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The computational complexity of ecological and
evolutionary spatial dynamics
Rasmus Ibsen-Jensen
Krishnendu Chatterjee ' , and Martin A. Nowak'
'IST Austria. Klosteineuburg. A 3400. Austria. and 'Program for Evolutionary Dynamics. Department of Organismic and Evolutionary Biology. Department of Mathematics.
Harvard University. Cambridge. MA 02138. USA
Submitted to Proceedings of the National Academy of Sciences of the United States of America
There are deep. yet largely unexplored connections between com-
puter science and biology. Both disciplines examine how information
proliferates in time and space. Central results in computer science
describe the complexity of algorithms that solve certain classes of
problems. An algorithm is deemed efficient if it can solve a problem
in polynomial time, which means the running time of the algorithm
is a polynomial function of the length of the input. There are classes
of harder problems for which the fastest possible algorithm requires
exponential time. Another criterion is the space requirement of the
algorithm. There is a crucial distinction between algorithms that can
find a solution. verify a solution. or list several distinct solutions in
given time and space. The complexity hierarchy that is generated in
this way is the foundation of theoretical computer science. Precise
complexity results can be notoriously difficult. The famous P=NP
question is one of the hardest open problems in computer science
and all of mathematics. Here we consider simple processes of eco-
logical and evolutionary spatial dynamics. The basic question is:
what is the probability that a new invader (or a new mutant) takes
over a resident population? We derive precise complexity results for
a variety of scenarios. We therefore show that some fundamental
questions in this area cannot be answered by simple equations.
Significance
There is a deep connection between computer science and bi-
ology. as both fields study how information proliferates in time
and space. In computer science, the space and time require-
ments of algorithms to solve certain problems generate com-
plexity classes, which represent the foundation of theoretical
computer science. The theory of evolution in structured pop-
ulation has provided an impressive range of results. but an
understanding of the computational complexity of even sim-
ple questions is still mitering. In this work we prove
unex-
pectedly
that some fundamental problems in ecological and
evolutionary spatial dynamics can be precisely characterized
by well-established complexity classes of the theory of com-
putation. Since we show computational hardness for several
basic problems, our results imply that the corresponding ques-
tions cannot be answered by simple equations. For example.
there cannot he a simple formula for the fixation probabil-
ity of a new mutant given frequency, dependent selection in
a structured population. We also show that some problems,
such as calculating the molecular clock of neutral evolution in
structured populations, admit efficient algorithmic solutions.
Evolutionary games on greens I Sadao ofobataity I Comigany Sun
Evolution occurs in populations of reproducing individu-
als. Mutation generates distinct types. Selection favors some
types over others. The mathematical formalism of evolution
describes how populations change in their genetic (or pheno-
typic) composition over time. Many papers study evolution-
ary dynamics in structunid populations [I. 2, 3, 4, 5, 6, 7. 8.1
Spatial structure can affect the rate of neutral evolution [91.
There are results that describe which spatial structure; do or
do not affect the outcome of constant selection [10, 11, 121.
Constant selection refers to a situation where the compet-
ing types have constant reproductive rates independent of
the composition of the population. Sonic population strew-
WM. Cannicti/doi/10,1073/pnas.0709640104
tures can be amplifiers or suppressors of constant selec-
tion [13. 6, 141 meaning that. they modify the intensity of
selective differences.
A large literature deals with evolu-
tionary games [15, 16, 17. IS, 191 in structured populations
[1, 20. 21, 22, 23. 24, 25, 26, 27, 281. In evolutionary games the
reproductive success of an individual depends on interactions
with others. Many population structures and update rules
can affect the outcome of evolutionary games. For example,
spatial structure can favor evolution of cooperation [1, 291.
In this paper we are interested in stochastic evolutionary
dynamics in populations of finite size. A typical setting is
provided by evolutionary graph theory [6, 30, 31, 32, 33. 341.
The individuals of a population occupy the vertices of a graph.
The links determine who interacts with whom for receiving
payoff and for reproduction. There can be a single graph for
game dynamical interaction and evolutionary replacement. or
the interaction and replacement graphs can be distinct. 1351.
Often the graph is held constant during evolutionary updat-
ing, but it is also possible to study dynamically changing
graphs [36, 37. 38, 39, 40, 41. 42, 43. 441.
