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Title: Complexity and Simulation in Social Sciences


1
Complexity and Simulation in Social Sciences
Helder Coelho
Universidade de Lisboa
2
(No Transcript)
3
Quotations
  • ?Probing the boundaries -- what complexity can
    and cannot be successfully applied to -- is one
    of the biggest intellectual tasks the scientific
    endeavor has faced, and we are still in the
    middle of it?.
  • David E. Goldberg
  • ?The unique thought that lives is the one that
    keeps to the temperature of its own destruction?.
  • Edgar Morin
  • Serendipity - ?the art of finding what we are not
    looking for by looking for what we are not
    finding?.
  • Qu?au, 1986

4
On the Edge of Chaos
  • Complexity, chaos and the origin of order are
    themes that come together, as well as dynamical
    systems, when we solve very difficult problems.
  • Emergence of new forms and theories,
    non-linearity, evolution, autonomy,
    self-organization and adaptation to diversity are
    other themes that come afterwards.
  • A key question is always Are there any possible
    mathematical descriptions for these topics? How
    can we understand them?

5
Contents
  • 1. Introduction.
  • 2. Would-be-worlds needs.
  • 3. Examples.
  • 4. Conclusions.

6
  • 1. Introduction

7
Definition
  • I will be brief. Not nearly
    as brief as Salvador Dali,
  • who gave the worlds shortest speech.
  • He said, ?I will be so brief I have already
    finished,?
  • and he sat down.
  • E. O. Wilson
  • Complexity is the study of those systems made of
    myriad simple parts, baffling whole.

8
Focus
  • Face big questions and gain insight.
  • Disentangle a complex web of interrelationships.
  • Collective dynamics of complex and adaptative
    systems consequences and preferred choice of
    actions are influenced by the activity of the
    others.
  • Balance models (based on agents) with virtual
    scenarios (the theatre idea).
  • Multidisciplinary ground understanding behaviour
    processes of economists, game theorists,
    political scientists and sociologists.

9
Methodology
  • From REALITY
  • (unknown processes between causes and effects)
  • to FORMAL MODELS
  • (interaction of agents between a specified
    behaviour and the emegent result of simulation)
  • and to INTUITION
  • (intuitions about behaviour generates forecasts)

10
Idea of Complexity
  • When it is difficult to formulate its overall
    behaviour, even when
  • Given almost complete information about its
    atomic components and their inter-relations.
  • Different from size, ignorance, variety, minimum
    description length, and order.
  • Different from computational complexity.
  • Paradigm against reducionist approach.
  • Need for measures (of processes).

11
Complexity/Simplicity
  • Number and variety of components (entities,
    processes, agents), and intrincacy of interfaces
    between them.
  • Number of conditional branches.
  • Degree of nesting and type of forms (structures,
    functions and organizations).
  • Dynamical properties of the (nonlinearly)
    interactions.
  • System agents capable of generating emergent
    behavioural patterns, of deciding upon rules, and
    of supporting upon local data.

12
Complexity Sciences
  • Need of epistemological shift from reducionism
    holistic approach.
  • Superiority of abduction deductive and inductive
    reasonings are not able to jump to a higher
    level, far from observed facts.
  • Simple and local components/interactions versus
    complicate and global behaviours.
  • Main Features form, heterogeneity, variety,
    change.

13
  • 2. Would-be-Worlds

14
Small Worlds vs. Games
  • The question of agent rationality based upon
    search (utility, determinism, closed) or choice
    (values, non-determinism, open)?
  • One, two or more dimensions (multidimensional
    world) to handle preference?
  • Unknown evolution versus expected problem
    resolution.

15
Social Sciences vs. Economics
  • Social Sciences Economics
  • Society Economic interaction
  • World of (social) actions Game/puzzle
  • Interdependence Interaction
  • Dependence, Value Utility
  • Interference, Influence, Exchange Strategy
  • Action Move
  • Dependence theory Game theory

16
Theory
  • Dependence theory the idea of complementary and
    interdependence.
  • Game theory the idea of utility. Situations
    where instead of agents making decisions as
    reactions to exogenous prices, their decisions
    are strategic reactions to other agent actions.
  • An agent is faced with a set of moves he can play
    and will form a strategy, a best response to his
    environment, which he play by.
  • Strategies pure (play a particular move), mixed
    (random play).

