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Solutions Manual — Game-Theoretical Models in Biology, 2nd Edition — Mark Broom & Jan Rychtář — ISBN 9781003024682 — Latest Update 2025/2026 — (All Chapters Covered 1–23)

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This instructor-verified Solutions Manual for Game-Theoretical Models in Biology (2nd Edition) by Mark Broom and Jan Rychtář (ISBN 9781003024682) contains complete solutions for all 23 chapters of the textbook, aligning precisely with the structure published by CRC Press. This manual covers both foundational and advanced topics in mathematical biology using evolutionary game theory, with chapter-wise applications, Python code integration, and theoretical models for biological strategy. The chapters begin with Chapter 1: Introduction, followed by Chapter 2: What is a Game, and Chapter 3: Two Approaches to Game Analysis. It then explores Chapter 4: Some Classical Games, Chapter 5: The Underlying Biology, Chapter 6: Matrix Games, and Chapter 7: Nonlinear Games. The manual continues with Chapter 8: Asymmetric Games, Chapter 9: Multi-player Games, and Chapter 10: Extensive Form Games and Other Concepts in Game Theory. Further, it includes Chapter 11: State-based Games, Chapter 12: Games in Finite Populations and on Graphs, Chapter 13: Evolution in Structured Populations, and Chapter 14: Adaptive Dynamics. The manual also thoroughly addresses applied contexts with Chapter 15: The Evolution of Cooperation, Chapter 16: Group Living, Chapter 17: Mating Games, and Chapter 18: Signalling Games. Concluding sections include Chapter 19: Food Competition, Chapter 20: Predator–Prey and Host–Parasite Interactions, Chapter 21: Epidemic Models, Chapter 22: Evolutionary Cancer Modelling, and Chapter 23: Conclusions. All exercises and Python-based problems are accounted for. This is an essential academic companion for instructors, students, and researchers in evolutionary biology and applied mathematics.

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Game Theoretical Models in
Biology 2nd Edition
ST


SOLUTIONS
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MANUAL
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PP

Mark Broom
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Jan Rychtář

────────────────────────────────────────────────────


Comprehensive Solutions Manual for
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Instructors and Students
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© Mark Broom & Jan Rychtář. All rights reserved. Reproduction or distribution without
permission is prohibited.
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© DreamsHub

, Solutions Manual for Game-Theoretical Models in Biology (2nd Edition)
Mark Broom & Jan Rychtář
ISBN: 9781003024682
ST

UNIT 1: FOUNDATIONS OF GAME THEORY IN BIOLOGY
1. Introduction
2. What Is a Game
3. Two Approaches to Game Analysis
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UNIT 2: CLASSICAL AND MATHEMATICAL GAME STRUCTURES
4. Some Classical Games
5. The Underlying Biology
6. Matrix Games
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7. Nonlinear Games

UNIT 3: COMPLEX AND MULTI-AGENT GAME FRAMEWORKS
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8. Asymmetric Games
9. Multi-player Games
10. Extensive Form Games and Other Concepts in Game Theory

UNIT 4: EVOLUTIONARY DYNAMICS AND POPULATION
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STRUCTURE
11. State-Based Games
12. Games in Finite Populations and on Graphs
13. Evolution in Structured Populations
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14. Adaptive Dynamics

UNIT 5: COOPERATION, SOCIALITY, AND MATING STRATEGIES
15. The Evolution of Cooperation
16. Group Living
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17. Mating Games
18. Signalling Games

UNIT 6: ECOLOGICAL, EPIDEMIOLOGICAL, AND MEDICAL
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APPLICATIONS
19. Food Competition
20. Predator–Prey and Host–Parasite Interactions
21. Epidemic Models
22. Evolutionary Cancer Modelling
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UNIT 7: SYNTHESIS AND FUTURE DIRECTIONS
23. Conclusions



© DreamsHub

, Solutions Manual for Game-Theoretical Models in
Biology, 2e by Mark Broom, Jan Rychtář (All
Chapters)
2




Chapter 2
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2.1. We can define a pure strategy as a choice to play Rock, Scissor or Paper
at any position of the game. If the position of the game is determined by the
current score (number of rounds won, irrespective of the order of results), then
a pure strategy is a six-tuple (xp1 ,p2 ) where p1 ∈ {0, 1, 2} is the score of Player
1 and p2 ∈ {0, . . . , 2 − p1 } is a score of Player 2. If a position of the game
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is given by the current score and the round number, then a pure strategy is
a countable collection (xp1 ,p2 ,n ) p1 ∈ {0, 1, 2, 2} is the score of Player 1 and
p2 ∈ {0, . . . , 2 − p1 } is a score of Player 2 and n = p1 + p2 , p1 + p2 + 1, . . . is
the round number.

