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Wednesday, December 15, 2021

Evolutionary game theory

From Wikipedia, the free encyclopedia

Evolutionary game theory (EGT) is the application of game theory to evolving populations in biology. It defines a framework of contests, strategies, and analytics into which Darwinian competition can be modelled. It originated in 1973 with John Maynard Smith and George R. Price's formalisation of contests, analysed as strategies, and the mathematical criteria that can be used to predict the results of competing strategies.

Evolutionary game theory differs from classical game theory in focusing more on the dynamics of strategy change. This is influenced by the frequency of the competing strategies in the population.

Evolutionary game theory has helped to explain the basis of altruistic behaviours in Darwinian evolution. It has in turn become of interest to economists, sociologists, anthropologists, and philosophers.

History

Classical game theory

Classical non-cooperative game theory was conceived by John von Neumann to determine optimal strategies in competitions between adversaries. A contest involves players, all of whom have a choice of moves. Games can be a single round or repetitive. The approach a player takes in making his moves constitutes his strategy. Rules govern the outcome for the moves taken by the players, and outcomes produce payoffs for the players; rules and resulting payoffs can be expressed as decision trees or in a payoff matrix. Classical theory requires the players to make rational choices. Each player must consider the strategic analysis that his opponents are making to make his own choice of moves.

The problem of ritualized behaviour

The mathematical biologist John Maynard Smith modelled evolutionary games.

Evolutionary game theory started with the problem of how to explain ritualized animal behaviour in a conflict situation; "why are animals so 'gentlemanly or ladylike' in contests for resources?" The leading ethologists Niko Tinbergen and Konrad Lorenz proposed that such behaviour exists for the benefit of the species. John Maynard Smith considered that incompatible with Darwinian thought, where selection occurs at an individual level, so self-interest is rewarded while seeking the common good is not. Maynard Smith, a mathematical biologist, turned to game theory as suggested by George Price, though Richard Lewontin's attempts to use the theory had failed.

Adapting game theory to evolutionary games

Maynard Smith realised that an evolutionary version of game theory does not require players to act rationally—only that they have a strategy. The results of a game show how good that strategy was, just as evolution tests alternative strategies for the ability to survive and reproduce. In biology, strategies are genetically inherited traits that control an individual's action, analogous with computer programs. The success of a strategy is determined by how good the strategy is in the presence of competing strategies (including itself), and of the frequency with which those strategies are used. Maynard Smith described his work in his book Evolution and the Theory of Games.

Participants aim to produce as many replicas of themselves as they can, and the payoff is in units of fitness (relative worth in being able to reproduce). It is always a multi-player game with many competitors. Rules include replicator dynamics, in other words how the fitter players will spawn more replicas of themselves into the population and how the less fit will be culled, in a replicator equation. The replicator dynamics models heredity but not mutation, and assumes asexual reproduction for the sake of simplicity. Games are run repetitively with no terminating conditions. Results include the dynamics of changes in the population, the success of strategies, and any equilibrium states reached. Unlike in classical game theory, players do not choose their strategy and cannot change it: they are born with a strategy and their offspring inherit that same strategy.

Evolutionary games

Models

Evolutionary game theory analyses Darwinian mechanisms with a system model with three main components – population, game, and replicator dynamics. The system process has four phases:

1) The model (as evolution itself) deals with a population (Pn). The population will exhibit variation among competing individuals. In the model this competition is represented by the game.

2) The game tests the strategies of the individuals under the rules of the game. These rules produce different payoffs – in units of fitness (the production rate of offspring). The contesting individuals meet in pairwise contests with others, normally in a highly mixed distribution of the population. The mix of strategies in the population affects the payoff results by altering the odds that any individual may meet up in contests with various strategies. The individuals leave the game pairwise contest with a resulting fitness determined by the contest outcome, represented in a payoff matrix.

3) Based on this resulting fitness each member of the population then undergoes replication or culling determined by the exact mathematics of the replicator dynamics process. This overall process then produces a new generation P(n+1). Each surviving individual now has a new fitness level determined by the game result.

4) The new generation then takes the place of the previous one and the cycle repeats. The population mix may converge to an evolutionarily stable state that cannot be invaded by any mutant strategy.

Evolutionary game theory encompasses Darwinian evolution, including competition (the game), natural selection (replicator dynamics), and heredity. Evolutionary game theory has contributed to the understanding of group selection, sexual selection, altruism, parental care, co-evolution, and ecological dynamics. Many counter-intuitive situations in these areas have been put on a firm mathematical footing by the use of these models.

The common way to study the evolutionary dynamics in games is through replicator equations. These show the growth rate of the proportion of organisms using a certain strategy and that rate is equal to the difference between the average payoff of that strategy and the average payoff of the population as a whole. Continuous replicator equations assume infinite populations, continuous time, complete mixing and that strategies breed true. The attractors (stable fixed points) of the equations are equivalent with evolutionarily stable states. A strategy which can survive all "mutant" strategies is considered evolutionarily stable. In the context of animal behavior, this usually means such strategies are programmed and heavily influenced by genetics, thus making any player or organism's strategy determined by these biological factors.

Evolutionary games are mathematical objects with different rules, payoffs, and mathematical behaviours. Each "game" represents different problems that organisms have to deal with, and the strategies they might adopt to survive and reproduce. Evolutionary games are often given colourful names and cover stories which describe the general situation of a particular game. Representative games include hawk-dove, war of attrition, stag hunt, producer-scrounger, tragedy of the commons, and prisoner's dilemma. Strategies for these games include hawk, dove, bourgeois, prober, defector, assessor, and retaliator. The various strategies compete under the particular game's rules, and the mathematics are used to determine the results and behaviours.

Hawk dove

Solution of the hawk dove game for V=2, C=10 and fitness starting base B=4. The fitness of a hawk for different population mixes is plotted as a black line, that of dove in red. An ESS (a stationary point) will exist when hawk and dove fitness are equal: Hawks are 20% of population and doves are 80% of the population.

The first game that Maynard Smith analysed is the classic hawk dove game. It was conceived to analyse Lorenz and Tinbergen's problem, a contest over a shareable resource. The contestants can be either a hawk or a dove. These are two subtypes or morphs of one species with different strategies. The hawk first displays aggression, then escalates into a fight until it either wins or is injured (loses). The dove first displays aggression, but if faced with major escalation runs for safety. If not faced with such escalation, the dove attempts to share the resource.

Payoff matrix for hawk dove game

meets hawk meets dove
if hawk V/2 − C/2 V
if dove 0 V/2

Given that the resource is given the value V, the damage from losing a fight is given cost C:

  • If a hawk meets a dove, the hawk gets the full resource V
  • If a hawk meets a hawk, half the time they win, half the time they lose...so the average outcome is then V/2 minus C/2
  • If a dove meets a hawk, the dove will back off and get nothing – 0
  • If a dove meets a dove, both share the resource and get V/2

The actual payoff, however, depends on the probability of meeting a hawk or dove, which in turn is a representation of the percentage of hawks and doves in the population when a particular contest takes place. That, in turn, is determined by the results of all of the previous contests. If the cost of losing C is greater than the value of winning V (the normal situation in the natural world) the mathematics ends in an evolutionarily stable strategy (ESS), a mix of the two strategies where the population of hawks is V/C. The population regresses to this equilibrium point if any new hawks or doves make a temporary perturbation in the population. The solution of the hawk dove game explains why most animal contests involve only ritual fighting behaviours in contests rather than outright battles. The result does not at all depend on "good of the species" behaviours as suggested by Lorenz, but solely on the implication of actions of so-called selfish genes.

