Simulating Societies
blamanj writes "Most of us were exposed fairly early to Conway's game of Life.
A few simple rules produce a fascinating variety of behavior. Now, it
appears that similar simulations can predict the behavior of populations and human societies."
A couple more samples...
Music created using the game of life
If you're into this stuff, this link is cool.
If you found this article interesting, their book is a great exposition of their early work with emergent behaviors. You can find it at Amazon here:
Growing Artificial Societies
There is a similar article on complexity and emergent behavior in the latest Harvard Business Review.
-XDG
http://www.amazon.com/exec/obidos/ASIN/0345335635
It is quite a good story, actually.
Amazon Pebble in the sky has it on limited avalibilaty
Wouldn't it be nice if schools got all the money they wanted and the army had to hold jumble sales for guns
can be found on the other site:
5 53
http://www.kuro5hin.org/story/2002/4/1/55731/68
where this link/story was posted 10 days ago.
Part of this is the convergence problem. There are a large number of Life patterns that lead to a blinker or a blank screen. Starting with the blinker won't take you back to them. This doesn't invalidate running forward and matching to results. The real problem is finding the initial conditions.
sPh
I have to echo some of the above problems. My master's thesis research was an implementation of a Sugarscape-like system using discrete event simulation. In the course of it I found some things in Epstein and Axtell that were not, or should not have been, replicable from the information given in their book.
I'll be presenting my research at the SCI 2002 conference in July. For more info on discrete event simulation check out www.acims.arizona.edu, and for my research, http://www.zaft.org/gordon/XeriScape/index.htm (although I've not posted my research results yet due to some hardware problems).
Gordon Zaft
The main problem with models like these is that they do not often take into account the dynamic nature of the "rules" that govern the simulated people. In the real world, people are able to change the rules that they live by, self-programming in a sense. For example, if we were to run a model that used the "rules" that governed race-relations in the 1800 and attempt to run that simulation forward to today, we would find that the end result is drastically different than the world we live in today, becuase the rules themlesves are evolving as the simulation moves forward. Maybe when simulating frog populations, this kind of rule-changing is less common, but when simulating people, it will always happen.
People have the ability to see the broader picture and alter the way the work in it. For example, in the scenario from the article where any particular square bases it's actions on the squares next to it, a "human" square would base it's rules on the squares next to it, BUT also on the makup of the board as a whole.
Once the simulators begin to allow the rules themselves to change, then we will see some really amazing results.
"Your superior intellect is no match for our puny weapons!"