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   Research Article

Game-Theoretic Methods for Functional Response and Optimal Foraging Behavior

     * Ross Cressman,
       Affiliation Department of Mathematics, Wilfrid Laurier University, Waterloo,
       Ontario, Canada
       x
     * Vlastimil Krivan ,
       * E-mail: [50]vlastimil.krivan@gmail.com
       Affiliation Institute of Entomology, Biology Centre, Academy of Sciences of
       the Czech Republic, and Faculty of Science, University of South Bohemia,
       Ceské Budejovice, Czech Republic
       x
     * Joel S. Brown,
       Affiliation Department of Biological Sciences, University of Illinois at
       Chicago, Chicago, United States of America
       x
     * József Garay
       Affiliation MTA-ELTE Theoretical Biology and Evolutionary Ecology Research
       Group and Department of Plant Systematics, Ecology and Theoretical Biology,
       Eötvös Loránd University, Budapest, Hungary
       x

Game-Theoretic Methods for Functional Response and Optimal Foraging Behavior

     * Ross Cressman,
     * Vlastimil Krivan,
     * Joel S. Brown,
     * József Garay

   PLOS
   x
     * Published: February 28, 2014
     * [51]https://doi.org/10.1371/journal.pone.0088773
     *

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Abstract

   We develop a decision tree based game-theoretical approach for constructing
   functional responses in multi-prey/multi-patch environments and for finding the
   corresponding optimal foraging strategies. Decision trees provide a way to
   describe details of predator foraging behavior, based on the predator's sequence
   of choices at different decision points, that facilitates writing down the
   corresponding functional response. It is shown that the optimal foraging behavior
   that maximizes predator energy intake per unit time is a Nash equilibrium of the
   underlying optimal foraging game. We apply these game-theoretical methods to
   three scenarios: the classical diet choice model with two types of prey and
   sequential prey encounters, the diet choice model with simultaneous prey
   encounters, and a model in which the predator requires a positive recognition
   time to identify the type of prey encountered. For both diet choice models, it is
   shown that every Nash equilibrium yields optimal foraging behavior. Although
   suboptimal Nash equilibrium outcomes may exist when prey recognition time is
   included, only optimal foraging behavior is stable under evolutionary learning
   processes.

   Citation: Cressman R, Krivan V, Brown JS, Garay J (2014) Game-Theoretic Methods
   for Functional Response and Optimal Foraging Behavior. PLoS ONE 9(2): e88773.
   https://doi.org/10.1371/journal.pone.0088773

   Editor: Robert Planque, Vrije Universiteit, Netherlands

   Received: June 7, 2013; Accepted: January 16, 2014; Published: February 28, 2014

   Copyright: © 2014 Cressman et al. This is an open-access article distributed
   under the terms of the [58]Creative Commons Attribution License, which permits
   unrestricted use, distribution, and reproduction in any medium, provided the
   original author and source are credited.

   Funding: Support was provided by NSERC of Canada, the Biology Centre
   (RVO:60077344), and the Hungarian National Scientific Research Fund (OTKA
   K62000,K67961). The funders had no role in study design, data collection and
   analysis, decision to publish, or preparation of the manuscript.

   Competing interests: The authors have declared that no competing interests exist.

Introduction

   The functional response [59][1], [60][2] considers the number of prey (or
   resource items) consumed by a single predator (or forager) as influenced by prey
   abundance. By dictating the mortality rate of prey and the feeding rate of
   predators, it is central to understanding consumer-resource dynamics [61][3],
   [62][4]. Furthermore, the functional response can be extended to consider a
   predator seeking two prey types [63][1]. Besides being more realistic for many
   predators, functional responses on two food types create indirect effects between
   the prey via the shared predator. For instance, if consuming a prey item takes
   time or reduces motivation, then the presence of a second food type decreases the
   forager's consumption of the first food type. Via the functional response, such
   prey become indirect mutualists [64][5]. Conversely, short-term apparent
   competition [65][6], [66][7] results if the presence of the second prey
   encourages the predator to spend more time or effort searching for and capturing
   prey. This happens when foragers bias their efforts towards areas rich in
   resources. Regardless, the two-food functional response is central to
   understanding diets, optimal foraging for multiple resources, predator mediated
   indirect effects between prey, and population dynamics within food webs.

   Two modeling approaches have addressed the question of diet choice for a forager
   that searches for and then handles encountered prey items. The first is found in
   classic optimal foraging models. The forager's encounter probability or attack
   rate [67][3] is viewed as a mass action phenomenon between the predator and its
   prey. The forager's overall encounter rate with prey is simply the product of
   prey abundance and the predator's encounter probability on that prey. Upon
   encountering a prey, the forager can elect to consume the prey at some handling
   time cost, or reject the opportunity and continue the search for other prey.
   Starting from Holling's [68][1] two-food functional response this approach has
   generated increasingly sophisticated predictions.

   In Pulliam [69][8] (see also [70][9]), a "zero-one" or "bang-bang" rule for diet
   choice was derived. A forager should either always accept or always reject an
   encountered food item. When encountered, the preferred food (based on a higher
   reward to handling time ratio) should always be consumed. If searching for and
   handling the preferred food type yields more (or less) reward than simply
   handling the less preferred food, then the less preferred food should always be
   rejected (or accepted) when encountered. Empirical support was encouraging but
   equivocal [71][10]. Most foragers show a partial selectivity, they are neither
   completely opportunistic nor completely selective. A number of mechanisms have
   been proposed and modeled for why foragers sometimes only partially consume a
   less preferred food; including food depletion [72][11], food bulk and digestion
   limitations [73][12], complementary nutrients [74][13], local omniscience
   [75][14], incorrect prey classification and sampling by predators [76][15],
   [77][16], prey crypsis [78][17] etc.

   A second approach to diet choice is emerging from spatially-explicit models such
   as agent based models. A forager may move through a lattice or some form of
   continuous space. Prey items may occur at fixed locations or may also move
   through the defined space. The forager possesses some detection radius. Upon
   detecting a prey, the forager can choose to ignore the prey or attempt a capture.
   Such approaches lead to greater realism by considering the roles of space and
   individual contingencies. While they move through the same landscape, each
   individual forager becomes more or less unique based on its own personal history
   of movement, food encounters, and foraging decisions. Some individuals may
   experience unusually high or low harvest rates as a consequence of runs of good
   or bad luck, respectively. Like the classical models of diet choice, the foragers
   can still make optimal foraging decisions by deciding which encountered foods to
   handle or reject. The simulations can be run with a myriad of decision rules, and
   the performance of these rules can be compared. While a best diet choice rule may
   emerge from a particular scenario, the explicit nature of the agent based models
   may obscure the elegance or simplicity of the decision rule. Such agent based
   models may approximate more or less the optimal decision rules from the first
   approach to diet choice [79][14].

   Here we develop a decision theory approach to diet choice. We use an explicit
   decision tree to evaluate the costs and benefits of different choices. Such a
   decision tree has similarities to extensive form games from game theory [80][18],
   [81][19]. Our goals are threefold. First, does an explicit consideration of
   decision making recover the results from the classic "mass-action" models of diet
   choice. Second, can these decision trees assist in uncovering the optimal
   decision rules for agent-based foraging models. Third, what are the similarities
   and differences between the decision tree of a forager and evolutionary games in
   extensive form. To achieve these goals we imagine a forager that searches for and
   handles food items of two types.

   We consider three different scenarios based on the nature of searching for food
   and the ability to recognize a food's type upon encounter. In the first, search
   is undirected in terms of food type, but upon encountering a food item the
   forager instantly recognizes its type. This accords with the assumptions that
   generate Holling's two-food functional response and an "all or nothing" decision
   rule of food type acceptability. In the second the forager may encounter one prey
   of each type (called simultaneous encounter [82][20]), but can only handle one of
   the items, the other being lost. For instance, these two prey may be together at
   the same place competing over a common resource. Alternatively, the predator may
   search a small area completely for any prey before deciding whether to attack. In
   the third, we consider recognition time where the forager must expend additional
   time if it wants to know the type of food that has been encountered prior to
   handling.

