=Paper= {{Paper |id=Vol-3331/paper06 |storemode=property |title=Analysis of the Causes and Evolution of Class Solidification Based on Q-Learning and Hawk-Dove Game |pdfUrl=https://ceur-ws.org/Vol-3331/paper06.pdf |volume=Vol-3331 |authors=Xuan Zhou,Yicheng Gong,Yuqiang Feng,Ningjing Yang |dblpUrl=https://dblp.org/rec/conf/ahpcai/ZhouGFY22 }} ==Analysis of the Causes and Evolution of Class Solidification Based on Q-Learning and Hawk-Dove Game== https://ceur-ws.org/Vol-3331/paper06.pdf
Analysis of the Causes and Evolution of Class Solidification
Based on Q-Learning and Hawk-Dove Game 1
Xuan Zhou*1, Yicheng Gong 1,2, Yuqiang Feng1, Ningjing Yang1
1
    School of Science, Wuhan University of Science and Technology, Wuhan 430065, China;
2
    Hubei Province Key Laboratory of Systems Science in Metallurgical Process, Wuhan 430065, China

                  Abstract
                  If the phenomenon of class solidification intensifies, it will lead to the lack of impetus for
                  social production. Class solidification can be understood as the situation of low mobility
                  formed by the interaction of aggressive and concession strategies among classes of different
                  classes, and this can be regarded as a kind of equilibrium of repeated hawk-dove game
                  among classes. To find measures to promote mobility between classes, firstly, a repeated class
                  competition game model is constructed and theoretically analyzed.Then, the Q-learning
                  method is used to simulate the characteristics of limited rational classes seeking the best
                  decision through trial and error in reality, to test the explanatory power of the model.And the
                  simulation experiment get the conclusion that the mobility of classes is inversely proportional
                  to the strength ratio between classes and the income generated.Finally,the model is improved
                  by transforming the benefits of both parties into their own strength, the experiment shows
                  that the class mobility has increased by 11.6% compared to before the improvement.

                  Keywords
                  class solidification; hawk-dove game; reinforcement learning; Q-learning

1. Introduction

      Class solidification has always been one of the continuous topics in the study of social
stratification. Without class mobility, society can't form an effective incentive mechanism to make
individual members believe that their social and economic status can be improved through their own
efforts. In the long run, the lack of class mobility will hinder the sustainable development of society
[1-2]
      .Although there are few empirical studies on class solidification with a long time span, it is found
that people's attention to class solidification is closely related to the degree of social stability [3-4].
      Asymmetric Hawk-Dove Game is often used to study the strategic choice and balance of strengths
and weaknesses among classes with unequal strengths, and its theoretical basis is gradually
developing. Song Bo and Huang Jing established an hawk-dove game model from the perspective of
asymmetric cooperation when studying the stability analysis of strategic alliances[5], and obtained its
Nash equilibrium solution of mixed strategy. At the same time,Bu Zhenxing interpreted the
Sino-Japanese relationship by using the infinite game model of hawk and dove[6], and put forward that
self-strength, competition for interests, etc. are all important factors that affect the game strategy. At
present, the research on repeated hawk-dove game generally adopts the evolutionary game perspective,
which is based on the fact that the strength of both players in the game is asymmetric and fixed, which
is in line with the actual situation of class solidification. However, there is no good starting point for
the changing strength of the two sides of the game.
      With the continuous development of reinforcement learning, the theoretical model of
reinforcement learning model is basically consistent with the framework of game theory. Masuda &
Nakamura et al.under the background of iterative prisoner's dilemma, conducted a numerical test on
the performance of reinforcement learning model, and explored the relationship between learning and

AHPCAI2022@2nd International Conference on Algorithms, High Performance Computing and Artificial Intelligence
EMAIL: * Corresponding author: 202007703017@wust.cn.com (Xuan Zhou)
             © 2022 Copyright for this paper by its authors.
             Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
             CEUR Workshop Proceedings (CEUR-WS.org)



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evolution through it[7]. Q-learning is the most commonly used RL algorithm when dealing with
two-party game problems. It can be used online without the model of its environment, and it is very
suitable for repeated games with unknown opponents[8] . Zhang Chunyang et al.realized the
Q-learning algorithm in the prisoner's dilemma, and compared the Q-learning method with the
algorithm[9]; Liu Weibing, et al.combined reinforcement learning with evolutionary game, and
established a multi-agent reinforcement learning model in evolutionary game[10]. The simulation
results show that the multi-agent reinforcement learning model can make the players keep learning
and seek the best strategy.
   In this paper, Q-learning in reinforcement learning and asymmetric repeated hawk-dove game
model are combined to model, and the evolution and causes of this phenomenon are discussed by
simulating the changes of social classes' strategy choices from the perspective of class solidification,
and some effective suggestions are obtained through simulation exploration.

