This is a working draft. Please do not cite without permission.


A Cluster Course Proposal for 2001-2002:

Updated 2 November 2000

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Simulating Society: Computer Models of Cultural Complexity.

  • alternative titles:
  • How Machines Think about Culture.
  • Computing the Future of Culture - The Social Entailments of Simulation.
  • Re-imagining the World: Computers and the Quest for Knowledge about Society.
  • Reimagining the World: Computers and the Quest for Knowledge.
  • Games, Forecasts, and Simulations: Computers and the Future of the Social Sciences.
  • Computing Cultural Complexity: Social Science Experiments in Simulated Worlds
  • The Virtual Academy: The Search for Knowledge in a Cybernetic Age.

 

An introduction to the "new sciences of complexity" focused on the social sciences, otherwise known as "computational social science." We view computation from an evolutionary perspective, one which sees it as a new technology, a new way of representing, knowing, and understanding the world. In short we see it as a new science. We introduce the philosophy and principles of computer simulation. In so doing we will experiment with a variety of virtual environments and artificial worlds. We will set them up and run them like computer games. And we will study their behaviors through visualizations and sonifications. Since we emphasize computation as new way of representing reality we will include extensive hands-on practice in writing and critiquing simulations. We hope you will gain fluency in computational modeling in the same way you might gain fluency in scientific or creative writing, in drama, dance or art. You will construct construct your own personal web sites using Dreamweaver and CuteFTP. You will create and edit images to use as environments for multiagent spatial simulations. You will write some small programs in C++. We will also examine ways in which synthetic sentience and computation are changing culture. Throughout the course we will look at alternative ways of representing the same reality so that we can discover the differences between discursive, mathematical, diagrammatic, artistic and computational ways of knowing the world. We will also look at the technological and social challenges that lay ahead. We will look at questions raised by items in the news and science fiction films. We will take field trips to other computational laboratories. Our goal is to present you with a new tool to think with, a thinking tool to learn from, an intelligent thinking machine. How much authority will we delegate to such sentient entities?

 

"Science is what we understand well enough to teach to a computer. Art is everything else."
Donald Knuth

"Computer Science is not about computers. It is about the kind of complex systems that we are."
Marvin Minsky

Mein Herr on the problem of representation...

"That's another thing we've learned from your Nation," said Mein Herr, "map-making. But we've carried it much further than you. What do you consider the largest map that would be really useful?"
"About six inches to the mile."
"Only six inches!" exclaimed Mein Herr. "We very soon got to six yards to the mile. Then we tried a hundred yards to the mile. And then came the grandest idea of all! We actually made a map of the country, on the scale of a mile to the mile!"
"Have you used it much?" I enquired.
"It has never been spread out, yet," said Mein Herr: "the farmers objected: they said it would cover the whole country, and shut out the sunlight! So we now use the country itself, as its own map, and I assure you it does nearly as well."

From Sylvie and Bruno Concluded by Lewis Carroll, first published in 1893. Lewis Carroll - The Complete Illustrated Works. Gramercy Books, New York (1982). Page 727.

 

 

Textbooks

Reader

  • Under Preparation.

Materials for Student Purchase

  • 250 megabyte ZIP disk

Software Supplied by UCLA

  • Borland C++ Builder (site license)
  • JAVA 2.0 (free download)
  • StarLOGO
  • Berkeley Madonna or Stella

Participant Obligations

  1. Backup Copies - You must keep copies of all their work on ZIP disks.
  2. Readings - Must be completed before the first lecture or lab of the week.
  3. Assignments - Must be completed by the Sunday following the weekthey are assigned.
  4. Plagerism - Passing off someone else's work as your own will not be tolerated.
  5. Citations - You must provide the sources of all ideas, images, and software that you cite.

 

 

Themes:

  • Science as a way of knowing, understanding, and explaining through computation.
  • Shedding light on the "big issues" in the social sciences through computation.
  • Computation as part of the coevolution of technolgoy and culture.

