Theoretical Population Biology 12S (2019) 38-55
Theoretical Population Biology 12S (2019) 38-55
ITSEVIER Contents lists available at ScienceDirect
Theoretical Population Biology
journal home pa go: ..vww.elscvier.comflocateApb
A two-player iterated survival game
John Wakeley a.*, Martin Nowak a'b'c
'Department of Organismic and Evolutionary Biology. Harvard University. Cambridge. MA, 02138. USA
b Program for Evolutionary Dynamics. Harvard University. Cambridge. MA 02138. USA
' Department of Mathematics, Harvard University. Cambridge, hfA 02138, USA
ARTICLE INFO
Ankle history:
Received 22 May 2018
Available online 12 December 2018
Keywords:
Prisoner's Dilemma
Survival game
Iterated game
Replicator equation
Moran model
I. Introduction ABSTRACT
We describe an iterated game between two players, in which the payoff is to survive a number of steps.
Expected payoffs are probabilities of survival. A key feature of the game is that individuals have to survive
on their own if their partner dies. We consider individuals with hardwired, unconditional behaviors
or strategies. When both players are present. each step is a symmetric two-player game. The overall
survival of the two individuals forms a Markov chain. As the number of iterations tends to infinity, all
probabilities of survival decrease to Zero. We obtain general, analytical results for n-step payoffs and use
these to describe how the game changes as it increases. In order to predict changes in the frequency of
a cooperative strategy over time, we embed the survival game in three different models of a large, well-
mixed population. Two of these models are deterministic and one is stochastic. Offspring receive their
parent's type without modification and (finesses are determined by the game. Increasing the number
of iterations changes the prospects for cooperation. All models become neutral in the limit (ri co).
Further, if pairs of cooperative individuals survive together with high probability, specifically higher than
for any other pair and for either type when it is alone, then cooperation becomes favored if the number
of iterations is large enough. This holds regardless of the structure of pairwise interactions in a single
step. Even if the single-step interaction is a Prisoner's Dilemma, the cooperative type becomes favored.
Enhanced survival is crucial in these iterated evolutionary games: if players in pairs start the game with
a fitness deficit relative to lone individuals, the prospects for cooperation can become even worse than in
the case of a single-step game.
02018 Elsevier Inc. All rights reserved.
More than a century ago, Kropotkin (1902) argued that what
he called mutual aid should be ranked among the main factors of
evolution. an even more important driver of evolution than within-
species competition. The idea of mutual aid is similar to that of mu-
tualism: partnerships may be beneficial to both partners and thus
unconditionally favored. Kropotkin had been deeply impressed
by the abilities of animals to endure harsh winters and perilous
migrations in northern Eurasia by living together and supporting
each other in situations where a lone animal had little chance
of surviving. Thus, he inferred a connection between cooperative
behaviors and survival under adverse conditions. But Kropotkin did
not spell out the ways in which adversity might favor cooperative
behaviors, nor did he consider that cooperative behaviors could be
disadvantageous. He took the very fact that animals seem to do
better in groups than alone as evidence for mutual aid, apparently
unaware that any interaction presents the opportunity, or at least
* Corresponding author.
E-mail address: wakeleyefas.harvard.edu U. Wakeley).
hups://doLorg/10.1016b.tpb.2018.12.001
0040-S809/0 2018 Elsevier Inc. All rights reserved. the temptation, to be the one who comes out ahead even if it is at
the expense of other individuals.
Indeed, game theory and evolutionary theory have uncovered
numerous situations in which cooperative or otherwise helping
behaviors are detrimental t0 the individual or selectively disad-
vantageous (Hofbauer and Sigmund, 1998; Mesterton-Gibbons.
2000; Cressman, 2005; Schecter and Gintis, 2016). It has been
shown using a variety of models that such behaviors can be disfa-
vored even if there are obvious advantages to mutual cooperation.
For example, in the classic two-player game called the Prisoner's
Dilemma (Tucker, 1950; Rapoport and Chammah, 1965; Axelrod.
1984). cooperation results in a "reward payoff' if one's partner
also cooperates but a "suckers payoff' if one's partner defects.
Defection yields a "temptation payoff" if one's partner cooperates
but a "punishment payoff" if one's partner also defects. The reward
is of course better than the punishment, but it is further assumed
that the temptation payoff is greater than the reward, and the
sucker's payoff is even worse than the punishment This leads to a
paradox: an individual who defects always receives a higher payoff
but it is clearly illogical for everyone to defect.
The Prisoner's Dilemma, in which the payoff for defection is
higher than for cooperation regardless of one's partner behavior,
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J. Wakeley and M. Nowak/Theoretical Population Biology 125(2019)38-55 39
Table 1
The payoff, a(n). J(n), c(n) or d(n). that an individual receives in a symmetric
two-player game depends both on the individual and on the individual's paltrier.
In a survival game, these payoffs are probabilities of survival A and B denote
two possible strategies or types of individuals (e.g. Dove and Hawk). Payoffs are
simultaneously awarded to both players, i.e. each is considered the Individual (and
the other the Partner) and awards a payoff according to the table.
Partner
A
Individual A
B o(n)
c(n) b(n)
d(n)
represents one of four possible types of two-player games. It is
the polar opposite of what Kropotkin (1902) imagined for mutual
aid, that instead it would cooperation that would always yield
the higher payoff. Between these extremes lie two other kinds of
games. In the Stag Hunt (Skyrms, 2004) and related games, the
payoff to an individual is higher if it matches the partner's behavior
regardless of what that behavior is. Cooperators in the Stag Hunt
go for the big game, a stag, which two such individuals can catch
but one alone cannot. Non-cooperators opt out of the big-game
hunt and accept a middling payoff, a hare, which a single individual
can catch. In this case, cooperation yields the higher payoff only
when one's partner also cooperates. The Hawk-Dove game (May-
nard Smith and Price, 1973; Maynard Smith, 1978) represents the
fourth kind, in which having a different behavior than one's partner
produces a higher payoff. Doves cooperate by sharing resources but
retreat when challenged. Hawks do not cooperate. They are ready
to fight to avoid leaving an interaction empty-handed. A Hawk gets
the entire resource when facing a Dove but suffers badly when fac-
ing another Hawk Hawk and Dove, of course, refer to stereotypical
personalities not animals. In this last case, cooperation yields the
higher payoff only when one's partner does not cooperate. Besides
Hawk-Dove, other well-studied games of this type are the game
of chicken and the snowdrift game (Doebeli and liauert. 2005:
Nowak, 2006a).
