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1.
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   

2.
A large number of individuals are randomly matched into groups, where each group plays a finite symmetric game. Individuals breed true. The expected number of surviving offspring depends on own material payoff, but may also, due to cooperative breeding and/or reproductive competition, depend on the material payoffs to other group members. The induced population dynamic is equivalent with the replicator dynamic for a game with payoffs derived from those in the original game. We apply this selection dynamic to a number of examples, including prisoners' dilemma games with and without a punishment option, coordination games, and hawk-dove games. For each of these, we compare the outcomes with those obtained under the standard replicator dynamic. By way of a revealed-preference argument, our selection dynamic can explain certain "altruistic" and "spiteful" behaviors that are consistent with individuals having social preferences.  相似文献   

3.
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   

4.
Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p < 0.0001). The more students played video games, the more they fought at school (p < 0.0001). As Latino middle school students were more acculturated, their preference for violent video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).  相似文献   

5.
Can transitive inference evolve in animals playing the hawk-dove game?   总被引:3,自引:0,他引:3  
What should an individual do if there are no reliable cues to the strength of a competitor when fighting with it for resources? We herein examine the evolutionarily stable strategy (ESS) in the hawk-dove game, if the opponent's resource-holding potential (RHP) can only indirectly be inferred from the outcome of past interactions in the population. The strategies we examined include the classical mixed strategy in which no information on past games is utilized, the 'imprinting' strategy in which a player increases/decreases its aggressiveness if it wins/loses a game, the 'immediate inference' strategy in which a player can infer the strength of those opponents it fought before, and the 'transitive inference' strategy in which a player can infer the strength of a new opponent through a third party with which both players have fought before. Invasibility analysis for each pair of strategies revealed that (i) the transitive-inference strategy can always invade the mixed strategy and the imprinting strategy, and itself refuses invasion by these strategies; (ii) the largest advantage for transitive inference is achieved when the number of games played per individual in one generation is small and when the cost of losing an escalated game is large; (iii) the immediate inference, rather than the transitive inference, can be an ESS if the cost of fighting is small; (iv) a strong linear ranking is established in the population of transitive-inference strategists, though it does not perfectly correlate to the ranking by actual RHPs. We found that the advantage of the transitive inference is not in its ability to correct a misassessment (it is actually the worst in doing so), but in the ability of quickly lining up either incorrect or correct assessments to form a linear dominance hierarchy.  相似文献   

6.

Background

In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online.

Methods/Principal Findings

Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online.

Conclusions/Significance

These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.  相似文献   

7.
Most evolutionary game theory models solve for equilibrium levels of some behaviour on the restrictive assumptions that players choose their actions simultaneously, and that a player cannot change its action after observing that of its opponent. An alternative framework is provided by sequential or 'Stackelberg' games in which one player commits to a 'first move' and the other has an opportunity to observe this move before choosing its response. Recent interest in the economic literature has focused on Stackelberg games which exhibit 'endogenous timing', i.e. games in which a leader and a follower arise spontaneously as a consequence of each player attempting to maximize its reward. Here, we provide the first demonstration of endogenous timing in an evolutionary context using a simple model of resource competition (the 'tug-of-war' model). We show that whenever two related individuals compete for a share of communal resources, both do best to adopt distinct roles in a sequential game rather than engage in simultaneous competition. Somewhat counterintuitively, the stable solution is for the weaker individual to act as leader and commit to a first move, because this arrangement leads to a lower total effort invested in competition. Endogenous timing offers a new explanation for the spontaneous emergence of leaders and followers in social groups, and highlights the benefits of commitment in social interaction.  相似文献   

8.
Most of the work in evolutionary game theory starts with a model of a social situation that gives rise to a particular payoff matrix and analyses how behaviour evolves through natural selection. Here, we invert this approach and ask, given a model of how individuals behave, how the payoff matrix will evolve through natural selection. In particular, we ask whether a prisoner's dilemma game is stable against invasions by mutant genotypes that alter the payoffs. To answer this question, we develop a two-tiered framework with goal-oriented dynamics at the behavioural time scale and a diploid population genetic model at the evolutionary time scale. Our results are two-fold: first, we show that the prisoner's dilemma is subject to invasions by mutants that provide incentives for cooperation to their partners, and that the resulting game is a coordination game similar to the hawk-dove game. Second, we find that for a large class of mutants and symmetric games, a stable genetic polymorphism will exist in the locus determining the payoff matrix, resulting in a complex pattern of behavioural diversity in the population. Our results highlight the importance of considering the evolution of payoff matrices to understand the evolution of animal social systems.  相似文献   

