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Evolutionary Dynamics
and Extensive Form Games
i
cress-79032 cres79032˙fm January 23, 2003 14:51
ii
cress-79032 cres79032˙fm January 23, 2003 14:51
Evolutionary Dynamics
and Extensive Form Games
Ross Cressman
iii
cress-79032 cres79032˙fm January 23, 2003 14:51
c 2003 Massachusetts Institute of Technology
All rights reserved. No part of this book may be reproduced in any form by any electronic
or mechanical means (including photocopying, recording, or information storage and
retrieval) without permission in writing from the publisher.
This book was set in Palatino by Interactive Composition Corporation (in LATEX ) and was
printed and bound in the United States of America.
Cressman, Ross.
Evolutionary dynamics and extensive form games / Ross Cressman.
p. cm. — (Economic learning and social evolution ; 5)
Includes bibliographical references and index.
ISBN 0-262-03305-4 (hc. : alk. paper)
1. Game theory. 2. Evolution—Mathematical models. I. Title. II. MIT Press
series on economic learning and social evolution ; 5.
QA269 .C69 2003
519.3—dc21 2002038682
iv
cress-79032 cres79032˙fm January 23, 2003 14:51
Contents
Series Foreword ix
Preface xi
1 Introduction 1
1.1 Extensive Form versus Normal Form 2
1.2 Biology versus Economics 8
1.3 Imitation 12
1.4 Organizational Matters 15
1.5 Notes 16
v
cress-79032 cres79032˙fm January 23, 2003 14:51
vi Contents
3 Bimatrix Games 69
3.1 Nash Equilibria and Strict Equilibrium Sets 70
3.2 Bimatrix Replicator and Best Response Dynamics 71
3.2.1 The Owner-Intruder Game 74
3.3 Dynamics for Two-Strategy Bimatrix Games 75
3.3.1 Nondegenerate Bimatrix Games 76
3.3.2 Degenerate Bimatrix Games 79
3.4 Symmetrized Bimatrix Games 85
3.4.1 The Symmetrized Bimatrix Replicator Dynamic 88
3.4.2 The Symmetrized Best Response Dynamic 93
3.5 Bimatrix Monotone Selection Dynamics 96
3.6 Notes 101
Contents vii
viii Contents
Bibliography 307
Index 313
cress-79032 cres79032˙fm January 23, 2003 14:51
Series Foreword
The MIT Press series on Economic Learning and Social Evolution reflects
the continuing interest in the dynamics of human interaction. This issue
has provided a broad community of economists, psychologists, biolo-
gists, anthropologists, mathematicians, philosophers, and others, with
a sense of common purpose so strong that traditional interdisciplinary
boundaries have melted away. We reject the outmoded notion that what
happens away from equilibrium can safelly be ignored, but think it no
longer adequate to speak in vague terms of bounded rationality and
spontaneous order. We believe the time has come to put some beef on
the table.
The books in the series so far are:
• Evolutionary Games and Equilibrium Selection, by Larry Samuelson (1997).
Traditional economic models have only one equilibrium, and so fail
to come to grips with social norms whose function is to select an equi-
librium when there are multiple alternatives. This book studies how
such norms may evolve.
• The Theory of Learning in Games, by Drew Fudenberg and David Levine
(1998). Von Neumann introduced “fictitious play” as a way of finding
equilibria in zero-sum games. In this book the idea is reinterpreted as
a learning procedure, and developed for use in general games.
• Just Playing, by Ken Binmore (1998). This book applies evolutionary
game theory to moral philosophy. How and why do we make fairness
judgments?
• Social Dynamics, edited by Steve Durlauf and Peyton Young (2001).
The essays in this collection provide an overview of the field of social
dynamics, in which some of the creators of the field discuss a variety of
ix
cress-79032 cres79032˙fm January 23, 2003 14:51
x Series Foreword
Authors who share the ethos represented by these books, or who wish
to extend it in empirical, experimental, or other directions, are cordially
invited to submit outlines of their proposed books for consideration.
Within our terms of reference, we hope that a thousand flowers will
bloom.
Ken Binmore
ESRC Center for Economic Learning
and Social Evolution
University College London
Gower Street
London WC1E 6BT, UK
[email protected]
cress-79032 cres79032˙fm January 23, 2003 14:51
Preface
xi
cress-79032 cres79032˙fm January 23, 2003 14:51
xii Preface
Ross Cressman
Waterloo, Ontario
June 2002
cress-79032 cres79032˙fm January 23, 2003 14:51
Evolutionary Dynamics
and Extensive Form Games
xiii
cress-79032 book January 27, 2003 10:59
1 Introduction
1. Interestingly many books on game theory published in the past decade include “evo-
lutionary” sections (e.g., van Damme 1991; Binmore 1992; Mesterton-Gibbons 1992, 2000;
Sigmund 1993; Owen 1995; Gintis 2000).
