1. Introduction
2. Fundamentals
2.1. Evolutionary game theory
2.2. The paradigm of imitation learning
Figure 1. Two paradigms for game evolution. In imitation learning, players use the rewards of their neighbors as the utility and adopt the strategy of the neighbors who have higher utilities. Instead, players with reinforcement learning score different actions and probabilistically choose an action each time based on these scores, which are continuously revised according to the outcome. |
2.3. The paradigm of reinforcement learning
3. Cooperation
3.1. The pairwise game
Figure 2. Emergence of cooperation in the prisoner's dilemma game. (a) The phase diagram of cooperation level within the space of learning parameters (α, γ) for two players playing the game, which can be divided into three regions: high cooperation (I), full defection (II), and low cooperation (III). (b) The corresponding reward difference between two players, which is visible around the boundaries between Regions I–II and I–III. b = 0.2 in equation ( |
3.2. The multi-player game
Figure 3. Schematics of three model setups. (Left) Public goods game (PGG) with a Fermi-function update rule. (Middle) PGG with Q-learning. (Right) Volunteer public goods game (VPGG) with Q-learning. The focal individuals are indicated by gray and are surrounded by neighbors that could be cooperators (red), defectors (blue), and loners (pink). Below each panel are the corresponding strategy-update components: the Fermi function (left) and the Q-tables (middle and right). (Adapted from [52].) |
4. Trust
Figure 4. Emergence of trust. Fractions of four strategies in the trust game within the parameter space (γ, α) ∈ (0, 1). For instance, TB denotes a player who trusts as a trustor but betrays as a trustee. High levels of trust (TR) emerge at large γ and small α (bottom-right corner), indicating that appreciating both historical experience and long-term vision promotes trust and trustworthiness. (Adapted from [75].) |
5. Fairness
Figure 5. Emergence of fairness. As in many practices of behavioral experiments, proposers p are offered with three options: mean (l < 0.5), fair (m = 0.5), and overgenerous (h > 0.5), and the responders q have the same acceptance threshold {l, m, h}. The two subplots show different dependencies of fairness on the l and h. While the rational option fractions pl and ql rise as l increases, the marginal impact of h is observed. In all cases, the densities of overgenerous options are always vanishing. Parameters: ε = 0.01, α = 0.1, γ = 0.9, h = 0.8 in (a) and l = 0.3 in (b). (Adapted from [92].) |
6. Resource allocation
Figure 6. Emergence of coordination in the minority game. The volatility σ2/N (a measure of coordination; lower values indicate better coordination) is plotted as a function of temperature τ, where higher τ increases the likelihood of random exploration over exploitation. Results are averaged over 100 realizations, with data collected over 5 × 103 time steps after a transient period of 5 × 104 Monte Carlo steps. The inset shows the same data on a logarithmic x-axis, with the shaded region indicating the parameter range where optimal coordination is achieved. The red dashed line at σ2/N = 0.25 corresponds to the benchmark case in which players decide randomly (e.g. by coin flip). (Adapted from [104].) |
7. Ecological systems
Figure 7. Comparison study for species coexistence with the traditional RMF and Q-learning. (a) Extinction probability versus the baseline mobility M0. The blue squares and red circles represent the results for the traditional RMF model and the Q-learning model, respectively. The extinction probability drops significantly after applying the Q-learning algorithm, greatly enhancing system stability. Typical time series of three species densities as well as the density of empty sites for the traditional RMF model (b) and our model (c), both at M0 = 3 × 10−4. This means that when species are empowered with reinforcement learning, they are much better at coexisting with each other than the RMF model, and the density oscillation is suppressed. N = 100 × 100. (Adapted from [115].) |


