2.1. Definitions of Game and Payoff Estimation
The term “game” describes a set of interactions among a set of players. The players act according to their behavioral phenotypes, called strategies. The game moves are decisions originating from interactions between two (or more) co-players with different strategies, which translate into payoffs. Most conceptually straightforward games offer only two strategies to each player (up or down and left or right) and four outcomes (
,
,
, and
) (as expressed in Equation (1)), and they generally involve two players.
However, a major challenge, even in a simple game, is to determine the ranking of payoff values. This model can achieve this objective by simply defining the dynamics of two strategies with four outcomes. We assume that players must choose between
options or strategies. In a simple case, players one and two simultaneously reveal a penny. If both pennies show heads or tails, player two must pay USD 1 to player one. On the other hand, if one penny shows heads and the other shows tails, player one must pay USD 1 to player two. The game, then, can be described as follows
The matrix describes the pair () of payoff values in the ith row and jth column. It shows that if the outcome is (−1, 1), then player one (who chooses here the row of the payoff matrix) would have done better if he or she had chosen the other row. On the other hand, if the outcome had been (1, −1), then player two (the column player) would have done better if he or she had switched. Players one and two have diametrically opposed interests here.
This strategic situation is very common in games. During a game of soccer, in a penalty kick, if the striker and keeper are mismatched, the striker is happy; but if they are matched, the keeper is happy. This logic applies to many common preference situations, and an efficient means of representing these dynamics is to let a player decide to implement a strategy with a given probability.
where the probability distribution presents two or more pure strategies (
) from which the players choose randomly; this feature is denoted as the set of all probability (
) distributions of such mixed strategies, as follows
For all events, the player is expected to be happy for half the time and unhappy for the remaining time.
It does not matter what the players do because they cannot change the outcome, so they are just as happy to flip a coin (in the coin game) or to choose one of two directions (in soccer). The only question is whether one player is able to anticipate the decision of the other player. If the striker knows that the keeper is playing heads (one direction of two), the striker will avoid heads and play tails (the other direction of the two). However, it is not usually possible to guess the coin flip if the payoff is changed to provide a different outcome. In fact, if the game expands to the following arbitrarily mixed payoff conditions
, then the game will be expressed as follows
The expected utility of a player (
) can be described as follows
With even a slightly different payoff related to arbitrarily given mixed conditions , the payoff will always be positive for (0, 1) under the above conditions.
With this dynamic, if the probability that each outcome occurs for a percentage of instances is determined, then the payoffs of players one and two can be expressed as follows
The probability of each outcome must be multiplied by the playoff of a particular outcome as follows
Then, all these numbers are summed, giving the payoff of player one as follows
The earned mixed equilibrium of player one is 2/3. Then, the payoff of player two can be written as follows
Thus, the earned mixed equilibrium of player two is also 2/3. After checking for the underlying assumption of probability distribution
of the game, it becomes clear that all these payoffs will always be positive for [0, 1] because they all must be added in the following manner
Furthermore, they satisfy the following rule of probability distributions
This relative welfare distribution derived directly from two by two games will enable a fundamental assumption to be set for evolutionary dynamics.
2.2. Replicator Dynamics
The core implementation of game theory lies in games with imperfect information. As described above, the zero-sum game is a classic example and an appropriate benchmark for application with imperfect information [
14]. The latter is very important because real-world problems often fall into this category [
15]. Thus, we applied these approaches because of their generalizability to real-world cases being undertaken in public safety, wildlife conservation, public health, and other fields.
First, let the model consider a population of players, each with a given strategy. Occasionally, the players meet randomly and play the game according to a plan. If we suppose that each player is rational, individuals consider several types of different payoffs for each person, which can be expressed as follows
where each player has the payoff {
}, which shows how well that type
is doing, and each type has a proportion {Pr(i)}. Then, the players choose certain strategies that they consider to be the best outcomes for the entire population.
Here, we consider a population of types, and those populations succeed at various levels. Some do well, and some do not. The dynamics of the model supposes a series of changes in distribution across types, such that there is a set of types {1, 2, …, N}, a payoff for each type (
), and a proportion for each one (
). The strategy of each player in each round is given as a probability that is the ratio of this weight to those of all possible strategies;
is the probability that an individual player will use a strategy times the payoff [
], divided by the sum of the weights of all strategies [
]
where
is the proportion of each type, and
is the payoff for all types.