Facilities and Equipment Requirements:

  • Three matched VCRs, for the lecture, lab, and staging office, with random frame access.
  • Three matched DVDs, for the lecture, lab, and staging office, with random frame access.
 

 

Course Outline

Fall

Nicholas Gessler (coordinator), Phil Bonacich & Dwight Read

Winter
Susanne Lohmann & Bill McKelvey
Spring
Instructor
Title
Description
Phil Bonacich
Nicholas Gessler
Hands-on programming in C++
Susanne Lohmann
Bill McKelvey
Dwight Read
Course Policies

 

MODULES

 

 

 

Representation
Introduction
Why bother with computer models and simulations?

 

Our minds simulate the objects in our world. To begin with our preconceptions color how we see the world around us. Our eyes paint a picture of our surroundings. Our hearing, touch and other senses modify that mental model. Through these sources we perceive the world and we usually do not question our perceptions. But there are times that remind us of our limitations. Driving along Mulholland at night with two days deficit of sleep we might mistake a power pole for the center line of the road with unsettling or disasterous consequences. Optical illusions and stage magic offer more entertaining and benign examples of our limitations.

Our minds simulate the processes in our world. We enter this world with a "theory of mind," a notion that other people have minds too. With some effort we can learn to think like other people think. We can anticipate, to a degree, how others will react to us and learn to modify their behavior. Actors are very good at that. People with autism don't seem to have a "theory of mind" about other people. They cannot model other people's minds. When we dream, we see a simulated world inside our own minds. If we pay attention to our dreams we see that they image objects and to some extent they mimic processes. But the processes are often flat and shallow. They often don't have long term coherence. (They are similar to Damashek's n-gram sequential analyses.)

Our minds simulate both objects and processes, but they have their limitations. It seems that our minds rely to a great extent upon the external world and our constant stream of perceptions from it in order to calibrate and adjust their simulations in real time. It seems that vision is our most immersive source of information about the world outside. It certainly carries the greatest bandwidth of information. Visual illusions are difficult to uncover because of this. Even though our rational mind knows what it sees is false, it has to struggle with the compelling nature of what we see. This may be why it is so easy to completely disorient a person wearing a head-mounted virtual reality display. When we concentrate on reading literature, we try to isolate our senses from the distracting sights and sounds around us. When we go to the movies it's easy to suspend disbelief. We will even entertain the idea that we have entered a world where the laws of physics are different, where Roadrunner can paint a tunnel entrance on a rock face and escape through it, while Wiley Coyote will run headlong into solid rock.

The arts, humanities, and sciences have different ways of knowing the world. They often differ in how they represent that knowledge, for example in paintings, in literature, and in mathematics. They also often differ in how they rank the processes and products of their practice. Do they priveledge the artifact itself (the painting, work of literature, mathematical formula), the process of its making (what went on in the mind of its maker), or the process of its appreciation (what it means to researchers today)? If we take a long view of the evolution of our biology and culture, we find that humankind has adapted to different modes of representation, both genetically (biologically) and memetically (culturally), at different times. It appears that natural spoken language has been in place for 2,000,000 years. Visual symbolic communication in the form of style and art has been in place for 2,000,000 years. Natural written languages appeared only 2,000,000 years ago. Formal languages that included counting and simple mathematicswere in place for 2,000,000 years. As a result, we are more accustomed to certain modes of representation than to others. For instance, we are more comfortable with story telling than we are with logic. An interesting example is that it is easier to understand a logical problem when it is presented in a narrative than in an abstract form. These factors have a lot to do with what we consider to be an good explanation for something that we see in the natural world.