The study of spatial dynamics also has a long tradition in
ecology [45. 46. 47, 48. 491. Here the typical setting is that
different species compete for ecological niches. Many evolu-
tionary models are formally equivalent to ecological ones - es-
pecially if we consider only selection and not mutation. Then
we can interpret the different types as individuals of different
species.
This paper is structured as follows. First we give an in-
tuitive account of the foundation of theoretical computer sci-
ence. We describe classier of problems that can be solved by al-
gorithms in certain time and space constraints. Subsequently
we present two simple problems of evolutionary dynamics in
spatial settings. The first problem is motivated by a very
simple ecological dynamic: the second problem is the general
setting of evolutionary games on graphs. In both cases, the
basic question is to calculate the take over probability (or
fixation probability) of a new type. That is we introduce a
new type in a random position in the population and we ask
what is the complexity of an algorithm that can characterize
the probability that the new type takes over the population
(becomes fixed). Unexpectedly we are able to prove exact
complexity results (see Table I).
Reserved for Publication Footnotes
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The class PTIME (denoted as P) consists of problems
wham solutions can be computed by an algorithm that trues
polynomial time. This means the running time of the algo-
rithm grows as a polynomial function of the size of the input.
In computer science, PTIME represents the doe: of problems
which can he solved efficiently.
The class NP (non-deterministic polynomial time) con-
sists of problems, for which solutions exist that are of poly-
nomial length, and given a candidate for a solution of poly-
nomial length, whether the candidate is indeed a solution can
be checked in polynomial time. Therefore, an NI' algorithm
can verify a solution in polynomial time.
In order to proceed further. we need the notion of 'reduc-
tion' between classes of problems. A reduction, from a given
problem Pt to n problem P2. is a translation such that a so-
lution for P3 can provide a solution for Pr. More precisely,
if there is a polynomial-time reduction from Pr to P2, then a
polynomial-time algorithm for Pz implies a polynomial-time
algorithm for Pi.
A given problem is NP-hard if for every problem in NP
there is a polynomial reduction to the given problem. A prob-
lem is NP-complete, if it is both NP-hard, as well as there is
an NP algorithm for the problem.
For example. consider a Boolean formula over variables.
and the question whether there exists an assignment to the
variables such that the formula is true. A polynomial candi-
date solution is an assignment of truth values to variables, and
given a candidate assignment the formula can be evaluated in
polynomial time. This is the famous satisliability, SAT, prob-
lem in computer science. The SM' problem is NP-complete.
The clam P is contained in NP. and a major. long-standing
open question in computer science is whether P=NP? A
polynomial-time algorithm for an NP-complete (or an NP-
hard) problem would imply that P=NP, resolving the long-
standing open problem.
The class #P (sharpP) intuitively corresponds to count-
ing the number of solutions. A problem is in #1' if it counts
the number of distinct solutions such that (i) every peesible
candidate for a solution is of polynomial length, and (ii) given
a candidate for a solution, it can be checked in polynomial
time whether the candidate is a solution. For example. given a
Boolean formula, the problem whether there are at least k dis-
tinct satisfying assignments to the formula is a #l'-problem.
A given problem is #P-hard, if for every #P-problem there
is a polynomial-time reduction to the given problem. A #P-
complete problem is a problem that is both #P-hard, and
there is a #P-solution. For example, counting the number of
solutions in SAT is #P-complete.
The class NI' is contained in #1' because given the enu-
meration of solutions for #P, it is easy to check if there exists
at least one solution. Intuitively, an NI' problem asks whether
there is at least one solution, whereas #P is the counting ver-
sion which asks if there are least k distinct solutions (and the
special case of k = I gives NI'). Again a major open question
is whether NP=#1)? Note that a polynomial-time algorithm
for a #P-complete problem would be an even bigger result as
it would imply both P=NP and P=#1'.
The clam PSPACE, consists of problems which can he
solved with polynomial space. Note that n polynomial space
algorithm can reuse space and can in general require exponen-
tial time. Every #P problem can be solved in PSPACE by
simply enumerating each candidate for a solution and check-
ing if it is a solution. Since we can reuse space to enumerate
the candidates for solutions, the enumeration can be achieved
in polynomial space. Moreover, every polynomial-time al-
gorithm uses at most polynomial space. I
it follows
that #1' is contained in PSPACE. The notion of PSPACF.-
2 I woo reascosicsilscom 1073/ress 0709640104
hardness and PSPACE-completeness is similar to the notion
of NP-hardness and NP-completenets, but with respect to the
problems in PSPACE. Again a long-standing open question in
computer science is whether #P=PSPACE, and a polynomial-
time algorithm for a PSPACE-complete (or PSPACE-hard)
problem would imply P=NP=#P=PSPACE.