17
Sociability Models
  • Top-down organizational structure.
  • Bottom-up based upon utility based upon
    complementary.
  • Weak Points of Models based upon structures and
    utility
  • Lack of a dynamic point of view.
  • Social actions are only strategic.
  • Need of social desires and intentions (mental
    models).

18
Ontology
  • Agent active entity, able to make moves and for
    a strategy.
  • Society a collection of agents (agency).
  • Organization (group, coalition) constraints
    (norms), applied upon the agents within some
    society, able to guarantee that each agent will
    want and will do what must be done in some
    instant of time.
  • Interaction exchanges (influence, cooperation)
    of information among agents (perception,
    communication, action).

19
Social and Political Sciences
  • Q How can an agent adapt to a changing and open
    environment?
  • A With a social reasoning power upon the other
    ones and the received data, and able to
  • Infer dependence relations by taking into account
    its plans and the other plans (qualitative and
    quantitative issues),
  • Build dependence networks, and
  • Identify dependence situations, relating the
    other agent goals.

20
Decision Taking
  • Simple decision choice process of an option or
    action course among a large range of alternatives
    (preference criteria).
  • Four steps Information gathering, likeliwood
    evaluation, deliberation, and choice.
  • Complex decision uncertain environments, several
    decisions in sequence, large length of the action
    sequence, need of optimal policies, state methods
    replaced by heuristics, state decomposition into
    state variables, and Markov techniques.

21
Decision Models (Rationality)
  • Optimization model optimal rationality by
    maximizing the utility function.
  • Satisficing model sub-optimal rationality by
    served by the expected utility.
  • BDI model means-end analysis for ajusting
    actions /decisions to desires/goal structures
    and in according to beliefs. Two cycles 1)
    deliberation (decide what to do) and 2) action
    selection (decide how to do). Weak choice
    process!
  • BVG model agent motivations and preferences
    guided by values.

22
BVG Model
  • Well adjusted to complex, dynamic and
    unforseeable environments.
  • Support a better autonomy for agents with less
    resources.
  • Able to tune filtering processes by importance
    calculus.

23
Utility under Attack
  • For complex domains it is difficult for an agent
    to have beliefs for everything.
  • Agents are not perfect and their choices are not
    consistent and transitive.
  • Generally, agents make options according to
    pleasure, hapiness, satisfaction, and not always
    upon profit (maximum utility).

24
One vs. Multidimensions
  • Q What is a rational decision-making agent?
  • The one dimensional side
  • A1 Some one that maximizes the expected utility
    (cost function) the world is simple!
  • The multidimensional side
  • A2 Some one that has a limited rationality and
    makes decisions with values (Simons aspiration
    levels of utility, or qualitative goals).

25
Game Theory
  • A Nash equilibrium will be reached when each
    agents actions begets a reaction by all the
    other agents which, in turn, begets the same
    initial action. The best responses of all players
    are in accordance with each other.
  • Games non-cooperative (or strategic, static and
    dynamic) and cooperative (or coalition).
  • Games two person constant sum (minimax theorem),
    two person (non zero sum), n persons.

26
Types of Problems
  • Those that require collections of intelligent,
    adaptative and heterogeneous agents.
  • Intelligent they use rules to choose and decide
    the adequate actions at any time.
  • Adaptative they are ready to change their rules
    if the old rules are not working so well anymore.
  • Heterogeneous they dont use all the same rules.

27
Oligopolistic Market
  • Oligopoly complex and hard to model!
  • Consider a particular case duopoly (Strategic
    Game) (Caldas and Coelho, 1994).
  • Duopolistic market 2 producers and n consumers.
  • Competition versus monopoly.
  • Sequence of price decisions price competition
    with strategies (cut-throat competition,
    co-operative/leader, co-operative/follower), and
    moves (keep the price, raise the price, lower the
    price, and retaliate by lowering the price).

28
Kinds of Complexity
  • Environmental complexity.
  • Complexity of agents models.
  • Behavioural complexity.
  • Capture behaviour and processes!

29
Trade-offs
  • More competing criteria for model evaluation.
  • Trade-offs involving this criteria.
  • Complexity does not correspond to a lack of
    simplicity.
  • When modelling is done by agents with resource
    limitations, the acceptable trade-offs between
    complexity, error and specificity can determine
    the efective relations between these.

