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    Analytical Solutions of N-Person Games

    MIKLOS N. SZILAGYI

    Department of Electrical and Computer Engineering, University of Arizona, Tucson, Arizona 85721

    Received May 27, 2011; revised September 25, 2011; accepted November 1, 2011

    The possibility of analytical solutions of N-person games is presented. A simple formula provides valuable in-formation about the outcomes of such games with linear payoff functions and Pavlovian agents. Experiments

    performed with our simulation tool for the multiagent stag hunt dilemma game are presented. For the case

    of Pavlovian agents the game has nontrivial but remarkably regular solutions. If both payoff functions are

    linear and the real solutions of Eq. (2) are both positive, then the analytical solutions are remarkably accu-

    rate. 2012 Wiley Periodicals, Inc. Complexity 17: 5462, 2012

    Key Words: agent-based simulation; N-person games; stag hunt dilemma

    1. INTRODUCTION

    We will consider N-person games in which each par-

    ticipant has a choice between two actions. The

    participants can be individuals, collectives of per-

    sons, organizations, or even computer programs. We sim-

    ply call them agents.

    Usually these two actions are cooperating with each

    other for the common good or defecting (following their

    selfish short-term interests). As a result of its choice, each

    agent receives a reward or punishment (payoff) that is de-

    pendent on its choice as well as the choices of all the

    others. Their decisions to cooperate or defect will accumu-

    late over time to produce a result that will determine the

    success or failure of the given artificial society.Our agent-based simulation tool developed for social

    and economic experiments with a large number of deci-

    sion-makers operating in a stochastic environment [1]

    makes it possible to simulate any iterated N-person gamewith a wide range of user-defined parameters. It is a genu-

    ine multiagent tool and it is quite different from programs

    analyzing repeated two-person games. It is suitable for an

    unlimited number of agents with various personalities. We

    were able to perform interesting nontrivial experiments

    with this tool [28].

    The agents are described as stochastic learning cellular

    automata, i.e., as combinations of cellular automata [9, 10]

    and stochastic learning automata [11, 12]. The cellular au-

    tomaton format describes the environment in which the

    agents interact. In our model, this environment is not lim-

    ited to the agents immediate neighbors. The number of

    neighborhood layers around each agent and the agentslocation determine the number of its neighbors. The depth

    of agent As neighborhood is defined as the maximum dis-

    tance, in three orthogonal directions, that agent B can be

    from agent A and still be in its neighborhood. An agent at

    the edge or in the corner of the available space has fewer

    neighbors than one in the middle. The neighborhood may

    extend to the entire array of agents. In this case the agents

    interact with all other agents simultaneously.

    Correspondance to: Miklos N. Szilagyi, Department of Elec-

    trical and Computer Engineering, University of Arizona,

    Tucson, Arizona 85721 (e-mail: [email protected])

    54 C O M P L E X I T Y Q 2012 Wiley Periodicals, Inc., Vol. 17, No. 4DOI 10.1002/cplx.21385

    Published online 13 February 2012 in Wiley Online Library(wileyonlinelibrary.com)

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    As it is a realistic simulation model of any N-person

    game, the user is able to define parameters such as the

    size and shape of the simulation environment, the payoff

    functions, updating schemes for subsequent actions, per-

    sonalities of the agents, and the definition of the neighbor-

    hood.

    Our simulation environment is a two-dimensional array

    of the participating agents. The aggregate cooperation pro-

    portion changes over subsequent iterations. At each itera-

    tion, every agent chooses an action according to the payoffreceived for its previous action. The updating occurs

    simultaneously for all agents.

    In an iterative game the aggregate cooperation propor-

    tion changes in time, i.e., over subsequent iterations. The

    agents take actions according to probabilities updated on

    the basis of the reward/penalty received for their previous

    actions and of their personalities. The updating scheme

    may be different for different agents. This means that

    agents with completely different personalities can be

    allowed to interact with each other in the same experi-

    ment. Agents with various personalities and various initial

    states and actions can be placed anywhere in the array.

