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Evolution
of game-theory behaviour
Stemming from my earlier experimentation
with the evolution of form as defined by a genetically
controlled embryology, a concept inspired by Richard
Darkins' fantastic 'The blind watchmaker', and
one naturally compatible with my Nabokovian tendencies,
the evolution of behaviour within game theory
(specifically the famous and tenacious 'prisoner's
dilemma problem; having programmed my imaginary
creatures to play this, I now know who to whom
the 'prisoner' refers) was a natural extension.
Again, it was Darkins' books that introduced me
into this perrenial mathematical problem, and
I thought I'd make my own inimitable contribution
by attempting to see if Darkins' conclusions were
borne out if the organisms had effective free
evolutionary movement. To accomplish this, I genrated
several generic modes or styles of play, which
in combination allow the organism to perfect simple
strategy for the Prisoner's dilemma game. The
organisms start with a little random variation,
and play each other to avoid the spectre of 'relegation',
better known as 'death'. Those that survive produce
progeny that carry their tendecies for style of
play, so perpectuating their behaviour. In this
way, I was able to demonstrate that the good guys
really can come first, and the purely nasty gene
gets supressed pretty quickly. Currently, this
program produces only a graph of the abundance
of each gene, and so isn't that spectacular, but
can easily be converted by someone interested.
It's of interest either for people working on
similar game theory programs, or those constructing
dynamic and generic AI systems. The code is all
in Pascal 6.0. The program is downloadable with
full source.
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