Evolutionary Theory Group, Max-Planck-Institute for Evolutionary Biology, Plön, Germany.
PLoS Comput Biol. 2013;9(12):e1003381. doi: 10.1371/journal.pcbi.1003381. Epub 2013 Dec 5.
In evolutionary games, reproductive success is determined by payoffs. Weak selection means that even large differences in game outcomes translate into small fitness differences. Many results have been derived using weak selection approximations, in which perturbation analysis facilitates the derivation of analytical results. Here, we ask whether results derived under weak selection are also qualitatively valid for intermediate and strong selection. By "qualitatively valid" we mean that the ranking of strategies induced by an evolutionary process does not change when the intensity of selection increases. For two-strategy games, we show that the ranking obtained under weak selection cannot be carried over to higher selection intensity if the number of players exceeds two. For games with three (or more) strategies, previous examples for multiplayer games have shown that the ranking of strategies can change with the intensity of selection. In particular, rank changes imply that the most abundant strategy at one intensity of selection can become the least abundant for another. We show that this applies already to pairwise interactions for a broad class of evolutionary processes. Even when both weak and strong selection limits lead to consistent predictions, rank changes can occur for intermediate intensities of selection. To analyze how common such games are, we show numerically that for randomly drawn two-player games with three or more strategies, rank changes frequently occur and their likelihood increases rapidly with the number of strategies [Formula: see text]. In particular, rank changes are almost certain for [Formula: see text], which jeopardizes the predictive power of results derived for weak selection.
在进化博弈中,繁殖成功取决于收益。弱选择意味着,即使游戏结果存在很大差异,也只会导致适应性差异很小。许多结果都是通过弱选择近似法推导出来的,在这种方法中,微扰分析有助于推导出分析结果。在这里,我们想知道在弱选择下得出的结果对于中等和强选择是否也是定性有效的。通过“定性有效”,我们是指在进化过程中引起的策略排序不会随着选择强度的增加而改变。对于两策略博弈,如果玩家数量超过两个,则在弱选择下获得的排序不能推广到更高的选择强度。对于具有三个(或更多)策略的博弈,之前的多人游戏示例表明,策略的排序可以随着选择强度的变化而变化。特别是,排名的变化意味着在一种选择强度下最丰富的策略可能会在另一种选择强度下变得最不丰富。我们表明,对于广泛的一类进化过程,这已经适用于成对相互作用。即使弱选择和强选择极限都导致一致的预测,选择强度的中间值也可能会发生排名变化。为了分析这种游戏有多常见,我们通过数值表明,对于具有三个或更多策略的随机抽取的两人游戏,排名变化经常发生,并且随着策略数量的增加,其可能性迅速增加[公式:见文本]。特别是,对于[公式:见文本],排名变化几乎是确定的,这危及了从弱选择中得出的结果的预测能力。