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Alex McAvoy

Publications and source records attributed to Alex McAvoy.

34 records · Page 2Linked to original sources

The Moran process on 2-chromatic graphs

Resources are rarely distributed uniformly within a population. Heterogeneity in the concentration of a drug, the quality of breeding sites, or wealth can all affect evolutionary dynamics. In this study, we represent a collection of properties affecting the fitness at a given location using a color. A green node is rich in resources while a red node is poorer. More colors can represent a broader spectrum of resource qualities. For a population evolving according to the birth-death Moran model, the first question we address is which structures, identified by graph connectivity and graph coloring, are evolutionarily equivalent. We prove that all properly two-colored, undirected, regular graphs are evolutionarily equivalent (where "properly colored" means that no two neighbors have the same color). We then compare the effects of background heterogeneity on properly two-colored graphs to those with alternative schemes in which the colors are permuted. Finally, we discuss dynamic coloring as a model for spatiotemporal resource fluctuations, and we illustrate that random dynamic colorings often diminish the effects of background heterogeneity relative to a proper two-coloring.

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Social goods dilemmas in heterogeneous societies

Prosocial behaviors are encountered in the donation game, the prisoner's dilemma, relaxed social dilemmas, and public goods games. Many studies assume that the population structure is homogeneous, meaning all individuals have the same number of interaction partners, or that the social good is of one particular type. Here, we explore general evolutionary dynamics for arbitrary spatial structures and social goods. We find that heterogeneous networks, wherein some individuals have many more interaction partners than others, can enhance the evolution of prosocial behaviors. However, they often accumulate most of the benefits in the hands of a few highly-connected individuals, while many others receive low or negative payoff. Surprisingly, selection can favor producers of social goods even if the total costs exceed the total benefits. In summary, heterogeneous structures have the ability to strongly promote the emergence of prosocial behaviors, but they also create the possibility of generating large inequality.

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Evolutionary dynamics with game transitions

The environment has a strong influence on a population's evolutionary dynamics. Driven by both intrinsic and external factors, the environment is subject to continual change in nature. To capture an ever-changing environment, we consider a model of evolutionary dynamics with game transitions, where individuals' behaviors together with the games they play in one time step influence the games to be played next time step. Within this model, we study the evolution of cooperation in structured populations and find a simple rule: weak selection favors cooperation over defection if the ratio of the benefit provided by an altruistic behavior, $b$, to the corresponding cost, $c$, exceeds $k-k'$, where $k$ is the average number of neighbors of an individual and $k'$ captures the effects of the game transitions. Even if cooperation cannot be favored in each individual game, allowing for a transition to a relatively valuable game after mutual cooperation and to a less valuable game after defection can result in a favorable outcome for cooperation. In particular, small variations in different games being played can promote cooperation markedly. Our results suggest that simple game transitions can serve as a mechanism for supporting prosocial behaviors in highly-connected populations.

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Reactive learning strategies for iterated games

In an iterated game between two players, there is much interest in characterizing the set of feasible payoffs for both players when one player uses a fixed strategy and the other player is free to switch. Such characterizations have led to extortionists, equalizers, partners, and rivals. Most of those studies use memory-one strategies, which specify the probabilities to take actions depending on the outcome of the previous round. Here, we consider "reactive learning strategies," which gradually modify their propensity to take certain actions based on past actions of the opponent. Every linear reactive learning strategy, $\mathbf{p}^{\ast}$, corresponds to a memory one-strategy, $\mathbf{p}$, and vice versa. We prove that for evaluating the region of feasible payoffs against a memory-one strategy, $\mathcal{C}\left(\mathbf{p}\right)$, we need to check its performance against at most $11$ other strategies. Thus, $\mathcal{C}\left(\mathbf{p}\right)$ is the convex hull in $\mathbb{R}^{2}$ of at most $11$ points. Furthermore, if $\mathbf{p}$ is a memory-one strategy, with feasible payoff region $\mathcal{C}\left(\mathbf{p}\right)$, and $\mathbf{p}^{\ast}$ is the corresponding reactive learning strategy, with feasible payoff region $\mathcal{C}\left(\mathbf{p}^{\ast}\right)$, then $\mathcal{C}\left(\mathbf{p}^{\ast}\right)$ is a subset of $\mathcal{C}\left(\mathbf{p}\right)$. Reactive learning strategies are therefore powerful tools in restricting the outcomes of iterated games.