We introduce a two-player survival game which can fall into
any of these four classes. It may also change, for example from a
Hawk-Dove game into a Prisoner's Dilemma, depending on one
key feature, the length of the game. In this game, an initially
sampled pair of individuals confronts a hazardous situation which
is repeated n times. With reference to Kropotkin (1902). we might
imagine that each day of a long journey presents a similar set of
challenges which threaten survival. They might, for example, be
trying to survive a number of very cold nights or attempting to
defend themselves repeatedly against a predator. How they fare in
each step depends on their behavior and their partner's behavior.
The payoff for an individual is all or nothing: either survive to
the end of the game or not. Crucially, an individual must face the
perilous situation alone for the remainder of the game if its partner
dies. Survival payoffs are thus meted out at each step, and this will
be important for determining total payoffs in the game. Denoting
survival as I and death as 0, the expected total payoff to an
individual in a given situation (i.e. witha specified partner initially)
is its probability of surviving to the end of the game. The n-step
survival game is a symmetric two-player game with total payoffs,
a(n), d(n), c(n) and d(n) as Table 1. Using Table 1 to represent an
n-step game that is a Prisoner's Dilemma, with A for cooperation
and B for defection, the reward would be a(n), the sucker's payoff
b(n), the temptation payoff c(n) and the punishment d(n).
More generally, depending on a(n), b(n), c(n) and d(n), any
n-step survival game falls into one of the four classes described
above. Ignoring the detail that some payoffs might be identical,
these are defined as follows. If a(n) < c(n) and b(n) < d(n). cooper-
ation has the lower payoff regardless of the partner. Then the game
falls into the class exemplified by the Prisoner's Dilemma. which we will call PD for short. If a(n) > c(n)and b(n) a d(n), cooperation
has the higher payoff only when one's partner cooperates. This is
the Stag-Hunt class of games, or SH for short. If a(n) e c(n) and
b(n) > d(n), cooperation has the higher payoff only when one's
partner does not cooperate. This is the Hawk-Dove class, or HD for
short. Finally, if a(n) > c(n) and b(n) > d(n), cooperation has the
higher payoff regardless of the partner. We follow De Jaegher and
Hoyer (2016) and call this a Harmony Game. or HG for short.
We refer to the n-step survival game as a repeated or iterated
game because the payoff structure in each of then steps is identical
and equivalent to the single-step version of the game. The notion
of repeated or iterated games is generally predicated on the idea
that individuals can act differently in different steps and can react
to their partner's behavior. When this is true, the relatively sim-
ple conclusions about which strategy may be favorable based on
Table 1 do not necessarily hold. For example, if two individuals
play an iterated Prisoner's Dilemma under these conditions, then
reactive strategies like Tit-for-Tat (Axelrod, 1984) or win-stay,
lose-shift (Nowak and Sigmund, 1993) can be favored over the
single-iteration strategy of always-defect. Such repeated games
allow for the phenomena of direct and indirect reciprocity (Trivers.
1971; Nowak and Sigmund, 1998) and trigger strategies which
punish non-cooperation (Osborne and Rubinstein, 1994). These
are examples of a general phenomenon of behavioral responsive-
ness (Van Cleve and Alccay, 2014) which is one of a small number
of mechanisms known to promote the evolution of costly cooper-
ation (reviewed in Nowak, 20066; Van Cleve and Alccay, 2014).
We do not consider reactive strategies or behavioral respon-
siveness in this work. Individuals have one of two possible simple
strategies: A or B as in Table 1. When both individuals are present,
which is always the case initially, their survival probabilities in
each iteration are given by the single-step version of Table 1. i.e.
with a( 1), b(1), c(1) and d( 1). We will refer to these single-step
survival probabilities as a, b, c and d. The n-step survival proba-
bilities, a(n), b(n), c(n) and d(n), will depend on these as well as on
the probabilities of survival when an individual is alone. Although
the game always begins with two individuals, if one dies the other
must continue. In the remaining steps, a loner plays a game against
Nature. Specifically, a loner survives a single step with probability
as if it has strategy A and probability do if it has strategy B. We are
especially interested in cases in which the single-step, two-player
game defined by a, b. c and d is of a different type than the n-step
game defined by a(n), b(n), c(n) and d(n).
Several previous works have considered games in which the
random survival of individuals is an important factor and envi-
ronmental conditions may be harsh. Eshel and Weinshall (1988)
introduced a model in which payoffs are probabilities of survival.
Payoffs were drawn randomly from a distribution, and the game
was repeated with a fixed probability. As in the model we pro-
pose, Eshel and Weinshall (1988) allowed that the game may con-
tinue even if one individual dies. They considered optimal strategy
choice by individuals under the assumption that individuals have
perfect knowledge of the game's structure, including the distribu-
tion of the payoffs. Eshel and Shaked (2001)described a similar sur-
viva I game but included a general probability that both members
of a pair survive, thus allowing for arbitrary synergistic effects of
partnership (Hauert et al.. 2006; Kun et al.. 2006) within each step
of the game. Eshel and Weinshall (1988) had assumed that pairwise
survival probabilities were the products of two individual survival
probabilities.