1
cress-79032 book January 27, 2003 10:59
2 Chapter 1 Introduction
4 Chapter 1 Introduction
0 2
0 2
R A
1
4
2
N E
1
Figure 1.1.1
Extensive form of the Chain-Store Game.
2. (Generalized) RSP Games are introduced formally in chapter 2.6.1. The technical dy-
namic analysis for the nine-strategy normal form game is given in chapter 4.6.1. Explicit
payoffs for the RSP Game are given for which all (interior) trajectories of the replicator dy-
namic converge to the unique mixed symmetric NE. It is shown that there are many interior
replicator trajectories for the nine-strategy normal form game that have no single limiting
behavior; rather, they evolve in a seemingly chaotic fashion. Details are provided as to
how and when normal form evolutionary dynamics do not respect the subgame structure.
The importance of the extensive form representation for this example, as a means to moti-
vate evolutionary dynamics that respect the subgame structure (e.g., subgame monotone
dynamics), is also discussed there as well as in chapters 9.2 and 9.4.
cress-79032 book January 27, 2003 10:59
R A
N 1, 4 1, 4 (1.1.1)
.
E 0, 0 2, 2
The prediction that players will use the NE (E, A) is easy to justify
on dynamic grounds. Here each player’s payoff decreases if his/her
behavior unilaterally evolves away from (E, A) (e.g., player one’s payoff
decreases from 2 toward 1 in this case). (E, A) is called a strict NE. On the
other hand, the Nash equilibrium outcome where player one does not
enter is given by the set of strategies {(N, λR+ (1 − λ)A) | 12 ≤ λ ≤ 1} that
indicates that the monopolist is prepared to retaliate with probability
λ ≥ 12 if called upon. This set is called a NE component. No point in
it is a strict NE since player two has no payoff incentive to maintain
his/her current (mixed) strategy. Traditional evolutionary game theory
for normal form games (see section 1.5) prefers behaviors converge to a
unique NE, not to such a NE component that appears for (1.1.1) due to
the payoff tie of 4 for player two if player one plays N. One approach
to avoid such sets that is often taken for normal form games is that
since payoff ties are not “generic” in this class of games, it suffices to
consider games whose payoffs are slightly perturbed to break this tie.
However, the normal form gives no indication which of player two’s
actions should be favored by this perturbation (i.e., whether R or A will
have the higher payoff when player one chooses N). This knowledge is
important since (N, R) becomes a strict NE if R is favored but no NE
occurs with player one choosing N otherwise.
As the extensive form game in figure 1.1.1, the NE (E, A) is also eas-
ily distinguished from the other NE outcome; namely it is the only one
3. The question is considered more fully in chapter 3.3.2 as well as in chapter 8.1. The
game is then referred to regularly in the remainder of chapter 8 and in chapter 9 where
the extensive form version is emphasized.
It is no coincidence the Chain-Store Game is also discussed in the introductory chap-
ters of Weibull (1995) and Samuelson (1997), since it is probably the most elementary
example where (evolutionary) game theory does not give an unequivocal prediction of
player behavior. The payoffs used in figure 1.1.1 are from Weibull (1995) where the game
is also called the Entry Deterrence Game to emphasize the difference between it and
the Chain-Store Game considered by Selten (1978) who initially raised the question of
how a monopolist can maintain a credible threat to retaliate in order to continue his/her
monopoly when this game is repeated against a chain of many potential entrants.
cress-79032 book January 27, 2003 10:59
6 Chapter 1 Introduction
4. Every extensive form game has at least one subgame perfect NE. The subgame perfect
NEs can be found by applying the “backward induction” procedure of classical game
theory (see section 6.1.2). For the elementary game in figure 1.1.1 (and also in figure 1.3.1
below assuming a 1 > c 1 , a 2 > b 2 , and c 2 > d2 ), there is only one subgame perfect NE, and
it is indicated by the double line in the game tree. This latter convention is used regularly
throughout the book.
However, there is typically more than one extensive form game with a given normal
form representation. In particular, it is easy to define an extensive form game, with normal
form (1.1.1), that has no nontrivial subgames and so all NE are subgame perfect by default.
