This paper introduces a model based upon games on an evolving network, and develops three clustering algorithms according to it. In the clustering algorithms, data points for clustering are regarded as players who can make decisions in games. On the network describing relationships among data points, an edge-removing-and-rewiring (ERR) function is employed to explore in a neighborhood of a data point, which removes edges connecting to neighbors with small payoffs, and creates new edges to neighbors with larger payoffs. As such, the connections among data points vary over time. During the evolution of network, some strategies are spread in the network. As a consequence, clusters are formed automatically, in which data points with the same evolutionarily stable strategy are collected as a cluster, so the number of evolutionarily stable strategies indicates the number of clusters. Moreover, the experimental results have demonstrated that data points in datasets are clustered reasonably and efficiently, and the comparison with other algorithms also provides an indication of the effectiveness of the proposed algorithms.
Evolutionary game theory, which combines the traditional game theory with the idea of evolution, is based on the assumption of bounded rationality. On the contrary, in classical game theory players are supposed to be perfectly rational or hyper-rational, and always choose optimal strategies in complex environments. Finite information and cognitive limitations, however, often make rational decisions inaccessible. Besides, perfect rationality may cause the so-called backward induction paradox @cite_12 in finitely repeated games. On the other hand, as the relaxation of perfect rationality in classical game theory, bounded rationality means people in games need only part rationality @cite_17 , which explains why in many cases people respond or play instinctively according to heuristic rules and social norms rather than adopting the strategies indicated by rational game theory @cite_7 . So, various dynamic rules can be defined to characterize the boundedly rational behavior of players in evolutionary game theory.
@cite_7 @cite_12 @cite_17
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Every form of behavior is shaped by trial and error. Such stepwise adaptation can occur through individual learning or through natural selection, the basis of evolution. Since the work of Maynard Smith and others, it has been realized how game theory can model this process. Evolutionary game theory replaces the static solutions of classical game theory by a dynamical approach centered not on the concept of rational players but on the population dynamics of behavioral programs. In this book the authors investigate the nonlinear dynamics of the self-regulation of social and economic behavior, and of the closely related interactions among species in ecological communities. Replicator equations describe how successful strategies spread and thereby create new conditions that can alter the basis of their success, i.e., to enable us to understand the strategic and genetic foundations of the endless chronicle of invasions and extinctions that punctuate evolution. In short, evolutionary game theory describes when to escalate a conflict, how to elicit cooperation, why to expect a balance of the sexes, and how to understand natural selection in mathematical terms. Comprehensive treatment of ecological and game theoretic dynamics Invasion dynamics and permanence as key concepts Explanation in terms of games of things like competition between species This text offers a systematic, rigorous, and unified presentation of evolutionary game theory, covering the core developments of the theory from its inception in biology in the 1970s through recent advances. Evolutionary game theory, which studies the behavior of large populations of strategically interacting agents, is used by economists to make predictions in settings where traditional assumptions about agents' rationality and knowledge may not be justified. Recently, computer scientists, transportation scientists, engineers, and control theorists have also turned to evolutionary game theory, seeking tools for modeling dynamics in multiagent systems. Population Games and Evolutionary Dynamics provides a point of entry into the field for researchers and students in all of these disciplines. The text first considers population games, which provide a simple, powerful model for studying strategic interactions among large numbers of anonymous agents. It then studies the dynamics of behavior in these games. By introducing a general model of myopic strategy revision by individual agents, the text provides foundations for two distinct approaches to aggregate behavior dynamics: the deterministic approach, based on differential equations, and the stochastic approach, based on Markov processes. Key results on local stability, global convergence, stochastic stability, and nonconvergence are developed in detail. Ten substantial appendixes present the mathematical tools needed to work in evolutionary game theory, offering a practical introduction to the methods of dynamic modeling. Accompanying the text are more than 200 color illustrations of the mathematics and theoretical results; many were created using the Dynamo software suite, which is freely available on the author's Web site. Readers are encouraged to use Dynamo to run quick numerical experiments and to create publishable figures for their own research. Part I of this paper has described a new theory for the analysis of games with incomplete information. It has been shown that, if the various players' subjective probability distributions satisfy a certain mutual-consistency requirement, then any given game with incomplete information will be equivalent to a certain game with complete information, called the “Bayes-equivalent” of the original game, or briefly a “Bayesian game.” Part II of the paper will now show that any Nash equilibrium point of this Bayesian game yields a “Bayesian equilibrium point” for the original game and conversely. This result will then be illustrated by numerical examples, representing two-person zero-sum games with incomplete information. We shall also show how our theory enables us to analyze the problem of exploiting the opponent's erroneous beliefs. However, apart from its indubitable usefulness in locating Bayesian equilibrium points, we shall show it on a numerical example the Bayes-equivalent of a two-person cooperative game that the normal form of a Bayesian game is in many cases a highly unsatisfactory representation of the game situation and has to be replaced by other representations e.g., by the semi-normal form. We shall argue that this rather unexpected result is due to the fact that Bayesian games must be interpreted as games with “delayed commitment” whereas the normal-form representation always envisages a game with “immediate commitment.” What does it mean to fully understand the behavior of a network of adaptive agents? The golden standard typically is the behavior of learning dynamics in potential games, where many evolutionary dynamics, e.g., replicator dynamics, are known to converge to sets of equilibria. Even in such classic settings many questions remain unanswered. We examine issues such as: Point-wise convergence: Does the system always equilibrate, even in the presence of continuums of equilibria? Computing regions of attraction: Given point-wise convergence can we compute the region of asymptotic stability of each equilibrium (e.g., estimate its volume, geometry)? System invariants: Invariant functions remain constant along every system trajectory. This notion is orthogonal to the game theoretic concept of a potential function, which always strictly increases decreases along system trajectories. Do dynamics in potential games exhibit invariant functions? If so, how many? How do these functions look like? Based on these geometric characterizations, we propose a novel quantitative framework for analyzing the efficiency of potential games with many equilibria. The predictions of different equilibria are weighted by their probability to arise under evolutionary dynamics given uniformly random initial conditions. This average case analysis is shown to offer novel insights in classic game theoretic challenges, including quantifying the risk dominance in stag-hunt games and allowing for more nuanced performance analysis in networked coordination and congestion games with large gaps between price of stability and price of anarchy. CCS Concepts: rTheory of computation! Solution concepts in game theory; Convergence and learning in games;