Effective Games in Multilayer Complex Networks Miguel Dziergwa de Carvalho Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisors: Prof. Francisco Jo˜ ao Duarte Cordeiro Correia dos Santos Prof. Fl´ avio Lu´ ıs Portas Pinheiro Examination Committee Chairperson: Prof. Ant ´ onio Manuel Ferreira Rito da Silva Supervisor: Prof. Francisco Jo˜ ao Duarte Cordeiro Correia dos Santos Members of the Committee: Prof. Carlos Ant´ onio Roque Martinho October 2018
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Effective Games in Multilayer Complex Networks
Miguel Dziergwa de Carvalho
Thesis to obtain the Master of Science Degree in
Information Systems and Computer Engineering
Supervisors: Prof. Francisco Joao Duarte Cordeiro Correia dos SantosProf. Flavio Luıs Portas Pinheiro
Examination Committee
Chairperson: Prof. Antonio Manuel Ferreira Rito da SilvaSupervisor: Prof. Francisco Joao Duarte Cordeiro Correia dos Santos
Members of the Committee: Prof. Carlos Antonio Roque Martinho
October 2018
Acknowledgments
This work represents a hallmark in my life. With it came times of desperation and insecurity, but also
moments of fulfillment and enlightenment. To my family, friends and teammates who supported me in
the former, to professor Francisco Santos whose blissful spirit inspired mine and helped me reach the
latter, and to professor Flavio Pinheiro and Fernando Santos for going out of their way and providing me
numerous explanations. I would like to express my gratitude to you all with the hope that the path I will
take, and all its endeavors, will be accompanied by such wonderful people.
Abstract
Understanding the mechanisms behind the origin and maintenance of cooperation has been the focus
of much research during the last decades. In that context, the underlying structure of social interactions
has been shown to greatly influence the chances of reaching high levels of cooperation. However, real
networked systems are often shaped by multiple interdependencies that are not conveniently captured
by a single network. For instance, in social networks, individuals can be connected through different
types of relationships — originating from collaboration, professional, friendship, or family ties — which
can be conveniently described by a multilayer network. In this thesis, we analyze how a population struc-
tured as a multilayer network of interactions alters the chances of reaching cooperation. In particular,
we aim to understand under which conditions networked interactions effectively transform, globally, the
social dilemmas of cooperation that individuals locally face. To that end, we implement a novel numerical
tool that allows us to track the self-organization of cooperation in networked populations with an arbitrary
number of layers. Our results show that interactions in multiple layers can transform the original dilem-
mas, creating new basins of attraction and stable equilibria, absent in a single type of network. Finally,
we show that these game transformations are not trivial. Cooperation may either increase or decrease,
depending on factors such as the number of layers, the strength of the dilemma, the topology of the
network, or the level of degree overlap among layers.
Keywords
Cooperation; Multilayer; Network; Transformations; Game Theory.
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Resumo
As ultimas decadas testemunharam a descoberta de varios mecanismos responsaveis pela evolucao e
emergencia da cooperacao na natureza e nas sociedades. Nesse contexto, foi demonstrado teoricamente
e empiricamente que o facto de os indivıduos interagirem atraves de complexas redes de interaccao
aumenta a probabilidade de alcancar comunidades mais cooperantes e altruıstas. No entanto, estes sis-
temas sao geralmente caracterizados por multiplas interdependencias que nao sao correctamente cap-
turadas por uma unica rede. Por exemplo, nas redes sociais, os indivıduos podem ser ligados por meio
de diferentes tipos de relacionamentos - de colaboracao, amizade ou lacos familiares - que podem ser
convenientemente descritos por uma rede multi-camada. Nesta tese, analisamos como uma populacao
estruturada por uma rede de interacoes multi-camada altera a propensao para a cooperacao. Em par-
ticular, estudamos em que condicoes as interacoes em rede transformam os dilemas de cooperacao em
que os indivıduos participam. Para fazer isso, implementamos uma ferramenta numerica - chamada de
Gradiente Medio de Seleccao - que nos permite compreender a dinamica colectiva e a auto-organizacao
da cooperacao em populacoes em rede com um numero arbitrario de camadas. Os resultados sugeren
que interacoes em multiplos domınios podem transformar os dilemas originais de uma forma pouco triv-
ial, criando novas bacias de atraccao e equilıbrios estaveis ausentes quando se considera apenas uma
unica rede (ou domınio de interaccao), promovendo (ou nao) a cooperacao, dependendo do numero
de camadas, da forca do dilema, da topologia da rede, ou o nıvel de sobreposicao de graus entre
camadas.