Methods

Decision trees and the functional response for two prey types

   In this section, we develop a decision tree method to derive the predator's
   functional response. The tree details the predator-prey interactions under
   consideration. We envision several prey types spatially distributed among many
   patches (that we will call microhabitats). The encounter events are then
   partially determined by the prey through their spatial distribution before the
   predator arrives. For instance, if prey are territorial, then the predator can
   encounter at most one solitary prey in a given microhabitat. At another extreme,
   if the different types of prey aggregate, then the predator can encounter
   different prey types at the same time. Thus, encounter events depend on the
   spatial behavior of the prey.

   We break the predation process into different stages. A typical predation process
   has at least three stages that answer the following questions: 1. What prey (or
   types of prey) does the predator encounter? 2. What does the predator do in a
   given encounter situation (e.g. does the predator attack a prey, what type does
   it attack, etc.)? 3. Is the predator successful or not if it attacks? Here, we
   construct functional responses from the underlying decision trees based on three
   scenarios. This construction is, however, quite general and described fully in
   section Decision trees and the functional responses of [83]Appendix S1. We start
   with a well known example that leads to the Holling type II functional response
   for two prey types.

   Suppose that there are two types of prey [journal.pone.0088773.e001] and
   [journal.pone.0088773.e002] with fixed densities [journal.pone.0088773.e003] and
   [journal.pone.0088773.e004] , respectively. We assume that these prey are
   scattered randomly among [journal.pone.0088773.e005] microhabitats where
   [journal.pone.0088773.e006] is much larger than the number of individuals (i.e.,
   [journal.pone.0088773.e007] ). Thus, there will be at most one prey in each
   microhabitat (i.e. the probability that there are two or more in some
   microhabitat is negligible). Thus, the probabilities that a given microhabitat
   has no prey is [journal.pone.0088773.e008] , exactly one prey
   [journal.pone.0088773.e009] is [journal.pone.0088773.e010] and exactly one prey
   [journal.pone.0088773.e011] is [journal.pone.0088773.e012] . These probabilities
   are assumed not to change with time, which is the usual assumption when deriving
   a functional response.

   Suppose the predator chooses a microhabitat to search at random, that it always
   finds the prey in this microhabitat if there is one, and that it takes a
   searching time [journal.pone.0088773.e013] for it to determine whether a prey is
   there or not. There are then three possible encounter events: the predator
   encounters a prey of type [journal.pone.0088773.e014] , a prey of type
   [journal.pone.0088773.e015] , or no prey at all. These events occur with
   probabilities [journal.pone.0088773.e016] , [journal.pone.0088773.e017] and
   [journal.pone.0088773.e018] respectively (see [84]Figure 1, Level 1).
   [85]thumbnail
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   Figure 1. The decision tree for two prey types.

   The first level gives the prey encounter distribution. The second level gives the
   predator activity distribution. The final row of the diagram gives the
   probability of each predator activity event and so sum to
   [journal.pone.0088773.e019] . Since each entry here is simply the product of the
   probabilities along the path leading to this endpoint, we do not provide them in
   the decision trees from now on. With random prey distribution and
   [journal.pone.0088773.e020] large, [journal.pone.0088773.e021] and
   [journal.pone.0088773.e022] . If prey [journal.pone.0088773.e023] is the more
   profitable type, the edge in the decision tree corresponding to not attacking
   this type of prey is never followed at optimal foraging (indicated by the dotted
   edge in the tree). The reduced tree is then the resulting diagram with this edge
   removed.

   [86]https://doi.org/10.1371/journal.pone.0088773.g001

   For the first event when encountering prey [journal.pone.0088773.e024] , the
   predator has two possible actions: Either "attack prey
   [journal.pone.0088773.e025] " and "do not attack prey [journal.pone.0088773.e026]
   ". These actions occur with probabilities [journal.pone.0088773.e027] and
   [journal.pone.0088773.e028] respectively (see [87]Figure 1, Level 2). Similarly,
   in the second event when a predator encounters prey [journal.pone.0088773.e029] ,
   the two possible actions of the predator are to "attack prey
   [journal.pone.0088773.e030] " and "do not attack prey [journal.pone.0088773.e031]
   " with probabilities [journal.pone.0088773.e032] and [journal.pone.0088773.e033]
   respectively. For the third event, when no prey are found, the only predator
   action is "do not attack" with probability 1. Altogether, there are five possible
   predator activities, and these correspond to the five edges at Level 2 in the
   decision tree of [88]Figure 1.

   Let the predator's handling times of prey [journal.pone.0088773.e034] and
   [journal.pone.0088773.e035] be [journal.pone.0088773.e036] and
   [journal.pone.0088773.e037] respectively. The five predator activity events are:
   encounter a microhabitat with prey [journal.pone.0088773.e038] and attack it;
   encounter a microhabitat with prey [journal.pone.0088773.e039] and do not attack
   it; encounter a microhabitat with prey [journal.pone.0088773.e040] and attack it;
   encounter a microhabitat with prey [journal.pone.0088773.e041] and do not attack
   it; encounter an empty habitat. The probability distribution of these activities
   (i.e. the "activity distribution", [89][21]) in this order is
   [journal.pone.0088773.e042] [journal.pone.0088773.e043]
   [journal.pone.0088773.e044] [journal.pone.0088773.e045]
   [journal.pone.0088773.e046] with duration times [journal.pone.0088773.e047]
   [journal.pone.0088773.e048] [journal.pone.0088773.e049]
   [journal.pone.0088773.e050] [journal.pone.0088773.e051] respectively. All this
   information is included in the decision tree of [90]Figure 1. Also included in
   this tree are the energy consequences ( [journal.pone.0088773.e052] ) to the
   predator of each of the five activities.

   Calculation of functional responses is based on renewal theory (for details, see
   section Decision trees and the functional responses of [91]Appendix S1) which
   proves that the long term intake rate of a given prey type can be calculated as
   the mean energy intake during one renewal cycle divided by the mean duration of
   the renewal cycle [92][20], [93][22]-[94][24]. A single renewal cycle is given by
   a predator passing through the decision tree in [95]Figure 1. Since type
   [journal.pone.0088773.e053] prey are only killed when the path denoted by
   [journal.pone.0088773.e054] and then [journal.pone.0088773.e055] is followed, the
   functional response to prey [journal.pone.0088773.e056] ,
   [journal.pone.0088773.e057] , is given through [96]Figure 1 by
   [journal.pone.0088773.e058]

   Similarly, the functional response for prey [journal.pone.0088773.e059] is
   [journal.pone.0088773.e060]

   These are the functional responses assumed in standard two prey models (e.g.,
   [97][9], [98][20], [99][25]) given in our notation. For instance, if we normalize
   searching time so that [journal.pone.0088773.e061] , [journal.pone.0088773.e062]
   can be rewritten in terms of prey density in the more familiar form
   [journal.pone.0088773.e063] . As mentioned above, it is assumed that the
   encounter rates, [journal.pone.0088773.e064] and [journal.pone.0088773.e065] ,
   remain unchanged over the renewal cycle in that predation has negligible effect
   on prey densities during this time. This occurs if, for example,
   [journal.pone.0088773.e066] and [journal.pone.0088773.e067] are large or
   [journal.pone.0088773.e068] is quite large and so predation is rare. Our decision
   tree approach provides a mechanistic foundation to typical functional responses
   assumed in the literature. In particular, it is obvious that the standard Holling
   II functional response [100][2] given by [journal.pone.0088773.e069] is the
   outcome for [101]Figure 1 when there is only one type of prey and the predator
   always pursues every prey it encounters (take [journal.pone.0088773.e070] and
   [journal.pone.0088773.e071] ).

   The predator's rate of energy gain, [journal.pone.0088773.e072] , is given by
   ([102]Figure 1) [journal.pone.0088773.e073] (1)

   Like others [103][9], [104][20], [105][23], [106][26], we assume that the forager
   aims to maximize [journal.pone.0088773.e074] . This theory predicts that if the
   two types of prey are ranked according to their "profitabilities" (i.e. their
   respective nutritional values per unit of handling time
   [journal.pone.0088773.e075] ), then the more profitable prey type is always
   included in the diet. That is, if [journal.pone.0088773.e076] , then the optimal
   foraging strategy is to attack all encountered prey [journal.pone.0088773.e077]
   (i.e. [journal.pone.0088773.e078] ). Furthermore, the decision to attack the
   lower ranked prey (i.e. prey B) satisfies the zero-one rule. Specifically,
   [journal.pone.0088773.e079] (respectively, [journal.pone.0088773.e080] ) if its
   profitability is greater than (respectively, less than) the nutritional value of
   only attacking prey of type A (i.e. [journal.pone.0088773.e081] if and only if
   [journal.pone.0088773.e082] ). The threshold value for including the less
   profitable prey in the predator's diet depends only on the chances of
   encountering the more profitable prey (i.e. only on the density of prey
   [journal.pone.0088773.e083] ) since [journal.pone.0088773.e084] if and only if
   [journal.pone.0088773.e085] where [journal.pone.0088773.e086] (2)[107][9],
   [108][20], [109][23], [110][26].

