Replicator Dynamics
Definition
Replicator equation
In a large population where agents are repeatedly paired at random to play a game, the replicator equation says that a strategy becomes more common when it earns more than the population average, at a rate proportional to how much more it earns and to how common it already is.
It is the central tool of evolutionary game theory: instead of asking what rational agents would compute, it asks what adaptation produces in the long run.
Intuition
What works spreads
Many agents do not compute equilibria; they adapt. A trading bot keeps the rule that made money, a reinforcement learner repeats actions that paid off, a platform deploys more copies of the agent that sells best. Model the population as a mix of strategies. Strategies doing better than average grow their share, worse-than-average ones shrink. The factor “how common it already is” means a strategy nobody plays cannot grow, and growth is fastest when there is both a lot of it and a large advantage.
The same equation describes three things: biological evolution (fitter genes replicate faster, where the method came from), social learning (agents occasionally meet a random peer and copy its strategy with probability proportional to how much better the peer is doing), and a simple form of reinforcement learning (Cross learning with a small learning rate, as shown by Börgers and Sarin, 1997).
Mathematical Formulation
Two strategies. Let be the fraction of cooperators (C), the fraction of defectors (D), with payoffs as in the Prisoner’s Dilemma. A random partner cooperates with probability , so
where:
- : expected payoff (fitness) of a cooperator and a defector
- : average payoff in the population
- : zero when either strategy is absent, largest at
- : the payoff advantage of cooperating; its sign alone decides the direction of change
The second form follows from substituting : .
strategies. With frequencies and payoff matrix (entry is the payoff of strategy against ):
where is the expected payoff of strategy against the current population and is the population average.
Key Properties / Variants
- Rest points. A rest point (fixed point) is a state where . For two strategies, and always are; an interior one exists where , at if that lies strictly between 0 and 1.
- Stability. A rest point is stable if the population returns after a small push in either direction, unstable otherwise. Its basin of attraction is the set of starting states that end there. Read it off the phase line ( against ): above zero, cooperators increase.
- Prisoner’s Dilemma. everywhere (greed and fear), so cooperation always declines. is stable and matches the Nash equilibrium (D,D); is unstable because one defector out-earns everyone and spreads. A population starting at 90% cooperators still ends at all-defect.
- Stag Hunt. is negative below and positive above. Rest points: stable, unstable (for ), stable. Starting at 60% cooperators the population goes to all-defect. The interior point is the game’s mixed Nash equilibrium, but an adaptive population never settles there: any push sends it to one of the pure equilibria.
- Donation game (AGAI L02). Cooperating costs and gives the partner : , so and cooperators decline from any start.
- Hawk-Dove (AGAI L02). With (C,C) = 3,3; (C,D) = 2,8; (D,C) = 8,2; (D,D) = ,: . Both pure states are unstable and is stable, so C and D coexist; here the mixed equilibrium is where the population ends.
- Belief and frequency coincide. The tipping point equals the belief threshold of a rational Stag Hunt player, because in a randomly mixed population the chance that a partner cooperates is just .
- Several populations. Separate groups can each follow their own two-strategy equation coupled through payoffs, as in the signalling game of AGAI Lab 1, where high-quality senders, low-quality senders (who may deceive) and receivers (trusting or sceptical) co-evolve.
- Link to equilibria (background beyond the course material): every stable rest point is a Nash equilibrium, and every strict Nash equilibrium is stable.
Connections
- Games analysed: Prisoner’s Dilemma, Stag Hunt, strategies of a Repeated Game
- Rest points versus: Nash Equilibrium
- Learning interpretation: Reinforcement Learning (Cross learning)
- Setting: populations in a Multi-Agent System