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Evolutionary game dynamics in structured populations has been extensively explored in past decades. However, most previous studies assume that payoffs of individuals are fully determined by the strategic behaviors of interacting parties, and social ties between them only serve as the indicator of the existence of interactions. This assumption neglects important information carried by inter-personal social ties such as genetic similarity, geographic proximity, and social closeness, which may crucially affect the outcome of interactions. To model these situations, we present a framework of evolutionary multiplayer games on graphs with edge diversity, where different types of edges describe diverse social ties. Strategic behaviors together with social ties determine the resulting payoffs of interactants. Under weak selection, we provide a general formula to predict the success of one behavior over the other. We apply this formula to various examples which cannot be dealt with using previous models, including the division of labor and relationship- or edge-dependent games. We find that labor division can promote collective cooperation markedly. The evolutionary process based on relationship-dependent games can be approximated by interactions under a transformed and unified game. Our work stresses the importance of social ties and provides effective methods to reduce the calculating complexity in analyzing the evolution of realistic systems.
This article was published in the following journal.
Name: PLoS computational biology
Population structure can strongly affect evolutionary dynamics. The most general way to describe population structures are graphs. An important observable on evolutionary graphs is the probability tha...
Population structure can have a significant effect on evolution. For some systems with sufficient symmetry, analytic results can be derived within the mathematical framework of evolutionary graph theo...
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Games designed to provide information on hypotheses, policies, procedure or strategies.
A form of interactive entertainment in which the player controls electronically generated images that appear on a video display screen. This includes video games played in the home on special machines or home computers, and those played in arcades. (McGraw Hill Encyclopedia of Science & Technology, 7th ed, v19, p223)
The phenomenon of immense variability characteristic of ANTIBODIES. It enables the IMMUNE SYSTEM to react specifically against the essentially unlimited kinds of ANTIGENS it encounters. Antibody diversity is accounted for by three main theories: (1) the Germ Line Theory, which holds that each antibody-producing cell has genes coding for all possible antibody specificities, but expresses only the one stimulated by antigen; (2) the Somatic Mutation Theory, which holds that antibody-producing cells contain only a few genes, which produce antibody diversity by mutation; and (3) the Gene Rearrangement Theory, which holds that antibody diversity is generated by the rearrangement of IMMUNOGLOBULIN VARIABLE REGION gene segments during the differentiation of the ANTIBODY-PRODUCING CELLS.
Activities or games played by PERSONS WITH DISABILITIES, usually requiring physical effort or skill. The activities or games may be specifically created or based on existing sports, with or without modifications, to meet the needs of persons with physical or intellectual disabilities.
Information presented in graphic form, for example, graphs or diagrams.