We have mentioned that the major questions about the
equality of the complexity dames are open problems, but the
widely believed conjecture is that P is strictly contained in
NP. NP is strictly contained in #1'. and #1' is strictly con-
tained in PSPACE. In other words. it is widely believed that
MP-complete problems cannot he solved in polynomial time,
#P-complete problems are harder than NP-complete prob-
lems, and PSPACE-complete problems are harder than #P-
complete problems. A pictorial illustration of the complexity
classes is shown in Figure I.
The first problem is motivated by ecological dynamics.
There is an ecosystem occupied by resident species. The spa-
tial structure of the ecosystem is given by a graph. An in-
vading species is introduced (see Figure 2 for an illustration).
We assume the invading species has a competitive advantage
in the sense that once a position is occupied by the invading
species the resident cannot get it back. The invading species,
however, has a density constraint: if the number of invader,.
around a focal invader is above a threshold, h, then the In-
vader in the focal node can not colonize another node.
We are interested in the probability that the invader start-
ing from a random initial position will take over the entire
ecosystem (and therefore drive the resident to extinction).
There are two types of questions. The 'qualitative question'
is whether the take over probability is greater than zero. The
'quantitative question' is concerned with computing the take
over probability subject to a small error. Figure 2 gives a pic-
torial illustration. We prove the following results. The quali-
tative question is NP-complete (SI Theorem 1). The quanti-
tive question is #P-complete (SI Theorem 8).
The second problem is concerned with evolutionary game;
in structured populations. There are two types, A and B.
whose reproductive rates depend on local interactions. We
consider the setting of games on graphs. Each vertex is occu-
pied by one individual. which is either A or B. Interactions
occur pairwise with all neighbors. The payoff matrix is given
by
A B
A ( o
b )
(I)
B
c
d
The entries of the payoff matrix can he positive or negative
(or zero). Each individual interacts with all of its neighbors
on the graph to derive a payoff sum. The payoff sum is trans-
lated into reproductive success as follows. If the payoff sum
is positive. then the fecundity equals the payoff sum. If the
payoff sum is negative. then the fecundity is zero. We refer
to this translation as linear fitness. In any one time step, a
random individual is chosen for reproduction proportional to
its fecundity. The offspring. which is of the same type as the
parent, is placed into an adjacent position on the graph (see
Figure 3 and Figure 4 for an illustration).
We are interested in the probability that a single A in-
dividual starting in a random position on the graph gener-
ous a lineage which will take over the entire population; this
probability is generally called fixation probability. As before,
there are two type; of questions. The 'qualitative question' is
whether the fixation probability is positive. The 'quantitative
question' is concerned with computing the fixation probability
subject to a small error. We prove the following results. The
qualitative question is NP-hard and in PSPACE. The quanti-
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OTC qUe86011 is #P-hard and in PSPACE. The results follow
from SI Theorem 4, Theorem 8, and Theorem 15.
Note that the first problem can also be obtained as a spe-
cial case of the second problem. In the payoff matrix (I) we
can set, for example, a = -1, b = I, e = d = 0. This 'game'
has the property that type 13 never reproduces and type A
reproduces until half its neighbors are also of type A. This
parameter choice leads to the same qualitative behavior and
the same complexity bounds as described in the first. problem.
A generalization of games on graphs is the setting where
the interaction graph and the replacement graph are dis-
tinct (35). Thus each individual interacts with all of its neigh-
bors on the interaction graph to receive payoff. Subsequently
an individual is chosen for reproduction proportional to its
fecundity. The offspring is placed randomly among all neigh-
bors of the focal individual on the replacement graph. In this
case, both the qualitative and quantitative questions become
PSPACE-complete (SI Theorem 15)
We also consider a variation of the second problem. In
particular we change the mapping from payoff to fecundity.
We now assume that fecundity is an exponential function of
payoff, mid refer to it as exponential fitness (see Figure 4 for
an illustration). Therefore the fecundity of an individual is
always positive (even if its payoff sum is negative). In this
setting the qualitative question can be decided in polynomial
time. The reason is that the fixation probability is positive
if the graph is connected. Thus, in order to answer the qual-
itative question the algorithm only needs to check whether
the graph is connected; this problem is in P. However, the
quantitative question has the same complexity as the previ-
ous problem (SI Theorem 16 and Theorem 17).
