partners. Our study compared the effectiveness of indirect reciprocity and competitive altruism in re-establishing cooperation after the typical decline found during repeated public goods games. Twenty groups of four participants first played a series of public goods games, which confirmed the expected decline. Subsequently, public goods games were alternated with either indirect reciprocity games (in which participants had an opportunity to give to another individual from whom they would never receive a direct return) or competitive altruism games (in which they could choose partners for directly reciprocal interactions). We found that public goods game contributions increased when interspersed with competitive altruism games; they were also higher than in public goods games interspersed with indirect reciprocity games. Investing in reputation by increasing contributions to public goods was a profitable strategy in that it increased returns in subsequent competitive altruism and indirect reciprocity games. There was also some evidence that these returns were greater under competitive altruism than indirect reciprocity. Our findings indicate that strategic reputation building through competitive altruism provides an effective alternative to indirect reciprocity as a means for restoring cooperation in social dilemmas.  相似文献   

11.
It is often claimed that certain behavioral problems in domestic dogs can be triggered by the games played by dog and caregiver (owner). In this study, we examine possible links between the types of games played and dimensions of the dog-owner relationship that are generally considered to affect such problems. Fifty dog-owner partnerships were filmed during 3-min play sessions in which the owner was allowed to choose the games played. All partnerships then undertook a 1-hr test designed to measure elements of behavior commonly ascribed to "dominance" and "attachment." Principal components analysis of the data produced 2 dominance-related factors (Amenability and Confident Interactivity) and 4 factors describing aspects of attachment (Nonspecific Attention Seeking, Preference for Owner, Preference for Unfamiliar Person, and Separation-Related Behavior). Amenability, in particular, varied significantly between breeds. In the study, we then compared types of games played to each of these factors. Dogs playing rough-and-tumble scored higher for Amenability and lower on Separation-Related Behavior than did dogs playing other types of games. Dogs playing tug-of-war and fetch scored high on Confident Interactivity. Winning or losing these games had no consistent effect on their test scores. If the dog started the majority of the games, the dog was significantly less amenable and more likely to exhibit aggression. The results suggest that how dogs play reflects general attributes of their temperament and relationship with their owner. This study provides no evidence that games play a major deterministic role on dominance dimensions of dog-human relationships, but the results suggest that playing games involving considerable body contact may affect attachment dimensions.  相似文献   

12.
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   

13.
Hinde has criticized articles by Dawkins & Krebs (1978) and Caryl (1979) in which supposedly traditional ethological views about agonistic display were contrasted with those arising from games theory. It is argued here that the views that we contrasted with those from games theory were not ‘straw men’: in particular, Cullen's view is completely incompatible with the predictions from games theory, and is well supported by ethological evidence (as conventionally interpreted). But an unusually detailed analysis of the ethological data, which raises many points for future studies, shows that the evidence actually favours the games theoretic view. Hinde argues that the conflict hypothesis of threat display implies that displays could not and should not carry precise information. The arguments he used in this context are not wholly satisfactory: in particular, explanations in terms of interaction are of little value unless details of the interaction can be specified. Clear hypotheses are needed in the analysis of animal communication, and ideas from games theory can be of help to ethology in this respect.  相似文献   

14.
It is often claimed that certain behavioral problems in domestic dogs can be triggered by the games played by dog and caregiver (owner). In this study, we examine possible links between the types of games played and dimensions of the dog-owner relationship that are generally considered to affect such problems. Fifty dog-owner partnerships were filmed during 3-min play sessions in which the owner was allowed to choose the games played. All partnerships then undertook a 1-hr test designed to measure elements of behavior commonly ascribed to “dominance ”and “attachment. ”Principal components analysis of the data produced 2 dominance-related factors (Amenability and Confident Interactivity) and 4 factors describing aspects of attachment (Nonspecific Attention Seeking, Preference for Owner, Preference for Unfamiliar Person, and Separation-Related Behavior). Amenability, in particular, varied significantly between breeds. In the study, we then compared types of games played to each of these factors. Dogs playing rough-and-tumble scored higher for Amenability and lower on Separation-Related Behavior than did dogs playing other types of games. Dogs playing tug-of-war and fetch scored high on Confident Interactivity. Winning or losing these games had no consistent effect on their test scores. If the dog started the majority of the games, the dog was significantly less amenable and more likely to exhibit aggression. The results suggest that how dogs play reflects general attributes of their temperament and relationship with their owner. This study provides no evidence that games play a major deterministic role on dominance dimensions of dog-human relationships, but the results suggest that playing games involving considerable body contact may affect attachment dimensions.  相似文献   