Thus losing the extensive form structure has the perhaps unexpected consequence of
losing a well-defined concept of subgame perfection as well. The question of whether
non–subgame perfect NE can be justified on dynamic grounds is examined in chapters 7
and 8 for much longer extensive form games than the Chain-Store Game of figure 1.1.1.
cress-79032 book January 27, 2003 10:59
8 Chapter 1 Introduction
instead on why this analysis is useful. To begin this process in the fol-
lowing two sections, I first return to the historical roots of evolutionary
game theory in its applications to biology and economics.
5. Game theory also has interesting historical connections to biology before the advent of
evolutionary game theory in the 1970s. In retrospect, Fisher’s (1930) justification for the
prevalence of 50 : 50 sex ratio in diploid species is an early example of strategic reasoning.
That is, individuals in a population with a biased sex ratio do better by producing more
offspring of the rarer sex and so shift the population toward producing males and females
in equal numbers.
6. From now on, I will use “his” to represent “his/her” and “he” to represent “he/she,”
and the like. This is done for notational convenience and is not meant to suggest conscious
decisions are the exclusive preserve of one gender.
cress-79032 book January 27, 2003 10:59
10 Chapter 1 Introduction
9. The Chain-Store Game in section 1.1 is clearly presented in economic terms. With a
few exceptions besides this section (notably chapters 2.8, 4.7, and all of chapter 5), the
book describes player behavior as if it assumed conscious decisions, so the discussion
may often seem more relevant for researchers whose primary interest is in modeling
human behavior. In most cases the descriptions can be rephrased to be just as appealing
to biological game theorists.
cress-79032 book January 27, 2003 10:59
12 Chapter 1 Introduction
mean fitness implies all limit points are NE (in fact, typically an ESS
that is then asymptotically stable) of the corresponding normal form
game.10 Although neither “theorem” is universally true for all relevant
dynamic models of behavioral evolution, their conclusions nonetheless
provide an important benchmark for general techniques of dynamic
evolutionary game theory.
1.3 Imitation
The replicator dynamics mimics the effect of natural selection (although it bliss-
fully disregards the complexities of sexual reproduction). In the context of games
played by human societies, however, the spreading of successful strategies is
more likely to occur through imitation than through inheritance. How should
we model this imitation processes?
The extensive form is an effective tool for imitation models of real-life sit-
uations. In particular, as argued near the end of section 1.1, interactions
10. See chapter 2 for definitions and/or explanations of the technical terms from the
theory of dynamical systems used in this paragraph (and elsewhere in the Introduction).
In particular, convergence to NE often requires that all strategy types are initially present in
the population. The Introduction also contains many technical terms from game theory (in
particular, for extensive form games) that are not precisely explained here. Their formal
definitions are found in various chapters of the book.
The difference between the first theorem being designated “folk” and the second “fun-
damental” seems to be based more on the discipline in which it originated (economics and
biology respectively) than on its overall validity. It is interesting that the book I chose as a
good reference for each of these theorems is written by researchers whose initial interest
in dynamic evolutionary game theory places them in the opposite group of practitioners.
This clearly illustrates how blurred the line separating these two groups has become.
cress-79032 book January 27, 2003 10:59
1.3 Imitation 13
among humans are often based on their past history. Such chains of in-
teractions then translate into long extensive form games where earlier
decisions can affect whether or not later decisions are ever encountered.
Since we cannot imitate behaviors in eventualities that never occur, our
imitation models must only imitate the known part of someone else’s
strategy (i.e., in the language of extensive form games, imitation cannot
occur at unreached decision points).
Several sections in this book examine how such imitative behavior can
be implemented in general extensive form games with a particular em-
phasis on the relationship of the resultant behavioral evolution to other
standard evolutionary dynamics. The rigorous analysis of imitation is
restricted to the subclass of “one-player extensive form games.” Specif-
ically, chapters 2.10, 4.6.2, and 8.4 develop models when the outcome of
one other randomly chosen individual is observed in a one-player ex-
tensive form game. In these three chapters two aspects of the discussion
above are considered; namely why an individual player uses imitative
behavior and then how he uses it (i.e., when does he switch to the ob-
served behavior and the mechanism for doing so). The discussion in the
remainder of this section is limited to the latter aspect as it applies to
the following elementary two-player extensive form game.
Take figure 1.3.1. First consider the decision facing player two.11 He
has four strategies, each of which specifies either or r in the left-hand
subgame (i.e., when player one uses L) and either or r in the right-hand
subgame. Suppose that his random observation is of a player using in
the left-hand subgame together with the resulting payoff a 2 . If he decides
to imitate this behavior, he must still maintain his current behavior in the
unreached right-hand subgame since no observation is available there.