30
Form-Meaning
  • Form configuration (architecture).
  • Meaning mapping of the input and resulting
    predictions in the model.
  • Space of all relevant possibilities
  • Models.
  • A priori knowledge.
  • Observations.
  • Goals.
  • Actions.

31
Modelling
  • Traditional mathematics do not help, because they
    are based upon physics where agents adopt the
    same rules.
  • Complex and adaptive systems are different large
    spectrum of rules and changing rules require new
    mathematical structures.

32
Method
  • Adopt simulation to study the problems.
  • Face emergent phenomena knowledge and
    understanding are not able to give forecast data.
  • Do experiments at large.
  • Think about the best ways to think.
  • How can we develop a mathematics that accounts
    for radically novel evolutionary adaptative
    events?

33
Because
  • Complex behaviour comes from the operation of
    simple underlying rules.
  • But, sometimes deducing behaviour from rules is
    not possible, there is no practical way to study
    the network of causality in detail.
  • Therefore, we need clever ways to short-circuit
    the gaps, to establish general principles that
    make many of the detailed deductions obsolete.
    Even alowing short cuts, the spectre of
    computational intractability still haunts the
    darkness between rules and consequences.

34
Insight
  • ?Simulation is a third way of doing science,
  • in contrast to both induction and deduction.
  • Like deduction, it starts with a set of explicit
    assumptions.
  • But unlike deduction, it does not prove theorems.
  • Instead, a simulation generates data that can be
    analized inductively.
  • Unlike typical induction, the simulated data
    comes from a rigorously specified set of rules
    rather than direct measurement of the real world.
  • While induction can be used to find patterns in
    data,
  • and deduction can be used to find consequences of
    assumptions,
  • simulation modeling can be used to aid
    intuition.?
  • Robert Axelrod, 1997.

35
Agent as a Population of Competing Mental Models
Environment
Actions
Observations
36
Agent Mental Model
  • Agents are specified by their mental states and
    their behaviour is governed by mental laws.
  • Agent goals are fixed by their mental states
    (desires).
  • Agents means to attain their goals are based upon
    their own mental state beliefs (knowledge plus
    strategies).
  • Control to evaluate the agentsgoals fullfilment
    is done with the mental state expectations and
    several attributes of the mental state
    intentions.

37
Agent Mental Model
  • The attribute satisfaction is a function able to
    measure the agent proximity to satisfy one goal
    (intention).
  • The attribute uncertainty measures the degree of
    being sure to attain the goal (some intention
    according to a strategy).
  • In case of conflicting intentions the agent
    waits a while or requests some one to help him
    (joint intention).
  • Complexity locus interactions of mental states.

38
Validation
  • We look to see if the models behaviour is at
    least qualitatively similar to the known
    behaviour of the real system.
  • We create various scenarios and put real people
    who have spent their professional lives working
    with the system in front of the computer and ask
    them to antecipate what will happen when the
    simulation is turned on. They are unable to
    predict surprises, but they are able to trace out
    the causal connections generating the
    hard-to-predict behaviors.

39
Technological Map
Social aspects of agent systems
Social Science
Agent Based Computing
Agent based social simulation
Multi-agent based Simulation (MABS)
Computer Simulation
Social simulation
40
Social Simulation
  • Statistical techniques for the description of
    social processes.
  • Adequated to management and social sciences.
  • Need for regression analysis and event forecast.
  • Not applicable non stable distribution.

41
Multi-Agent Based Simulation
  • Covers descriptive and formal processes.
  • The process is validated by comparing its
    behaviour and the interaction of the agents with
    the behaviour of social entities.
  • Applicable emergency of social phenomena.

42
Value of Simulation
  • 1) What question(s) you want the simulation to be
    able to address
  • This determines the level of resolution of the
    simulation, who the agents are, what kind of
    interactions take place, and so forth.
  • 2) To make sure you have an expert advice
    available from people who understand the system
  • Giving the agent realistic rules of action to
    choose among,
  • Setting the way the agents decisions interact
    with each other to form the collective behaviours.

43
Toolbox Sampler
  • Intelligent agents.
  • Genetic algorithms.
  • Neural networks.
  • Cellular automata.
  • Ant algorithms.
  • Fuzzy systems.