Decision trees and extensive form games

   The decision tree approach is reminiscent of games given in extensive form
   [111][18], [112][19]. Because of this relationship between decision trees and
   extensive form games, game theory can then be used to find the optimal foraging
   strategy. First, we use the truncation method to eliminate those paths that
   always yield suboptimal outcomes. When applied to [113]Figure 1, truncation
   removes the dotted path of rejecting the opportunity to capture prey type A. It
   is never optimal to reject the prey that offers a higher reward to handling time
   ratio. But what of node B? For food B with a lower energy to handling time ratio,
   we can find the optimal foraging strategy by analyzing the agent normal form
   [114][19]. This method assigns a separate player (called an agent) to each
   decision node. The possible decisions at this node become the agent's strategies
   and its payoff is given by the total energy intake rate of the predator it
   represents. When game theory is used to solve a single predator's decision tree,
   all of the virtual agents have the same common payoff, and in a sense, these
   agents engage in a cooperative game. The optimal foraging strategy of the single
   predator is then a solution to this game.

   To illustrate the approach, we make the decision tree of [115]Figure 1 into a
   two-player foraging game. Player 1 corresponds to decision node A with strategy
   set [journal.pone.0088773.e087] and player 2 to node B with strategy set
   [journal.pone.0088773.e088] . Their common payoff [journal.pone.0088773.e089] is
   given by (1). In an extensive form game, the payoff functions are linear in the
   behavioral strategy choices of all players. For our optimal foraging games, these
   payoffs are nonlinear functions and so are more similar to those found in
   population games [116][27], [117][28]. As a game, we seek the Nash equilibrium
   (NE). This is a pair of behavioral strategies [journal.pone.0088773.e090] , one
   for each player, such that neither player can gain by unilaterally changing its
   strategy. That is, [journal.pone.0088773.e091] (3)for all
   [journal.pone.0088773.e092] and [journal.pone.0088773.e093] . In game-theoretic
   terms, [journal.pone.0088773.e094] is a NE if [journal.pone.0088773.e095] is a
   best response of player 1 to [journal.pone.0088773.e096] and
   [journal.pone.0088773.e097] is a best response of player 2 to
   [journal.pone.0088773.e098] .

   Clearly, an optimal foraging behavior [journal.pone.0088773.e099] (
   [journal.pone.0088773.e100] for all [journal.pone.0088773.e101] and
   [journal.pone.0088773.e102] ) corresponds to a NE since it satisfies (3). Solving
   the game (i.e. finding the NE) for the classic foraging model of two types of
   prey is straightforward. Since [journal.pone.0088773.e103] for all
   [journal.pone.0088773.e104] and [journal.pone.0088773.e105] the behavioral
   strategy of player 1 to attack (i.e. [journal.pone.0088773.e106] ) strictly
   dominates all its other options (i.e. [journal.pone.0088773.e107] ) and so, at
   any NE, player 1 must play [journal.pone.0088773.e108] . The NE strategy of
   player 2 is then any best response to [journal.pone.0088773.e109] (i.e. any
   [journal.pone.0088773.e110] that satisfies [journal.pone.0088773.e111] for all
   [journal.pone.0088773.e112] ). A short calculation yields
   [journal.pone.0088773.e113] (4)where [journal.pone.0088773.e114] is given by (2).
   These results are shown in [118]Figure 2 where NE are indicated by solid circles
   (panels (a) and (c)) and by the solid line segment on the right edge of panel
   (b). In this latter case (i.e. when [journal.pone.0088773.e115] ), every point on
   this vertical edge [journal.pone.0088773.e116] is a NE and the entire edge forms
   a NE component (i.e. a maximal connected set of NE, cf. [119][19]). Thus, at this
   critical encounter rate with the more profitable prey type, the zero-one rule of
   optimal foraging which states that a given resource type in a given patch is
   either always consumed when encountered or never consumed, must be modified
   because the optimally foraging predator preference for the alternative prey type
   can be anywhere between 0 and 1.
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   Figure 2. Qualitative outcomes of the optimal foraging strategy for the classical
   foraging model (1) with two prey types as a function of the encounter probability
   with the most profitable prey (i.e. of [journal.pone.0088773.e117] ).

   Panel (a) assumes that [journal.pone.0088773.e118] in which case the optimal
   strategy and NE is [journal.pone.0088773.e119] In panel (c),
   [journal.pone.0088773.e120] and the optimal strategy (and NE) is
   [journal.pone.0088773.e121] The arrows in each panel indicate the direction of
   increasing energy intake per unit time at points in the unit square. For
   completeness, the figure also includes the threshold case, panel (b), where
   [journal.pone.0088773.e122] (i.e. the density of [journal.pone.0088773.e123] prey
   is at the switching threshold). Although this case is rarely considered by
   ecologists, its inclusion here is important to understand the optimal outcomes in
   our more complicated models. In panel (b), the optimal strategy is
   [journal.pone.0088773.e124] where [journal.pone.0088773.e125] , corresponding to
   the solid right-hand edge of the unit square that forms a set of NE points.

   [121]https://doi.org/10.1371/journal.pone.0088773.g002

   Since [122]Figure 1 is a two-level foraging game, Theorem 3 of section Zero-one
   rule and the Nash equilibrium of [123]Appendix S1 implies that the NE given by
   [124]Figure 2 (i.e. by [journal.pone.0088773.e126] and
   [journal.pone.0088773.e127] given by (4)) completely characterize optimal
   predator foraging behavior. [125]Figure 2 also indicates the direction of
   increasing energy intake per unit time at points in the unit square. This
   suggests yet another connection to game theory; namely, how does the predator
   learn its optimal behavior? This question is commonly studied in evolutionary
   game theory [126][19], [127][29] where individual behaviors evolve in such a way
   that strategies with higher payoff become used more frequently. By following the
   flow of increasing payoff in the figure, it is clear from [128]Figure 2 that such
   an evolutionary process will automatically lead to optimal predator behavior. We
   will return to this question in section Game theory and evolutionary outcomes for
   the prey recognition game where the evolutionary outcome is not so clear.

   In these more general games where the decision tree has more than 2 levels, there
   may be NE that do not correspond to optimal foraging behavior. However, so long
   as the number of encounter events at level 1 and predator activities remain
   finite, these decision trees generate the predator's energy intake rate and its
   functional responses on each type of prey. Game-theoretic equilibrium selection
   techniques [129][30] based on evolutionary outcomes can then be used to discard
   suboptimal NE behaviors and select only those NE corresponding to optimal
   foraging behaviors as we will see in the final example that includes prey
   recognition effects (see section Prey Recognition Effects).

Results

Foraging with simultaneous resource encounters

   In this section, we again assume that there are two resource types (denoted as
   [journal.pone.0088773.e128] and [journal.pone.0088773.e129] ) but, unlike section
   Decision trees and the functional response for two prey types, some microhabitats
   can contain a mixture of both types (denoted as [journal.pone.0088773.e130] ). In
   this case, we assume that the consumer can forage for at most one resource type
   in any encounter event. Other microhabitats can be resources free. Furthermore,
   let [journal.pone.0088773.e131] , [journal.pone.0088773.e132] and
   [journal.pone.0088773.e133] respectively be the proportions of these
   microhabitats that contain only resource [journal.pone.0088773.e134] , only
   resource [journal.pone.0088773.e135] prey and both resources
   [journal.pone.0088773.e136] respectively. Finally, let
   [journal.pone.0088773.e137] be the proportion of microhabitats that contain no
   resources. If the consumer chooses a patch at random, the distribution of
   encounter events is given by Level 1 of [130]Figure 3.
   [131]thumbnail
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   Figure 3. The decision tree for the simultaneous encounter game.

   At optimal foraging, two edges of this tree diagram are never followed. These are
   indicated by dotted lines in the tree. The reduced tree is then the resulting
   diagram with these edges removed.

