What Is an Evolutionary Game Theory ?
What Is an Evolutionary Game Theory ?
by : Aria Ratmandanu
When Charles Darwin developed his theory of natural selection, he created a picture
of the evolutionary process in which organismic adaptation was ultimately caused by
competition for survival and reproduction. This biological "struggle for existence"
bears considerable resemblance to the human struggle between businessmen who are
striving for economic success in competitive markets. Long before Darwin published
his work, social scientist Adam Smith had already considered that in business life,
competition is the driving force behind economic efficiency and adaptation. It is
indeed very striking how similar the ideas are on which the founders of modern
theory in evolutionary biology and economics have based their main thoughts.
Ideally, this similarity of ideas could have led to a permanent interchange between disciplines after Darwin (1859) wrote his The Origin of Species. It seems,
however, as if the theories of evolution and of economics first needed to mature
independently before such an interdisciplinary dialogue could become very fruitful.
Biologists, on the one hand, had to explore the mechanisms of inheritance and to
achieve their own synthesis of theories about phenotypic and genetic evolution. Economists, on the other hand, had to develop the mathematical backbone of their classical theory of competition. This backbone surely is the theory of games which came
into existence with a famous book written by von Neumann and Morgenstern (1944).
The intense dialogue between biology and economics started a few decades later.
Both disciplines have since tried to systematically explore what their concepts have
in common and how biologists and economists can share the effort of further theory
development. The field of evolutionary game theory emerged as the major result of
this exploration.
What initiated the biological interest in game theory ? The important event was a
change of paradigm regarding the level of aggregation (i.e., species, population,
group, or individual) at which natural selection shows its strongest effects. Until the
early 1960s, many biologists had held the view that the evolution of an organismic
trait can be explained by identifying the trait's benefit to the species, or to other unitsabove the level of the individual. This view was then deeply shaken (Williams 1966,
Maynard Smith 1976). It neither represented Darwin's original thoughts properly, nor
did it stand up to scrutiny in the updated theory of evolution (but see Wilson and
Dugatkin, both in this volume, for alternative views of this subject).
We are now used to the idea that natural selection tends to act more effectively
at the level of individuals than at higher levels of aggregated entities. Therefore, we
have a strong inclination to look at natural selection "through the eyes" of the individuals that carry out the Darwinian struggle for existence. This helps us to understand the conceptual link between evolution and the theory of games. Similar to the
theory of evolutionary adaptation, the latter theory is also deeply rooted in methodological individualism. After all, we expect businessmen to strive for their own success. Depending on the circumstances, this may or may not increase the well-being
of society, very much like natural selection may have a positive or negative effect on
the overall performance of animal groups or populations (Riechert & Hammerstein
1983).
What is an evolutionary game ?
A classical game is a model in economic decision theory describing the potential
interactions of two or more individuals whose interests do not entirely coincide. The
term "game" is chosen because whenever we specify such a model, this resembles
the process of creating a new parlor game. We have to make precise (a) who is
involved, (b) what are the possible actions, and (c) how individual success depends
on the behavior of all participants. Obviously, even a biologist who is not dealing
with decision theory, but with functional analysis of animal or plant interactions,
needs exactly these three ingredients in order to describe the phenotypic scenario
of competition. Therefore, the structure of a game arises naturally in evolutionary
studies.
As far as the mathematical representation of a biological game is concerned, the
modeler has a choice of several forms. For example, a very explicit description of
the phenotypic scenario would be given by a game in extensive form (Selten 1983, 1988). Roughly speaking, this is a mathematical decision tree, the branching points
(nodes) of which correspond to the players' objective decision situations, and
branches stand for the alternative actions that are possible in such a situation. A
superimposed structure describes the possible information states of the players, and a
strategy is a "list of behavioral instructions" for all the different information states
(subjective situations) which may arise during a game. By "behavioral instruction" it
is not necessarily meant that in a given situation a single alternative has to be used
with probability 1. Therefore, an instruction can be to use several alternatives, each
with positive probability. A strategy is called "pure" if none of its instructions are of
the latter type. In other words, in a pure strategy no randomization of action takes
place.
How can one simplify a game in extensive form? A more condensed way of
describing such a game is the so-called normal form (also referred to as the strategic
form). In this description, pure strategies are named by numbers and their instructions
are not made explicit in the model. The normal form only contains information about how strategies and payoffs relate to each other. Suppose that there is a finite set of
alternative pure strategies and that organisms interact pairwise in a symmetric game.
