| Literature DB >> 35304750 |
Olof Leimar1, Redouan Bshary2.
Abstract
Social hierarchies are often found in group-living animals and can be formed through pairwise aggressive interactions. The dominance rank can influence reproductive success (RS) with a skew towards high-ranking individuals. Using game theory, we investigate how the opportunity for differently ranked individuals to achieve RS influences the costs of hierarchy formation and the strength of winner and loser effects. In our model, individuals adjust their aggressive and submissive behaviour towards others through reinforcement learning. The learning is based on rewards and penalties, which depend on relative fighting ability. From individual-based simulations, we determine evolutionary equilibria of traits such as learning rates. We examine situations that differ in the extent of monopolisation of contested RS by dominants and in the proportion of total RS that is contested. The model implements two kinds of fighting costs: a decrease in effective fighting ability from damage (loss of condition) and a risk of mortality that increases with the total accumulated damage. Either of these costs can limit the amount of fighting. We find that individuals form stable dominance hierarchies, with a positive correlation between dominance position and fighting ability. The accumulated costs differ between dominance positions, with the highest costs paid by low or intermediately ranked individuals. Costs tend to be higher in high-skew situations. We identify a 'stay-in, opt-out' syndrome, comprising a range from weaker (stay-in) to stronger (opt-out) winner-loser effects. We interpret the opt-out phenotype to be favoured by selection on lower ranked individuals to opt out of contests over social dominance, because it is more pronounced when more of the total RS is uncontested. We discuss our results in relation to field and experimental observations and argue that there is a need for empirical investigation of the behaviour and reproductive success of lower ranked individuals.Entities:
Keywords: aggression; distribution of reproductive success; evolutionary game theory; opt-out loser effect; reinforcement learning; social hierarchy
Mesh:
Year: 2022 PMID: 35304750 PMCID: PMC9315160 DOI: 10.1111/1365-2656.13691
Source DB: PubMed Journal: J Anim Ecol ISSN: 0021-8790 Impact factor: 5.606
FIGURE 1Elements of the model. (a) During a season there is a sequence of contests, with loss of effective fighting ability from damage in each fighting round, followed by mortality risk and reproduction. The total expected reproductive success (RS) of a group is 16 (on average one daughter and one son per individual). A proportion () of the RS is contested, and the remaining proportion () is shared equally. Four distributions of contested RS over ranks are studied, where is top ranked. They are denoted , , and . Panel (b) summarises a contest for a randomly selected pair of group members. Panels (c) and (d) illustrate the distributions of RS. (c) The curves (colour coded) show the different shapes of distributions of contested RS used in simulations. For each curve, the sum of the RS values is 1. (d) Mean (±SD) of the multinomial reproductive skew index , computed over replicates of a group of size 8 that produces a total of 16 offspring (mean RS of 2 per group member), for different RS distributions. The skew values are shown as functions of the proportion () of RS that is contested, for different distributions of contested RS, colour coded as in (c)
Definitions and notation for the model
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FIGURE 2Examples of fitted curves for accumulated number of AA rounds (fighting rounds) and accumulated damage as functions of time in the season, for different dominance positions . The cases 1, 3, 10 and 13 in Table S1 (with proportions contested RS of and distributions and ) are shown. The curves for different ranks (top, middle and bottom) are respectively bold, dashed and dotted, and the value of is indicated by dark/light grey, as shown in the legend in panel (b). The learning parameters are given by the mean values in Table S1. For each case, 2,000 groups of eight individuals were simulated. (a) Accumulated AA rounds as a function of time in the season, for different ranks and values of the proportion contested RS () when the distribution of contested RS is given by in Figure 1c. (b) Accumulated fighting damage for the situation in (a). Panels (c) and (d) show the same as (a) and (b), but for the distribution in Figure 1c. Time on the x‐axes has been defined such that 1.0 corresponds to completion of all contests. Note that the scales differ between the y‐axes
FIGURE 3Fitted curves (loess fits) for log‐transformed total number of AA rounds (fighting rounds) and total damage as functions of dominance position , for the 12 evolutionary simulations in Table S1 (the learning parameters are given by the mean values in the table), with cases 1 to 6 in (a) and (b), and cases 7 to 12 in (c) and (d). For each case, 2,000 groups of eight individuals were simulated. The legends in panels (b) and (d) indicate the different cases, with colour coding as in Figure 1c. See Figure S4 and S5 for illustration of individual data points and their distributions
FIGURE 4Illustration of hypothetical winner–loser effect experiments. Each group member that survived over the season had a staged interaction with a matched (equal fighting ability, ) new and naive opponent. A group member was assumed to have recovered from previous fighting damage, but to remember its own previous learning. A staged pair had up to 10 contests, each as described in Figure 1b, ending when dominance was settled. The different cases (colour coded) are those in Figure 3 (and in Table S1). For each case, there were 2,000 simulated groups, including winner–loser experiments. (a) and (c) Fitted (logistic regression) probability of winning (becoming dominant) for a group member interacting with a matched, naive opponent, as a function of the group member's previous dominance position. (b) and (d) Fitted (loess fits) log‐transformed damage from contests with the matched opponent. For matched opponents, the damage is equal to the number of fighting rounds