    The response of the environment is influenced by theactions of all participating agents.

    The updated probabilities lead to new decisions by the

    agents that are rewarded/penalized by the environment.

    With each iteration, the software tool draws the array of

    agents in a window on the computers screen, with each

    agent in the array colored according to its most recent

    action. The experimenter can view and record the evolu-

    tion of the society of agents as it changes in time. After a

    certain number of iterations the proportion of cooperators

    stabilizes to either a constant value or oscillates around

    such a value.

    When everything else is fixed, the payoff (reward/pen-

    alty) functions determine the game. The payoff functions

    are given as two curves: one (C) for a cooperator and

    another (D) for a defector. The payoff to each agent

    depends on its choice, on the distribution of other players

    among cooperators and defectors, and also on the proper-

    ties of the environment. The payoff curves are functions of

    the ratio of cooperators to the total number of neighbors

    (Figure 1). The freedom of using arbitrary functions for

    the determination of the reward/penalty system makes it

    possible to simulate a wide range of games and other

    social situations, including those where the two curves

    intersect each other.

    There are an infinite variety of payoff curves. In addition,

    stochastic factors can be specified to represent stochastic

    responses from the environment. Zero stochastic factors

    mean a deterministic environment. Even in the almost triv-

    ial case when both payoff curves are straight lines and the

    stochastic factors are both zero, four parameters specify the

    environment. Attempts to describe it with a single variable

    [13, 14] are certainly too simplistic. The relative position of

    the two payoff curves with respect to each other does not

    always determine the outcome of the game. Ordinal prefer-

    ence is not enough to represent the payoff functions: the

    actual amounts of reward and punishment may be as im-

    portant as the relative situation of the two curves.

    The horizontal axis x in Figure 1 represents the number

    of cooperators related to the total number of agents. We

    will assume that the payoffs are linear functions of this ra-

    tio for both choices and the game is uniform, i.e., the pay-off functions are the same for all agents.

    Point P corresponds to the punishment when all agents

    defect, R is the reward when all agents cooperate, T is the

    temptation to defect when everybody else cooperates, and

    S is the suckers payoff for cooperating when everyone else

    defects. C(0) and D(1) are impossible by definition, but we

    will follow the generally accepted notation by extending

    both lines to the full range of 0x1 and denoting C(0) 5

    S and D(1) 5 T that makes it simpler to define the payoff

    functions. For large number of agents this extension is not

    even noticeable.

    We connect by straight lines point S with point R

    (cooperators payoff function C) and point P with point T(defectors payoff function D). Thus the payoff to each

    agent depends on its choice and on the distribution of

    other players among cooperators and defectors.

    There are 4! 5 24 different orderings of the values of P,

    R, S, and T. Each of them represents a different type of

    game. For the payoff functions shown in Figure 1, we have

    S< P< T< R (1)

    FIGURE 1

    Payoff (reward/penalty) functions for cooperators (C) and defectors

    (D). The horizontal axis (x) represents the ratio of the number of

    cooperators to the total number of agents; the vertical axis is the

    reward/penalty provided by the environment. In this figure, C(x) 5

    22 1 4x and D(x) 5 21 1 2x (stag hunt dilemma).

    Q 2012 Wiley Periodicals, Inc. C O M P L E X I T Y 55DOI 10.1002/cplx

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    that represents the N-person stag hunt dilemma, also

    known as assurance game, coordination game, and trust

    dilemma. The two payoff functions intersect each other in

    this case.

    It is a social dilemma, because R> S and T> P simul-

    taneously [15]. The two-person stag hunt dilemma and its

    applications have been studied in the literature [16].

    Pacheco et al. published a mathematical analysis of the N-

    person case in 2009 [17] but without using any payoff

    functions.

    We assume that the agents are distributed in and fully

    occupy a finite two-dimensional space, the updates are si-

    multaneous, the agents have no goals, know nothing about

    each other, and they cannot refuse participation in any

    iteration. This restriction leaves the problems of payoff

    curves, neighborhood, and personalities open for investi-

    gation.