Palavras Chave
Cooperacao; Multi-camada; Rede; Transformacoes; Teoria de Jogos.
In this chapter we will explain in detail our methods, show our results and provide their analysis.
5.1 Methods
Computer simulations offer scientists a powerful way to explore and investigate models of environ-
ments as well as changes inside them. They allow to ”speed up” the passing of time through the power
of computation making for a useful tool to exploit, among other areas, evolutionary game theory. Imag-
ine the amount of time and resources that we would have to allocate if we were performing a study in a
real environment with hundreds of real people... But simulations are not only sunshine and roses. They
represent only a small scope of a far more complex reality of interactions that is near impossible to grasp
and to formalize completely. Taking this in consideration, it is the best tool we can use to explore and
develop an intuition for many scenarios. We will now detail how we defined our lot of simulations.
5.1.1 Regarding framework validity
All networks have N = L × 1000 nodes and average degree k = 4 (except for the complete graphs
that have average degree k = N − 1). The SFBA, HR, and complete graphs were generated by directly
using the graph generators of NetworkX [43]. The SF Random was created by swapping pairs of edges
of a SFBA graph, also known as the Xulvi method [18]. The Single Scale was created by generating
a sequence of degrees and then using the configuration model (which is a model that creates a graph
with a predefined degree distribution).
5.1.1.A FFC for different types of networks and for different game incentives
To estimate the expected Final Fraction of Cooperators (FFC) for different types of networks and for
different game incentives, our simulations start with 50% of cooperators assigned randomly. The popu-
lation structure is created according to one of the models described above. The evolutionary dynamics
proceed as follows: In each round, a node x and a neighbor y are randomly selected from the network.
X will interact once with each of its neighbors, obtaining an accumulated payoff Px; Y will interact once
with each one of its neighbors, obtaining an accumulated payoff Py. Then x will adopt y ’s strategy with
a probability given by the Fermi function:
p = [1 + e−β(Py−Px)]−1 (5.1)
where β represents the intensity of selection, which allow us to regulate the level of randomness in
the strategy adoption process.
35
Figure 5.1 illustrates the following description of a set of simulations deployed to estimate the FFC.
We start by creating 10 populations with a predefined structure; we let each play out Λ = 250000 rounds
(250 generations) with a fix pair (S, T ) in the range of [−1, 1] and [0, 2], respectively, and we store the
observed FFC. We then reset the population to a new initial random sample of cooperators, maintaining
the population structure; We repeat these steps 500 times for each set of conditions.
Figure 5.1: After choosing a model for the population and a pair (S,T), this is how the simulation performs.
If the results match those of Santos, Pacheco and Lenaerts [7] we have a good indicator that we
were ”playing the game correctly”, i.e, the players were receiving their correct payoffs, according to the
game parameters, from the interactions they were a part of. Also we would could guarantee that the
networks were created correctly.
5.1.1.B AGoS for different networks and for different game incentives
To reach the AGoS as a function of the fraction of cooperators (j/N ) in SFBA and HR networks
we started our simulations with a random initial fraction of cooperators, fi, ranging between 0 to 1.
We let each simulation run during 30 generations (this amount of generations represents the sufficient
condition for the expected gradient to stabilize, according to [6]), and we perform Ω = 1000 simulations
for the vicinity of each initial fraction fi, exemplified in figure 5.2.
Notice that one generation is the time required so that every individual has the chance, on average, to
imitate a random neighbor once. Therefore, in a population of N nodes, one generation corresponds to
N time-steps. Our goal is to compute the difference between the probabilities to increase and decrease
the number of Cs by one in the population (G(j) = T+A (j) − T−
A (j)). For every node i, the probability of
adopting a different strategy at time t is:
36
Figure 5.2: The gradients calculated during the 1000 simulations that started at fi = 0.45 in different SFBA net-works (β = 0.1, B = 1.15)
Ti(t) =1
ki
ni∑m=1
[1 + e−β(Pm(t)−Pi(t))]−1 (5.2)
,where ki is the degree of node i and ni is the number of neighbors of i that are using a different
strategy. Each node has an accumulated payoff that results from interacting once with each neighbor
per iteration and we implemented this as playing one game in all edges of the graph. The AGoS at a
given time t, a simulation p and for j cooperators is:
Gp(j, t) = T+A (j)− T−
A (j) (5.3)
where
T±A (j, t) =
1
N
AllDs/AllCs∑i=1
Ti(t) (5.4)
The final and time-independent AGoS is averaged over all Ω = 1000× fi simulations and Λ = 30000
time-steps.