War of attrition

In the hawk dove game the resource is shareable, which gives payoffs to both doves meeting in a pairwise contest. Where the resource is not shareable, but an alternative resource might be available by backing off and trying elsewhere, pure hawk or dove strategies are less effective. If an unshareable resource is combined with a high cost of losing a contest (injury or possible death) both hawk and dove payoffs are further diminished. A safer strategy of lower cost display, bluffing and waiting to win, is then viable – a bluffer strategy. The game then becomes one of accumulating costs, either the costs of displaying or the costs of prolonged unresolved engagement. It is effectively an auction; the winner is the contestant who will swallow the greater cost while the loser gets the same cost as the winner but no resource. The resulting evolutionary game theory mathematics lead to an optimal strategy of timed bluffing.

War of attrition for different values of resource. Note the time it takes for an accumulation of 50% of the contestants to quit vs. the value (V) of resource contested for.

This is because in the war of attrition any strategy that is unwavering and predictable is unstable, because it will ultimately be displaced by a mutant strategy which relies on the fact that it can best the existing predictable strategy by investing an extra small delta of waiting resource to ensure that it wins. Therefore, only a random unpredictable strategy can maintain itself in a population of bluffers. The contestants in effect choose an acceptable cost to be incurred related to the value of the resource being sought, effectively making a random bid as part of a mixed strategy (a strategy where a contestant has several, or even many, possible actions in their strategy). This implements a distribution of bids for a resource of specific value V, where the bid for any specific contest is chosen at random from that distribution. The distribution (an ESS) can be computed using the Bishop-Cannings theorem, which holds true for any mixed-strategy ESS. The distribution function in these contests was determined by Parker and Thompson to be:

The result is that the cumulative population of quitters for any particular cost m in this "mixed strategy" solution is:

as shown in the adjacent graph. The intuitive sense that greater values of resource sought leads to greater waiting times is borne out. This is observed in nature, as in male dung flies contesting for mating sites, where the timing of disengagement in contests is as predicted by evolutionary theory mathematics.

Asymmetries that allow new strategies

Dung fly (Scatophaga stercoraria) – a war of attrition player
 
The mantis shrimp guarding its home with the bourgeois strategy
 
Animal strategy examples: by examining the behaviours, then determining both the costs and the values of resources attained in a contest the strategy of an organism can be verified

In the war of attrition there must be nothing that signals the size of a bid to an opponent, otherwise the opponent can use the cue in an effective counter-strategy. There is however a mutant strategy which can better a bluffer in the war of attrition game if a suitable asymmetry exists, the bourgeois strategy. Bourgeois uses an asymmetry of some sort to break the deadlock. In nature one such asymmetry is possession of a resource. The strategy is to play a hawk if in possession of the resource, but to display then retreat if not in possession. This requires greater cognitive capability than hawk, but bourgeois is common in many animal contests, such as in contests among mantis shrimps and among speckled wood butterflies.

Social behaviour

Alternatives for game theoretic social interaction

Games like hawk dove and war of attrition represent pure competition between individuals and have no attendant social elements. Where social influences apply, competitors have four possible alternatives for strategic interaction. This is shown on the adjacent figure, where a plus sign represents a benefit and a minus sign represents a cost.

  • In a cooperative or mutualistic relationship both "donor" and "recipient" are almost indistinguishable as both gain a benefit in the game by co-operating, i.e. the pair are in a game-wise situation where both can gain by executing a certain strategy, or alternatively both must act in concert because of some encompassing constraints that effectively puts them "in the same boat".
  • In an altruistic relationship the donor, at a cost to themself provides a benefit to the recipient. In the general case the recipient will have a kin relationship to the donor and the donation is one-way. Behaviours where benefits are donated alternatively (in both directions) at a cost, are often called "altruistic", but on analysis such "altruism" can be seen to arise from optimised "selfish" strategies.
  • Spite is essentially a "reversed" form of altruism where an ally is aided by damaging the ally's competitors. The general case is that the ally is kin related and the benefit is an easier competitive environment for the ally. Note: George Price, one of the early mathematical modellers of both altruism and spite, found this equivalence particularly disturbing at an emotional level.
  • Selfishness is the base criteria of all strategic choice from a game theory perspective – strategies not aimed at self-survival and self-replication are not long for any game. Critically however, this situation is impacted by the fact that competition is taking place on multiple levels – i.e. at a genetic, an individual and a group level.

Contests of selfish genes

Female Belding's ground squirrels risk their lives giving loud alarm calls, protecting closely related female colony members; males are less closely related and do not call.

At first glance it may appear that the contestants of evolutionary games are the individuals present in each generation who directly participate in the game. But individuals live only through one game cycle, and instead it is the strategies that really contest with one another over the duration of these many-generation games. So it is ultimately genes that play out a full contest – selfish genes of strategy. The contesting genes are present in an individual and to a degree in all of the individual's kin. This can sometimes profoundly affect which strategies survive, especially with issues of cooperation and defection. William Hamilton, known for his theory of kin selection, explored many of these cases using game-theoretic models. Kin-related treatment of game contests helps to explain many aspects of the behaviour of social insects, the altruistic behaviour in parent-offspring interactions, mutual protection behaviours, and co-operative care of offspring. For such games, Hamilton defined an extended form of fitness – inclusive fitness, which includes an individual's offspring as well as any offspring equivalents found in kin.

The mathematics of kin selection
The concept of kin selection is that:
inclusive fitness=own contribution to fitness + contribution of all relatives.

Fitness is measured relative to the average population; for example, fitness=1 means growth at the average rate for the population, fitness < 1 means having a decreasing share in the population (dying out), fitness > 1 means an increasing share in the population (taking over).

The inclusive fitness of an individual wi is the sum of its specific fitness of itself ai plus the specific fitness of each and every relative weighted by the degree of relatedness which equates to the summation of all rj*bj....... where rj is relatedness of a specific relative and bj is that specific relative's fitness – producing:

If individual ai sacrifices their "own average equivalent fitness of 1" by accepting a fitness cost C, and then to "get that loss back", wi must still be 1 (or greater than 1)...and using R*B to represent the summation results in:

1< (1-C)+RB ....or rearranging..... R>C/B.

Hamilton went beyond kin relatedness to work with Robert Axelrod, analysing games of co-operation under conditions not involving kin where reciprocal altruism came into play.

Eusociality and kin selection

Meat ant workers (always female) are related to a parent by a factor of 0.5, to a sister by 0.75, to a child by 0.5 and to a brother by 0.25. Therefore, it is significantly more advantageous to help produce a sister (0.75) than to have a child (0.5).

Eusocial insect workers forfeit reproductive rights to their queen. It has been suggested that kin selection, based on the genetic makeup of these workers, may predispose them to altruistic behaviours. Most eusocial insect societies have haplodiploid sexual determination, which means that workers are unusually closely related.

This explanation of insect eusociality has, however, been challenged by a few highly-noted evolutionary game theorists (Nowak and Wilson) who have published a controversial alternative game theoretic explanation based on a sequential development and group selection effects proposed for these insect species.

Prisoner's dilemma

A difficulty of the theory of evolution, recognised by Darwin himself, was the problem of altruism. If the basis for selection is at an individual level, altruism makes no sense at all. But universal selection at the group level (for the good of the species, not the individual) fails to pass the test of the mathematics of game theory and is certainly not the general case in nature. Yet in many social animals, altruistic behaviour exists. The solution to this problem can be found in the application of evolutionary game theory to the prisoner's dilemma game – a game which tests the payoffs of cooperating or in defecting from cooperation. It is the most studied game in all of game theory.

