Title: Evolutionary Games
1Evolutionary Games
- The solution concepts that we have discussed in
some detail include - strategically dominant solutions
- equilibrium solutions
- Pareto optimal solutions
- best response solutions
- mixed strategy solutions
2- We now turn attention to another kind of
equilibrium-based solution. - This is a solution that is produced by some form
of learning or adaptation process. - we will focus on the kinds of things that can be
learned in a population of learning agents. - We'll have to be careful because evolution has a
huge number of things that can affect it mating,
mutation, environment, catastrophes, other agents
in the population, etc. We'll restrict attention
to just a couple of these factors.
3Reaching an equilibrium
- the main requirement for reaching an equilibrium
in learning is that the learning algorithms stop
changing. - This type of equilibrium can be very weak as
when, for example, a learning agent happens to
select parameter values that cause another
learning agent to stop adapting, and vice versa.
- Or, both agents get tired of adapting and just
"freeze" their solutions even though they may not
be good solutions. This type of equilibrium
may also be weak because even the smallest
perturbation to this type of equilibrium can
cause the system to adapt to another solution. - A stronger notion of equilibrium is a learned
solution that is not easily changed by perturbing
the system. - We call such an equilibrium a stable solution.
4- Finally, not every learning process has an
equilibrium. - Since only certain types of learning processes
and games produce these equilibria, the notion of
a learning-based equilibrium is not as universal
as the notion of a Nash equilibrium
5- In evolutionary games, the two main factors that
contribute to what is learned are - The types of interactions that occur between the
agents in a population. - The rules that are applied to determine which
strategies within the population are fit and
therefore likely to be learned by the population.
6- Let's begin by using an example.
- Suppose that we have two large and separate
groups of agents (males and females) who will be
playing the battle of the sexes game. - Suppose that each of these two groups has a mix
of agents that either always play cooperate (vote
for what other wants) or always play defect (vote
for what it wants) - One agent from each group, one male and one
female, is selected at random, they each make
their choice, and they get the reward that
results.
7Defect Coop
Defect 1,1 3,2
Coop 2,3 0,0
8- In these images, the x-axis represents the number
of rounds that the game was played and the y-axis
represents the percentage of the female group
(red circles) and of the male group (green
squares) that play always cooperate. Note that
the two graphs represent the two most common
outcomes --- all the females play always
cooperate while all the males play always defect
(top graph), or all the females play always
defect while all the males play always cooperate
(bottom graph). This should make some
intuitive sense. If the two groups play a lot,
then they should learn to settle on one of the
two Pareto optimal, Nash equilibrium solutions,
but which solution is chosen depends on the
initial make-up of the group. For these
simulations, the initial population was very
close to 50/50, but with a small random
perturbation towards either always defect or
always cooperate for each group
9(No Transcript)
10Relative Fitness.
- When we look at the strategies, if 1/3 of the
agents are playing strategy A and getting 1/3 of
the total utility, they are getting what they
expected so they shouldnt change. - HOWEVER, if 1/3 are getting ½ of the total
utility for all players, they are playing better
than others. We will do better if we have MORE
agents like these super achieving agents. But
how many more? - The simple thing to do is reset the agents so the
number of each type of agent exactly matches the
percent of utility that group achieved in the
last round. - When we are happy with the division (no under or
over achieving group), we are done learning.
11Imitator Dynamics
- Replicator dynamics and random pairings of
solutions are not the only models for evolution.
Thus, they are not the only learning models that
have some claim to justification. - We will explore a different technique for
selecting the proportion of strategies that
evolve from one generation to another, but first
we will need to explore other models for
selecting which agents interact with each other.
12Playing with Neighbors
- In the previous section, agents were randomly
paired with other agents from the group. From an
evolutionary perspective, it sometimes makes more
sense to assume that agents are paired with their
neighbors rather than being randomly paired with
any other agent. This pairing with neighbors can
be implemented in two ways. - Agents have some way to recognize another agent.
