E14: mating systems — monogamy vs promiscuity (mate-pool breadth)

A new analytic experiment on an orthogonal evolution-of-sex axis: not the
recombination RATE (E9) but the population's mating STRUCTURE. Agents on a
ring recombine with a second parent drawn from a window of breadth b
(b->0 monogamous/isolation-by-distance, b=1 promiscuous/panmictic), under
local selection, swept against NK ruggedness K.

Finding: the optimal mate-pool breadth SHRINKS as skills get more
entangled. Wide/promiscuous merging wins the champion on additive
landscapes (K<=3, b=0.6), but on rugged ones (K>=6) it prematurely
converges to a worse champion and an intermediate breadth (b~0.35) wins;
pure monogamy over-fragments. Throughout, promiscuity monotonically lifts
the population MEAN but destroys diversity and parallel exploration. The
design rule extends E9: merge widely for additive skills, keep
island-structured sub-populations for entangled ones — a merging-native
axis the panmixia-assuming literature lacks.

- src/knowledge/mating_system.py + experiment.py dispatch (kind: mating_system)
- configs/layer1/E14.yaml (breadth x K sweep, 20 reps, bitwise-reproducible)
- figures/plot_E14.py; results/E14/ (figure, README, manifest, resolved config)
- tests/test_mating_system.py (+5, 147 green); make layer1 wired
- folded into both papers (full + accessible) as the third §5 result

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Giorgio Gilestro 2026-07-09 12:38:50 +01:00
parent 9fea375ff8
commit f5f68f5249
13 changed files with 472 additions and 2 deletions

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@ -270,7 +270,7 @@ beats the average in exact proportion to how far the average is from the best at
that sharpens rather than weakens the claim, and that a practitioner needs before spending compute on
the fancier operator.
Two caveats keep this honest, and both are results, not hand-waving.
Three results keep this honest, and all are results, not hand-waving.
*Sex can backfire.* When the parents' skills are not cleanly separable but **entangled** — when the
value of one capability depends on which others are present (geneticists call this **epistasis**) —
@ -280,6 +280,22 @@ reproduce it: on "rugged" (highly entangled) problems, naive merging drops offsp
parents, and the more you mix the worse it gets. The design rule that falls out is simple: *merge
freely when skills are complementary; merge sparingly, and carefully, when they are entangled.*
*The mating system matters too — not just who mates, but how widely.* The result above is about the
recombination *rate*; a separate knob is the population's **mating structure** — whether reproduction is
**monogamous** (each model recombines within a narrow, local circle) or **promiscuous** (mates drawn
freely from the whole population). Almost all model-merging implicitly assumes promiscuity — fuse
everything, or route over one flat pool — but population genetics says the breadth of gene flow is itself
consequential, because wide flow spreads good variants fast while **homogenising** the population, and
narrow flow preserves the distinct sub-populations needed to explore several solutions at once (Wright's
*shifting balance*). We sweep exactly this breadth against landscape ruggedness, and the optimum moves:
on smooth (additive) landscapes wide, promiscuous mating is best (spread the one good direction fastest),
but as the landscape gets rugged the best breadth **shrinks to an intermediate value** — full promiscuity
prematurely converges onto one basin and finds a *worse* champion, while pure monogamy over-fragments.
Throughout, wide mating lifts the *typical* model but monotonically **destroys diversity** — so on rugged
problems, where the best model needs preserved diversity to be found, structured (partly monogamous)
merging wins. The design rule extends the one above: *merge widely when skills are additive; keep
structured sub-populations — island-style merging — when skills are rugged.* (Figure: `results/E14/E14.png`.)
*AI can do sex better than biology can.* Biology is stuck with two parents, mating roughly at random,
and cannot inspect an offspring before it is born. An AI has none of those limits. It can recombine
**many** parents at once; it can **choose** which parents to combine, for complementarity; and it can
@ -599,6 +615,13 @@ shape.)
produces below-parent offspring (outbreeding depression) — and *directed* recombination (choose mates,
screen offspring, unbounded parents) reliably fixes it. This is the concrete evidence for the paper's
central reframing.
- *The mating system, not just the mating.* Sweeping how *widely* models recombine — from monogamous
(local, structured) to promiscuous (panmictic) — against landscape ruggedness, the best breadth
**shrinks as skills get more entangled**: wide, promiscuous merging wins on additive landscapes, but on
rugged ones it prematurely converges to a worse champion and an intermediate, structured breadth wins,
because promiscuity monotonically destroys the diversity a rugged search needs. A merging-native design
axis — *merge widely for additive skills, keep island-structured sub-populations for entangled ones*
that the model-merging literature, which assumes panmixia, does not have.
- *The recombination claims, in real language models — with a sharp condition.* Merging LoRA-specialised
Qwen models (up to 7B on a GPU cluster) produces a generalist that beats every specialist parent
(FisherMuller, for real); and keeping parents intact and *routing*, or *breeding and screening*