The analysis of the prisoner's dilemma is as a repetitive game. This affords competitors the possibility of retaliating for defection in previous rounds of the game. Many strategies have been tested; the best competitive strategies are general cooperation, with a reserved retaliatory response if necessary. The most famous and one of the most successful of these is tit-for-tat with a simple algorithm.

def tit_for_tat(last_move_by_opponent):
    if last_move_by_opponent == defect:
        defect()
    else:
        cooperate()

The pay-off for any single round of the game is defined by the pay-off matrix for a single round game (shown in bar chart 1 below). In multi-round games the different choices – co-operate or defect – can be made in any particular round, resulting in a certain round payoff. It is, however, the possible accumulated pay-offs over the multiple rounds that count in shaping the overall pay-offs for differing multi-round strategies such as tit-for-tat.

Payoffs in two varieties of prisoner's dilemma game
Prisoner's dilemma: co-operate or defect
Payoff (temptation in defecting vs. co-operation) > Payoff (mutual co-operation) > Payoff(joint defection) > Payoff(sucker co-operates but opponent defects)

Example 1: The straightforward single round prisoner's dilemma game. The classic prisoner's dilemma game payoffs gives a player a maximum payoff if they defect and their partner co-operates (this choice is known as temptation). If, however, the player co-operates and their partner defects, they get the worst possible result (the suckers payoff). In these payoff conditions the best choice (a Nash equilibrium) is to defect.

Example 2: Prisoner's dilemma played repeatedly. The strategy employed is tit-for-tat which alters behaviours based on the action taken by a partner in the previous round – i.e. reward co-operation and punish defection. The effect of this strategy in accumulated payoff over many rounds is to produce a higher payoff for both players' co-operation and a lower payoff for defection. This removes the temptation to defect. The suckers payoff also becomes less, although "invasion" by a pure defection strategy is not entirely eliminated.

Routes to altruism

Altruism takes place when one individual, at a cost (C) to itself, exercises a strategy that provides a benefit (B) to another individual. The cost may consist of a loss of capability or resource which helps in the battle for survival and reproduction, or an added risk to its own survival. Altruism strategies can arise through:

Type Applies to: Situation Mathematical effect
Kin selection – (inclusive fitness of related contestants) Kin – genetically related individuals Evolutionary game participants are genes of strategy. The best payoff for an individual is not necessarily the best payoff for the gene. In any generation the player gene is not only in one individual, it is in a kin-group. The highest fitness payoff for the kin group is selected by natural selection. Therefore, strategies that include self-sacrifice on the part of individuals are often game winners – the evolutionarily stable strategy. Animals must live in kin-groups during part of the game for the opportunity for this altruistic sacrifice ever to take place. Games must take into account inclusive fitness. Fitness function is the combined fitness of a group of related contestants – each weighted by the degree of relatedness – relative to the total genetic population. The mathematical analysis of this gene-centric view of the game leads to Hamilton's rule, that the relatedness of the altruistic donor must exceed the cost-benefit ratio of the altruistic act itself:
R>c/b R is relatedness, c the cost, b the benefit
Direct reciprocity Contestants that trade favours in paired relationships A game theoretic embodiment of "I'll scratch your back if you scratch mine". A pair of individuals exchange favours in a multi-round game. The individuals are recognisable to one another as partnered. The term "direct" applies because the return favour is specifically given back to the pair partner only. The characteristics of the multi-round game produce a danger of defection and the potentially lesser payoffs of cooperation in each round, but any such defection can lead to punishment in a following round – establishing the game as a repeated prisoner's dilemma. Therefore, the family of tit-for-tat strategies come to the fore.
Indirect reciprocity Related or non related contestants trade favours but without partnering. A return favour is "implied" but with no specific identified source who is to give it. The return favour is not derived from any particular established partner. The potential for indirect reciprocity exists for a specific organism if it lives in a cluster of individuals who can interact over an extended period of time.

It has been argued that human behaviours in establishing moral systems as well as the expending of significant energies in human society for tracking individual reputations is a direct effect of societies' reliance on strategies of indirect reciprocation.

The game is highly susceptible to defection, as direct retaliation is impossible. Therefore, indirect reciprocity will not work without keeping a social score, a measure of past co-operative behaviour. The mathematics lead to a modified version of Hamilton's rule where:
q>c/b where q (the probability of knowing the social score) must be greater than the cost benefit ratio

Organisms that use social score are termed Discriminators, and require a higher level of cognition than strategies of simple direct reciprocity. As evolutionary biologist David Haig put it – "For direct reciprocity you need a face; for indirect reciprocity you need a name".

The evolutionarily stable strategy

The payoff matrix for the hawk dove game, with the addition of the assessor strategy. This "studies its opponent", behaving as a hawk when matched with an opponent it judges "weaker", like a dove when the opponent seems bigger and stronger. Assessor is an ESS, since it can invade both hawk and dove populations, and can withstand invasion by either hawk or dove mutants.

The evolutionarily stable strategy (ESS) is akin to the Nash equilibrium in classical game theory, but with mathematically extended criteria. Nash equilibrium is a game equilibrium where it is not rational for any player to deviate from their present strategy, provided that the others adhere to their strategies. An ESS is a state of game dynamics where, in a very large population of competitors, another mutant strategy cannot successfully enter the population to disturb the existing dynamic (which itself depends on the population mix). Therefore, a successful strategy (with an ESS) must be both effective against competitors when it is rare – to enter the previous competing population, and successful when later in high proportion in the population – to defend itself. This in turn means that the strategy must be successful when it contends with others exactly like itself.

An ESS is not:

  • An optimal strategy: that would maximize fitness, and many ESS states are far below the maximum fitness achievable in a fitness landscape. (See hawk dove graph above as an example of this.)
  • A singular solution: often several ESS conditions can exist in a competitive situation. A particular contest might stabilize into any one of these possibilities, but later a major perturbation in conditions can move the solution into one of the alternative ESS states.
  • Always present: it is possible for there to be no ESS. An evolutionary game with no ESS is "rock-scissors-paper", as found in species such as the side-blotched lizard (Uta stansburiana).
  • An unbeatable strategy: the ESS is only an uninvadeable strategy.
Female funnel web spiders (Agelenopsis aperta) contest with one another for the possession of their desert spider webs using the assessor strategy.

The ESS state can be solved for by exploring either the dynamics of population change to determine an ESS, or by solving equations for the stable stationary point conditions which define an ESS. For example, in the hawk dove game we can look for whether there is a static population mix condition where the fitness of doves will be exactly the same as fitness of hawks (therefore both having equivalent growth rates – a static point).

Let the chance of meeting a hawk=p so therefore the chance of meeting a dove is (1-p)

Let Whawk equal the payoff for hawk.....

Whawk=payoff in the chance of meeting a dove + payoff in the chance of meeting a hawk

Taking the payoff matrix results and plugging them into the above equation:

Whawk= V·(1-p)+(V/2-C/2)·p

Similarly for a dove:

Wdove= V/2·(1-p)+0·(p)

so....

Wdove= V/2·(1-p)

Equating the two fitnesses, hawk and dove

V·(1-p)+(V/2-C/2)·p= V/2·(1-p)

... and solving for p

p= V/C

so for this "static point" where the population percent is an ESS solves to be ESS(percent Hawk)=V/C

Similarly, using inequalities, it can be shown that an additional hawk or dove mutant entering this ESS state eventually results in less fitness for their kind – both a true Nash and an ESS equilibrium. This example shows that when the risks of contest injury or death (the cost C) is significantly greater than the potential reward (the benefit value V), the stable population will be mixed between aggressors and doves, and the proportion of doves will exceed that of the aggressors. This explains behaviours observed in nature.

