Fitness is the average payoff
A cooperator meets another individual at random and receives the payoff for that pairing. Its average, over the chance of meeting a cooperator, is the cooperators' fitness, and the defectors have their own.
Instead of choosing, the players are born cooperators or defectors, and each generation a type grows in proportion to its average payoff. In the prisoner's dilemma the defectors out-earn the cooperators at every share and take over; in the stag hunt, cooperators win from above a threshold and lose from below it; and when cooperators meet their own kind more often than chance, the dilemma payoffs can favour them.
Core ideas
The replicator step replaces choice with inheritance. The three ideas below are what the lab computes.
A cooperator meets another individual at random and receives the payoff for that pairing. Its average, over the chance of meeting a cooperator, is the cooperators' fitness, and the defectors have their own.
The next generation's share of cooperators is the old share times the cooperators' fitness, divided by the population's mean fitness. If cooperators earn more than the mean their share rises, and if less, it falls.
A share that does not move is a rest point. A rest point is stable if shares nearby move toward it, and in the stag hunt the interior one is not: it divides the starts that end in cooperation from the starts that end in defection.
The material
The step, applied to the dilemma, the stag hunt and a population that sorts itself.
Everything so far has had players who choose. Here each individual is born a cooperator or a defector and plays that type against one other individual drawn at random. A share x of the population cooperates, so a cooperator meets a cooperator with chance x and a defector with chance 1 − x. The payoffs are fitness: the number of offspring, who inherit the type.
With cooperators' average payoff fC and defectors' fD, the next generation's cooperating share is x′ = x·fC / (x·fC + (1 − x)·fD): the old share times its payoff, over the population's mean payoff.
Take the dilemma of “The Prisoner's Dilemma”, with R = 3, S = 0, T = 5 and P = 1. A cooperator earns 3 against a cooperator and 0 against a defector, so on average 3·x. A defector earns 5 and 1, so on average 1 + 4·x. Start with half of the population cooperating, x = 1/2.
After one generation a third of the population cooperates. The defectors out-earn the cooperators by 1 + x at every share, so the cooperating share falls each generation, and the lab's longer run, five generations from the same start, ends close to zero.
Compare what the two populations earn. A population of cooperators averages 3 each and a population of defectors averages 1, and selection still moves toward the defectors. Selection compares types inside a population, one against the other, and the mean of the whole is nothing it looks at.
In the stag hunt of “Coordination, Conventions and the Stag Hunt”, stag pays 4 against stag and 0 against hare, and hare pays 3 whatever the other does. A stag hunter earns 4·x and a hare hunter earns 3. They tie at x = 3/4, the very number that was the belief threshold for hunting stag. Above it stag hunters out-earn hare hunters and grow; below it they shrink.
From x = 4/5 the stag hunters' share rises, to 64/79 in one generation. From x = 1/2 it falls, to 2/5. Both populations are in equilibrium at their ends, all stag and all hare, and which end is reached depends on the start. History, in the sense of where the population began, settles a stag hunt in a way it cannot settle the dilemma.
Suppose the dilemma's payoffs are unchanged but half of every individual's meetings are with its own kind and half are at random. A cooperator's average is then 3/2 + (3/2)·x and a defector's is 1 + 2·x. At x = 1/2 that is 9/4 against 2, and the cooperating share rises, to 9/17 in one generation.
Nothing in the payoffs has become kinder. The change is in who meets whom, and with enough of it the dilemma's cooperators do better than its defectors. This is why the repeated games of earlier lessons and the structured populations of biology can sustain cooperation that a well-mixed population cannot. What the replicator step does not show is how any of this is inherited, or what happens when a rare new type appears.
Interactive
payoffs as exact expressions in k, and what follows from them
Method
One generation by hand, and then as many as the lab will run.
A cooperator's is its payoff against a cooperator times x plus its payoff against a defector times 1 − x. A defector's is the same with its own payoffs.
Use exact fractions. The two numbers are fC and fD.
It is x·fC + (1 − x)·fD, the average over the whole population. It must be positive.
The cooperators' part of the mean over the whole mean is x′. If it is above x the cooperators have grown.
A share that returns to itself is a rest point. Check which way the neighbouring shares move.
Payoffs 3, 0, 5, 1 and a starting share of one half.
The mean payoff of the dilemma's starting population is 9/4, which is well below the 3 of a population of cooperators. The step ignores that: it compares 3/2 with 3 and the defectors grow.
Given a two-player game and a starting share, compute each type's average payoff, apply the replicator step for one generation by hand, and say whether the cooperating share rises or falls and where it ends.
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