That is, player two cannot switch to the observed player’s entire strategy
(as might be expected if imitative behavior is applied to normal form
games); rather, imitation can only affect subgame behavior along the
observed outcome path.
11. When player one’s strategy is fixed (in which case, this strategy can be replaced by a
“move by nature”), figure 1.3.1 is an example from player two’s perspective of a “parallel
bandit” studied in chapter 4.6.2. This is a special class of one-player extensive form games
(see chapter 8.4). Figure 1.3.1 is analyzed again in chapters 9.2 and 9.3 as a two-player game.
Notice that the orientation of the extensive form in figure 1.3.1 is opposite to that in
figure 1.1.1. That is, there the sequential decisions that are taken later in the game tree
are above the earlier ones, whereas here they are below. There seems to be no universally
accepted orientation with sideways progressions also possible. Different orientations are
used throughout the book but should not cause the reader undue difficulty.
cress-79032 book January 27, 2003 10:59
14 Chapter 1 Introduction
L R
2 2
r r
a1 b1 c1 d1
a2 b2 c2 d2
Figure 1.3.1
Extensive form example to illustrate imitative behavior.
As we will see (e.g., chapter 2.10), for both intuitive and technical
reasons, the most important mechanisms for switching behavior use
proportional imitation. For instance, suppose that a player only con-
templates switching to the observed behavior if the resulting payoff is
higher. Moreover, in this case, suppose the player switches with a prob-
ability proportional to the payoff difference. When these assumptions
are applied to player two’s decision in figure 1.3.1, an evolutionary dy-
namic emerges that respects the subgame structure.12 Combined with a
similar analysis in chapter 9.3 that assumes player one also uses propor-
tional imitation, we find that the agenda outlined in the Folk Theorem
of Evolutionary Game Theory is most easily accomplished by first ap-
plying convergence and stability concepts to the separate evolutionary
dynamics in the two subgames. The resultant limiting behaviors are then
used to shorten the extensive form game (technically, to “truncate” it)
whose dynamic analysis becomes considerably easier. That is, we have a
dynamic version of the backward induction procedure of classical game
theory.
12. Chapter 9.3 shows that this is essentially the replicator dynamic in each subgame. It
is also interesting to note that the Wright manifold for the game in figure 1.3.1 appears
automatically there as a natural feature of the evolutionary dynamics.
cress-79032 book January 27, 2003 10:59
16 Chapter 1 Introduction
the subgame structure and its relationship to the replicator dynamic. The
dynamics of extensive form evolutionary games are not well understood
for complex game trees without many subgames. Instead, chapters 7 and
8 consider two important particular classes of extensive form games
(simultaneity games and perfect information games) where there is a
great deal of subgame decomposition. Since much of the material here
is new, there is a greater emphasis on examples to illustrate the tech-
niques. Chapter 9 on subgame monotonicity returns to a more general
perspective as a means to connect the concepts introduced in chap-
ters 6 to 8. These four chapters leave many open problems for general
extensive form games that suggest directions for future research.
The first time technical terms appear, they are indicated by a differ-
ent font than that of the surrounding text. Each chapter concludes with
a Notes section that discusses some of the primary references. These
references should not be regarded as a complete list of the related lit-
erature. I have used the convention that the phrases “see Notes” and
“see Appendix” in a particular chapter refers to the corresponding sec-
tion at the end of that chapter. Another convention used throughout
is that the third section of chapter 3, for instance, is referred to as sec-
tion 3.3 in chapter 3 and as chapter 3.3 elsewhere. Theorems, figures,
displayed equations, and the like, are numbered consecutively starting
at the beginning of each section.
1.5 Notes
1.5 Notes 17
2 Symmetric Normal
Form Games
1. Normal form games are also known as strategic form games, a phrase that will not be
used again in this book.
19
cress-79032 book January 27, 2003 11:1
For symmetric normal form games, we will usually write this payoff in
matrix form as
n
π( p, p̂) = p · Ap̂ = pi a i j p̂ j ,
i, j=1
2. In this notation, p and p̂ are actually column vectors and p · Ap̂ is the dot product of
vectors in Rn .
3. A contest in a two-player game is a play of the game where each player chooses one
of his possible pure or mixed strategies. From a population perspective, such a contest is
often called an interaction between two individuals. In particular, the evolutionary model
developed here assumes payoffs result through pairwise interactions rather than through
a playing the field mechanism mentioned in chapter 1.5.
4. Technically the population is a haploid species or else reproduction is parthenogenetic.
cress-79032 book January 27, 2003 11:1
5. Notice that the explicit dependence of ni (t) and p(t) on time t is usually notationally
suppressed.