44
Tools
  • Swarm
  • OAA
  • Aglets
  • Xdepint
  • SimCog
  • SEM (Agent editor, Agent code generator, Agent
    prober)

45
  • 3. Examples

46
Exercises
  • RoboCup Rescue (Trigo, 2002)
  • Centipede Game (Antunes et al, 1999)
  • A diversion of N-person repeated Prisoners
    Dilema (Caldas and Coelho, 1999)
  • The Balance of Motives choice and institution
    (Caldas and Coelho, 1999)
  • Power of Multitude (Coelho and Caldas, 2000)
  • Wine Selection (Antunes et al, 2000)
  • Multiple Partner Coalitions (David et al, 2000)
  • Dynamics of innovation (Schilperord,2002)

47
RoboRescue
  • Disaster rescue most serious social issues
    involving chaotic processes, very large numbers
    of heterogeneous agents in hostile environment,
    teamwork, uncertainty of information, real-time
    decision, logistic planning, and emergent
    collaboration.
  • Aspects of disaster fire, housing and building
    damage, disruption of roads, electricity, water
    supply, gas, and other infrastructures, movement
    of refugees, status of victims, and hospital
    operations.

48
Needs
  • Complex disaster information.
  • Chaotic processes.
  • Emergent cooperation in a changing hostile
    environment.
  • Search-and-rescue strategies.
  • Simulation involves 1000 to 10000 agents and
    events.
  • Simulators situation, building and housing
    damage, ire, life-line damage, victim modelling,
    refugee behaviour, and data-collection and
    visualization.

49
Main Features
  • Rescue Soccer Chess
  • Number of Agents 100 or more 11 per team --
  • Agents in the Team Heterogeneous Homogeneous --
  • Logistics Major issue No No
  • Long-Term Planning Major issue Less
    emphasized Involved
  • Emergent Collaboration Major issue No No
  • Hostility Environment Opponent players Opponent
  • Real Time Second-Minutes Miliseconds No
  • Information Access Very bad Reasonably
    good Perfect
  • Representation Hybrid Nonsymbolic Symbolic
  • Control Distributed, Distributed Central
  • Semicentral

50
Centipede Game
  • Imagine two players, A and B, are allowed to play
    a game. In the first move, A can choose to end
    the game with payoff zero for himself and zero
    for B. Alternatively, A can continue the game and
    let B play. B ends the game by either choosing
    payoff ?1 for A and 3 for himself, or 2 for both
    A and himself.
  • The rational decision for A is to immediately end
    the game and receive zero, because the worst case
    alternative is to receive ?1 in the next move.
    Anyway, if A fails to choose this, the rational
    decision for B would clearly be to receive 3,
    leaving A with ?1. However, empirical experiments
    show that people tend to cooperate to reach the
    (2, 2) payoff.

51
N-person repeated Prisoners Dilema
  • Imagine a collective action problem. There is a
    situation of anonymous (or system mediated)
    interaction with strong external effects, where
    a) the aggregated outcomes are determined by the
    actions of a large number of agents, b) the
    aggregated outcomes determine the
    agentsindividual rewards, c) the agents are
    unable to communicate, and d) the individual
    rewards may not be determined by the individual
    contribution of the collective payoff.
  • This situation can be translated into an economic
    experiment.

52
N-person repeated Prisoners Dilema
  • A set of individuals, kept in isolation from each
    other, must post a contribution (from 0 to a
    pre-defined maximum) in an envelope, announcing
    the amount contained in it. The posted
    contributions are collected, summed up by the
    experimenter and invested, giving rise to a
    collective payoff that must be apportioned among
    the individuals. The apportioned rule instituted
    (known to the agents) stipulates that the share
    of the collective payoff must be proportional to
    the announced contributions (not to the posted
    contributions). The posted contributions and the
    corresponding announced contributions are
    subsequently made public (but not attributed to
    individuals). Individual returns on investment
    are put by the experimenter into the
    corresponding envelopes and the envelopes are
    claimed by their owners.

53
The Balance of Motives
  • A set of individuals, kept in isolation from each
    other, must post a contribution in an envelope,
    announcing the amount contained in it the posted
    contributions are collected, summed up by the
    experimenter and invested, giving rise to a
    collective payoff that must be apportioned among
    the individuals the rule instituted stipulates
    that the share of the collective payoff must be
    proportional to the announced contributions the
    posted and announced contributions are made
    public individual returns on investment are put
    by the experimenter into the envelopes which are
    claimed by their owners.