Most of us are more comfortable with other people than we are with the products of our technologies. We consider many seemingly intuitive forms of human interaction to be "natural" and condemn the things we design and make by "artifice" (see OED definition) as being "artificial"(see OED definition) or simply "artifacts" (see OED definition). This distinction can be useful, but the boundary between the natural and artificial is blurred. The two are intimately interwoven. For instance, what constitutes a natural environment? If we remove the vestiges of a logging camp does the forest once again become natural? Which human relationships are natural? Is there such a thing as a natural human right? Which human relationships are artificial? What constitutes a cultural construction? All may be fair in love and war, but which concepts of fairness are due to nature (what we are instinctively born with) and which to nurture (what we are taught)? Having evolved for 2,000,000 years as hunters, foragers and gatherers in small groups, we are probably more prepared to go along with the concensus in small groups than to think independently in large complex ones. We are probably more confortable with simple technologies and tools than we are with complex ones. We have learned to be prejudiced towards simplicity. In many cases this has served us well. In many cases it has not. Learning new things is a difficult endeavor. If we could get away with it, it might seem easier and more fulfilling to conjur up only sunny days at the beach, to eat well, and to make love. But the world is more complex than that, and perhaps more socially complex than it has ever been before. "Sex and drugs and rock and roll" is another way of dealing with the complexity of present times. Technologically, something complex happened during World War II that became apparent around 1950. That was the advent of, or perhaps the discovery of, computation. By computation, I am not simply referring to email, the Internet, NAPSTER, DVDs, ATM machines, the news or the banking system. By computation, I am referring to something deeper. I am referring to the fact that for the first time here on Earth, or as far as we are presently aware, the first time in the Universe, an intelligent and sentient being has created an artifact that can, in some sense, think. As if that were'nt enough of an accomplishment, we have been able to insert the entire process of evolution through natural selection into that machine. Yes, we have invented software that can write itself. But not only can our software evolve, but so can the hardware that we run it on. This new technology is called "evolutionary computation." The evolutionary hardware is called "reconfigurable logic." So what is very new is the fact that we have created a technology that has imbedded within it the same evolutionary processes that created us. This is certainly one of the greatest technological accomplishments on the face of this planet.

Confusion of terms, analogies, different media.

By "artificial" we simply mean constructed by human beings. In the field of "artificial intelligence" the term meant one of two things: a system that looked intelligent on the outside even though its insides had no obvious relationships to human brains, or a system that tried to be intelligent on the outside because its insides did try to mimic known brain processes. From the field of artificial intelligence sprang the fields of artificial life, artificial societies, and artificial culture. In these instances, the term "artificial" meant the computational model or simulation as opposed to the "real" or "natural" phenomenon it tried to represent. When we use the term "artificial" it will refer to the computational model. We will not use the term to mean "cheap, phoney, or ...

Minimalist models, toy problems, reductionsist/ Analytical
Analysis
Synthesis
Reductionist
Constructionist

Relationship to Virtual Reality and Computer Games.

You will notice that I have jumped around a lot in preparing this introduction. This is, in part, a consequence of the view that many of us have about reality. We find that spoken and written natural language are inadequate to represent the complexities of the real world. We would like NOT to impose these limitations on our understanding of that world. Rather, we would like to find a way to represent the complexities of that world in a way that's closer to what they actually are. We believe that multiagent simulation can help us achieve that goal.

Variations in Emphasis

Conceptual Dimensions of a Simulation Space

Simulations may be characterized as occupying a point cloud in a three dimensional conceptual space enclosed among three axes: agent complexity, agent density, and environmental detail. The space is bounded limitations in the overall computational effort (e.g. number of CPU cycles) required to run the simulation. Simulations occupying regions of this space close to the origin may be said to be "minimalist." Those occupying regions far from the origin may be said to be computationally rich.

Agent Complexity

Most of the work in Artificial Intelligence and Distributed Artificial Intelligence falls into this category. The catchphrase might be: "Compelling and immersive intellectual environments."

Agent Density

Most of the work in Artificial Life and Cellular Automata falls into this category. The catchphrase might be: "From simple local individuals to complex global populations."

Environmental Detail

Most of the work in Virtual Reality, Virtual Environments, and Augmented Reality falls into this category. The catchphrase might be: "Compelling and immersive visual environments."

