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ELSEVIER Physica D 75 (1994) 310-327 From genetic evolution to emergence of game strategies Takashi Ikegami 1 The Graduate School of Science and Technology, Kobe university, Kobe 657, Japan Abstract Evolution of game strategies is studied in the Erroneous Iterated Prisoner’s Dilemma game, in which a player sometimes decides on an erroneous action contrary to his own strategy. Erroneous games of this kind have been known to lead to the evolution of a variety of strategies. This paper describes genetic fusion modeling as a particular source of new strategies. Successive actions are chosen according to strategies having finite memory capacity, and strategy algorithms are elaborated by genetic fusion. Such a fusion process introduces a rhizome structure in a genealogy tree. Emergence of module strategies functions as innovative source of new strategies. How the extinction of strategies and module evolution leads to ESS-free open-ended evolution is also discussed. 1. Introduction Evolution is a definitive characteristic of life. It is a process that is not just the pattern- changing exhibited in cloud or snowflake for- mation; the evolutionary process demonstrates adaptive improvements and innovations. Exam- ples of the innovations stemming from natural evolution range from the intricate suture lines of ammonite shells and the expression of armor in gastropods [ 1 ] to the evolution of the human brain and immune system. What sort of evolutionary dynamics make in- novation possible? Is the mechanism which was at work in ammonites also at work in the evolu- tion of the human nervous system? These ques- tions cannot be answered experimentally as cau- sation in natural evolution takes too much time. Present address: Institute of Physics, College of Arts and Sciences, University of Tokyo, Komaba 3-8-1, Meguro-ku, Tokyo 153, Japan. E-mail: [email protected] Fossil studies provide the best evidence we have of natural evolution. Research with artificial life, therefore, enables one effective approach to the study of evolu- tionary dynamics. Artificial evolution proceeds in computers, wherein evolutionary mechanisms are studied in-a purely idealized fashion, free from hardware constraints. To be able to describe a system not from with- out, but from within the system itself, charac- terizes research with artificial life. If a system is in an equilibrium state, the effective degrees of freedom of the system can be determined from without the system, but for evolving systems, in which there are hidden interior degrees of free- dom affecting its future evolution, description of the system from without inevitably fails. Hence we must put our descriptive viewpoint inside the system. This means that we try to understand the system not as much by describing it as by synthesizing it. 0167-2789/94/$07.00 @ 1994 Elsevier Science B.V. All rights reserved SSDIO167-2789(94)00081-Z

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Page 1: From genetic evolution to emergence of game strategies · From genetic evolution to emergence of game strategies Takashi Ikegami 1 The Graduate School of Science and Technology, Kobe

ELSEVIER Physica D 75 (1994) 310-327

From genetic evolution to emergence of game strategies Takashi Ikegami 1

The Graduate School of Science and Technology, Kobe university, Kobe 657, Japan

Abstract

Evolution of game strategies is studied in the Erroneous Iterated Prisoner’s Dilemma game, in which a player sometimes decides on an erroneous action contrary to his own strategy. Erroneous games of this kind have been known to lead to the evolution of a variety of strategies. This paper describes genetic fusion modeling as a particular source of new strategies. Successive actions are chosen according to strategies having finite memory capacity, and strategy algorithms are elaborated by genetic fusion. Such a fusion process introduces a rhizome structure in a genealogy tree. Emergence of module strategies functions as innovative source of new strategies. How the extinction of strategies and module evolution leads to ESS-free open-ended evolution is also discussed.

1. Introduction

Evolution is a definitive characteristic of life. It is a process that is not just the pattern- changing exhibited in cloud or snowflake for- mation; the evolutionary process demonstrates adaptive improvements and innovations. Exam- ples of the innovations stemming from natural evolution range from the intricate suture lines of ammonite shells and the expression of armor in gastropods [ 1 ] to the evolution of the human brain and immune system.

What sort of evolutionary dynamics make in- novation possible? Is the mechanism which was at work in ammonites also at work in the evolu- tion of the human nervous system? These ques- tions cannot be answered experimentally as cau- sation in natural evolution takes too much time.

’ Present address: Institute of Physics, College of Arts and Sciences, University of Tokyo, Komaba 3-8-1, Meguro-ku, Tokyo 153, Japan. E-mail: [email protected]

Fossil studies provide the best evidence we have of natural evolution.

Research with artificial life, therefore, enables one effective approach to the study of evolu- tionary dynamics. Artificial evolution proceeds in computers, wherein evolutionary mechanisms are studied in-a purely idealized fashion, free from hardware constraints.

To be able to describe a system not from with- out, but from within the system itself, charac- terizes research with artificial life. If a system is in an equilibrium state, the effective degrees of freedom of the system can be determined from without the system, but for evolving systems, in which there are hidden interior degrees of free- dom affecting its future evolution, description of the system from without inevitably fails. Hence we must put our descriptive viewpoint inside the system. This means that we try to understand the system not as much by describing it as by synthesizing it.

0167-2789/94/$07.00 @ 1994 Elsevier Science B.V. All rights reserved SSDIO167-2789(94)00081-Z

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T. Ikegami I Physica D 75 (1994) 310-327 311

The synthetic approach is exemplified in de- scribing the evolution of complexity in protein folding. The complex structure of a protein in the folded state is often described as having a fitness landscape of spin-glass like ruggedness, wherein lower energy states correspond to higher fitness of protein function [ 2,3 1.

Described thus, an individual protein, in re- alizing optimal structure, would have to deter- mine this complex landscape, the computation of which turns out to be a difficult problem.