2. Main framework

   The research framework of this paper is shown in Figure 1:




Figure 1 main framework flow chart

   According to Figure 1, the thesis is divided into three parts:
   The first part abstracts the phenomenon of class solidification as a less mobile equilibrium formed
by the constant strategic interaction of different classes in social practice, while different social
classes choose aggressive and concessionary strategies in line with the characteristics of the
hawk-dove game.Thus, an asymmetric repeated hawk-dove game model with parameters is
constructed, where the parameters are the asymmetry factor μ = ka : kb and the unit benefit of the
conflict m = V C between the parties to the game (where V is the benefit obtained and C is the cost
paid by both parties when the conflict arises),and named the class competition game
model.Meanwhile, the theoretical solution of the game model is obtained.
   In the second part, under the premise of limited rationality of players, the model is simulated
through reinforcement learning to test the explanatory power of game theory in practice, and to
explore the relationship between different types of strategy choices and parameters.
   The third part improves and simulates the parameters of the game model of class competition,
compares the experimental results before and after the improvement, and proposes solutions to
improve the solidification of the class and realize the fluidity of the class by revealing the
phenomenon of class mobility.




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3. Analysis of asymmetric repeated class competition game based on
   hawk-dove game

3.1 An asymmetric class competition model based on the hawk-dove game

    The construction of the class competitive game model consists of three parts:
    (1) Strategy space of game subjects: assume that both social class A and social class B have two
strategies to choose from, i.e., the hawk strategy and the dove strategy;
    (2) The parameters of the game model are generally the benefits of the game V , the costs paid
by both parties C when a conflict arises (in general V < C );
    (3) The asymmetry factor μ = ka : kb between the two sides of the game (here ka + kb = 1 , the
resources are allocated by social class A and social class B).

Table 1 Class competition model revenue matrix
                                                                     Social class B
                                                               H                                D
                                    H           (V − C ) 4ka , (V − C ) 4kb                     V,0
                 Social class A
                                    D                          0,V                          kaV , kbV

   Using the line drawing method can get Table 1 there are two pure strategy Nash equilibrium: (H, D)
and (D, H). And there is also a mixed strategy Nash equilibrium, the probability p0 is the probability
that the social class chooses the dove strategy
                                              (C − V )                (C − V )      
                       ( p0 ,1 − p0 ) =                     ,1 −                                            (1)
                                         (C − V ) + 4ka kbV      (C − V ) + 4ka kbV 
                                                                                           (C − V )
   For the parameters of the above asymmetric hawk-dove game p0 =                                        , defined as the
                                                                                      (C − V ) + 4ka kbV
unit gain of the conflicting parties m = V C to the game, then
                                                  (1 − m)(1 + μ )2
                                        p0 =                                                                  (2)
                                               (1 + μ )2 − m( μ − 1)2
   From Eq.2, it can be seen that the probability p0 is related to the parameters μ and m : when μ is
constant, the larger m , the smaller p0 , i.e. the larger the unit gain at the time of conflict, the smaller
the probability of choosing the dove strategy;When m is constant, the greater μ , the greater p0 , the p0
is minimized when μ = 1 , i.e. the probability of choosing the dove strategy is the smallest for classes
of equal strength, the greater the difference in strength, the greater the probability of choosing the
dove strategy.

3.2 A class competition model based on Q-learning

    The purpose of this paper is to study the equilibrium reached by social classes with different power
ratios after a long and repeated game process, so the environment of the Q-learning method for
simulating game experiments is set as follows:
    (1) States St = {" hh "," hd "," dh "," dd "} ,using the strategy choices of the previous round of social
classes A and B as the state of this round, e.g. " hh " ;
   (2) Social class A and social class B have the same action set A, set to A = {h,d} , i.e. both A and
B have two actions to choose from: the "hawk" strategy ( h ) and the "dove" strategy ( d ) ;