 

Analogies...
noun
verb
object
process
discourse
argument
computer
computation

 

Why should we learn about simulation?
The job of brains is to simulate reality.
We can learn from mental experiments instead of real world experiments where failure could be costly.
We can learn from computer experiments instead of real world experiments where failure could be costly.
Like virtual reality, simulation allows us to explore alternative worlds.
Simulation mimics our knowledge of the world.
Simulation is natural, like a thought experiment, a theory of mind, a dream.
The human mind has not evolved to understand complex interactions.
Simulation provides us with insights into societal phenomena.
Simulation enables communication between researchers.
Simulation serves as predictive theories of social interaction.
Simulation gives us compelling and immersive experiences.
Simulation enhances education.
Simulation is fun.

 

Why construct minimal experiments on toy models?

They enable us to search for key parameters that effect the system.

They provide us with the greatest explanatory power for the least investment of time.
They are consistent with Occam's Razor - a problem should be stated in its basic and simplest terms.
They allow us to track cause and effect more easily.
They give us the greatest leverage - they give us the most from the least.
KISS - Keep It Simple Stupid.

 

The phenomenon itself. The real event. The external world. Individual perceptions, concepts, thoughts, ideas, internal language A considered collective reconstruction or representation of the event itself.

Raw Description
Unedited so as not to "bias" information.

Creative Description
Edited to capture the "key" features.
John's experience of it. Talking Narrative
Writing Literature
Mary's experience of it. Mathematics
Film & Video
Jennifer's experience of it. Photos, graphics, drawings Art
Computation

 

Representation
Mode
Geometry
Example
Thought (broadly construed)
Various
Various
Conscious & Unconscious
Natural Spoken Language
Discursive
Linear & Sentential
Narrative & Story Telling
Natural Written Language
Discursive
Linear & Sentential
Narrative & Story Telling
Visual Language & Diagrammatic Reasoning
Diagrammatic
 
Diagrams, Maps & Art
Formal Mathermatical Language
Formulaic
 
Formulas & Statistics
Computer Language
Computational
 
Programs, Simulations & Runs

Readings

  • Time Magazine, January 23, 1950.
  • Counterintuitive Nature of Social Systems
  • Review of Axtell & Epstein's Growing Artificial Societies

Simulation
What is it?


review


review

DVD Chapter 5, 16:29-17:54

 

How do we know the world? Biologically, we simulate the world through our senses. Culturally, we simulate the world through constructions. The status of different representations: the world itself, mental constructions, natural discursive language, art, mathematics, computation.

  • Example: differing representations of animal physiology, i.e. locomotion (multimedia).
  • Video: MIT Leg Lab robotic demonstration and simulation.
  • Video: Karl Sims, Evolved Virtual Creatures.

What is simulation? A bottom-up perspective: from simple local interactions to complex global behaviors. Self-organization and the emergence of levels of complexity.

  • Website: Temple of Alife, six programs. alife.fusebox.com
  • Example: Sierpinsky's gasket.
  • Example: Cellular Automata - Conway's "Game of Life." Ed Fredkin's project of rewriting the laws of physics as CAs.
  • Are we programs running on some giant computer? (Cuts from the film "The Thirteenth Floor.")

Lab - Help students get online with the proper accounts. Have students introduce and photograph each other. Introduce HTML (DreamWeaver), PhotoShop, and CuteFTP. Have them build a webpage for the course comprising a personal introduction and a survey of their beliefs about computation and society. Re-run the tournaments from the Karl Sims' video. Re-run Conway's "Game of Life." Open discussion...

Assignment - Karl Sims' work clearly shows that the structure, cognition and behavior of an organism may be evolved by computer simulation. Closely observe the behavior of the creatures in three tournaments of your choosing. What can you discern about the sensory and cognitive processes going on in the "minds" of each of the contestants?

Readings

  • Karl Sims, Evolved Virtual Creatures
  • Film Clip - Dark City.
  • Film Clip - The 13th Floor.
  • STOW and ModSAF.