GA(j) =1
ΩΛ
Λ∑t=1
Ω∑p=1
Gp(j, t) (5.5)
For SFBA networks we will use β = 0.1 and for HR networks we will use β = 1. This represents the
intensity of selection (as in the Fermi function) and is expected to provide good plots for observing the
internal roots of the various graphics.
If the results match those of Pinheiro, Pacheco and Santos [6] we can assert more confidently that
our implementation of the gradient of selection is correct and we can start expanding towards calculating
the gradient in a multilayer context.
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5.1.1.C FFC in degree varying multilayers
To estimate the levels of cooperation in multilayers with variable degree correlations we performed
two different types of simulations to calculate the FFC (all of these are in SFBA networks, since it makes
no sense to talk about varying the degree correlations in homogeneous networks).
We will use the values of v in the set of 0, 0.5, 1 because they are the resulting degree correlations
obtained between any fix pair of our layers (theoretically). The following description can be accompanied
by figure 5.3. Respectively, these values of v are obtained by means of a random permutation of the
degrees of the nodes across any two layers, named as ”No degree correlation” networks; by means of
a random permutation of 50% of nodes (the ones with odd id’s) across two layers, named as ”Partial
degree correlation”; and by means of making no permutations (creating copies), named ”Total degree
correlations”.
We will run 25 simulations, starting from 50% cooperators, and the value of FFC, after Λ = 10000
time-steps (corresponding to 10 generations), is given by:
FFC =1
L× P
P∑p=1
L∑l=1
FFCl,p (5.6)
, where FFCl,p is the observed fraction of cooperators, after Λ time-steps, on layer l of simulation p.
The FFC was calculated in two different games, a Prisoner’s Dilemma (T = 1.5 and S = −0.5) and a
Harmony game (T = 0.5 and S = 0.5). For each game we performed two types of simulations:
• As a function of the number of layers, L, and the degree correlations, v: We calculated the
FFC for correlated (v = 1), partially correlated (v = 0.5) and uncorrelated (v = 0) networks, and L
varied between 1 to 12.
• As a function of the initial fraction of cooperators fi and the degree correlations v: We
calculated the FFC in networks that started with different initial fractions of cooperators, fi, that
varied in the interval of [0.1, 0.9], and for correlated (v = 1), partially correlated (v = 0.5) and
uncorrelated (v = 0) networks.
If the results match those of Kleineberg and Helbing [8] we can guarantee that our variations in
degree are trustworthy (even though we generate them in a different way than the authors, through
randomizing the degrees) and the evolutionary dynamics considering aggregated payoffs is well imple-
mented.
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(a) ”No correlation” (or v = 0) - Layer 2 is arandom permutation of layer 1
(b) ”Partial correlation” (or v = 0.5) - Layer 2 isa random permutation of the odd nodes oflayer 1
(c) ”Total correlation” (or v = 1) - Layer 2 is acopy of layer 1
Figure 5.3: Implementations of the degree correlations
39
5.1.2 Regarding our own objectives
5.1.2.A Final fraction of cooperators (FFC)
We wanted to see how did the FFC varied as a function of the game parameter, B, and the total
number of layers, L. We used B varying in the interval of [1, 1.5], and L ranging from 1 to 3. We start
with 50% of cooperators randomly spread in a population of L× 1000 thousand nodes. Each simulation
p comprises a fixed pair (B,L); we create 100 different multilayer graphs, and run independently for
Λ = L× 1M rounds (1000 generations), by the end of which we calculated the FFC for each simulation
p using equation 5.6.
5.1.2.B Multilayer AGoS
Taking in consideration what we described for the AGoS in a single layer, in section 5.1.1.B, we
will now detail only the differences in calculating them. For L = 1, we used Λ = 30000 time-steps,
corresponding to 30 generations. Now, for the number of generations to remain constant for L > 1, we
have to perform L × Λ time-steps instead. The evolutionary dynamics now considers the differences
between accumulated payoffs, instead of the differences between the payoff of nodes in a single layer,
leading to:
p = [1 + e−β( 1L (
∑Ll=1 Py,l−
∑Ll=1 Px,l))]−1 (5.7)
where β is the intensity of selection and L is the total number of layers.