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   (3) The reward of the model R , representing the reward of social class A Ra and the reward of
social class B Rb after adopting different actions , where the reward set Ra denoted is
{(V − C 4kat ),V , 0, kat V } ; the reward set Rb denoted is {(V − C 4kbt ),V , 0, kbtV } ;
   (4)     Transfer probability of the model P : p = p( s ' , r s, a ) = 1 ;
   (5)     Strategy P = P ( At St ) : Repetition game is not just a simple repetition game, we give the
social class to choose a certain randomness of strategy, so choose the Boltzmann distribution to
                                                                               eQ ( s ,αi ) λ
represent the probability of the social class to choose the action: p(α i ) =                   ;
                                                                              α∈A eQ( s,αi ) λ
   This gives the Q-value update formula:

                                                                     (                       )
                         QtA+1 ( s, a1 , a2 ) = (1 − α t ) QtA ( s, a1 , a2 ) +α t rt A + γ max QtA ( s ' , b )
                                                                                              b
                                                                                                                  (3)


                         Q ( s, a , a ) = (1 − α ) Q ( s, a , a ) +α ( r + γ max Q ( s , b ) )
                            B
                           t +1     1   2             t    t
                                                            B
                                                                    1   2      t   t
                                                                                       B
                                                                                                    t
                                                                                                     B   '
                                                                                                                  (4)
                                                                                              b




4. Simulation experiments on class competition model based on Q-learning

   In this section, the laws of social class strategy selection are discovered through simulation
experiments.

4.1 Parameter Setting

   The parameters in the Q-learning model in this paper are 0.9 for the γ and 0.1 for the α ,
considering the realistic implications, the following two parameters are set:
   (1) The unit benefit of conflict between the two sides of the game m = V C , where the conflict
cost C is set to 50 and the benefit is set to 20;
   (2) Asymmetry factor of both sides of social classes μ : According to the difference of strength
values of different classes, the simulation experiment is divided into 5 cases: ka : kb = 0.5 : 0.5 ,
ka : kb = 0.4 : 0.6 ,ka : kb = 0.3: 0.7 ,ka : kb = 0.2 : 0.8 ,ka : kb = 0.1: 0.9 . Considering the stability of the
model, the initial total value of the strength of both sides is set to 10000, the initial strength ratio is
proportionally distributed, and the asymmetry factors μ of class A and class B do not change in each
experiment.

4.2 A test of the explanatory power of game theory in practice

    After 20,000 iterations of the model, it is obtained that different classes are stable in the
combination of (H, D), (D, H) and (D, D) strategies at about 10,000 iterations, but the probability of
choosing these three strategies combinations is related to parameters μ and m .Therefore, the control
variables method is used to verify the frequency change of different social classes when the strength
ratio μ is different but m unchanged (taken m = 20 50 ) versus when the strength ratio m is different but
 μ unchanged (taken μ = 0.5 : 0.5 ), and the model is repeated 100 times to count the frequency change
when the strategies are stable to obtain Figure 2:




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                              2-a                                            2-b

Figure 2 Plot of the variation of strategy with μ and m

    From the Figure 2-a, it can be seen that with the ratio μ = ka : kb decreasing, that is, the strength
gap between the class classes becomes smaller, the more the two sides tend to choose (D, D) strategy
combination, and the probability of choosing (D, H) strategy combination and (H, D) strategy
combination gradually decreases, which accords with the results given by theoretical values.Also, the
experimental result means that the established Q-learning game model can basically represent the real
game situation. However, when μ = ka : kb = 0.1: 0.9 ,the weak side will always choose to compromise
and give in, the strong side will always choose the conflict strategy, and the probability of cooperation
between the two sides is reduced.
    From the 2-b diagram, we can see that as the gain of the game V becomes larger and m increases,
the unit gain of conflict between the two sides increases, the chance of both sides choosing the (D,D)
strategy combination becomes smaller, the choice of (D,H) and (H,D) in general becomes more and
more, and the chance of both social classes choosing to settle for the status quo becomes smaller.

5. Simulation experiments on class competition model with variable
   parameters based on Q-learning

5.1 Parameter Setting

    This section considers breaking class solidification under the premise of class solidification. The
strength of different social classes in the game process will change because of some factors, which
can be internal or external. The model sets the cumulative income after the game as the strength ratio
of both sides after the game: i.e., the strength value k at of social class A and the strength value kbt of
                                                                                Rat −1                 Rbt −1
social class B are determined by the cumulative gains of the class:kat =                   ,kb
                                                                                              t
                                                                                                =                 ,
                                                                           Rat −1 + Rbt −1        Rat −1 + Rbt −1
the rest of the parameter settings are the same as those used for class solidification, defined as a class
competition model with variable parameters.