Unstable games, cyclic patterns

Rock paper scissors

Rock paper scissors
Mutant invasion for rock paper scissors payoff matrix – an endless cycle
A computer simulation of the rock scissors paper game. The associated RPS game payoff matrix is shown. Starting with an arbitrary population the percentage of the three morphs builds up into a continuously cycling pattern.

Rock paper scissors incorporated into an evolutionary game has been used for modelling natural processes in the study of ecology. Using experimental economics methods, scientists have used RPS games to test human social evolutionary dynamical behaviours in laboratories. The social cyclic behaviours, predicted by evolutionary game theory, have been observed in various laboratory experiments.

Side-blotched lizard plays the RPS, and other cyclical games

The first example of RPS in nature was seen in the behaviours and throat colours of a small lizard of western North America. The side-blotched lizard (Uta stansburiana) is polymorphic with three throat-colour morphs that each pursue a different mating strategy

The side-blotched lizard effectively uses a rock-paper-scissors mating strategy
  • The orange throat is very aggressive and operates over a large territory – attempting to mate with numerous females within this larger area
  • The unaggressive yellow throat mimics the markings and behavior of female lizards, and "sneakily" slips into the orange throat's territory to mate with the females there (thereby taking over the population)
  • The blue throat mates with, and carefully guards, one female – making it impossible for the sneakers to succeed and therefore overtakes their place in a population

However the blue throats cannot overcome the more aggressive orange throats. Later work showed that the blue males are altruistic to other blue males, with three key traits: they signal with blue color, they recognize and settle next to other (unrelated) blue males, and they will even defend their partner against orange, to the death. This is the hallmark of another game of cooperation that involves a green-beard effect.

The females in the same population have the same throat colours, and this affects how many offspring they produce and the size of the progeny, which generates cycles in density, yet another game - the r-K game. Here, r is the Malthusian parameter governing exponential growth, and K is the carrying capacity of the population. Orange females have larger clutches and smaller offspring and do well at low density. Yellow females (and blue) have smaller clutches and larger offspring and do better when the population exceeds carrying capacity and the population crashes to low density. The orange then takes over and this generates perpetual cycles of orange and yellow tightly tied to population density. The idea of cycles due to density regulation of two strategies originated with Dennis Chitty, who worked on rodents, ergo these kinds of games lead to "Chitty cycles". There are games within games within games embedded in natural populations. These drive RPS cycles in the males with a periodicity of four years and r-K cycles in females with a periodicity of two years.

The overall situation corresponds to the rock, scissors, paper game, creating a four-year population cycle. The RPS game in male side-blotched lizards does not have an ESS, but it has a Nash equilibrium (NE) with endless orbits around the NE attractor. Since that time many other three-strategy polymorphisms have been discovered in lizards and some of these have RPS dynamics merging the male game and density regulation game in a single sex (males). More recently, mammals have been shown to harbour the same RPS game in males and r-K game in females, with coat-colour polymorphisms and behaviours that drive cycles. This game is also linked to the evolution of male care in rodents, and monogamy, and drives speciation rates. There are r-K strategy games linked to rodent population cycles (and lizard cycles).

When he read that these lizards were essentially engaged in a game with a rock-paper-scissors structure, John Maynard Smith is said to have exclaimed "They have read my book!".

Signalling, sexual selection and the handicap principle

The peacock's tail may be an instance of the handicap principle in action

Aside from the difficulty of explaining how altruism exists in many evolved organisms, Darwin was also bothered by a second conundrum – why a significant number of species have phenotypical attributes that are patently disadvantageous to them with respect to their survival – and should by the process of natural section be selected against – e.g. the massive inconvenient feather structure found in a peacock's tail. Regarding this issue Darwin wrote to a colleague "The sight of a feather in a peacock's tail, whenever I gaze at it, makes me sick." It is the mathematics of evolutionary game theory, which has not only explained the existence of altruism, but also explains the totally counterintuitive existence of the peacock's tail and other such biological encumbrances.

On analysis, problems of biological life are not at all unlike the problems that define economics – eating (akin to resource acquisition and management), survival (competitive strategy) and reproduction (investment, risk and return). Game theory was originally conceived as a mathematical analysis of economic processes and indeed this is why it has proven so useful in explaining so many biological behaviours. One important further refinement of the evolutionary game theory model that has economic overtones rests on the analysis of costs. A simple model of cost assumes that all competitors suffer the same penalty imposed by the game costs, but this is not the case. More successful players will be endowed with or will have accumulated a higher "wealth reserve" or "affordability" than less-successful players. This wealth effect in evolutionary game theory is represented mathematically by "resource holding potential (RHP)" and shows that the effective cost to a competitor with a higher RHP are not as great as for a competitor with a lower RHP. As a higher RHP individual is a more desirable mate in producing potentially successful offspring, it is only logical that with sexual selection RHP should have evolved to be signalled in some way by the competing rivals, and for this to work this signalling must be done honestly. Amotz Zahavi has developed this thinking in what is known as the "handicap principle", where superior competitors signal their superiority by a costly display. As higher RHP individuals can properly afford such a costly display this signalling is inherently honest, and can be taken as such by the signal receiver. In nature this is illustrated than in the costly plumage of the peacock. The mathematical proof of the handicap principle was developed by Alan Grafen using evolutionary game-theoretic modelling.

Coevolution

Two types of dynamics:

  • Evolutionary games which lead to a stable situation or point of stasis for contending strategies which result in an evolutionarily stable strategy
  • Evolutionary games which exhibit a cyclic behaviour (as with RPS game) where the proportions of contending strategies continuously cycle over time within the overall population
Competitive Coevolution - The rough-skinned newt (Tarricha granulosa) is highly toxic, due to an evolutionary arms race with a predator, the common garter snake (Thamnophis sirtalis), which in turn is highly tolerant of the poison. The two are locked in a Red Queen arms race.
Mutualistic Coevolution - Darwin's orchid (Angraecum sesquipedale) and the moth Morgan's sphinx (Xanthopan morgani) have a mutual relationship where the moth gains pollen and the flower is pollinated.

A third, coevolutionary, dynamic, combines intra-specific and inter-specific competition. Examples include predator-prey competition and host-parasite co-evolution, as well as mutualism. Evolutionary game models have been created for pairwise and multi-species coevolutionary systems. The general dynamic differs between competitive systems and mutualistic systems.

In competitive (non-mutualistic) inter-species coevolutionary system the species are involved in an arms race – where adaptations that are better at competing against the other species tend to be preserved. Both game payoffs and replicator dynamics reflect this. This leads to a Red Queen dynamic where the protagonists must "run as fast as they can to just stay in one place".

A number of evolutionary game theory models have been produced to encompass coevolutionary situations. A key factor applicable in these coevolutionary systems is the continuous adaptation of strategy in such arms races. Coevolutionary modelling therefore often includes genetic algorithms to reflect mutational effects, while computers simulate the dynamics of the overall coevolutionary game. The resulting dynamics are studied as various parameters are modified. Because several variables are simultaneously at play, solutions become the province of multi-variable optimisation. The mathematical criteria of determining stable points are Pareto efficiency and Pareto dominance, a measure of solution optimality peaks in multivariable systems.

Carl Bergstrom and Michael Lachmann apply evolutionary game theory to the division of benefits in mutualistic interactions between organisms. Darwinian assumptions about fitness are modeled using replicator dynamics to show that the organism evolving at a slower rate in a mutualistic relationship gains a disproportionately high share of the benefits or payoffs.

