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1.
In this paper, we propose and study a new evolution model of minority game. Any strategy in minority game can be regarded as composed of sub-strategies corresponding to different histories. Based on the evolution model proposed by Li-Riolo-Savit, in which those agents that perform poorly may update their strategies randomly. This paper presents a new evolution model in which poor agents update their strategies by changing only a part of sub-strategy sets with low success rate. Simulation result shows that the new model with sub-strategy-set updating evolution mechanism may approach its steady state more quickly than the Li-Riolo-Savit model. In the steady state of the new model, stronger adaptive cooperation among agents will appear, implying that the social resource can be allocated more rationally and utilized more effectively compared with the Li-Riolo-Savit model.  相似文献   

2.
Xianyu Bo  Jianmei Yang 《Physica A》2010,389(5):1115-4235
This paper studies the evolutionary ultimatum game on networks when agents have incomplete information about the strategies of their neighborhood agents. Our model assumes that agents may initially display low fairness behavior, and therefore, may have to learn and develop their own strategies in this unknown environment. The Genetic Algorithm Learning Classifier System (GALCS) is used in the model as the agent strategy learning rule. Aside from the Watts-Strogatz (WS) small-world network and its variations, the present paper also extends the spatial ultimatum game to the Barabási-Albert (BA) scale-free network. Simulation results show that the fairness level achieved is lower than in situations where agents have complete information about other agents’ strategies. The research results display that fairness behavior will always emerge regardless of the distribution of the initial strategies. If the strategies are randomly distributed on the network, then the long-term agent fairness levels achieved are very close given unchanged learning parameters. Neighborhood size also has little effect on the fairness level attained. The simulation results also imply that WS small-world and BA scale-free networks have different effects on the spatial ultimatum game. In ultimatum game on networks with incomplete information, the WS small-world network and its variations favor the emergence of fairness behavior slightly more than the BA network where agents are heterogeneously structured.  相似文献   

3.
Community detection can be used as an important technique for product and personalized service recommendation. A game theory based approach to detect overlapping community structure is introduced in this paper. The process of the community formation is converted into a game, when all agents (nodes) cannot improve their own utility, the game process will be terminated. The utility function is composed of a gain and a loss function and we present a new gain function in this paper. In addition, different from choosing action randomly among join, quit and switch for each agent to get new label, two new strategies for each agent to update its label are designed during the game, and the strategies are also evaluated and compared for each agent in order to find its best result. The overlapping community structure is naturally presented when the stop criterion is satisfied. The experimental results demonstrate that the proposed algorithm outperforms other similar algorithms for detecting overlapping communities in networks.  相似文献   

4.
Human cooperation can be influenced by other human behaviors and recent years have witnessed the flourishing of studying the coevolution of cooperation and punishment, yet the common behavior of charity is seldom considered in game-theoretical models. In this article, we investigate the coevolution of altruistic cooperation and egalitarian charity in spatial public goods game, by considering charity as the behavior of reducing inter-individual payoff differences. Our model is that, in each generation of the evolution, individuals play games first and accumulate payoff benefits, and then each egalitarian makes a charity donation by payoff transfer in its neighborhood. To study the individual-level evolutionary dynamics, we adopt different strategy update rules and investigate their effects on charity and cooperation. These rules can be classified into two global rules: random selection rule in which individuals randomly update strategies, and threshold selection rule where only those with payoffs below a threshold update strategies. Simulation results show that random selection enhances the cooperation level, while threshold selection lowers the threshold of the multiplication factor to maintain cooperation. When charity is considered, it is incapable in promoting cooperation under random selection, whereas it promotes cooperation under threshold selection. Interestingly, the evolution of charity strongly depends on the dispersion of payoff acquisitions of the population, which agrees with previous results. Our work may shed light on understanding human egalitarianism.  相似文献   