Garay (2009) combined the idea of a survival game with the
"selfish herd" theory of Hamilton (1971) to produce a model of
cooperation between pairs of individuals in defense against re-
peated attacks by a predator. Individuals were of two possible
types, characterized by a probability of helping their partner in
defense against attack. Garay (2009) derived the total survival
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40 J. Wakefey and M. Nowak/ Theoretical Population Biology 125 (2019)38-55
probabilities of individuals in different kinds of partnerships given
a faced number of attacks, and used these to describe evolutionarily
stable strategies (Maynard Smith and Price, 1973) in an infinite
population. Using the example contrast of one attack versus eight
attacks, this revealed cases in which helping could not invade a
completely selfish population given a one-attack game but could
invade if the number of attacks was larger (Garay. 2009).
Kropotkin's notion that high levels of adversity could favor
cooperation has also been studied using simulations of structured
populations. Harms (2001) found that in a Prisoner's Dilemma co-
operators could gain an advantage at the inhospitable margins of a
population by colonizing patches cleared by the local extinction of
defectors. More recent simulations of another model by Smaldino
et al. (2013) also found cases in which cooperation can be favored
despite the Prisoner's Dilemma. Specifically, if there is a high cost
of living for all individuals which, if unchecked, would lead to the
extinction of the population and if occasional interactions with
cooperators are required for survival, then cooperation can be
favored. As in Harms (2001). the success of cooperators in this case
relied on their ability to form clusters (Smaldino et al., 2013).
De Jaegher and Hoyer (2016) considered two game-theoretic
models of the behavior and ecology of a pair of individuals, in
which higher levels of adversity can change the type of the game.
Their Model I includes a degree of complementarity which rescales
payoffs for mixed-strategy pairs compared to same-strategy pain.
and which could represent an environmental challenge for mixed
pairs. Their Model 2 includes a number of attacks by a predator
on individuals protecting a common resource. Cooperators are
immune to attacks while defectors can sustain at most one at-
tack before the common resource is lost. As in Garay (2009). the
number of attacks indicates the level of environmental challenge.
Cooperation may be disfavored when the number of attacks is
small and yet become favored when the number of attacks is large.
Depending on the other parameters in the model, however, a range
of other switches between types of games may occur as the number
of attacks increases. De Jaegher (2017) extended these results to
multi-player games.
Our concerns here are similar to those of Garay (2009) and
De Jaegher and Hoyer (2016). We study how the structure of the
two-player iterated survival game changes as a function of its
parameters, in particular the number of steps it. We compare the
conclusions for single-step games with those for n-step games.
Because the payoffs which are probabilities of survival in this game
decrease as n increases. n is a measure of adversity. We present
general results for any level of adversity, then focus on the possible
structures of large-n games. We find conditions under which any
type of single-step game, be it a Prisoner's Dilemma, a Stag Hunt or
a Hawk-Dove game. will become a Harmony Game as n increases.
We identify three other large-n results, one of which shows the
opposite: single-step advantages of cooperation may disappear
as n grows. To facilitate comparisons, we define A throughout as
the more cooperative type based on the single-step game, so that
a > d. Thus, AA pairs survive better than BB pairs. We consider
both infinite and finite populations but in neither case is there
spatial or any other kind of structure. We do not develop a detailed
biological. ecological or behavioral model. Akin to what is done in
models of diploid viability selection, we describe the game and its
results directly in terms of survival probabilities. Our results are
applicable to a wide range of specific scenarios in which payoffs
affect viability (as opposed to fertility or fecundity) and in which
partnerships may either enhance survival or detract from it.
It Evolutionary dynamics
Comparing a(n) to c(n) and b(n) to d(n) in Table I indicates
whether the more cooperative strategy A yields the higher or the lower payoff given partners of type A and B, respectively. In game
theory and much of evolutionary game theory which treats pop-
ulations, these two comparisons are relevant because individuals
choose or modify their strategies based on their knowledge of
the game and its outcomes (Sandholm, 2010). When individuals
cannot alter or choose their behaviors but payoffs affect fitness.
the same sorts of evolutionary models are used to predict changes
in the frequency of hardwired behaviors in a population. In this
section, we briefly summarize the evolutionary game dynamics of
infinite populations.
The replicator equation, in which general payoffs are inter-
preted as contributions to individual fitness (Taylor and Jonker,
1978; Hofbauer et al., 1979; Zeeman, 1980; Schuster and Sigmund,
1983; Hofbauer and Sigmund, 1988, 1998) provides an evolution-
ary setting for the classification of two-player games. In a survival
game payoffs are fitnesses, specifically viabilities. If x is the relative
frequency of A in an infinite population, the replicator equation
gives the instantaneous rate of change
= — x)(la(n)— c(n)Ix lb(n)— d(n)j(1 — x)). (1)
Eq. (I) illustrates the evolutionary consequences of partner-
dependent payoffs when pain are formed at random in proportion
to the frequencies of A and B. When x x 1. so thatA is very common
and nearly all partners are A, it is the sign of a(n) — c(n) that
determines whether A is favored in the population. On the other
hand, when x x 0, so that nearly all partners are B, the sign of
b(n) — d(n) is what matters. Beyond this. Eq. ( I ) shows that for any
value of x, it is the sign of (a(n) — c(n)ix lb(n) — d(n)1(1 — x)
that determines whether A is favored. Thus. in a population and in
evolution the relative magnitudesof both a(n)—c(n) and b(n)—d(n)
are important. such that one may dominate the other at a given
value of x. This is not something that can be gleaned directly from
Table 1.
Without mutation, the fates of A and B in this infinite population
are entirely determined by Eq. (1). From any starting point, x will
move deterministically toward one of three possible equilibria
which are the solutions of k = 0 and which may correspond to
the evolutionarily stable strategies mentioned in Section 1. Two
monomorphic equilibria always exist. z = 0 and 1 = 1. The
polymorphic equilibrium
b(n) — d(n) — (2) b(n) — d(n) — a(n) c(n)
might also exist, depending on the payoffs. It exists, which is to say
that Eq. (2) gives a biologically meaningful value, when a(n), b(n),
c(n) and d(n) are such that 0 < it < 1.
