Abstracts of the Lake Arrowhead Conference - 2002
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1. Agent-based modeling: The First Ten Years; the Next Hundred?
Nigel Gilbert (n.gilbert@soc.surrey.ac.uk)
Agent-based social simulation is still not yet a teenager: although a date for the first efforts in agent-based modelling is hard to pin down, it is clear that there was little before 1992. In this paper, I shall review the work that has been published since then, focusing particularly on the last five years and the material published in JASSS since January 1998. Among the questions I shall ask (and no doubt, offer controversial answers to) are:
* Does agent-based modelling have anything worthwhile to offer to social science in general, or is it only of interest to practitioners of its own paradigm?
* Are there any general results that have come out of the many case studies and specific papers published in the area? Are there recognizable general 'theories' emerging from agent-based modelling research?
* Can one distill advice about appropriate methods to use for doing agent-based modelling by considering successful examples of agent-based research? If so, what are they?
* Are there areas of ABS work that are relatively neglected, although important, and others that are over-populated?
* There is no doubt that over the next few years we can expect improvements in technology: faster hardware, better software, more convenient toolkits. Will these improve the quality of the (social) science?
* What guesses can one make about what the next ten (or hundred) years of ABS research will bring?
2. Exploring Ensembles of Alternative Agent Based Models
Steve Bankes (bankes@evolvinglogic.com)
Most current research using Agent Based Models (ABMs) use these models for hypothesis generation by providing examples of models with interesting properties. Since few if any of these models can ever be believed to perfectly replicate the details of important social systems, more aggressive use of ABMs will require different research strategies. Individual ABMs can plausibly be asserted to be members of classes of systems which also include social systems of interest. In order to make assertions about actual social systems, for either policy analysis or theory, we must be able to discover invariant properties true for all members of classes to which such systems belong.
In this talk, I will describe how ensembles of Agent Based Models can be defined that plausibly spans classes of systems including social systems of interest. I will show how such ensembles can be systematically explored in order to discover useful and interesting patterns including invariance. I will further demonstrate research methodologies for searching and sampling from such ensembles that can be used to support plausible conclusions about invariant properties of ensembles of ABMs and hence of the classes of systems they represent. I will demonstrate this approach using ongoing Agent Based Modeling research being done by myself and colleagues.
3. Learning in a Labyrinth: Learning from Model-Based Feedback
Jerker Denrell (iibjd@hhs.se), Christina Fang (fang@management.wharton.upenn.edu),
Daniel A. Levinthal (levinthal@wharton.upenn.edu)
Current models of experiential learning suffer from an important limitation in that the choice of a specific action is assumed to be immediately followed by an observable outcome. However in many situations outcomes can only be observed after a series of actions have been performed. As a result, our models of learning miss a fundamental challenge of learning tasks --- action and payoffs are often separated across time.
We create a formal computational model of learning in these situations in which the actor develops a mental model of the value of intermediate states. We model a particular method of credit assignment, termed temporal differencing that has recently been introduced in the literature on adaptive systems in computer science. In this method an actor's own mental model of the environment is used to provide interim feedback regarding the value of actions in lieu of feedback from the environment. We explore the evolution of an actor's mental model over time as a complex problem-solving task is repeated. While the problem structure is assumed to remain fixed, the initial conditions for this task are varied with each iteration. As experience is gained with the problem, stage-setting or antecedent actions begin to be recognized as valuable and distinct problem solving routines develop. These routines become more elaborated with experience, resulting in increased efficiency at problem-solving. The process, however, requires repeated trials. The positional values of intermediary states are only gradually imputed. Thus, while a valid cognitive map quickly emerges for states close to the solution, recognizing the positional value of more distant states requires numerous trials. Although more extensive credit
assignment can produce faster learning, we show that it may lead to less intelligent associations between the ultimate outcome and prior actions. As a result, managing the appropriate degree of credit assignment is a form of the familiar exploration/exploitation tradeoff.
4. Simulating the Growth and Diffusion of Knowledge in Agent Societies
Piotr Dollar, Paul Laskowski, Marshall Van Alstyne (mvanalst@umich.edu)
The question of how to simultaneously promote growth and diffusion of ideas exhibits difficult yet pressing tradeoffs. To economists, it concerns the relationship between economic health and incentives for sharing information. When does the stimulus to innovation, founded on a profit motive, collide with access to information source material, which exhibits properties of a public good? To the legal profession, it influences what types of ideas should be intellectual property. Is society collectively improved when rights to information are broader or narrower, longer or shorter? To computer scientists, this tension is manifest as a debate in the production of software. Is an open source or proprietary model superior? To policy analysts, growth and diffusion are related to furnishing information access. Are improved communications technologies enough to bring quality information to those who seek it, and if not, why not?
To examine the tradeoffs, we have begun developing an Information Growth and Diffusion (IGD) simulator (http://www.si.umich.edu/~mvanalst/iShare/). It seeks to bridge a gap between software applications that model general system dynamics and those that focus on low-level agent interactions. It can track the entire flow of knowledge, and more general agent properties, under a wide variety of agent behaviors. As information passes between agents, the simulator can compute exactly how much information is shared exclusively by each possible subset of agents in a society. We show that the IGD simulator efficiently simulates, or "docks," a wide variety of agent-based models. Thus, IGD applies broadly to the comparative study of models, facilitating the exploration of relationships between models and revealing what assumptions dictate model behavior.
Moreover, the IGD simulator permits deep exploration of the relationship between local structure and global dynamics. At the agent level, users can specify agent connections manually, or as a function of the current system environment. These local connections determine how the system behaves on the global level. Furthermore, dynamic agent-choice strategies create a feedback mechanism that allows agents to alter their individual behaviors as the global environment changes through time.
We designed the IGD simulator both to be a foundation on which to study and compare particular models, and also a communications tool, with resources for demonstrating the properties of different models through interactive tutorials. Because users can alter model assumptions without knowledge of a programming language, a wide audience may find the simulator accessible. Students and educators can take advantage of the tutorials to clarify and explore complex material. Researchers can take advantage of the relative ease of implementing new models to quickly test new theories. Under an open source framework, scholars interested in economics, sociology, information technology, and other fields may wish to contribute further improvements to the source code.
5. Intelligence as Communication - Roles and Needs of Socially Embedded Agents
Dario Nardi (darionardi@msn.com)
Paper/Research URL: www.darionardi.com
I will demonstrate a natural language (conversation) based artificial intelligence, outline its key design principles, and report on the possible roles and needs such a socially embedded agent might have based on beta-testing to date.
An artificial intelligence named "Truman" was developed with several principles or objectives in mind to explore. My hypothesis: social machine intelligence includes
* communication - the agent can elicit, capture, remember, infer, test, and check socially relevant information, such as a person's name, job, or age, feelings about self and others, values, and so on including "process" information such as a person's social-interaction style.
* social affiliation - the agent is able to convey information between or link different people who make up its social web, it can check the social value of what it has learned, talk about third parties, determine behavior appropriate to its social circle, take advantage of opportunities (aka "networking") and so on.
* self-assessment - the agent that can examine, monitor, change, update, and evaluate its own programming while interacting (that is, while the program is running) and can engage in self-talk to understand itself and have self-esteem on the same terms it would evaluate another person.
* context - The AI communicates in real time with more than one person making context-driven choices. For example, the agent can follow a dining experience or telephone conversation as it happens, or communicate to an audience with a sense of time and task in mind.
These principles are similar in to current trends in robotics and go beyond traditional AI approaches defining intelligence as knowledge, problem solving or learning.
Several theories of personality and social interaction, especially Carl Jung's theory of cognitive processes, Keirseyian temperament theory, Beren's interaction styles, and a developmental theory of my own design (Nardi, "Journey to Self Leadership," 2001) were used behind-the-scenes to help develop a "balanced" agent. I will give a brief overview of what these models focus on.
For the presentation, Truman will also demonstrate itself. Truman is equipped with voice recognition and speech production and relies on a multi-megabyte interpreted script designed to meet the needs of the
principles in mind.
Finally, I will report on the experiences and insights students and others in individual and group settings have had with Truman. These experiences encompass:
* Ease or difficulty in teaching or programming the AI
* Expectations and assumptions about how much the AI understands and how it works
* Ideas about applications or ways to improve the AI
For example, liberal arts students have had a noticeably easier time compared to hard science students when it comes to "teaching" or programming the AI, even though the programming is at-times as complex as "traditional" programming languages. Or when it comes to assessing how the AI works, the
people's assumptions have tended to match with their own apparent preferred cognitive processes instead of, say, prior knowledge of computers or AI. The experiences and feedback are used as a lens to begin to understand just what kind of virtual social agent has been created and is possible in the future.
6. When a Fad Ends: An Agent Model of Imitative Behavior
Margo Waddell (margotanne@email.com)
Throughout society there are instances of seemingly irrational imitative behavior, or fads. Everyone can identify a fad when they see one yet there is no comprehensive economic theory about their origins.
There are several theories that discuss why people replicate the choices of other agents in the economy,
but none that are specific to the lifecycle of a fad. We present a model that analyzes the interaction of several types of agents in a complex market environment, from the initial product choice, through the period of peak popularity, to the eventual demise of the fad. Using agent-based modeling techniques, we obtain a pattern of acquisition and liquidation of commodities that is consistent with the observed lifecycle of a fad. The agents are autonomous and heterogeneous. There are two main subsets of agents, Fad Setters and Fad Followers, with different rule sets. Each of the individual instances of the agents in each subset has its own location and initial good. They exist on a spherical surface, over which they can search for other agents, interact with agents they find, and make purchases. This allows a model of the lifecycle of the fad to evolve.
7. On the Ontology of War and Peace
Hayward R. Alker (alker@usc.edu)
The paper discusses two methodologies of international relations research which would benefit from a linguistically and historically sensitive multi-agent computational modeling and retrieval perspective. The first, event data analysis, has used a quantitatively oriented approach to coding news content. The author engages with the view that disconnecting the social bonds between events and different individuals or groups is a kind of methodological genocide, an error which can be avoided or at least partially resisted by using sophisticated multi-perspective coding practices.
