EvoLudoLab: Spatial 2x2 Game - Bistability: Difference between revisions

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{{EvoLudoLab:2x2|
{{EvoLudoLab:2x2|
options="--module 2x2 --run --delay 200 --view 0 --timestep 2 --popsize 100x --popupdate async --playerupdate imitate-better --geometry m --interactions all --references r1 --inittype frequencies 55,45 --paymatrix 1,-0.54;0.9,0"|
options="--module 2x2 --run --delay 200 --view 0 --timestep 2 --popsize 100x --popupdate async --playerupdate imitate-better --geometry m --interactions all --references r1 --init frequencies 55,45 --paymatrix 1,-0.54;0.9,0"|
title=Bistability|
title=Bistability|
doc=In well-mixed populations either type \(A\) or type \(B\) players thrive and take over the entire population. In spatial populations the same holds but the odds are hugely in favor of \(A\) types because they no longer need to exceed the threshold frequency on a global scale but rather only locally. Therefore, provided that a sufficiently big initial cluster of \(A\)'s exists, ensures their survival and seeds their victory. Otherwise they quickly disappear within the first few generations.
doc=In well-mixed populations either type \(A\) or type \(B\) players thrive and take over the entire population. In spatial populations the same holds but the odds are hugely in favor of \(A\) types because they no longer need to exceed the threshold frequency on a global scale but rather only locally. Therefore, provided that a sufficiently big initial cluster of \(A\)'s exists, ensures their survival and seeds their victory. Otherwise they quickly disappear within the first few generations.

Latest revision as of 13:51, 12 August 2024

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.

Bistability

In well-mixed populations either type \(A\) or type \(B\) players thrive and take over the entire population. In spatial populations the same holds but the odds are hugely in favor of \(A\) types because they no longer need to exceed the threshold frequency on a global scale but rather only locally. Therefore, provided that a sufficiently big initial cluster of \(A\)'s exists, ensures their survival and seeds their victory. Otherwise they quickly disappear within the first few generations.

The bi-stability of this system is nicely illustrated when running the above setting several times. Sometimes the system converges to all cooperators and sometimes all defectors. The parameters are set to \(R = 1, P = 0, T = 0.9\) and \(S = -0.54\) with Moore neighborhood and players imitating better strategies proportional to the payoff difference and an initial fraction of 50% \(A\)'s.

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.

Stationary distribution

Statistics of the stationary distribution of the numbers of each strategic type. Note, only available for non-zero mutation rates.

Console log

Message log from engine.

Module 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.
--inittype <type>
type of initial configuration:
frequency <f0>,<f1>...
random distribution with given trait frequencies, f0, f1,.... Note, only available for frequency based modules and models.
density <d0>,<d1>...
initial trait densities <d1,...,dn>. Note, only available for density based modules and models.
uniform
uniform random distribution, equal frequencies of all traits.
monomorphic <t>[,<v>]
monomorphic initialization with trait t. Note, for modules with variable population densities, the optional parameter v indicates the initial frequency of vacant sites. If omitted the monomorphic trait is initialized at its (estimated) carrying capacity.
mutant <m>,<r>[,<v>]
single mutant with trait m in homogeneous resident population of type r. The mutant is placed in a location selected uniformly at random (mutants arising through cosmic rays). Note, for modules with variable population densities, the optional parameter v indicates the initial frequency of vacant sites. If omitted the resident trait is initialized at its (estimated) carrying capacity.
temperature <m>,<r>[,<v>]
single mutant with trait m in homogeneous resident population of type r. The mutant is placed in a location selected proportional to the in-degree of nodes (temperature initialization, mutants arising through errors in reproduction). Note, for modules with variable population densities, the optional parameter v indicates the initial frequency of vacant sites. If omitted the resident trait is initialized at its (estimated) carrying capacity.
stripes
stripes of traits. Note, only available for 2D lattices.
kaleidoscopes
configurations that produce evolutionary kaleidoscopes for deterministic updates (players and population). Note, only available for some modules.

Note, for modules that admit multiple species, the initialization types for each species can be specified as an array separated by ;. With more species than initialization types, they are assigned in a cyclical manner.