   [132]https://doi.org/10.1371/journal.pone.0088773.g003

   [133]Figure 3 also contains the distribution of consumer activity events under
   the assumption that the consumer is always successful when it decides to forage a
   resource that it encounters. In the predator-prey interpretation, this means the
   predator kills its prey whenever it attacks. As discussed in the final paragraph
   of section Decision trees and the functional responses of [134]Appendix S1, our
   decision tree approach to optimal foraging is also applicable when the attacking
   predator is only successful with a certain probability that may depend on the
   type of prey. Here [journal.pone.0088773.e138] (respectively,
   [journal.pone.0088773.e139] ) is the probability the consumer forages for the
   resource when it encounters only resource type [journal.pone.0088773.e140]
   (respectively, type [journal.pone.0088773.e141] ). Also
   [journal.pone.0088773.e142] (respectively, [journal.pone.0088773.e143] ) is the
   probability the consumer forages type [journal.pone.0088773.e144] (respectively,
   type [journal.pone.0088773.e145] ) resource when it chooses a microhabitat that
   contains both types of resources and so [journal.pone.0088773.e146] is the
   probability the consumer decides not to forage for either resource in this
   encounter event.

   The functional response can then be developed from the decision tree in
   [135]Figure 3 that includes the searching and handling times as well as the
   energy intakes of the different activity events. Proceeding as in section
   Decision trees and functional response for two prey types, the functional
   responses to resource type [journal.pone.0088773.e147] and
   [journal.pone.0088773.e148] are given by [journal.pone.0088773.e149]
   (5)respectively, where [journal.pone.0088773.e150] . Thus the total consumer
   energy intake per unit time is [journal.pone.0088773.e151] (6)

   To find the optimal foraging strategy, we solve for the NE of the three-player
   game that assigns one player to each of the consumer decision nodes in
   [136]Figure 3. As shown in section Foraging with simultaneous resource encounters
   of [137]Appendix S1, the behavior strategy to consume resource
   [journal.pone.0088773.e152] at node A strictly dominates all other actions of
   this player (i.e., [journal.pone.0088773.e153] for all
   [journal.pone.0088773.e154] ), as we assume that resource
   [journal.pone.0088773.e155] is more profitable to the predator than resource
   [journal.pone.0088773.e156] (i.e. that [journal.pone.0088773.e157] ). It is also
   shown there that any behavior strategy at node AB whereby a resource is not
   always consumed (i.e. [journal.pone.0088773.e158] ) is strictly dominated. Thus
   [journal.pone.0088773.e159] and [journal.pone.0088773.e160] at any NE.

   From these two results, the decision tree in [138]Figure 3 can be truncated by
   deleting the two edges indicated by dotted lines. With this change, the consumer
   energy intake rate [journal.pone.0088773.e161] becomes
   [journal.pone.0088773.e162] (7)where now [journal.pone.0088773.e163] .

   Thus, the optimal strategy is a NE of the two-player game corresponding to the
   reduced tree of [139]Figure 3. In this two-level foraging game, player 1
   corresponds to decision node AB with strategy [journal.pone.0088773.e164] and
   player 2 at node B with strategy [journal.pone.0088773.e165] . Their common
   payoff is given by (7). From section Foraging with simultaneous resource
   encounters of [140]Appendix S1 the best response for player 1 that encounters
   both prey types simultaneously given the current strategy of player 2 is
   [journal.pone.0088773.e166] (8)where [journal.pone.0088773.e167] (9)

   Similarly, the best response of player 2 when encountering only resource
   [journal.pone.0088773.e168] is [journal.pone.0088773.e169] (10)where
   [journal.pone.0088773.e170] (11)

   Then [journal.pone.0088773.e171] is a NE if and only if this strategy pair
   satisfies [141]equations (8) and (10). Thus, unlike section Decision trees and
   functional response for two prey types, the NE behavior at one consumer decision
   node depends on the behavior at the other.

   By Theorem 3 in section Zero-one rule and the Nash equilibrium of [142]Appendix
   S1, NE correspond to optimal foraging behavior. Thus, the optimal foraging
   behavior depends critically on the values of [journal.pone.0088773.e172] and
   [journal.pone.0088773.e173] . In particular, it is important to know whether
   these values are between [journal.pone.0088773.e174] and
   [journal.pone.0088773.e175] , less than [journal.pone.0088773.e176] or greater
   than [journal.pone.0088773.e177] . For instance, suppose that
   [journal.pone.0088773.e178] and [journal.pone.0088773.e179] . Then, from (10),
   [journal.pone.0088773.e180] (since [journal.pone.0088773.e181] ) and so
   [journal.pone.0088773.e182] by (8). In this case, the only optimal foraging
   behavior is to consume [journal.pone.0088773.e183] whenever it is encountered and
   to consume [journal.pone.0088773.e184] only when it is not encountered
   simultaneously with [journal.pone.0088773.e185] . In general, we observe that (i)
   if [journal.pone.0088773.e186] , then [journal.pone.0088773.e187] , and (ii) if
   [journal.pone.0088773.e188] , then [journal.pone.0088773.e189] . These
   inequalities constrain the number of possible optimal strategies to
   [journal.pone.0088773.e190] . These are the possible optimal strategies among the
   vertices of the unit square in [143]Figure 4. As we will see, at certain
   threshold parameter values, two of these vertices can both correspond to optimal
   behavior. In this case, all points on the edge between these vertices correspond
   to optimal behavior as well. In particular, the case where
   [journal.pone.0088773.e191] can never occur because the two necessary conditions
   [journal.pone.0088773.e192] and [journal.pone.0088773.e193] are excluded by (i)
   and (ii). This intuitive result predicts that if the less profitable resource
   type [journal.pone.0088773.e194] is consumed when encountering both types (i.e.,
   if [journal.pone.0088773.e195] which implies that [journal.pone.0088773.e196] ),
   it will always be consumed when encountered alone. Moreover, there is no interior
   optimal strategy (i.e. there is no NE whereby the consumer exhibits partial diet
   choice when encountering both resource types simultaneously as well as partial
   diet choice when encountering resource B on its own) since this requires that
   both [journal.pone.0088773.e197] and [journal.pone.0088773.e198] be strictly
   between [journal.pone.0088773.e199] and [journal.pone.0088773.e200] , which does
   not happen for any parameter choice.
   [144]thumbnail
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   Figure 4. All qualitative outcomes of the optimal foraging strategy (8) and (10)
   with parameters [journal.pone.0088773.e201] .

   In these plots, the energetic value [journal.pone.0088773.e202] of resource B
   varies in the interval from [journal.pone.0088773.e203] to
   [journal.pone.0088773.e204] (i.e. [journal.pone.0088773.e205] ). The critical
   values of [journal.pone.0088773.e206] are [journal.pone.0088773.e207] ;
   [journal.pone.0088773.e208] ; [journal.pone.0088773.e209] ;
   [journal.pone.0088773.e210] . The arrows in each panel indicate the direction of
   increasing energy intake per unit time at points in the unit square. In each case
   shown, these arrows lead to a single vertex indicated by the filled in circle
   which corresponds to the optimal foraging behavior (and unique NE). (a) For
   [journal.pone.0088773.e211] , [journal.pone.0088773.e212] and
   [journal.pone.0088773.e213] . Thus [journal.pone.0088773.e214] and
   [journal.pone.0088773.e215] . (b) For [journal.pone.0088773.e216] ,
   [journal.pone.0088773.e217] and [journal.pone.0088773.e218] . Thus
   [journal.pone.0088773.e219] and [journal.pone.0088773.e220] . The dashed line
   denotes [journal.pone.0088773.e221] As [journal.pone.0088773.e222] increases,
   [journal.pone.0088773.e223] moves to the right until it coincides with the
   vertical line [journal.pone.0088773.e224] when [journal.pone.0088773.e225] . At
   this critical value of [journal.pone.0088773.e226] (not shown), all points
   [journal.pone.0088773.e227] on this vertical line are optimal foraging strategies
   (and NE). (c) For [journal.pone.0088773.e228] , [journal.pone.0088773.e229] and
   [journal.pone.0088773.e230] . Thus [journal.pone.0088773.e231] and
   [journal.pone.0088773.e232] . (d) For [journal.pone.0088773.e233] ,
   [journal.pone.0088773.e234] and [journal.pone.0088773.e235] Thus
   [journal.pone.0088773.e236] and [journal.pone.0088773.e237] . The dashed line
   denotes [journal.pone.0088773.e238] (e) For [journal.pone.0088773.e239] ,
   [journal.pone.0088773.e240] and [journal.pone.0088773.e241] . Thus
   [journal.pone.0088773.e242] and [journal.pone.0088773.e243] .