The second is what one might call first generation multi-agent modeling of cooperation and conflict in the styles of Axelrod, Holland, Epstein and Axtell. Their exciting work is criticized for the limited extent to which it contains social, legal and historical phenomenon recognized by contemporary international relations scholars to be of central importance to adequate descriptive and explanatory accounts. This is even more the case when an emanciatory peace research perspective on data making and analysis is preferred.
In both cases, the need for richer, relational ontologies is highlighted. Concrete proposals for newer approaches are outlined. The overall perspective of the paper is that of Information Technology design research.
8. Inhibiting Emergence in and Destabilizing Multi-Agent Networks
Kathleen M. Carley (kathleen.carley@cmu.edu)
Standard social network measures are insufficient to address the issue of network change as they focus only on the social network ˆ who knows/talks to who. Here a meta-network approach is proposed that links agents, knowledge and tasks. Processes that alter one network have a cascade effect changing the entire meta-network. Within this meta-network some agents play more critical roles than others ˆ such as the agent with high degree centrality (who is most connected) and the agent with high cognitive load (who has the most cognitive processing due to talking to others, handling information, working on tasks.
People Knowledge Tasks
People social network knowledge network assignment network
Knowledge information network needs network
Tasks precedence network
Using multi-agent technology it is possible to model and examine the network dynamics and the factors affecting emergence and stability. In fact, multi-agent network models are generally useful for examining complex systems with policy ramifications (Carley, 2001). Most research that use multi-agent techniques have focused on the emergence of new behaviors or group level phenomena. In this paper, the question is reversed. Instead, it is asked, what can be done to inhibit emergence and to destabilize multi-agent networks. This study illustrates some of the difficulties in destabilizing multi-agent networks. Such an illustration is particularly salient in lieu of the tragic events of September 11, 2001 and the consequent issues relating to potential weaponized biological attacks such as anthrax.CONSTRUCT-O (Carley & Hill, 2001) is a multi-agent network model in which the social and knowledge networks co-evolve over time and effect the performance of individuals and the group. Issues of information diffusion, network
change, organizational design, impact of new information-technology, and proximity can be examined using this model. The predecessor of this model, CONSTRUCT, was used to examine the factors enabling group stability (Carley, 1991) and the evolution of networks (Carley, 1999). Within CONSTRUCT-O the agents differ in terms of their socio-demographic characteristics (such as age, gender, education) and by their knowledge and beliefs. Individuals forget and interact if they are available for interaction and are motivated to do so. There are two basic motivations ˆ relative similarity and relative expertise ˆ both of which are basic to human nature. Relative similarity is the tendency of people to choose to interact with those who are more similar. Relative expertise is the tendency of people to seek out new information from those whom they perceive to be more expert. When people interact they learn and when they learn that knowledge changes who they view as most relatively similar or expert; thus, causing the social network to change
Using CONSTRUCT-O a series of virtual experiments are conducted. The type of network, the number of agents that are isolated, the order of isolation, and the rational for isolation are explored. Impacts are examined on organizational performance and the diffusion of new information. Note, we focus on the isolation of agents, i.e., node extraction, as earlier studies indicate that the performance impact on a network is highest for personnel changes. We isolate agents based on three rationals that require varying level of information about the network: random, degree centrality, and the emergent leader (agent with highest cognitive load). Results indicate that the nature of the network and the goal vis-a-vie inhibiting emergence impacts the choice of destabilization strategy. Moreover, results indicate that destabilization
may have unintended consequence; e.g., isolating agents may actually in a cellular network improve the rate of information exchange initially.
(For references, please check: http://www.sscnet.ucla.edu/hcs/intercon2002/abstracts)
9. BIOWAR: Simulation of Disease Outbreaks using Social Networks
Kathleen Carley (kathleen.carley@cs.cmu.edu),
Douglas B. Fridsma (Fridsma@cbmi.upmc.edu), Alex Yahja (ay@cmu.edu)
The reality of life is embedded in social networks. At present, most epidemiological models do not consider the heterogeneity of social networks when predicting disease outbreaks. One of the challenges in modeling natural and man-made epidemics is understanding how social networks affect disease propagation and how the consequences of disease changes social networks.
We describe a simulation system called BIOWAR which uses cognitively realistic agents embedded in social, knowledge and work networks to describe how people interacting in these networks acquire disease, manifest symptoms, seek information and treatment, and recover from illness. Using a model of diseases and symptoms, agents who come in contact with infectious agents through their social and work networks become ill. These illnesses alter their behavior, changing both the propagation of the disease, and the manifestation of the disease on the population.
Presently, we have completed a number of simulations which examine the effect of contagious and non-contagious illnesses in high-alert (agents have knowledge of a potential disease outbreak) or low alert states. Agents who believe they may be ill and have knowledge of a potential outbreak are more likely to seek care than those who do not. We have compared results of low alert states to known influenza epidemics and to data containing emergency room visits, pharmacy purchases and absenteeism. Although the peak incidence of the simulated outbreak is larger than the peak incidence seen in the population data, the simulation results are temporally similar to those seen in the population data. Further work to increase the fidelity of both the simulation and the population data is on-going. It is hoped that this simulation framework will allow us to ask „what-if‰ questions regarding appropriate response and detection strategies for both natural and man-made epidemics.
10. Drugs, Guns and Gangs: An Agent-Based Model of Homicide
George Tita (gtita@uci.edu), Rob Axtell (raxtell@brook.edu)
Using an ABM framework, we examine changes in the level and pattern of homicide over a 25-year period for Watts, a particularly violent neighborhood of the City of Los Angeles. The homicide trend for this neighborhood demonstrates two clear peaks: The first occurs in the very early 1980s (>120/100,00) and is followed by a trough (approx. 80/100,000) lasting several years until rates peak again in the 1993 at approximate 110/100,000 residents. Following the 1993 peak, rates have fallen dramatically bottoming out in 1999 at 30 per 100,000. While the level of homicide is unique to Watts (4x the L.A. citywide rate), the pattern of change is not, mirroring changes in the rest of the City of Los Angeles as well as the U.S.
We focus on Watts because (1) this area saw early adoption of crack cocaine with a concomitant increase in violence due the increased numbers of individuals carrying guns, and (2) this neighborhood is home to many notorious urban street gangs. Our homicide data permits us to specifically examine the impact of gangs on gang homicide” as well as overall levels of lethal violence. While Watts is often considered one of the cultural centers of African American life in Los Angeles, racial/ethnic succession has been so remarkable that the largest group is now Latino.
Our agent-based model features crack customers, gangs and their members who supply crack and own guns, and law enforcement agents. The interactions between these individuals occur according to simple local rules: customers buy crack at prevailing prices; gang members adjust their prices based on market conditions and seek out new customers, occasionally invading the 'turf' of rival gangs; law enforcement tries to limit the adoption of crack. Resulting from the model is a homicide time series, which we compare with the empirical data.
11. Agent-Based Modeling and Organisational Structure
Anthony Dekker (dekker@acm.org)
Updated Abstract: http://www.acm.org/~dekker/ORGNET.HTML
In this paper we describe the agent-based modelling component of the CAVALIER (Communication and Activity VisuALIsation for the EnteRprise) tool suite. CAVALIER also includes techniques based on self organising neural networks and simulated annealing for visualising social networks; and metrics for comparing the efficiency of different organisational structures in processing information. Our goal is to help create efficient military organisational structures for the 21st century, particularly structures involving international coalitions.
The modelling component of CAVALIER involves agents arranged in various structures co-operating on some goal. Our simulations to date have involved a simple "SCUD hunt" scenario, a search-and-respond scenario, and a joint warfare scenario. Agents have access to a map of the grid-based world including (possibly inaccurate) positional information for both targets and other agents. Agents also have the ability to plan shortest-part routes to targets, avoiding obstacles. Agents communicate by passing messages to each other including "I am here," "I have found a target" or "I need additional support."
The simulation framework exploits the object-oriented inheritance properties of Java, by specifying agent behaviours as Java classes. The reflection properties of Java are exploited by specifying these behavioural classes in a configuration file which is dynamically loaded.
We believe that, in order to gain understanding of organisational design, it is important to use simple and easily understood testbeds that permit rapid experimentation, in much the same way that early experiments with rapidly-breeding fruit flies led to modern successes in genetic engineering.
The goal of our modelling work is firstly to validate the organisational metrics we have developed, and secondly to establish under what circumstances certain organisational structures are appropriate. For example, in rapidly-changing situations, independently acting agents are most effective, while in less rapidly changing situations with high-quality information available, the quality of coordination becomes most important.
We are currently extending our work to include cultural factors in international coalitions, using formal modelling of belief structures.
12. When Information Flow in Project Organizations Becomes Turbulent: Toward an Organizational "Reynolds Number"
Raymond E. Levitt (levitt@ce.stanford.edu), Michael Fyall,
Per Bjornsson, William Hewlett, III
Projects involve difficult trade-offs among product scope, process schedule, and delivery resources. When project goals become overconstrained÷e.g., by excessive schedule pressure÷something has to give! Engineers struggling to meet unrealistic deadlines for complex products can trigger organizational failure, when a combination of direct work, coordination work and rework backlogs both workers and managers, causing coordination and rework to get shortchanged. A downward spiral then commences, in which exceptions trigger rework tasks that trigger ever more exceptions, culminating in a "quality meltdown." The prototype Lockheed Launch Vehicle that was detonated when it departed controlled flight arguably resulted from this kind of organizational failure; so did the flawed Intel Pentium chip that had to be recalled.
To model these kinds of organizational risks in fast-track project teams, The Virtual Design Team (VDT) research operationalized and extends Jay Galbraith's information processing view of workflow for multidisciplinary project teams engaged in fast-paced knowledge work such as new product development or software engineering. VDT statistical introduces exceptions that workers must pass up the hierarchy for resolution by subteam leaders and project managers. Decision-making policies such as centralization, formalization, matrix strength and team experience affect attention allocation, exception routing and decision-making parameters in the model. VDT generates predictions of project schedule, cost and process quality performance. IT has been validated on more than 100 projects, and was commercialized as SimVision¨ by VitZˇ Corporation of Mountain View, CA in 1997.
