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一种支配等级制度形成的博弈论赢家与输家模型。

A Game-Theoretical Winner and Loser Model of Dominance Hierarchy Formation.

作者信息

Kura Klodeta, Broom Mark, Kandler Anne

机构信息

Department of Mathematics, City University London, Northampton Square, London, EC1V 0HB, UK.

出版信息

Bull Math Biol. 2016 Jun;78(6):1259-90. doi: 10.1007/s11538-016-0186-9. Epub 2016 Jun 24.

Abstract

Many animals spend large parts of their lives in groups. Within such groups, they need to find efficient ways of dividing available resources between them. This is often achieved by means of a dominance hierarchy, which in its most extreme linear form allocates a strict priority order to the individuals. Once a hierarchy is formed, it is often stable over long periods, but the formation of hierarchies among individuals with little or no knowledge of each other can involve aggressive contests. The outcome of such contests can have significant effects on later contests, with previous winners more likely to win (winner effects) and previous losers more likely to lose (loser effects). This scenario has been modelled by a number of authors, in particular by Dugatkin. In his model, individuals engage in aggressive contests if the assessment of their fighting ability relative to their opponent is above a threshold [Formula: see text]. Here we present a model where each individual can choose its own value [Formula: see text]. This enables us to address questions such as how aggressive should individuals be in order to take up one of the first places in the hierarchy? We find that a unique strategy evolves, as opposed to a mixture of strategies. Thus, in any scenario there exists a unique best level of aggression, and individuals should not switch between strategies. We find that for optimal strategy choice, the hierarchy forms quickly, after which there are no mutually aggressive contests.

摘要

许多动物一生中的大部分时间都生活在群体中。在这样的群体中,它们需要找到在彼此之间分配可用资源的有效方式。这通常通过优势等级制度来实现,在其最极端的线性形式中,会给个体分配严格的优先顺序。一旦等级制度形成,它通常会在很长一段时间内保持稳定,但在彼此了解很少或根本不了解的个体之间形成等级制度可能会涉及激烈的竞争。这种竞争的结果可能会对后来的竞争产生重大影响,先前的获胜者更有可能获胜(胜者效应),而先前的失败者更有可能失败(败者效应)。许多作者对这种情况进行了建模,特别是杜加金。在他的模型中,如果个体相对于对手对自己战斗能力的评估高于某个阈值[公式:见原文],它们就会参与激烈的竞争。在这里,我们提出一个模型,其中每个个体都可以选择自己的[公式:见原文]值。这使我们能够解决诸如个体为了在等级制度中占据靠前位置应该有多激进这样的问题。我们发现会演化出一种独特的策略,而不是多种策略的混合。因此,在任何情况下都存在一个独特的最佳激进水平,个体不应在策略之间切换。我们发现,为了实现最优策略选择,等级制度会迅速形成,之后就不会有相互激烈的竞争了。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0d48/4949306/98addb3c0c0e/11538_2016_186_Fig1_HTML.jpg

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