Simulating the Evolution of Contest Escalation - PowerPoint PPT Presentation

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Simulating the Evolution of Contest Escalation

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Title: Simulating the Evolution of Contest Escalation


1
Simulating the Evolution of Contest Escalation
  • Winfried Just and Xiaolu Sun
  • Department of Mathematics and
  • Edison Biotechnology Institute
  • Ohio University

2
Background
  • Most published studies of escalated animal
    contests show that it is
  • usually the likely winner of a contest who
    initiates escalation to the
  • more costly stage. However, in some species the
    situation is reversed
  • and escalation is much more often initiated by
    the eventual loser.
  • For example, such a situation was reported for
    swordtail fishes
  • Xiphophorus multilineatus and X. nigrensis by
    Morris et al. (1995).
  • We developed a game-theoretic model that shows a
    possible reason
  • for such counterintuitive behavior. Here we
    report on the results of
  • testing the model under simulated evolution.

3
Game-theoretic models of animal contests
  • In game-theoretic models of animal behavior,
    animals are treated as
  • players that try to maximize their payoffs
    (Darwinian fitness) in a
  • game. They are supposed to follow genetically
    coded strategies
  • (prescriptions for behavior). A strategy is
    evolutionarily stable (an
  • ESS) if a population of players who all follow
    this strategy cannot be
  • invaded by a mutant strategy.

4
The model
  • We model animal contests that have up to two
    stages a display stage,
  • during which no physical contact occurs, followed
    in some cases by a
  • fight stage during which physical contact occurs.
  • Note that this structure implies that passage
    from the display stage to
  • the fight stage requires escalation by only one
    of the contestants.
  • Payoffs V for obtaining the contested resource,
  • -L for engaging in a fight
  • - (L K) for losing a fight
  • Note that engaging in a fight is advantageous if
    and only if the
  • Probability of winning a fight is above
    (KL)/(VK).

5
The probability classes of winning a fight
  • We are interested only in parameter settings
    where
  • 0 lt (KL)/(VK) lt 0.5, so that sometimes both
    players will prefer
  • escalation to unilateral retreat.
  • We assume that during the display stage
    contestants try to assess the
  • probability of winning a fight. It is assumed
    that from the point of
  • view of a given contestant, this probability is
    partitioned into four
  • classes
  • very low escalation to fighting would be
    disadvantageous
  • low opponent is more likely to win, but
    escalation to the fighting stage would be still
    be advantageous
  • high the opponent is more likely to lose, but
    still should prefer escalation to the fighting
    stage over unilateral retreat
  • very high the opponent should retreat.

6
Perception of probability classes
  • We assume that a player may misperceive his
    probability class of
  • winning a fight as each neighboring one with
    probability q.
  • At each time during the display stage, a player
    will have partial or
  • full information about his probability class
    (possibly incorrect
  • information). Such partial information is
    modeled as a perception
  • state of a player. For example, a player may
    perceive that his winning
  • probability is either very low or low, but may
    not have reached a
  • decision yet as to which one it is. Encounters
    start with none of the
  • players having any information about their
    winning probability, and
  • the estimates of the winning probability become
    more refined as the
  • encounter progresses.

7
Strategies
  • A strategy prescribes one of the three actions D
    (continue displaying),
  • R (retreat), or E (escalate) to each one of the
    eight perception states
  • we consider in our model. Thus there is a total
    of 38 6,561
  • possible strategies. In the simulations,
    strategies are coded as strings
  • of letters. They are fixed throughout the
    lifetime of each player, and
  • inherited from the parents with crossover and
    mutations.
  • Encounters are modeled by letting the contestants
    carry out the
  • prescribed actions as the perception states
    become more refined.
  • The outcomes of fights are randomly generated
    according to given
  • parameter settings of winning probabilities and
    the actual (not
  • necessary perceived) probability classes.

8
Predictions of the model
  • With a total of 6,561 strategies, the model is
    not analytically tractable.
  • However, simplified versions of the model have
    been analyzed by
  • Just and Morris (in review) and Just, Morris, and
    Sun (in review).
  • These models ignore or greatly simplify the
    process of refinement of
  • partial information and suggest that for typical
    parameter settings
  • with probability of misperception q gt 0, a player
    should retreat if he
  • perceives his winning probability as very low,
    should escalate if he
  • perceives his winning probability as low, and
    should continue
  • displaying if he perceives his winning
    probability as high or very high.
  • This would lead to a population of players where
    most fights are
  • Initiated by their eventual losers.

9
Our simulations
  • For two parameter settings suggested by the
    results of Just, Morris,
  • and Sun (in review) we run 120 simulations each
    with q gt 0 and
  • 30 simulations each with q 0. Some of these
    simulations started
  • from random initial populations other
    simulations started from initial
  • populations where all players followed a fixed
    strategy that
  • was different from the predicted ESS. We
    simulated the evolution of
  • strategies in populations of 3,000 players over
    100,000 mating
  • seasons. Each player was characterized for life
    by its innate fighting
  • ability and its strategy. In each mating season,
    each player had on
  • average 6 encounters per mating season, and lived
    for 10 mating
  • seasons.

10
Results
  • The results of these simulations confirm that for
    the particular
  • parameter settings studied, the results of the
    simplified model of Just,
  • Morris, and Sun (in review) carry over to our
    model
  • In the simulations with q gt 0, over 75 of all
    fights were initiated by their likely loser, and
    most of the time, a mix of strategies in which
    the ESS predicted by the simpler model dominated
    was observed.
  • In the simulations with q 0, the percentage of
    fights initiated by the weaker contestant was not
    significantly different from 50, and no (mixed
    or pure) ESS appeared to evolve.

11
Open problems
  • However, exploratory runs for several other
    parameter settings did
  • show patterns that differed from the predictions
    of Just, Morris, and
  • Sun (in review). Characterizing the region of
    the parameter space
  • where the results of the latter model remain
    valid if the process of
  • Information acquisition is explicitly modeled
    remains an open problem.
  • Further directions or research include
    investigating how robust our
  • findings are if more probability classes are
    considered or if escalation
  • can proceed in more than just two stages.

12
References
  • W. Just and M. R. Morris (in review). The
    Napoleon Complex Why Smaller Males Pick Fights.
  • W. Just, M. R. Morris, and X. Sun (in review).
    The evolution of aggressive losers.
  • M. R. Morris, L. Gass, and M. J. Ryan (1995).
    Assessment and individual recognition of
    opponents in the swordtails Xiphophorus nigrensis
    and X. multilineatus. Behavioral Ecology and
    Sociobiology 37303--310.

13
Acknowledgement
  • This work was partially supported by NSF grant
    DBI-9904799 to W.J.
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