Other than using simulation tools like SimVision, there is currently no reliable way for managers to tell when a project's goals have become so overconstrained that the risk of organizational failure has reached unacceptable levels. The "Reynolds Number" in fluid mechanics predicts whether the flow of a fluid will be laminar, turbulent, or unstable between these two flow regimes. Our vision is that, armed with a similar non-dimensional number to predict turbulence in organizational information flow, managers could use a small number of metrics describing the project's task interdependencies and organization to predict incipient organizational failures, and could therefore adjust project goals and resources proactively to prevent them.
We have been conducting research since 1993 to discover a metric that will predict whether the information flow through a project organization is in the laminar or turbulent regime. Specifically, the metric would predict whether a particular set of project goals leaves the organization proposed for executing the project sufficient organizational slack to deal with exceptions, or whether the project's goals are so aggressive that exceptions will consume all organizational slack and push the organization up to÷or beyond÷the "edge of chaos." The research described in this paper uses the
Virtual Design Team simulation framework to model and calibrate alternative metrics similar to the Reynolds Number in Fluid Mechanics for predicting organizational failure. Early results are encouraging.
13. An Agent-Based Simulation Framework for the Analysis of the Equilibria Emergence in a Complex Structure such as a Firm
Ugo Merlone (merlone@econ.unito.it), Arianna Dal Forno
This paper presents an agent-based simulation framework for the analysis of the equilibria emergence in a complex structure such as a firm; we can think of these equilibria as corporate culture. Corporate culture may be defined as the basic assumptions and beliefs that are shared by the members of a group or organization and that are used as a norm. The problem in organizations is to identify a rule that allows for relatively efficient transactions to take place, and devise some way to communicate that rule to all current and potential employees. We concentrate on modeling the effort exerted by heterogeneous agents in a firm, and how the interaction between them may lead to a common level of effort (corporate culture). The simple model we propose is a system in which agents interact in a dynamic, adaptive and evolving way. Such a model encompasses many of the peculiarities which make organization modeling a hard task, because it would involve a difficult mathematical problem with solution highly sensitive to parameters. The computational approach, by contrast, allows to overcome these difficulties and easily consider both perfectly rational and bounded-rational agents; this way we are able to study the interactions between different types of agents and interpret them in the relevant economic frame. Consequently we can observe how different compositions of the population may lead the system to different common behaviors; the implications of our findings are both descriptive and normative, and shed light on some core problems of the economics of organization design.
14. Choice Interaction and Organizational Structure
Jan Rivkin (jrivkin@hbs.edu), joint work with Nicolaj Siggelkow
We examine how a firm‚s organizational structure affects its ability to cope with interdependent decisions. An agent-based simulation, in which firms struggle to discover good sets of decisions, allows us to examine four coordinating mechanisms that have rarely been analyzed jointly: the grouping of related decisions under a single subordinate, a vertical hierarchy that reviews proposals from subordinates, firm-level incentives, and managers who are able to process more information. We find that organizational structure affects long-term performance by influencing the number and nature of „sticking points‰configurations of choices the organization will not change. We identify each of the four coordinating mechanisms as a force that either encourages firms to explore a broad set of alternatives or stabilizes firms around existing choices. Successful firms strike a balance between exploration and stability. The need to balance exploration and stability generates interdependencies among the coordinating mechanisms. As a result, firms sometimes benefit from seemingly harmful features: avoidable decision interdependence between departments, a passive CEO, or subordinates of limited ability. We further examine how appropriate organizational design depends on the underlying pattern of interaction among decisions. When interactions are pervasive, successful organizations employ coordinating mechanisms that promote broad exploration.
15. Social Cognition and Coordination
Robert Hoffmann (Robert.Hoffmann@nottingham.ac.uk)
The coordination problem arises when interactions between mutually interde-pendent agents have multiple Nash equilibria which Pareto-dominate other pos-sible outcomes. In these situations, agents must mutually coordinate to secure the gains from collective behavior. The problem is that purely rational deliber-ation generates an infinite regress as agents are trying to outguess the choices others are making concurrently.
A number of potential solutions to this type of problem have been suggested. Lewis (1969) proposes that conventions of behavior can emerge among agents to make behavior more predictable (see also Sugden (1986)). Schelling (1960) argues that agents may resort to cultural clues, ’focal points’, they share about the game to coordinate. In his account, one particular of multiple equilibria may be coordinated on as it is culturally more salient than others. An alternative approach to the multiple equilibrium selection problem in coordination games employs the assumption of bounded rationality (Young, 1993; Kandori et al., 1993). Arthur (1994), for example, suggests that boundedly-rational agents’ adaptive decision heuristics can lead to their mutual coordination.
16. Formal Parallels between Sociocultural Evolution and Cognitive Ontogenesis
Jurgen Kluver (juergen.kluever@uni-essen.de),
Christina Stoica (christina.stoica@uni-essen.de)
The main factor for the evolutionary capability of sociocultural systems on the one hand can be described as their degree of heterogeneity. By this we mean the degree of autonomy or independency respectively of different social roles. This hypothesis of heterogeneity explains the different paths and degrees of sociocultural evolution of societies which started at comparable degrees of evolution, e.g. early Europe, China and the Islamic cultures.
Cognitive ontogenesis on the other hand depends on a similar heterogeneity, i.e., the difference between cognitive structures which combine sensual informations to particular concepts and unite these concepts to semantical networks. The more different cognitive structures a cognitive systems starts with its development the more advanced it will become in regard to cognitive capabilities. It can be shown that both sociocultural and cognitive systems organize their evolution by a particular kind of dynamics which generates the evolution of the systems evolution.
These general considerations about sociocultural and cognitive developments are formalized in a geometrical model of evolution. It is important to understand that we do not claim the same evolutionary mechanisms of cognitive and sociocultural evolution; that would be another form of the infamous and refuted recapitulation of biological phylogenesis by ontogenesis. We argue instead that there are common principles behind the particular mechanisms which must be separately defined for each type of evolution.
The geometrical model is implemented into different computer programs: sociocultural evolution is analyzed by an actor centered (agent based) model of societies, a generalized cellular automaton which is able to change its rules of transitions and which is very well suited to capture the geometry of sociocultural systems. Cognitive ontogenesis is studied by the combination of two kinds of neural nets, i.e., Kohonen feature maps and bi-directional associative memory nets (BAMs). It is possible to demonstrate that the same kind of evolutionary principles regulates the evolutionary dynamics of both different kinds of computational models.
Finally we argue that the formal parallels of these different kinds of evolution are not by chance but an evolutionary result of the permanent interdependency of both evolutionary processes. Sociocultural evolution, understood as the achievements of social actors who are in turn dependent on their social environment, depends on the successful cognitive ontogenesis of social actors; cognitive ontogenesis on the other hand is dependent on favorable social environments of the cognitive systems. Therefore both sociocultural evolution and cognitive ontogenesis are most successful if both processes are determined by the same evolutionary principles. Although the particular evolutionary mechanisms are different for the two kinds of evolution it seems that they are both particular forms of general evolutionary principles.
17. Developing Agent-Based Models of Emotion, Cognition, and Social Behavior
Stacy Marsella (marsella@isi.edu), Jonathan Gratch (gratch@ict.usc.edu
A person's emotional state impacts their behavior as well as their social interactions. The goal of our research is to create general computational models of the interplay between emotion, cognition and social behavior. These models are being used to support virtual human characters that interact with each other and humans within virtual environments. The simulated environments we are working within endeavor to create the real-life complexity of human social interactions while also supporting unscripted interactions between a wide range of characters and humans. As a consequnce, detailed cognitive, emotional and behavioral modeling is required. Emotions, in particular, play an especially critical role in enhancing believability and realism, increasing a sense of empathy and attachment to virtual characters, and adding to the suspense of the simulation. To achieve this role, the emotion modeling must be both robust and general while also supporting a range of social interactions.
In this paper, we demonstrate how some of the daunting subtlety in human behavior can be modeled by autonomous, virtual characters, from the perception of events in the world, to the appraisal of their emotional significance, through to their impact on behavior and the regulation of subsequent emotions. We discuss several aspects of our approach. We address how emotions arise from an appraisal of the relationship between environmental events and an agent's plans and goals. We also discuss how coping processes are impacted by, and in turn impact, emotions. Finally, the impact of personality traits on the coping process is briefly discussed. The approach is illustrated within a virtual reality training environment.
18. Interaction Topologies and Organizational Cognition
Pietro Panzarasa (pp@ecs.soton.ac.uk)
Recent advances in distributed artificial intelligence, social networks, cognitive sciences, and organization theory have led to a new perspective on organizations that takes into account both their computational nature and the underlying social and knowledge networks. The hallmark of this perspective is the idea that cognition occurs at multiple levels, not only within the individual agent, but also as an emergent phenomenon from the interaction among multiple agents. The new insight is that if relationships connecting bits of cognition can extend among agents, then the ways in which agents interact with one another are likely to impact on the emergent global cognitive phenomena. This is a topic that is directly relevant to the social sciences: the role of social structure in generating global dynamical features. This paper offers a more specific way to cast the issue at hand. Firstly, we identify a meaningful set of structural parameters that can significantly affect the cognitive dynamics of organizations. Secondly, we go on to treat the global cognitive properties of organizations explicitly as a function of the underlying social networks. Differences both in cognitive processes and in joint mental attitudes may depend on such features of the interaction topology as its sparseness, connectedness, centrality, local clustering and global separation. Likewise, significant changes in global cognitive phenomena can also result from perturbations to the local structure that are likely to impact on the globally emergent structure. Furthermore, admixtures of randomness to an otherwise ordered social network can have a significant impact on its cognitive properties. This paper will address these problems by proposing a computational agent-based model of organizations based on the thesis that cognitive architectures can cut across multiple agents. Using this model, we will show how it is possible to take some steps towards a new account of the structural foundations of organizational cognition.