   [145]https://doi.org/10.1371/journal.pone.0088773.g004

   It is interesting to analyze dependence of the optimal strategy
   [journal.pone.0088773.e244] on the energetic value ( [journal.pone.0088773.e245]
   ) of the less profitability prey. We consider only those energetic values for
   which B is the less profitable prey type (i.e., [journal.pone.0088773.e246] ). To
   this end, we need to know the critical values of [journal.pone.0088773.e247] when
   either [journal.pone.0088773.e248] or [journal.pone.0088773.e249] are equal to 0
   or 1. Let [journal.pone.0088773.e250]

   Then [journal.pone.0088773.e251] and [journal.pone.0088773.e252] . We divide the
   analysis into two cases. For the first, assume that the handling time of resource
   A is longer than or equal to that of resource B ( [journal.pone.0088773.e253] ).
   As we assume that resource A is more profitable than B, it follows that the
   energy content in food items must be larger in resource A (
   [journal.pone.0088773.e254] ) and so [journal.pone.0088773.e255] by (9). Thus,
   the optimal foraging strategy is to consume the [journal.pone.0088773.e256]
   resource when both are encountered (i.e. [journal.pone.0088773.e257] ).
   Furthermore, [journal.pone.0088773.e258] if [journal.pone.0088773.e259] and
   [journal.pone.0088773.e260] if [journal.pone.0088773.e261] (i.e. the
   [journal.pone.0088773.e262] resource is consumed when encountered on its own only
   if its energy value is sufficiently high). The dependence of the optimal strategy
   as a function of prey B energetic value is shown in [146]Figure 5A.
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   Figure 5. Dependence of the optimal foraging strategy [journal.pone.0088773.e263]
   ((8), solid line) and [journal.pone.0088773.e264] ((10), dashed line) on the
   energy content of the less profitable prey type B.

   Panel A assumes a larger handling time of prey type A (
   [journal.pone.0088773.e265] , [journal.pone.0088773.e266] ), while panel B
   assumes the opposite case ( [journal.pone.0088773.e267] ,
   [journal.pone.0088773.e268] ). Other parameters [journal.pone.0088773.e269]
   [journal.pone.0088773.e270] [journal.pone.0088773.e271]
   [journal.pone.0088773.e272] [journal.pone.0088773.e273]

   [148]https://doi.org/10.1371/journal.pone.0088773.g005

   The more interesting case where prey A handling time is shorter than prey B
   handling time ( [journal.pone.0088773.e274] ; [149]Figure 5B) is analyzed in
   section Foraging with simultaneous resource encounters of [150]Appendix S1. When
   energy content of prey B is smaller than [journal.pone.0088773.e275] the optimal
   strategy is [journal.pone.0088773.e276] . For intermediate energy content
   satisfying [journal.pone.0088773.e277] the optimal strategy is
   [journal.pone.0088773.e278] For relatively large energy content
   [journal.pone.0088773.e279] the optimal strategy is [journal.pone.0088773.e280] .

   These results are also included in [151]Figure 4 that in addition provides the
   direction of increasing energy intake per unit time at all points in the unit
   square. In all cases analyzed in the previous two paragraphs, the outcome
   satisfies the zero-one rule (i.e. either always consume a given resource type in
   a given patch or never consume it) as suggested by [152][31].

   It is particularly interesting to see what happens at the critical values
   [journal.pone.0088773.e281] where [journal.pone.0088773.e282] , and
   [journal.pone.0088773.e283] where [journal.pone.0088773.e284] These values
   correspond to transitions (b)-(c) and (d)-(e) respectively in [153]Figure 4
   because the dashed vertical (panel (b)) and horizontal (panel (d)) lines
   respectively are then on the boundary of the unit square. Straightforward
   calculations show that [journal.pone.0088773.e285] when
   [journal.pone.0088773.e286] . Thus [journal.pone.0088773.e287] is independent of
   [journal.pone.0088773.e288] and the optimal foraging behavior is any strategy
   pair of the form [journal.pone.0088773.e289] for [journal.pone.0088773.e290] .

   Similarly, when [journal.pone.0088773.e291] , [journal.pone.0088773.e292] and the
   optimal foraging behavior is any strategy pair of the form
   [journal.pone.0088773.e293] for [journal.pone.0088773.e294] . Once again, the
   zero-one rule must be modified at these critical values. For instance, when
   [journal.pone.0088773.e295] , resource B is always consumed under optimal
   foraging when encountered on its own. However, if both resources are encountered
   simultaneously, optimal foraging occurs for any preference for the less
   profitable prey type. In section Zero-one rule and the Nash equilibrium of
   [154]Appendix S1, the modified zero-one rule states that there is at least one
   optimal foraging behavior where the corresponding NE is a pure strategy, i.e.,
   where the predator preference for a prey is either 0 or 1. After such
   modification the zero-one rule holds even at [journal.pone.0088773.e296] because
   the (pure) strategy [journal.pone.0088773.e297] is optimal. This extension of the
   zero-one rule applies to situations where optimal preferences for prey types as a
   function of a parameter switch suddenly at some critical values from 1 to 0 or
   vice versa.

   These results can be partially explained through the patch choice model of
   [155][31]. Specifically, since patches A and AB have the same maximum
   profitabilities [journal.pone.0088773.e298] (which is higher than in patch B),
   both are included in the consumer's diet. However, as shown by [156][31], this
   does not mean that the most profitable resource is chosen in patch AB. From (9),
   we see whether [journal.pone.0088773.e299] or [journal.pone.0088773.e300] depends
   both on the ranking of [journal.pone.0088773.e301] and
   [journal.pone.0088773.e302] profitabilities (the denominator in (9)) as well as
   on the difference in energy gain [journal.pone.0088773.e303] per unit consumed.
   When resource type A is both more profitable and also has a higher energetic
   value ( [journal.pone.0088773.e304] ), or search time is short, then
   [journal.pone.0088773.e305] and, consequently, [journal.pone.0088773.e306] i.e,
   only resource A will be consumed in patches containing both resource types. Only
   when type B is energetically more valuable than type A and either search time is
   long enough, or the probability of encountering patch A and patch AB is low
   enough, can resource type B be selected when both resources are encountered
   simultaneously. In this case, resource B will also be consumed when encountered
   on its own.

Prey recognition effects

   The functional response developed in section Decision trees and functional
   response for two prey types assumes the predator immediately recognizes the type
   of prey found during its search and then decides whether or not to attack it. In
   this section, we model the situation where the predator cannot distinguish the
   type of prey it encounters unless it is willing to spend extra "recognition" time
   [journal.pone.0088773.e307] beyond the time required to search the microhabitat.
   That is, the predator has an option of paying this extra cost to gain information
   on the prey type encountered before it decides whether to attack. This
   information is said to be gathered in the facultative sense [157][32]. Kotler and
   Mitchell [158][32] point out instances of facultative information that occur in
   host-parasite and in mate selection models. They also discuss optimal foraging
   when information is gathered in the obligate sense (i.e. the predator gathers
   this information on prey type in the process of handling the prey and has the
   option of rejecting it at that point). Although we do not consider the model for
   obligate information in this paper, its decision tree (and analysis of optimal
   foraging) is simpler than [159]Figure 6 for facultative information.
   [160]thumbnail
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   Figure 6. Decision tree for prey recognition game.

   In the reduced tree, the dotted edges are deleted.

   [161]https://doi.org/10.1371/journal.pone.0088773.g006

   As in section Decision trees and functional response for two prey types, we
   assume that the two prey types are distributed among [journal.pone.0088773.e308]
   micohabitats with at most one prey in each. To ease notational difficulties, we
   now label these prey types as species 1 and 2 with densities
   [journal.pone.0088773.e309] and [journal.pone.0088773.e310] respectively and
   nutritional values [journal.pone.0088773.e311] and [journal.pone.0088773.e312]
   respectively to the predator. If the predator chooses a microhabitat at random,
   the encounter event distribution (see [162]Figure 6) is the same as in
   [163]Figure 1 (with our change of notation). In particular,
   [journal.pone.0088773.e313] [journal.pone.0088773.e314] and
   [journal.pone.0088773.e315] .