Eq. ( I ) defines the same four types of symmetric two-player
games. In the PD case, a(n) — c(n) < 0 and b(n) — d(n) < 0.
and Eq. (1) shows that z < 0 for all values of x E (0, 1). Starting
at any value x < 1, the frequency of A will decrease to zero. The
polymorphic equilibrium given by Eq. (2) does not exist. In the SH
case, a(n)—c(n) > 0 and b(n)—d(n) < O. ThenA isdisfavored when
x is below the polymorphic equilibrium Si in Eq. (2) and favored
when x > 2. The polymorphic equilibrium exists and is unstable.
In the HD case, a(n) — c(n) < 0 and b(n) — d(n) > 0. Then A is
favored when x <2. and disfavored when x > z. The polymorphic
equilibrium exists and is stable. In the HG case. a(n)— c(n) > 0 and
b(n) — d(n) > O. Then k > 0 and A is favored for all x e (0. 1). The
polymorphic equilibrium does not exist. Fig. I shows examples of a
Prisoner's Dilemma, a Stag Hunt and a Hawk-Dove survival game.
depicting payoffs in their contexts (upper panels) and associated
shapes of k (lower panels). A Harmony Game is not shown but
would be another case of directional selection, like Fig. ID but with
1 > 0 for all x e (0, 1).
These four types of games defined by the shape of ic over the
interval 10, 1] are identical to what is observed in classical models
EFTA00810744
J. Wakeley and M. Nowak/Theoretical Population Biology 125(2019)38-55 41
A
D 2 Prisoners Dilemma
11. c(n)
096 a(n) ..................., a(n)
0.94 098
M^>
o.
-0.CO1
X -0.002
-0.003
0 0.25 0.5 0.75
x B
7' ow n) = 1.
v E 094 z a o sa n)
-0 c • n)
BB M BA Ark - BB MBA AA
Individual-Partner Pair Individual-Partner Pair Stag Hunt
E
0.001
0.
A -0.001
-0.002
-0.003 Stag Hunt
0 0.25 0.5 0.75
x C
1. k 0.98
0.98
:E 0.94
F
0.
A -0.001
-0.002
0 0.25 0.5 0.75 1 Hawk-Dove
cm)
U^) a(n)
d(n)
BB MBA AA
Individual-Paitner Pair
Hawk-Dove
Flg. 1. A and D: Prisoner's Dilemma with payoffs a = 0.97. b = 0.94, c = 0.99, d = 0.95 (a linear transformation of the classic R = 3, 5 = 0, 7 = 5, P = 1 of Axelrod
0984e.g.a = 0.94 + R/100).B and E: Stag Hunt, with a = 0.99.0 = 0.94, c = d = 0.97 (corresponding to a stag value of 0.05 and a hare value of 0.03 added to a baseline
survival probability of 0.94). C and F: Hawk-Dove, with a = 0.97, b = 0.95, c = 0.99, d = 0.94 (corresponding to a cost of fighting of 0.03 and a resource value of 0.04,
with a baseline survival probability of 0.95). Line segments in A, B and C connect the survival probabilities for B (left) versus A (right) when each occurs with given type
of partner. The curves in D. E and F show k from Eq. (1). In diploid population genetics. these three cases fora are called directional selection (D), underdominance (E) and
overdominance (F).
of diploid viability selection (e.g. see section 4.2 in Nagylaki, 1992).
The difference is that, barring atypical phenomena such as meiotic
drive (Dunn, 1953; Sandler and Novitsky, 1957) or segregation -
distortion (Sandler and Hiraizumi, 1960; Hard. 1974), standard
diploid models always have b(n) = c(n). It is by allowing b(n) #
c(n) that two-player games introduce the paradox of the Prisoner's
Dilemma, in which c(n) > a(n) and d(n) > b(n) but a(n) > d(n). In
order to have c(n) > a(n) and d(n) > b(n) in a standard diploid
model it would be necessary to have a(n) e d(n). Accordingly.
the Prisoner's Dilemma is the most stringent form of a cooperative
dilemma (Doebeli and Hauert, 2005; Hauert et al., 2006; Nowak,
2012). A cooperative dilemma exists when (i) mutual cooperation
results in a higher payoff than mutual non-cooperation, so that
a(n) > d(n) when A represents cooperation, but (ii) there is incen-
tive to be non-cooperative in at least one of three ways: (iia) c(n) >
a(n), (iib) d(n) > b(n) or (iic) c(n) > b(n) (Nowak, 2012). The
Prisoner's Dilemma includes all three of these incentives. Games
with fewer barriers to cooperation, such as the Stag Hunt and the
Hawk-Dove game, represent relaxed cooperative dilemmas. The
Harmony Game involves no cooperative dilemma and presents no
barrier to cooperation.
2. An n-step survival game between two players
Our survival game always includes n iterations and begins with
a pair of individuals. In each step, both might survive or one,
the other or both might die. These same outcomes hold for the
complete game, only the probabilities of surviving will be smaller.
We consider two unconditional strategies. A and B. When both
players are present, their individual survival probabilities are given
by the single-step version of Table I with a(1) • a, b(1) • b,
c(1) • c and d(1) • d. However, the next iteration must be
faced by whoever has survived so far, until all n iterations are done.
Thus, an individual might have to play alone. Then the survival
probabilities become ao forA without a partner and do for B without
a partner. In all of what follows. A will be the more cooperative
strategy, meaning that a > d.
The n-step survival game is a stochastic process with six possi-
ble states: the paired states AA, AB and BB, the loner states A and B, and the state in which both individuals have died which we denote
0. It is convenient to represent a single iteration using the matrix
AA AB BB A
IA a2 0 0 2a(1 - a)
AB 0 be 0 b(1 — r)
BB 0 0 d2 0
A 0 0 0 a0
B 0 0 0 0
O 0 0 0 0 B 0
O (1 — a)2 1
r(1 — b) (1 — b)( 1 — c)
2d(1 — d) (1 — d)2
O 1 — ao (3)
do 1 — do
O 1
with entries equal to the transition probabilities among he six
states. For example, the transition from state AB to state B means
that the B individual survives and the A individual dies. In a single
step, this occurs with probability c(1— b). Note that the transitions
in Eq. (3) include the fates of both individuals but the individuals
are not labeled Individual and Partner as they are in Table I.