According to the synthetic approach, however, we may suppose that an initially small protein of simple structure evolves to complexity by a process of combining with other proteins. This process, which the author has elsewhere termed a process of genetic fusion [4], will lead to the appearance of module-type protein structures [ 5 1. Many proteins then use these modular protein structures as a “subroutine program”, reducing individual computational time in de- termining fitness within the complex landscape. Even wherein the final landscape is highly com- plex, the individual protein does not itself have to determine the complexity of the entire land- scape. This scheme may be well phrased as: complex systems are more easily synthesized than analyzed.

What then is the key mechanism that brings about synthesis in artificial life? Several mech- anisms have been proposed based upon studies in real biology. In this paper, we will stress the importance of symbiosis and game-theoretical interactions as aspects of synthetic processes in artificial life evolutionary systems. Symbiotic relationships are relationships of mutual coop- eration occurring at the genetic level as well as among individual organisms. Symbiosis is now being more broadly considered as a source of innovation in many evolving phenomena. The evolution of eukaryotic cells from associa- tions of prokaryotes is a well-known symbiotic dynamics [6]. Another example is the incor- poration by bacteria of a variety of plasmids, which leads to innovation (e.g., bacteria evolv-

ing to an antibiotic-resistant strain through the incorporation of R plasmids).

In artificial genetic modeling, symbiotic evo- lution is described by genetic fusion 141. Genes are represented by binary strings, and by the pro- cess of genetic fusion, two genes are combined to generate a longer gene. It has been found that genetic fusion therein leads to the appearance of module-type genes, and that the time neces- sary to arrive at a genotype having higher fit- ness is greatly reduced. The example given ear- lier of modeling protein evolution is one applica- tion of this characteristic of genetic fusion. The other important aspect of synthesis in artificial life evolutionary systems is game-theoretical in- teractions. Exchanging information, telling lies, imitating others and developing strategies, for example, only make sense from the viewpoint of game theory. Symbiotic relationships will also involve these sorts of game-theoretical interac- tions. Although game theory is developed so as to describe a system from without, we are inter- ested in the use of game theory as a synthetic method. Specifically, we will discuss the syn- thesis of game strategies. Introducing popula- tion dynamics and mutations including genetic fusion, we will examine an ensemble of game- playing species. In particular, the Iterated Pris- oner’s Dilemma game will be studied as the sim- plest strategic game. We will thus see coevolution of strategies involving symbiosis to be a source for synthesizing new strategies.

U~~~i~e of the paper

The present paper is organized as follows. The rules of the Iterated Prisoner’s Dilemma game are briefly introduced and the ESS (Evolution- ary stable strategy) and EMSS (Evolutional metastable strategy) concepts are explained in Section 2. A modi~cation to Axelrod’s origi- nal version of the Iterated Prisoner’s Dilemma game is made, allowing a player to make an erroneous action, i.e. opposite to the strategy.

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312 T. lkegami I Physica D 7.5 (1994) 310-327

Player 2

Table 1 The payoff matrix for the Prisoner’s Dilemma game. Each matrix element, (S,, Sz) corresponds to the score of player 1 and 2, respectively. Following Axelrod’s tournament [ 71, weuseR=3,S=O,T=5andP=l.

ment was the same, the simplest strategy, called Tit for Tat (TFT) [ 71. This strategy starts with cooperation and immediately defects in response to defection but immediately cooperates in re- sponse to cooperation. Although it may look sim- ple, TFT manages to minimize damage. It devel- ops mutual cooperative behavior, and gets high

In Section 3, the strategy is represented and various genetic operators are introduced. Five basic operators are used: flipping, cutting, re- versing, adding sites on a selected gene and genetic fusion on pair trees. In Section 4, time evolution of population is discussed. Unstable oscillative dynamics are frequently observed in such systems. The complication of strategies is analyzed by defining a complexity measure, which is introduced in Section 5. An evolu- tionary pathway is composed of modules and their associations. A rhizome-like organization of the genealogy of strategies is attributed to the formation of module strategies. These facts are discussed in Section 6. Section 7 is devoted to discussions of my results with respect to module evolution, ESS-free evolution and extinction.

scores. In addition to the original Axelrod rules, we

assume that a player sometimes makes a mistake and plays opposite to the strategy. It has been shown that in such an erroneous game, TFT is replaced by strategies which are more tolerant of defections [&lo]. One such example may be a series of Tit for n-Tat. It only defects against n successive defections. This generosity helps to keep the simple TFT from going into a period 2 state of alternatively playing C and D, which de- creases the average score of TFT from 3 to 2.5. However, it can then be exploited by sophisti- cated defectors. In a low error regime, where it is difficult to distinguish between intended and unintended defections, unconditional generosity results in a high score. In a high error regime, however, there is trade-off between generosity and exploitation.

A large set of strategies can be programmed as memory strategies. A memory strategy computes one’s next move from a record of the past moves of both players. TFT is a memory strategy with a memory length of one move of its own. Thus a general question arises: Does a long memory strategy give an advantage?

To answer this question, many computer sim- ulations have been performed. These simula- tions introduce an ensemble of species playing the IPD game. Successful species increase in population and the ensemble is updated with new species through mutations. An ensemble of a game playing species with population dy- namics defines the evolutionary game (see, e.g. [ll-161).

Axelrod has done some computer simulations showing that in the error environment of the second round of his tournament, there exists

2. Iterated prisoner’s dilemma game

Axelrod has conducted a computer tourna- ment of the Iterated Prisoner’s Dilemma (IPD) game with the following payoff matrix (Table 1). During each match, a player chooses an action ‘Cooperate’ (C) or ‘Defect’ (D) without knowing the opponent’s next action. These pay- off values satisfy the relations T > R > P > S and R b (T + S)/2, so that playing D domi- nates playing C if the game is played only once. When the game is iterated there may be a great variety of strategies.

