Evolutionary Kaleidoscopes in the Snowdrift Game
For deterministic update rules (synchronous lattice update, best player in neighborhood reproduces) and symmetrical initial configurations this can lead to fascinating spatio-temporal patterns. Such evolutionary kaleidoscopes are certainly only of limited scientific interest but they do have quite some entertainment value.
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[math]\displaystyle{ t=0 }[/math]
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[math]\displaystyle{ t=50 }[/math]
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[math]\displaystyle{ t=100 }[/math]
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[math]\displaystyle{ t=150 }[/math]
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[math]\displaystyle{ t=200 }[/math]
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[math]\displaystyle{ t=250 }[/math]
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[math]\displaystyle{ t=300 }[/math]
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[math]\displaystyle{ t=350 }[/math]
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[math]\displaystyle{ t=400 }[/math]
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[math]\displaystyle{ t=450 }[/math]
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[math]\displaystyle{ t=500 }[/math]
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[math]\displaystyle{ t=550 }[/math]
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[math]\displaystyle{ t=600 }[/math]
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[math]\displaystyle{ t=650 }[/math]
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[math]\displaystyle{ t=700 }[/math]
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[math]\displaystyle{ t=750 }[/math]
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[math]\displaystyle{ t=800 }[/math]
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[math]\displaystyle{ t=850 }[/math]
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[math]\displaystyle{ t=900 }[/math]
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[math]\displaystyle{ t=950 }[/math]
EvoLudoLab
Color code: | Cooperators | Defectors |
---|---|---|
New cooperator | New defector |
Payoffs: | Low High
|
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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.
Spatial Snowdrift or Hawk-Dove game: evolutionary kaleidoscopes
In spatially structured lattice populations with symmetrical initial configurations and deterministic updates fascinating spatio-temporal patterns emerge for suitable parameters [math]\displaystyle{ R, S, T }[/math] and [math]\displaystyle{ P }[/math] which resemble changing persian carpets or evolutionary kaleidoscopes. The initial symmetry is preserved by the determinsitic updates, i.e. synchronized lattice updates and only the individual with the highest payoff reproduces. Variation of the parameters leads to different types of kaleidoscopes. Here the cost-to-benefit ratio is set to [math]\displaystyle{ r = 0.6 }[/math], i.e. [math]\displaystyle{ R = 1, P = 0, S = 0.4 }[/math] and [math]\displaystyle{ T = 1.6 }[/math] and individuals interact with their four nearest neighbors on a square [math]\displaystyle{ 101\times 101 }[/math]lattice with periodic boundary conditions.
Data views
Snapshot of the spatial arrangement of strategies. | |
Time evolution of the strategy frequencies. | |
Snapshot of the spatial distribution of payoffs. | |
Time evolution of average population payoff bounded by the minimum and maximum individual payoff. | |
Snapshot of payoff distribution in population. | |
Degree distribution in structured populations. | |
Statistics of fixation probabilities. | |
Statistics of fixation and absorption times. | |
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.