    The outcome of the game strongly depends on the per-

    sonalities of the agents. We use the term personality in

    the sense of decision heuristics (repeated-game strategies),

    to represent the fact that different agents react differently

    to the same stimulus from their environment. For exam-

    ple, agents with short-term rationality will always choose

    defection; benevolent agents will ignore their short-term

    interests and will all cooperate, etc.

    This is one of the most important characteristics of the

    game. Personalities of the agents may represent genetic as

    well as cultural differences between them. The psychologi-

    cal literature on the impact of personalities in social

    dilemmas is summarized in [18].

    Personalities are usually neglected in the literature. We

    have considered N-person Prisoners Dilemmas with various

    personalities of the participating agents. Different agents mayhave quite different personalities in the same experiment [2].

    The agents personalities may also change in time based on

    the influences by other agents. We used five personality com-

    ponents to represent human behavior in [19].

    In the present work we investigate analytical solutions

    for N-person games with crossing payoff functions and

    Pavlovian agents.

    2. ANALYTICAL SOLUTION

    One of the simplest and most important personality profiles

    is the Pavlovian with a linear updating scheme. The agents

    probability of choosing the previously chosen action again

    changes by an amount proportional to its reward or penaltyfor its previous action (the coefficient of proportionality is

    called the learning rate). Of course, the probabilities always

    remain in the interval between 0 and 1.

    These agents are primitive enough not to know any-

    thing about their rational choices but they have enough

    intelligence to learn a behavior according to Thorndikes

    law: if an action is followed by a satisfactory state of

    affairs, then the tendency of the agent to produce that

    particular action is reinforced [20]. This law was confirmed

    by Pavlovs experiments.

    Pavlovian agents behavior is determined by stochastic

    learning rules that provide more powerful and realistic

    results than the deterministic rules usually used in cellu-

    lar automata. Stochastic learning means that behavior is

    not determined but only shaped by its consequences,

    i.e., an action of the agent will be more probable but

    still not certain after a favorable response from the envi-

    ronment.

    Kraines and Kraines [21], Macy [22], Flache and Hegsel-

    mann [23], and others used such agents for the investiga-

    tion of iterated two-person games.

    Pavlovian solutions can be predicted for any situa-

    tion. We have developed an algorithm that accurately

    predicts the final aggregate outcome for any combina-

    tion of Pavlovian agents and any payoff functions [5].

    The predictions are exact for an infinite number of

    agents but the experimental results of the simulation

    approximate the predictions very closely even for a few

    hundred agents.

    An even more convenient approach is to use an analyt-

    ical formula for the prediction of the solutions. Let us

    assume that in a society of N Pavlovian agents the neigh-

    borhood is the entire collective of agents, the ratio of

    cooperators is x, and the ratio of defectors is (1 2 x) at a

    certain time. We have shown [3] that when the coopera-

    tors receive the same total payoff as the defectors, i.e.,

    x Cx 1 xDx; (2)

    an equilibrium occurs. This may happen if C(x) and D(x)

    are either both negative or both positive. In the first case,astable equilibrium was observed. In the second case, an

    unstable equilibrium occurred.

    In case of linear payoff functions the equilibrium

    equation is quadratic. If its solutions are real, they are

    x1 (stable attractor) and x2 (unstable repulsor). When

    the initial cooperation ratio is below x2, the solution of

    the game converges toward x1 as an oscillation while it

    stabilizes exactly when the initial cooperation ratio is

    above x2. The latter case does not result in the aggregate

    cooperation proportion converging to 1, as one would

    expect. This is because, for an individual agent that

    started off as a defector, there is always some likelihood

    that the agent will continue to defect. This probability isinitially small but continues to increase if the agent is

    always rewarded for defecting. If the number of agents

    is sufficiently large, then there will be some agents that

    continue to defect until their cooperation probability

    reaches zero due to the successive rewards they have

    received, and these agents will defect forever. In case of

    complex solutions, Eq. (2) does not give any information

    about the game.