When more than one match is played, always playing D or C is no longer a good strategy. In Axelrod’s tournament, 15 different strategies are employed in the first tournament and 63 in the second. The winning strategy in the two tourna-

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T. lkegami I Physica D 7.5 (1994) 310-327 313

a strategy with memory length three moves of both players that is better than TFT. K. Lindgren has shown that strategies with minimal memory length of at least two moves of both players may be needed for the strategy to be successful in the erroneous IPD game [ 161. Also, if the strategy is limited by having a maximum memory length of one move for both players, a strategy known as Pavlov appears to be the best strategy [ 17 1.

The author has reported on strategies which have a chance to evolve far longer memories if they consist of a specialized ecology without ESS [ 181. This is because, in order to get high scores, in the ecology each has to coevolve with specific strategies, which results in an arm’s race. Ecology which has otherwise evolved ESS strategies with memory length for two moves of both players, belongs to “Lindgren’s class” 2 .

In this paper, I’ll look at mechanisms which have longer memory strategies through module- type evolution.

3. Modeling

3.1. Tree representation

A memory strategy computes the next action based on the previous sequence of moves, its own and the opponent’s. Each strategy is charac- terized by a set of sequences of moves, cooper- ation (C) and defection (D), against which the strategy is to cooperate (or defect).

We call each sequence of a strategy a gene. These genes are put togther to form a tree struc- ture like a genome. If patterns of more than two genes overlap, the longest gene supersedes the shorter ones (see Fig. la).

* In the article [ 161, he shows that ESS class strategies fix 7 bits out of 16 bits for a memory 4 strategy. That is, ESS strategies must play cooperation for the sequences, 0000,l 100 and 1111, and defection for those 00 10, 0001, 1011 and 0111. A strategy A in [ 18 ] happens to belong to this class. A structure of strategy A will be discussed in Section 6.

strategy pavlov 01 + IO

r+> -(7 strategy 92 00 + 01 + 10

f+ 1+7 -/r-7 strategy 167 0 + 10

‘-7 -7 Fig. 1. (a) The construction of a tree structure from a gene set. In the above, player l’s strategy is composed of 5 genes. A gene, whose pattern is comprised in a pattern of a longer gene, is superseded by the longer gene. Here, a gene 11 is superseded by the longer gene 1110. (b ) When playing with player 2 and player 3, the corresponding sequences of moves are those beginning with 001010 and 111100, respectively. If player l’s strategy is coded in a C-tree, it will play C for the sequences beginning with 0011,001010,101 and 1110. Hence against player 2 and player 3, player 1 will play C in response to player 2 but D to player 3. (c) Examples of tree structures of strategies. In the first column, four possible genes of memory length of two moves are depicted. As is seen, Pavlov, 92 and 167 consist of these genes of memory length of two moves.

A strategic tree is called a C-Tree if it takes a C move against the sequence of moves and otherwise takes a D move. A D-tree responds in the opposite way.

For convenience, we denote a cooperation move (C) by 1 and a defect move (D) by 0. With this notation, each sequence of moves is represented by a bit string. Alternate bits cor- respond respectively to one’s own moves and of one’s opponent’s moves. Hence, sequence of length L consists of L/2 of one’s own moves and L/2 of one’s opponent’s moves. Here, for the

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314 T. Ikegami I Physica D 75 (1994) 310-327

tree structure, nodes in the even levels corre- spond to the outcome of the player’s own moves and those of odd levels to that of the opponent’s moves.

When playing the game, a sequence of past moves generated, denoted by a, is matched against all the genes from the tree (denoted by

{al, Q2, a3, ..*, a,} ). None of the genes is com- prised in the other. A match occurs if each sym- bol in each position matches. If either sequence, a or aj, is shorter than the other, a match oc- curs over the shorter part of the sequences. A C-tree will play C and a D-tree will play D for the matched sequence.

Let us examine the present representations with simple examples. For Pavlov, the set of move sequences resulting in a C-tree represen- tation consist of 00 and 11, while the D-tree representation consists of 01 and 10 (Fig. lc).

The other strategies, which will be named 92 and 167, represent the same algorithm that co- operates for a 11 move sequence. They have dif- ferent D-tree representations consisting of 00,Ol and 10 (strategy 92) and of 0 and 10 (strategy 167) (Fig. lc). Namely, gene 0 of strategy 167 is equivalent to two genes, 00 and 01.

3.2. Genetic operations

We take the following process for the evo- lutionary dynamics: Each strategy is repre- sented by a set of genes al, CY~, ~3,. . ‘, a,,, where each gene consists of a binary string LY =

fJl,(J2,..., on, where 0 = 0 or 1. Each of these strings represent a sequence of moves that im- plies that the strategy should cooperate.

(i) Mutation processes. We admit four types of mutations. Here we assume that at most only a single mutation occurs for each gene.