Thus, the probability that the individual player will act in a certain way in the next round is only the relative weight of that action. Specifically, we propose that there are different probabilities of using different strategies (), i.e., strategies , y, and z have probabilities of 40%, 40%, and 20%, respectively. These probabilities could lead one to guess that strategies and are better than . However, one can also look at the payoffs of the different strategies. For instance, payoffs of 5, 4, and 6 can be obtained when using strategies x, y, and z, respectively. This information prompts one to consider the strategy to use, and the answer depends on both the payoff and probability.
With this dynamic, the model presented herein describes how individuals could choose what to do or which strategies are best. Given that after a certain move, some will appear to be doing better than others, the ones doing the worst are likely to copy the ones doing better. Based on the cultural evolutionary assumptions for PGGs, we specified the respective frequencies of actions of cooperators (
), defectors (
), and loners (
) (see
Table 1). The experimenter assigns a value to each player; then, the players may contribute part (or all) of their value to the game (a common pool).
In each round, a sample (
) of individuals is chosen randomly from the entire population
N.
S (0 ≤
≤
) individuals participate in the game, paying a cost (
). Each round requires at least two participants (cooperator and defector), and others must be nonparticipants. The cooperators contribute a fixed amount of value
and share the outcome multiplied by the interest rate
(
) equally among the other
participants; defectors are in the round but do not contribute values. During the round, the payoffs for strategies
,
, and
(denoted by
, respectively) are determined with a participation cost
and an interest rate multiplied by the fixed contribution cost
based on the relative frequencies of the strategies (
). If
denotes their number among the public good players, the return of public good (i.e., payoff to the players in the group) depends on the number of cooperators, and the net payoff for the strategy is given by
where
is the payoff of the cooperators,
is the payoff of the defectors, and
is the interest rate (
) multiplied by the fixed contribution cost (
) for the common good. For the expected payoff values of cooperators (
) and defectors (
), a defector in a group with
co-players (
) obtains a payoff of
on average from the common good because the nonparticipants (
) have a payoff of 0 [
11]
where
is the probability of finding no co-player. This equation can also be written as the derivative of
with respect to
for any power
,
, which is known as the power rule and can be symbolically represented as the exponent (i.e.,
,
. This is what it means for the derivative of
to be
and for the population to be reduced to loners (nonparticipants). In addition, cooperators contribute effort
with a probability
. Hence
The average payoff (
) in the population is then given by
The replicator equation gives the evolution of the three strategies in the population
The frequencies
of the strategies
can simply be represented as
where
denotes the frequency of strategy
,
is the payoff of strategy
, and
represents the average payoff in the population. Accordingly, a strategy will spread or dwindle depending on whether it does better or worse than average. This equation holds that populations can evolve, in the sense that the frequencies
of strategies change with time.
In
Figure 1, we let the state
depend on time, which can be denoted as
, where
changes as
. Categorization by strategy in voluntary PGG shows the prototype in which cooperators are dominated by defectors, defectors by loners, and loners by cooperators. The mechanism is particularly focused on the growth rates of the relative frequencies of strategies. In other words, the state of the population evolves according to the replicator equation, where the growth rate (
) of the frequency of a strategy corresponds to the difference between its payoff (
) and the average payoff (
) in the population.
2.3. Imitation Dynamics with Updating Algorithm
In the cultural evolutionary context considered herein, strategies are unlikely to be inherited, but they can be transmitted through social learning [
16]. If it is assumed that individuals imitate each other, replicator dynamics will be yielded again. Specifically, a randomly chosen individual from the population occasionally imitates a given model with a certain likelihood. Thus, the probability that an individual switches from one strategy to the other is given by
This equation is simply the replicator equation, but it states that a player (
) making a comparison with another player (
) will adopt the strategy of the other player only if it promises a higher payoff. This switch is more likely to occur if the difference in payoff is a function of the frequencies of all strategies, based on pairwise interactions [
17]. The focal individual compares his or her payoff (
) with the payoff of the role individual (
); then, the focal individual chooses to imitate (or not) the role individual given the following
This mechanism (
Table 2,
Table 3 and
Table 4) holds the factorial for the payoff, i.e., how many combinations of
objects can we take from
objects as follows
with the Gillespie algorithm (stochastic dynamic model; see the code in
Table 5 for more detail) for updating the system (
).
