Cooperation in organisms, whether bacteria or primates, has been a difficulty for evolutionary theory since Darwin. On the assumption that interactions between pairs of individuals occur on a probabilistic basis, a model is developed based on the concept of an evolutionarily stable strategy in the context of the Prisoner's Dilemma game. Deductions from the model, and the results of a computer tournament show how cooperation based on reciprocity can get started in an asocial world, can thrive while interacting with a wide range of other strategies, and can resist invasion once fully established. Potential applications include specific aspects of territoriality, mating, and disease.
Darwinian theory has yet to explain adequately the fact of sex. If males provide little or no aid to offspring, a high (up to 2-fold) extra average fitness has to emerge as a property of a sexual parentage if sex is to be stable. The advantage must presumably come from recombination but has been hard to identify. It may well lie in the necessity to recombine defenses to defeat numerous parasites. A model demonstrating this works best for contesting hosts whose defense polymorphisms are constrained to low mutation rates.A review of the literature shows that the predictions of parasite coevolution fit well with the known ecology of sex. Moreover, parasite coevolution is superior to previous models of the evolution of sex by supporting the stability of sex under the following challenging conditions: very low fecundity, realistic patterns of genotype fitness and changing environment, and frequent mutation to parthenogenesis, even while sex pays the full 2-fold cost.Parasite coevolution will be shown to be superior to previous models of the evolution of sex by supporting the stability of sex under the following challenging conditions.
Despite tendencies toward convergence, differences between individuals and groups continue to exist in beliefs, attitudes, and behavior. An agent-based adaptive model reveals the effects of a mechanism of convergent social influence. The actors are placed at fixed sites. The basic premise is that the more similar an actor is to a neighbor, the more likely that that actor will adopt one of the neighbor's traits. Unlike previous models of social influence or cultural change that treat features one at a time, the proposed model takes into account the interaction between different features. The model illustrates how local convergence can generate global polarization. Simulations show that the number of stable homogeneous regions decreases with the number of features, increases with the number of alternative traits per feature, decreases with the range of interaction, and (most surprisingly) decreases when the geographic territory grows beyond a certain size.
Norms provide a powerful mechanism for regulating conflict in groups, even when there are more than two people and no central authority. This paper investigates the emergence and stability of behavioral norms in the context of a game played by people of limited rationality. The dynamics of this new norms game are analyzed with a computer simulation based upon the evolutionary principle that strategies shown to be relatively effective will be used more in the future than less effective strategies. The results show the conditions under which norms can evolve and prove stable. One interesting possibility is the employment of metanorms, the willingness to punish someone who did not enforce a norm. Many historical examples of domestic and international norms are used to illustrate the wide variety of mechanisms that can support norms, including metanorms, dominance, internalization, deterrence, social proof, membership in groups, law, and reputation.
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