abs 2006

16
Evolutions strategies Genetic algorithms and game theory models Steven Hamblin and Peter L. Hurd Department of Psychology, University of Alberta

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The first talk that I ever gave, to the Animal Behaviour Society conference in Snowbird, Utah, 2006.

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Page 1: ABS 2006

Evolution’s strategies

Genetic algorithms and game theory models

Steven Hamblin and Peter L. Hurd Department of Psychology, University of Alberta

Page 2: ABS 2006

What I’ll be discussing…

1.  Extensive form games and alternatives to ESS.

2.  Solving game theory models using genetic algorithms.

Page 3: ABS 2006

ESS - Evolutionarily stable strategy

! An uninvadable strategy: if every member of a population plays that one strategy, then no mutant can invade. (Maynard Smith, 1982)

! An ESS is a mathematical description of a population equilibrium.

Page 4: ABS 2006

Payoff matrix (normal form) Extensive form game - usually better for biological games.

Page 5: ABS 2006

A common problem with more complex games is strategies that are not pervasive.

Here, it never pays for player 1 to choose the last branch, so player 2’s choice at that branch is moot.

Pervasive - all information sets reached with non-zero probability.

Page 6: ABS 2006

ES set

! A set of strategies that would, individually, be ESSs except that they all invade each other. (Thomas, 1985; Cressman, 1992)

Page 7: ABS 2006

The ESS formalism is not enough for games with realistic complexity.

Page 8: ABS 2006

Solving them another way…

Page 9: ABS 2006

An alternative tool: Genetic algorithms.

!  Algorithms that simulate evolution to solve optimization problems.

!  Heuristic search as opposed to analytical solutions.

!  Scales more effectively to larger games (greater biological realism).

Page 10: ABS 2006

The e85 model (Enquist, 1985)

324 pure strategies with a pervasive ESS.

If we add another state variable or signal, we can end up with over ten million strategies!

Page 11: ABS 2006

0 500

Graph shows strategy evolution over time.

Strategies split into two halves: when ego strong and when ego weak.

18 colours for each half: 18 * 18 = 324 total

Page 12: ABS 2006

As the mutation rate goes higher, it becomes harder and harder (or impossible) for the GA to find the ESS.

Page 13: ABS 2006

0 500

The ESS goes extinct very quickly. Pink/Red - A previously unknown ES set solution to the e85 game.

Page 14: ABS 2006

Results

! A set of strategies whose end move is always “attack”, is a previously unknown ES set solution to the e85 game.

! The ES set has much greater attractive power than the ESS.

Page 15: ABS 2006

Take home message… !  ESS is useful intuitively, but

limited practically.

!  Most games with temporal sequence / underlying state / etc., won’t have an ESS.

!  Even more useful solution tools (e.g. ES sets) are too complicated to calculate for larger, more realistic games.

!  Genetic algorithms are a sensible choice to solve complex game theory models.

Page 16: ABS 2006

Acknowledgements

!  Pete Hurd, for … well, just about everything.

!  Eldridge Adams, for valuable discussion on the inability of GAs to find the e85 ESS.

!  The members of the Hurd lab for feedback and advice.

!  Brandy Williams, for design input.