(a) Flipping the state of a randomly selected site in a gene at the rate mut:

101, 02, 63,04, 051 + [al, g2, 1 - 03, 04, a51- (b) Adding one new gene to the rightmost site

of a randomly selected gene at the rate add:

~~~, “i/ i . . . .

,/’ .’ : ._.....:

. . . . .._ _I,-

Fig. 2. Fusion of two strategies ( Tl and T,) interact to create a new strategy T, The fusion occurs in one randomly selected gene.

(c) Duplicating one randomly selected gene, and against one duplicated gene reverse all states from a randomly selected site to the rightmost site at the rate rev: [Gl, 02, g3,c74,a51 + [al, 0291 -g3, l-04,1 -asI.

(d) Cutting a gene at a randomly selected site at the rate cut: [~1,~2,~3,~4,~51 + [~1,~2,~31*

A tree type and an initial move of a strategy are also mutated during the processes (a) and (b) at the mutation rates mut and add, respectively. The processes (a) and (b) deal with one bit mu- tation, whereas the processes (c) and (d) in- volve simultaneous multiple bit mutations. The process (c) adds one gene and the process (d) often eliminates one gene from a strategy. The process (c) may look rather unusual, but it is found that this process is effective for generating new strategies.

(ii) Genetic fusion. Two strategies (T, and T2 ) interact to create a new strategy ( T3 ) as fol- lows (Fig. 2 ): One gene Cuk is selected from the tree T2 and new genes [Cukrt,akr2;“,QkrL.] are created, where the symbols r denote genes in the tree Tl. A generated tree has genes

[al,(~2,...,Qk-l, QkTl, QkT2, ,..> akzn, Qk+ 1,

. . . . am 1. If the original trees have Lt and e2 genes, the generated tree has Ci + e2 - 1 genes. A gener- ated strategy T3 inherits to an initial move and a tree type of strategy T2.

We assume that fusion occurs at most in one randomly selected gene from a tree. A fusion partner is randomly chosen from an ensemble.

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T. Ikegami I Physica D 75 (1994) 310-327 315

The rate of fusion occurrence is represented by

r. The most distinctive difference between fu-

sion and other mutations is that mutations are caused by a single species, whereas fusion in- volves two species. As a result, mutation pro- cesses provide a genealogy with a tree-like shape, whereas fusion among different strategies can provide a genealogy which is organized in a rhizome-like structure. Self-duplication is a spe- cial case of the fusion process, where the geneal- ogy remains organized in a tree-like structure.

3.3. Population dynamics

Introducing an ensemble, we denote the size of the population of strategy k by N (k ) . The to- tal population size is normalized to unity. The following three processes constitute the popula- tion dynamics.

(a) Reproduction process. Each strategy species generates offspring in proportion to its fitness. We assume that the fitness depends on the score S as exp (PS ) .

To normalize the total population size to unity, N’(i) = N(i) xexp(/lS(i))/ CjN(j) x exp(/?S(j) ). A score for the strategy i against the strategy j is denoted by Si,j, which is com- puted by averaging over T times over R rounds. Namely, Si,j = (R-l x:=1 Stj)r + & and

S(i) = cjsi,jN(j)/ xk N(k), where stj gives the score of the kth round. One match consists of R actions for each player, giving R rounds. The averaged score is further averaged over r times, which is denoted by ( l ) T. By taking r to be large, 6 will become negligible. Since we take r to be 10,6 is in the order of 1 0p2. The quantities R and r introduce fluctuations in simulations.

(b) Mutation process. By the genetic opera- tions introduced in the previous section, a pro- portion of the reproduced strategies should mu- tate. The population size of mutants from strat- egy i is given by y x N’ (i) for the mutation pro-

cess. Also, the population size of mutants gener- ated by the fusion process from strategies i and j is given by 2 x N’(i)N’(j).

(c) Death process. Each strategy species is re- moved from an ensemble if its population size goes below a threshold, which is denoted by E.

Our population dynamics consists of succes- sive operations of the above processes. Starting from an ensemble of species with small trees, we first let them play a game, then apply the repro- duction process. Then mutations and genetic fu- sion are applied to the ensemble. Lastly, we re- move any rare strategies. This completes the first time step. We continue these procedures over many time steps.

4. Time evolution of population

We have mainly concentrated on evolutions from initial strategies with memory length of one move of one’s opponent. The initial strategies consist of TFT, ALL-D, ALL-C and anti-TFI’ (whose action is opposite to TFT) with either C or D as its initial action.

Dynamical behaviors of short time era are heuristically classified into either fixed-point dynamics or oscillatory dynamics. Fixed-point dynamics consists of one dominant strategy with infrequent mutants which are generated from the strategy. On the other hand, oscillatory dy- namics consists of competing strategies, having no dominant strategy. An entire evolutionary course can be described by alternative switching of these dynamics.

Fixed-point dynamics is related to the idea of evolutionary stable strategy (ESS) introduced by J. Maynard Smith [ 191. ESS defines a strategy which is stable against invasion by any possible finite mixture of mutant strategies. It has been shown by Boyd and Lorberbaum that no pure strategy becomes ESS in the errorless IPD game [ 201. Furthermore, for the erroneous IPD game,

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316 T. Ikegami I Physica D 7.5 (1994) 310-327

ESS has been shown to exist [2 1 ] and indeed strategies which belong to Lindgren’s class be- come ESS [ 161.

Since a mutation process allows a restricted set of mutants to evolve, it is difficult to test the ESS condition in simulations. We define an EMSS (evolutionary metastable strategy) as a strategy that is stable against invasion by all of its one-step mutants, including mutants by the self- fusioning process. Even if the dominant strat- egy is not EM!%, it is soon taken over by its mutants. The number of EMSS’s is determined by the properties of genetic operators and by a death process which removes infrequent strate- gies. If we only apply point-mutation and genetic fusion as in my previous paper [ 18 1, the number of EMSS’s with fixed point dynamics increases. In other words, a system will become trapped by an EMSS. Also, a large value for the removal threshold increases the number of fixed-points.