Symmetry means here that both "players" have the same set of strategies and that
payoff depends only on strategies and not on the question of who is player 1 and
player 2. A payoff matrix a = (aij) then describes what a player would receive if he
plays his rth pure strategy against another player who plays his y'th pure strategy. The
matrix, a, is all one needs in order to specify a symmetric game in normal form.
Implicitly, however, there are more strategies than the ones that define rows and
columns of this matrix. A general strategy .s is a probability distribution over a play-
er's pure strategies. Let E (s, r) denote the expected payoff for playing such a strategy
s against another player's strategy r. Biologically speaking, this function describes
how an individual's expected fitness is changed according to his performance in the
game.
We are now entering the discussion of the dynamic context in which an evolu-
tionary game is imbedded. In order to analyze any kind of a game, one needs a
background theory about the process that generates behavior. This is the point where
biology and classical economics differ dramatically. Theoreticians in classical economics rely on the process of rational decision making. They idealize the human
brain as an apparatus with incredibly powerful cognitive skills and with the dedication to make the best use of them. In contrast, evolutionary biologists tend to invoke
natural selection as the principal "decision maker." In their picture, individual behavior is governed by less potent mental procedures which are passed on from generation
to generation via genetic inheritance. The biological theory of games is about the
evolution of these procedures (strategies). In this approach, sophisticated behavioral
adaptations of animals are thought to reflect the calculation power of the evolutionary
process, rather than cognitive skills of the individual brain.
The theory of the evolutionary game can be based on fairly different assumptions
about the mode of inheritance, and its picture of genetics can be either more or less
explicit. Initially, evolutionary game theory was considered to be a phenotypic approach to frequency-dependent selection in which genetics had to be approximated
very crudely by the assumption of exact asexual inheritance. Let us have a brief look
at such a selection model for a population with discrete nonoverlapping generations. Suppose that n different strategies s^,...,sn are initially present in the population.
Let jc, denote the relative frequency of strategy st in the population, and let x=
(A:,, . . . , xn) be the population frequency distribution of strategies. Suppose that the
expected fitness wt of an individual "playing i" is frequency-dependent and that it
can be defined as a function w,-(jc). Let w(x) denote the population mean fitness. Then,
after one generation the new population state x' =(x',,..., x'n) is given by the fol-
lowing difference equation, known as the discrete replicator equation with frequency-
dependent fitness:
In order to link this replicator equation with a phenotypic game, one has to be
more explicit about the nature of the fitness function w,-(jc). Suppose that in every generation, animals interact pairwise in a game-like situation, that pair formation is
random with respect to strategies, and that a payoff matrix describes how an individual's expected fitness is changed by the course of actions in the game. The fitness of
strategy st can then be defined as
where £(s(,.j;) is the game payoff for playing strategy j; against strategy .v;., and w(x) is
the basic fitness expectation an organism would have if it could avoid playing the
game at all.
The first model in evolutionary game theory (Maynard Smith & Price 1973) left
it to the reader's intuition to imagine the dynamic context of the evolutionary game.
However, it is obvious that either the discrete replicator equation (1) was what Maynard Smith and Price (1973) had in mind, or else a smoother version of this model
(Taylor & Jonker 1978), in which the difference equation is replaced by a closely
related differential equation (see also Hofbauer & Sigmund 1988). Many biologists
feel uneasy with these equations, because they only describe phenotypic change without keeping track of the underlying genetics. Indeed, once genetics is added to the
replicator equation, the evolutionary game can strongly change its dynamic properties. Genetics then constrains the course of phenotypic evolution.
Undoubtedly, theoreticians have to face a dilemma in this regard. Genetics is
important, but if one studies evolutionary games together with the underlying genetics, this often becomes such a tedious task that the theory loses most of its heuristic
power. The only tractable approaches seem to be one-locus models (reviewed in
Cressman 1992) and models of quantitative genetics, where many genes with very
small effects are considered. Both these approaches are based on strong assumptions
and thereby circumvent at least part of the dilemma under discussion. Gomulkiewicz
(this volume) gives a very nice review of how far one gets with evolutionary game
theory in the framework of quantitative genetics. However, as we shall see later in
section 1.4, there is also another philosophy of how to overcome the modeler's dilemma. This is the philosophy of the "streetcar," which works well even in the difficult context of general «-locus genetics, where genes are allowed to have strong
effects on phenotypes.
My next article is about John Nash's equilibrium.. hehe
My next article is about John Nash's equilibrium.. hehe





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