5.
One of the assumptions of previous research in evolutionary game dynamics is that individuals use only one rule to update their strategy. In reality, an individual's strategy update rules may change with the environment, and it is possible for an individual to use two or more rules to update their strategy. We consider the case where an individual updates strategies based on the Moran and imitation processes, and establish mixed stochastic evolutionary game dynamics by combining both processes. Our aim is to study how individuals change strategies based on two update rules and how this affects evolutionary game dynamics. We obtain an analytic expression and properties of the fixation probability and fixation times(the unconditional fixation time or conditional average fixation time) associated with our proposed process. We find unexpected results. The fixation probability within the proposed model is independent of the probabilities that the individual adopts the imitation rule update strategy. This implies that the fixation probability within the proposed model is equal to that from the Moran and imitation processes. The one-third rule holds in the proposed mixed model. However, under weak selection, the fixation times are different from those of the Moran and imitation processes because it is connected with the probability that individuals adopt an imitation update rule. Numerical examples are presented to illustrate the relationships between fixation times and the probability that an individual adopts the imitation update rule, as well as between fixation times and selection intensity. From the simulated analysis, we find that the fixation time for a mixed process is greater than that of the Moran process, but is less than that of the imitation process. Moreover, the fixation times for a cooperator in the proposed process increase as the probability of adopting an imitation update increases; however, the relationship becomes more complex than a linear relationship.  相似文献   

6.
We combine the Fermi and Moran update rules in the spatial prisoner's dilemma and snowdrift games to investigate the behavior of collective cooperation among agents on the regular lattice. Large-scale simulations indicate that, compared to the model with only one update rule, the cooperation behavior exhibits the richer phenomena, and the role of update dynamics should be paid more attention in the evolutionary game theory. Meanwhile, we also observe that the introduction of Moran rule, which needs to consider all neighbor's information, can markedly promote the aggregate cooperation level, that is, randomly selecting the neighbor proportional to its payoff to imitate will facilitate the cooperation among agents. Current results will contribute to further understand the cooperation dynamics and evolutionary behaviors within many biological, economic and social systems.  相似文献   

7.
Dong Li  Gang Hu 《Physica A》2009,388(7):1243-1248
The game ‘rock-paper-scissors’ model, with the consideration of the effect of the psychology of conformity, is investigated. The interaction between each two agents is global, but the strategy of the conformity is local for individuals. In the statistical opinion, the probability of the appearance of each strategy is uniform. The dynamical analysis of this model indicates that the equilibrium state may lose its stability at a threshold and is replaced by a globally oscillating state. The global oscillation is induced by the local conformity, which is originated from the synchronization of individual strategies.  相似文献   

8.
We combine the Fermi and Moran update rules in the spatial prisoner's dilemma and snowdrift games to investigate the behavior of collective cooperation among agents on the regular lattice.Large-scale simulations indicate that,compared to the model with only one update rule,the cooperation behavior exhibits the richer phenomena,and the role of update dynamics should be paid more attention in the evolutionary game theory.Meanwhile,we also observe that the introduction of Moran rule,which needs to consider all neighbor's information,can markedly promote the aggregate cooperation level,that is,randomly selecting the neighbor proportional to its payoff to imitate will facilitate the cooperation among agents.Current results will contribute to further understand the cooperation dynamics and evolutionary behaviors within many biological,economic and social systems.  相似文献   

9.
Shao-Meng Qin 《Physica A》2009,388(23):4893-4900
Most papers about the evolutionary game on graph assume the statistic network structure. However, in the real world, social interaction could change the relationship among people. And the change of social structure will also affect people’s strategies. We build a coevolution model of prisoner’s dilemma game and network structure to study the dynamic interaction in the real world. Differing from other coevolution models, players rewire their network connections according to the density of cooperation and other players’ payoffs. We use a parameter α to control the effect of payoff in the process of rewiring. Based on the asynchronous update rule and Monte Carlo simulation, we find that, when players prefer to rewire their links to those who are richer, the temptation can increase the cooperation density.  相似文献   

10.
The minority game (MG) is used as a source of information to design complex networks where the nodes represent the playing agents. Differently from classical MG consisting of independent agents, the current model rules that connections between nodes are dynamically inserted or removed from the network according to the most recent game outputs. This way, preferential attachment based on the concept of social distance is controlled by the agents wealth. The time evolution of the network topology, quantitatively measured by usual parameters, is characterized by a transient phase followed by a steady state, where the network properties remain constant. Changes in the local landscapes around individual nodes depend on the parameters used to control network links. If agents are allowed to access the strategies of their network neighbors, a feedback effect on the network structure and game outputs is observed. Such effect, known as herding behavior, considerably changes the dependence of volatility σ on memory size: it is shown that the absolute value of σ as well as the corresponding value of memory size depend both on the network topology and on the way along which the agents make their playing decisions in each game round.  相似文献   

