Agent-Patch Simulation time series:
MORTALITY RISK GRADIENT/TWO STAGE MUTATION
Defector: Yellow     Cooperator: Light Blue     TitForTat: Magenta

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Capture01a.BMP (34730 bytes) Capture02a.BMP (32662 bytes) Capture03a.BMP (35294 bytes) Capture04a.BMP (36598 bytes)
Frame 1: Cycle 4285. Defectors' initial range is limited to the low-risk region. . Lone cooperator mutant will not survive. Frame 2: Cycle 9017. Colony of Cooperators finally gets a foothold. Frame 3: Cycle 10374. Cooperators spread in boundary region. Isolated TitForTat Mutants appear. Frame 4: Cycle 11455. Small colonies of TitForTat become established.
Capture05a.BMP (36422 bytes) Capture06a.BMP (36046 bytes) Capture07a.BMP (36234 bytes) Capture08b.BMP (36234 bytes)
Frame 5: Cycle 12762. TitForTat Invades low-risk region. Cooperators follow. Frame6: Cycle 133305. Defectors are driven down in low-risk regon. Frame 7: Cycle 14234. Suppression of defectors continues. Frame 8: Cycle 15125. Defectors are finally reduced to the level maintained by mutation, about 20. This state is stable.
Finally, we consider the evolution of discriminating mechanisms. In much of our experience as social animals, the stability of  cooperative behavior rests more on enforcement mechanisms than on spatial segregation. It makes sense, however, that cooperation has to arise and succeed before mechanisms of discrimination can evolve. This is why we don't allow discriminating strategies to mutate directly from Defect, but only from Cooperate. The mutation scheme looks like this:
Defect <=> Cooperate <=> TitForTat

The simplest (and most heavily studied) discriminating cooperator strategy is TitForTat.1 Our agents interact with their randomly assigned partners three times in a row. At each round they have the opportunity to confer a benefit on their partener at small cost to themselves. Cooperators always confer the benefit, defectors never do. TitForTat always confers the benefit on the first move, and then copies the partner's previous moves thereafter. For the three round game, with benefit worth 4 points and and a cost of 1, this results in the payoff matrix to the right.

If you look at the submatrix that characterizes the interaction between Defect and TitForTat (the lower right-hand four cells) you can see that TitForTat will grow faster if there is lots of TitForTat, and Defect will grow faster (or at least survive better) if there is mostly defect. But even if there are only a few defectors in a population of TitForTat, they will do better than they would in a population of all defectors, and will thus increase in  numbers. (Defector communities stabilize at the patch resource carrying capacity, 5 agents per patch in this case.) Which is to say, mixed communities of TitForTat and Defect in the low risk region grow arbitrarily large. Not only is does this bog down the simulator, but it seem rather unrealistic for a spatially explicit simulator. There has to be some upward limit on how many agents can be crammed into one patch. Right?

wpe21.jpg (17334 bytes)

Payoffs Cooperate TitForTat Defect
Cooperate 9 9 -3
TitForTat 9 9 -1
Defect 12 4 0

So the simulator imposes crowding costs. If the number of agents in a patch exceeds 20, each one is billed 3 units of resource per cycle. This keeps things manageable and more realistic. It also has the effect of virtually eliminating defectors. For TitForTat declines more slowly  in crowded population dominated by TitForTat than Defect does. It doesn't really matter how high the crowding threshold is set. TitForTat will take it up to that level, and Defect will get frozen  by the crowding cost. And if the crowding cost is high enough to limit the growth of cooperative strategies then it will be high enough to limit the growth of Defect. (See the discussion of Robustness.) The last defectors almost always   play against TitForTat, and get 4 points, with maybe an occasional point from the patch's meager resource. 3 points for crowding cost, one for metabolism, they barely break even. And eventually they wander out into the riskier regions.

Things are actually a little more complicated than that, since there may be cooperators in the mixed patches as well. But defect tends to  eliminate them rather quickly, leaving the patch with only Defect and TitForTat. If you do the math, you will see that the presence of cooperate does not result in the reduction of TitForTat. Cooperators are simply replaced by Defectors. Defectors are driven down whenever

Frequency TFT > cost/[(repetitions -1)(benefit-cost)]

or in this case, when TitForTat is greater than 1/6 of the population.

The above series is not unusual. On the contrary, in running this simualation this pattern always occurs. The only question is how long it takes. Moreover, the phenomenon is robust over a wide variety of parameter settings.

Step 5 takes a preliminary look at what happens when you let individual movement rates evolve via variation and selection.

Copyright © William Harms 1999. (Author, designer, and programmer.)
Evolving Artificial Moral Ecologies Project
Centre for Applied Ethics, UBC