The process described by Eq. (3) is depicted in Fig. 2. State
O is an absorbing state. There is no possibility of transition be-
tween the paired states M. AB, and BB. Instead each of these
feeds either straight into state 0, from which there is no escape.
or into one of the loner states. A or B. and from there into 0.
Therefore, transitions from any of the starting, paired states to
absorption in state 0 involve either one or two changes of state.
Further, all of the transitions that cannot occur in a single iteration
(the 0 entries in the matrix) cannot ever occur regardless of the
number of iterations. Because of this simple structure, the n-step
transition probabilities can be calculated directly by conditioning
on the times these transitions take place, i.e. on their positions
in the sequence of n iterations. It is also possible to compute the
n-step transition probabilities using standard techniques for
Markov chains, and this provides a useful framework for decom-
posing the process and describing its behavior when n is large.
Details of the matrix approach are given in the Appendix. but
two key features of it inform our presentation. The first is the fact
of the absorbing state (0) in which both individuals have died. It
will be reached eventually, meaning in the limit n oo. For large
n the game process will be just the approach to this state. Second,
when n is large, the rate of approach to state 0 will be given by the
largest non-unit eigenvalue of the matrix in Eq. (3). Because it is an
upper triangular matrix, the eigenvalues are simply the entries on
the diagonal. By convention, we call the largest of these 2. = land
EFTA00810745
42 J. Wake f ey and M. Nowak/Theoretical Population Biology 12S (2019)38-55
0
®
0
a0 rvR
0 .®
Flg. 2. Flow diagram of the stochastic process given by the matrix of Eq. (3).Arrows
show all possible transitions among the six states (A4. At BB. A. B. 0).States AA, AB,
BB. A and B are transient. State 0 is absorbing. The process always begins in one of
the three states on the left, M. AB or BB. After n iterations. it may be in any of the
six possible states.
note that this corresponds to the eventual absorption in state 0. In
all, we have
= 1, a2, bc, d2, ao, . (4)
Following the discussion of Table 1 and Eq. ( I), we expect the
fates of A and 8 in this iterated game to depend on the relative
magnitudes of a versus c and b versus d. Eq. (4) suggests that
their fates will also depend on the relative magnitudes of the
pair survival probabilities. a2. be and d2. and on the loner survival
probabilities. ao and 4. and that this dependence may be especially
strong when n is large.
We compute the n-step pair survival probabilities directly as
Prob(AA —* AA) = a2"
Prob(AB —a. AB) = (bcr
Prob(BB BB) = dm. (5)
(6)
(7)
Then, by considering the possibility that one of the individuals
might die in step 1 < i < ri and the other individual survives to
the end of the game, we have
re
Prob(AA -* A) = E (a2)1-1 2a(1 - a)arl
= 02. 4) 22a(1 — a)
— an
Prob(AB -> A) =
Prob(AB B) = E(bc)i- 1 b(1 - c)arl
a-t
((kr d°)1_ c)
It
DbCr ICO — LOCIrj
i-t
CO — b)
(ocr - dfrc doProb(BB 8) = E 2d(1 - (14)I
= (d2n A„
) 2d( 1 d)
d2
The only other possibility is that neither individual survives, so we
also have
Prob(AA 0) = 1 —Prob(AA AA) — Prob(AA —* A) (16)
Prob(AB —a. 0) = 1 — Prob(AB AB) —Prob(AB A)
Prob(AB B) (17)
Prob(BB —* 0) = 1 — Prob(BB —a. BB) — Prob(BB B). (18)
In the Appendix we show how these probabilities are obtained
using techniques for Markov chains.
Eqs. (8) through (15) make it clear that this paired survival
process is one in which the fortunes of individuals may change.
perhaps drastically depending on the values of ao and do relative
to a, b, c and d. Consider starting state AB. Eq. (12) shows how the
probability of being in state Bat the end of n iterations is computed.
In words, both individuals survive for some time (i -1 steps), then
A dies, and B survives the rest of time (n - i steps). If A dies, B
trades its individual survival probability of c. which B enjoys in the
presence and A, fora loner survival probability of do. It could be that
do c c, making B worse off after A dies. In fact, B's fate is closely
tied with A's because this switch could occur quickly if A's survival
probability, b, is small. Of course. while there is a cost to B when
A dies (assuming 4 c c), the death of A in this partnership also
represents a rather direct disadvantage toA. In order to understand
whether A or B will prevail in evolution, it is necessary to account
for the full dynamics of reproduction in a population, with fitnesses
that are determined by this game. We will take this up in Section 3.
In the n-step game, the differences a(n) - c(n) and b(n) — d(n)
give the conditions under which A is favored. The n-step payoffs.
or survival probabilities, are computed by accounting for the two
ways an individual may survive the game. An individual survives
if both it and its partner survive or if it survives but its partner
dies. The total probabilities of individual survival in each kind of
partnership are
a(n) = Prob(AA AA) + Prob(AA -o A)/2
_a2" a—ao + a(1 — a)
a2 — ao ao — a2
b(n) = Prob(AB AB) + Prob(AB A)
b ao b(1 — c)
= (kr be - ao + 4 ao — be
c(n) = Prob(AB AB) Prob(AB B)
= (bcr c — do +4 c(1 — b)
be-do do — bc
d(n) = Prob(BB BB) + Prob(BB B)/2
— d2" d dO + 4d — d)
d2 — 4 4 - d2
The transitions AA A and BB B are adjusted by a factor
of 1/2 because they are equally likely to happen by the death
of the partner as by the death of the focal individual. Eqs. (19)
through (22) are our general results, namely the n-step survival
probabilities for individuals of types A and B given each kind of
initial partnership. They are exact for any values of a, b, c, d, ao
and do greater than zero and less than one, and for any number
of iterations n 1. As expected, when n = 1, they reduce to the
single-step survival probabilities a(1) = a, b( 1) = b, c(1) = c and
d(1) = d.