The above procedures assume a well-mixed population with a finite number of strategies that are proportional to their relative abundances given that the fitness values are frequency dependent, coexisting at steady or fluctuating frequencies of the evolutionary game (
Figure 2). The mechanism is a combination of the rational and copying processes; in other words, an individual chooses rationally from a nearby individual because it seems that his or her strategy would produce a successful outcome.
The simulation results in
Figure 3 indicate that the system has different effects on the intermediate interest rate with participation costs. An increase in the interest rate (
) prompts the population to undergo stable oscillations relative to a global attractor, where the players participate by contributing to the public good. However, if the contribution is too expensive, i.e., if the participation cost is
g for rewarding or
g for punishing, the players opt out of participation (
Figure 4). In this scenario, nonparticipation becomes the global attractor (bottom right plot of
Figure 3).
2.4. Replicator–Mutator Dynamics
Not all learning occurs from others; individuals can also learn from personal experience. The dynamics of the replicator equation describes only selection, not drift or mutation. An intelligent player may adopt a strategy, even if no one else in the population is using it, if the strategy offers the highest payoff. Dynamics can also be modified with the addition of a small, steady rate of miscopying for any small linear contribution that exceeds the role of dynamics. Consequently, the stability of the system changes, making the system structurally unstable. This feature can be interpreted as the exploration rate, and it corresponds to the mutation term in genetics [
18]. Thus, by adding a mutation rate (
) with a frequency-dependent selection, it can be expected that the impact of mutations can show a more general approach to evolutionary games, without explicit modelling of their origin [
19].
In the context of the model, both of these types of dynamics occur, i.e., individuals copy both more prominent strategies and strategies that are doing better than others. The fate of an additional strategy can be examined by considering the replicator dynamics in the augmented space (mutation) and computing the growth rate of the fitness that such types obtain in the case of evolution (shown in
Figure 5). The mechanism holds for the ordinary differential equation, where the differential equation contains one or more functions of an independent variable and its derivatives for updating the system, i.e.,
; here,
are independent variables, and
=
is an unknown function of
.
Figure 5.
Cultural evolutionary dynamics with replicator–mutator dynamics. The parameters of the upper plots are
N = 5,
c = 1,
g = 0.5,
r = 3, and
= 1 × 10
−10 (
left), and
= 1 × 10
−1 (
right). The bottom plots have
N = 5,
c = 1,
g = 0.5,
r = 1.8, and
= 1 × 10
−10 (
left), and
= 1 × 10
−1 (
right) (see
Table 6 and
Table 7 for more details regarding the added parameters). The colors indicate prototypes as proportions of the implementation by cooperators (blue), defectors (red), and loners (yellow to green).
Figure 5.
Cultural evolutionary dynamics with replicator–mutator dynamics. The parameters of the upper plots are
N = 5,
c = 1,
g = 0.5,
r = 3, and
= 1 × 10
−10 (
left), and
= 1 × 10
−1 (
right). The bottom plots have
N = 5,
c = 1,
g = 0.5,
r = 1.8, and
= 1 × 10
−10 (
left), and
= 1 × 10
−1 (
right) (see
Table 6 and
Table 7 for more details regarding the added parameters). The colors indicate prototypes as proportions of the implementation by cooperators (blue), defectors (red), and loners (yellow to green).
Figure 5 demonstrates that mutation has a significant effect on the transition of strategies. The system settles into the different effects of the intermediate mutation rate. As this rate decreases, red individuals appear (plot on the left side), which prompts the players to participate by contributing to the public good. Conversely, as long as the mutation rate is sufficiently high, nonparticipation becomes a global attractor; selfish players continually defect by refraining from contributing (plot on the right side of
Figure 5).
2.5. Replicator–Mutator including Network Dynamics
Currently, the proposed models cannot explain cooperation in communities with different average numbers of social ties. To impose the number of social ties as a parameter, the primary feature of a random graph [
20] was used for the network characteristics, as follows. Firstly, individuals in the model are considered as vertices (fundamental element drawn as a node) and sets of two elements are drawn as lines connecting two vertices (where lines are called edges) (left side of
Figure 6). Nodes are graph elements that store data, and edges are the connections between them; however, the edges can store data as well. The edges between nodes can describe any connection between individuals (called adjacency). The nodes can contain any amount of data with the information that has been chosen to store in this application, and the edges include data regarding the connection strength.