In the present simulation, we set the thresh- old E to 0.0000 1, which is small enough to allow many strategies to coexist. The system now has more oscillatory dynamics than fixed-point dy- namics.

By turning off all the genetic operations and setting the removal threshold to zero, we ex- amine whether those oscillations are essentially chaotic or periodic (Fig. 3 ) . Some of the oscilla- tions turned out to be periodic and some turned out to be decaying oscillations. No persistent chaotic motion has been discovered in our sim- ulations, but it would not have been surprising if we could have observed chaotic motions [ 231. The decreasing of fixed-point dynamics and the increasing of oscillatory behavior should be ex- plainable by May’s complexity and stability hy- pothesis [ 22 1. Since the present game assumes a round-robin, the connectivity of interaction in- creases in proportion to the square of the num- ber of strategies. This may break a condition of stability in an EMS& generating unstable oscil- latory behaviors.

Whether a system will finally go to an EMSS state or whether it will wander forever is difti-

800 me ,600

Fig. 3. Time evolution of scores and populations for time step = 800 to 1600. Time evolutions for multiple strategies are overlaid in each figure. In the figures for score, a white and black circle represents the birth and death event of a strategy, respectively. The structure of strategies is also de- picted in the figure. Each strategy is depicted with a number which indicates when it appeared. The evolving strategies are mostly D-trees. Dynamics shows unstable oscillations in Fig. 3a due to the emergence of mutant strategies. The dom- inating strategy (106) is gradually invaded by the mutant strategies with longer memories. Strategy 106 has a memory length of 3 moves, strategies 157,167 and 372 have a mem- ory length of 4 moves and 308 has a memory length of 5 moves. All these strategies start with D. At time step 1650, the strategy 372 dominates the population. If we turn off the mutation and death processes at time step around 800, the evolution is quasi periodic involving 14 fixed strategies (4 active strategies). The parameters of genetic operations are mut=O.OOl, add= 0.001, cut=0.007, rev=O.O07 and [= 0.00 1. Those for population dynamics are /3 = 1.2, y =A = 0.005 and the error quantity is set at 0.06.

cult to tell in advance. If a system is wandering forever, we call it open-ended or ESS-free evo- lution. A large threshold value in the death pro- cess and variety of genetic operations allow more ESS-free evolutions.

The whole evolutionary course exhibits rapidly changing eras and quasi-static phases. This presents another example of punctuated

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T. Ikegami I Physica D 75 (1994) 310-327 317

Fig. 4. A node at level i has two subtrees T, and T,. If a move of concern is C, TR is selected. The subtree TR also has its own subtrees at level i+l.

equilibrium phenomena [24]. In the transition eras, extinction of strategies are often observed. There occur many small-scale extinctions and a few large-scale extinctions. The mechanism of the extinction is attributed to the emergence of modules.

5. Evolution of complexity

5.1. Definition of complexity

By treating a strategy as a program, we hy- pothesise a mechanism that brings escalation of algorithmic complexity. Each node of a tree cor- responds to a branching point of the decision- making procedure, where the kth level of a tree corresponds to the outcome of the preceding k - 1 steps. Branching out to the right (left) sub- tree is equivalent to the occurence of a C (D) move. When playing the game, a sequence of past moves generated, denote by a, is matched against all the genes from the tree (see Section 3.1). That is, we recursively execute the follow- ing program a times.

subtree(

If a state of the ith site of a is C

seek a right subtree(i+l)

else

seek a left subtree(i+l)

1,

where i denotes the level of a tree (see Fig. 4). If a tree is a C (D)-tree and we hit a leaf node,

we will play C(D). If a tree is a C(D)-tree and

we branch out to a null subtree, we will play the opposite. If the sequence a is short and the exe- cusion is terminated within a tree, we will play C(D) if the tree is C(D). Here a leaf is defined as a node at the lowest level.

We introduce a quantitative measure of com- plexity by the computation of tree shape diver- sity. If a node has two isomorphic subtrees at the next level, branching out to the left or right sub- tree is irrelevant for the procedure. Such a node corresponds to a “don’t care symbol” (#) in the classifier system [ 25 1. On the other hand, if a node has non-isomorphic subtrees, it is relevant for the decision procedure.

Whether two trees are isomorphic or not is de- termined by examining all the levels of the trees. We therefore define the total diversity of a tree as the total number of non-isomorphic branch- ings in the tree.

This measure for tree diversity was originally proposed by Huberman and Hogg [26,27] for general hierarchical organizations with constant depth. We have applied it to a strategy tree with non-constant depth. Since diversity here is a measure of algorithmic complexity, the same algorithm should give the same diversity. For example, a fully branched tree is algorithmically equivalent to a single root, showing zero com- plexity. A basic reduction rule is to note that a node with two leaves is equivalent to a node without leaves. After reducing these irrelevant branchings, the diversity of tree T, is computed as follows 3. Here the tree consists of two sub- trees T,‘+l and Tz+,, which start at the next level (n+ 1):

Div(T,) = f (T,) fr Div(TL+,), (1) i=l

3 The present definition of diversity is a slightly different from the previous one [ 181. In the previous definition we summed the diversity of subtrees, here we have multiplied them. The present definition is now more directly related to the total number of nodes with nonisomorphic subtrees.

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318 T. Ikegami I Physica D 7.5 (1994) 310-327