Programming
Learning to speak computerese.

 

A quick introduction to C++ and the development platform using the example of Sierpinsky's gasket and Conway's "Game of Life.". How to represent time and space. Differences between raster and vector space.

Simulation Primitives:

  • Agents - Sense, Think, Act (STA) Architecture
  • Space - Dimensionality
    • 0d - point dynamics
    • 1d - linear dynamics
    • 1.5d - networks, trees
    • 2d - areal dynamics
    • 2.5d - surfaces
    • 3d - volumetric dynamics
  • Space - Continuity
    • Raster or Cellular space
    • Vector space
  • Time - Updating
    • Serial - Agent by agent.
    • Parallel - Frame by frame.
    • Simulating Parallelism on Serial Computers.

Lab - Using the Socratic method, talk students through the writing of a short program in C++ and short program in JAVA. Encourage the students to invent their own variable and function names and to individualize their programs as much as feasible. The program should implement the process of "Bob" chasing "Carol" chasing "Ted" chasing "Alice" chasing "Bob." One program should use a vector representation and the other a raster representation of space. The vector program should include sliders to change the "chasing speed" of each agent. Time permitting, other enhancements may be added such as the user selecting the starting positions, etc.

Assignment - Complete the two programs as described above. Upload the compiled programs to the web. Turn in the source code to your TF.

Readings

  • Primitive elements of the C++ programming language.
  • Primitive elements of the JAVA programming language.

Computers
What are they? Are they us?

Intel Processors

How brains evolved to re-present the world. How we think they think. The limits of human knowing. The natural evolution of thinking things. Computational models of the evolution of thinking:

Braitenberg's perspective:

Rodney Brooks' perspective:

Robot communities, reviews/videos:

  • Sarita Thakoor, JPL
  • Luc Steels
  • Maja Mataric, MIT

What is a computer? How technology, including culture-as-a-technology, evolved to re-present the world. The limits of technological knowing. The evolution of the technology of computing:

  • Danny Hillis' "Tinker Toy" computer.
  • Norden bombsight (analog computers).
  • Cryptography - The Jefferson wheel, M-209, Enigma, Bombe, and the advent of the Universal Turing Machine (digital computers).
  • Biochips: growing neurons on silicon (cyborg computers).
  • DNA/RNA, molecular, optical, quantum computers and beyond... (other computers).
  • Edwin Hutchins' "Cultural Cognition" - Cognition in the Wild. Coevolution of human and technological computation. (techno-cultural computers).

How are computers and brains alike or different? Computation exists across many media. An evolutionary and computational way of knowing the world. A technological understanding of the world.

Lab - Open discussion on the uses and entailments of differing natural and artificial modes of computation. Run excerpts from the films:

  • The Matrix
  • The Thirteenth Floor
  • Dark City
  • Ghost in the Shell
  • Fast, Cheap and Out of Control

Assignment - View and then write a critique of one of the films above based upon a comparison of popular cultural ideas of computation, the ideas portrayed cinematically (artistically, visually, metaphorically, and through dialog) in the film, and the "scientific reality" of computation as you have come to understand it. Turn in your critique to your TF electronically. Upload a copy to your website AFTER the due date.

Readings

  • Lamprey Eel brain robot controller.
  • Neuron - Silicon Interface.
  • Biochips - Gene Chips
  • Edward Fredkin, Universal Cellular Automata Computer.
  • DNA Computers.
  • Reconfigurable Logic.

Counterfactuals
Analyzing "what if" scenarios...

Big Simulations. The Synthetic Theater of War and their motto, "All but war is simulation."

Replaying historical events under differing circumstances: Counterfactual Analysis. An exploration of various explanations for the success of the Gulf War and their comparison with post-battle interviews and computer simulations. Case study: Battle of 73 Easting.

War Games: OneSaf/ModSaf/STOW/Stricom

Which simulation is correct? Policy risk assessment through exploratory modeling.