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Environmental fitness heterogeneity in the Moran process

Many mathematical models of evolution assume that all individuals experience the same environment. Here, we study the Moran process in heterogeneous environments. The population is of finite size with two competing types, which are exposed to a fixed number of environmental conditions. Reproductive rate is determined by both the type and the environment. We first calculate the condition for selection to favor the mutant relative to the resident wild type. In large populations, the mutant is favored if and only if the mutant's spatial average reproductive rate exceeds that of the resident. But environmental heterogeneity elucidates an interesting asymmetry between the mutant and the resident. Specifically, mutant heterogeneity suppresses its fixation probability; if this heterogeneity is strong enough, it can even completely offset the effects of selection (including in large populations). In contrast, resident heterogeneity has no effect on a mutant's fixation probability in large populations and can amplify it in small populations.

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Asymmetric evolutionary games with environmental feedback

Models in evolutionary game theory traditionally assume symmetric interactions in homogeneous environments. Here, we consider populations evolving in a heterogeneous environment, which consists of patches of different qualities that are occupied by one individual each. The fitness of individuals is not only determined by interactions with others but also by environmental quality. This heterogeneity results in asymmetric interactions where the characteristics of the interaction may depend on an individual's location. Interestingly, in non-varying heterogeneous environments, the long-term dynamics are the same as for symmetric interactions in an average, homogeneous environment. However, introducing environmental feedback between an individual's strategy and the quality of its patch results in rich eco-evolutionary dynamics. Thus, individuals act as ecosystem engineers. The nature of the feedback and the rate of ecological changes can relax or aggravate social dilemmas and promote persistent periodic oscillations of strategy abundance and environmental quality.

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A mathematical formalism for natural selection with arbitrary spatial and genetic structure

We define a general class of models representing natural selection between two alleles. The population size and spatial structure are arbitrary, but fixed. Genetics can be haploid, diploid, or otherwise; reproduction can be asexual or sexual. Biological events (e.g.~births, deaths, mating, dispersal) depend in arbitrary fashion on the current population state. Our formalism is based on the idea of genetic sites. Each genetic site resides at a particular locus and houses a single allele. Each individual contains a number of sites equal to its ploidy (one for haploids, two for diploids, etc.). Selection occurs via replacement events, in which alleles in some sites are replaced by copies of others. Replacement events depend stochastically on the population state, leading to a Markov chain representation of natural selection. Within this formalism, we define reproductive value, fitness, neutral drift, and fixation probability, and prove relationships among them. We identify four criteria for evaluating which allele is selected and show that these become equivalent in the limit of low mutation. We then formalize the method of weak selection. The power of our formalism is illustrated with applications to evolutionary games on graphs and to selection in a haplodiploid population.

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Stationary frequencies and mixing times for neutral drift processes with spatial structure

We study a general setting of neutral evolution in which the population is of finite, constant size and can have spatial structure. Mutation leads to different genetic types ("traits"), which can be discrete or continuous. Under minimal assumptions, we show that the marginal trait distributions of the evolutionary process, which specify the probability that any given individual has a certain trait, all converge to the stationary distribution of the mutation process. In particular, the stationary frequencies of traits in the population are independent of its size, spatial structure, and evolutionary update rule, and these frequencies can be calculated by evaluating a simple stochastic process describing a population of size one (i.e. the mutation process itself). We conclude by analyzing mixing times, which characterize rates of convergence of the mutation process along the lineages, in terms of demographic variables of the evolutionary process.