The two key differences in payoff are then
a(n) - c(n)- am a ao Go — a2 + 4 — a)a ao (15)
(19)
(20)
(21)
(22)
EFTA00810746
J. Waketey and M. Nowak/Theoretical Population Biology 125 (2019)38-55 43
— _ (krc__ c(I — b)
be—do ° do — bc
b(n)— d(n)= (bon + aiot bt c)
bc — a ao o aol — bc
do_ d2nd_ d(1 — d)
d2 — do ° do — d2
Each term in Eqs. (23) and (24) includes a factor A? for one of the
non-unit eigenvalues (a2, bc, d2. a0. do). These factors are positive.
The denominator of each term is the difference between two
eigenvalues. If we know the eigenvalues, we know whether the de-
nominators are positive or negative. In some cases the numerator
might be negative, but by the definition of a, b, c, d, ao and do as
probabilities, the numerator will be positive if the denominator is
positive. Thus Eqs. (23) and (24) are written so that the sign of each
term indicates whether it favors A (+ ) or disfavors A (—) when
the denominator is positive. We do this to facilitate the analysis of
large n, in which case a(n) — c(n) and b(n) — d(n) will come to be
dominated by the terms involving the largest non-unit eigenvalue.
Another way to write Eqs. (23) and (24) is
on) — c(n) = (a — ao)°a2" — an (c do)(bcr - cag
a2 — ao be—do
+ a; — (25)
b(n)— d(n)= (b — ao)(kr _4 2* — 4 (d do)
bc ao d2 — do
+ ao — d; (26)
which brings attention to the possible survival value of having a
partner and of being A versus B without a partner. Thus, a — ao and
c — do in Eq. (25) are the increments to the survival probabilities
of A and B when each has partner A compared to when they are
alone. Likewise. b — ao and d — 4 in Eq. (26) are the corresponding
increments for A and B with partner B versus alone. Note that the
fractions multiplying these increments are always positive. All else
being equal, a(n)—c(n) increases witha—ao > 0 but decreaseswith
c — do > 0, and b(n)—d(n)increases with b — ao > 0 but decreases
with d -4 > O. Negative increments have the opposite effects. For
example, if B suffers by having a B partner compared to being alone,
then d—do < 0. which in turn favors A via the difference b(n)—d(n).
The last two terms of both Eqs. (25) and (26) quantify the n-step
effects of differences in the loner survival probabilities, ao and do.
If ao > do the contribution to both a(n) — c(n) and b(n) — d(n) is
positive, and if 4 < do it is negative.
These five possible increments to individual survival, namely
a —ao, b—ao, c —do, d—do and ao—do. in Eqs. (25) and (26 ) are helpful
for understanding some of our results and the structure of survival
games generally. However, it is also clear from the additional
presence of the pair-state eigenvalues in Eqs. (25) and (26) as well
as in Eqs. (23) and (24). that these five increments do not entirely
determine the prospects for cooperation. The relative magnitudes
of the five eigenvalues will also be important. This may be seen in
the denominators in Eqs. (25), (26), (23) and (24), which contrast
the survival of pairs to the survival of loners: a2—ao, be —ao. bc —do,
d2-4. The preceding expressions, Eqs.(23)and (24). are especially
useful for predicting the structure of the game when n is large. (23)
(24)
3. Four types of prolonged survival games
Here, we present analytical results for large n and use our
exact results to illustrate how the prospects for A depend on n for
intermediate values. The analysis of large n allows us to answer
questions such as: Is there a number of iterations beyond which A
is unambiguously favored? More generally, we ask how the game
might change for A, for better or for worse, as the number of iterations increases. We present results both for a(n) — c(n) and
b(n) — d(n) and in terms of the unified predictions of Eq. ( I ).
Eq. (1) is a standard replicator equation for a symmetric two-
player game. In the Appendix, we show how it may be derived
for the n-step survival game. This has two notable features: the
game works by removing individuals from the population instead
of affecting their rates of reproduction and the derivation follows
pairs of individuals rather than single individuals. Also in the
Appendix, we take a discrete-time, population -genetic approach
to show that the change in frequency of A over one generation is
Ax = x(1 — x)0a(n)— c(n)1x (b(n)— d(n)1(1 — x))/th, (27)
which is identical in form to ic in Eq. ( I ) but scaled by the average
fitness, tb. Eq. (27) is directly comparable to classical results for
diploid viability selection. Importantly, tun 0. Therefore, all of the
conclusions concerning the ultimate fate of the cooperative type
A in the population, based on the sign of the change in frequency.
will be the same whether one appeals to Eq. ( I ) or Eq. (27).
Each of the n-step payoffs a(n), b(n), c(n) and d(n) depends on
two of the non-unit eigenvalues, and each eigenvalue is raised to
the power n. Thus a(n), b(n), c(n) and d(n) all decrease to zero as n
tends to infinity. Surviving more steps is less likely than surviving
fewer steps. As a consequence, the two key fitness differences.
a(n) — c(n) and b(n) — d(n), and the instantaneous rate of change.
also approach zero in the limit 17 -. co. We study the approach
to this neutral limit in order to understand whether increasing n
fundamentally alters the prospects for cooperation. For example.
if ic < 0 when n = 1 but the neutral limit z = 0 is approached
from above, then there exists a value of n beyond which k > 0. In
this case. the single-step game favors the non-cooperative type B
but large-n games favor the cooperative type A.