where i ranges from 1 to b, the number of non- isomorphic subtrees. If the node is a leaf, b is 0 (e.g. D(T) = 1). If a node has one subtree, b is 1. The maximum value of b is 2. The number of different combinations of the b subtrees in a tree is represented by f (T).

Following Huberman’s definition, we take f(T) = 1 for two isomorphic subtrees and f(T) = 3 for two nonisomorphic subtrees. If there exists only one subtree, f (T) is 2.

A program of a C-tree calls C against the se- quence of moves found in the tree, but that of a D-tree does the opposite. Hence we have to transform the Diversity of the C-tree to that of the D-tree and vice versa. If we have only one subtree of non-zero complexity at some node in the C-tree, it corresponds to the node with one leaf and that subtree in the D-tree. Therefore, we transform f(T) from 2 to 3 or vice versa when converting tree types. In the following figures of complexities, we measure complexity of D-trees by converting C-trees to D-trees.

We now define the complexity of a tree, Com(T,), as

Com(T,) = log*(Div(T,)) (2) b

= c Com(T,+l) + log,U”(T,))(3)

i=l

Complexity values for randomly generated strategies are generally large for long memory lengths. On the other hand, strategies such as All-C or All-D have complexities of zero, the large memories of these strategies are redundant for decision procedures. They do not contribute to the total complexity, but could be important for future evolution, since genetic operators will work on them.

5.2. Time evolution of complexity

We now follow evolution of strategies as evolu- tion of complexity. Long-term behavior of aver- aged complexity and score are depicted in Figs. 5 and 6. These two examples have the same pa-

rameter values except the error rate. The com- plexity value does not always increase when the score increases. However, we may say that higher complexity strategies evolve in time as a long- term trend.

The stepwise changes of complexity values correspond to extinction of strategies and pop- ulation. The population rapidly falls whenever complexity value increases or decreases. This suggests that strategies which possess similar complexity will be extinguished simultaneously.

In order to look closely at the extinction phe- nomena, genealogy trees of strategies have been drawn in Fig. 7 using complexity values. Figs. 7a and 7b correspond to Figs. 5 and 6, respectively. In the figures of genealogy tree, strategies are marked at their birth time step. A strategy which is generated by genetic fusion has two incoming lines, suggesting two ascendants. Each strategy is named by the decimal number which is sequen- tially attached to when they have appeared.

Strategies are grouped into several families with respect to their complexity values. There are two groups around 7000 time steps in Fig. 7a and approximately three or more around 8000 time steps in Fig. 7b. The era of coexistence of distinct families precedes a large-scale extinc- tion of strategies and populations. If strategies in one family share a common structure, they will show similar action patterns. At the same time, they become weak against a common en- emy. The emergence of the common enemy may therefore trigger the extinction of the family. If the family contains a large population, this leads to large-scale extinction. One family that escapes this extinction will generate a new era of that family and its descendants.

Following the large-scale extinction, the ecol- ogy of Fig. 7a is taken over by a lower-complexity family, evolving into Lindgren’s ESS class after a few thousand time steps. A maximum mem- ory length of 4 moves is attained by the strategy at 10000 time steps. Higher complexity strate- gies with maximum memory length of 8 moves have emerged at around 6000 time steps, but

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3

2.5

2

0

: 1.5 g

1

0.5

0

T. Ikegami I Physica D 75 (1994) 310-327 319

time

time evolution of complexity

r

A

0 2000 4000 6000 9300 10000 time

Fig. 5. Time evolution of averaged score (solid line) and the number of distinct strategies (dashed line) in the upper figure and averaged complexity in the lower. A large-scale proliferation and extinction is observed around 7000. The evolving strategies are mostly D-trees. The parameters of genetic operations are mut= 0.0002, add= 0.0002, cut= 0.005, rev= 0.005 and (I = 0.0008. Those for population dynamics are B = 1.2 and the error quantity is set at 0.07.

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320 T. Ikegami I Physica D 75 (1994) 310-327

1

t

i

l!J 0.5 -

,d; A

A/ u

I w

O :_.__ 1. , r'.. _ . . . . . .._-..~*.... tgti I I

1000 2000 3000 GO0 5000 5300 7090 8000 9oco 1

time

time pvolurion of conplexiry

-:<

22

13

-4

\r

_3

1 I

,

I1

/

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-0

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Fig. 6. Time evolution of averaged score (solid line) and the number of distinct strategies (dashed 1ine)in the upper figure and averaged complexity in the lower. A large-scale proliferation and extinction is observed at the time step around 8000. Many small-scale extinctions are observed in this figure. The evolving strategies are mostly D-trees. The same initial strategies and the same parameter values as Fig. 5 are used except for the error rate, which is set at 0.05.

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T. Ikegami I Physica D 7.5 (1994) 310-327 321

3 1000 2000 3000 4000 5000 6000 7000 8000 9000 loop0 time

1645 t-9500 -

42 t=l 000 164 k3000 353 t&o00

60 t=1500

Fig. 7. A genealogy of strategies and their tree shapes for Figs. 5 and 6. Each strategy is marked as a node of phylogeny, where the x-coordinate expresses its birth time and the y-axis its complexity value. Only strategies with life time longer than 10 time steps appear in Fig. 7a and those with longer than 100 time steps in Fig. 7b. The lines connect strategies with their direct descendants. A strategy generated by mutation has a single incoming line, whereas a strategy generated by fusion has two incoming lines. Only the most dominant strategies at each 500 time steps are listed under each phylogeny of strategies. Each strategy is depicted with number which indicates when they have appeared. All strategies are D-trees. Except for strategy 609 in Fig. 7b, each strategy starts with D.

are extinguished at the measure extinction. On the other hand, the highest complexity family succeeds in Fig. 7b. Through small-scale extinc- tions, it attains a highly module-organized strat- egy with a maximum memory of 5 of one’s own moves and 6 of one’s opponent%.

