Cog Sem 2007

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A talk that I gave to the Cog Sem seminar series at the University of Alberta Psychology department in 2007 on my master's research.

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Solving Game Theory Models (and other sordid affairs).Steven Hamblin and Peter L. Hurd.

What just happened?(Part I)

Oskar Morgenstern (1902 - 1977)

John von Neumann (1903-1957)

Theory of Games and Economic Behavior

(1944)

John Nash (1928-) Nash Equilibrium (1950)

Not John Nash

John Nash (1928-) Nash Equilibrium (1950)

Right

10,10

-100,-100

-100,-100Right

10,10Left

Left

Right

10,10

-100,-100

-100,-100Right

10,10Left

Left

Right

10,10

-100,-100

-100,-100Right

10,10Left

Left

W. D. Hamilton (1936-2000) “Unbeatable Strategy”

(1967)

John Maynard Smith

(1920-2004)

Evolution and the Theory of Games

(1982)

Evolutionarily Stable

Strategy(ESS)

© 1973 Nature Publishing Group

Why are animal conflicts “Limited” so often?

© 1973 Nature Publishing Group

Why are animal conflicts “Limited” so often?

Why are animal conflicts “Limited” so often?

E(I, I) � E(J, I)

Nash equilibrium condition

E(I, I) � E(J, I)

Nash equilibrium condition

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

Stability condition

Nash equilibrium condition

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

Dove V/20

V1/2(V-C)Hawk

DoveHawkE(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

Dove 100

205Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 10

Dove 100

205Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 10

Dove 100

205Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 10

Dove 100

205Hawk

DoveHawkE(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 10

E(Hawk,Hawk) = 5

E(Dove,Hawk) = 0

Dove 100

205Hawk

DoveHawkE(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 10

E(Hawk,Hawk) = 5

E(Dove,Hawk) = 0

Dove 100

205Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 10

Dove 100

205Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 40

Dove 100

20-10Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 40

Dove 100

20-10Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 40

Mixed ESS:

50% Hawk / 50% Dove

Dove 100

20-10Hawk

DoveHawk

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

V = 20

C = 40

Mixed ESS:

50% Hawk / 50% Dove

Questions:

-5,-2

6,0

2,3

12,11

Strategy D

6,61,7 2,14,-2Strategy E

4,410,12Strategy D -5,-10

1,1Strategy C 0,6-4,1

5,2 4,4Strategy B 3,3

Strategy A 2,610,-6 -6,2

Strategy CStrategy BStrategy A

Questions: 1. Complexity?

-5,-2

6,0

2,3

12,11

Strategy D

6,61,7 2,14,-2Strategy E

4,410,12Strategy D -5,-10

1,1Strategy C 0,6-4,1

5,2 4,4Strategy B 3,3

Strategy A 2,610,-6 -6,2

Strategy CStrategy BStrategy A

Questions: 1. Complexity?

Questions: 1. Complexity?

2. Population not at equilibrium?

Questions: 1. Complexity?

2. Population not at equilibrium?

That was then.This is now.

(Part II)

1

2 2

(V-C) / 2

(V-C) / 2

V

0

0

V

V/2

V/2

Hawk

Hawk Hawk

Dove

DoveDove

Player 1 payoffs

Player 2 payoffs

1

22

1 1 1 1

2 2 2 2 2 2 2 2

1

22

1 1 1 1

2 2 2 22 2 2 2

Supported path

Unreached branches

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) > E(J, J)

E(I, I) > E(J, I)

or

E(I, I) = E(J, I) andE(I, J) = E(J, J)(for some I �= J)

1 1 1 1

2 2

2 2

2 2

2 2

Strong

Strong Weak

"S" "W"

Signal

Strong

Signal

Weak

Weak

Strong Weak

"S""W""S" "W"

1 1

2 2 2

Signal

Strong

Signal

Weak

Full Attack Pause-Attack Flee

Full AttackPause-Attack

Flee

= ESS 1

(Enquist, 1985)

Genetic Algorithms

• Algorithms that simulate evolution to solve optimization problems.

Strategy when strong0

20

40

60

80

Strategy when weak

Tracked Generations

020

40

60

80

Graph shows strategy evolution over time.

Strategy when strong

02

040

60

80

100

Strategy when weak

Tracked Generations

020

40

60

80

100

Strategy when strong

02

040

60

80

100

Strategy when weak

Tracked Generations

020

40

60

80

100

Pink / Red: Previously unknown ES Set solution

Strategy when strong

02

040

60

80

100

Strategy when weak

Tracked Generations

020

40

60

80

100

Pink / Red: Previously unknown ES Set solutionESS disappears very rapidly.

So far...

