add explanation
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@ -88,6 +88,32 @@ font-size: 14px;
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width: 50px;
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width: 50px;
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font-size: 14px;
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font-size: 14px;
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}
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}
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#explanation {
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max-width: 700px;
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margin-top: 40px;
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font-size: 14px;
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line-height: 1.6;
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}
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#explanation h2 {
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font-size: 18px;
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margin-bottom: 6px;
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}
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#explanation h3 {
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font-size: 15px;
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margin-bottom: 4px;
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}
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#explanation ul {
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margin-top: 4px;
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padding-left: 20px;
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}
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#explanation li {
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margin-bottom: 4px;
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}
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</style>
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</style>
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</head>
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</head>
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<body>
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<body>
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@ -122,6 +148,62 @@ font-size: 14px;
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</div>
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</div>
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</div>
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</div>
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<div id="explanation">
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<h2>Explanation</h2>
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<p>
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This grid simulates an iterated prisoner's dilemma played across a population of cells.
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Each cell represents an agent applying a strategy and playing against its immediate
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neighbors at every step ("Step"). Depending on the results obtained, a cell may adopt
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the strategy of a better-performing neighbor, which causes the distribution of colors
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to evolve over successive steps.
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</p>
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<h3>Parameters (payoff matrix)</h3>
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<ul>
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<li><strong>T (temptation)</strong>: payoff for defecting against an opponent who cooperates.</li>
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<li><strong>R (reward)</strong>: payoff when both players cooperate.</li>
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<li><strong>P (punishment)</strong>: payoff when both players defect.</li>
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<li><strong>S (sucker)</strong>: payoff for cooperating against an opponent who defects.</li>
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</ul>
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<p>
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For the dilemma to be valid, the order T > R > P > S must hold. But it doesn't prevent you to have fun with those.
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</p>
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<h3>Strategies</h3>
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<ul>
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<li><strong>Always Cooperate</strong>: cooperates systematically, regardless of the opponent's behavior.</li>
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<li><strong>Always Defect</strong>: defects systematically.</li>
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<li><strong>Random</strong>: chooses randomly between cooperation and defection at each interaction.</li>
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<li><strong>Tit-for-Tat</strong>: cooperates on the first move, then repeats the opponent's last move.</li>
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<li><strong>Suspicious Tit-for-Tat</strong>: identical to Tit-for-Tat, but defects on the first move.</li>
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<li><strong>Grim Trigger</strong>: cooperates as long as the opponent cooperates, but defects permanently after the opponent's first defection.</li>
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<li><strong>Majority</strong>: reproduces the opponent's majority behavior over the history of previous moves.</li>
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</ul>
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<h3>Usage</h3>
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<ul>
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<li>The checkboxes in the legend select which strategies are included on "Reset".</li>
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<li>The "Step" button advances the simulation by one step (holding it down repeats the operation automatically).</li>
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<li>The "Reset" button reinitializes the grid with the selected strategies.</li>
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</ul>
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<h3>Why cooperation emerges here</h3>
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<p>
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In the classic single-shot, two-player prisoner's dilemma, defection is the dominant
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strategy: whatever the opponent does, defecting yields a better payoff, so rational
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players end up at the mutual-defection outcome (P, P) even though mutual cooperation
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(R, R) would leave both better off. This grid nonetheless shows sizable pockets of
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cooperation surviving and even spreading. Two features of the setup explain the
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difference. First, the game is repeated rather than played once, so strategies such
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as Tit-for-Tat or Grim Trigger can punish defection in future rounds, which removes
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the incentive to defect that exists in a single, isolated encounter. Second, agents
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only interact with their local neighbors and imitate nearby strategies that perform
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well, so clusters of cooperators can support each other and outcompete an isolated
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defector, even though a defector still beats an individual cooperator in a single
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pairwise match.
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</p>
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</div>
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<script src="main.js"></script>
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<script src="main.js"></script>
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<script>
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<script>
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