6. Unless otherwise stated, “replicator dynamic” for a symmetric normal form game
refers to this standard continuous-time version. In later chapters we call this the symmetric
replicator dynamic to avoid ambiguities.
cress-79032 book January 27, 2003 11:1
7. The exact form of (2.1.2) can also be produced in this manner by an “overlapping” gen-
eration model where it is assumed that a fraction τ > 0 of the total population reproduces
each time interval of length τ and then let τ → 0.
cress-79032 book January 27, 2003 11:1
ṗ1 = p1 (e 1 · Ap − p · Ap)
= p1 p2 (e 1 · Ap − e 2 · Ap)
= p1 p2 (a p1 + bp2 − (cp1 + d p2 ))
8. It is clear from (2.2.1) that the actual trajectories for (2.1.2) only depend
on the payoff
differences a − c and b − d. Thus the payoff matrix can be taken as a −c 0
0 d−b for these
games.
cress-79032 book January 27, 2003 11:1
p2 p2 p2
p1 p1 p1
p*1 p*1
(a) Prisoner’s Dilemma (b) Coordination (c) Hawk-Dove
Figure 2.2.1
Phase portrait of the replicator dynamic for two-strategy games. Trajectories lie on the
line p1 + p2 = 1. Circles indicate rest points of the dynamic (solid are stable and empty
unstable) while arrows indicate increasing t.
for all 0 < p1 < 1. The phase portrait is given in figure 2.2.1a where
every initial interior point evolves monotonically to p1 = 0 as ṗ1 is
always negative. This is called the Prisoner’s Dilemma Class since it
includes the payoff structure for the Prisoner’s Dilemma Game that
has
C D
C R S
A=
D T P
with T > R > P > S. In this game players either Cooperate (C) or Defect
(D) and receive payoffs that are known as Temptation (T), Reward (R),
Punishment (P), and Sucker (S). In dynamical terms, the dilemma is
that the population evolves to mutual defection (i.e., everyone receives
P) even though individuals are better off if they mutually cooperate and
receive R. We call the case (a − c)(d − b) = 0 the Degenerate Prisoner’s
Dilemma.
9. We discard the case d = b and a = c since every point 0 ≤ p1 ≤ 1 is then a rest point
and so the dynamic is uninteresting.
cress-79032 book January 27, 2003 11:1
as the unique interior rest point. Then ṗ1 > 0 if and only if p1 > p1∗ .
Thus any initial point p1 (0) > p1∗ evolves monotonically to p1 = 1,
whereas p1 (0) < p1∗ implies p1 evolves to 0 (see figure
2.2.1b). The typical
Coordination Game that has payoff matrix A = a0 d0 where a and d are
both positive is in this class. The replicator dynamic demonstrates that
different convergent trajectories may have different stable limit points
(i.e., one population may eventually coordinate itself on one of the two
pure strategies in figure 2.2.1b, while another evolves to the other pure
strategy). In particular, the replicator dynamic does not initially suggest
a means for all individuals to coordinate mutual play on the first pure
strategy in the Coordination Game that has a > d.
p*1 1兾2
t
0 5 10
Figure 2.2.2
Typical trajectories for the Hawk-Dove Game. Two trajectories of (2.2.1) for the Hawk-
Dove Game with C = V = 2. The trajectory above p1∗ = 12 has initial point p1 = 23 , and
the one below has p1 = 25 .
Theorem 2.2.1 For symmetric normal form games with two strategies, every
interior trajectory of (2.1.1) or (2.1.2) evolves monotonically toward a rest point
of the dynamic that is a symmetric NE. If not initially at rest, this convergence
takes infinite time.
Proof Consider (2.1.1) for the Hawk-Dove Class (i.e., 0 < a < c and
0 < d < b). Without loss of generality, assume 0 < p1 < p1∗ . To show
p1 evolves monotonically to p1∗ in infinite time, it is sufficient to prove
cress-79032 book January 27, 2003 11:1
that p1 < p1∗ since e 1 · Ap > e 2 · Ap implies p1 < p1 in this case. To show
p1 < p1∗ , notice that this inequality is equivalent to each of the following
four conditions:
Clearly, if a ≥ d, then p1 < p1∗ . On the other hand, if a < d, then p1 < p1∗ if
and only if p1 < d/(d − a ). But d/(d − a ) > (b − d)/[b + c − (a + d)] =
p1∗ , since dc + a b > a d + a d and so p1 < d/(d − a ).10
ṗi = f i ( p) (2.3.1)
pi = pi + f i ( p), (2.3.2)
10. Note that p1 = b/(b + c) = p1∗ after one generation if a = d = 0. Otherwise (e.g., if
a > 0 and d > 0 as we assume for the discrete dynamics), the trajectory does not reach p1∗
in finite time.
