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Tajima's D is a population genetic test statistic created by and named after the Japanese researcher Fumio Tajima. [1] Tajima's D is computed as the difference between two measures of genetic diversity: the mean number of pairwise differences and the number of segregating sites, each scaled so that they are expected to be the same in a neutrally evolving population of constant size.
Comparing the value of the Watterson's estimator, to nucleotide diversity is the basis of Tajima's D which allows inference of the evolutionary regime of a given locus.
Fumio Tajima was born in Ōkawa, in Japan's Fukuoka prefecture, in 1951. [1] [2] He graduated from high school in 1970, completed his undergraduate degree at Kyushu University in 1976, and received a Master's degree from the same institution in 1978. [3]
Tajima's D is based on the expectation that S = theta * x where x is the sum of 1/i for i from 1 to N. Thus, we turn this into a method to estimate theta by noting that theta = E(S)/x. The current version suggests that S/x part is a "normalized" version of segregating sites, and this leads to a mistake in the calculation of D in the example.
George William Brown (June 2, 1917 – June 20, 2005) was an American statistician, game theorist, and computer scientist known for his work and research in early computing machinery, game theory, mathematical logic, decision theory and administration.
Brown was born in Portobello, London, in 1930, as one of non-identical twins.His father was a lens maker and his mother had been a waitress. He left school at 16 and initially moved between a number of jobs, including work in the Post Office [clarification needed].
Fay and Wu's H is a statistical test created by and named after two researchers Justin Fay and Chung-I Wu. [1] The purpose of the test is to distinguish between a DNA sequence evolving randomly ("neutrally") and one evolving under positive selection.
In game theory, fictitious play is a learning rule first introduced by George W. Brown. In it, each player presumes that the opponents are playing stationary (possibly mixed) strategies. At each round, each player thus best responds to the empirical frequency of play of their opponent.