World populationIn demographics, the world population is the total number of humans currently living. It was estimated by the United Nations to have exceeded eight billion in mid-November 2022. It took over 200,000 years of human prehistory and history for the human population to reach one billion and only 219 years more to reach 8 billion. The human population has experienced continuous growth following the Great Famine of 1315–1317 and the end of the Black Death in 1350, when it was nearly 370,000,000.
Game theoryGame theory is the study of mathematical models of strategic interactions among rational agents. It has applications in all fields of social science, as well as in logic, systems science and computer science. The concepts of game theory are used extensively in economics as well. The traditional methods of game theory addressed two-person zero-sum games, in which each participant's gains or losses are exactly balanced by the losses and gains of other participants.
Population ageingPopulation ageing is an increasing median age in a population because of declining fertility rates and rising life expectancy. Most countries have rising life expectancy and an ageing population, trends that emerged first in developed countries but are now seen in virtually all developing countries. That is the case for every country in the world except the 18 countries designated as "demographic outliers" by the United Nations. The aged population is currently at its highest level in human history.
Evolutionary game theoryEvolutionary game theory (EGT) is the application of game theory to evolving populations in biology. It defines a framework of contests, strategies, and analytics into which Darwinian competition can be modelled. It originated in 1973 with John Maynard Smith and George R. Price's formalisation of contests, analysed as strategies, and the mathematical criteria that can be used to predict the results of competing strategies. Evolutionary game theory differs from classical game theory in focusing more on the dynamics of strategy change.
Chicken (game)The game of chicken, also known as the hawk–dove game or snowdrift game, is a model of conflict for two players in game theory. The principle of the game is that while the ideal outcome is for one player to yield (to avoid the worst outcome if neither yields), the individuals try to avoid it out of pride for not wanting to look like a "chicken". Each player taunts the other to increase the risk of shame in yielding. However, when one player yields, the conflict is avoided, and the game is for the most part over.
Population growthPopulation growth is the increase in the number of people in a population or dispersed group. Actual global human population growth amounts to around 83 million annually, or 1.1% per year. The global population has grown from 1 billion in 1800 to 7.9 billion in 2020. The UN projected population to keep growing, and estimates have put the total population at 8.6 billion by mid-2030, 9.8 billion by mid-2050 and 11.2 billion by 2100.
Zero population growthZero population growth, sometimes abbreviated ZPG, is a condition of demographic balance where the number of people in a specified population neither grows nor declines; that is, the number of births plus in-migrants equals the number of deaths plus out-migrants. ZPG has been a prominent political movement since the 1960s. As part of the concept of optimum population, the movement considers zero population growth to be an objective towards which countries and the whole world should strive in the interests of accomplishing long-term optimal standards and conditions of living.
Population declinePopulation decline, also known as depopulation, is a reduction in a human population size. Over the long term, stretching from prehistory to the present, Earth's total human population has continued to grow; however, current projections suggest that this long-term trend of steady population growth may be coming to an end. Until the beginning of the Industrial Revolution, the global population grew very slowly, at about 0.04% per year. After about 1800, the growth rate accelerated to a peak of 2.
Evolutionarily stable strategyAn evolutionarily stable strategy (ESS) is a strategy (or set of strategies) that is impermeable when adopted by a population in adaptation to a specific environment, that is to say it cannot be displaced by an alternative strategy (or set of strategies) which may be novel or initially rare. Introduced by John Maynard Smith and George R. Price in 1972/3, it is an important concept in behavioural ecology, evolutionary psychology, mathematical game theory and economics, with applications in other fields such as anthropology, philosophy and political science.
Projections of population growthPopulation projections are attempts to show how the human population statistics might change in the future. These projections are an important input to forecasts of the population's impact on this planet and humanity's future well-being. Models of population growth take trends in human development and apply projections into the future. These models use trend-based-assumptions about how populations will respond to economic, social and technological forces to understand how they will affect fertility and mortality, and thus population growth.
Population dynamicsPopulation dynamics is the type of mathematics used to model and study the size and age composition of populations as dynamical systems. Population dynamics has traditionally been the dominant branch of mathematical biology, which has a history of more than 220 years, although over the last century the scope of mathematical biology has greatly expanded. The beginning of population dynamics is widely regarded as the work of Malthus, formulated as the Malthusian growth model.
Ordinary differential equationIn mathematics, an ordinary differential equation (ODE) is a differential equation (DE) dependent on only a single independent variable. As with other DE, its unknown(s) consists of one (or more) function(s) and involves the derivatives of those functions. The term "ordinary" is used in contrast with partial differential equations which may be with respect to one independent variable. A linear differential equation is a differential equation that is defined by a linear polynomial in the unknown function and its derivatives, that is an equation of the form where a_0(x), .
Differential equationIn mathematics, a differential equation is an equation that relates one or more unknown functions and their derivatives. In applications, the functions generally represent physical quantities, the derivatives represent their rates of change, and the differential equation defines a relationship between the two. Such relations are common; therefore, differential equations play a prominent role in many disciplines including engineering, physics, economics, and biology.
Population momentumPopulation momentum is a consequence of the demographic transition. Population momentum explains why a population will continue to grow even if the fertility rate declines. Population momentum occurs because it is not only the number of children per woman that determine population growth, but also the number of women in reproductive age. Eventually, when the fertility rate reaches the replacement rate and the population size of women in the reproductive age bracket stabilizes, the population achieves equilibrium and population momentum comes to an end.
Population geneticsPopulation genetics is a subfield of genetics that deals with genetic differences within and among populations, and is a part of evolutionary biology. Studies in this branch of biology examine such phenomena as adaptation, speciation, and population structure. Population genetics was a vital ingredient in the emergence of the modern evolutionary synthesis. Its primary founders were Sewall Wright, J. B. S. Haldane and Ronald Fisher, who also laid the foundations for the related discipline of quantitative genetics.
RandomnessIn common usage, randomness is the apparent or actual lack of definite pattern or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual random events are, by definition, unpredictable, but if the probability distribution is known, the frequency of different outcomes over repeated events (or "trials") is predictable. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will tend to occur twice as often as 4.
Monte Carlo methodMonte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be deterministic in principle. They are often used in physical and mathematical problems and are most useful when it is difficult or impossible to use other approaches. Monte Carlo methods are mainly used in three problem classes: optimization, numerical integration, and generating draws from a probability distribution.
Linear differential equationIn mathematics, a linear differential equation is a differential equation that is defined by a linear polynomial in the unknown function and its derivatives, that is an equation of the form where a0(x), ..., an(x) and b(x) are arbitrary differentiable functions that do not need to be linear, and y′, ..., y(n) are the successive derivatives of an unknown function y of the variable x. Such an equation is an ordinary differential equation (ODE).
Asymptotic theory (statistics)In statistics, asymptotic theory, or large sample theory, is a framework for assessing properties of estimators and statistical tests. Within this framework, it is often assumed that the sample size n may grow indefinitely; the properties of estimators and tests are then evaluated under the limit of n → ∞. In practice, a limit evaluation is considered to be approximately valid for large finite sample sizes too. Most statistical problems begin with a dataset of size n.
Frequency-dependent selectionFrequency-dependent selection is an evolutionary process by which the fitness of a phenotype or genotype depends on the phenotype or genotype composition of a given population. In positive frequency-dependent selection, the fitness of a phenotype or genotype increases as it becomes more common. In negative frequency-dependent selection, the fitness of a phenotype or genotype decreases as it becomes more common. This is an example of balancing selection.