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    Naturally, the results are strongly dependent on the

    payoff functions. In case of Pavlovian agents the relative

    situation of the two payoff curves with respect to each

    other does not determine the outcome of the game. It is

    equally important to know the actual values of the payoffs.

    We have performed numerous experiments with our

    simulation tool for N-person games with crossing payoff

    functions. There are 12 different such games [6]. For the

    sake of space economy we will show the results using the

    example of the N-person Stag Hunt dilemma only. When

    the agents have Pavlovian personalities, the following

    cases are possible for the application of Eq. (2):

    a. Both curves are positive for any value of x. In this case

    only the unstable equilibrium exists and the solution of

    the game depends on the value of this equilibrium and

    on the initial ratio of cooperators. When the initial

    cooperation ratio is below x2, the solution of the game

    stabilizes at a lower value between zero and x2. When

    the initial cooperation ratio is above x2, the final stable

    ratio has a higher value between x2 and 1.

    b. Both C(x) and D(x) are negative for all values of x. In

    this case only the stable equilibrium exists and the so-

    lution of the game always converges to x1.

    c. The C(x) curve is entirely positive but D(x) changessign from negative to positive as the value of x grows or

    the D(x) curve is entirely positive and C(x) changes

    sign. The situation is similar to case (a). The only differ-

    ence is that in this case the region where both C(x) and

    D(x) are positive may be too narrow to produce a solu-

    tion according to Eq. (2).

    d. The C(x) curve is entirely negative but D(x) changes

    sign from negative to positive as the value of x grows

    or the D(x) curve is entirely negative but C(x)

    changes sign. The situation is similar to case (b).

    However, the region where both C(x) and D(x) are

    negative may be too narrow to produce a solution

    according to Eq. (2).

    The most interesting case is when both C(x) and D(x)

    change sign. In this case both equilibria exist and Eq. (2)

    always works.

    For the payoff functions of Figure 1 the solutions are x15 1/3 (stable attractor) and x2 5 1/2 (unstable repulsor).

    This corresponds to case (e) (see the discussion above).

    Simulation results are shown in Figure 2. The graphs rep-

    resent the proportions of cooperating agents as functions

    of the number of iterations for different initial cooperation

    ratios x0. We see that Eq. (2) works perfectly. After about

    60 iterations the trajectories start to oscillate around x1 for

    any value of x0 in the interval 0 x0 < x2. If x0 > x2, the

    stable solution appears at about the 30th iteration at a

    value below 1.

    Let us start moving both payoff functions up together.

    If C 5 21 1 4x and D 5 2x, the solutions of Eq. (2) are x15 0 and x2 5 1/2. This is case (c). Figure 3 shows the sim-

    ulation results. In this case the trajectories are always sta-

    ble and they are different from the previous case. In the

    interval 0 x0 < x3 the solutions of the game are zero as

    required by Eq. (2). The value of x3 is about 0.45. However,

    in the region x3 < x0 < x2 the solutions are below x3 but

    well above zero and they depend on the value of x0. If x0

    > x2, the stable solutions are now much further from the

    total cooperation than in the previous case.

    FIGURE 2

    Evolution of the game for the case when all agents are Pavlovian,

    Figure 1 gives the payoff curves, and the neighborhood is the entire

    collective of agents. The graphs show the proportions of cooperat-

    ing agents as functions of the number of iterations. The initial

    cooperation ratios from top to bottom curves are 0.51, 0.49, and

    0.00, respectively.

    FIGURE 3

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 21 1 4x and D(x) 5 2x. The graphs show the

    proportions of cooperating agents as functions of the number of

    iterations. The initial cooperation ratios from top to bottom curves

    are 0.60, 0.55, 0.51, 0.49, 0.48, 0.45, and 0.40, respectively.