In the following subsections, we describe four main categories
of large-n. or prolonged, survival games. These are characterized
both in the usual way by the relative values of a, b, c and d, that
is by the structure of the single-step game. and by the rank order
of non-unit eigenvalues a2, bc, d2 ao and do. We have defined the
cooperative strategy A throughout by a > d, which guarantees that
a2 > d2. Thus d2 will never be the largest non-unit eigenvalue. The
first two types of prolonged survival games we describe are those
for which a2 is the largest and those for which bc is the largest.
The third and fourth types of prolonged survival games are ones
in which lone individuals survive with high probability. Simplifi-
cations emerge when 17 is large because the n-step payoffs become
dominated by their largest terms. We present approximations for
large n, showing just the leading terms of a(n)—c(n)and b(n)—d(n),
and of it.
11. Games in which cooperation will prevail
The first case we consider is when having a partner significantly
enhances survival and it is theAA type not theAB type that survives
best This is case in which a2 is the largest non-unit eigenvalue:
a2 > bc, ao, do. Thus, the probability that both members of an
AA pair survive a single iteration is greater than the corresponding
probability for any other pair and for either type of lone individual.
The condition a2 > bc may be true of any kind of two-player
game, but the chance it is depends on the game. One way to
quantify this is toconsider the total parameter space of two-player.
single-step survival games. Because a, b. c and d are probabilities
and here it is assumed that a > d, this space is equal to half of a
four-dimensional hypercube. Further, since a > d implies a2 > d2,
there are just three possible relations of the pair-state eigenvalues,
a2, bc and d2. Either bc > a2, a2 > bc > d2 or d2 > bc. The latter
two satisfy the condition a2 > bc. Table 2 lists the proportions
of the total parameter space satisfying the criteria for each type
of single-step game. In addition, Table 2 shows the percentages
EFTA00810747
44 J. WaRefry and M. Nowak/ Theoretical Population Many 125 (2019)38-55
Table 2
Partitioning of the four-dimensional hypercube into fractions meeting the game conditions in the first
column. The types of single-step games are abbreviated PD, SH. HD and HG for Prisoners Dilemma,
Stag Hunt, Hawk-Dove game, and Harmony Game. Exact results were obtained by integration in
Mathematica (Wolfram Research. Inc., 2018). Percentages are rounded to the nearest 0.1%. Note that
in all cases a > el by definition, so it is always true that 02 > d2.
Game type
PD: a <c,b<d
with a > (b + c)/2
with a > (b + c)12.d < (b+ c)/2
SH: a>c,b<d
HD: a < b > d
HG: a>c,b>d Proportion Order of pair-state eigenvalues
be >a,a2 > bc > d2el? > bc
1/12 10% 40% SO%
(3/4 of 1/12) 0% 40% 60%
(1/2 of 1/12) 0% 60% 40%
1/4 0% 11.1% 88.9%
1/4 80% 20% 0%
S/12 10% 663% 23.3%
of the game-specific parameter regions corresponding to each of
the three possible relations of the pair-state eigenvalues. So, for
example, 90% of PD-type games have az > bc, compared to 20% of
HD-type games.
When the single-step game is a canonical Prisoner's Dilemma, it
is always true that az > bc. This is due to the assumption that the
reward payoff must be larger than the average of the temptation
payoff and the suckers payoff (see, e.g. Rapoport and Chammah.
1965; Axelrod, 1984), in which case we have
02> b c )2- bc +(b c )2(- (- > bc. (28) 2
In what follows, it will be important to know which is the second-
largest non-unit eigenvalue, especially in the consideration of fi-
nite populations in Section 4. Thus, the two cases az > bc > dz
and d2 > bc are distinguished in Table 2. We find that canonical
Prisoner's Dilemmas are 40%az > bc > dz and 60%d2 > bc. If
we also require that the punishment payoff must be less than the
average of the temptation payoff and the sucker's payoff (e.g. see
p. 219 of Cressman. 2005). this 40 : 60 split is reversed.
It would be possible to expand Table 2 by including ao and do
and integrating over the six-dimensional space of all parameters.
There would be more than three relations among the five non-unit
eigenvalues. We do not pursue this here. For the prolonged games
considered in this section and in Section 3.2, it is taken for granted
that neither ao nor do is the largest non-unit eigenvalue. In contrast.
in Sections 3.3 and 3.4 it is taken for granted that one of ao or do is
the largest non-unit eigenvalue or they both are and they are equal.
If we were to include a0 and do in Table 2, we expect they would
often be larger than az and bc due to the fact that these pair-state
eigenvalues are products of probabilities.
There is just one term in Eqs. (19) through (22) which includes
the factor a2.. corresponding to what is assumed here to be the
largest non-unit eigenvalue, az. It is in the expression for a(n). Thus.
we have
a(n) — c(n) r a2„ > 0 a2 ao
when n is very large. Eq. (29) gives the approximate value of a(n)—
c(n) as it approaches zero in the limit n co. This result shows
that whatever value or sign a(1) — c(1) = a — c might have in a
single iteration, there exists a value of n above which a(n) — c(n)
will be greater than zero.
The leading term in the other key difference. b(n) — d(n), will
depend on which of bc, dz. 00 or do is the next-largest eigenvalue.
Consider, for example, a game which strongly enhances survival,
such that az, bc, d2 > ao, do. If bc is the next largest eigenvalue
after az, then from Eq. (24) we have
b(n)— d(n) e- (bcr bc — ao > 0. (30) b ao (29) lim
1?-.00 a(n) — c(n)
Thus, when n is very large, the advantage in survival that A has
over B when the partner is A will be much greater than whatever
difference there is in survival between A and B when the partner is
B. One may argue from an evolutionary standpoint that the large-n
Stag Hunt game, with a(n) — c(n) in Eq. (29) and b(n) — d(n) in
Eq. (31), will be a very relaxed cooperative dilemma. Specifically.
owing to Eq. (32), a large-n Stag Hunt of this sort will have its
unstable polymorphic equilibrium x in Eq. (2) close to zero, with
the result that A will be favored over most of the range of x.