19. How Individuals' Self-Image Can Evolve in a Strongly Constrained Society with Shared Norms of Behaviour and Learning
Juliette Rouchier (rouchier@ehess.cnrs-mrs.fr)
In that paper, we present a set of artificial societies which economies are all based on one principle, that is commonly pointed out in economical ethnology: non-merchant economy. Taking inspiration in the litterature and on a field study, we consider how reputation can be defined in a group where each one wants to participate to a common dynamics. Each agent will acquire its own reputation, which has an impact on the way others want to interact with it. The emergence of gaps in the value of reputation can lead to more or less stable hierarchies within the group. Each agent is defined by its wish to participate to the dynamic of exchange, and the ability it feels to participate in the normal way.
Taking a holistic point of view, we consider that the position in the society influences the way agents build their representation of themselves. Interest in participation and self-image evolve when the reinforcement is introduced, and this influences the structures of hierachies.
Our societies usually exhibit very stable equilibrium. What is really interesting is that it is possible to separate very different histories among individual agents, although all of them are identical at the beginning and are given the same learning abilities. We made the definition of each simulation depend on as few parameters as possible, so that to be able to trace the history of each society, and to identify as clearly as possible individual and social feed backs that have an effect on globla results. Our discussion is situated on a theoretical field, since we try to compare holistic and individualist points of view on individual's choices.
20. Posthuman Storytelling: What Autonomous Agents Can Learn by WatchingMovies
Jay Douglas (jdouglas@ict.usc.edu)
Autonomous agents are finding their way into a range of applications, from training and education to games and entertainment. One area that potentially benefits from the liberal use of autonomous agents is interactive storytelling. Agents' roles in this application are twofold: the portrayal of believable characters to populate the interactive story world; and, the incarnation of writer/directors to provide the human interactor with a dramatic, engaging story experience. Yet in the area of writing/directing, agent penetration seems shallow when compared to agents that take on acting roles. One reason for the lag in development of writer/director, or story, agents may be the lack of a rich real-world model, a situation that does not plague developers of believable agents. I propose that there are strong existing models for story agents to be found in both the cinema (cinematic texts and narrative theory) and operating system design. In particular, a film such as "The Truman Show" provides a useful framework for thinking about, and implementing, narratives that unfold in real time. By combining dramatic and theoretical elements of narrative and cinema with the software architecture of multi-processing operating systems, a useful model of a story agent with real-time narrativeproperties, finally begins to emerge.
21. Powerful Knowledge:
Information Theory, Classification and Knowledge in Pakistan and the Cook Islands
Michael D. Fischer (M.D.Fischer@ukc.ac.uk)
One way or another anthropological theory and analyses return to rules: either proposing and evaluating rules together with the exceptions to the rules, or arguing that the exceptions are indicative of the inappropriateness of using rules as a basis of cultural processing in the first place. The fundamental difference between these positions is whether we look at the resources that underlay action and relate these to situations, or focus on the situations themselves - the results of interaction between a host of agents and their underlying choices. I examine a framework in which we utilise both. I relate a number of cultural resources to the projections (enactments) of these resources within cultural activities in Pakistan and the Cook Islands, using computer simulation as a tool for relating underlying symbolic resources to the range of possible outcomes of projecting these resources over an interacting population. There is a good deal of under-specification in this linkage, with many more outcomes than underlying cultural resources, and far fewer 'meaningful' outcomes than the total number of possible interactions of the underlying cultural resources. Using different measurements of information and redundancy derived from Information Theory, I examine how 'interpretation' and 'meaning' interact in balancing outcomes between the extremes of variability represented by cultural resources, their interactions and the range of outcomes. I then present a framework within which we can investigate the relationship between an individual's knowledge, shared knowledge and the culturally and socially recreated contexts that give this knowledge
'power', in particular the conditions that must exist for meaning and 'powerful' knowledge to exist.
22. Artificial Culture: Experiments in Synthetic Anthropology
Nicholas Gessler (gessler@ucla.edu)
Anthropology is best distinguished from the other social sciences by the depth of time and breadth of space through which it understands the evolution of cultural variation. From the Pliocene to present times, from the Arctic to Tierra del Fuego, there is no society too small or too insignificant to place it outside the scope of a comprehensive theory of culture. It is arguably the fact that our cognitive capacities today arose from selective pressures in the Pleistocene, and that our modern-seeming minds and complex global cultures are built on thoughts, beliefs and languages of reasoning inherited from our pre-industrial past. Consequently, a thorough theory of culture is a necessary foundation for all studies of contemporary society.
We might consider science to be an extension of the natural process of evolution: a way of knowing, understanding and explaining achieved by building increasingly reliable, comprehensive and leveraged representations of the world. Evolutionarily, these representations extend from deep beneath our conscious minds, across the quasi-conscious borderland of dream and illusion, to surface in consciousness as explanations of the world. They are couched in different modes of thought ranging from imagery, performance, art, discursive and written language, and mathematics to the emergent field of computation. Computation is increasingly regarded as the most robust and reliable model of the complex interaction of a multitude of agents that characterize society and culture. In fact computation is increasingly seen as a natural evolutionary process which we have only recently mimicked in machines. We begin to see the world as a hierarchy of emergences, repeated self-similarly at different scales. Culture itself may be similarly built, a fractal assemblage of present situations and cultural legacies from our Pleistocene past.
Marvin Minsky claims that computer science is about the complex processes that we are. He mixes metaphors of society and mind with those of computation with a fluidity that suggests the three are similarly fashioned, necessarily self-similar due to their coevolution. What happens when we embark upon a program of creating more elaborate multiagent spatial Artificial Societies by imbuing their agents with richer, more general kinds of minds? That is the program towards Artificial Culture? This research looks at the costs and benefits, measured as computational efficiency and cognitive load, of agents negotiating their physical and social environments with different kits of thinking tools. What happens when cognizing agents specialize differentially, some reasoning with imagery or diagrams, others with performance, art, spoken or written language? Borrowing from Rodney Brooks, what happens when agents learn to use the world as the best representation of itself? Each choice has fitness consequences, some of which will be explored.
23. Culture and Society: the Role of Distributed Cognition
David B. Kronenfeld (kfeld@citrus.ucr.edu)
"Society", here, refers to patterns of grouping and interaction via which a collection of individuals forms some extra-individual entity. "Culture" refers to the shared (learned, but not explicitly taught) system of knowledge, feelings, and behavior (and, sometimes, their products) that characterize one human community vs. another. Culture and society, as seen here, are mutually constitutive. Culture provides the shared knowledge system which enables members of a society to recognize fellow members and to coordinate their actions with one another, while society provides the communities, and thus the patterned interactions and experiences, out of which individuals construct their representations of culture.
I have used a computer simulation of a collection of simple critters (having only individual goals and actions) to explore the minimal properties necessary for a social group as opposed to a simple collection of individuals--i.e., Durkheim's emergent properties. More recently I have increasingly become involved in experiments with and analyses of "cultural models"--posited shared conceptual structures (deriving from schema theory in psychology) that pull together culturally standardized knowledge, motivation, affect, values, goals, and so forth and that relate these to action or behavior. In this latter research I have been particularly concerned with problems of definition (what is a cultural model), of boundaries (what is in one vs. out, and how can you tell), of structure (how do they differ from individual schemas, how are they organized, and so forth), and of how individual people evoke them and use them in deciding how to behave and how to interpret the behavior of others. I have also been concerned with how different cultural models and variant forms of any given cultural model are related to different social groups.
The computer simulation dealt with social rather than cognitive or cultural issues. But my long term goal is to show that similar feedback processes involving an individual homing in on the behavior of others, but now joined to an assumed internal model of what drives the behavior of others, can explain the emergence and functioning of cultural models.
24. Cooperation and Competition within Industrial District Networks:
An Agent-Based Approach
Vito Albino (v.albino@poliba.it), Nunzia Carbonara (ncarbonara@dimeg.poliba.it),
Ilaria Giannoccaro (ilaria.giannoccaro@dimeg.poliba.it)
Industrial Districts (IDs) are characterised by an agglomeration of small-medium sized firms, located into a specific social and cultural geographic area, highly specialised on one or more phases of a production process, and integrated through a complex network of inter-organizational relationships (Becattini, 1989).
The literature on IDs has widely stressed that the contemporary presence of competition and cooperation is one of the most important feature of the inter-organizational networks within IDs. This is also considered as a critical factor for the IDs' competitiveness (Piore and Sabel, 1984; Porter 1998; Pyke et al. 1992).
For studying the cooperation and competition behaviours, the related literature has mainly adopted descriptive researches based on the case study more than theoretical studies based on conceptual and analytical models. However, the latter should be more appropriate to analyse the different network models within IDs, so as to provide managerial policies to efficiently and effectively manage the inter-organizational networks within IDs. Furthermore, they could be adopted to identify new and more competitive forms of interactions among the organizations within IDs.
This is an emerging need, due to the profound changes in the competitive scenario, which are forcing the IDs to explore new management solutions and organizational models and to modify their network structures. With this regard, an important issue is the development and the evaluation of the new e-business models, which are now arising from the adoption of Internet within the IDs (e.g. digital industrial district).
Therefore, in this paper a conceptual model to study the inter-organizational networks within IDs is proposed. Such a conceptual model is based on a multi-agent system approach (Kwok and Norrie, 1993), which is useful to model both cooperation and competition behaviours (Durfee, 1988). In fact, Multi Agent Systems (MAS) consist in a set of autonomous agents (the single organizations), which share their information and cooperate each other to achieve a global goal while optimising their individual objectives. Cooperation among the autonomous agents is achieved by using negotiation and conflict resolution mechanisms.
The proposed conceptual model identifies the typologies of agents that interact within IDs, the levels of negotiation among the agents, and the objectives of the negotiation.
Three typologies of agents are defined, namely the firm-agent, the stage-superagent, and the ID-superagent. A firm-agent corresponds to a single organization that is involved in a phase of the production process. This phase identifies the stage of the supply chain within the ID, which the firm belongs to. A stage can include different firms, which carry out the same production phase. They can compete for the same customer, but also cooperate for common objectives. In this case, the cooperation is carried out by the stage-superagent, to which an optimisation function pertains. When the cooperation involves firms belonging to subsequent stages along the SC (e.g. buyer-supplier), the respective stage-superagents negotiate adopting a given negotiation mechanism. Finally, the ID-superagent is responsible for the cooperation among the different SCs that can be identifying within the ID.