   On finding a prey in a microhabitat, the predator decides immediately whether to
   attack, move to another microhabitat to begin a new search, or spend recognition
   time to determine the type of prey encountered. Suppose these choices are taken
   with probabilities [journal.pone.0088773.e316] [journal.pone.0088773.e317]
   [journal.pone.0088773.e318] respectively (where [journal.pone.0088773.e319] ).
   The horizontal dashed line in [164]Figure 6 joining these two encounter events
   indicates that this decision must be made without knowing the type of prey. Thus,
   in the terminology of extensive form games [165][19], the set of these two nodes
   forms an "information set" of the predator and is represented by a single player
   in the three-player game corresponding to [166]Figure 6. We remark that the two
   nodes that form this single information set require only one player because, at
   both nodes, the information available is the same (the information is that the
   searching predator encountered a prey).

   If the predator decides to spend recognition time to determine the encountered
   prey is of type [journal.pone.0088773.e320] , then it must subsequently decide
   whether to attack this prey or not with probabilities [journal.pone.0088773.e321]
   and [journal.pone.0088773.e322] respectively (see the third level of [167]Figure
   6). It is not necessary that [journal.pone.0088773.e323] . If we assume that the
   predator is always successful when attacking a prey, the tree diagram is given in
   [168]Figure 6 where [journal.pone.0088773.e324] and [journal.pone.0088773.e325]
   are the handling times for prey of type 1 and 2 respectively. We also assume that
   the time needed to recognize either type of prey is the same (i.e.
   [journal.pone.0088773.e326] ). Proceeding as in section Decision trees and
   functional response for two prey types, the functional response to prey type
   [journal.pone.0088773.e327] is given by [journal.pone.0088773.e328] where
   [journal.pone.0088773.e329] Thus the total predator nutritional value per unit
   time is [journal.pone.0088773.e330] for fixed prey distribution
   [journal.pone.0088773.e331] and [journal.pone.0088773.e332] .

   The optimal predator foraging behavior corresponds to the maximum of
   [journal.pone.0088773.e333] as a function of [journal.pone.0088773.e334]
   [journal.pone.0088773.e335] [journal.pone.0088773.e336]
   [journal.pone.0088773.e337] [journal.pone.0088773.e338] . This maximum is
   considerably harder to determine than in section Decision trees and functional
   response for two prey types. However, game-theoretic methods to solve for NE are
   effective at simplifying the analysis. [169]Figure 6 is a three-player foraging
   game with player 1 representing the predator decision at the two-node information
   set at level 2 and players 2 and 3 assigned to the respective decision nodes at
   level 3. From section The Nash equilibria of the prey recognition game of
   [170]Appendix S1, any strategy [journal.pone.0088773.e339] of player 1 with
   [journal.pone.0088773.e340] is strictly dominated and so any NE behavior of this
   player must satisfy [journal.pone.0088773.e341] . Thus, at the optimal strategy,
   the predator should never move to another microhabitat when it first finds a prey
   since, by abandoning this prey, the predator wastes the time spent searching for
   it. In contrast to section Decision trees and functional response for two prey
   types where the predator could reject the prey type with low profitability on
   first encounter, this is not possible here without rejecting the better prey type
   as well (because upon an initial encounter the predator does not know the prey
   type).

   Since player 1 has strategy of the form [journal.pone.0088773.e342] for some
   [journal.pone.0088773.e343] , we will denote the NE behavior of player 1 by
   [journal.pone.0088773.e344] and assume that [journal.pone.0088773.e345] from now
   on. Section The Nash equilibria of the prey recognition game of [171]Appendix S1
   also shows that, if prey type 1 is more profitable than type 2 (i.e. if
   [journal.pone.0088773.e346] as in section Decision trees and functional response
   for two prey types, then the predator must attack any prey 1 that it recognizes.
   We will assume this throughout this section. Thus, we will also assume that
   [journal.pone.0088773.e347] in the decision tree of [172]Figure 6 and analyze the
   truncated foraging game that eliminates the three edges indicated by dotted lines
   there.

   The reduced tree corresponds to a two-player game with strategy set
   [journal.pone.0088773.e348] for player 1 at level 2 and
   [journal.pone.0088773.e349] for player 2 representing the predator decision
   whether to attack a recognized prey 2 at level 3. The energy intake rate is then
   [journal.pone.0088773.e350] (12)where [journal.pone.0088773.e351] .

   The NE of this truncated game is easy to determine when
   [journal.pone.0088773.e352] . In this situation, the profitability of prey type 2
   is at least as high as the nutritional value of only attacking prey type 1 when
   there is no recognition time (i.e. [journal.pone.0088773.e353] ). In section
   Decision trees and the functional response for two prey types (cf. [173]equation
   (1)), the NE behavior of player 1 is then to attack any prey encountered and this
   continues to be the NE strategy when recognition time is non-zero. Thus
   [journal.pone.0088773.e354] at any NE and, in fact, all NE are of the form
   [journal.pone.0088773.e355] for some [journal.pone.0088773.e356] (see section The
   Nash equilibria of the prey recognition game of [174]Appendix S1 for the formal
   derivation). This corresponds to the predator being opportunistic (sensu
   [175][32]). Note that, if the predator immediately attacks an observed prey, the
   decision whether to attack after recognizing the type of prey is no longer
   relevant since this choice is never needed.

   For the remainder of this section, assume that the profitability of resource 2 is
   lower than is the mean energy intake rate obtained when feeding on the more
   profitable prey type only (i.e., [journal.pone.0088773.e357] ). In this case, the
   predator should consider whether to determine the prey type it encountered,
   because including the less profitable prey type in its diet may decrease the mean
   energy intake rate.

   To calculate the NE behavior, we proceed as in section Foraging with simultaneous
   resource encounters. From section The Nash equilibria of the prey recognition
   game of [176]Appendix S1, the best response of player 1 to a given strategy
   [journal.pone.0088773.e358] of player 2 is [journal.pone.0088773.e359] (13)where
   [journal.pone.0088773.e360]

   Conversely, the best response of player 2 to a given strategy
   [journal.pone.0088773.e361] of player 1 is [journal.pone.0088773.e362] (14)where
   [journal.pone.0088773.e363]

   That is [journal.pone.0088773.e364] is a NE foraging behavior if and only if it
   satisfies (13) and (14). We remark that [journal.pone.0088773.e365] and
   [journal.pone.0088773.e366] are both less than [journal.pone.0088773.e367] , and
   [journal.pone.0088773.e368] when [journal.pone.0088773.e369] .

   When recognition time, [journal.pone.0088773.e370] , is small (
   [journal.pone.0088773.e371] ), [journal.pone.0088773.e372] is negative and
   [journal.pone.0088773.e373] is positive ([177]Figure 7(a)). There are then two
   possible NE outcomes; namely, attack any encountered prey immediately
   corresponding to the NE [journal.pone.0088773.e374] where
   [journal.pone.0088773.e375] (shown as the gray segment of the line in [178]Figure
   7(a)) or never attack immediately and then only attack prey type 1 when
   recognized (with NE [journal.pone.0088773.e376] , the solid dot in [179]Figure
   7(a)). From section Zero-one rule and the Nash equilibrium of [180]Appendix S1,
   the optimal foraging behavior must be a NE outcome but because our decision tree
   has three levels, every NE may not be an optimal strategy. However, even in this
   case finding all NE substantially simplifies the problem of finding the optimal
   strategy, because it is now enough to evaluate function
   [journal.pone.0088773.e377] given by (12) only at these NE points. Moreover, if
   there is a NE component (such as the gray segment in [181]Figure 7(a)) the value
   of [journal.pone.0088773.e378] at any point in this segment must be the same. By
   evaluating [journal.pone.0088773.e379] and [journal.pone.0088773.e380] , we find
   [journal.pone.0088773.e381] and so the optimal behavior is to never attack
   immediately and then only attack prey type 1 when recognized. As recognition time
   increases, [journal.pone.0088773.e382] increases and [journal.pone.0088773.e383]
   decreases. However, the NE outcomes and optimal behavior remain the same as long
   as [journal.pone.0088773.e384] . Optimal predator behavior is then either
   described as being selective [182][32] or as being intentional [183][33].
   [184]thumbnail
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   Figure 7. Qualitative outcomes of the optimal foraging strategy (13) and (14) for
   increasing recognition time [journal.pone.0088773.e385] .

