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Template:EvoLudoLab:2x2: Difference between revisions

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__NOTOC__
__NOTOC__
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=Payoff code|min=Low|max=High}}
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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.
|-
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[[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.
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[[Category:Interactive Lab]]
[[Category:Interactive Lab]]
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