Exploring the Variety of Random
Documents with Different Content
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constantly stop here to water, as the most convenient
Place for taking in any large Quantity, and pay, each
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W. Thence, and anchored the 15th at Dixcove, an 14.
English Factory. This, Succonda, Anamaboo, and
others, tho’ called Factories, are the Residence only of
two or three People from the principal one at Cape
Corso, who have Commission over and above their
Salary, for what Trade they transact.
W. Dixcove, and anchored next Day before Cape Corso 16.
Castle, our African Company’s chief Fort; the
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two Merchants, a Secretary, Chaplain, Surgeon,
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A. Anamaboo (just below it) a noted Place of stopping, June
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A. and W. Montford; the 30th, Barkee, and then Shallo. 28.
Through the whole from Sierraleon, it may be
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unprovided.
A. Whydah. The whole Coast runs in a strait Line July 4.
(without Gulphs or Bays) is thick set with Trees, a
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very rough and turbulent Beach.
W. Whydah, and arrived the 28th at the Island of 20.
Princes, belonging to the Portuguese. In our
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Thresher, and Petrel.——Cleaned our Ships, heaving
down by one another, but became exceeding sickly by
the Fatigue, each burying three and four Men a Day,
for six Weeks together.
W Princes, both having purchased their Anchors with Sep.
difficulty. 20.
F I N I S .
E R R ATA .
P. line
32 19 for to r. too.
67 22 for he r. they.
72 27 After r. Aft.
75 24 and will be paid not only &c.
115 4 Ch. x.
115 5 Ezion
125 16 r. some other Parts.
FOOTNOTES:
[1] Put metaphorically for a Ship’s Cockpit; and answers to the
dark Cellaring of a House.
[2] At the Changes of the Moon appears a Pillar of Fire in the
North, which darting its Rays every way, moves from Place to
Place, enlightning not only Greenland, but Iceland and Norway;
and sometimes further, till the returning Sun obscures it. (Harris,
p. 635. Vol. II.)
[3] Finis Terræ, the Westermost Extremity of Europe, and formerly
thought a Ne plus ultra.
[4]
Sold 2 half-worn Suits for a Pipe of Wine.
3 Second-hand Wigs — — Ditto.
Loaf-Sugar sells 20d. per lib.
Cheshire-Cheese, 8.
Bisket, 2.
Beef per piece 10.
Bought Citron at 15d.
Lemons per C. 20.
[5] Vide Harris’s Voyages.
[6] Ten-pounders are like Mullets, but full of small Bones, like
Herring-bones.
[7] Old-wives; a scaly, flat Fish, half as thick as long, called so
from some Resemblance the Face is fancied to have, with that of
a Nun’s.
[8] Cavalloes; a bright, silver-colour’d Fish, with a prickly Ridge on
each side, half its length.
[9] Barricudoes; a well-tasted Fish, one Foot and an half long, not
wholesome if the Roof of the Mouth be black.
[10] Sucking-Fish; something like the Dog-Fish; underneath he
has an oval Flat, of three Inches and an half over, granulated like
a Nutmeg-grater; with this he sticks so fast, as difficultly to be torn
from the Deck. He often infests the Shirk, sticks fast, and sucks
his Nourishment from him.
[11] Cat-Fish, so called from four slender Fibres like Whiskers,
sprouting from the under part of his Mouth.
[12] Lollas, are Places cleared of Wood, but barren; the
Habitations only of Bug a bugs, the Species of an Ant; build not
above a Foot and half high; are whitish, smaller than the common
sort, sting, and devour Cloaths.
[13] Lugars; open, clear Places, sowed with Rice, &c.
[14] Plantanes and Bananoes are a very common Fruit, shaped
like Cucumbers, but slender and longer; peeled of their Coat, they
are roasted and eat as Bread, fried, or eaten raw. The latter is the
juicier, and of a preferable Taste. The Plant bearing them grows
as high as a Cherry-tree, with a Leaf three Yards long, and one
over; an admirable Detergent in foul, sanious Ulcers, stripped of
the inner Skin, and applied as you do Housleek in Corns.
[15] The Pine-Apple is their Prince of Fruits; does not grow so
high, but about the Bigness of a Pæony; a beautiful green and
yellow; firm and juicy as a Melon; eaten with Wine and Sugar.