Guest speakers:

  • Jonathan Gratch, USC's Institute for Creative Technologies.
  • Alexander Singer, USC's Institute for Creative Technologies.
  • Steven Bankes, Evolving Logic.

Artificial Worlds
Life, Societies and Cultures.
 

 

  • Ken Karakotsios, SimLife.
  • Steven Grand, Creatures
  • Axtell & Epstein, Artificial Societies.
  • Nick Gessler, Artificial Culture

Lab - Open discussion of the architecture of SimLife, Creatures, SugarScape and Artificial Culture.

Assignment - Run a suite of experiments in SugarScape (10) and a long sequence of experiments in Artificial Culture (10,000).

Readings

  • Stephen Grand, Proceedings of Autonomous Agents I, Paper submitted to Alife 6.
  • Ken Karakotsios, Excerpts from his book.
  • Axtell & Epstein, Artificial Societies.
  • Gessler, Artificial Culture.

Evolutionary Computation
  • Evolutionary Epistemology
  • Computational Epistemology

 

Methods

  • Neural nets
  • Genetic algorithms
  • Cultural algorithms
  • GAs or CAs, which are faster?
  • Technological algorithms
  • Evolutionary programming
  • Genetic programming
  • Evolvable (Reconfigurable) Hardware
    • Reconfigurable Robots
    • Field Programmable Gate Arrays (FPGAs)
    • Field Programmable Neuronal Arrays (FPNAs)

Guest speakers:

  • David Fogel, Natural Selection.
  • Sarita Thakoor, Jet Propulsion Laboratories

Lab - Using the Socratic method, talk students through the writing of a short program utilizing Evolutionary Programming and a short program utilizing Genetic Programming. Encourage the students to invent their own variable and function names and to individualize their programs as much as feasible.

Assignment - Complete the two programs as described above. Upload the compiled programs to the web. Turn in the source code to your TF.

Readings

Humanities and the Arts

Literature:

  • Guest Speaker: Marjorie Luesebrink, Electronic Literature Organization.
  • Marc Damashek, National Security Agency, N-Gram Textual Analysis. Film excerpt: Day of the Condor.

Film, Dance, Music and the Graphic Arts.

  • "Art and Aesthetics of Artificial Life."

Closing Lecture

Introduction to the Spring Seminars (by each of the instructors).

 

Spring Quarter Seminar

Artificial Societies & Cultures:
Multiagent Spatial Modeling

Nicholas Gessler

 

Synopsis:

The seminar will build an "artificial culture," a multiagent spatial model in the spirit of the strategies of Marvin Harris' "cultural materialism" and Lewis Binford's "processual archaeology." We will build a theoretical framework in which to investigate the coevolutionary processes and behavoirs at work in the social, technological, and natural environments, and the roles of the individual and the population, shared and unshared beliefs, and material and ideational culture. Emphasis will be placed on the trade and flow in goods and information and the management of that trade through emergent social organizations.

We will introduce programming in C++ for the Windows platform. Participants will write pseudocode and compilable code to represent spatial and cultural processes.

Readings:

Joshua Epstein and Robert Axtell. Growing Artificial Societies - Social science from the bottom up. ($22.00)

Week 1
   
Week 2
   
Week 3
   
Week 4
   
Week 5
   
Week 6
   
Week 7
   
Week 8
   
Week 9
   
Week 10

 

Winter Quarter

Textbooks:

Gary William Flake. The Computational Beauty of Nature. ($29.95)

  1. Computation
  2. Number systems and infinity
  3. Computability and incomputability
  4. Postscript: computation
  5. Self-similarity and fractal geometry
  6. L-systems and fractal growth
  7. Affine transformation fractals
  8. The Mandelbrot se and Julia sets
  9. Postscript: fractals
  10. Nonlinear dynamics in simple maps
  11. Strange attractors
  12. Producer-consumer dynamics
  13. Controlling chaos
  14. Postscript: chaos
  15. Cellular automata
  16. Autonomous agents and self organization
  17. Competition and cooperation
  18. Natural and analog computation
  19. Postscript: Complex systems
  20. Genetics and evolution
  21. Classifier systems
  22. Neural networks and learning
  23. Postscript: Adaptation