Extending the model

A mathematical model analysing the behaviour of a system needs initially to be as simple as possible to aid in developing a base understanding the fundamentals, or “first order effects”, pertaining to what is being studied. With this understanding in place it is then appropriate to see if other, more subtle, parameters (second order effects) further impact the primary behaviours or shape additional behaviours in the system. Following Maynard Smith's seminal work in evolutionary game theory, the subject has had a number of very significant extensions which have shed more light on understanding evolutionary dynamics, particularly in the area of altruistic behaviors. Some of these key extensions to evolutionary game theory are:

A Spatial Game
In a spatial evolutionary game contestants meet in contests at fixed grid positions and only interact with immediate neighbors. Shown here are the dynamics of a Hawk Dove contest, showing Hawk and Dove contestants as well as the changes of strategy taking place in the various cells

Spatial Games

Geographic factors in evolution include gene flow and horizontal gene transfer. Spatial game models represent geometry by putting contestants in a lattice of cells: contests take place only with immediate neighbours. Winning strategies take over these immediate neighbourhoods and then interact with adjacent neighbourhoods. This model is useful in showing how pockets of co-operators can invade and introduce altruism in the Prisoners Dilemma game, where Tit for Tat (TFT) is a Nash Equilibrium but NOT also an ESS. Spatial structure is sometimes abstracted into a general network of interactions. This is the foundation of evolutionary graph theory.

Effects of having information

In evolutionary game theory as in conventional Game Theory the effect of Signalling (the acquisition of information) is of critical importance, as in Indirect Reciprocity in Prisoners Dilemma (where contests between the SAME paired individuals are NOT repetitive). This models the reality of most normal social interactions which are non-kin related. Unless a probability measure of reputation is available in Prisoners Dilemma only direct reciprocity can be achieved. With this information indirect reciprocity is also supported.

Alternatively, agents might have access to an arbitrary signal initially uncorrelated to strategy but becomes correlated due to evolutionary dynamics. This is the green-beard effect (see side-blotched lizards, above) or evolution of ethnocentrism in humans. Depending on the game, it can allow the evolution of either cooperation or irrational hostility.

From molecular to multicellular level, a signaling game model with information asymmetry between sender and receiver might be appropriate, such as in mate attraction or evolution of translation machinery from RNA strings.

Finite populations

Many evolutionary games have been modelled in finite populations to see the effect this may have, for example in the success of mixed strategies.

Life history theory

From Wikipedia, the free encyclopedia

Life history theory is an analytical framework designed to study the diversity of life history strategies used by different organisms throughout the world, as well as the causes and results of the variation in their life cycles. It is a theory of biological evolution that seeks to explain aspects of organisms' anatomy and behavior by reference to the way that their life histories—including their reproductive development and behaviors, post-reproductive behaviors, and lifespan (length of time alive)—have been shaped by natural selection. A life history strategy is the "age- and stage-specific patterns" and timing of events that make up an organism's life, such as birth, weaning, maturation, death, etc. These events, notably juvenile development, age of sexual maturity, first reproduction, number of offspring and level of parental investment, senescence and death, depend on the physical and ecological environment of the organism.

The theory was developed in the 1950s and is used to answer questions about topics such as organism size, age of maturation, number of offspring, life span, and many others. In order to study these topics, life history strategies must be identified, and then models are constructed to study their effects. Finally, predictions about the importance and role of the strategies are made, and these predictions are used to understand how evolution affects the ordering and length of life history events in an organism's life, particularly the lifespan and period of reproduction. Life history theory draws on an evolutionary foundation, and studies the effects of natural selection on organisms, both throughout their lifetime and across generations. It also uses measures of evolutionary fitness to determine if organisms are able to maximize or optimize this fitness, by allocating resources to a range of different demands throughout the organism's life. It serves as a method to investigate further the "many layers of complexity of organisms and their worlds".

Organisms have evolved a great variety of life histories, from Pacific salmon, which produce thousands of eggs at one time and then die, to human beings, who produce a few offspring over the course of decades. The theory depends on principles of evolutionary biology and ecology and is widely used in other areas of science.

Brief history of field

Life history theory is seen as a branch of evolutionary ecology and is used in a variety of different fields. Beginning in the 1950s, mathematical analysis became an important aspect of research regarding LHT. There are two main focuses that have developed over time: genetic and phenotypic, but there has been a recent movement towards combining these two approaches.

Life cycle

All organisms follow a specific sequence in their development, beginning with gestation and ending with death, which is known as the life cycle. Events in between usually include birth, childhood, maturation, reproduction, and senescence, and together these comprise the life history strategy of that organism.

The major events in this life cycle are usually shaped by the demographic qualities of the organism. Some are more obvious shifts than others, and may be marked by physical changes—for example, teeth erupting in young children. Some events may have little variation between individuals in a species, such as length of gestation, but other events may show a lot of variation between individuals, such as age at first reproduction.

Life cycles can be divided into two major stages: growth and reproduction. These two cannot take place at the same time, so once reproduction has begun, growth usually ends. This shift is important because it can also affect other aspects of an organism's life, such as the organization of its group or its social interactions.

Each species has its own pattern and timing for these events, often known as its ontogeny, and the variety produced by this is what LHT studies. Evolution then works upon these stages to ensure that an organism adapts to its environment. For example, a human, between being born and reaching adulthood, will pass through an assortment of life stages, which include: birth, infancy, weaning, childhood and growth, adolescence, sexual maturation, and reproduction. All of these are defined in a specific biological way, which is not necessarily the same as the way that they are commonly used.

Darwinian fitness

In the context of evolution, fitness is determined by how the organism is represented in the future. Genetically, a fit allele outcompetes its rivals over generations. Often, as a shorthand for natural selection, researchers only assess the number of descendants an organism produces over the course of its life. Then, the main elements are survivorship and reproductive rate. This means that the organism's traits and genes are carried on into the next generation, and are presumed to contribute to evolutionary "success". The process of adaptation contributes to this "success" by impacting rates of survival and reproduction, which in turn establishes an organism's level of Darwinian fitness. In life history theory, evolution works on the life stages of particular species (e.g., length of juvenile period) but is also discussed for a single organism's functional, lifetime adaptation. In both cases, researchers assume adaptation—processes that establish fitness.

Traits

There are seven traits that are traditionally recognized as important in life history theory. The trait that is seen as the most important for any given organism is the one where a change in that trait creates the most significant difference in that organism's level of fitness. In this sense, an organism's fitness is determined by its changing life history traits. The way in which evolutionary forces act on these life history traits serves to limit the genetic variability and heritability of the life history strategies, although there are still large varieties that exist in the world.

List of traits

  1. size at birth
  2. growth pattern
  3. age and size at maturity
  4. number, size, and sex ratio of offspring
  5. age- and size-specific reproductive investments
  6. age- and size-specific mortality schedules
  7. length of life

Strategies

Combinations of these life history traits and life events create the life history strategies. As an example, Winemiller and Rose, as cited by Lartillot & Delsuc, propose three types of life history strategies in the fish they study: opportunistic, periodic, and equilibrium. These types of strategies are defined by the body size of the fish, age at maturation, high or low survivorship, and the type of environment they are found in. A fish with a large body size, a late age of maturation, and low survivorship, found in a seasonal environment, would be classified as having a periodic life strategy. The type of behaviors taking place during life events can also define life history strategies. For example, an exploitative life history strategy would be one where an organism benefits by using more resources than others, or by taking these resources from other organisms.

Characteristics

Life history characteristics are traits that affect the life table of an organism, and can be imagined as various investments in growth, reproduction, and survivorship.