11.
We consider the mean-field approximation (MFA) to the system of interacting agents playing two- and three-person Prisoner’s Dilemma games (2-PD and 3-PD). The agents have three available strategies: All-C, All-D, and a third one, which we choose in various ways. Long-time distribution of the strategies is compared for both games. The latter game admits coexistence of larger number of strategies in the long run. In the case of external pressure for cooperation, more pressure is in general necessary for 3-PD than for 2-PD to guarantee cooperation for almost all initial compositions of the strategies. Results for different types of tit-for-tat strategies for 3-PD are discussed. Unlike the 2-PD case, the more forgiving tit-for-tat strategy can survive in the long run in 3-PD.  相似文献   

12.
Y.C. Ni  P.M. Hui 《Physica A》2009,388(23):4856-4862
An evolutionary snowdrift game (SG) that incorporates bounded rationality and limited information in the evolutionary process is proposed and studied. Based on SG in a well-mixed population and defining the winning action at a turn to be the one that gets a higher payoff, the most recent m winning actions can be used as a public information based on which the competing agents decide their next actions. This defines a strategy pool from which each agent picks a number of strategies as their tool in adapting to the competing environment. The payoff parameter r in SG serves to set the maximum number of winners per turn. Due to the bounded rationality and limited information, the cooperative frequency shows steps and plateaux as a function of r and these features tend to be smoothed out as m increases. These features are results of an interplay between a restricted subset of m-bit histories that the system can visit at a value of r and the limited capacity that agents can adapt. The standard deviation in the number of agents taking the cooperative action is also studied. For general values of r, our model generates a realization of the binary-agent-resource model. The idea of introducing bounded rationality into a two-person game to realize the minority game or binary-agent-resource model could be a useful tool for future research.  相似文献   

13.
We have developed a novel game theoretical model of N interacting agents playing a minority game such that they change their strategies intelligently or adaptively depending on their temporal performances. The strategy changes are done by generating new strategies through one-point genetic crossover mechanism. The performances of agents are found to change dramatically (from losing to winning or otherwise) and the game moves rapidly to an efficient state, in which fluctuations in the number of agents performing a particular action, characterized by the variance , reaches a low value.Received: 2 June 2003, Published online: 11 August 2003PACS: 87.23.Ge Dynamics of social systems - 02.50.Le Decision theory and game theory - 87.23.Kg Dynamics of evolution  相似文献   

14.
We study a population involved in a cyclic game of three strategies – the rock-paper-scissors game – whose agents interact through groups of three individuals (triplets), considering the possibility that two weak agents cooperate and beat a strong one. In a wide range of parameters the system presents a stable heteroclinic cycle, which implies that in a finite population some of the strategies become extinct and others survive. We find that the cooperation within triplets only benefits the survival of the strategy if the cooperation probability is above a certain threshold. We study the survival probabilities of the different strategies as a function of the cooperation parameters through a analytic approximation and compare with simulations, obtaining a good agreement. Results are generalizable to other systems with heteroclinic cycles.  相似文献   

15.
苟成玲 《中国物理》2006,15(6):1239-1247
In this paper a minority game (MG) is modified by adding into it some agents who play a majority game. Such a game is referred to as a mix-game. The highlight of this model is that the two groups of agents in the mix-game have different bounded abilities to deal with historical information and to count their own performance. Through simulations, it is found that the local volatilities change a lot by adding some agents who play the majority game into the MG, and the change of local volatilities greatly depends on different combinations of historical memories of the two groups. Furthermore, the analyses of the underlying mechanisms for this finding are made. The applications of mix-game mode are also given as an example.  相似文献   

16.
Opinion dynamics in a three-choice system   总被引:1,自引:0,他引:1  
We generalize Galam’s model of opinion spreading by introducing three competing choices. At each update, the population is randomly divided in groups of three agents, whose members adopt the opinion of the local majority. In the case of a tie, the local group adopts opinion A, B or C with probabilities α, β and (1-α-β) respectively. We derive the associated phase diagrams and dynamics by both analytical means and simulations. Polarization is always reached within very short time scales. We point out situations in which an initially very small minority opinion can invade the whole system.  相似文献   

