Game Theory Simulation, 50 points page - 1 Game Theory 3.0 by Keith F. Goodnight Introduction This program models the basic Hawk/Dove/Bourgeois game. In this game, 3 strategies compete against each other for control of a resource which is assumed to contribute directly to fitness. The three strategies are: HAWK: Hawks will always fight to obtain the resource. DOVE: Doves will display, but if actually challenged will retreat without fighting. BOURGEOIS: Bourgeois will behave as Hawks if they "own" the resource, as Doves if not. Players meet each other in pairs, playing a discrete round of the game that ends in one or the other obtaining the resource. The winner depends on which strategies meet: If Hawk meets Dove then Hawk gains the resource while Dove gains nothing. If Hawk meets Hawk, one will win while the other will incur a cost of injury in fighting. If Dove meets Dove, one will win while both will incur a cost of displaying. When Bourgeois meet, the outcome will depend not only on the strategy of the opponent but also on the ownership of the resource. A payoff matrix can be used to indicate the expected payoff for each strategy in an encounter with each other strategy (such a matrix is displayed on the program's opening screen). The payoffs are based on the value of the resource and the costs of injury and display, and on the assumption that an individual will win 50% of the games it plays against its own strategy. For Bourgeois, the payoff also includes the assumption that it will be the owner 50% of the time. The payoffs for each type of encounter lead to a total payoff for each strategy, which depends on the frequency with with it encounters each strategy in its competitors. The total fitness obtained by each strategy is therefore frequency dependent, varying with the frequency of the strategies in the population. The overall "winner" of the game is an Evolutionarily Stable Strategy (ESS). ESS refers to a strategy that, if fixed in the population, is secure against invasion by other strategies but is able to invade populations where competing strategies are present. Which strategy is the ESS will depend on the payoffs of the particular game; in some cases, the ESS may not be a pure strategy but may be a mixture of two. The Program has two distinct modes of operation. One calculates and displays a payoff matrix for the game, while the other runs a simulation of natural selection on the strategies. The same controls are available to the user in both modes (see below for a description of the controls). The program opens in the payoff mode. The screen shows a payoff matrix, and the controls that allow you to determine which strategies are playing, the various payoffs, and the current population frequencies. The Display menu toggles between two sorts of matrix: The default as the program opens shows the payoff for each type of encounter. You can also choose to display the net payoffs obtained by each strategy based on the frequency with which they expect to receive each of the payoffs shown in the full matrix (i.e. the population frequency of each strategy). The screen also displays a prediction for the ESS under the current parameters. The prediction is printed just below the matrix. In the lower right corner of the window is a button called "Play the Game" which takes you to the simulation mode of the program. When you click on this button, the screen changes to show a graph with frequency on the vertical axis and generations on the horizontal. The simulation will start immediately, tracing out the changes in each strategy's Game Theory Simulation, 50 points page - 2 frequency over time. The button is still available, its name now changed to "Payoffs." Clicking it again will return you to the payoff matrix. Two types of simulations run simultaneously. One is an analytic simulation that predicts the next generation's frequency of each strategy based on the predicted net payoffs. This simulation produces a smoothly curving line showing each strategy's fate. The second simulation is a stochastic model. A simulated population of 1000 individuals is used. These individuals are haploid, each possessing a single gene which determines their strategy. They each are alloted a certain number of offspring; then they are randomly paired with each other to play a round of the game. They either gain or lose offspring based on the outcome of the game. Once everyone has played, each individual produces however many offspring it has ended up with (the initial "allowance" of offspring is large enough so that no one will end up with a negative number of offspring, no matter how badly they lose). Finally, the next generation is produced by randomly selecting 400 individuals from the set of offspring. Because of the random element of this simulation, it produces a jagged, wavering line on the screen. Both simulations are run for 200 generations. You can stop the simulation at any time by operating any of the program controls. Changing any parameter will restart the simulation; clicking on the "Payoffs" button will return you to the matrix screen. Menus: The Apple Menu contains the usual Desk Accessories, plus a choice for an "About Box." The File menu lets you save the results of a simulation. The results will be saved as a text file in a format compatible with most spreadsheet programs as well as graphing programs such as Cricket Graph. The Save command is only available in simulation mode. The File menu also contains a Quit command. You can also quit the program by clicking in the "Close box" of the main window. The Edit menu is provided for any Desk Accessories that might need the Cut/Paste operations. None of these commands are used by GameTheory. The Display menu contains only one command, which allows you to toggle between the full and net payoffs matrix. It has no effect in simulation mode. Strategies Playing: In the upper right area of the screen are three checkboxes that determined which of the three strategies is currently playing. Clicking any of them will add that strategy to the population; population frequencies are automatically reset so that all strategies present are in equal frequency (You can change this with the Populations scroll boxes described below). Payoffs: Below the check boxes are three scroll bars which control the resource value, cost of injury, and cost of display. All three parameters can range from 0 to 200. Populations: At the bottom of the screen are three scroll bars controlling the number of individuals of each strategy playing the game. The value of each scrollbar represents the number of individuals in the simulated population; these numbers are used to calculate frequencies for the payoff matrix. The simulation runs a population of 1000 individuals; however, you do not have to set the scroll bars to add up to a population of 1000: the scrollbars represent only the initial (generation 0) population size, and the simulation will choose 1000 offspring to be the new generation regardless of the size of the generation 0 population. You cannot set a player’s initial population to 0; if you want to remove a player from the simulation, use the checkboxes described above. Note: In simulation mode, these values describe the initial conditions of the simulation. They do not change as the simulation progresses. Game Theory Simulation, 50 points page - 3 Useful tips: 1. To set equal numbers of each strategy, use the check boxes to add/remove players at the top right of the screen rather than the scroll boxes at the bottom 2. The analytic result is the smooth curve and represents the theoretical prediction of change in each generation. 3. The stochastic line is jagged and bumpy. It is an actual simulation and includes randomness in who plays each other, who wins and which of many offspring surive to the next generation. 4. You do not need to run the simulation to find the ESS. The program indicates the ESS on the payoff screen.