Fig. 1: Evolutionary dynamics of behavioral motivation.
From: Evolutionary dynamics of behavioral motivations for cooperation

a The population structure is described by a network, and each individual (node) in the population has a behavioral motivation A or B (circle) and adopts action cooperation (C) or defection (D) (square). The figure illustrates two examples of behavioral motivations: one with need αA and motivation intensity λA, and the other with need αB and motivation intensity λB. With the shown behavioral motivation A, the individual is more likely to cooperate when his payoff exceeds the need, i.e., u > αA. Conversely, with the shown behavioral motivation B, the individual tends to defect when he fulfills his needs, i.e., u > αB. b In every round t, every individual adopts cooperation or defection to play games with each neighbor and obtain an edge-weighted average payoff ui(t). Here we consider a network where all edge weights are set to 1. c An individual (marked by “?”) is selected uniformly at random to update his action based on his own behavioral motivation, namely, to cooperate next round with the cooperating probability and to defect otherwise. d Game playing and action updates repeat in the next round, t + 1. e After T rounds of interactions, individuals obtain an average payoff, \({\bar{u}}_{i}={\sum }_{t=1}^{T}{u}_{i}(t)/T\). f An individual (marked by “?”) is selected uniformly at random to update his behavioral motivation, and all neighboring individuals, indicated by black circles, compete to be imitated by the focal individual, with probability proportional to their average payoff. g After the behavioral motivation updating, game playing, and action updates restart from round 1.