5.2 Comparison of experimental results of class competition model
simulation before and after parameter change

   The strategies of both sides of the society are Q-learning with 20,000 iterations. During the
experiment, it was found that after about 10,000 games, both sides of the game are stable in the

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combination of three strategies (H, D), (D, H) and (D,D), the probability of the combination of the
three strategies is also related to the parameters μ and m . At the same time, there are obvious
differences in the choice of strategy combination between participants before and after the model
improvement. The two models are simulated for 100 times, and the probability of test results (D, D) is
compared, as shown in Figure 3:




Fig. 3 Plot of the probability of choosing the (D,D) strategy combination with μ value for the social
class before and after parameter improvement

    It can be seen from Figure 3 that as the value or initial value μ keeps getting smaller, i.e., as the
class strength gap gets bigger, the probability of the class choosing (D,D) will gradually increase,
representing that the bigger the class gap is, the easier it is for the class class to lie flat. Particularly,
when the class classes have different strengths ( μ = 0.1: 0.9) , the lower class classes when the μ value
remains unchanged basically do not choose the aggressive aggressive strategy, but choose to lie flat,
while about 26% of the lower class classes when the value changes are willing to choose the
aggressive aggressive strategy.
    The difference is that the improved variable-parameter class competition model, on the whole,
reduces the probability of the class choosing (D,D) to 11.6% compared with the class competition
model under the phenomenon of class solidification , while the probability of choosing (H,D) and
(D,H) has an average growth rate of 6.3% and 4.6%. It can be seen that the immutability of class
status makes the disadvantaged classes more inclined to lie flat, while the variability of class status
effectively stimulates the motivation of different class classes, constantly promotes the mobility
between social classes and improves the dynamics of social development.

6. Conclusion and Outlook

6.1 Conclusion

   In this paper, the asymmetric repeated hawk-dove game is used to model and theoretically analyze
the class competition phenomenon, and the simulation experiments based on Q-learning algorithm
show that: different class classes are likely to stabilize in either aggressive or comfortable strategies,
but the parameters μ and m are roughly inversely proportional to the probability of class choice (D, D),
and the model can be improved by changing the values of ka and kb to reduce the probability of class
choice (D,D) to 11.6%. Finally, based on the results of the simulation experiment, this paper discusses
three suggestions to avoid the phenomenon of class solidification and improve social mobility:
   (1)Reduce the gap between rich and poor. In this study, we found that the probability of both sides
of the class being stable at (D,D) is inversely proportional to the strength ratio μ of both sides. The


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greater the strength ratio μ , the greater the probability of choosing to rest on one's laurels in social
competition, and the probability of choosing to forge ahead is generally decreasing.Meanwhile,when
the difference in strength between the two sides of the class is too great, the side with low strength
will hardly adopt the strategy of forging ahead but lie flat to face challenges and opportunities, which
will increase the degree of class solidification. Therefore, in order to avoid the aggravation of class
solidification, it is necessary to promote measures to reduce the gap between the rich and the poor, so
as to increase the motivation of different classes to advance up the class;
    (2) Appropriate load shedding mechanisms. Studies have shown that the probability of both classes
settling at (D,D) is also inversely proportional to the unit benefit m of conflict between the two parties.
The increase in the unit gain m of conflict between the two sides of the class can be interpreted as the
gain obtained by the class becomes larger under the condition of a certain conflict cost, when the
probability of both sides of the class settling in the status quo is reduced, effectively increasing the
motivation of the class to continuously improve in social competition. When the gain cost is higher,
the class will be more willing to take the initiative to improve themselves under the same conflict cost
condition, instead of losing motivation in the continuous internal conflict. Therefore, in order to avoid
the phenomenon of class solidification, it is necessary to appropriately increase the unit gain in the
conflict to encourage people of different classes to continuously advance and achieve a greater
possibility of class leap;
    (3) A fair and just social environment. The study shows that the changing ka , kb . that translates
gains into their own strength values effectively reduces the probability of both sides of the game
choosing to settle for the status quo by 11.6% on average, and increases the probability of choosing to
be aggressive by 11%. This indicates that social classes find that their own strength values can be
improved through acquired effort factors in continuous strategic interaction, which increases the
motivation of classes to change themselves. Therefore, establishing a fair and just social environment
for different social classes to establish a reasonable strategic interaction environment, so that the
interests of both sides can be effectively protected, is an effective way to avoid the phenomenon of
social solidification and improve social mobility.

7. Acknowledgments

   This work was financially supported by the National Natural Science Foundation of China
(72031009) and Hubei Province Key Laboratory of Systems Science in Metallurgical
Process(Y202105)

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