    Q 2012 Wiley Periodicals, Inc. C O M P L E X I T Y 57DOI 10.1002/cplx

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    Moving further in the same direction, we find trajecto-

    ries shown in Figure 4 when C 5 20.8 1 4x and D 5 0.2

    1 2x. In this case x1 5 20.067 and x2 5 1/2. The negative

    value of x1 points to the fact that in this case there is no

    such region in the interval 0 x 1 where both functions

    would be simultaneously negative (by definition x is

    always positive). This is still case (c) and the simulation

    results are similar to the previous case.

    Figure 5 refers to the case when C 5 4x and D 5 1 1

    2x. Now x1 5 21/3 and x2 5 1/2. The behavior of the tra-

    jectories follows the previous trend even stronger. When

    we move to C 5 1 1 4x and D 5 2 1 2x, we have x1 5

    22/3 and x2 5 1/2. The behavior of the trajectories corre-

    sponds to case (a). Equation (2) is of little use in this case

    (Figure 6).

    Let us reverse the direction now and move both pay-

    off functions down together. When C 5 23 1 4x, D 5

    22 1 2x the solutions are x1 5 1/2 and x2 5 2/3. This is

    case (d). Figure 7 shows that the trajectories strictly

    FIGURE 4

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 20.8 1 4x and D(x) 5 0.2 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to

    bottom curves are 0.55, 0.49, 0.48, and 0.45, respectively.

    FIGURE 5

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 4x and D(x) 5 1 1 2x. The graphs show the

    proportions of cooperating agents as functions of the number of

    iterations. The initial cooperation ratios from top to bottom curves

    are 0.55, 0.49, 0.48, 0.45, 0.40, 0.35, and 0.30, respectively.

    FIGURE 6

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 1 1 4x and D(x) 5 2 1 2x. The graphs show

    the proportions of cooperating agents as functions of the number of

    iterations. The initial cooperation ratios from top to bottom curves

    are 0.55, 0.49, 0.48, 0.45, 0.40, 0.35, 0.30, 0.25, and 0.20,

    respectively.

    FIGURE 7

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 23 1 4x and D(x) 5 22 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to bot-

    tom curves are 0.67, 0.66, and 0.00, respectively.

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    follow Eq. (2). When x0 > x2, all agents cooperate in this

    case.

    The next step is C 5 24 1 4x, D 5 23 1 2x. The solu-

    tions are x1 5 1/2 and x2 5 1. This is the limit of case (b)

    because C 5 0 at x 5 1. In this case only the stable equi-

    librium exists and the solutions all converge to x1, inde-

    pendent of the value of x0 (Figure 8).

    Going one step further, we arrive at C 5 25 1 4x, D 5

    24 1 2x. The solutions are x1 5 1/2 and x2 5 4/3 reflect-

    ing the fact that this is case (b). There is no such region in

    the interval 0 x 1 where both functions would be

    simultaneously positive. The trajectories strictly follow Eq.

    (2) for any value of x0 (Figure 9).

    If we jump down to C 5 210 1 4x, D 5 29 1 2x, the

    solutions are x1 5 1/2 and x2 5 3. We observe the emer-

    gence of wild oscillations of the trajectories during the first

    ten iterations, after which the trajectories settle down to x1

    for any value of x0 (Figure 10).

    FIGURE 8

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 24 1 4x and D(x) 5 23 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to

    bottom curves are 0.99 and 0.00, respectively.

    FIGURE 9

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 25 1 4x and D(x) 5 24 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to

    bottom curves are 1.00 and 0.00, respectively.

    FIGURE 10

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 210 1 4x and D(x) 5 29 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to bot-

    tom curves are 1.00 and 0.00, respectively.

    FIGURE 11

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 22 1 2x and D(x) 5 21 1 x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to bot-

    tom curves are 0.99 and 0.00, respectively.

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    Let us now change the slopes of both payoff functions

    simultaneously by varying the value of b in the following

    formulae:

    C 2 2b x

    D 1 b x(3)

    The solutions of Eq. (2) are simply 1/3 and 1/b for this

    case.