If they are randomly paired with another agent
that they do not like, they can ask to be
reassigned. The reassignment will be random, but
at least they get one chance to reject an
undesirable agent and they therefore get more
chances to interact with their friends. - Agents are physically arranged in group. For
example, agents may be arranged on a grid and
restricted so that they can only interact with
their immediate neighbors. These immediate
neighbors can be defined as those agents to the
N, S, E, or W of the agent, or to the N, NE, E,
SE, S, SW, W, or NW of the agent. For another
example, agents may be arranged on the perimeter
of a circle and only able to interact with an
agent to their right or left.
13- Standard evolutionary game (random interactions)
? all Defect - Modifications- spatial games Interactions no
longer random, but with spatial neighbours - Sum scores. Player with highest score of 9 shaded
takes square (territory, food, mates) in next
generation - Some degree of cooperation evolves!
14Imitator Dynamics
- When agents can only play with their neighbors,
we can introduce a different way (different from
replicator dynamics) of selecting which
strategies propagate to the next generation. One
way to do this is for an agent to imitate its
most successful neighbor. The algorithm for
doing this goes something like this - Interact with all of my neighbors (wraping around
the board as needed), and let all my neighbors
interact with their neighbors. - After the interactions with my neighbors are
complete, identify the interaction strategy from
my neighbors that was most successful unless my
current strategy beat all of my neighbors (in
which case I'll stick to my strategy). - Change my strategy to the most successful
strategy of my neighbors -- imitate them -- on
the next round. - Imitator dynamics can produce vastly different
results than replicator dynamics.
15Battle of the Sexes
- Suppose we have 12 agents, and four strategies
(as described in the homework). Suppose,
initially, that there are equal numbers of each
type of agent. - If the strategies are equally good, we would
expect that each type of agent would do equally
well.
16Relative fit
- We dont need to worry about computing expected
utility, as we will produce actual utility. - For K times, we randomly select two players.
They compete. We use gamma to decide how many
times to repeat the interaction (as tit for tat
strategies require repeated play with the same
agent). We figure the average utility each agent
made for a single interaction in each of the
interactions they had. - We dont want to be biased by how long the
interaction continues or on how many times the
player was selected to play. Thus, we work with
average utility earned. - We pick K to be a large number so each player
gets to play lots of times (so the average is
representative). This is important because a
score of 2.2 (averaged over 10 games) is not as
certain as the same score averaged over 10000
games.
17Redistributing
Agent Strategy Utility
1 A 2
2 B 2.1
3 C 1.7
4 D 3
5 A 2
6 B 1
7 C .4
8 D 1.5
9 A 3
10 B 1.2
11 C 1.6
12 D 1.8
- Suppose after the first round we see the
following average utilities
18To find relative fit, we add up the total utility
earned by all agents of the same type
The total for all agents is 21.3 The percent of
utility earned by each agent is shown to the
left. Notice, that agents of strategy A should
be 32 of the agents in the new round (up
from 25 originally) while agents of type C
should be only 17 in the next round.
Agent A 7 0.328638
Agent B 4.3 0.201878
Agent C 3.7 0.173709
Agent D 6.3 0.295775
19So in the next round, we adjust the numbers of
each agents
Agent Strategy Utility
1 A 2
2 B 2.1
3 C 2
4 D 3
5 A 2
6 B 1
7 C 0.4
8 D 1.5
9 A 2.9
10 D 1.2
11 A 2.1
12 D 2
Percent Number of agents
Agents A 9 0.405405 4.864865
Agents B 3.1 0.13964 1.675676
Agents C 2.4 0.108108 1.297297
Agents D 7.7 0.346847 4.162162
20As we continue
- What we want to show is how the percents of each
type of agent change over time.
21Over time the percents could vary as shown below
A 32 40 45 50 47 46
B 20 14 15 16 16 14
C 17 11 16 24 21 18
D 31 35 24 10 16 22
22Using excels Chart Wizard, we can visualize the
results