No Arabic abstract
The force of the ethnic separatism, essentially origining from negative effect of ethnic identity, is damaging the stability and harmony of multiethnic countries. In order to eliminate the foundation of the ethnic separatism and set up a harmonious ethnic relationship, some scholars have proposed a viewpoint: ethnic harmony could be promoted by popularizing civic identity. However, this viewpoint is discussed only from a philosophical prospective and still lack supports of scientific evidences. Because ethic group and ethnic identity are products of evolution and ethnic identity is the parochialism strategy under the perspective of game theory, this paper proposes an evolutionary game simulation model to study the relationship between civic identity and ethnic conflict based on evolutionary game theory. The simulation results indicate that: 1) the ratio of individuals with civic identity has a positive association with the frequency of ethnic conflicts; 2) ethnic conflict will not die out by killing all ethnic members once for all, and it also cannot be reduced by a forcible pressure, i.e., increasing the ratio of individuals with civic identity; 3) the average frequencies of conflicts can stay in a low level by promoting civic identity periodically and persistently.
Understanding the dynamic processes of a real game system requires an appropriate dynamics model, and rigorously testing a dynamics model is non-trivial. In our methodological research, we develop an approach to testing the validity of game dynamics models that considers the dynamic patterns of angular momentum and speed as measurement variables. Using Rock-Paper-Scissors (RPS) games as an example, we illustrate the geometric patterns in the experiment data. We then derive the related theoretical patterns from a series of typical dynamics models. By testing the goodness-of-fit between the experimental and theoretical patterns, we show that the validity of these models can be evaluated quantitatively. Our approach establishes a link between dynamics models and experimental systems, which is, to the best of our knowledge, the most effective and rigorous strategy for ascertaining the testability of evolutionary game dynamics models.
A co-evolving and adaptive Rock (R)-Paper (P)-Scissors (S) game (ARPS) in which an agent uses one of three cyclically dominating strategies is proposed and studied numerically and analytically. An agent takes adaptive actions to achieve a neighborhood to his advantage by rewiring a dissatisfying link with a probability $p$ or switching strategy with a probability $1-p$. Numerical results revealed two phases in the steady state. An active phase for $p<p_{text{cri}}$ has one connected network of agents using different strategies who are continually interacting and taking adaptive actions. A frozen phase for $p>p_{text{cri}}$ has three separate clusters of agents using only R, P, and S, respectively with terminated adaptive actions. A mean-field theory of link densities in co-evolving network is formulated in a general way that can be readily modified to other co-evolving network problems of multiple strategies. The analytic results agree with simulation results on ARPS well. We point out the different probabilities of winning, losing, and drawing a game among the agents as the origin of the small discrepancy between analytic and simulation results. As a result of the adaptive actions, agents of higher degrees are often those being taken advantage of. Agents with a smaller (larger) degree than the mean degree have a higher (smaller) probability of winning than losing. The results are useful in future attempts on formulating more accurate theories.
We will review some results based on the EROS and the on going EROS-2 microlensing surveys to search for dark matter in the Galactic halo via microlensing effects on LMC/SMC stars. Microlensing surveys provide systematic observations for millions of stars over a long period in both Magellanic Clouds and give birth to very powerful database. We will quickly review the results obtained on pulsating stars and we will detail the similarity and differences of the Herbig Ae/Be stars in the Magellanic Clouds compared to their Galactic counterpart.
We study an evolutionary game of chance in which the probabilities for different outcomes (e.g., heads or tails) depend on the amount wagered on those outcomes. The game is perhaps the simplest possible probabilistic game in which perception affects reality. By varying the `reality map, which relates the amount wagered to the probability of the outcome, it is possible to move continuously from a purely objective game in which probabilities have no dependence on wagers, to a purely subjective game in which probabilities equal the amount wagered. The reality map can reflect self-reinforcing strategies or self-defeating strategies. In self-reinforcing games, rational players can achieve increasing returns and manipulate the outcome probabilities to their advantage; consequently, an early lead in the game, whether acquired by chance or by strategy, typically gives a persistent advantage. We investigate the game both in and out of equilibrium and with and without rational players. We introduce a method of measuring the inefficiency of the game and show that in the large time limit the inefficiency decreases slowly in its approach to equilibrium as a power law with an exponent between zero and one, depending on the subjectivity of the game.
We propose an extended spatial evolutionary public goods game (SEPGG) model to study the dynamics of individual career choice and the corresponding social output. Based on the social value orientation theory, we categorized two classes of work, namely the public work if it serves public interests, and the private work if it serves personal interests. Under the context of SEPGG, choosing public work is to cooperate and choosing private work is to defect. We then investigate the effects of employee productivity, human capital and external subsidies on individual career choices of the two work types, as well as the overall social welfare. From simulation results, we found that when employee productivity of public work is low, people are more willing to enter the private sector. Although this will make both the effort level and human capital of individuals doing private work higher than those engaging in public work, the total outcome of the private sector is still lower than that of the public sector provided a low level of public subsidies. When the employee productivity is higher for public work, a certain amount of subsidy can greatly improve system output. On the contrary, when the employee productivity of public work is low, provisions of subsidy to the public sector can result in a decline in social output.