In order to have the payoffs defined we have to let each node play a game with every neighbor. This
is now done by playing a game on every edge of all layers, instead of just one layer. The probability of a
node i changing behavior, at time t, is affected by the accumulated payoffs and is now given by:
Ti(t) =1
ki
ni∑m=1
[1 + e−β( 1L (
∑Ll=1 Pm,l(t)−
∑Ll=1 Pi,l(t)))]−1 (5.8)
where ki is the degree of node i and ni is the number of neighbors of i that are using a different
strategy. Another change is that now the total pool of nodes has size L×N , leading to:
T±A (j, t) =
1
L×N
AllDs/AllCs∑i=1
Ti(t) (5.9)
We also implemented a transient of 1 generation where we merely let the population evolve and do
not calculate the AGoS, to remove any bias. In the end we are still calculating the average gradient for
every configuration j/N that the population passes by.
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5.2 Results
In subsection 5.2.1 we will only show the results and analyze them briefly, since they are a recreation
of the results obtained by other papers, deferred to appendix B, and the authors did a much better
job explaining them than we would. In subsections 5.2.2 and 5.2.3 we analyze in more detail our own
results.
5.2.1 Regarding framework validity
A brief analysis of our results, in comparison with the expected ones, ensues.
• In figure 5.4 we show our obtained FFC for the different types of networks.
The expected and observed FFC are identical across the whole spectre of networks and the game
parameters. As we increase heterogeneity, we can observe, that so does the ability to sustain
cooperation. In particular, cooperation is able to spread towards domains where greed and fear
are high, as in the Prisoner’s dilemma, the game we are mainly using to study the impact of
multilayers.
This allows us to conclude that the implementation of the creation of the networks, as well as the
evolutionary dynamics, for a single-layer game, is correct.
• In figure 5.5 we show our obtained AGoS for both HR and SFBA networks.
The behavior is according to the expected, apart from some justifiable differences. When consider-
ing B = 1.005 (same is valid for other Bs), we can observe differences between our obtained stable
root Xobtained ' 0.42 and the expected stable root Xexpected ' 58. This occurs because we are
averaging over only the first 30 generations, instead of the first 100 as in the paper, and because,
as shown in figure 3.4, the stable root Xexpected starts near 0 and is shifting towards 0.5 (for HR
networks) as generations go by. This means that the initial values of the gradient, the ones we are
taking in consideration for the AGoS, are weighing the average down. As we show in appendix A,
if we considered a larger amount of generations the population would stabilize around a fraction
of cooperators of around 0.52, and thus, since we know that the quasi-stationary distribution is
aligned with the stable root, it would also be expected that our root Xobtained would shift towards
Xexpected. In short, the difference in generations accounts for the small shift in our roots.
We also notice some lack of definition for 0.5 < j/N < 0.95 in the plots of HR networks. We
believe this is introduced by some involuntary bias of the initial conditions. To prevent this we will
implement a transient time of one generation, meaning that we will ignore the first generation of
each simulation for the calculus of the AGoS from now on (namely for the multilayer simulations).
41
(a) Complete (b) Single-Scale (c) Scale-free random
(d) Scale-free BA (e) HR
Figure 5.4: Obtained FFC for different networks.
Regardless, we think that the AGoS is correctly calculated, since it varies in concordance with the
expected results for all values of B and for both types of networks.
• In figure 5.6 and 5.7 we show how does the FFC vary in SFBA networks with different degree
correlations, with regard to the number of layers and with regard to the initial setting of cooperators.
Even though [8] shows that there exists a dependency between the outcome of cooperation and
the degree correlations for the GMM (Geometric Multiplex Model), we believe that our images
make a strong enough proof that allows us to claim that there also exists a dependency for SFBA
networks. These also allow us to conclude that we are able to tune the degree of correlations.
5.2.2 How multilayer networks impact cooperation
In the following two subsections we finally show our main results. Revisiting, our goal was to under-
stand how does the multilayer aspect impact the overall behavior, for different networks. In figure 5.8
we show the FFC after 1000 generations obtained for HR, SFBA with correlations and SFBA without
correlations, respectively, and for different values of B, reflecting the strength of the dilemma.