 

     
     

 

 

 

 
     
     

 

 

 

Development Year: 2000-2001 Teaching Year: 2001-2002
Fall

Proposal:

  • GE Governance Committee

Budget:

  • Supplies & Services $3000
  • 1 Coordinator/Teacher (full course buyout)
  • 1 to 3 Teachers (one to three course releases)
  • 4 Teaching Fellows (assuming enrollment of 160)

 

Winter

Proposal:

  • Faculty Executive Committee (FEC)
  • Under Graduate Council (UGC)
Spring

Budget:

  • 1 or 2 Course Conveners with releases for one quarter.
  • 4 GSR IIIs (Teaching Fellows) <= 10 hrs/week

Seminars:

  • 4 Teaching Fellows
  • 2 Faculty

 

Notes Theory Practice
Dynamics Must establish group dynamics within the first two weeks or it will be lost. Begin immediately with high production values, a positive and enthusiastic "team" spirit, and a close interactive relationship with the students.
Preparation Ensure that accurate information is disseminated about the course.

Rent a booth at the Freshman Orientation Fare.

Meet with councilors.

Textbooks

Students should be exposed to the philosophy of computation and its application through the eyes of several authors. Several short paperbacks from different authors should give students material to compare and contrast with lectures, speakers and popular notions of the role of computation in culture.

Perhaps 4-5 short books per quarter.

 

Other:

  • Braitenberg. Vehicles - Experiments in Synthetic Psychology.
  • Rodney Brooks. Cambrian Intelligence - The early history of the new AI.
  • Marvin Minsky. Society of Mind - Essays on how the mind works.
  • Robert Axelrod, Michael D. Cohen. Harnessing Complexity: Organizational Implications of a Scientific Frontier.
  • Klaus Mainzer. Thinking in Complexity : The Complex Dynamics of Matter, Mind, and Mankind.
Lectures In order to grab and sustain interest, we should actively aim for high production values with animated speakers, inspired debates, and frequent segways to simulations, visualizations and sonifications. To spark discussions we might invite informed critiques of contemporary films based upon the state of the art and science of simulation and modeling and the art and science of filmmaking.
  • Speaker - Daniel Dennett
  • Speaker - Paul Churchland (UCSD)
  • Speaker - Charles Taylor (UCLA)
  • Speaker - Michael Dyer (UCLA)
  • Speaker - Sarita Thakoor (JPL)
  • OAC's Visualization Portal (UCLA)
  • Analysis of the Battle of 73 Easting (Army)
  • Film - Fast, Cheap and Out of Control (Hollywood)
  • Film - Ghost in the Shell (Hollywood)
  • Film - Dark City (Hollywood)
  • Film - GATTACA (Hollywood)
  • Film - The 13th Floor (Hollywood)
  • Film - The Matrix (Hollywood)
  • TV Episode - War of the Coprophages (X-Files)
  • TV Episode - Kill Switch (X-Files)
  • TV Episode - Star Trek (TNG, DS9, Voyager)
Videos In addition to the cinematic representations of computational issues, we might screen interviews with leading scientists in the field.
  • Karl Sims. Evolved virtual creatures.
  • Karl Sims. Compilation of animations.
  • Artificial Life II and III. Video proceedings.
  • Genetic Programming. The Video.
  • Ted Koppel. Nightline - Brave New World.
  • MS-NBC - Artificial Life.
  • Artificial Life - VPRO Amsterdam
  • Santa Fe Institute - Introduction
  • Craig Reynolds - Collected Boids Demos
  • Jeffrey Ventrella - Locomotion Animations
  • Demitri Terzopolis - Artificial Fishes
  • MIT Leg Lab - Annual Report

Computer Labs

Since the courses introduces computation as a way of understanding the world, a significant part of the instruction should be presented computationally.
  • Web-based computational modules presented each week.
  • Introduction to computational primitives and pseudocode.
  • Brief hands-on instruction in JAVA, C++ and Mathematica.
  • Brief hands-on instruction in SWARM and similar platforms.
Readings Associated with Computational Modules.