54
Power of Multitude
  • A population with a fixed number of economic
    agents is engaged in the production of a good,
    the price of which is computed in each market
    period by a mechanism represented by a linear
    demand function that sets a single price for all
    transactions which is negatively dependent on the
    aggregate supply. The amount produced and
    supplied to the market in each period of time is
    equal to the productive capacity of each agent.
    This capability is initially randomly generated.
    In each market period it is updated in the
    following simple and reactive manner (capacity
    rule) if in the market period the payoff is
    positive, then increase the capacity
    proportionally to payoff, else decrease it
    proportionally.

55
Power of Multitude
  • Time erodes the productive capacity so that in
    every market period a fixed percentage of the
    capacity is lost. The unit costs of production
    for each agent depend on the aggregate supply of
    the group they belong to. External effects are
    present so that there are economies up to a
    certain amount of group production and
    diseconomies beyond this threshold.
  • The dependence relationship is the following
    each agent is dependent of one and only one
    agent. One agent may depend on himself. If agent
    A depends on agent B, in each market period A
    will pay a percentage of its payoff (if it is
    positive) as a tribute to B. This tribute is
    added to B?s payoff increasing its?s capacity,
    and only the net payoff (payoff minus tribute) of
    A will increase A?s capacity.

56
Power of Multitude
  • If we represent the population and the dependence
    relationship on a graph where the nodes stand for
    agents and the arcs for the dependence
    relationship, we can define a group as a maximal
    set of nodes linked by a path in this graph. So,
    dependence has a cost (tribute) and a potential
    benefit (lower unit costs). The dependence
    relation generates the groups of some network
    (hierarchies, rings, single-agent groups, and a
    combination of a ring and a hierarchy).

57
Wine Selection
  • Some consumer wants to purchase a bottle of wine,
    and so goes to a wine merchant. He has some
    knowledge about wine, but naturally does not know
    every wine that is available to him. He will
    evaluate candidate wines using a fixed set of
    five dimensions V1 is the knowledge and trust he
    has of the producer V2 is the quality of the
    region in the given vintage V3 is the price of
    the wine V4 is the ideal consumption time
    window and V5 is the quality of the specific
    wine.

58
Wine Selection
  • Domains for these dimensions will be D1 D2
    0,,,,,, D3 N, D4 NN, and D5
    0..20. Now imagine our buyer has the goal of
    giving a formal dinner this evening, and wants to
    impress his guests with a nice bottle of wine.
    So, he specifies as minimum standards (4, 4,
    1000, (0,5), 16), meaning that the wine should
    come from a known and trustworthy producer, price
    is no matter, should be ready to drink, and a
    quality of at least 16 points. Notice that
    different things could be tried for instance,
    his guests might be impressed by a wine
    fulfilling this specification (1, 5, 75, (0,5),
    18), meaning that a very expensive wine from an
    unknown producer turns out to be very good. In
    any case, there could be lacking information at
    the time the choice must be performed.

59
Multiple Partner Coalitions
  • A company has a set of projects (goals) and
    different alternatives configurations (plans) of
    packages (actions) to build its software
    products. Each project holds a certain importance
    and a company may be willing to set up a
    strategically agreement with the others, instead
    of building service packages from scratch. Each
    project is associated with a given importance and
    each package with its cost. Build the dependence
    network of that company.

60
Dynamics of Innovation
  • Innovation (new ideas, technologies, products,
    theories?) emerges from the complex interactive
    learning process, involving the recombination of
    different types of knowledge (codified, tacit?),
    information processing, and experiences.
  • Territorial environment is a key factor
  • (a) physical proximity facilitates the
    interaction
  • (b) cultural identity facilitates communication
  • (c) proximity facilitates spread of tacit
    knowledge
  • (d) sustained local interaction supports trust
    and cooperation, and reduces uncertainty.

61
Dynamics of Innovation
  • Articulation between the local environment and
    the global context the renewal of the local
    knowledge base is made possible by the
    interaction of the local nodes within the
    comprehensive global network. The topology of
    the global network and the place of each node
    within it, is crucial for the innovative
    opportunities of each node.
  • Two spaces have to be taken into consideration
    the geographical space (proximity) and the
    topological space (form of the global network).

62
  • 4. Conclusions

63
  • Distributed modelling and simulation.
  • Socioinformatics.
  • Design of institutions and organizations.
  • Transition from static to dynamic descriptions.
  • Local links (interactions) versus global
    (phenomena).
  • Qualitative what-if questions.
  • Serendipity.
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