42
(a) HR, with β = 1
(b) SFBA, with β = 0.1
Figure 5.5: Obtained AGoS over 30 generations, for different values of B.
• In HR networks, we can see two regimes, one on each side of B ' 1.0125, which we call the
Binflection. We associate the right side, where B > Binflection, with a (what we call) ”high” B,
and the left side, where B < Binflection, with a ”low” B. When B is high, a single-layer can sustain
cooperation while multilayers cannot. For low B, multilayers can reach higher levels of cooperation.
• In SFBA with correlations, we can also observe an inflection point, as in the HR, but now Binflection '
1.25. This time the behavior is almost the complete inverse. For low B, a single-layer reaches a
higher cooperation than a multilayer can, while for high B the multilayer enables cooperation to
survive and a single-layer does not.
• In SFBA without correlations, we do not observe an inflection point, meaning that the outcome is
correlated linearly with B. In this case, for very high or very low B, cooperation is constant and
independent of the number of layers. For all B in between, a single layer provides slightly better
43
(a) (b)
Figure 5.6: Obtained FFC as a function of the number of layers (xx) and the degree correlations (yy), for a) Harmonygame and b) Prisoner’s dilemma.
conditions for cooperation to emerge than multilayers.
In figure 5.9 we present a summary of the analysis in the three previous paragraphs.
After observing our results we had the confirmation that the value of B was an extremely relevant
variable. In the limit, it would be interesting to apply the multilayer AGoS for many different values of
B. Since we had limited time and computational resources we had to choose some values of B that we
deemed of greater importance. Therefore we chose, for every network, one value of high and low B,
and applied the AGoS for each scenario.
44
(a) (b)
Figure 5.7: Obtained FFC for L = 16 as a function of the initial fraction of cooperators (xx) and the degree correla-tions (yy), for a) Harmony game and b) Prisoner’s dilemma.
45
(a)
(b)
(c)
Figure 5.8: The FFC as a function of B in networks with different layers (B = benefit, ffc = average final fractionof cooperators, L = total number of layers)
46
Figure 5.9: The impact of multilayers in cooperation, for L = 2, when in comparison to L = 1
47
48
5.2.3 Understanding the changes by analyzing the AGoS
In this section we show the results obtained by calculating the AGoS in multilayer networks, during 30
generations (we experimented for a larger number of generations in HR networks and the results were
qualitatively the same). By using this tool we aim to understand the impact that multilayers can have in
the emergence (or not) of cooperation, described in the previous section.
• In figure 5.10 we compare the AGoS in HR networks, for two different values of B. When con-
sidering a low B, we can see that multilayers are able to form a basin (many roots very close to
one another) that goes from 0.5 . j/N . 0.7, while the single-layer has a well-defined stable root
xstable ' 0.5. The other significant difference is that, for j/N & 0.5, |GA(j, L = 1)| > |GA(j, L = 2)|,
and since they are both negative, this means that the single-layer exerts a greater pressure towards
xstable.
When considering a high B, we can observe that multilayers do not evidence a root, meaning that
they cannot withstand cooperation and the game is a defection dominance one. On the other hand,
a single-layer shows a stable root xstable ' 0.15, meaning that cooperators can have a chance to
survive, due to the existence of this co-existence point.
In summary, for low B the game remains qualitatively the same but with a net increase in cooper-
ation, while for high B, it changes from a co-existence to a defection dominance one.
• In SFBA with correlations (figure 5.11), when we have a low B we can see that the roots are sen-
sitively the same, and the main difference between single- and multilayer networks is the intensity
of the gradient. In a single-layer there is a greater pressure to evolve towards full cooperation,
justifying the higher values of cooperation observed.
For a high B we have the only instance of our results on cooperation, which cannot be clearly
justified by changes in the AGoS. It was expected that the AGoS for the multilayer would facilitate
cooperation in some way. Even though we can observe a slightly higher pressure towards full
cooperation in 0.7 . j/N . 0.85, this could arguably be counterbalanced by the inverse occurring
in 0.22 . j/N . 0.45, where the pressure towards full defection is smaller in a multilayer. In this
case, where the AGoS between single and multilayers is entangled, it’s hard to justify the behavior.