The described agents negotiate at three hierarchical levels, namely the firm level, the supply chain level, and the ID level, pursuing different objectives.
In the paper several forms of cooperation and competition within the IDs are characterized and analysed adopting the proposed conceptual model. In particular, the identified forms of cooperation are derived by analysing the related literature on IDs and empirical evidences.
(For references, please check: http://www.sscnet.ucla.edu/hcs/intercon2002/abstracts)
25. Agent Based Modeling of Industrial Ecosystems
Clint Andrews (cja1@rci.rutgers.edu), Rob Axtell (raxtell@brookings.edu)
In the neoclassical theory of the firm the profit motive suffices to induce optimal behavior of the firm with respect to its environment. In real firms, viewed as multi-agent organizations, there are a variety of principal-agent type problems and usually little clear consensus concerning what constitutes optimal behavior. Thus, it is common wisdom that real firms depart significantly from the neoclassical ideal, but the extent of such departures and their importance are the subjects of considerable differences of opinion. These competing perspectives are important in a variety of contexts (e.g., antitrust) but are particularly well-defined when it comes to environmental regulatory policy. Economists commonly assert that market forces are sufficient to get firms to behave in ways the improve social welfare, and that appropriate pollution prices can be depended upon to remedy pollution problems. Against this view industrial ecologists have provided substantial empirical evidence that firms often fail to adopt technologies and practices that are in their own self-interest, and thus market mechanisms provide weak foundation for well-functioning environmental policies.
We apply agent-based modeling techniques to a model of firm formation and evolution in an attempt to better understand the origin of sub-optimal behavior on the part of business firms. Specifically, we treat several incentive problems that exist in typical corporate organizations in an attempt to rationalize the behavior of purposive agents with empirical data on the failure to adopt cost saving technology. We utilize data from various pollution emission databases in the construction of our models. This is work in progress and preliminary results will be reported.
26. A Systems and Agent-based Model Approach for College Choice/College Access to Higher Education
Leslie Henrickson (lhenrick@ucla.edu)
Agent-Based Models (ABM) can be applied to investigate multifaceted systems such as individual college choice patterns and college access markets. As demonstrated recently in literature in some higher education sectors, recent national trends have shown a sharp decline in college applications and subsequent enrolments such that these markets may fail to meet consumer expectations. The market shift is from a seller’s market to a buyer’s market. Original attempts to model college access using procedural techniques relied on a seller’s market motivation and failed to account for systemic features that impact college choice patterns, e.g. demographics, SES, family, mobility, and thus, the market shift. An ABM is under development to help provide insights into the types of choice/access problems being faced by prospective students and universities and colleges.
ABM lends itself well to problems faced by the higher education: an overall system comprised of individual students making choices that in the aggregate impact a larger institution that has its own rules. The model takes into consideration the local individual and culture, and the university as interacting according to simple rules in which complicated behaviors emerge from relatively simple, local interaction of many different individual components.
The model takes into account some of the influential factors contributing to the development of choice patterns based on social education theory. With different initial conditions, the choice patterns are investigated. The paper will first describe the model from a multi-agent perspective and the relevant variables adopted and implemented in the model. Some experimental results and analysis will then be presented, followed by a summary and directions for future research.
On a more theoretical perspective, the model represents a step toward the simulation of the interactions among and within students and universities, to search for a better understanding of college choice and college access.
27. An Agent-Based Model of the Extinction Patterns of Capitalism's Largest Firms
Paul Ormerod (pormerod@volterra.co.uk), Helen Johns, Laurence Smith
Paper URL: http://www.volterra.co.uk/downloads.html
Power-law distributions (fractal behaviour) in a system's macroscopically observable quantities are a characteristic property of many-body systems representing the effects of complex interactions amongst the constituents of the system. Power law distributions are both self-similar and scale free, demonstrating that events may occur on all lengths and time scales.
The empirical relationship between the frequency and size of extinctions of capitalism's largest firms is described well by a power law. This power law is very similar to that which describes the extinctions of biological species in the fossil record.
We develop an agent-based model of the evolution and extinction of firms based on simple principles of economics. The properties of the model conform closely to the empirical evidence.
The model contains N agents, and all pairs of agents are connected to each other. Individual agents interact with each other, sometimes in co-operative symbiosis and sometimes in direct competition.
The model evolves in a series of steps. The rules of the model specify a) how the connections are updated b) how the fitness of each agent is measured c) how an agent becomes extinct and d) how extinct agents are replaced.
28. Architectural Control and the Strategy of Design: Agent-Based Approaches to Modeling the Software Industry
C. Jason Woodard (jwoodard@hbs.edu)
Traditional wisdom in the software industry has held that the key to success lies in creating and capturing architectural control points,” proprietary interfaces and protocols made valuable by their adoption as de facto standards. But today, largely in response to Microsoft’s successful application of this principle, firms (including Microsoft) are often seen to give away architectural assets, if only to prevent a competitor from gaining proprietary control. Existing research has shown both types of behavior to be rational in certain circumstances, but falls short of explaining shifts from one type to the other.
I will present three short pieces of work related to this puzzle, drawn from the early stages of my dissertation research. The first paper outlines a class of models appropriate for the software industry, whose primitives include not only the agents and the market, but the artifacts themselves—the modular structure of their design, and the rules that operate on them. The second paper explores a simple member of this class, a market entry game in which reinforcement-learning agents are used to investigate analytically intractable mixed equilibria. The third paper specifies a more complex model in which agents build competing products whose design is endogenous. In this model, agents evaluate alternative design choices using automated reasoning techniques.
This work is informed by several streams of research in the social sciences. Game theory has served as a foundation for a rich economic literature on oligopoly, including the role of network externalities in the adoption of standards, the attainment of architectural lock-in, and the practice of giving away goods to stimulate demand in complementary markets. The literature on complex adaptive systems acknowledges that agents in reality face vast strategy spaces, necessitating evolutionary mechanisms or bounded-rational search as a substitute for exhaustive backward induction. Complexity theory also provides a framework for analyzing the design of modular artifacts like software products. Social network analysis draws attention to the structure of ties among agents, and provides measures of power and dependence that can be applied analogously to the ties among modules and products.
29. How Societies Solve Social Dilemmas: Group Formation and Emergent Cooperation
Damon Centola (damon_octavius@hotmail.com)
30. Beyond the Shadow of the Future: How Multiple Teams Alter the Dynamics of Cooperation
Corinne Coen (ccoen@acsu.buffalo.edu)
Reward systems that offer pay and promotion for individual performance while asking people to work on teams for an equal share of the collective reward often create a social dilemma for self-interested employees and thus a disincentive to cooperate. Yet, competition between teams increases incentives to cooperate within a team, a finding traditionally attributed to group-interest. This dissertation study attempts to integrate these two observations by investigating whether self-interest can increase cooperation in a social dilemma in a multiple team context. It examines how people who can compare their performance with the performance of members of other teams alter their decisions to cooperate with their own teammates.
This dissertation innovatively uses multiple methods. First it addresses issues of validity by combining the results of laboratory experiments on human subjects with computer simulations. The laboratory studies confirm that levels of cooperation increase when comparison is favorable while no significant difference is generated by unfavorable comparisons or differing amounts of pay. Second, this dissertation employs agent-based computer simulations to study the dynamics of comparisons in two distinct ways. One application of agent-based modeling reproduces the laboratory experiment to find the decision rule that best describes the choices of individual laboratory subjects. This model shows that a modified reinforcement rule approximates their decision patterns. The other application of agent-based modeling explores the effects of comparisons by individuals on outcomes at the team and multi-team level by modeling teams where all members apply the reinforcement rule. It reveals that as agents increase in self-interest a threshold arises over which cooperation levels jump sharply when the agents are split into two teams but not when they act in a single team. This dissertation substantiates the role of self-interested comparisons in increasing cooperation on competing work teams and offers insights for improving incentive systems by structuring the information flow among members of multiple teams.
31. The Evolution of Cooperation In N-Person Public Goods Game Under Different Social Environments
Jung-Kyoo Choi (jungk@econs.umass.edu)
This paper analyzes the effect of different structures of social interaction on the evolution of cooperation in an N-person public good game situation. Agents are assigned to groups and play a repeated N-person public good game. Agents either interact with a random group, globally chosen from the global population, or the same group (locally). Agents then update their strategies by comparing their payoffs to either those of their reference group or the global population. Thus agents engage in two kinds of playing modes and learning modes, respectively. With random groupings, defection is the norm with some occasional, short-lived outbreaks of cooperation (these outbreaks are enhanced when selection is local). When agents stay within the same group, cooperative outcomes are much more likely, with relatively high levels of sustained cooperation in many of the resulting groups especially when selection is global. Local interactions with global updating provides the most favorable environment for the evolution of cooperation.
32. Social Quantum Logic:An Alternative to Cooperation and Game Theories
W.F.Lawless (lawlessw@mail.paine.edu, lawless@itd.nrl.navy.mil)
The shift between individual and social behavior has never yielded to traditional theory (Allport,1962).Game theorists assume that logical conceptions of cooperation and conflict in a static configuration represent the decisions made by humans in an interaction (Von Neumann & Morgenstern, 1953), producing a stable solution of mutual competition (Nash equilibrium; Nash,1951). Another stable solution of mutual cooperation was found by Axelrod (1984) to evolve in extensive form.But unary maps underdetermine reality (Feynman,1967); cooperation in the field to solve ill-defined problems produces suboptimal solutions (Lawless,Castelao,&Ballas,2000); and a
rigorous logical map from individual preferences to a single group decision is impossible to construct (Arrow,1970). Not surprisingly, game theory has failed in the laboratory (Kelley,1992),the field (Jones,1998),as has decision theory (Johnson-Laird &Shafir, 1993; Klein,1996;Parsons,2001).