9.
Equations are derived for the change per generation of the population mean of the probability that an individual adopts a policy 1 as opposed to a policy 2 in a behavioral interaction between two diploid individuals of the same generation in which two policies are possible. The probability is assumed to be a quantitative genetic trait determined by many additively acting genes of small effects and an independent environmental component. Equations are derived for the case that interactions occur at random between all members of the population and also for the case that interactions occur between relatives of the same average degree of relatedness. It is assumed that each group of relatives and the number of such groups is sufficiently large. For a quantitative genetic trait with the additional assumption of unlinked loci the latter equation can be heuristically derived from the first by substituting the corresponding inclusive fitness effects. When per locus selection coefficients are small and linkage equilibrium holds, the average degree of relatedness can be equated approximately with Wright's coefficient of relationship. Thus, the quantitative genetic model provides a genetic basis for the inclusive fitness approach toward games between relatives. By contrast, in a monogenic system with major gene effects we obtain substantially different results which contradict those obtained by the inclusive fitness approach in game theory. Applications are made to the hawk-dove game, and the simple and iterated forms of the prisoner's dilemma.  相似文献   

10.
Recent research focuses on animal personalities, that is individual differences in behaviour that are consistent across contexts and over time. From an adaptive perspective, such limited behavioural plasticity is surprising, since a more flexible structure of behaviour should provide a selective advantage. Here, we argue that consistency can be advantageous because it makes individuals predictable. Predictability, however, can only be advantageous if at least some individuals in the population respond to individual differences. Consequently, the evolution of consistency and responsiveness are mutually dependent. We present a general analysis of this coevolutionary feedback for scenarios that can be represented as matrix games with two pure strategies (e.g. hawk-dove game, snowdrift game). We first show that responsive strategies are favoured whenever some individual differences are present in the population (e.g. due to mutation and drift). We then show that the presence of responsive individuals can trigger a coevolutionary process between responsiveness and consistency that gives rise to populations in which responsive individuals coexist with unresponsive individuals who show high levels of adaptive consistency in their behaviour. Next to providing an adaptive explanation for consistency, our results also link two key features associated with personalities, individual differences in responsiveness and behavioural consistency.  相似文献   

11.
Members of social groups face a trade-off between investing selfish effort for themselves and investing cooperative effort to produce a shared group resource. Many group resources are shared equitably: they may be intrinsically non-excludable public goods, such as vigilance against predators, or so large that there is little cost to sharing, such as cooperatively hunted big game. However, group members'' personal resources, such as food hunted individually, may be monopolizable. In such cases, an individual may benefit by investing effort in taking others'' personal resources, and in defending one''s own resources against others. We use a game theoretic “tug-of-war” model to predict that when such competition over personal resources is possible, players will contribute more towards a group resource, and also obtain higher payoffs from doing so. We test and find support for these predictions in two laboratory economic games with humans, comparing people''s investment decisions in games with and without the options to compete over personal resources or invest in a group resource. Our results help explain why people cooperatively contribute to group resources, suggest how a tragedy of the commons may be avoided, and highlight unifying features in the evolution of cooperation and competition in human and non-human societies.  相似文献   

12.
This research investigates the carbon footprint of the lifecycle of console games, using the example of PlayStation®3 distribution in the UK. We estimate total carbon equivalent emissions for an average 8.8‐gigabyte (GB) game based on data for 2010. The bulk of emissions are accounted for by game play, followed by production and distribution. Two delivery scenarios are compared: The first examines Blu‐ray discs (BDs) delivered by retail stores, and the second, games files downloaded over broadband Internet. Contrary to findings in previous research on music distribution, distribution of games by physical BDs results in lower greenhouse gas emissions than by Internet download. The estimated carbon emissions from downloading only fall definitively below that of BDs for games smaller than 1.3 GB. Sensitivity analysis indicates that as average game file sizes increase, and the energy intensity of the Internet falls, the file size at which BDs would result in lower emissions than downloads could shift either up‐ or downward over the next few years. Overall, the results appear to be broadly applicable to title games within the European Union (EU), and for larger‐than‐average sized games in the United States. Further research would be needed to confirm whether similar findings would apply in future years with changes in game size and Internet efficiency. The study findings serve to illustrate why it is not always true that digital distribution of media will have lower carbon emissions than distribution by physical means when file sizes are large.  相似文献   

13.
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   

14.

Background

Despite hundreds of studies, there is continuing debate about the extent to which violent video games increase aggression. Believers argue that playing violent video games increases aggression, but this stance is disputed by skeptics. The present study addressed believers'' and skeptics'' responses to summaries of scientific studies that do or do not present evidence for increased aggression after violent video game play.

Methods/Principal Findings

Participants (N = 662) indicated whether they believed that violent video games increase aggression. Afterwards, they evaluated two opposing summaries of fictitious studies on the effects of violent video play. They also reported whether their initial belief had changed after reading the two summaries and indicated again whether they believed that violent video games increase aggression. Results showed that believers evaluated the study showing an effect more favorably than a study showing no effect, whereas the opposite was observed for skeptics. Moreover, both believers and skeptics reported to become more convinced of their initial view. In contrast, for actual attitude change, a depolarization effect was found.