1 1 1 1

2 2

2 2

2 2

2 2

Strong

Strong Weak

"S" "W"

Signal

Strong

Signal

Weak

Weak

Strong Weak

"S""W""S" "W"

1 1

2 2 2

Signal

Strong

Signal

Weak

Full Attack Pause-Attack Flee

Full AttackPause-Attack

Flee

= ESS 1

• e85 is too complex - the ESS formalism has broken down.

So far...

• e85 is too complex - the ESS formalism has broken down.

• Populations not already at the ESS evolve more easily to the ES Set.

So far...

Sir Philip Sydney

Maynard Smith (1991)Johnstone & Grafen (1993)

B

D

Thirsty

Give

Not Thirsty

Don't

B B

D

Give Don'tD

Give Don't

D

Give Don't

Signal No Signal Signal No Signal

Don't 1,SB1,0

SD,1SD,1Give

Not Thirsty

Thirsty

0 � SD, SB � 1

B

D

Thirsty

Give

Not Thirsty

Don't

B B

D

Give Don'tD

Give Don't

D

Give Don't

Signal No Signal Signal No Signal

Don't 1,SB1,0

SD,1SD,1Give

Not Thirsty

Thirsty

0 � SD, SB � 1

Donor and beneficiary are related, and signalling is costly (reduces payoff).

Johnstone and Grafen (1993)

2 2 2 2

1

1

1

1

1

1

1

1

Closely related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Distantly related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Give Don't

= ESS 1

Give Don't Give Don'tGive Don't

Give Don'tGive Don't

Give Don'tGive Don't

Johnstone and Grafen (1993)

Beneficiary

2 2 2 2

1

1

1

1

1

1

1

1

Closely related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Distantly related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Give Don't

= ESS 1

Give Don't Give Don'tGive Don't

Give Don'tGive Don't

Give Don'tGive Don't

Johnstone and Grafen (1993)

Donor

2 2 2 2

1

1

1

1

1

1

1

1

Closely related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Distantly related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Give Don't

= ESS 1

Give Don't Give Don'tGive Don't

Give Don'tGive Don't

Give Don'tGive Don't

Johnstone and Grafen (1993)

2 2 2 2

1

1

1

1

1

1

1

1

Closely related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Distantly related

Thirsty Not Thirsty

SignalNo Signal

SignalNo Signal

Give Don't

= ESS 1

Give Don't Give Don'tGive Don't

Give Don'tGive Don't

Give Don'tGive Don't

ESS: Donors give if a signal is received.Closely related beneficiaries signal if thirsty.Distantly related beneficiaries always signal.

0 100 200 300 400 500

0.0

0.2

0.4

0.6

0.8

1.0

Donor strategies over time

Generation

Prop

ortio

n of

tota

l stra

tegi

es

Always giveGive when signalGive when no signalNever give

0 100 200 300 400 500

0.0

0.2

0.4

0.6

0.8

1.0

Class 1 Beneficiary strategies

Generation

Prop

ortio

n of

tota

l stra

tegi

es

Always signalSignal when thirstySignal when not thirstyNever signal

0 100 200 300 400 500

0.0

0.2

0.4

0.6

0.8

1.0

Class 2 Beneficiary strategies

Generation

Prop

ortio

n of

tota

l stra

tegi

es

Always signalSignal when thirstySignal when not thirstyNever signal

Parameters

• Solutions to the game are fragile; changing the parameters of the model generates multiple different solutions.

So far...

2 2 2 2

1 1 1 1 1 1 1 1

Class 1

Thirsty Not Thirsty

Signal No Signal Signal No Signal

Class 2

Thirsty Not Thirsty

Signal No Signal Signal No Signal

Give Don't

= ESS 1

Give Don't Give Don't Give Don't Give Don't Give Don't Give Don'tGive Don't

• Sir Philip Sydney is simpler than e85 - but still breaks the ESS formalism.

So far...

• Sir Philip Sydney is simpler than e85 - but still breaks the ESS formalism.

• Again, populations not already at the ESS evolve more easily to the ES Set.

So far...

When all is said and done...

• ESS and related theory was a paradigm shift in theoretical biology.

• ESS is useful intuitively, but limited practically.

• Most games with temporal sequence / underlying state / etc., won’t have an ESS.

• Even more useful solution tools (e.g. ES Sets) are too complicated to calculate for larger, more realistic games.

• Genetic algorithms are a sensible choice to solve complex game theory models.

Thanks to Pete and the Hurd Lab!

Questions?

Genetic algorithm outcomes

MutationRate

Seed

0.001 0.002 0.003 0.004 0.005 0.006 0.007

05

1015

2025

3035

4045

5055

6065

7075

8085

9095

100

E ES O E ES O E ES O E ES O E ES O E ES O E ES O