Tit for Tat - generation turnament comment | ![]() |
Article written by: Emanuele Cassani | Home pubblicazioni |
Note: The final scores changes at every turnament because the standard strategy that plays in a random way and modifis also the score of the opponents.
In any case, even if the exact scores will be different, the following considerations could be valid in general.
Let's recap the strategies in the game (note: if you modified the parameters in the script files, this list will be automatically updated)
1) Tit for Tat | this strategy will cooperate if the other did not defect |
2) Tit for two Tat | this strategy will cooperate if the other did not defect twice |
3) Tit for Tat - Trd | this strategy will cooperate if the other did not defect twice, but every 5 times it will defect |
4) Tit for Tat - Rim | this strategy will cooperate if the other did not defect twice, every 5 times it will defect, but it will collaborate if it defected first |
5) Always cooperate | this strategy will cooperate in any case |
6) Always defect | this strategy will defect in any case |
7) Random | this strategy plays in a ramdom way |
Let's check the score table:
A:B | Cooperate (1) | Defect (0) |
Cooperate (1) | 3 points | 0 points |
Defect (0) | 5 points | 1 points |
If you did not do it altready, open the tunament in a separate pop up window
The strategies that does not get the 85% (configurable parameter) of the score that will get if both strateies will always cooperate (3 points per round), it will be estinguish and its DNA will evolve in something different.
Also the generatins number is configurable, please do not increase it too mutch to avoid slowing down your PC.
The strategies that easily change are the "bad" ones (see the consideration on a single turnament):
Tit for Tat - Trd change often, but also always defect and random.
Among the "bad", Tit for Tat - Rim resists more because is the regret, that makes the strategy to coopeate if it betray first, that allow to breack the revenges and rising up the finale score for both opponents.
Resists also all the "good" strategies also if the simple always cooperate get lower scores of the others.
The socres of the last turnament are very interesting, after the weak strategies changed, the average is higher than the one of the first turnament.
This underline that the sucess of a strategy depends on the other, and by estinguish the "bad" strategies that gets the worst scores (and obviously this will low also the scores of the others), all the socity will get some benefits.
This script can evolve by inserting more selection parameters, more strategies, and by increasing the populatin of the best strategies, by introducing random mutants and letting them fighting to survive.
See the page to_do.htm for some notes.
Back to the general index of this article
Read this script explanation
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