The goal of life history theory is to understand the variation in such life history strategies. This knowledge can be used to construct models to predict what kinds of traits will be favoured in different environments. Without constraints, the highest fitness would belong to a Darwinian demon, a hypothetical organism for whom such trade-offs do not exist. The key to life history theory is that there are limited resources available, and focusing on only a few life history characteristics is necessary.

Examples of some major life history characteristics include:

  • Age at first reproductive event
  • Reproductive lifespan and ageing
  • Number and size of offspring

Variations in these characteristics reflect different allocations of an individual's resources (i.e., time, effort, and energy expenditure) to competing life functions. For any given individual, available resources in any particular environment are finite. Time, effort, and energy used for one purpose diminishes the time, effort, and energy available for another.

For example, birds with larger broods are unable to afford more prominent secondary sexual characteristics. Life history characteristics will, in some cases, change according to the population density, since genotypes with the highest fitness at high population densities will not have the highest fitness at low population densities. Other conditions, such as the stability of the environment, will lead to selection for certain life history traits. Experiments by Michael R. Rose and Brian Charlesworth showed that unstable environments select for flies with both shorter lifespans and higher fecundity—in unreliable conditions, it is better for an organism to breed early and abundantly than waste resources promoting its own survival.

Biological tradeoffs also appear to characterize the life histories of viruses, including bacteriophages.

Reproductive value and costs of reproduction

Reproductive value models the tradeoffs between reproduction, growth, and survivorship. An organism's reproductive value (RV) is defined as its expected contribution to the population through both current and future reproduction:

RV = Current Reproduction + Residual Reproductive Value (RRV)

The residual reproductive value represents an organism's future reproduction through its investment in growth and survivorship. The cost of reproduction hypothesis predicts that higher investment in current reproduction hinders growth and survivorship and reduces future reproduction, while investments in growth will pay off with higher fecundity (number of offspring produced) and reproductive episodes in the future. This cost-of-reproduction tradeoff influences major life history characteristics. For example, a 2009 study by J. Creighton, N. Heflin, and M. Belk on burying beetles provided "unconfounded support" for the costs of reproduction. The study found that beetles that had allocated too many resources to current reproduction also had the shortest lifespans. In their lifetimes, they also had the fewest reproductive events and offspring, reflecting how over-investment in current reproduction lowers residual reproductive value.

The related terminal investment hypothesis describes a shift to current reproduction with higher age. At early ages, RRV is typically high, and organisms should invest in growth to increase reproduction at a later age. As organisms age, this investment in growth gradually increases current reproduction. However, when an organism grows old and begins losing physiological function, mortality increases while fecundity decreases. This senescence shifts the reproduction tradeoff towards current reproduction: the effects of aging and higher risk of death make current reproduction more favorable. The burying beetle study also supported the terminal investment hypothesis: the authors found beetles that bred later in life also had increased brood sizes, reflecting greater investment in those reproductive events.

r/K selection theory

The selection pressures that determine the reproductive strategy, and therefore much of the life history, of an organism can be understood in terms of r/K selection theory. The central trade-off to life history theory is the number of offspring vs. the timing of reproduction. Organisms that are r-selected have a high growth rate (r) and tend to produce a high number of offspring with minimal parental care; their lifespans also tend to be shorter. r-selected organisms are suited to life in an unstable environment, because they reproduce early and abundantly and allow for a low survival rate of offspring. K-selected organisms subsist near the carrying capacity of their environment (K), produce a relatively low number of offspring over a longer span of time, and have high parental investment. They are more suited to life in a stable environment in which they can rely on a long lifespan and a low mortality rate that will allow them to reproduce multiple times with a high offspring survival rate.

Some organisms that are very r-selected are semelparous, only reproducing once before they die. Semelparous organisms may be short-lived, like annual crops. However, some semelparous organisms are relatively long-lived, such as the African flowering plant Lobelia telekii which spends up to several decades growing an inflorescence that blooms only once before the plant dies, or the periodical cicada which spends 17 years as a larva before emerging as an adult. Organisms with longer lifespans are usually iteroparous, reproducing more than once in a lifetime. However, iteroparous organisms can be more r-selected than K-selected, such as a sparrow, which gives birth to several chicks per year but lives only a few years, as compared to a wandering albatross, which first reproduces at ten years old and breeds every other year during its 40-year lifespan.

r-selected organisms usually:

  • mature rapidly and have an early age of first reproduction
  • have a relatively short lifespan
  • have a large number of offspring at a time, and few reproductive events, or are semelparous
  • have a high mortality rate and a low offspring survival rate
  • have minimal parental care/investment

K-selected organisms usually:

  • mature more slowly and have a later age of first reproduction
  • have a longer lifespan
  • have few offspring at a time and more reproductive events spread out over a longer span of time
  • have a low mortality rate and a high offspring survival rate
  • have high parental investment

Variation

Variation is a major part of what LHT studies, because every organism has its own life history strategy. Differences between strategies can be minimal or great. For example, one organism may have a single offspring while another may have hundreds. Some species may live for only a few hours, and some may live for decades. Some may reproduce dozens of times throughout their lifespan, and others may only reproduce one or twice.

Trade-offs

An essential component of studying life history strategies is identifying the trade-offs that take place for any given organism. Energy use in life history strategies is regulated by thermodynamics and the conservation of energy, and the "inherent scarcity of resources", so not all traits or tasks can be invested in at the same time. Thus, organisms must choose between tasks, such as growth, reproduction, and survival, prioritizing some and not others. For example, there is a trade-off between maximizing body size and maximizing lifespan, and between maximizing offspring size and maximizing offspring number. This is also sometimes seen as a choice between quantity and quality of offspring. These choices are the trade-offs that life history theory studies.

One significant trade off is between somatic effort (towards growth and maintenance of the body) and reproductive effort (towards producing offspring). Since an organism can't put energy towards doing these simultaneously, many organisms have a period where energy is put just toward growth, followed by a period where energy is focused on reproduction, creating a separation of the two in the life cycle. Thus, the end of the period of growth marks the beginning of the period of reproduction. Another fundamental trade-off associated with reproduction is between mating effort and parenting effort. If an organism is focused on raising its offspring, it cannot devote that energy to pursuing a mate.

An important trade-off in the dedication of resources to breeding has to do with predation risk: organisms that have to deal with an increased risk of predation often invest less in breeding. This is because it is not worth as much to invest a lot in breeding when the benefit of such investment is uncertain.

These trade-offs, once identified, can then be put into models that estimate their effects on different life history strategies and answer questions about the selection pressures that exist on different life events. Over time, there has been a shift in how these models are constructed. Instead of focusing on one trait and looking at how it changed, scientists are looking at these trade-offs as part of a larger system, with complex inputs and outcomes.

Constraints

The idea of constraints is closely linked to the idea of trade-offs discussed above. Because organisms have a finite amount of energy, the process of trade-offs acts as a natural limit on the organism's adaptations and potential for fitness. This occurs in populations as well. These limits can be physical, developmental, or historical, and they are imposed by the existing traits of the organism.

Optimal life-history strategies

Populations can adapt and thereby achieve an "optimal" life history strategy that allows the highest level of fitness possible (fitness maximization). There are several methods from which to approach the study of optimality, including energetic and demographic. Achieving optimal fitness also encompasses multiple generations, because the optimal use of energy includes both the parents and the offspring. For example, "optimal investment in offspring is where the decrease in total number of offspring is equaled by the increase of the number who survive".