2.2. Let CP be the cost of colicin production, CI be the cost of being immune
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ad H > CP + CI be the harm. We then have

Producing Immune Neither
 
Producing −(CP + CI ) −(CP + CI ) H − (CP + CI )
Immune  −CI −CI −CI .
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Neither −H 0 0

Adding CP + CI to the first collum and CI to the second column yields

Producing Immune Neither
 
Producing 0 −CP H − (CP + CI )
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Immune  CP 0 −CI .
Neither CP + CI − H CI 0


2.3. Let pXY be payoff to Paul if he went to bar
 X while John
 went to bar
pAA pAB
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Y . The payoff matrix to Paul is then given by where, pAA >
pBA pBB
pBB > pAB ≈ pBA . Similarly for John.

2.4. Let E be the option for Paul to go somewhere else. Let jXY be the payoff
to John
 if he went to bar X while Paul went to bar Y . The payoff for John is
jAA jAB jAE
then where jAA > jBB > jAB ≈ jBA ≈ jAE ≈ jBE . The
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jBA jBB jBE  
pAA pAB
payoff to Paul is given by pBA pBB  where pBA = pAB > pEA = pEB >
pEA pEB
pAA = pBB .
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, 3
(0, 0, 1)

(0, 1/3, 2/3)
(0, 1/2, 1/2)
(1/3, 1/3, 1/3)
(1/10, 3/5, 3/10)
(2/5, 2/5, 1/5)
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2.5. (1, 0, 0) (0, 1, 0)


P
2.6. If a σ-strategist
P plays in the population αj δpj where pj is a mixed
strategy
P p j = p S
i j,i i , then the σ-strategist plays against Si with probability
α p
j j j,i . It is thus the same as playing in the population δp̄ .
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2.7. E[p, q] = pAqT = (−p2 + p3 )q1 + (p1 − p3 )q2 + (−p1 + p2 )q3 = p1 (q2 −
q3 ) + p2 (q3 − q1 ) + p3 (q1 − q2 ). Let m = max{q2 − q3 , q3 − q1 , q1 − q2 }. The
best reply to q is (1, 0, 0) if q2 − q3 = m; it is (0, 1, 0) if q3 − q1 = m; and it is
(0, 0, 1) if q1 − q2 = m.
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2.8. (i) generic, (ii) technically non-generic but does not affect the analysis,
(iii) non-generic, (iv) generic, (v) technically non-generic but does not affect
the analysis, (vi) technically non-generic but does not affect the analysis, (vii)
non-generic, (viii) non-generic.
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2.9. By Exercise 2.6, the payoffs are the same as if the game is played against
an individual playing p = 0.4(0.5, 0.5) + 0.3(1, 0) + 0.3(0.2, 0.8) = (0.56, 0.44).
We thus get E[(0.5, 0.5); Π] = (0.5, 0.5)A(0.56, 0.44)T = 0.4 and similarly for
other strategies, giving payoffs 0.56 and 0.464.
PP

2.10. For the matrix games, the mean strategy is as in Exercise 2.9. p =
0.4(0.5, 0.5) + 0.3(1, 0) + 0.3(0.2, 0.8) = (0.56, 0.44). If the opponent is se-
lected based on its probability of playing S1 the mean strategy is pe =
0.5 1 0.2
0.5+1+0.2 (0.5, 0.5) + 0.5+1+0.2 (1, 0) + 0.5+1+0.2 (0.2, 0.8).
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Chapter 3
β=0 β=1 β=10 β=100
0.5 0.5 0.5 0.5
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0.3
p




0.3
p




0.3
p




0.3
p




0.1 0.1 0.1 0.1
0 1 2 3 0 5 10 0 50 100 0 500 1000
3.1. Generation Generation Generation Generation
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