   Panel (a) assumes [journal.pone.0088773.e386] for which
   [journal.pone.0088773.e387] and [journal.pone.0088773.e388] . The optimal
   foraging strategy is at [journal.pone.0088773.e389] (i.e. always pay the cost of
   recognition and then never attack the less profitable prey type) and the NE
   component (shown as the gray line segment) [journal.pone.0088773.e390]
   (corresponding to the NE outcome of attacking immediately) is suboptimal. In each
   of the other three panels, the (union of the) thick edges forms a strict
   equilibrium set (SES, for definition see section Zero-one rule and the Nash
   equilibrium of [185]Appendix S1) that is the globally stable evolutionary
   outcome. Panel (b) assumes [journal.pone.0088773.e391] ,
   [journal.pone.0088773.e392] and [journal.pone.0088773.e393] . The union of the
   two edges [journal.pone.0088773.e394] and [journal.pone.0088773.e395] forms one
   NE component corresponding to optimal foraging behavior. Panel (c) assumes
   [journal.pone.0088773.e396] , [journal.pone.0088773.e397] and
   [journal.pone.0088773.e398] . The edge [journal.pone.0088773.e399] forms a NE
   component corresponding to optimal foraging behavior. Panel (d) assumes
   [journal.pone.0088773.e400] for which [journal.pone.0088773.e401] and
   [journal.pone.0088773.e402] The edge [journal.pone.0088773.e403] forms a NE
   component corresponding to optimal foraging behavior. The arrows in each panel
   indicate the direction of increasing energy intake per unit time at points in the
   unit square. Other parameters [journal.pone.0088773.e404]
   [journal.pone.0088773.e405] , [journal.pone.0088773.e406] ,
   [journal.pone.0088773.e407] , [journal.pone.0088773.e408] and
   [journal.pone.0088773.e409] .

   [186]https://doi.org/10.1371/journal.pone.0088773.g007

   For recognition time satisfying [journal.pone.0088773.e410] ,
   [journal.pone.0088773.e411] while [journal.pone.0088773.e412] remains negative
   and so all strategy pairs of the form [journal.pone.0088773.e413] and
   [journal.pone.0088773.e414] are NE ([187]Figure 7(b)). Moreover, each corresponds
   to an optimal foraging strategy since [journal.pone.0088773.e415] in this case.

   For still larger recognition times, [journal.pone.0088773.e416] , thus
   [journal.pone.0088773.e417] at any NE. When [journal.pone.0088773.e418] ,
   [journal.pone.0088773.e419] and the corresponding optimal foraging behavior is
   shown in [188]Figure 7(c), while for recognition time larger than
   [journal.pone.0088773.e420] , [journal.pone.0088773.e421] ([189]Figure 7(d)). In
   both cases, the NE strategy pairs are of the form [journal.pone.0088773.e422] and
   these all yield optimal foraging behavior.

Game theory and evolutionary outcomes for the prey recognition game

   The existence of suboptimal NE in the prey recognition game makes the interesting
   question considered briefly in section Decision trees and extensive form games
   even more important here; namely, how does the predator manage to learn its
   optimal behavior and avoid suboptimal equilibrium behavior. This type of question
   (on the so-called equilibrium selection problem [190][30]) is commonly studied in
   evolutionary game theory where individual behaviors evolve in such a way that
   strategies with higher payoff become used more frequently. There are several
   standard models that examine the evolutionary outcome of these behaviors changing
   over time [191][29], [192][34].

   The evolutionary outcome is clear for all choices of parameters in the two diet
   choice models of sections Decision trees and the functional response for two prey
   types and Foraging with simultaneous resource encounters (see arrows in
   [193]Figures 2 and [194]5, respectively). These arrows indicate the direction of
   increasing energy intake rate (e.g. in [195]Figure 4, this rate increases as
   [journal.pone.0088773.e423] is used more frequently if and only if the vertical
   arrow is pointing upward). In all cases, the predator learns to use the NE
   strategy that corresponds to the optimal behavior for the foraging games of
   [196]Figures 1 and [197]3 respectively. (This is true for [198]Figure 2b as well
   since the arrows lead to some point on the vertical side of the unit square with
   [journal.pone.0088773.e424] , all of which correspond to optimal behavior in this
   threshold case when [journal.pone.0088773.e425] .)

   The evolutionary outcome is also clear for the prey recognition game of this
   section when recognition time is large from [199]Figure 7. Specifically, for
   [journal.pone.0088773.e426] (panels (b), (c) and (d)), the predator will evolve
   to a strategy on an edge consisting of NE points which correspond to optimal
   foraging. In the language of evolutionary game theory, this set of NE forms a
   globally stable set that attracts any initial predator behavioral choice as long
   as behaviors evolve in the direction of increasing energy intake rate.

   However, for short prey recognition time (i.e. [journal.pone.0088773.e427] with
   [journal.pone.0088773.e428] in [200]Figure 7(a)), the NE
   [journal.pone.0088773.e429] (corresponding to the optimal foraging behavior of
   always spending the time to recognize the type of prey encountered and then only
   attacking prey of type 1) may not be globally stable. If the predator initially
   attacks recognized prey 2 with probability greater than
   [journal.pone.0088773.e430] , behavior may evolve to a point in the suboptimal NE
   component where [journal.pone.0088773.e431] with [journal.pone.0088773.e432]
   (i.e. to a point on the gray line segment in [201]Figure 7(a)). That is, the
   predator may become trapped at this suboptimal behavior, especially if evolution
   increases the strategy of attacking immediately faster than it decreases the
   strategy of attacking recognized prey 2 (i.e. if the arrow to the right in the
   top half of [202]Figure 7(a) is much bigger than the one pointing down).

   The situation depicted in [203]Figure 7(a) is remarkably similar to that of the
   two-player extensive form Chain store game [204][19], [205][35] (also known as
   the Ultimatum mini-game [206][36] or the Entry deterrence game [207][37]). In the
   large literature on this game, it is often argued that the evolutionary outcome
   will be the point [journal.pone.0088773.e433] ) since neutral drift near the
   suboptimal NE component will inevitably lead at some time to the strategy choice
   shifting to [journal.pone.0088773.e434] after which selection will quickly lead
   to [journal.pone.0088773.e435] . To see this, consider a point on this gray line
   segment. If the predator decides once in a while to spend some time to recognize
   the type of prey it encounters, its strategy will move to the left of the
   segment. As strategies with higher payoff are then to the right and down in the
   vicinity of the line segment, it is likely that [journal.pone.0088773.e436] will
   regularly decrease until it reaches the lower end of the segment. Any further
   strategy experimentation on the part of the predator will lead to
   [journal.pone.0088773.e437] , after which the only evolutionary outcome can be
   [journal.pone.0088773.e438] . In terms of evolutionary game theory again, the
   suboptimal NE component is not stable whereas the optimal NE is.

   In summary, the optimal foraging behavior is selected in the prey recognition
   game as the NE component that is the stable outcome of the evolutionary learning
   process whether or not prey recognition time is short (i.e. for arbitrary
   [journal.pone.0088773.e439] ). The analysis of optimal foraging theory for this
   example illustrates anew the potential of game-theoretic methods to gain a better
   understanding of issues that arise in behavioral ecology.

Discussion

   In this article, we develop a game-theoretic approach for constructing functional
   responses in multi-prey environments and for finding optimal foraging strategies
   based on these functional responses [208][9], [209][20]. The approach here is
   based on methods from extensive form games [210][18], [211][19]. The importance
   of these game-theoretic approaches for functional response is two-fold. First,
   decision trees similar to those used in extensive form games are a natural way to
   describe details of predator behavior based on the sequence of choices the
   predator makes at different decision points. This facilitates writing down the
   corresponding functional response. Second, we show that optimal foraging behavior
   that maximizes energy intake per unit time can be determined by solving the
   underlying foraging game for its Nash equilibrium. We documented these game
   theory methods through three examples: the classical diet choice model,
   simultaneous encounter with prey, and a model in which recognition time is
   considered. We remark that, although the calculation of the optimal foraging
   behavior in the first example is straightforward, it is not as easy in the last
   two cases where our game theory methods lead readily to the solution.