Optimality is important for the study of life history theory because it serves as the basis for many of the models used, which work from the assumption that natural selection, as it works on a life history traits, is moving towards the most optimal group of traits and use of energy. This base assumption, that over the course of its life span an organism is aiming for optimal energy use, then allows scientists to test other predictions. However, actually gaining this optimal life history strategy cannot be guaranteed for any organism.

Allocation of resources

An organism's allocation of resources ties into several other important concepts, such as trade-offs and optimality. The best possible allocation of resources is what allows an organism to achieve an optimal life history strategy and obtain the maximum level of fitness, and making the best possible choices about how to allocate energy to various trade-offs contributes to this. Models of resource allocation have been developed and used to study problems such as parental involvement, the length of the learning period for children, and other developmental issues. The allocation of resources also plays a role in variation, because the different resource allocations by different species create the variety of life history strategies.

Capital and income breeding

The division of capital and income breeding focuses on how organisms use resources to finance breeding, and how they time it. In capital breeders, resources collected before breeding are used to pay for it, and they breed once they reach a body-condition threshold, which decreases as the season progresses. Income breeders, on the other hand, breed using resources that are generated concurrently with breeding, and time that using the rate of change in body-condition relative to multiple fixed thresholds. This distinction, though, is not necessarily a dichotomy; instead, it is a spectrum, with pure capital breeding lying on one end, and pure income breeding on the other.

Capital breeding is more often seen in organisms that deal with strong seasonality. This is because when offspring value is low, yet food is abundant, building stores to breed from allows these organisms to achieve higher rates of reproduction than they otherwise would have. In less seasonal environments, income breeding is likely to be favoured because waiting to breed would not have fitness benefits.

Phenotypic plasticity

Phenotypic plasticity focuses on the concept that the same genotype can produce different phenotypes in response to different environments. It affects the levels of genetic variability by serving as a source of variation and integration of fitness traits.

Determinants

Many factors can determine the evolution of an organism's life history, especially the unpredictability of the environment. A very unpredictable environment—one in which resources, hazards, and competitors may fluctuate rapidly—selects for organisms that produce more offspring earlier in their lives, because it is never certain whether they will survive to reproduce again. Mortality rate may be the best indicator of a species' life history: organisms with high mortality rates—the usual result of an unpredictable environment—typically mature earlier than those species with low mortality rates, and give birth to more offspring at a time. A highly unpredictable environment can also lead to plasticity, in which individual organisms can shift along the spectrum of r-selected vs. K-selected life histories to suit the environment.

Human life history

In studying humans, life history theory is used in many ways, including in biology, psychology, economics, anthropology, and other fields. For humans, life history strategies include all the usual factors—trade-offs, constraints, reproductive effort, etc.—but also includes a culture factor that allows them to solve problems through cultural means in addition to through adaptation. Humans also have unique traits that make them stand out from other organisms, such as a large brain, later maturity and age of first reproduction, a long lifespan, and a high level of reproduction, often supported by fathers and older (post-menopausal) relatives. There are a variety of possible explanations for these unique traits. For example, a long juvenile period may have been adapted to support a period of learning the skills needed for successful hunting and foraging. This period of learning may also explain the longer lifespan, as a longer amount of time over which to use those skills makes the period needed to acquire them worth it. Cooperative breeding and the grandmothering hypothesis have been proposed as the reasons that humans continue to live for many years after they are no longer capable of reproducing. The large brain allows for a greater learning capacity, and the ability to engage in new behaviors and create new things. The change in brain size may have been the result of a dietary shift—towards higher quality and difficult to obtain food sources—or may have been driven by the social requirements of group living, which promoted sharing and provisioning. Recent authors, such as Kaplan, argue that both aspects are probably important. Research has also indicated that humans may pursue different reproductive strategies.

Tools used

Perspectives

Life history theory has provided new perspectives in understanding many aspects of human reproductive behavior, such as the relationship between poverty and fertility. A number of statistical predictions have been confirmed by social data and there is a large body of scientific literature from studies in experimental animal models, and naturalistic studies among many organisms.

Criticism

The claim that long periods of helplessness in young would select for more parenting effort in protecting the young at the same time as high levels of predation would select for less parenting effort is criticized for assuming that absolute chronology would determine direction of selection. This criticism argues that the total amount of predation threat faced by the young has the same effective protection need effect no matter if it comes in the form of a long childhood and far between the natural enemies or a short childhood and closely spaced natural enemies, as different life speeds are subjectively the same thing for the animals and only outwardly looks different. One cited example is that small animals that have more natural enemies would face approximately the same number of threats and need approximately the same amount of protection (at the relative timescale of the animals) as large animals with fewer natural enemies that grow more slowly (e.g. that many small carnivores that could not eat even a very young human child could easily eat multiple very young blind meerkats). This criticism also argues that when a carnivore eats a batch stored together, there is no significant difference in the chance of one surviving depending on the number of young stored together, concluding that humans do not stand out from many small animals such as mice in selection for protecting helpless young.

There is criticism of the claim that menopause and somewhat earlier age-related declines in female fertility could co-evolve with a long term dependency on monogamous male providers who preferred fertile females. This criticism argues that the longer the time the child needed parental investment relative to the lifespans of the species, the higher the percentage of children born would still need parental care when the female was no longer fertile or dramatically reduced in her fertility. These critics argue that unless male preference for fertile females and ability to switch to a new female was annulled, any need for a male provider would have selected against menopause to use her fertility to keep the provider male attracted to her, and that the theory of monogamous fathers providing for their families therefore cannot explain why menopause evolved in humans.

One criticism of the notion of a trade-off between mating effort and parenting effort is that in a species in which it is common to spend much effort on something other than mating, including but not exclusive to parenting, there is less energy and time available for such for the competitors as well, meaning that species-wide reductions in the effort spent at mating does not reduce the ability of an individual to attract other mates. These critics also criticize the dichotomy between parenting effort and mating effort for missing the existence of other efforts that take time from mating, such as survival effort which would have the same species-wide effects.

There are also criticisms of size and organ trade-offs, including criticism of the claim of a trade-off between body size and longevity that cites the observation of longer lifespans in larger species, as well as criticism of the claim that big brains promoted sociality citing primate studies in which monkeys with large portions of their brains surgically removed remained socially functioning though their technical problem solving deteriorated in flexibility, computer simulations of chimpanzee social interaction showing that it requires no complex cognition, and cases of socially functioning humans with microcephalic brain sizes.

 

r/K selection theory

From Wikipedia, the free encyclopedia
 
A North Atlantic right whale with solitary calf. Whale reproduction follows a K-selection strategy, with few offspring, long gestation, long parental care, and a long period until sexual maturity.

In ecology, r/K selection theory relates to the selection of combinations of traits in an organism that trade off between quantity and quality of offspring. The focus on either an increased quantity of offspring at the expense of individual parental investment of r-strategists, or on a reduced quantity of offspring with a corresponding increased parental investment of K-strategists, varies widely, seemingly to promote success in particular environments. The concepts of quantity or quality offspring are sometimes referred to as "cheap" or "expensive", a comment on the expendable nature of the offspring and parental commitment made. The stability of the environment can predict if many expendable offspring are made or if fewer offspring of higher quality would lead to higher reproductive success. An unstable environment would encourage the parent to make many offspring, because the likelihood of all of the majority of them surviving to adulthood is slim. In contrast, more stable environments allow parents to confidently invest in one offspring because they are more likely to survive to adulthood.

The terminology of r/K-selection was coined by the ecologists Robert MacArthur and E. O. Wilson in 1967 based on their work on island biogeography; although the concept of the evolution of life history strategies has a longer history (see e.g. plant strategies).