Some of strong Fancy, imagine all sorts of Fruit to be tasted in it;
to me, it always left a stinging abstergent Flavour.
[16] Lime-trees, about as big as our Apple, arise by several Roots,
and have an oval Leaf; the Fruit smaller, but of sharper Scent and
Flavour than Lemons. In the Woods also are many Sevil-Orange
Trees, the Fruit largest and best tasted of any I ever met.
[17] Papais, the Size of a moderate Melon, green as that, and full
of Seeds, which thrown out, and the outside pared, is used with
Meat, buttered and salted. They grow 20 or 30 Foot high. Bosman
says, Male and Female (the Alcoran, that all Fruits grow so, p.
213.) the Male blossoming, but bearing no Fruit.
[18] Rice is sown in swampy Grounds; grows the height of our
Wheat, and from the top of the Stems shoot very slender Stalks,
bearing the Rice grained one above another to a vast Increase; a
Peck yielding above 40 Bushels: Yet such is their Idleness, there
is often a Deficiency supplied from Sherbro, &c.
[19] The Civet is about as large as a Ram Cat, comes from about
Sherbro; it’s Head like a Foxes. The Male only affords this, at the
rate of 3 or 4 Grains a day, gathered with a Quill out of a little Cod
or Hole, near the Intestin. rectum.
[20] General Phips at Cape Corso, was so nettled at this (he
receiving but 19 for 21) that it took his Stomach off Victuals two or
three Days.
For as in Fight the Gun or Drum
Will make the Warriour’s Stomach come;
So eke in Play; if two miss Fire,
The Stomach palls with wax’ning Ire.
[21] The Word Fetish is used in a double Signification among the
Negroes: It is applied to Dress and Ornament, and to something
reverenced as a Deity (a Lake, a Stone, a Tree, &c.) both so far
agree, as to be regarded as a Charm. That by a Peculiarity, and
this by some inherent Essence, can attract Good, or divert Evil.
Here they sometimes hide the Fetish in secret parts of the Woods;
on urgent Occasions make a sort of Appeal to them, separating
some the Friday, some the Saturday, and keep within doors the
whole day, in a Moaning, or what you may call a Devotion to it.
[22] Salaries 80l. per Ann.
[23] Boiled by the Negroes to the bigness of half-penny Rolls, and
an Accy purchases nine a day of them for a Month. The English
bake it.
A lean Goat you may get by chance for five Accys; a Muscovy
Duck, a Parrot, or couple of Chickens, for one.
[24] Miscell. Curiosa. Vol. iii. has a Journal of the Weather at
Cape Corso for 12 Months, from Mr. Hillier, who says, that was a
Year of the most Rain that could be remembred.
[25] Tittwees, like a large Wolf or Mastive, very fierce, and rob
their Towns in the Night, of what Kid or Poultry they find.
Tigers, not so adventurous, but are seen by them sometimes:
There are two now in the Castle.
Serpents. I have heard the Gentlemen of the Factory say, they
have been seen here 30 foot long, able to swallow a Child whole;
(Bosman says, a Man, or a full-grown Deer.)
Deer. Those whose Feet are tipped, and used as Tobacco-
Stoppers, are the bigness of a large Cat. The General had one in
his Kitchen, the Feet as thick as the middle Finger; whence I
judge, those very slender ones we see, are the Abortives of this
Animal.
[26] These sort of Tryals have much the same View with the
Water of Jealousy among the Jews, or Ordeal with our Saxon
Ancestors, that is, a Tryal by Fire or Water: The former was
proving their Innocency by walking on hot Plough-Shears un-hurt:
The latter was used hot or cold. They run their Arm into it scalding
hot; or the Priest gave an Imprecation to a Draught of Holy-Water.
The Person swore to his Innocence, and being tied Hands and
Feet, was thrown into a River or Pond; if he sunk, he was
adjudged innocent, if he floated, guilty: And these ways continued
till K. Hen. III.
Another way with the Saxons, was single Combat; if a Woman,
she appointed her Champion.
Another, since we are upon Tryal, was by two Ounces of Bread
and Cheese taken after the Communion, the Priest thus
imprecating; May it stick in your Throat, turn pale, your Limbs
convulsed, &c. if guilty; but if innocent, may you swallow it easily,
&c.
Rapin.
[27] Hæmac is a Brasil word, and signifies a Net slung to rest in;
made there from the Rind of a Tree.
[28] Milton. B. 10, & 11.
[29] A Negrish Name.
[30] See the Appendix to the Navy-Surgeon, in which are Physical
Observations on the Moisture and Density of the Air.
