The logic of animal conflict, or why conflicts

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Just & Sun: Evolution of Contest Escalation
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Simulating the Evolution of Contest Escalation
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WINFRIED JUST1 AND XIAOLU SUN2
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Department of Mathematics and 2Edison Biotechnology Institute
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Ohio University, Athens, OH 45701, U.S.A.
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Running Headline: Evolution of Contest Escalation
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Correspondence: W. Just, Department of Mathematics, Ohio University, Athens
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OH 45701 (e-mail: just@math.ohiou.edu; Tel.: +1-740-593-1260; fax.: +1-740-
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593-9805 )
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Word count: 2,698
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Just & Sun: Evolution of Contest Escalation
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Empirical studies of animal contests have shown that escalation to costly fights is
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usually initiated by their likely winners; in some species however, it is the likely
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losers who tend to initiate escalation; see (Morris et al., 1995) for a particularly
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striking example. Game-theoretic models developed in (Just and Morris, 2003)
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and (Just et al., in review) show a possible explanation for the latter phenomenon.
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Here we test an extension of these models with simulated evolution.
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Just & Sun: Evolution of Contest Escalation
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1. Introduction
Animals often resolve conflicts over limited resources by ritualized
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displays, but such contests can escalate to costly fights. The decisions animals
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make in these contests should be influenced by the difference in their fighting
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ability, or resource holding power (abbreviated RHP; Parker, 1974). It would be
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expected that, in general, individuals with higher RHP should benefit from
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escalation since lower RHP individuals are not likely to gain resources by fighting
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but will often pay a cost of fighting (Parker, 1974). However, it is less clear which
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of the contestants should escalate first if both contestants would prefer escalation
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to giving up. Individuals with the relatively higher RHP (likely winners) initiate
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escalated contests in several different organisms (e.g., fishes, Figler and Einhorn,
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1983; Keeley and Grant, 1993; Turner and Huntingford, 1986; Barlow et al., 1986;
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hermit crabs, Dowds and Elwood, 1983; sea anemones, Brace and Pavey, 1978;
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and mollusks, Zack, 1975). Recently, however, empirical studies have detected
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cases where likely losers are more aggressive than expected (Morris et al., 1995;
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Enquist and Jackobsson, 1986; Dow et al., 1976). In particular, (Morris et al.,
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1995) studied contests between males in two species of swordtail fishes
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(Xiphophorus nigrensis and X. multilineatus) in the laboratory. When the
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difference in size between fish was very large, contests were settled without fights
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with the smaller animal retreating. However, 78% of the observed fights were
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initiated by the smaller animal, and in 70% of the fights, the fish that delivered the
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first bite lost the contest.
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Just & Sun: Evolution of Contest Escalation
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Models for explaining this counterintuitive behavior have been developed
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by Just and Morris (2003) and Just et al. (in review). These models predict that in
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a large region of the relevant parameter space, escalation of most contests should
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be initiated by a player precisely when this player perceives himself as slightly
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(but not overwhelmingly) weaker than the opponent. These models have been
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studied analytically. However, in order to make an analytical approach feasible,
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the process of acquisition of partial information during the display stage had to be
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either ignored (Just et al., in review) or restricted to one particularly important
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scenario (Just and Morris, 2003). Here we consider an extended model that allows
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for a variety of ways in which partial information about the difference in RHP may
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be acquired during the display stage. This makes the model too complicated for an
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analytical treatment; we explore it with computer simulations instead.
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2. The model
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We model animal contests that have up to two stages: a display stage,
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during which no physical contact occurs, followed in some cases by a fight stage
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during which physical contact occurs. Note that this structure implies that passage
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from the display stage to the fight stage requires escalation by only one of the
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contestants. The objective of a contest is to gain access to a resource that has a
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value V for each of the contestants. The payoff for each individual is determined
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by the outcomes of contests, and an individual may be involved in one or more
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contests during its lifetime. Displaying carries a small cost to each of the
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contestants that is assumed proportional to the duration of the display stage. The
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cost of a fight has two components: a cost born only by the loser (denoted by K)
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and a cost that is incurred by both the winner and the loser (denoted by L). It is
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easy to see that a player will derive an expected positive payoff from a fight if and
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only if his probability of winning the fight exceeds (K+L)/(V+K). The number
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(K+L)/(V+K) will be referred to as the threshold for escalation.