The theory was popular in the 1970s and 1980s, when it was used as a heuristic device, but lost importance in the early 1990s, when it was criticized by several empirical studies. A life-history paradigm has replaced the r/K selection paradigm but continues to incorporate many of its important themes.

Overview

A litter of mice with their mother. The reproduction of mice follows an r-selection strategy, with many offspring, short gestation, less parental care, and a short time until sexual maturity.

In r/K selection theory, selective pressures are hypothesised to drive evolution in one of two generalized directions: r- or K-selection. These terms, r and K, are drawn from standard ecological algebra as illustrated in the simplified Verhulst model of population dynamics:

where N is the population, r is the maximum growth rate, K is the carrying capacity of the local environment, and dN/dt, the derivative of N with respect to time t, is the rate of change in population with time. Thus, the equation relates the growth rate of the population N to the current population size, incorporating the effect of the two constant parameters r and K. (Note that decrease is negative growth.) The choice of the letter K came from the German Kapazitätsgrenze (capacity limit), while r came from rate.

r-selection

r-selected species are those that emphasize high growth rates, typically exploit less-crowded ecological niches, and produce many offspring, each of which has a relatively low probability of surviving to adulthood (i.e., high r, low K). A typical r species is the dandelion (genus Taraxacum).

In unstable or unpredictable environments, r-selection predominates due to the ability to reproduce rapidly. There is little advantage in adaptations that permit successful competition with other organisms, because the environment is likely to change again. Among the traits that are thought to characterize r-selection are high fecundity, small body size, early maturity onset, short generation time, and the ability to disperse offspring widely.

Organisms whose life history is subject to r-selection are often referred to as r-strategists or r-selected. Organisms that exhibit r-selected traits can range from bacteria and diatoms, to insects and grasses, to various semelparous cephalopods and small mammals, particularly rodents. As with K-selection, below, the r/K paradigm (Differential K theory) has controversially been associated with human behavior and separately evolved populations.

K-selection

A Bald eagle, an individual of a typical K-strategist species. K-strategists have longer life expectancies, produce relatively fewer offspring and tend to be altricial, requiring extensive care by parents when young.

By contrast, K-selected species display traits associated with living at densities close to carrying capacity and typically are strong competitors in such crowded niches, that invest more heavily in fewer offspring, each of which has a relatively high probability of surviving to adulthood (i.e., low r, high K). In scientific literature, r-selected species are occasionally referred to as "opportunistic" whereas K-selected species are described as "equilibrium".

In stable or predictable environments, K-selection predominates as the ability to compete successfully for limited resources is crucial and populations of K-selected organisms typically are very constant in number and close to the maximum that the environment can bear (unlike r-selected populations, where population sizes can change much more rapidly).

Traits that are thought to be characteristic of K-selection include large body size, long life expectancy, and the production of fewer offspring, which often require extensive parental care until they mature. Organisms whose life history is subject to K-selection are often referred to as K-strategists or K-selected. Organisms with K-selected traits include large organisms such as elephants, humans, and whales, but also smaller long-lived organisms such as Arctic terns, parrots and eagles.

Continuous spectrum

Although some organisms are identified as primarily r- or K-strategists, the majority of organisms do not follow this pattern. For instance, trees have traits such as longevity and strong competitiveness that characterise them as K-strategists. In reproduction, however, trees typically produce thousands of offspring and disperse them widely, traits characteristic of r-strategists.

Similarly, reptiles such as sea turtles display both r- and K-traits: although sea turtles are large organisms with long lifespans (provided they reach adulthood), they produce large numbers of unnurtured offspring.

The r/K dichotomy can be re-expressed as a continuous spectrum using the economic concept of discounted future returns, with r-selection corresponding to large discount rates and K-selection corresponding to small discount rates.

Ecological succession

In areas of major ecological disruption or sterilisation (such as after a major volcanic eruption, as at Krakatoa or Mount St. Helens), r- and K-strategists play distinct roles in the ecological succession that regenerates the ecosystem. Because of their higher reproductive rates and ecological opportunism, primary colonisers typically are r-strategists and they are followed by a succession of increasingly competitive flora and fauna. The ability of an environment to increase energetic content, through photosynthetic capture of solar energy, increases with the increase in complex biodiversity as r species proliferate to reach a peak possible with K strategies.

Eventually a new equilibrium is approached (sometimes referred to as a climax community), with r-strategists gradually being replaced by K-strategists which are more competitive and better adapted to the emerging micro-environmental characteristics of the landscape. Traditionally, biodiversity was considered maximized at this stage, with introductions of new species resulting in the replacement and local extinction of endemic species. However, the intermediate disturbance hypothesis posits that intermediate levels of disturbance in a landscape create patches at different levels of succession, promoting coexistence of colonizers and competitors at the regional scale.

Application

While usually applied at the level of species, r/K selection theory is also useful in studying the evolution of ecological and life history differences between subspecies, for instance the African honey bee, A. m. scutellata, and the Italian bee, A. m. ligustica. At the other end of the scale, it has also been used to study the evolutionary ecology of whole groups of organisms, such as bacteriophages. Other researchers have proposed that the evolution of human inflammatory responses is related to r/K selection.

Some researchers, such as Lee Ellis, J. Philippe Rushton, and Aurelio José Figueredo, have applied r/K selection theory to various human behaviors, including crime, sexual promiscuity, fertility, IQ, and other traits related to life history theory. Rushton's work resulted in him developing "differential K theory" to attempt to explain many variations in human behavior across geographic areas, a theory which has been criticized by many other researchers.

Status

Although r/K selection theory became widely used during the 1970s, it also began to attract more critical attention. In particular, a review by the ecologist Stephen C. Stearns drew attention to gaps in the theory, and to ambiguities in the interpretation of empirical data for testing it.

In 1981, a review of the r/K selection literature by Parry demonstrated that there was no agreement among researchers using the theory about the definition of r- and K-selection, which led him to question whether the assumption of a relation between reproductive expenditure and packaging of offspring was justified. A 1982 study by Templeton and Johnson showed that in a population of Drosophila mercatorum under K-selection the population actually produced a higher frequency of traits typically associated with r-selection. Several other studies contradicting the predictions of r/K selection theory were also published between 1977 and 1994.

When Stearns reviewed the status of the theory in 1992, he noted that from 1977 to 1982 there was an average of 42 references to the theory per year in the BIOSIS literature search service, but from 1984 to 1989 the average dropped to 16 per year and continued to decline. He concluded that r/K theory was a once useful heuristic that no longer serves a purpose in life history theory.

More recently, the panarchy theories of adaptive capacity and resilience promoted by C. S. Holling and Lance Gunderson have revived interest in the theory, and use it as a way of integrating social systems, economics and ecology.

Writing in 2002, Reznick and colleagues reviewed the controversy regarding r/K selection theory and concluded that:

The distinguishing feature of the r- and K-selection paradigm was the focus on density-dependent selection as the important agent of selection on organisms' life histories. This paradigm was challenged as it became clear that other factors, such as age-specific mortality, could provide a more mechanistic causative link between an environment and an optimal life history (Wilbur et al. 1974; Stearns 1976, 1977). The r- and K-selection paradigm was replaced by new paradigm that focused on age-specific mortality (Stearns, 1976; Charlesworth, 1980). This new life-history paradigm has matured into one that uses age-structured models as a framework to incorporate many of the themes important to the rK paradigm.

— Reznick, Bryant and Bashey, 2002

Alternative approaches are now available both for studying life history evolution (e.g. Leslie matrix for an age-structured population) and for density-dependent selection (e.g. variable density lottery model).

 

Political psychology

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