Finally, when n is very large the replicator equation, Eq. (1),
becomes In this case, the large-n game becomes a Harmony Game in whichA
is unambiguously favored. On the other hand, if the second largest
eigenvalue is dz, then from Eq. (24) we have
b(n)— d(n) dead—d° e0. (31) crz — do
In this case, the large-n game becomes or remains a Stag Hunt
game, so A does not become unambiguously favored. The chances
of being in either of these two sub-cases are given in Table 2.
Similar arguments can be applied when ao or do is the second-
largest non-unit eigenvalue. Then Eq. (24) shows that for large iv,
b(n) — d(n) > 0 if ao is the second-largest, and b(n) — d(n) < 0 if
do is the second-largest.
Regardless of which is the second-largest non-unit eigenvalue,
if az is the largest then a(n) — c(n) will be much greater than
b(n) — d(n) when n is large. This may be expressed as
b(n) — d(n) (32)
a— a°
k rr x2(1 — x)a2"— 0 >0 for all x e(0, 1). (33)
We conclude that, if n is large enough in the case of this first type
of prolonged survival game, the more cooperative type A will be
uniformly favored in an infinite population. This result requires
only that az is the largest non-unit eigenvalue. It is robust to
differences in the loner survival probabilities 00 and do. As long as
az is large enough, the non-cooperative type B cannot be rescued
by an advantage in loner survivability. Table 2 shows that az > bc
for the great majority of possible single-step survival games, the
exception being games of the Hawk-Dove type, of which only 20%
will have this property.
Fig. 3 illustrates how the two key differences in payoff. a(n) —
c(n) and b(n) — d(n), change as n increases for two examples based
on the Prisoner's Dilemma. In Fig. 3A, the survival probabilities for
individuals with partners are a = 0.8. b = 0.6, c = 0.9. d = 0.7.
Thus. the cooperative type A incurs an 11% loss of fitness compared
to B when the partner is A and a 14% loss when the partner is B. The
survival probabilities for loners are much smaller and identical:
ao = do = 0.3. The eigenvalues are az = 0.64. bc = 0.54.
= 0.49, ao = 0.3 and do = 0.3. This game starts as a Prisoners
EFTA00810748
J. Wakeley and M. Nowak/Theoretical Population Biology 125 (2019)38-55 45
A
Payoff Difference
Number of iterations. n B
Number of Iterations, n
fig. 3. Values of the two key differences. a(n) — c(n)and b(n) — d(n). as a function of the number of iterations. for two different survival games which are Prisoner's Dilemmas
when n = 1. Panel A: a = 0.8. b =0.6,c =0.9.d= 0.7 and ao = do = 0.3. Panel 6: a= 0.9.6 =0.8,c =0.95. d = 0.85 and ao =do = 0.65.
A 0.04 PO
8
,go
z
0. 0.02
0
-0.02
-0.04
-0.06
-0.08 HD HG
1 10 20 30 40 SO 60 70 80 • a(n)-c(n)
• b(n)-d(n)
Number of Iterations, n B 0.04 PD
8 0.02
0.
-0.02
I -0.04
(5 -0.06
-0.08 SH HG •
• a(n)-c(n)
• b(n)-d(n)
1 10 20 30 40 60 60 70 80
Number of Iterations, n
Fag. 0. Values °IG(n) — c(n) and b(n) — d(n) over n = 1...80 iterations for two games which begin as Prisoner's Dilemmas at n = I. In both cases, the loner survival
probabilities are ck, = 4 = 0.9. PanelA: a = 0.97.6 = 0.94. c = 0.99,d = 0.95; these are the same as in Fig. IA and D. Panel It a = 0.9733.6 = 0.94.c = 0.99, d = 0.9567:
this differs from panel A only in that a and d are spaced evenly between c and b.
Dilemma (PD) when n = 1. For intermediate numbers of iterations.
specifically n = 3 and n = 4, the game changes to one in which A is
disfavored when rare (b(n) — d(n) < 0) but favored when common
(a(n) — c(n) > 0), as in the Stag Hunt (SH). Then as n grows it
becomes a game in which A is uniformly favored, as in the Harmony
Game (HG).
Fig. 3B displays results for a very similar game, but one in which
the single-iteration probabilities of individual survival are shifted
closer to 1 by a factor of 1/2. That is, a = 0.9, b = 0.8. c = 0.95.
d = 0.85 and ao = do = 0.65. Now the eigenvalues are a2 = 0.81.
be = 0.76, d2 = 0.7225. ao = 0.65 and do = 0.65. Overall, the
picture is similar to Fig. 3A, with the three phases PD then SH then
HG. But now in moving from n = I ton = 2. the selection against
A becomes stronger rather than weaker. This is more in line with
the usual notion of iterated games, in which payoffs are assumed
to accrue additively. In survival games, however, this decrease
cannot continue because all games become neutral as n approaches
infinity.
Fig. 3 may be compared to Fig. 4 (Model 2AIII) of De Jaegher
and Hoyer (2016). with their number of attacks being analogous
to n. A point of contrast between our model based on multiplying
single-step survival probabilities and the behavioral and ecological
scenario, Model 2 of De Jaegher and Hoyer (2016) is that in our
model the payoff differences a(n) — c(n) and b(n) — d(n) may be
non-monotonic. as they are in Fig. 3, whereas these are always
monotonic in Model 2 of De Jaegher and Hoyer (2016). We will
return to Model 2 of De Jaegher and Hoyer (2016) and make further
comparisons in the Discussion.
Because survival probabilities decrease with each iteration. n is
a measure of the adversity faced by individuals, or the harshness
of the environment Mother way to measure adversity is directly
in terms of single-step survival probabilities. Adversity is greater
when a, b, c, d, ao and do are smaller. Fig. 3 provides an example of how an increase in this sort of environmental challenge affects the
outcome of the game. Single-step survival probabilities are smaller
in
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