Template:EvoLudoLab:Moran: Difference between revisions

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===Data views===
===Data views===
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{| class="dataview"
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[[Data Views#Strategies - Structure|Strategies - Structure]]
[[Data Views#Strategies - Structure|Strategies - Structure]]
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; <tt>--mutant <m></tt>:
; <tt>--mutant <m></tt>:
: fitness of mutant <tt>m</tt>.
: fitness of mutant <tt>m</tt>.
; <tt>--initfreqs <m:r></tt>:
; <tt>--init <m,r></tt>:
: initial frequencies of residents <tt>r</tt> and mutants <tt>m</tt>. Frequencies that do not add up to 100% are scaled accordingly. If either frequency is zero, the population is initialized to a homogenous state with just a single, randomly placed individual of the opposite type.
: initial frequencies of residents <tt>r</tt> and mutants <tt>m</tt>. Frequencies that do not add up to 100% are scaled accordingly.
{{cloinittype}}


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

Revision as of 23:32, 11 October 2023

Color code: Residents Mutants
New resident New mutant
Payoff code: Residents Mutants

{{{title}}}

{{{doc}}}

Data views

Strategies - Structure

Snapshot of the spatial arrangement of strategies.

Strategies - Structure 3D

3D view of 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 - Structure 3D

3D view of 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 probability for each vertex where the initial mutant arose.

Statistics - Fixation times

Statistics of conditional fixation times of residents and mutants as well as absorption time for each vertex where the initial mutant arose.

Console log

Message log from engine.

Game parameters

The list below describes only the few parameters related to the evolutionary dynamics of residents and mutants with fixed fitness (constant selection). Numerous other parameters are available to set population structures or update rules on the player as well as population level.

--resident <r>
fitness of resident r.
--mutant <m>
fitness of mutant m.
--init <m,r>
initial frequencies of residents r and mutants m. Frequencies that do not add up to 100% are scaled accordingly.
--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.