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Public goods games in populations with fluctuating size

Many mathematical frameworks of evolutionary game dynamics assume that the total population size is constant and that selection affects only the relative frequency of strategies. Here, we consider evolutionary game dynamics in an extended Wright-Fisher process with variable population size. In such a scenario, it is possible that the entire population becomes extinct. Survival of the population may depend on which strategy prevails in the game dynamics. Studying cooperative dilemmas, it is a natural feature of such a model that cooperators enable survival, while defectors drive extinction. Although defectors are favored for any mixed population, random drift could lead to their elimination and the resulting pure-cooperator population could survive. On the other hand, if the defectors remain, then the population will quickly go extinct because the frequency of cooperators steadily declines and defectors alone cannot survive. In a mutation-selection model, we find that (i) a steady supply of cooperators can enable long-term population survival, provided selection is sufficiently strong, and (ii) selection can increase the abundance of cooperators but reduce their relative frequency. Thus, evolutionary game dynamics in populations with variable size generate a multifaceted notion of what constitutes a trait's long-term success.

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Effects of motion in structured populations

In evolutionary processes, population structure has a substantial effect on natural selection. Here, we analyze how motion of individuals affects constant selection in structured populations. Motion is relevant because it leads to changes in the distribution of types as mutations march toward fixation or extinction. We describe motion as the swapping of individuals on graphs, and more generally as the shuffling of individuals between reproductive updates. Beginning with a one-dimensional graph, the cycle, we prove that motion suppresses natural selection for death-birth updating or for any process that combines birth-death and death-birth updating. If the rule is purely birth-death updating, no change in fixation probability appears in the presence of motion. We further investigate how motion affects evolution on the square lattice and weighted graphs. In the case of weighted graphs we find that motion can be either an amplifier or a suppressor of natural selection. In some cases, whether it is one or the other can be a function of the relative reproductive rate, indicating that motion is a subtle and complex attribute of evolving populations. As a first step towards understanding less restricted types of motion in evolutionary graph theory, we consider a similar rule on dynamic graphs induced by a spatial flow and find qualitatively similar results indicating that continuous motion also suppresses natural selection.

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Fixation probabilities for any configuration of two strategies on regular graphs

Population structure and spatial heterogeneity are integral components of evolutionary dynamics, in general, and of evolution of cooperation, in particular. Structure can promote the emergence of cooperation in some populations and suppress it in others. Here, we provide results for weak selection to favor cooperation on regular graphs for any configuration, meaning any arrangement of cooperators and defectors. Our results extend previous work on fixation probabilities of single, randomly placed mutants. We find that for any configuration cooperation is never favored for birth-death (BD) updating. In contrast, for death-birth (DB) updating, we derive a simple, computationally tractable formula for weak selection to favor cooperation when starting from any configuration containing any number of cooperators and defectors. This formula elucidates two important features: (i) the takeover of cooperation can be enhanced by the strategic placement of cooperators and (ii) adding more cooperators to a configuration can sometimes suppress the evolution of cooperation. These findings give a formal account for how selection acts on all transient states that appear in evolutionary trajectories. They also inform the strategic design of initial states in social networks to maximally promote cooperation. We also derive general results that characterize the interaction of any two strategies, not only cooperation and defection.

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Autocratic strategies for alternating games

Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally enforce linear constraints on payoffs. Here, we extend this theory of "zero-determinant" (or, more generally, "autocratic") strategies to alternating games, which are often biologically more relevant than traditional synchronous games. Alternating games naturally result in asymmetries between players because the first move matters or because players might not move with equal probabilities. In a strictly-alternating game with two players, $X$ and $Y$, we give conditions for the existence of autocratic strategies for player $X$ when (i) $X$ moves first and (ii) $Y$ moves first. Furthermore, we show that autocratic strategies exist even for (iii) games with randomly-alternating moves. Particularly important categories of autocratic strategies are extortionate and generous strategies, which enforce unfavorable and favorable outcomes for the opponent, respectively. We illustrate these strategies using the continuous Donation Game, in which a player pays a cost to provide a benefit to the opponent according to a continuous cooperative investment level. Asymmetries due to alternating moves could easily arise from dominance hierarchies, and we show that they can endow subordinate players with more autocratic strategies than dominant players.