15.
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   

16.
Harrison F  El Mouden C 《PloS one》2011,6(11):e27623
In recent years, significant advances have been made in understanding the adaptive (ultimate) and mechanistic (proximate) explanations for the evolution and maintenance of cooperation. Studies of cooperative behaviour in humans invariably use economic games. These games have provided important insights into the mechanisms that maintain economic and social cooperation in our species. However, they usually rely on the division of monetary tokens which are given to participants by the investigator. The extent to which behaviour in such games may reflect behaviour in the real world of biological markets--where money must be earned and behavioural strategies incur real costs and benefits--is unclear. To provide new data on the potential scale of this problem, we investigated whether people behaved differently in two standard economic games (public goods game and dictator game) when they had to earn their monetary endowments through the completion of dull or physically demanding tasks, as compared with simply being given the endowment. The requirement for endowments to be 'earned' through labour did not affect behaviour in the dictator game. However, the requirement to complete a dull task reduced cooperation in the public goods game among the subset of participants who were not familiar with game theory. There has been some effort to test whether the conclusions drawn from standard, token-based cooperation games adequately reflect cooperative behaviour 'in the wild.' However, given the almost total reliance on such games to study cooperation, more exploration of this issue would be welcome. Our data are not unduly worrying, but they do suggest that further exploration is needed if we are to make general inferences about human behaviour from the results of structured economic games.  相似文献   

17.
The effects of an unconditional move rule in the spatial Prisoner's Dilemma, Snowdrift and Stag Hunt games are studied. Spatial structure by itself is known to modify the outcome of many games when compared with a randomly mixed population, sometimes promoting, sometimes inhibiting cooperation. Here we show that random dilution and mobility may suppress the inhibiting factors of the spatial structure in the Snowdrift game, while enhancing the already larger cooperation found in the Prisoner's dilemma and Stag Hunt games.  相似文献   

18.
In this paper, we argue that mating games, a concept that denotes cultural practices characterized by a competitive element and an ornamental character, are essential drivers behind the emergence and maintenance of human cultural practices. In order to substantiate this claim, we sketch out the essential role of the game’s players and audience, as well as the ways in which games can mature and turn into relatively stable cultural practices. After outlining the life phase of mating games – their emergence, rise, maturation, and possible eventual decline – we go on to argue that participation in these games (in each phase) does make sense from an adaptationist point of view. The strong version of our theory which proposes that all cultural practices are, or once were, mating games, allows us to derive a set of testable predictions for the fields of archaeology, economics, and psychology.  相似文献   

19.
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   

20.
The prisoner's dilemma (PD) and the snowdrift (SD) games are paradigmatic tools to investigate the origin of cooperation. Whereas spatial structure (e.g. nonrandom spatial distribution of strategies) present in the spatially explicit models facilitates the emergence of cooperation in the PD game, recent investigations have suggested that spatial structure can be unfavourable for cooperation in the SD game. The frequency of cooperators in a spatially explicit SD game can be lower than it would be in an infinitely large well-mixed population. However, the source of this effect cannot be identified with certainty as spatially explicit games differ from well-mixed games in two aspects: (i) they introduce spatial correlations, (ii) and limited neighbourhood. Here we extend earlier investigations to identify the source of this effect, and thus accordingly we study a spatially explicit version of the PD and SD games with varying degrees of dispersal and neighbourhood size. It was found that dispersal favours selfish individuals in both games. We calculated the frequency of cooperators at strong dispersal limit, which in concordance with the numerical results shows that it is the short range of interactions (i.e. limited neighbourhood) and not spatial correlations that decreases the frequency of cooperators in spatially explicit models of populations. Our results demonstrate that spatial correlations are always beneficial to cooperators in both the PD and SD games. We explain the opposite effect of dispersal and neighbourhood structure, and discuss the relevance of distinguishing the two effects in general.  相似文献   

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