Template:EvoLudoLab:2x2: Difference between revisions

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Along the bottom of the applet there are several buttons to control the execution and the speed of the simulations - for details see the [[Graphical User Interface|''EvoLudo'' GUI documentation]]. Of particular importance are the [[parameters]] button and the [[Data_Views|data views]] pop-up list along the top. The former opens a panel that allows to set and change various parameters concerning the game as well as the population structure, while the latter displays the simulation data in different ways.
{{Legend:StrategiesCD}}
{{Legend:StrategiesCD}}
{{Legend:Gradient|label=Payoff code|min=Low|max=High}}
{{Legend:Gradient|label=Payoffs|min=Low|max=High}}
''Note:'' The shades of grey of the payoff scale are augmented by blueish and reddish shades indicating payoffs for mutual cooperation and defection, respectively.
''Note:'' The gradient of the payoff scale is augmented by pale shades of the strategy colours to mark payoffs that are achieved in homogeneous populations of the corresponding type.


<div id="evoludolab">
<div id="evoludolab">
{{#tag:evoludolab||code="org.evoludo.simulator.lab.TwoByTwoLab.class"|codebase="applets"|height="572"|width="512"|archive="2x2.jar"|options={{{options}}}}}
{{#tag:evoludolab||options={{{options}}}}}
</div>
</div>


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{{{doc}}}
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{| id="dataview"
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===Data views===
===Data views===
{| class="dataview"
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[[Data Views#Structure - Degree|Structure - Degree]]
[[Data Views#Structure - Degree|Structure - Degree]]
| Degree distribution in structured populations.
| Degree distribution in structured populations.
|-
!
[[Data Views#Statistics - Fixation probability|Statistics - Fixation probability]]
| Statistics of fixation probabilities.
|-
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[[Data Views#Statistics - Fixation time|Statistics - Fixation time]]
| Statistics of fixation and absorption times.
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The list below describes only the few parameters related to the Prisoner's Dilemma, Snowdrift and Hawk-Dove games. Follow the link for a complete list and detailed descriptions of the [[Graphical User Interface|user interface]] and further [[parameters]] such as spatial arrangements or update rules on the player and population level.
The list below describes only the few parameters related to the Prisoner's Dilemma, Snowdrift and Hawk-Dove games. Follow the link for a complete list and detailed descriptions of the [[Graphical User Interface|user interface]] and further [[parameters]] such as spatial arrangements or update rules on the player and population level.


; Reward:
; <tt>--paymatrix <a00,a01;a10,a11></tt>
: reward for mutual cooperation.
: <tt>2x2</tt> payoff matrix. Type \(A\) has index <tt>0</tt> and type \(B\) index <tt>1</tt>.
; Temptation:
; <tt>--reward <a11></tt>
: temptation to defect, i.e. payoff the defector gets when matched with a cooperator. Without loss of generality two out of the four traditional payoff values \(R, S, T\) and \(P\) can be fixed and set conveniently to \(R = 1\) and \(P = 0\). This means mutual cooperation pays \(1\) and mutual defection zero. For example for the prisoner's dilemma \(T > R > P > S\) must hold, i.e. \(T > 1\) and \(S < 0\).
: the reward for mutual cooperation. The payoff of type \(A\) against its own type (see <tt>--paymatrix</tt>).
; Sucker:
; <tt>--temptation <a10></tt>
: sucker's payoff which denotes the payoff the cooperator gets when matched with a defector.
: the temptation to defect. The payoff of type \(B\) against type \(A\) (see <tt>--paymatrix</tt>).
; Punishment:
; <tt>--sucker <a01></tt>
: punishment for mutual defection.
: the sucker's payoff of an exploited cooperator. The payoff of type \(A\) against type \(B\) (see <tt>--paymatrix</tt>).
; Init Coop, init defect:
; <tt>--punishment <a00></tt>
: initial fractions of cooperators and defectors. If they do not add up to 100%, the values will be scaled accordingly. Setting the fraction of cooperators to 100% and of defectors to zero, then the lattice is initialized with a symmetrical configuration suitable for observing evolutionary kaleidoscopes.
: the punishment for mutual defection. The payoff of type \(B\) against its own type (see <tt>--paymatrix</tt>).
; <tt>--init <a,b><tt>
: initial frequencies of type \(A\) and \(B\), respectively. Frequencies that do not add up to 100% are scaled accordingly.
{{cloinittype}}


[[Category:Interactive Lab]]
[[Category:Interactive Lab]]

Latest revision as of 16:41, 13 October 2023

Color code: Cooperators Defectors
New cooperator New defector
Payoffs:
Low High

Note: The gradient of the payoff scale is augmented by pale shades of the strategy colours to mark payoffs that are achieved in homogeneous populations of the corresponding type.

{{{title}}}

{{{doc}}}

Data views

Strategies - Structure

Snapshot of the spatial arrangement of strategies.

Strategies - Mean

Time evolution of the strategy frequencies.

Fitness - Structure

Snapshot of the spatial distribution of payoffs.

Fitness - Mean

Time evolution of average population payoff bounded by the minimum and maximum individual payoff.

Fitness - Histogram

Snapshot of payoff distribution in population.

Structure - Degree

Degree distribution in structured populations.

Statistics - Fixation probability

Statistics of fixation probabilities.

Statistics - Fixation time

Statistics of fixation and absorption times.

Console log

Message log from engine.

Game parameters

The list below describes only the few parameters related to the Prisoner's Dilemma, Snowdrift and Hawk-Dove games. Follow the link for a complete list and detailed descriptions of the user interface and further parameters such as spatial arrangements or update rules on the player and population level.

--paymatrix <a00,a01;a10,a11>
2x2 payoff matrix. Type \(A\) has index 0 and type \(B\) index 1.
--reward <a11>
the reward for mutual cooperation. The payoff of type \(A\) against its own type (see --paymatrix).
--temptation <a10>
the temptation to defect. The payoff of type \(B\) against type \(A\) (see --paymatrix).
--sucker <a01>
the sucker's payoff of an exploited cooperator. The payoff of type \(A\) against type \(B\) (see --paymatrix).
--punishment <a00>
the punishment for mutual defection. The payoff of type \(B\) against its own type (see --paymatrix).
--init <a,b>
initial frequencies of type \(A\) and \(B\), respectively. Frequencies that do not add up to 100% are scaled accordingly.
--inittype <type>
type of initial configuration:
frequency
random distribution with given frequency
uniform
uniform random distribution
monomorphic
monomorphic initialization
mutant
single mutant in homogeneous population of another type. Mutant and resident types are determined by the types with the lowest and highest frequency, respectively (see option --init).
stripes
stripes of traits
kaleidoscopes
(optional) configurations that produce evolutionary kaleidoscopes for deterministic updates (players and population). Not available for all types of games.