Networks have additional properties, i.e., edges can have direction, which means that the relationship between two nodes only applies in one direction, not the other. A “directed network” is a network that shows a direction. In the present model, however, we used an undirected network, featuring edges with no sense of direction because with a network of individuals and edges that indicate two individuals that have met, directed edges may be unnecessary. Another essential property of this structure is connectivity. A disconnected network has some vertices (nodes) that cannot be reached by other vertices (right side of
Figure 6).
A disconnected network may feature one vertex that is off to the side and has no edges. It could also have two so-called “connected components,” which form a connected network on their own but have no connections between them. Thus, a connected network has no disconnected vertices, which could be a criterion for describing a network as a whole, called connectivity. The fulfillment of this criterion would depend on the information contained in the graph, usually controlled by the number of nodes and number of connections.
An object-oriented language was used to enable the creation of vertex and edge objects and assign properties to them. A vertex is identified by the list of edges that it is connected to, and the converse is true for edges. However, operations involving networks may be inconvenient if one must search through vertex and edge objects. Thus, we represent connections in networks that simply use a list of edges (left side of
Figure 7). The edges are each represented with an identifier of two elements. Those elements are usually numbers corresponding to the ID numbers of vertices. Thus, this list simply shows two nodes with an edge between them, and an edge list encompasses all smaller lists. As an edge list contains other lists, it is sometimes called a two-dimensional list. We represent the edge list in a network as an adjacency list. Our vertices normally exhibit the ID number that corresponds to the index in an array (right side of
Figure 7).
In this array, each space is used to store a list of nodes, such that the node with a given ID is adjacent to the index with the same number. For instance, an opening at index 0 represents a vertex with an ID of 0. This vertex shares an edge with one node, so that the reference to that node is stored in the first spot in the array. Thus, because the list contains other lists, the adjacency list is two-dimensional, enabling an adjacency matrix to be used that is essentially a two-dimensional array; however, all lists within it have the same length.
2.6. Social Ties from Eigen Centrality Algorithm
Owing to the collection of nodes influenced by connection probabilities corresponding to the adjacency list, the distribution of the connections in the network can be used for the social characteristics (probability of degree) as follows
In this context, one may consider whether the individuals in the network interact with each other more often than with others, the conditions under which social beings are willing to cooperate, and the algorithm that can be characterized by the influence of a node in a network (eigenvector centrality of a graph). When considering the network as an adjacency matrix of
(
Table 8), the eigenvector centrality (
Table 9) must satisfy the following equation
We can normalize the vector to its maximum value, bringing the vector components closer to 1. Moreover, they must be able to adjust their own changes to thrive. To understand a cooperative network of interaction, both the evolution of the network and strategies within it should be considered simultaneously.
where
represents social ties due to the influence of an eigenvector centrality (
) between individuals and
is the number of nodes [
21] of the sample population. Furthermore,
denotes the actual connections in the network, and
denotes the potential connections in the network. A potential connection is one that may exist between two individuals, regardless of whether it actually does. One individual may know another individual, and this object may be connected to the other one.
Whether the connection actually exists is irrelevant for a potential connection. In contrast, an actual connection is one that actually exists (social ties), i.e., two individuals know each other, and the objects are connected. In relation to these small linear contributions and their dynamics, structural instability can be interpreted as a characteristic of the network and influenced by the exploration rate, which corresponds to the idea of mutation in genetics.
After grouping the network characteristics that incorporate the decisions of individuals by establishing new links or giving up existing ones [
22], we propose a version of evolutionary game theory and discuss the dynamic coevolution of individual strategies and the network structure [
23]. In this model, the dynamics operate such that the population moves over time as a function of payoffs, and the proportions based on replicator–mutator dynamics are multiplied by its network density (
Figure 8).
In
Figure 8, the exploration of the individual indicates its significance sensitivity, according to the exploratory trait of the mutation rate (left and right sides of
Figure 8). However, the designated network density (as the social ties of the individuals) can mediate its sensitivity. Thus, when the network density (influenced by the eigenvector centrality
) is sufficiently high against the exploratory mutation rate, individuals are sensitized by mutation (center-top panels of
Figure 8); however, with low network density, the phase portraits are not sufficiently sensitive to changes in the mutation rate (center-bottom panels of
Figure 8). This phenomenon of systemic sensitivity to external influence produces more interesting evolutionary patterns.