EvoLudoLab: Moran process on the Superstar graph

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

Evolutionary dynamics on the superstar graph

Just as for the star graph, invasion dynamics of a beneficial mutation typically occurs in three phases: (i) first, rare mutants increase at a slower rate; (ii) once established, mutants quickly take over the majority of the population; (iii) during the last phase it takes a long time until the last remaining resident has been replaced. Extinction of mutants almost always happens in the first phase and the mutant fails to establish itself in the population.

For the simulations, the population size is \(N=498\) and the superstar has \(7\) branches with \(k=7\). The fitness of residents is set to \(1\) and that of mutants to \(2\). Now, a single mutant has a very high probability of \(\approx 98.5\%\) to reach fixation - a tremendous increase when compared to a \(50\%\) chance in the original Moran process. Interestingly, the typical time to reach fixation is less than on the star graph of the same size with typically \(2'500-4'500\) generations instead of \(4'500-6'500\).

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.

--fitness <r,m>
fitness of residents r and of mutants m.
--init <r,m>
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
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.