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Autocratic strategies for iterated games with arbitrary action spaces

The recent discovery of zero-determinant strategies for the iterated Prisoner's Dilemma sparked a surge of interest in the surprising fact that a player can exert unilateral control over iterated interactions. These remarkable strategies, however, are known to exist only in games in which players choose between two alternative actions such as "cooperate" and "defect." Here we introduce a broader class of autocratic strategies by extending zero-determinant strategies to iterated games with more general action spaces. We use the continuous Donation Game as an example, which represents an instance of the Prisoner's Dilemma that intuitively extends to a continuous range of cooperation levels. Surprisingly, despite the fact that the opponent has infinitely many donation levels from which to choose, a player can devise an autocratic strategy to enforce a linear relationship between his or her payoff and that of the opponent even when restricting his or her actions to merely two discrete levels of cooperation. In particular, a player can use such a strategy to extort an unfair share of the payoffs from the opponent. Therefore, although the action space of the continuous Donation Game dwarfs that of the classical Prisoner's Dilemma, players can still devise relatively simple autocratic and, in particular, extortionate strategies.

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Stochastic selection processes

We propose a mathematical framework for natural selection in finite populations. Traditionally, many of the selection-based processes used to describe cultural and genetic evolution (such as imitation and birth-death models) have been studied on a case-by-case basis. Over time, these models have grown in sophistication to include population structure, differing phenotypes, and various forms of interaction asymmetry, among other features. Furthermore, many processes inspired by natural selection, such as evolutionary algorithms in computer science, possess characteristics that should fall within the realm of a "selection process," but so far there is no overarching theory encompassing these evolutionary processes. The framework of $\textit{stochastic selection processes}$ we present here provides such a theory and consists of three main components: a $\textit{population state space}$, an $\textit{aggregate payoff function}$, and an $\textit{update rule}$. A population state space is a generalization of the notion of population structure, and it can include non-spatial information such as strategy-mutation rates and phenotypes. An aggregate payoff function allows one to generically talk about the fitness of traits without explicitly specifying a method of payoff accounting or even the nature of the interactions that determine payoff/fitness. An update rule is a fitness-based function that updates a population based on its current state, and it includes as special cases the classical update mechanisms (Moran, Wright-Fisher, etc.) as well as more complicated mechanisms involving chromosomal crossover, mutation, and even complex cultural syntheses of strategies of neighboring individuals. Our framework covers models with variable population size as well as with arbitrary, measurable trait spaces.

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Structural symmetry in evolutionary games

In evolutionary game theory, an important measure of a mutant trait (strategy) is its ability to invade and take over an otherwise-monomorphic population. Typically, one quantifies the success of a mutant strategy via the probability that a randomly occurring mutant will fixate in the population. However, in a structured population, this fixation probability may depend on where the mutant arises. Moreover, the fixation probability is just one quantity by which one can measure the success of a mutant; fixation time, for instance, is another. We define a notion of homogeneity for evolutionary games that captures what it means for two single-mutant states, i.e. two configurations of a single mutant in an otherwise-monomorphic population, to be "evolutionarily equivalent" in the sense that all measures of evolutionary success are the same for both configurations. Using asymmetric games, we argue that the term "homogeneous" should apply to the evolutionary process as a whole rather than to just the population structure. For evolutionary matrix games in graph-structured populations, we give precise conditions under which the resulting process is homogeneous. Finally, we show that asymmetric matrix games can be reduced to symmetric games if the population structure possesses a sufficient degree of symmetry.

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Asymmetric evolutionary games

Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

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