Students should be exposed to scientific articles and examples fully explaining the processes behind specific computational modules. These may be authored by the cluster course team and other social scientist and programmers. Source code should be included and discussed whenever possible. Examples should be extracted from various sources.

Perhaps 2-3 readings per week.

  • Classical Experiments.
  • Speculative Fiction:
    • Stanislaw Lem. Non Serviam.
  • Conference Proceedings and Texts:
    • JASSS.
    • Evolutionary Programming.
    • Genetic Programming.
    • Genetic Algorithms.
    • Artificial Life (European and US).
    • Back, Fogel & Michalewicz. Evolutionary Computation Parts 1 & 2.
  • Web-based Resources:
  • Semi-Popular Books w/ Software:
    • Stephen Prata. Artificial Life Playhouse.
    • Rudy Rucker. Artificial Life Lab.
    • Ellen Thro. Artificial Life Explorer's Kit.
  • Games supported by technical articles
    • SimLife by Ken Karakotsios.
    • Creatures by Stephan Grand.
  • Text Books w/ Software:
    • Steven Wolfram. Mathematica.
    • Computational Beauty of Nature.
    • Algorithmic Beauty of Shells.
    • Fractal Beauty of Plants.
    • Michael Batty & Paul Longley. Fractal Cities.
    • Peter Bentley, ed. Evolutionary Design by Computers.
    • Michele Emmer. The Visual Mind - Art and Mathematics.

 

Assignments and Exams Assignments and examinations should correlate lectures, demonstrations, teaching modules, and discussions. A general framework might be to compare and contrast ideas presented in class with ideas and images presented in popular films. This could be varied in such a way that assignments and examinations will always require a fresh analysis. Modules could be designed to be individualized for each student producing different "answers" which nevertheless can be easily assessed by the grader. Term papers could be in the form of critical essays, research on new technological and scientific convergences, or the presentation of a model in pseudocode or as a running application.
  • Lectures
  • Demonstrations
  • Modules
  • Discussions
  • Contrast with Popular Films
  • Modules Capable of Individualization
  • Critical Essays
  • New Convergences
  • Running Applications
Guest Speakers Students should have the chance to study a project or application in some detail and then to question its principal investigator.
  • Brookings Institution, Rob Axtell and Josh Epstein.
  • Institute for Creative Technologies, Jonathan Gratch.
  • Evolving Logic and Rand, Stephen Bankes
  • Natural Selection Inc., David Fogel.
  • Game programmer Stephan Grand - Creatures.
  • Game programmer Ken Karakotsios - SimLife.
  • Institute for Creative Technologies, Alex Singer.

if additionally funded...
Real-World Experimental Lab

Students should have hands-on experience replicating classical experiments in complexity and chaos using computers programmed to execute and monitor experiments in the real world.
  • Sand-Pile Collapse
  • Dripping Tap
  • Pendulum and Magnets
if additionally funded...
MIT - Lego MindStorms Lab
Students should have hands-on experience in programming real world agents in the form of robots. Explorations are explained in four current texts.
  • Braitenberg. Vehicles - Experiments in Synthetic Psychology.
  • Jonathan Knudsen. The Unofficial Guide to Lego MindStorms Robots.
  • David Baum. Definitive Guide to Lego MindStorms.
  • David Baum. Lego MindStorms.
if additionally funded...
Software development for game platforms
Substantial economies may be made by developing software for the leading computer game platforms. Laboratories may be built for 10% of the cost of desktop computer labs. This will help bridge the digital divide between computer "haves" and "have nots."
  • Microsoft's Xbox
  • Sony's PlayStation II