5.3. Random tree

It is worthwhile comparing survived strate- gies with randomly generated strategies. A sam- ple consists of 500 randomly generated trees of maximum height 5 (i.e., 2 of one’s own moves

and 3 of one’s opponent’s) with average com- plexity around 20. To generate a set of random strategies, we first generate 32 random binary se- quences (i.e. genes), each of which can have a different bit length from one to five. Then we construct a tree from the set, as illustrated in Fig. 8a. The statistics of the set of trees include an average leaf number of 10.4. The distribu- tion has the maximum number of states at the mid value of complexity (Fig. Sa). This implies that the maximum complexity tree is different from the maximum entropy tree, in agreement with what our intuition suggests. Even trees with

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322 T. Ikegami I Physica D 75 (1994) 310-327

(b)

30 t=G

30 t=tGi

30 t&G

30 t&i

/ 81 t=2500

247 t=4500

3, 489 t=5000

3 489 t=5500

938 t&000

+%

1136 t=6500

Fig.

1867 I=7000 4933 1-8500

3 2808 t-7500

4216 k8000

l-continued.

the same number of leaves have different values of complexity (Fig. Sb). The average values of complexity are generally large for long memory length.

The author has conducted a round-robin IPD game among these fixed 500 randomly gener- ated strategies. No ESS strategy has been found among the 500 random strategies. A strategy i is called ESS if and only if the following two condi- tions are satisfied: Si,i > Sj,i for all j; and if the relation Sj,i = Sj,i holds, the inequality Si,j > Sj,j should be satisfied. A score to the strategy i against the strategy j is denoted by Si,j, which is computed by averaging over 100 times over 100 rounds.

Most of the strategies do better against half of the strategies and worse against the other half.

w 11244 1=10000

Since the strategy from Fig. 7a at time step 10000 belongs to Lindgren’s class, it satisfies the ESS condition against the 500 random strategies. The All-D strategy also satisfies the ESS condition against the 500 random strategies. However, the strategy 10259 at time step 9500, which is a de- scendant of a survival of the large-scale extinc- tion (Fig. 7b) does not satisfy the ESS condition. Thirty-eight out of the 500 random strategies get higher scores than the strategy 10259.

To escalate the complexity of a strategy, the ESS condition should be avoided, since ESS is attainable with low complexity in the IPD game. We shall look more carefully into the origin and history of the strategies in Figs. 5 and 6 in the next section.

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T. Ikegami I Physica D 75 (1994) 310-327 323

histgram of complexity I I I T ::

I I !I 1

10 a :

I\

,Pd b % 09 \I

0 I 1 I 1 5 10 15 20 25 30 35

complexity

Fig. 8. A distribution of complexity of a randomly generated tree with a maximum memory length 5 (upper figure). The sample consists of 500 random trees with an average leaf number of 10.4. Complexity value distributes even for the trees with the same number (I 1 leaves) of leaves (lower figure). This reflects the fact that the defined complexity is not a simple function of the number of nodes or leaves.

6. Module

The fusion process introduces a rhizome structure in a genealogy tree. At the same time, fusion-generated strategies have nested struc- tures of module pieces.

From observations of the present simulations, we have three different fusion classes:

( 1) Homogenous fusion. Fusion of two iden- tical strategies. Gene duplication belongs to this class. This process is frequently observed when one strategy becomes dominant and long lived.

(2) Heterogenous fusion. Fusion caused by two different strategies. If dynamics become unstable and several strategies compete in an

ecology, heterogeneous fusions frequently oc- cur. In the other case, when the products of fusion allow further fusion to occur, many mu- tants produced by heterogeneous fusion appear. Instead of making innovations, the latter case shows an entropy consuming process.

(3 ) Fusion with zero complexity trees. Fusion caused by zero complexity strategies. Since fu- sion with zero complexity trees is a redundant process, it doesn’t change the strategy. Only All- C or All-D strategies have zero complexity and cause this type of fusion.

Since a tree has different meanings on each level, a subtree has different context depending on its location. Even duplication of a strategy changes the strategy, except in the case of the third fusion class.

It has been found that fusion processes lead to the emergence of module strategies. A module strategy is defined as a strategy that is used by many other strategies. For a strategy to become a module strategy, it has to live long enough to create new strategies through fusions. Hence EMSS’s have more chance to become module strategies.

In my previous work [ 18 1, a strategy (denoted by strategy A in the article )which belongs to Lindgren’s ESS class evolved through modules. It is attained through duplication of the strat- egy called Pavlov by Nowak (Fig. 9a). Strategy A is an ESS in a C-tree with memory length of 4 moves and Pavlov is an EMSS within a maxi- mum memory length of 2 moves. However, the present simulation has evolved Lindgren’s class not through duplication but through heteroge- neous fusion with mutations. Pavlov in a D-tree (strategy 129 in Fig. 9b) cannot generate a strat- egy A in a C-tree through duplication.

It has been found in the simulation that com- plex strategies after a long period of evolution are not ESS’s in a test examining them against the random trees, but consist of modules hav- ing long memory. Non-ESS strategies are in gen- eral made up of modules of modules of modules, showing far more hierarchical and nested orga-

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324 T. Ikegami I Physica D 75 (1994) 310-327

Pavlov(C-Tree) + Pavlov(C-tree) => Lindgren’s Class

w 10259

4 i crcrr

,’ : rrr :

Ft +

*,,* m rc

- p

92 + 167 . ‘, . ..c

FT --I___ - -c. r)

-+ - 92 c 129 (Pavlov)

3o (TFT) 3o CTLW