More problematic for multiple agent systems or computational autonomy,as information completeness produces knowledge (Luce &Raiffa,1967),as the number of interactants approach 100 or more (Preskill,2000),or as agents depart from cooperation (Castelfranchi & Falcone, 2000), computability decreases significantly. Thus,traditional models of the social interaction are as problematic as traditional computer models of quantum interactions (Lawless &Castelao,2001).In contrast,following Campbell ’s (1996) rejection of his seminal approach,adapting Bohr ’s (1955) quantum logic to the interaction is surprisingly successful and produces a robust model of decision-making even as N increases (Lawless,Castelao,&Abubucker,2000)). The evidence for social quantum logic suggests that by reducing the asymmetric information produced from cooperation, adversarial collaboration is superior to consensus collaboration (Lawless, forthcoming,2002), contradicting Nash (1950).It indicates that emotion is derived directly (Lawless,forthcoming,2001).
And it indicates that optimum decisions occur when the tension between cooperation and competition produces sufficient emotional responses to process information (Lawless &Castelao, 2001).
(For references, please check: http://www.sscnet.ucla.edu/hcs/intercon2002/abstracts)
33. Non-Employment Benefits and the Evolution of Worker-Employer Cooperation:
Experiments with Real and Computational Agents
Mark Pingle, Leigh Tesfatsion (tesfatsi@iastate.edu)
Paper URL: http://www.econ.iastate.edu/tesfatsi/sce2001.pdf
It is now commonly understood that the complexity of most employment relationships forces the typical employment contract to be incomplete. If the contract does not enforce the desired level of cooperation, it is reasonable to think that other institutions might arise to do the job. Using experiments with both real and computational agents, this paper examines the possibility that the level of non-employment benefits affects the level of cooperation between workers and employers, thereby impacting the unemployment rate, the productivity of labor, and a variety of other economic outcomes.
A distinctive feature of our experimental employment study relative to previous theoretical studies is that matches between workers and employers are determined endogenously, on the basis of past worksite experiences, rather than randomly in accordance with some exogenously specified probability distribution. In each stage, workers either direct work offers to preferred employers or choose unemployment and receive the non-employment payoff, and employers either accept work offers from preferred workers (subject to capacity limitations) or remain vacant and receive the non-employment payoff. Matched workers and employers participate in a risky employment relationship modeled as a prisoner's dilemma game. Both the computational agents and the human agents evolve their partner preferences and worksite behaviors over time on the basis of past matching and worksite experiences.
In both types of experiments, increases in the non-employment payoff result in higher average unemployment and vacancy rates while at the same time encouraging cooperation among the worker and employers who do form matches. On the other hand, given a high non-employment payoff, an increasing number of the computational workers and employers learn over time to coordinate on mutual cooperation and avoid coordination failure, so that overall efficiency increases as well. This potentially important``longer run'' policy effect is not clearly evident in the necessarily shorter trials run with human subjects. This difference raises challenging issues both for human-subject experimentalists wishing to conduct social policy impact studies and for computational experimentalists who wish to use human-subject experiments to validate their computational findings.
34. Integrating Downs and Duverger: Modeling Party Systems under Conditions of Uncertainty
Emily Clough (eclough@polisci.umn.edu)
Much of the work on party systems in the last 50 years has been based on Downs’s median voter theorem and Duverger’s Law. Downs’s median voter theorem deals with the movement of parties on the ideological spectrum in order to improve their level of support, and Duverger’s Law relates electoral system to the number of parties in a party system. While these two theories clearly deal with different aspects of party systems, there is a great deal of potential for the results of one to affect the other. Formal theorists have created countless models of each of these theories, but seldom have scholars incorporated aspects of both into a single formal model. In this paper, an agent-based model is used to integrate elements from both theories into a model of party systems under conditions of uncertainty. In this model, voters use local information to infer the relative standing of candidates; this, in turn, allows them to vote strategically. Political parties then use these votes to assess and improve their platforms. The results from this model demonstrate that the outcomes of either theory do not necessarily emerge when they are integrated and implemented under conditions of uncertainty. These results show the importance of considering the possible effects of one theory on the other under conditions of uncertainty.
35. Complexity in Legislatures
David Epstein (de11@columbia.edu)
36. Adoption of a New Regulation for the Governance of Common-Pool Resources
by a Heterogeneous Population
Marco A. Janssen (maajanss@indiana.edu), Elinor Ostrom
Existing theories of collective action do not yet provide an adequate explanation for how appropriators from a common-pool resource can organize themselves, establish new rules, monitor rule conformance, and sanction rule breaking. This paper uses a multi-agent computational model to explore the factors that enhance or detract from the possibility that individuals harvesting from a common-pool resource will impose rules on themselves to limit their use of a jointly used resource and then monitor and enforce their own rules.
In a stylized spatially explicit simulation model agents share a common resource. Initially, no regulation is implemented, and the population will experience serious collapses. The agents know a possible regulation. Our aim with this model is to investigate the conditions under which the population will implement this regulation, and how successful it will be monitored and sanctions applied. To implement the rule, agents should become motivated to vote for the candidate rule. Their motivation depends in the mutual trust in other agents. All agents have symbols, and when agents meet they can play a trust game. The outcome of the trust game informs the agents ability to predict trustworthiness in agents based on observed symbols. When a rule is implemented, agents may break rules, which is related to trust in the other agents, and may monitor, which is an agent dependent probability.
We explore different configurations of the model to investigate when a cooperative solution is likely to evolve. One of the configurations is to split up the torus in two areas. These areas may differ in carrying capacities and agents may, in periods of scarcity enter the other region. We analyze the difference between the conditions that agents will accept the rules in the other region or not.
Our findings of our artificial world are related to findings of field research of common pool resources. An interesting finding is that heterogeneity does not have to be a bottleneck in adopting a rule, as long as mutual trust relationships can be created. The success of creating mutual trust relationships depend on the type and frequency of social interactions.
37. The Rotating Presidency of the European Council as a Search for Good Policies
Ken Kollman (kkollman@umich.edu)
The rotating presidency for the European Council is a curious, and unusual, political institution. Each countryin the European Union (EU) takes a turn in the presidency, for a six month term, and the rotation is fixed by the treaties governing the Union. The institution rotates among all fifteen countries sequentially. In this paper I propose a computational model to study the idea of rotating the leadership position in a decision making body. In the model, the members of a council vote on policies using a variety of decision making institutions. I evaluate these various institutions using utilitarian criteria.
38. Changing Roles of Meta-agents in Simulations of The Tragedy of The Common
Keiji Suzuki (suzukj@fun.ac.jp)
Agent based social behavior simulations are research filed that treats complex game situations and examines artificial intelligence. Social dilemmas are one of the complex game situations and suite to
examine the intelligence of agents. In this paper, the Tragedy of the Common, which is one of the social dilemmas, is treated in the agent-based simulation. In this game, players use common limited resources to get the reward. If players behave based on the individual rationality, all players will face to tragedies loosing higher payoff. To avoid such tragedies, players have to make the relationship between other agents to prevent the individual behaviors or change the problem structure, for example, changing the
payoff functions.
The proposed approach is kind of the changing problem structure. That is, the meta-agent is introduced to control the levy charging to the players. In previous researches, the role of meta-agents is fixed. Because it is important who acts the role of meta-agents in real society, agent based simulation should be provide the decision mechanism that includes the selection of the role.Therefore, it is proposed that role of the meta-agent is treated as one of the activities of the players. Namely, the player will select the role of the meta-agent if the expected revenue exceeds than the expected rewards when the agent acts as the player.
Another problem for introducing the meta-agent is how to set the plan of the levies charging to the activities of the players. To acquire the plan, co-evolution of levy plan between the agents is prepared.Based on the co-evolutionary acquisition of the levy plan and the decision mechanism including the selection of the role, it will be examined the effects of the interaction between the meta-agents and the agents in the Tragedy of the Common game.
39. Conflict and Trade in Cellular Automata World Politics -- Adding the Liberal Factor
Byoung W. Min (min.16@osu.edu)
The tradition of simulations in the study of international relations has relied on the realist theory, while the liberal theories have flourished during the past decades. The realist theories have focused on the conflict dimension, so that many scenarios written by them have emphasized the war-ridden worlds or the emergence of brutal empires, based on the logic of power politics. Bremer and Mihalka's "Machiavelli in Machina" (1977) and Cusack and Stoll's Automatic Stabilization Model (1990) are among the early cellular automata simulation models using the realist framework. In these simulations, world politics works by the mechanisms of war, alliance, and territorial conflicts. While these mechanisms represent many important factors of world politics, the introduction of liberal themes, such as trade and cooperation, have not yet been actively included in the computer simulation models.
This study tries to investigate the probable scenarios of world politics by including the trade factor to the existing realist paradigm. The main question is how world politics changes its shape if we move from the realist framework to a mixed one modified by the liberals. The basic hypothesis is that increasing trade will reduce the frequency of war while increasing the possibility of multipolarity. Besides, I would like to see the impacts of trade on the state behaviors, such as balance of power, and the state survival rates. This study will reproduce the core of Cusack and Stoll's original conflict model, which is to be combined by the trade algorithm extracted from the Sugarscape Model by Epstein and Axtell (1996).
The agents of this combined model will choose their own behavior, war or trade, based on the calculation of expected utility of each behavior toward all of their neighbor states. For every iteration, a state agent will be chosen among all states holding positive expected utilities. Agents are assumed to be rational in that they calculate the expected utility for their choices. The factor of error is added to the calculation process and the scope of agents‚ calculation and behavior is perfectly local. However, unlike the old models that have relied too much on system parameters, this study will focus on the theoretical mechanism. In particular, system parameters will be made to fluctuate randomly in a range theoretically assumed, instead of being fixed at specific values. By this method, the study will compare the simulation results between the war-only world emphasized by realism and the mixed world supplemented by the liberals, in the areas of system endurance and multiplicity, patterns of balance of power, and state survival rates.