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We assume that during the display stage contestants try to assess the
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probability of winning a fight. It is assumed that from the point of view of a given
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contestant, this probability is partitioned into four classes; it is either very low (less
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than (K+L)/(V+K); escalation to fighting would be disadvantageous), low (less
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than 0.5 so that the opponent is more likely to win, but bigger than (K+L)/(V+K);
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so that escalation to the fighting stage would be advantageous), high (the opponent
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is more likely to lose, but his winning probability is still above the threshold for
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escalation), or very high (opponent’s winning probability is below the threshold
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for escalation). We are only interested in parameter settings where the classes low
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and high can actually occur. A contestant may somewhat misperceive the class of
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the probability of winning; for example, if this probability is low, then a contestant
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may misperceive it as high (with probability q[0]) or very low (with probability
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q[1]), but not as very high. The probability q[0] of misperception of role and q[1]
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of misperception of magnitude of difference in RHP are crucial parameters of the
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model.
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At the beginning of the display stage, the players have no information
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about the probability of winning, and during the process of displaying they may
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gain partial and eventually full information about the winning probability. We
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assume that partial information is obtained in two bits: one bit designates the role
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of a given player (Pl if the given player has the lower RHP, PH if the player has the
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higher RHP); the other bit tells whether the probability of winning for the weaker
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player is below or above the threshold for escalation. We say that the absolute
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value of the difference in fighting ability is large in the former case and small in
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the latter. While the model of Just and Morris (2003) and the simulations of Just et
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al. (2000) assume that information about the role is known at the beginning of an
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encounter, and while the model of Just et al. (in review) does not allow for partial
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information, we assume here that the two bits of information can be obtained in
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any order. Thus at any given time of the display stage, a player will be in one of
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eight perception states: (no info, no info), (Pl, no info), (PH, no info),
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(no info, small), (Pl, small), (PH, small), (Pl, large), (PH, large). For example, a
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player in perception state (no info, small) will assume that the probability of
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winning is either low or high; a player in perception state (Pl, large) will have
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determined that the probability of winning is very low. Note that a perception state
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(no info, large) is implausible and should never be reached.
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In each of the perception states, a player has a choice between three
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actions: R (retreat), D (continue displaying), and F (escalate to the fighting stage).
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Thus a strategy can be conceptualized as a function that specifies one of the three
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actions for each of the eight possible perception states, and we can code strategies
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as strings of eight letters from the alphabet {D, F, R}. Note that there are
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altogether 38 = 6,561 different strategies in this game. This number makes it
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difficult to study the game analytically and calls for an approach using simulated
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evolution.
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The display stage of an encounter lasts until one of the players takes action
R or F. Displaying for time t carries a cost of d·t, for each contestant. In an
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encounter where neither contestant ever performs action R or F, the display stage
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is arbitrarily terminated after c units of time. The numbers c and d are user-
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definable parameters.
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3. Our simulations
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We simulated the evolution of strategies in populations of 3,000 players
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over 100,000 mating seasons. Each player was characterized for life by its innate
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fighting ability and its strategy. In each mating season, each player had on average
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6 encounters per mating season, and lived for 10 mating seasons. The outcomes of
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individual encounters were simulated taking into account the participant's innate
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fighting abilities and strategies. The times at which the player's perception states
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changed to more informative ones as well as the actual outcomes of the fights were
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randomized (Pl won with probability a if the difference in fighting ability was
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large and with probability b if this difference was small, where 0 < a < b < 0.5
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were user-definable parameters). The fitness of each individual was set to an
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initial fitness W at the beginning of each mating season and was then decreased or
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increased according to the outcomes of this player's encounters. At the end of a
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mating season, the fitness was used to determine the probability that males will
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mate (all individuals had an equal probability of being treated as male or female).
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After each mating season the 300 oldest players were removed and replaced by
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new players. The new players inherited the actions in their strategy from their
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parents with mutations and either uniform crossover or a crossover operator that
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favored inheritance of certain actions in blocks. A detailed description of the
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program as well as the source code can be found at the following URL:
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http://www.math.ohiou.edu/~just/Escalate/.