In summary, for low B, the game remains the same but with an net increase of cooperators and for
high B the gradient does not allow for any valid conclusions.
• In SFBA without correlations (figure 5.12), when we have a low B we can see that a single-layer has
an unstable root xunstable ' 0.3, which is to the left of all the roots that the multilayer evidences.
This means that a single-layer requires less cooperators to reach the tipping point required to
”jump” towards full cooperation. For j/N > xunstable we can observe that a single-layer exerts
49
a larger pressure towards cooperation than a multilayer does. We could argue that multilayers
show many roots, but we are not fully prepared to make that claim since these can be attributed to
fuzzyness in the simulation.
For high B, we can also observe that the single-layer root is to the left of the multilayer one, as
for low B. This time, the multilayer exerts a greater pressure towards defection than a single-layer
does.
In summary, for low B the game remains a coordination one. For high B, it also remains the same
but we can imagine that for a B slightly greater than the one we used, the game would change
from a coordination to a full defection one.
After observing the results we are pushed to the conclusion that the multilayer aspect of the networks
has a non-trivial impact on the outcome of cooperation. For some topologies, a strong dilemma (char-
acterized by a high B) played in a multilayer increases cooperation, while for others topologies it makes
it decrease. This change in the number of cooperators sometimes is sufficient for the effective game
to change, while other times it is not. This same logic can be observed for weaker dilemmas. In some
topologies, the multilayer enhances cooperation and for other inhibits it.
These differences in cooperation can be justified mainly with two arguments. The first is the shift that
can occur to the roots of the AGoS, and the second is the intensity (or amplitude) of the AGoS.
50
(a)
(b)
Figure 5.10: AGoS for HR networks, during 30 generations (B = benefit, L = total number of layers, β = 1)
51
(a)
(b)
Figure 5.11: AGoS for SFBA networks with correlations, during 30 generations (B = benefit, L = total number oflayers, β = 0.1)
52
(a)
(b)
Figure 5.12: AGoS for SFBA networks without correlations, during 30 generations (B = benefit, L = total numberof layers, β = 0.1)
This last chapter will serve the purpose of summarizing what this thesis achieved and to shed light
on some ideas worth pursuing in the continuation of this work.
6.1 Summary of contributions
Throughout this document we always wanted to maintain a rigorous scientific and rational perspec-
tive. We did not take anything for certain, and we always questioned what we thought was plainly
obvious. This, in part, was the driving force behind wanting to implement a correct framework, validated
with as much empirical evidence as we possibly could. This makes for our first contribution: by creat-
ing our framework we independently validated numerous previous results, thus solidifying them. The
second contribution would be that we achieved results that allow us to observe how multilayers affected
the emergence of cooperation, in a plethora of network topologies, and for different game intensities (all
inside a Prisoner’s dilemma). The third and final contribution would be that we managed to explain and
justify, by using our multilayer extended version of the AGoS, how these changes in behavior occurred
inside the networks.
This allows us to claim that we reached our proposed goal to discover what game transformations
occur for some different topologies and challenges. For 5/6 of the graphics, we were able to relate
the observed FFC with the changes in the AGoS. We can also state that the AGoS is a tool able to
provide useful insight regarding behavior in multilayers, as expected, and can be applied to several
other problems.
6.2 Future work
In the end, we look back and can see that we only scratched the surface, if we consider the amount
of experiments we can realize and the amount of variables that we could consider. Here we present a
profusion of interesting extensions to this work:
• More network topologies In this work we only studied HR and SFBA in multiplex networks, yet
there are numerous other types with interesting properties that can be used.
• Mixing topologies One could also use multilayers that were comprised of different topologies
between layers, e.g the interaction between nodes playing in a SFBA and a HR.
• N-person games We applied the AGoS to 2-person games. It can also be used to study the
gradients in games occurring in larger groups.
• More values of B We have already argued that the way B affects cooperation is far from trivial,
therefore a more precise and exhaustive study would perhaps provide useful insight.
57
• More layers We already showed that the multilayers with L = 2 have an influence over the out-
come. It would be interesting to study the AGoS for more layers.
• Finer degree tuning We only studied SFBA networks which were either copies or random permu-
tations of one another. It would perhaps be interesting to study them with finer degree correlations.
• Edge overlap We applied the changes in degree by switching node i with node j in the network.
It would also be interesting to see how behavior would change if we maintained the degree and
randomized a certain amount of the edges of the nodes.