Fig. 9. Examples of module evolutions. (a) Duplication of Pavlov in a C-tree generates Lindgren’s class strategy (see footnote 2). (b) A tree shape of module strategies in the geneology of T!T descendants. The numbers shown indicate when each strategy appeared. Dashed lines denote the sequence of mutation processes, where m,a,r,c denote the mutation processes (a),(b),(c) and (d), respectively. A letter F with solid line represents a fusion process. The early stage population is dominated by TFT, which duplicates to generate a module strategy 92. This strategy 92 generates another module strategy 215, which also generates another module strategy 353. This evolutionary pathway leads to the complex but non-ES strategies (e.g. 10259 in this experiment).

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T. Ikegami I Physica D 75 (1994) 310-327 325

nization. Strategy 10259, for example, contains 18 modules of strategy 92 and its mutants (see Fig. 9b). At the same time it includes 3 pieces of strategy 353 or 6 pieces of strategy 215. The strategies 92 and 129 coexist for more than 1000 steps and the strategies 215 and 353 appear in order through fusion processes.

Since these are D-trees, generosity increases through fusion processes. A strategy 92 defects against all the sequences that begin with CD. The descendant strategy 215 defects against the same sequences except for the sequences that be- gin with -CC. The next descendant strategy 353 cooperates against the sequences that begin with DDC, BCC, CDCDCC, CDCDDCC and CDCDCDCC, i.e., the sequences begining with CD and CDCD. However, these strategies always defect for the sequences begining with D.

Specifically, generosity in those strategies is to forgive an opponent when he has repeatedly cooperated against one’s defections. The degree of this generosity is enhanced by the evolution.

It is worth noting that strategy 129 is Pavlov and strategy 92 is the predecessor of Pavlov. These examples suggest that Pavlov, and the strategies 92,215 and 353, may function as mod- ule strategies. Evolutionary processes beginning with TFT may either go to ESS, or to more com- plex, non-ESS strategies. This is determined by the structure of the ensemble and by what types of module exist in the ensemble.

7. Discussion

We have shown in the present paper that an escalation of memory is driven by module evo- lutions. One strategy incorporates other strate- gies, improving the algorithm. A new algorithm comes from associations of old algorithms. True novelty has only appeared as modules, especially of early strategies, and the evolutionary process rearranges and builds them up.

The idea of taking evolution as a “bricolage” process has been separately proposed by S. Ohno

[28] and F. Jacob [29]. Ohno has advanced his idea in terms of gene duplication, saying that an evolutionary process has one original creation and one hundred plagiarisms. Jacob also claims that evolution is a matter of tinkering; evolu- tion does not produce novelties from scratch but from recombinations of old materials. Recently it has been also argued by Y. Sawaguchi that brains have evolved through duplication and re- organization of columns [30]. The module or- ganization of columns determines hierarchical brain functions.

The present simulations show that modules in- deed work in evolution of game strategies.

Do algorithms improve by module evolution? Unless an evolution is trapped by ALL-D strate- gies, a long-term trend towards complication of strategies exists. This does not, however, mean that the algorithms are improving. If ESS is the optimal algorithm, the complication of strategies generally fails to evolve ESS, developing even worse algorithms in this game.

On the other hand, ESS loses diversity. If we take diversity as the source for future evolution, an algorithm which loses diversity is not a good algorithm from the evolutionary point of view.

Several mechanisms have been proposed to maintain diversity in the population. One is to introduce a spatial structure [ 3 11, maintaining diversity by “sumiwake” (a Japanese word for the spatial separation of species). Another is to introduce chaotic dynamics [ 321. A high- dimensional weak chaos generates a dynami- cal ruggedness of fitness, where high mutation rates are an advantage. Maintenance of high mutation rates brings diversity into the popu- lation. We have presented a third approach to maintain diversity by expanding the state space of the evolutionary dynamics, which not only maintains diversity, but creates new strategies as well. Compared with my previous work [ 18 1,

many more strategies are here found to be able to coexist in the population by introducing a low threshold and other new genetic operations in addition to genetic fusion. Also, as stated by

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326 T. Ikegami I Physica D 75 (1994) 310-327

May’s stability hypothesis, oscillatory dynam- ics replaces the fixed-point dynamics of EMSS, allowing the coexistence of strategies.

However, the diversity of the population is then greatly suppressed by ESS. Since each strat- egy is tested against many different strategies, ro- bustness of strategy becomes favorable for evo- lution. That is, ESS more easily appears in the population.

Nevertheless, we often can have an escalation of memory length and maintenance of diversity. That is, ESS can be avoided in the present evolu- tionary systems. From the present observations, module evolution and large-scale extinctions may open the way to ESS-free open-ended evo- lution. Module evolutions carry algorithmically imperfect strategies, and large-scale extinction helps strategies to evolve in ESS-free directions. Darwin himself repeatedly stressed in his book [ 33 ] how much he wondered at the lack of abso- lute perfection in the functions of living systems. Evolutionary dynamics can carry algorithmic imperfection by module evolution. This imper- fection can bring about large-scale extinction, which is a creative source for future evolution. It would be better to say that ESS is an artifact of this simple game, and that possible algorithms are always imperfect in evolutionary games.

Acknowledgements

I’d like to thank the reviewer for his appro-

priate suggestions and valuable comments. The present research is partially supported by Grant- in-Aids (No. 04854025) for Scientific Research from the Japanese Ministry of Education, Sci- ence and Culture.

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[281

[291 [301

1311

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