40. On The Transition to Agent-Based Modeling: A Case Study
László Gulyás (gulyas@fas.harvard.edu)
In this paper I study the effect different implementation approaches have on the actual setup of an individual-based computer model. My goal is to demonstrate how these techniques 'guide our hands' and hide our implicit decisions (assumptions about the modeled system). The connection between the conceptual model and its actual implementation is important, especially, as the later rarely gets published. On the other hand, I am interested in 'what makes a model agent-based'. Is it enough to model a system composed of individuals? Or should the agents' behaviour and/or the effect of their behaviour be at the centre of our attention? To answer these questions I have re-implemented a simple, individual-based model [of Paul Krugman’s] in RePast. While the model was originally published in a variable-based form, I have created four different versions of it ranging from the variable-based one to a version containing autonomous agents. My results provide evidence that even if the system consists of individual entities (say, agents) and the author's main concern is their behaviour and/or the aggregate effect of these behaviours, the model itself could actually ignore the agents.
41. Robust Adaptive Planning: A New Decisions Sciences for Complex Systems
Robert Lempert (lempert@rand.org, lempert@evolvinglogic.com)
Models of complex systems can capture much useful information, but can be difficult to apply to real-world decision-making because the type of information they contain is often inconsistent with that required for traditional decision analysis. In particular, complex systems models may be most useful under conditions of deep uncertainty, that is, where the emergent behavior of the system makes accurate points forecasts or probabilistic predictions -- and thus traditional decision analysis -- difficult. New approaches, such as Computer Assisted Reasoning (CAR), which use inductive reasoning over large ensembles of computational experiments, now make possible systematic comparison of alternative policy options under conditions of deep uncertainty. Such CAR approaches enable two key analytical steps important to decision analysis with complex systems: 1) the use of ensembles of plausible models, rather than any single best guess, as the best description of the available information about the future, and 2) the use of criteria such as robustness and satisficing, rather than optimality and efficiency, to compare the performance of alternative decisions.
This talk describes the Computer Assisted Reasoning approach to decision-making under conditions of deep uncertainty which is ideally suited to applying complex systems to policy analysis. In particular, this talk will describe the use of CAR to support robust, adaptive planning (RAP). The talk will draw examples from a variety of decision problems, including the policy problem of global climate change, with a particular focus on the role of technology policies in a robust, adaptive strategy for greenhouse gas abatement.
42. Foundations of "New" Social Science: Institutational Legitimacy from Philosophy, Complexity Science, Postmodernism, and Agent-Based Modeling
Bill McKelvey (mckelvey@anderson.ucla.edu)
Since the death of positivism in the 1970s, philosophers have turned their attention to scientific realism, evolutionary epistemology, and the Semantic Conception of Theories. Building on these trends, Campbellian Realism allows social scientists to accept real-world phenomena as criterion variables against which theories may be tested without denying the reality of individual interpretation and social construction. The Semantic Conception reduces the importance of axioms, but reaffirms the role of models and experiments. In addition, philosophers now see models as "autonomous agents" that exert independent influence on the development of a science, in addition to theory and data. The inappropriate molding effects of mathematical models on social behavior modeling are noted. Complexity science offers a "new" normal science epistemology focusing on order-creation by self-organizing heterogeneous agents-and featuring agent-based models. The more responsible core of postmodernism builds on the idea that agents operate in a constantly changing web of interconnections among other agents. The connectionist agent-based models of complexity science draw on the same conception of social ontology as do postmodernists. The recent trends in philosophy of science, the notion of models as autonomous agents, the new normal science epistemology from complexity science, connectionist postmodernist ontology, and use of agent-based in place of mathematical models combine to provide foundations for a "new" social science centered on formal modeling not requiring the mathematical assumptions of agent homogeneity and equilibrium conditions. Together these foundations give "new" social science a level of institutional legitimacy in scientific circles that current social science approaches lack.
43. Layered Situations and Agent Orientation
David Sallach (sallach@uchicago.edu)
Herbert Simon hypothesized (1996:53) that the apparent complexity of human behavior reflects the complexity of the environment in which we find ourselves. In order to effectively model the dynamics of social processes, it is necessary to capture, not only the complexity of natural and social ecologies, but also how situated agents with limited cognitive capacity apprehend and respond to settings that are continually redefined.
In recent decades, the ‘situation’ has emerged as a focus in the scientific modeling of complexity. Philosophically, Popper (1995) describes situations as having objective propensities that tend to be realized. In linguistics (Barwise & Perry 1983), mathematics (Devlin 1991) and logic (Barwise 1989), situation theory has emerged as a powerful and flexible formalism for modeling context. In sociology, Collins (1994) has proposed ‘situational reductionism’ as a way of bridging between micro and macro dynamics. In artificial intelligence, situated agents of various degrees of complexity have been an important innovation (Hendriks-Jansen 1996; Clancey 1997; Ferber 1999), addressing issues on which conventional AI has foundered (Brooks 1999).
When considering situational modeling, a part of the complexity of social dynamics results from the ability of human agents to define the same events from a variety of situational scales. A battle is part of a campaign, a war and a period of national renewal or decline. Further, since all participants have this capability, definitions of situations may abound and require reconciliations. Common definitions of relevant situational scale may contribute to social coherence, while divergent scale may make coordination difficult.
Integration of multi-scale orientation into agent simulation has the potential to increase the plausibility of social models, without a significant increase in agent complexity. This paper uses situation theory to model multi-scale agent focus, and to illustrate issues arising from the support of situational orientations.
44. Housing Segregation: Multiple Implications from a Simple Agent-Based Model
Darren Schreiber (dschreib@ucla.edu), Sander
Thomas Schelling's famous model of housing segregation started with a few coins on an eight by eight grid and some very simple assumptions about individual preferences. Using the SWARM programming environment, we have extended Schelling's concept to examine the contemporary debate about the nature and causes of housing segregation. We begin with basic preferences functions derived from empirical data on neighborhood racial composition and add a variety of putative factors in housing decisions. The result
is a sophisticated model of racial housing segregation that provides insight into empirical patterns of segregation and desegregation in the twentieth century.
45. Quantifying Adaptation of Evolved Structures
Mark A. Bedau (mab@reed.edu)
Discerning and measuring progress of adaptation in evolving systems is a key challenge for those attempting to answer the deepest questions about evolution in biological and social contexts. This paper introduces and illustrates a method for visualizing and quantifying adaptive processes that applies to both biological and cultural evolution, as reflected in data produced either by natural systems or agent-based models.
Agent-based models provide a powerful new method for understanding adaptation in biological or social contexts. Indeed, those models might even capture an abstract enough representation of evolutionary dynamics to permit universal principles applying to both biological and cultural evolution to be identified. But extracting value from agent-based models also presents special challenges. Successfully addressing those challenges involves comparing the behavior of models with other models and with data produced by natural systems. Evolutionary activity statistics (Bedau and Packard 1992, Bedau et al. 1997, Bedau and Brown 1999) have been used to visualize and quantify evolutionary creativity as reflected in data produced by many different biological models and natural biological systems. An important part of the use of these statistics is normalizing them with independent measures of non-adaptive noise.
Evolutionary activity statistics can also be used to visualize and quantify the dynamic creativity of cultural evolution. This is illustrated by measuring the evolutionary activity of technological innovations as reflected in patent records. Patents provide a practical context for investigating cultural evolution for a variety of reasons; important among them are that patented inventions have been certified as useful innovations and that patent records are readily available in electronic form. Preliminary investigation of evolutionary activity in recent US patents confirms the independently supported conclusion that information technology is the most creative and innovative sector of recent technological innovation. The practical application of these statistics to agent-based models in the social sciences is discussed.
46. Chaotic Nature of Online Translators
Noah Goldstein (noah@geog.ucsb.edu)
47. Failure in Collective Systems: The Effect of Environmental Stability on Collective Self-Organization and the Chaotic Effect of Multiple-Issue Platforms in Electoral Processes
Norman L. Johnson (nlj@lanl.gov)
There is a growing appreciation of the power of diverse collectives in solving difficult problem, as exemplified by global efficiency in large financial markets, social movements that precipitate needed change (e.g., the fall of the Berlin wall), or knowledge self-organization driven by human actions in electronic databases (e.g., book referral at Amazon.com). As we rely more on these collective processes to solve society's and businesses' more challenging problems, we must understand the stability of these processes. Two examples are used to illustrate mechanisms of failure in collective systems.
The first example is a simple self-organizing system - the foraging for food by ants (one of the sample simulations provided with the public software - STARLOGO). This system is argued to be similar in dynamics to many decentralized collective systems - ecologies, economies, knowledge systems, societies, etc. The simulations are first shown to illustrate a developmental view of evolving systems proposed by Salthe and Johnson, captured by the developmental cycle of Formative, Co-operational and Condensed stages. The effects of different rates of environmental change are then presented. No effect is observed from small rates of change. As the rate increases, innovative information becomes more important. As the rate further increases, stabilizing informational structures (collective pheromone clouds) fail and the system regresses to earlier developmental stages. It is observed that just before the times of failure, the system exhibits high collective coherence, which results in a loss of innovation that could have prevented the failure. Hence, the collective processes that form these structures are shown to inhibit the performance of the system as a whole in rapidly changing environments and can lead to undesirable episodic failure. In rapidly changing environments, the system remains in the Formative stage, all the productivity results from the innovators, and the existence of collective structures only degrade the overall system performance. The important lesson learned from these results is the role that collective effects play in system failure and how collective effects should be managed depending on rates of environmental change.
