Title: Der%20Agent%20
1Advanced Computational Modelingof Social Systems
Lars-Erik Cederman and Luc Girardin Center for
Comparative and International Studies (CIS)
Swiss Federal Institute of Technology Zurich
(ETH) http//www.icr.ethz.ch/teaching/compmodels
2Geosim
- Emergent Actors in World Politics (Princeton
University Press, 1997) - Inspired by Bremer and Mihalka (1977) and Cusack
and Stoll (1990) - Originally programmed in Pascal then ported to
Swarm, and finally implemented in Repast
3Model architecture
Actor
Actor
Relation
x,y res capital neighs
owner other twin act,res.. pol,prov
x,y res capital neighs
Relation
owner other twin act,res.. pol,prov
4Main simulation loop
initiation phase
resource updating
resource allocation
decisions
inter- actions
structural change
5Resource updating
- res resUnit
- for all provinces j of state i do
- res res resUnit
6Resource allocation
- fixedRes(i,j) (1-propMobile) res / n
- mobileRes probMobile res
- for all relations j do
- in case i and j were fighting in the last
period then - mobileRes(i,j) res(j,i)/enemyRes(i)mobileRe
s - in case i and j were not fighting the last
period then - mobileRes(i,j)
- res(j,i)/(enemyRes(i)res(j,i))mobileRes
- res(i,j) fixedRes(i,j) mobileRes(i,j)
7Decision rule of actor i
- for all external fronts j do
- if i or j fought in the previous period then
- attack j else cooperate with j Grim Trigger
- if there is no action on any front then
- select a neighboring state j
- with res(i,j)/res(j,i) gt superiorityThreshold
do - launch unprovoked attack against j
-
8Structural change conquest
- Conquest follows victorious battles
- Each attacker randomly selects a battle path
consisting of an attacking province and a target - The outcome depends on the targets nature
- if it is an atom, the whole target is absorbed
- if it is a capital, the target state collapses
- if it is a province, the target is absorbed
9Guaranteeing territorial contiguity
Conquest... resulting in... partial state
collapse
"near abroad" cut off from capital
Target Province
Agent Province
j
i
10Applying Geosim to world politics
- War-size distributions
- Democratic peace
- Nationalist insurgencies
- State-size distributions
11Cumulative war-size plot, 1820-1997
Data Source Correlates of War Project (COW)
12Self-organized criticality
Power-law distributed avalanches in a rice pile
Per Baks sand pile
13Simulated cumulative war-size plot
log P(S gt s) (cumulative frequency)
log P(S gt s) 1.68 0.64 log s
N 218 R2 0.991
log s (severity)
See Modeling the Size of Wars American
Political Science Review Feb. 2003
14Applying Geosim to world politics
- War-size distributions
- Democratic peace
- Nationalist insurgencies
- State-size distributions
15Simulating global democratization
Source Cederman Gleditsch 2004
16A simulated democratic outcome
t 0
t 10,000
17Applying Geosim to world politics
- War-size distributions
- Democratic peace
- Nationalist insurgencies
- State-size distributions
184. Modeling civil wars
- Political economists argue that effectiveness of
insurgency depends on projection of state power
in rugged terrain rather than on ethnic cohesion - But there is a big gap between macro-level
results and postulated micro-level mechanisms - Use computational modeling to articulate
identity-based mechanisms of insurgency that also
depend on state strength and rugged terrain
19Main building blocks
- National identities
- Cultural map
- State system
- Territorial obstacles
20The models telescoped phases
t 0
1000
1200
2200
Phase I Initialization
Phase II State formation Assimilation
Phase III Nation-building
Phase IV Civil war
identity- formation
nationalist collective action
assimilation
21Sample run 3
22Applying Geosim to world politics
- War-size distributions
- Democratic peace
- Nationalist insurgencies
- State-size distributions
23Puzzle
- Despite continuing progress, state sizes started
declining in the late 19th century - Lake and OMahony (2004) offer an explanation
based on changes among democracies in the 19th
and 20th centuries - My argument nationalism caused the shift in
state sizes
Technological progress
?
State size
24Territorial state sizes
log Pr (S gt s)
log Pr (S gt s)
log S N(4.98, 1.02) MAE 0.048
log S N(5.31, 0.79) MAE 0.028
log s
1815
1998
log s
Data Lake et al.
25Estimated means, 1815-1998
m
log s
Year
1800 1850 1900 1950 2000
26Nested processes
27A sample system at t 0
28The sample system at t 2000
29t 2054
30t 2060
31t 2813
32Estimated m-values in 30 simulations
33Simulated state sizes fitted by log-normal curve
log Pr(Sgts)
log Pr(Sgts)
log S N(1.28, 0.09) MAE 0.040
log S N(1.41, 0.10) MAE 0.046
log s
log s
t 2000
t 5000
34Strategy Planned vs Reactive
- Goal-oriented planning
- Scan the possible options and find the sequence
of actions that matches the goal - Humans do little planning!
- Requires global knowledge!
- Reactive behaviors
- Use properties of the current situation, and use
the output directly as a decision - Need to express the problem differently, so that
the goal can be reached incrementally
35Goal-oriented planning
36Reactive behavior
37Rule-based systems
- Collection of if then statements that are
used to manipulate variables - If there is a limited number of situations, then
this can be modeled as a finite-state machine - Forward- and backward-chaining inference
- Match facts with rules to derive new facts
- Identify all the rules that could have led to the
given fact
38Subsumption architecture
- Set of horizontal layers
- The higher the layer, the greater the priority
Priority Behavior Condition
6 Retreat Low chance of winning
5 Evade Incoming threat
4 Attack Enemy present
3 Gather Low health
2 Investigate Possible enemy
1 Explore Always
39Learning
- Optimization
- Attempt to find the solution to a known puzzle,
which does not change other time - Adaptation
- When the problem or the goal change, then
adaptation is necessary - Exploration vs Exploitation
- Attempt to cover all possible states by trying
every action or confine to the set of actions
known to be valuable
40Exploration vs exploitation in chess
41Various approaches
- Expert solution
- Rule-based or expert system, finite-state
automata - Expert guidance
- Neural network, optimization techniques,
evolutionary algorithms, decision trees,
reinforcement learning - Imitation
- Exhaustive
- Brute force approach, dynamic programming
- Random
- Stochastic search no bias!
- Hybrid
- Learning classifier systems
42GeoContest runs
- 60 x 60 grid
- Initial polarity of 1000
- 14 strategies
- 100000 iterationsper run
- More than 500 runs needed to accuratelydistingui
sh the winner
t40000
43GeoConstest results
44GeoConstest results (cont.)
45GeoConstest results (cont.)
- Gold PinkPanther (25 of games)
- Silver GeliStrategy (16 of games)
- Bronze Indiana Jones (15 of games)
- Heavily path-dependent no clear trend before
performing many runs - The set of present strategies affect the winning
strategy (exploitation of weak strategy)