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3. Results
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The model of Just et al. (in review) suggests that if the probabilities of
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misperception q[0] and q[1] are positive, then for a wide range of parameter
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settings a mix of the strategies DDDDFDRD and DDDFFFRD should emerge as
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an evolutionarily stable strategy (abbreviated ESS). The first of these strategies
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calls for a player to escalate to fighting precisely when the probability of winning
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is perceived as low, to retreat when the probability of winning is perceived as very
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low, and to continue displaying in all other perception states. The second of these
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strategies calls for a player to escalate to fighting when the probability of winning
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is perceived as low or high, to retreat when the probability of winning is perceived
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as very low, and to continue displaying in all other perception states. Any
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nontrivial mix of these two strategies will lead to a situation where most fights are
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initiated by their eventual losers. In contrast, the same model suggests that if the
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probabilities of misperception q[0] and q[1] are zero, then no ESS should emerge
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and about half of all fights should be initiated by their eventual losers.
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For two of the parameter settings where the model of Just et al. (in review)
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makes the above predictions we run 120 simulations each with q[0], q[1] > 0, and
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30 simulations each with q[0] = q[1] = 0. Some of these simulations started from
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random initial populations; other simulations started from initial populations where
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all players followed a fixed strategy that was different from the predicted ESS.
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The program monitored the proportion of selected strategies between mating
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seasons 10,000 and 100,000, as well as the proportion of fights that were initiated
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by the likely loser. Output files of all our simulations as well as more detailed
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summaries of our results than can be given here can be found at the following
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URL: http://www.math.ohiou.edu/~just/Escalate/.
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The results of these simulations confirm that for the particular parameter
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settings studied, the results of Just et al. (in review) that were obtained without
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modeling the process of information acquisition carry over to our model where the
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process of information acquisition is considered. In the simulations with positive
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probability of perception error, we observed the following outcomes: For the first
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parameter setting that we studied (a = 0.25, b = 0.45, c = 25, d = 1, q[0] = q[1] =
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0.12, V = 99, K = 33, L = 18, W = 25), the strategy DDDDFDRD that calls for
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escalation only in perception state (Pl, small) was used on average by 48.1% of all
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players throughout all monitored seasons. A mix of DDDDFDRD/DDDFFFRD
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was used on average by 84.2% of all players. Of all the observed fights, 72.7%
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were initiated by Pl, and 54.6% of all fights were initiated by their eventual losers.
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For the second parameter setting that we studied (a = 0.29, b = 0.48, c = 16, d =
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1, q[0] = q[1] = 0.033, V = 81, K = 67, L = 2, W = 25), the strategy
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DDDDFDRD that calls for escalation only in perception state (Pl, small) was used
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on average by 64.5% of all players throughout all monitored seasons. A mix of
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DDDDFDRD/DDDFFFRD was used on average by 81% of all players. Of all the
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observed fights, 86% were initiated by Pl, and 52.1% of all fights were initiated by
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their eventual losers. These outcomes indicate a pattern similar to the ones
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observed in the experiments of (Morris et al., 1995), and we conclude that, at least
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for some parameter settings, our model could be a possible explanation for the
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behavior observed in these animals. In the simulations where we set q[0] = q[1]
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= 0 and kept the remaining parameters as in the previous experiments, the
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percentage of fights initiated by the weaker contestant was not significantly
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different from 50%, and no (mixed or pure) ESS appeared to evolve. This
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confirms that the possibility of perception error is crucial to our findings.
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Intuitively, our model predicts that the player with the larger RHP can sufficiently
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often avoid a costly fight by leaving the initiative to the adversary in the hope that
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the adversary will retreat by mistake.
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However, exploratory runs for several other parameter settings did show
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patterns that differed from the predictions in Just et al. (in review). Characterizing
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the region of the parameter space where the results of the latter model remain valid
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if the process of information acquisition is explicitly modeled remains an open
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problem.
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Acknowledgment
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This work was partially supported by NSF grant DBI-9904799 to W.J.
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References
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Barlow, G. W., Rogers, W. and Fraley, N., 1986. Do Midas Cichlids win through
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prowess or daring? It depends. Behav. Ecol. Sociobiol. 19, 1-8.
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Brace, R. C., Pavey, J., 1978. Size-dependent dominance hierarchy in the
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anemone Actinia equina. Nature 273, 752-753.
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Just & Sun: Evolution of Contest Escalation
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Dow, M., Ewing, A. W., Sutherland, I., 1976. Studies on the behaviour of
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cyprinodont fish III. The temporal patterning of aggresssion in Aphyosemion
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striatum (Boulenger). Behaviour 59, 252-268.
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the timing of decisions in hermit crab shell fights. Behaviour 85, 1-24.
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Enquist, M., Jackobsson, S., 1986. Decision making and assessment in the
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Just, W., Morris, M. R., Sun, X., in review. The evolution of aggressive losers.
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