[31] There is a square Fort on the Larboard Point of the Bay, and
Anchorings about a League from it.
[32] Some pretend to have found what they call a material
Thunder-bolt; such a one is said to have fell on the Turkish
Mosque at Adrianople A. D. 1693; and such are shewn in the
Museums of Princes. At Copenhagen they have a large piece of
metallick Substance, said to be Thunder-bolt.
[33] A Word used by our Sailors, for the Grout is made of it.
[34] Moquissin is a name given to any thing they think has an
incomprehensible Virtue. V. Geographic. Atlas.
[35] The Portuguese, who trade hither from Erasil, chuse their
Cargoes all Boys and Girls, if they can, as more ductile for
Conversion; there being Fathers appointed to instruct them in
their Creed, and to baptize them, on their arrival; but then they are
Papists.
[36] Made of a peculiar Earth from Germany, and bear (those that
are good) the most intense heat.
[37]
There’s but the twinkling of a Star,
Between a Man of Peace and War.
Hud.
[38] At this Place I would observe, in relation to heaving the Lead,
that there is a Nisus in Bodies of Water from below upwards,
which makes ’em to sink neither so fast, nor so direct, at any
considerable Depth, as near the Surface; all at 200 Fathom or
less, being bottomless; i. e. unfathomable.
This Nisus, or resisting Motion to the Descent of Bodies, is not
only perceptible in the Lead, but more sensibly declares itself,
first, in that black or green Skim, seen sometimes on the Surface
(even smelling) after long Calms, the Product of some intestine
Motion.
2. That Divers, or any floating Bodies, emerge with greater Force
than they sunk.
3. Mr. Boyle’s 20th Experiment observes, that a glass Bubble let
open into the Receiver, on the Exsuction of the Air, the Water in it
manifestly rises a greater Height; consequently the Expansion
and Rarefaction of the Air by the Heat of the Sun, makes room for
this Spring in the Water, to exert itself; and therefore the Tides
themselves would more difficultly yield to the distant Attractions of
the Sun and Moon (I should think) without adding to that Theory
this conjoined Force, or natural Propensity of the Sea, to swell
before.
In respect to sinking the Lead, also may be added, a greater
Coldness, and a greater Saltness of the Sea, in proportion to the
Depths; (both which are very probable,) and will create a greater
Buoyancy, or Resistance to sinking, as will likewise the drawing
out a greater Quantity of Line, (less apt to demerge.) So that
although falling Bodies in Air, have their Velocities encreased, the
nearer they approach the Earth, yet contrarily in Water, it
diminishes with the Descent.
[39] Depend much on the preceding Season, (hot and dry
Weather) apt to raise greater Plenty of elastick Vapours on the
Terra firma, and will explode themselves now here, now there, as
the greater Rarefaction of Air (more towards one Island than
another) may invite.
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TRANSCRIBER’S NOTE
The numerical dates in the Sidenotes (on pages 255 to 265) have all been
italicized for consistency eg Mar. 10..
Except for those changes noted below, all misspellings in the text, and
inconsistent or archaic usage, have been retained.
Pg 35: ‘some hunred Leagues’ replaced by ‘some hundred Leagues’.
Pg 48: the footnote anchor [16] was missing, and has been added to ‘[16]Limes,
Oranges’.
Pg 68: ‘weighed Auchor’ replaced by ‘weighed Anchor’.
Pg 97: ‘our Rigth of’ replaced by ‘our Right of’.
Pg 97: ‘The Heigth of’ replaced by ‘The Height of’.
Pg 104: ‘ars sold’ replaced by ‘are sold’.
Pg 132: ‘a Change full as bad’ replaced by ‘a Charge full as bad’.
Pg 193: ‘joined also in in a’ replaced by ‘joined also in a’.
Pg 199: ‘ridiculous, scaramouch’ replaced by ‘ridiculous, and scaramouch’
(catchword ‘and’ was missing).
Pg 202: ‘we re- our’ replaced by ‘we repeated our’.
Pg 207: ‘off the 1sland’ replaced by ‘off the Island’.
Pg 209: ‘Food or Necessarieis’ replaced by ‘Food or Necessaries’.
Pg 243: ‘Bitts of 7d½’ replaced by ‘Bitts of 7½d’.
Pg 261: ‘1721/2’ inserted before ‘Jan 6.’ as a new Sidenote.
Pg 263: ‘1722’ inserted before ‘May 1.’ as a new Sidenote.
Pg 265: ‘1722/3’ inserted before ‘Jan 1.’ as a new Sidenote.
Catalog: ‘by furnish- them’ replaced by ‘by furnishing them’.
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