   Decision trees are often used in evolutionary ecology to describe possible
   decision sequences of individuals in biological systems [212][28], including
   models of kleptoparasitism [213][38] and of producers and scroungers [214][39].
   They have been used less often in connection with functional responses, even
   though the predation process can be conveniently described by such trees (e.g.,
   [215][26], [216][40], [217][41]). Optimal foraging behavior that maximizes animal
   fitness is then often described as a sequence of single choices at each decision
   node faced by the predator. Such outcomes are reminiscent of those found by
   applying the backward induction technique to extensive form games that also
   chooses one strategy at each decision node [218][18], [219][19]. However, there
   are essential differences. Specifically, under backward induction, the optimal
   choice at such a node depends only on the comparisons of payoffs along paths
   following this node. Unfortunately, the time constraint in our foraging game
   means that decisions at one node have payoff consequences as to what is optimal
   at another node, a connection between these decision nodes of the tree that has
   no counterpart in extensive form games. That is, the payoff concept for "foraging
   games" such as [220]Figure 1 combines both the nutritional values and the
   duration of each activity given at all the end nodes of the decision tree. On the
   other hand, as shown in all three examples, the extensive form technique
   connected to backward induction of forming the reduced decision tree by
   truncating those paths corresponding to dominated strategies remains an effective
   means of considerably simplifying the NE analysis.

   Dynamic programming (a form of backward induction) has also been used to find
   optimal foraging behavior [221][23], [222][42]. Specifically, the approach
   developed by Houston and McNamara [223][23] shows that the optimal foraging
   strategy must maximize the difference between the expected energy intake during a
   single renewal cycle and the product of the mean optimal energy intake rate and
   the duration of the cycle. This approach specifies the optimal choice at each
   decision node provided the energy intake rate under the optimal strategy is
   known. Since the optimal choice in one part of the decision tree then requires
   knowing the overall optimal strategy, the solution is typically obtained by
   numerical iteration.

   Instead, the approach we take in this article avoids such numerical methods by
   solving the game analytically. In this game, virtual players (also called agents)
   are associated with each decision point. These players are virtual because their
   payoff is derived from the functional response of a single individual only.
   Nevertheless, these players play a game because their decisions are linked, one
   player's optimal strategy depends on the other players' decision. We showed that
   solving this game by finding all the Nash equilibria will lead to the optimal
   foraging strategy. In those cases where some NE are not optimal foraging
   strategies, we showed it is easy to select the optimal ones among them by
   calculating their mean energy intake rate. Even when the game has infinitely many
   Nash equilibria that form a segment of a line (such Nash equilibrium components
   often arise in extensive form games), we showed that the energy intake rate at
   all these Nash equilibria will be the same. This means that once there are a
   finite number of isolated Nash equilibria points or Nash equilibrium components,
   finding the optimal strategy corresponds to comparing a finite number of values,
   which is trivial.

   We documented these game-theoretic methods by applying them to three examples.
   The classic diet choice model with two prey types where predators encounter prey
   sequentially was considered first since it has been historically analyzed without
   game theory and yet provides an informative introduction to our new approach.
   Then we moved to a more complicated situation where a searching predator can
   simultaneously encounter both prey types [224][31], [225][43]. These authors
   showed that under simultaneous encounter the predictions based on the prey
   profitabilities (i.e., energy content over handling time) are not sufficient to
   predict the optimal foraging strategy. In fact, the optimal foraging strategies
   can be quite complicated as they depend now also on the relation between the
   energy content in different food types. In particular, [226]Figure 5A shows that
   when the less profitable prey type 2 contains also less energy than the more
   profitable prey type 1, then the more profitable prey type 1 will be selected
   when both prey types are encountered. However, when the energy content of the
   less profitable prey type is large (but still small enough that prey type 2
   continues to be less profitable), it will be preferred when both prey types are
   encountered ([227]Figure 5B). The solid line in [228]Figure 5B shows the
   preference for prey type A when encountered with prey type B. When this
   preference switches from 1 to 0 above [journal.pone.0088773.e440] , predator
   preference for prey type B when encountered with prey type A switches from 0 to
   1. All possible optimal foraging strategies as a function of the alternative prey
   type energy content are shown in [229]Figure 4. In particular, it cannot happen
   that the less profitable prey type is included in the predator's diet when
   encountered simultaneously with the more profitable prey type but not taken when
   encountered alone.

   The last model discussed in this article examines whether a predator should spend
   time to recognize which type of prey it encountered before deciding whether to
   attack the prey or not [230][32]. This example is more complex for several
   reasons, including the fact that the corresponding decision tree now has three
   different levels (whereas the previous two examples are described by two-level
   trees). While the NE corresponds exactly to the optimal strategy in two-level
   decision trees, this is not the case here. When recognition time is small, we
   show that there are NE of the optimal foraging game that lead to suboptimal
   foraging ([231]Figure 7(a)). However, these suboptimal NE are easy to exclude by
   equilibrium selection techniques borrowed from evolutionary game theory
   [232][30]. Specifically, optimal foraging is always given by the unique NE
   outcome that corresponds to the stable equilibrium point (or set of equilibrium
   points) as the predator learns its optimal strategy (i.e. as its strategy evolves
   in the direction of the arrows in [233]Figures 2, [234]4, [235]7).

   This method taken from evolutionary game theory to determine optimal foraging
   behavior differs from the more traditional approach based on the (modified)
   zero-one rule. This latter approach can be applied to the prey recognition game.
   Kotler and Mitchell [236][32] show that the zero-one rule yields just two
   possible optimal outcomes: either complete opportunism or completely selective.
   Instead of analyzing for the effects of increasing recognition time as we have
   done, they concentrate on what happens when the abundance of the less profitable
   prey increases (which, in our notation, means [journal.pone.0088773.e441]
   increases). They emphasize the somewhat counterintuitive result that, with low
   abundance, the less profitable prey is excluded from the diet. At intermediate
   abundances it is included, and then with high abundance it is excluded again.

   Game-theoretic methods play an important role in the traditional approach as
   well. Specifically, because the energy intake rate is the same at all points of
   the NE component, we need to compare only two numbers; the energy intake rate at
   any point of the NE component (the gray line segment in [237]Figure 7(a)) and the
   energy intake rate at the other NE point [journal.pone.0088773.e442] . Our
   analysis shows that, when recognition time is small, the optimal foraging
   strategy is to always pay the extra time to recognize the encountered prey type
   (i.e., never attack the encountered prey item immediately
   [journal.pone.0088773.e443] , [238]Figure 7(a)) and to include it in the diet if
   it is the more profitable prey type (i.e., not to include the alternative prey
   type 2, [journal.pone.0088773.e444] ). As the recognition time increases, the
   optimal foraging strategy is not to waste time recognizing the encountered prey
   type ([239]Figure 7c, d). In this case, all encountered prey types are included
   in predator's diet and so [journal.pone.0088773.e445] is not uniquely defined.
   That is, since all encountered prey are immediately included in predator's diet,
   the question whether to include the recognized prey type in the diet becomes
   irrelevant and so the preference for the alternative prey type is any number
   between 0 and 1.

   For the three optimal foraging games modeled in this paper, the predator's
   encounter probabilities with different prey types do not change over the system's
   renewal cycle. In particular, there are no interactions among predators, such as
   competition for the same prey, that may alter the length of this cycle as the
   predator's behavior in these interactions changes. On the other hand,
   interactions among predators can be added to their decision trees. Our analysis
   of optimal foraging behavior through extensive form game-theoretic methods can
   then be generalized to the resultant multi-level trees, an important area of
   future research.

Supporting Information

[240]Appendix S1.

   The first section of the Appendix, Decision trees and the functional responses,
   describes a general approach to construct functional responses from decision
   trees. The second section, Zero-one rule and the Nash equilibrium, generalizes
   the classical zero-one rule of the optimal foraging theory derived for the
   multi-prey Holling type II functional response to a more general functional
   responses. This section also shows how the zero-one rule relates to the Nash
   equilibrium of the underlying optimal foraging game. Appendix Foraging with
   simultaneous resource encounters derives the Nash equilibrium strategy (8), (10)
   and Appendix The Nash equilibria of the prey recognition game derives the Nash
   equilibrium (13), (14).

   [241]https://doi.org/10.1371/journal.pone.0088773.s001

   (PDF)

Acknowledgments

   Appreciated are the suggestions from the anonymous reviewer for improvements in
   the original version of the article.

Author Contributions

   Wrote the paper: RC VK JB JG.

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