6.3 Final remarks
Generally speaking, the simpler a model, while accurately preserving the key properties of the com-
plex system one wants to address, the “better” it is. This allows for the development of a treatable or
transparent model, enough to be comprehended, and later on complexified, if needed. To a great extent,
this is what we tried to do here. Cooperation among self-regarding entities is a complex system com-
posed of many interacting components, with an emerging outcome difficult to predict, even in its simplest
form, as we have seen. This thesis represents an attempt to resort to such high-level abstractions to
characterize the complex interplay between cooperative actions and the network structure that underlies
our social interactions. There are, however, aspects that are impossible to address with the present
approach. In other words, less is not always more.
Thus, it is worth pointing out that our model does not capture the metaphysical motifs that are lin-
gering on top of the behavior observed. That is, we can analyze the gradient (or any other hypothetical
metric) and see what changes occur and try to justify behavior with them. But we do not think that we
are able to get to the driving forces behind decision-making at an individual level, the ”what” that moves
individuals to act the way they do. We think that there are structures in the human brain that guide our
interactions, decisions and the way we experience the world and perceive others, in a way that is far
from trivial and that, possibly, is unverifiable, through the study of behavior alone. We believe that this is
a realm where biology, psychology, and philosophy, have more to offer than we can.
Despite these doubts, we believe that they are a mere reflection of the limitations of the act of mod-
elling itself, and not the limitations of our work so to speak. These emerge from the fact that we chose
a simple update rule that (as any other much more complex rule) is unable to capture to perfection the
ever so complex behavior and nature of humans. Yet, if we regard the goals we had, the model proved
to be sufficient to allow us to study the behavior on a macro scale, also due to the fact that, even though
humans are individuals and can have tremendous variability in many different behavioral aspects, on
average we can take a pretty good picture using simple models, which is exactly what we did.
58
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62
AExample runs
Here we show 4 example runs that provide evidence for where would the quasy-stationary state be
(in the case of HR networks) or where would the unstable root be (in the case of SFBA networks), if we
were able to consider 100 generations, and not merely 30.
In figure A.1 we show the evolution of the fraction of cooperators in a HR network as a function of
time (in rounds), using B = 1.005 and starting from two different initial fractions fi = 0.8 and fi = 0.2. As
you can see we are able to reach a fraction of cooperators of fc ' 0.52, which is larger than our obtained
stable root xobtained ' 0.42, and closer to xexpected.
In figure A.2 we show a similar evolution but for a SFBA network with B = 1.25, starting from fi = 0.4.
To justify our difference between obtained and expected roots we use an inverted logic from previously.
Assuming we started with an initial fraction where the unstable root was (according to our obtained
AGoS), in xobtained ' 0.45 , we would expect that random runs starting in this same fraction would
evolve towards 0 or 1. This is not what we observed. They evolved solely towards 1, leading us to
the conclusion that the actual root should be in fact smaller than xobtained = 0.45. In fact, after some
attempts of different initial fractions we found out that the largest point that guaranteed reaching 0 or 1
was, as in the figure, fi = 0.4. This information, in association with the results of [6] that showed that the
63
Figure A.1: Fraction of cooperators per round, in a HR network, for B=1.005.
unstable root xexpected was larger for the first generations, allows us to conclude that, again, if we were
averaging over a larger number of generations we would obtain a root much closer to xexpected than the
one we observed.
Figure A.2: Fraction of cooperators per round, in a SFBA network ,for B=1.25.
64
BThe expected results, according to
previous papers
Here we present all the results we were aiming to recreate in our thesis, as a way to validate and
make sure that our whole implementation was correct.
65
(a) Complete (b) Single-Scale
(c) Scale-free random (d) Scale-free BA
(e) HR (S varies from −2 to 1, unlikethe other figures)
Figure B.1: Expected FFC, according to [7].
66
(a) HR, with β = 1
(b) SFBA, with β = 0.1
Figure B.2: Expected AGoS over 100 generations, for different values of B from [6].
67
Figure B.3: Expected FFC as a function of the number of layers and the degree correlations, for a) Harmony gameand b) Prisoner’s dilemma, according to [8].
Figure B.4: Expected FFC as a function of the initial fraction of cooperators and the degree correlations, for a)Harmony game and b) Prisoner’s dilemma, according to [8].