17.
Xianyu Bo 《Physica A》2010,389(5):1105-1114
Prevailing models of the evolutionary prisoner’s game on networks always assume that agents are pursuing their own profit maximization. But the results from experimental games show that many agents have other-regarding preference. In this paper, we study the emergence of cooperation from the prisoner’s dilemma game on complex networks while some agents exhibit other-regarding preference such as inequality aversion, envious and guilty emotions. Contrary to common ideas, the simulation results show that the existence of inequality aversion agents does not promote cooperation emergence on a BA (Barabási and Albert) scale-free network in most situations. If the defection attraction is big and agents exhibit strong preference for inequality aversion, the frequency of cooperators will be lower than in situations where no inequality aversion agents exist. In some cases, the existence of the inequality agents will even induce the frequency of cooperators to zero, a feature which is not observed in previous research on the prisoner’s dilemma game when the underlying interaction topology is a BA scale-free network. This means that if an agent cares about equality too much, it will be difficult for cooperation to emerge and the frequency of cooperators will be low on BA networks. The research on the effect of envy or guilty emotions on the emergence of cooperation in the prisoner’s dilemma game on BA networks obtains similar results, though some differences exist. However, simulation results on a WS (Watts and Strogatz) small-world network display another scenario. If agents care about the inequality of agents very much, the WS network favors cooperation emergence in the prisoners’ dilemma game when other-regarding agents exist. If the agent weight on other-regarding is lowered, the cooperation frequencies emerging on a WS network are not much different from those in situations without other-regarding agents, although the frequency of cooperators is lower than those of the situation without other-regarding preference agents sometimes. All the simulation results imply that inequality aversion and its variations can have important effects on cooperation emergence in the prisoner’s dilemma game, and different network topologies have different effects on cooperation emergence in the prisoner’s dilemma game played on complex networks.  相似文献   

18.
We propose a strategy updating mechanism based on pursuing the highest average payoff to investigate the prisoner's dilemma game and the snowdrift game. We apply the new rule to investigate cooperative behaviours on regular, small-world, scale-free networks, and find spatial structure can maintain cooperation for the prisoner's dilemma game. fn the snowdrift game, spatial structure can inhibit or promote cooperative behaviour which depends on payoff parameter. We further study cooperative behaviour on scale-free network in detail. Interestingly, non-monotonous behaviours observed on scale-free network with middle-degree individuals have the lowest cooperation level. We also find that large-degree individuals change their strategies more frequently for both games.  相似文献   

19.
G. Abal  H. Fort 《Physica A》2008,387(21):5326-5332
Iterated bipartite quantum games are implemented in terms of the discrete-time quantum walk on the line. Our proposal allows for conditional strategies, as two rational agents make a choice from a restricted set of two-qubit unitary operations. We discuss how several classical strategies are related to families of quantum strategies. A quantum version of the well known Prisoner’s Dilemma bipartite game, in which both players use mixed strategies, is presented as a specific example.  相似文献   

20.
A local agglomeration of cooperators can support the survival or spreading of cooperation, even when cooperation is predicted to die out according to the replicator equation, which is often used in evolutionary game theory to study the spreading and disappearance of strategies. In this paper, it is shown that success-driven motion can trigger such local agglomeration and may, therefore, be used to supplement other mechanisms supporting cooperation, like reputation or punishment. Success-driven motion is formulated here as a function of the game-theoretical payoffs. It can change the outcome and dynamics of spatial games dramatically, in particular as it causes attractive or repulsive interaction forces. These forces act when the spatial distributions of strategies are inhomogeneous. However, even when starting with homogeneous initial conditions, small perturbations can trigger large inhomogeneities by a pattern-formation instability, when certain conditions are fulfilled. Here, these instability conditions are studied for the prisoner’s dilemma and the snowdrift game. Furthermore, it is demonstrated that asymmetrical diffusion can drive social, economic, and biological systems into the unstable regime, if these would be stable without diffusion.  相似文献   

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