Eriksson Anders, Lindgren Kristian, Lundh T Torbjörn
Department of Physical Resource Theory, Chalmers University of Technology, SE-41296 Göteborg, Sweden.
J Theor Biol. 2004 Oct 7;230(3):319-32. doi: 10.1016/j.jtbi.2004.05.016.
In the game-theoretic model war of attrition, players are subject to an explicit cost proportional to the duration of contests. We construct a model where the time cost is not explicitly given, but instead depends implicitly on the strategies of the whole population. We identify and analyse the underlying mechanisms responsible for the implicit time cost. Each player participates in a series of games, where those prepared to wait longer win with higher certainty but play less frequently. The model is characterized by the ratio of the winner's score to the loser's score, in a single game. The fitness of a player is determined by the accumulated score from the games played during a generation. We derive the stationary distribution of strategies under the replicator dynamics. When the score ratio is high, we find that the stationary distribution is unstable, with respect to both evolutionary and dynamical stability, and the dynamics converge to a limit cycle. When the ratio is low, the dynamics converge to the stationary distribution. For an intermediate interval of the ratio, the distribution is dynamically but not evolutionarily stable. Finally, the implications of our results for previous models based on the war of attrition are discussed.
在博弈论中的消耗战模型中,参与者要承担与竞争持续时间成正比的显性成本。我们构建了一个模型,其中时间成本并非明确给定,而是隐含地取决于整个群体的策略。我们识别并分析了造成这种隐含时间成本的潜在机制。每个参与者都参与一系列博弈,那些准备等待更长时间的参与者获胜的确定性更高,但博弈频率更低。该模型的特征是在单场博弈中获胜者得分与失败者得分的比率。参与者的适应度由一代中所参与博弈的累计得分决定。我们推导了复制者动态下策略的平稳分布。当得分比率较高时,我们发现平稳分布在进化稳定性和动态稳定性方面都是不稳定的,并且动态过程收敛到一个极限环。当比率较低时,动态过程收敛到平稳分布。对于比率的中间区间,该分布是动态稳定但非进化稳定的。最后,我们讨论了研究结果对先前基于消耗战的模型的启示。