The second example concerns diversity in electoral processes. In the 2000 Presidential election, many of the states had popular votes that were equally split between the two main candidates - Florida being the prime example. This 50/50 split caused the outcome to be sensitive to details of the voting procedures and participation - aspects that in prior times were considered less important. The sensitivity of a global outcome to the smallest details is characteristic of a chaotic system and does not bode well for future elections if it is likely to occur again. Many ascribe the chaotic outcome of the 2000 election to an unlikely event, possibly enhanced by candidates seeking the common middle ground. Is democracy in crisis or was the 2000 Presidential election an anomaly. A theory, and supporting simulations, is presented that shows that this was not an unlikely event and will be prevalent in the future. The results in the 2000 election are shown to be a direct consequence of platforms that appeal to multiple issues, which in turn reflect the increasing diversity of views important to voting populations. This conclusion is shown to be true even if single issues are largely one-sided in the populations. A variation of the Central-Limit theorem (combination of a sufficient number of diverse distributions will result in a normal distribution), when applied to the voting preference populations, provides the theoretical basis. The simulations show how random assembly of platforms constructed from voter preferences based on actual exit-poll data result in 50/50 splits as the number of issues in the platform increase. This is shown to be independent of the skewness of the distributions underlying the voter preferences, in agreement with the predictions of the Central Limit Theorem. This example illustrates the undesirable consequences of applying traditional democratic methods to increasingly diverse and large populations.
In both of these examples, diversity of information is shown to be the critical perspective in the analysis. The relevance of these results to societal challenges faced in modern times by increased globalization and faster rates of change is discussed.
48. How Information Moves From Those Who Have It To Those Who Need It:
The Information Ecology of the University
Susanne Lohmann (lohmann@ucla.edu)
I conceptualize the university as a complex decentralized system with a unique information ecology. Decisions about people, programs, and money must be made. And yet information is distributed among faculty and administrators inside the university and political actors outside of it; decision-making powers are dispersed within and without; and the people who hold decision-relevant information do not always, or even most of the time, coincide with the people who make decisions. I ask: how does information flow from those who have it to those who need it? How do information flows shape academic and administrative decisions and political oversight? How can internal and external agents of change redesign the flow of information to improve the performance of the university?
49. Markets on Networks
Zoltan Toroczkai (toro@cnls.lanl.gov)
We study the effects of inter-agent communication on the evolution of a market within the minority-game framework. The inter-agent communications create a complex (social) network with small-world character. This network forms the substrate for a highly dynamic and directed network, called the action network, defined by those inter-agent communication links on the substrate along which the
passed information/prediction is acted upon by the other agent. We define three basic agent-agent communication scenarios and study in more detail the one in which the agent uses a reinforcement
learning algorithm to select the best predictor among the neighboring agents it is linked to, including himself. We show that when the substrate network is highly connected, the market behavior is characterized by the existence of a small number of spontaneously formed high degree hubs on the action network which then dominate the market evolution. In certain parameter ranges the agents will spontaneously generate a high degree of cooperation making the market almost maximally efficient. We discuss the relevance of these effects to designer agent-systems.
This work has been done in collaboration with:
Marian Anghel (LANL), Kevin Bassler (UH) and Gyorgy Korniss (RPI)
50. Task Commitment, Diversity and Workgroup Outcomes Abstract
Brooke Harrington (brooke_Harrington@brown.edu)
51. The Evolution of Complex Despotic Societies by Self-Organisation and Natural Selection
C. K. Hemelrijk (hemelrij@ifi.unizh.ch)
In this paper, I will use an individual-centered model, called DomWorld, to show how both natural selection and self-organization may be involved in the evolution of a despotic society. I represent group life in DomWorld, by artificial individuals that live in a homogeneous world and only flock together and, upon meeting one another, may perform dominance interactions in which the effects of winning and losing are self-reinforcing. Starting from a situation with abundant food and mildly aggressive animals living in egalitarian societies, we may imagine that, if food becomes scarce, natural selection will favor the individuals that are more intensely aggressive. If, correspondingly, in the model intensity of aggression is increased, the society switches from the many characteristics of an egalitarian society to a despotic one due to a complex feedback between the hierarchy and spatial structure. The many differences between the two types of artificial societies correspond closely to those between despotic and egalitarian macaque species in the real world. Since, in the model, they organize themselves as side-effects of the change of one trait only, they may also in the real world arise as side-effects of mutation of a single trait.
Groups with the steepest hierarchy may have the best chance to survive, because in such a group at least some individuals may succeed in reaching reproductive age. Therefore, in primate species group in which one sex remains in their natal group for life, group selection may operate as well.
52. The Traffic rules of fish Schools: From Individuals to Aggregations
Julia K. Parrish (jparrish@u.washington.edu), Steve Viscido, Danny Grunbaum
53. The Emergence of Order from Disorder as a Form of Self Organization
Dwight Read (dread@anthro.ucla.edu)
The evolution of cultural constructs is not well understood. Cultural evolution has been modeled based on genetic evolution (sociobiology), in analogy with genetic evolution (dual inheritance) and as a process of transmittal of information units (memes). None of these is completely satisfactory as each fails to come to grips with the way in which cultural constructs may be in the form of an abstract, symbolic system. One such cultural construct, fundamental to the organization of human societies, is kinship with its expression in the form of a kinship terminology. The kinship terminology provides a means for identifying who are one's kin and the boundary of one's kinship domain, for many societies, is the boundary of the society. Yet another means of relating one individual to another that is ontologically prior to a kinship terminology is through genealogical tracing, the basis of "family trees." The fact that there may be two conceptually distinct, though overlapping, constructs for determining a conceptual linkage that relates one person to another within the same society raises the question of why one or the other alone is not sufficient. I argue that the two constructs-- a kinship terminology and genealogical tracing -- are qualitatively different in terms of the kind of order that each provides for the collection of persons making up a society. I suggest that the kinship terminology arises through abstraction of the organizing principles of genealogical tracing and resolves what otherwise would be a conceptual disorder were the boundaries of the society determined through genealogical tracing alone.
54. The Winner-take-all Phenomenon in Markets where Network Externality is Ineffective
Hitoshi Yamamoto (hitoshi@rs.kagu.sut.ac.jp), Isamu Okada (okada@s.soka.ac.jp),
Nobuchika Kobayashi (nobu@ohta.is.uec.ac.jp), Toshizumi Ohta (ohta@is.uec.ac.jp)
We consider the mechanism of the winner-take-all phenomenon in markets in which network externality does not work. The development of information networks has led to the appearance of new economies referred to as "digital economies", in which a winner-take-all phenomenon is observed as a feature. This phenomenon can be explained in terms of network externality, lock-in, and path dependency. We give examples of markets in which this phenomenon is observed, including the OS market and the cellular-phone market. However, a winner-take-all phenomenon is also observed in markets in which the economic laws of a digital economy do not work. To date, no model explaining this phenomenon has been reported. Thus, to observe the features of this phenomenon, we develop a multi-agent model of communications and consumer behavior, and with it simulate the market phenomenon. In our analysis, we make a clear distinction between Winner-Take-All and Lock-In. That is, Lock-In is one of the factors which produces Winner-Take-All. The term 'Lock-in' is used to refer to a situation in which the cost of converting from specific technologies or goods to other factors is so high as to be nearly impossible. Lock-In exists on individual, organization, and market bases. Winner-Take-All is a phenomenon under which the Lock-In phenomenon advances, involving consumers who are still "locked in". We define the factors which produce the Winner-Take-All and Lock-In phenomena as "Winner-Take-All" and "Lock-In" drivers.Various factors have contributed to the rise of the "Winner-Take-All" phenomenon. One typical such factor is network externality. A number of other factors can also be considered.. We researched the Winner-Take-All phenomenon in several markets, including the mobile telephone, fast-food and music markets, and observed the phenomenon in all of them. Applying traditional economic laws enabled us to understand the mobile phone and fast foods markets, but not the music market. Consequently, we need to develop a model that will enable us to more clearly understand the
Winner-Take-All mechanism in markets where network externality is ineffective.
In developing such a model, we assume the existence of "action rules" for individuals. Such rules are represented by two axes, i.e., a communication axis and an information seeking axis. We extracted these rules in researching and simulating goods selection and communication among individuals. Our objective in doing so was to determine what social phenomena emerge when agents use such action rules in cases such as changing information channels. We found that horizontal exchanges of information facilitate customization of information, and were able to intuitively reason that such customization of information increases social diversity. We then applied these action rules to explore the reasons the Winner-Take-All phenomenon is generated.
55. Criteria Indexes of Multiagent Simulators
Isamu Okada (okada@s.soka.ac.jp), Toshizumi Ohta (ohta@is.uec.ac.jp)
A computer simulation approach is proposed involving the development of a number of simulators to analyze complex social phenomena. Each simulator has underlying structures that fit subjects as a background since both simulator and subject share common underlying structures. However, all the simulators cannot be evaluated appropriately because no clear indexes exist for them. We therefore propose criteria for multiagent simulators for conducting bottom-up oriented studies on organization.
First, we survey studies on a complex organizational and social theory, and demonstrate how a simulation method based on a multiagent system can be applied to these studies. We then describe the model elements - agent, environment, structure and macro-index - that are applicable to a bottom-up oriented approach to complex organizational and social studies. Each of these elements consists of inner elements. We then discuss some necessary conditions for the simulators that were identified from criticisms made of the application of simulators to studies. The main criticisms are that simulation behavior is essentially too complex to be analyzed, that to require many parameters is to be ad hoc, and that simulators are hard to operate, and that there are few simulators which have satisfactory interfaces.
As a result, the criteria we propose are the ability to describe and generate simulation models, the ability to perform individual-level analysis and mechanism analysis, the efficacy of model parameters, the qualitative sufficiency of the interfaces, and simplicity in programming. We apply these criteria in evaluating models such as the Mathematica, the Swarm, the ABS, the AGENT-0, the Plural-Soar, and the Operational Organization Oriented Simulator (OOOS) we are now developing. We also propose a measurement model and apply the OOOS to a number of measurable indexes.
56. On an Analysis of Trends Concerning Agent-Based Modeling in the Social Science with Web Mining Approach
Kazunari Ishida (mactwist@oak.dti.ne.jp), Toshizumi Ohta (ohta@is.uec.ac.jp)
We collect documents concerning agent-based modeling in the social science on the Internet, and analyze them with term relation frequency (TRF) method. In order to collect various types of documents concerning the social science, we develop web robot for specified types of documents on the Internet. Based on the collection and analysis, we try to provide digital commons concerning the agent-based modeling.
Researchers who have various backgrounds are trying to capture complexity behavior of systems. Due to the operational capability of agent-based model, they have recognized