A special case of games on graphs is constant selection.
Type A has constant fecundity a and type 13 has constant
fecundity b independent of any interactions. The qualitative
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Fettling Author
question concerning the fixation probability of A is 111 P. The
quantitative question is in PSPACE, but any non-trivial lower
ho
1 is an open question.
In summary, we have established complexity results for
some fundamental problem: in ecology and evolutionary
games on graphs. In particular, we have solved the open prob-
lems mentioned in the survey (50. Open Problem 2.1 and 2.21.
Our main results are summarized in Table I. The most in-
teresting aspects of our results are the lower bound.s, which
shows that in most cases there exists no efficient algorithm,
under the widely believed conjecture that. P is different from
NP. A simple equation based solution would give an efficient
algorithm, and thus our result shows that for evaluating the
fixation probability in spatial settings there does not exist a
simple equation based solution in general.
Finally, while we establish computational hardness for sev-
eral problems, we also show that two classic problems can he
solved in polynomial time (SI Section 7). Pint, we consider
the molecular clock, which is the rate at which neutral muta-
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be computed in polynomial time. In this case the problem can
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chains, where each state represent the number of mutants.
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of the graphs, and since absorption probabilities in Markov
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of linear equalit let) we obtain the desired result.
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Fig. 1. A pwlonal is
of the complexity (Lasses P. NP. #P. and PSPAPCE. The oomph...Ay clan P is contained in NP. NP a contained m #P. and #P it contained
PSPACE The widely behosid conjecture 6 that the complexity classes age different A problem IS NP.hard if n is at least as hard as each roblom in NP: and Sanaa+ for
#P-hardness and PSPACE-hardness. The intersection of NP and NP-hard gives die NP complete problems. and similarly for #P complete and PSPACE complete problems.
H{TICC a polynomial-time scautaw fn a NP.Ihnd or NP-compete problem "avid imply P NP
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Q1: Probability >0?
Q2: Approximate probability?
Fig. 2. Illustratcn of mutant introduction. The residents (type A) an mind blue and the mutants (type B) alit colored red. The black edges are the edges of the
otteracten graph and the red are the edges of the reproduction graph. The probability to introduce a mutant in a wok vertex is always one over the number of vertices. The
computational questions of interest regarding the take aver prebability are as follows. whether the probability is positive (qualitative question). and compute an appectornabon
of the probability (quantitative question).
6 I Yin. Pabserlicti/dci!i0 1073/pnai 0709640104
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o+b
A B
Fig. 3. Intonation d rrgeoduction with matrix
d
)
The reden" (type A) are colored blue and the mutants (type B) we corned rod. The black edges at
the edges d the interaction graph and the red me the edgers °, the NIXAMAtron Verb- In the Ng "jute betide each vino the payolf of the vertex (eekti is the sum of the
payoff of the interactions) is shown. Since the lost figure shows the payoff computation. the imeraction edges that are responsible for payoff calculation are boldfaced. In the
second figure the vertex labeled 3 rs selected for reproduction. The reproduction edges from vertex 3 are boldfaced, and each edge has probalklity 1/2 Finally, the successor 5
chosen for replacement, i.e., voter 3 reproduces to verger S
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Limiii him,
Mutability
Exponential hineta
).
Fig. 4. Illustration of different payoffs to fitness with Int
22
The residents (type A) are blue and the mutants (type 8) red. The black edges are the edges
of the interaction graph and the red at the edges of the reproduction graph. In the figure of the tern row we show the payoff for every vertex. In the next rote we show the
fitness Mich is either a linear function of the payoff but at least 0: or an exponential function of the payoff Fnally. in the third row. with each voter we show the probability.
which is the normalize! Wass. that the vertex n selected for reproduction (in the last figure. tlw number x is the sum of thil Fitness. i t. x = e2 + 2e + 2ri +2e- i)
e I VA"
' Mat 0rgiCiiidO) 10 lOn/Pnai
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Table 1. Complexity results for various models and computational questions
Qualitative
Quantitative
Ecological Scenario
NP-complete
#P-complete
Linear fitness
PSPACE-complete
PSPACE-complete
Exponential fitness
P
P$PACE-complete
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