These are :

The blue "Gentleman". He is peaceful and monogamous, caring attentively for his female.

Der orange "Pasha". He has several females and likes to appear aggressively. He puts the blue gentleman to flight and snaps up his sweetheart.

The yellow "Gigolo". He has neither got a territory nor a regular relationship. He lingers around seizing any opportunity for a romance. This may be successful with the harem mates of the orange pasha - who can't keep an eye on all of them - but he has no chance with the lady of the attentive blue gentleman.

For each morphe, there is thus one rival morphe against which he wins and one against which he loses, like at the game "rock, paper, scissors". For those who don't know it yet : You can form with your hand either a rock (fist), a piece of paper (flat hand) or a pair of scissors (two fingers). The scissors win against the paper (cut it), the paper against the rock (wraps it) and the rock against the scissors (smashes it).

In this simulation, you can reproduce the relational drama of the lizards. We start from blue, orange and yellow
territories in the form of the sqaures of a chessboard, where male lizards compete with their neighbours.

At this chessboard, the opposite edges are again linked with each other. At the beginning, all fields are occupied
randomly. Then, sequentially for each field, one of the four directly neighbouring fields is selected at random.
If this selected field is the territory of the dominant rival, the considered field has to adopt its colour. In all
other cases, it remains unchanged.

In the ong rectangle below the board, the relative number of fields in each colour, the population, is displayed.
The lizards with the orange blotches depicted on the top replace the blue ones shown in the middel, those replace the yellow
ones at the bottom. The yellow lizards, on their part, dominate the orange ones.

You can simplify the graphics by clicking on the checkbox "with compactation". In this case, there is a check after each move
if there are fields with three or four neighbours of the same colour. If this is the case, this "minority" field has to adopt this
predominant colour, too.

This also works on a hexagonal pattern, structured like a honeycomb. Actually, this is nicer than the squares,
but it is more difficult to program.

I have tried to explain **here** (in German)
how I have done it and why the shape of the board looks so strange.

In his simulation, there are five colours trying to replace each other. The pecking order is in the sense as
in the population panel, top-down. (red replaces blue, blue replaces yellow ... and green replaces red).

There are two rule variations to click on :

(a) "Each colour replaces the following colour **and** the next but one", so red replaces blue and yellow etc.

(b) "Each colour replaces the following colour **and** the next but three", so red replaces blue and purple and so on.

A further feature is the button "a colour vanishes". If this is clicked on, one colour is deleted and statistically
replacd by the four others.

Finally, there is also the button "a rectangle appears". With the slider thereunder, the size of this rectangle can be
chosen before. Clicking on this button makes appear a rectangle of a random colour replacing all the other colours
on the involved fields.

In this simulation, the replacement of a colour by another is linked to conditions. The option
"no constraints" means the choice of the same conditions as in the "Lizard" model here above.

The constraints on the upper half of the switch panel only refer to the case that a red field is
to be replaced by a yellow one. The first condition says that this can only happen **if**
at least one of the residual three neighbouring fields (the fourth is the aggressor) is also red.

The condition beside represents exactly the contrary : The red field can only be dyed yellow if there
is **no** red neighbour.

In the second line, the condition can be set that red will only be replaced by yellow, **if** a least one -
or if none - of the neighbouring fields is blue. Please note that blue is not directly involved in the
act of red being replaced by yellow, thus somehow "neutral".

In the third line, the replacement of red by yellow can only take place **if** red has - respectively has not - one
more yellow neighbour.

The constrains in the lower half of the switching panel are of the same kind as above, but for all
colours at the same time. The constraints are now refering to the condition if the attacked has a neighbour/ has
no neighbour of his own colour, of the colour of the attacker or of the neutral third colour.

By the way, te strange "crystallisation" visible on the screenshot can occur if there first are "no constraints" and
then you click on the shown condition.

In this simulation, the same lizard subject is developed with balls, bouncing together like on a billards table.

Also here, the rules of "rock, paper, scissors" are applied. If a yellow ball hits a red one, the red ball will change its
colour to yellow. If a red and a blue ball collide, the blue ball turns red. At the collision of a blue and a yellow
ball, the blue one wins. Thus, for each colour there is one against which it wins and one other against which it loses.

In this simulation, the number of participants is again five. You can chose between two kinds of constraints :

With the top left condition, each colour can replace one other colour. Yellow replaces red, red replaces blue, blue
replaces green, green replaces purple, and finally, purple replaces yellow. The circle is completed.

The condition top right discribes the opposite case - red replaces yellow etc.

Selecting the constraint at the bottom left, each colour get **two** opponets against which it wins
and two against which it loses. With the constraints at the bottom right, again only the direction of the arrows
has been inversed.

With the constraints in the lower half, we come back to the logics of "rock, paper, scissors", but with five
symbols; each of them has two rivals against which it wins and two by which it is beaten.

I have learnt about a five-symbol version called "rock, paper, scissors, lizard (!), Spock".
Before having known it, I had invented myself a more "classical" five symbol version expanded by "well"
(forming a cycle with the hand) and "fire" (fingers up) : Well beats rock (falls in) and
fire (extinguished) and loses against paper (covered) and scissors (swings open not falling in).
The fire wins against paper (burns it) and scissors (forges it), and loses against rock (doesn't burn)
and well.