s risk their lives giving loud alarm calls, protecting closely related female colony members; males are less closely related and do not call. At first glance it may appear that the contestants of evolutionary games are the individuals present in each generation who directly participate in the game. But individuals live only through one game cycle, and instead it is the strategies that really contest with one another over the duration of these many-generation games. So it is ultimately genes that play out a full contest – selfish genes of strategy. The contesting genes are present in an individual and to a degree in all of the individual's kin. This can sometimes profoundly affect which strategies survive, especially with issues of cooperation and defection.
W. D. Hamilton known for his theory of
kin selection, explored many of these cases using game-theoretic models. Kin-related treatment of game contests helps to explain many aspects of the behaviour of
social insects, the altruistic behaviour in parent-offspring interactions, mutual protection behaviours, and co-operative
care of offspring. For such games, Hamilton defined an extended form of fitness –
inclusive fitness, which includes an individual's offspring as well as any offspring equivalents found in kin. Hamilton went beyond kin relatedness to work with
Robert Axelrod, analysing games of co-operation under conditions not involving kin where
reciprocal altruism came into play.
Eusociality and kin selection workers (always female) are related to a parent by a factor of 0.5, to a sister by 0.75, to a child by 0.5 and to a brother by 0.25. Therefore, it is significantly more advantageous to help produce a sister (0.75) than to have a child (0.5).
Eusocial insect workers forfeit reproductive rights to their queen. It has been suggested that kin selection, based on the genetic makeup of these workers, may predispose them to altruistic behaviours. Most eusocial insect societies have
haplodiploid sexual determination, which means that workers are unusually closely related. This explanation of insect eusociality has, however, been challenged by a few highly-noted evolutionary game theorists (Nowak and Wilson) who have published a controversial alternative game theoretic explanation based on a sequential development and group selection effects proposed for these insect species.
Prisoner's dilemma A difficulty of the theory of evolution, recognised by Darwin himself, was the problem of
altruism. If the basis for selection is at an individual level, altruism makes no sense at all. But universal selection at the group level (for the good of the species, not the individual) fails to pass the test of the mathematics of game theory and is certainly not the general case in nature. Yet in many social animals, altruistic behaviour exists. The solution to this problem can be found in the application of evolutionary game theory to the
prisoner's dilemma game – a game which tests the payoffs of cooperating or in defecting from cooperation. It is the most studied game in all of game theory. The analysis of the prisoner's dilemma is as a repetitive game. This affords competitors the possibility of retaliating for defection in previous rounds of the game. Many strategies have been tested; the best competitive strategies are general cooperation, with a reserved retaliatory response if necessary. The most famous and one of the most successful of these is
tit-for-tat with a simple algorithm. def tit_for_tat(last_move_by_opponent): """Defect if opponent defects, else cooperate.""" if last_move_by_opponent == defect: defect() else: cooperate() The pay-off for any single round of the game is defined by the pay-off matrix for a single round game (shown in bar chart 1 below). In multi-round games the different choices – co-operate or defect – can be made in any particular round, resulting in a certain round payoff. It is, however, the possible accumulated pay-offs over the multiple rounds that count in shaping the overall pay-offs for differing multi-round strategies such as tit-for-tat. Example 1: The straightforward single round prisoner's dilemma game. The classic prisoner's dilemma game payoffs gives a player a maximum payoff if they defect and their partner co-operates (this choice is known as
temptation). If, however, the player co-operates and their partner defects, they get the worst possible result (the suckers payoff). In these payoff conditions the best choice (a
Nash equilibrium) is to defect. Example 2: Prisoner's dilemma played repeatedly. The strategy employed is
tit-for-tat which alters behaviours based on the action taken by a partner in the previous round – i.e. reward co-operation and punish defection. The effect of this strategy in accumulated payoff over many rounds is to produce a higher payoff for both players' co-operation and a lower payoff for defection. This removes the temptation to defect. The suckers payoff also becomes less, although "invasion" by a pure defection strategy is not entirely eliminated.
Routes to altruism Altruism takes place when one individual, at a cost (C) to itself, exercises a strategy that provides a benefit (B) to another individual. The cost may consist of a loss of capability or resource which helps in the battle for survival and reproduction, or an added risk to its own survival. Altruism strategies can arise through:
The evolutionarily stable strategy The
evolutionarily stable strategy (ESS) is akin to the Nash equilibrium in classical game theory, but with mathematically extended criteria. Nash equilibrium is a game equilibrium where it is not rational for any player to deviate from their present strategy, provided that the others adhere to their strategies. An ESS is a state of game dynamics where, in a very large population of competitors, another mutant strategy cannot successfully enter the population to disturb the existing dynamic (which itself depends on the population mix). Therefore, a successful strategy (with an ESS) must be both effective against competitors when it is rare – to enter the previous competing population, and successful when later in high proportion in the population – to defend itself. This in turn means that the strategy must be successful when it contends with others exactly like itself. An ESS is not: • An optimal strategy: that would maximize fitness, and many ESS states are far below the maximum fitness achievable in a fitness landscape. (See hawk dove graph above as an example of this.) • A singular solution: often several ESS conditions can exist in a competitive situation. A particular contest might stabilize into any one of these possibilities, but later a major perturbation in conditions can move the solution into one of the alternative ESS states. • Always present: it is possible for there to be no ESS. An evolutionary game with no ESS is "rock-scissors-paper", as found in species such as the side-blotched lizard (
Uta stansburiana). • An unbeatable strategy: the ESS is only an uninvadable strategy. The ESS state can be solved for by exploring either the dynamics of population change to determine an ESS, or by solving equations for the stable stationary point conditions which define an ESS. For example, in the hawk dove game we can look for whether there is a static population mix condition where the fitness of doves will be exactly the same as fitness of hawks (therefore both having equivalent growth rates – a static point). Let the chance of meeting a hawk=p so therefore the chance of meeting a dove is (1-p) Let Whawk equal the payoff for hawk... Whawk=payoff in the chance of meeting a dove + payoff in the chance of meeting a hawk Taking the payoff matrix results and plugging them into the above equation: Similarly for a dove: so.... Equating the two fitnesses, hawk and dove ... and solving for p so for this "static point" where the
population percent is an ESS solves to be ESS(percent Hawk)=
V/C Similarly, using inequalities, it can be shown that an additional hawk or dove mutant entering this ESS state eventually results in less fitness for their kind – both a true Nash and an ESS equilibrium. This example shows that when the risks of contest injury or death (the cost C) is significantly greater than the potential reward (the benefit value V), the stable population will be mixed between aggressors and doves, and the proportion of doves will exceed that of the aggressors. This explains behaviours observed in nature. ==Unstable games, cyclic patterns==