    If b < 3, then x1 5 1/3 and x2 5 1/b. Let us choose b 5

    1 which is the limiting case of this game. This is case (b).

    All trajectories converge to x1 (Figure 11).

    If b 5 3, the two solutions coincide: x1 5 x2 5 1/3.

    This is case (e). Three trajectories are shown in

    Figure 12.

    If b > 3, then x1 5 1/b and x2 5 1/3. Let us choose b 5

    5. This is again case (e) but with only a small region where

    both payoff functions are negative. Therefore, the trajecto-

    FIGURE 13

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 22 1 10x and D(x) 5 21 1 5x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to

    bottom curves are 0.40, 0.32, 0.25, and 0.00, respectively.

    FIGURE 12

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 22 1 6x and D(x) 5 21 1 3x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to bot-

    tom curves are 0.40, 0.32, and 0.00, respectively.

    FIGURE 15

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 22 1 4x and D(x) 5 21.07 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to bot-

    tom curves are 0.45, 0.43, and 0.00, respectively.

    FIGURE 14

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 22 1 4x and D(x) 5 21.1 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to bot-

    tom curves are 0.80, 0.60, 0.40, 0.20, and 0.00, respectively.

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    ries shown on Figure 13 are now similar to those of

    Figures 3 and 4.

    Finally, we will change the separation of the two payoff

    functions. We keep the C function unchanged as C 5 22

    1 4x and vary the D function according to the formula D

    5 22 1 k 1 2x. The determinant of Eq. (2) is then equal

    to 12 12 k k2 which is positive when k < 0.928. Then

    the roots of Eq. (2) are both complex. When k 5 0, the C

    curve is entirely above the D curve and perfect coopera-

    tion occurs at any value of x0. The trajectories for k 5 0.9

    are shown in Figure 14. After a hundred iterations, cooper-ation is approached but not reached.

    At k 5 0.93 the two solutions are x1 5 0.41 and x2 5

    0.44. This is case (e). The trajectories start to follow Eq. (2)

    (Figure 15).

    k 5 1 corresponds to the original situation (Figure 2).

    At k 5 1.5 the two solutions are x1 5 0.14 and x2 5 0.61.

    This is still case (e). The trajectories follow Eq. (2) (Figure 16).

    Finally, at k 5 2 the two solutions are x1 5 0 and x2 5

    2/3. This is case (c) and the trajectories behave similarly

    to those in Figure 3 (Figure 17).

    When the neighborhood is only a finite number of

    layers deep, each agent has less neighbors whose behavior

    can influence its reward/penalty. In this case, the trajecto-

    ries do not strictly follow the predictions of Eq. (2) but

    have similar tendencies.

    To summarize, we can say that if both payoff functionsare linear and the real solutions of Eq. (2) are both posi-

    tive, then the predictions of Eq. (2) are almost always

    valid. This simple formula provides valuable information

    about the outcomes of N-person games with linear payoff

    functions and Pavlovian agents.

    REFERENCES1. Szilagyi, M.N.; Szilagyi, Z.C. A tool for simulated social experiments. Simulation 2000, 74, 410.

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    FIGURE 16

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 22 1 4x and D(x) 5 20.5 1 2x. The graphs

    show the proportions of cooperating agents as functions of the

    number of iterations. The initial cooperation ratios from top to

    bottom curves are 0.62, 0.60, and 0.00, respectively.

    FIGURE 17

    Evolution of the game for the case when all agents are Pavlovian,

    the neighborhood is the entire collective of agents, and the payoff

    curves are C(x) 5 22 1 4x and D(x) 5 2x. The graphs show the

    proportions of cooperating agents as functions of the number of

    iterations. The initial cooperation ratios from top to bottom curves

    are 0.80, 0.70, 0.67, and 0.66, respectively.

    Q 2012 Wiley Periodicals, Inc. C O M P L E X I T Y 61DOI 10.1002/cplx

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    9/9

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    62 C O M P L E X I T Y Q 2012 Wiley Periodicals, Inc.DOI 10.1002/cplx