Conclusions/Significance

These results suggest that biased assimilation of new information leads believers and skeptics to become more rather than less certain of their views. Hence, even when confronted with mixed and inconclusive evidence, the perceived gap between both sides of the argument increases.  相似文献   

15.
In this study, the hypothesis that individual recognition is used as a cue to reduce the cost of contesting resources in rainbow trout Oncorhynchus mykiss, was addressed. The predictions were that the second contest between familiar individuals should be settled with less aggression, and lower probability of status reversal, than a contest between strangers. To test these predictions, similar-sized juvenile rainbow trout were subjected to two dyadic dominance contests in one of four treatment groups: in half of the pairs, the initially subordinate and dominant individuals were staged against an unfamiliar opponent (of opposite rank to their own) in a second contest, while in the other the initial pair was reunited for the second contest. Further, in half of the pairs, contestants were separated for 3 d between contests, while in the other the second contest was staged immediately after the first. Levels of aggression in contests between familiar individuals were lower than in contests between strangers, which supports the hypothesis that individual recognition reduces aggression. Dominance status was reversed in 31% of the 62 tested pairs. Although the probability of status reversal was not significantly affected by individual recognition, the degree of change in competitive success appeared to be lower in familiar pairs. Separation interacted with familiarity so that the effect of individual recognition generally was less pronounced when pairs were separated between contests, suggesting that the ability to remember opponents is time/limited. In natural streams, salmonids may use individual recognition to reduce the cost of contesting resources within groups, to reduce aggression between territory neighbours and to distinguish ‘cheaters’ from honest signallers.  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.
The effects of cultural framing on behavior in experimental games were explored with a trust game and the Maasai concept of osotua. Maasai use the term osotua to refer to gift-giving relationships based on obligation, need, respect, and restraint. In the trust game, the first player is given money and an opportunity to give any portion of it to the second player. The amount given is then multiplied by the experimenter, and the second player has an opportunity to give any amount back to the first player. Fifty trust games were played by Maasai men at a field site in north central Kenya. Half of the games were played without deliberate framing, and half were framed with the statement, “This is an osotua game.” Compared to games with no deliberate framing, those played within the osotua rhetorical frame were associated with lower transfers by both players and with lower expected returns on the part of the first players. Osotua rhetorical framing is also associated with a negative correlation between amounts given by the first player and amounts returned by the second. These results have implications both for the experimental game method and for our understanding of the relationship between culture and behavior.  相似文献   

18.
Resource provision for farmland gamebirds: the value of beetle banks   总被引:1,自引:0,他引:1  
Severe declines have occurred in the populations of wild game birds in Britain. This has been attributed to agricultural intensification, leading to the loss of invertebrates vital within chick diets, fewer feeding resources for adults, and inadequate provision of nesting and brood‐rearing habitat. This paper explores the potential value of simple sown grass strips – beetle banks – in providing these resources, and compares results with functionally similar conventional field margins. The data indicate that beetle banks can contribute useful, albeit lower, densities of chick‐food than conventional margins. These resources are more abundant later in the season, which may have implications for early hatched chicks. Beetle banks provide considerable quantities of nesting cover for adults, although sheltering conditions may never be as satisfactory as in well managed hedgerows. Given the ease and low cost of establishment of beetle banks, we suggest that they may be valuable components within a range of game management techniques on the farm, as a ‘spin‐off’ to their primary role as overwintering habitat for polyphagous predators. They may be important particularly where resources for game birds are impoverished, but clearly cannot substitute for suitably managed field margins.  相似文献   

19.
When engaged in behavioural games, animals can adjust their use of alternative tactics until groups reach stable equilibria. Recent theory on behavioural plasticity in games predicts that individuals should differ in their plasticity or responsiveness and hence in their degree of behavioural adjustment. Moreover, individuals are predicted to be consistent in their plasticity within and across biological contexts. These predictions have yet to be tested empirically and so we examine the behavioural adjustment of individual nutmeg mannikins (Lonchura punctulata), gregarious ground-feeding passerines, when playing two different social foraging games: producer-scrounger (PS) and patch-choice (PC) games. We found: (i) significant individual differences in plasticity and sampling behaviour in each of the two games, (ii) individual differences in sampling behaviour were consistent over different test conditions within a game (PC) and over a six month period (PS), (iii) but neither individual plasticity nor sampling behaviour was correlated from one social foraging game to another. The rate at which birds sampled alternative tactics was positively associated with seed intake in PS trials but negatively associated in PC trials. These results suggest that games with frequency dependence of pay-offs can maintain differences in behavioural plasticity but that an important component of this plasticity is group- and/or context-specific.  相似文献   

20.
We study the evolutionary effect of rare mutations causing global changes in traits. We consider asymmetric binary games between two players. The first player takes two alternative options with probability x and 1−x; and the second player takes options with probability y and 1−y. Due to natural selection and recurrent mutation, the population evolves to have broad distributions of x and y. We analyze three cases showing qualitatively different dynamics, exemplified by (1) vigilance-intrusion game, (2) asymmetric hawk-dove game and (3) cleaner-client game. We found that the evolutionary outcome is strongly dependent upon the distribution of mutants’ traits, more than the mutation rates. For example in the vigilance-intrusion game, the evolutionary dynamics show a perpetual stable oscillation if mutants are always close to the parent (local-mutation mode), whilst the population converges to a stable equilibrium distribution if mutants can be quite different from the parent (global-mutation mode), even for extremely low mutation rate. When common local mutations and rare global mutations occur simultaneously, the evolutionary outcome is controlled by the latter.  相似文献   

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