|
|
 |
|
Eighth Annual Swarm Users/Researchers Meeting
SwarmFest 2004
http://cscs.umich.edu/swarmfest04/
The Center for the Study of Complex Systems
University of Michigan
Ann Arbor, Michigan USA
May 9 - 11, 2004
|
 |
|
|
Poster Abstracts
(First author's name in bold)
Extended Abstracts, Full Papers and Slides,
when provided, are available as links off the abstract title
|
Xdrone: Parallel Batch Runs of Agent-Based Models ... For the Rest of Us
Ed Baskerville
ebaskerv@umich.edu
Center for the Study of Complex Systems, University of Michigan
Xgrid, a recent technology initiative from Apple, enables researchers to easily group
networked Mac OS X computers into a parallel computational grid. Xdrone, a plug-in for
Xgrid, brings this technology to batch runs of agent-based models. With Xdrone, you can
easily harness any network of Macs to explore your model's parameter space—even, for
example, an ad-hoc wireless network. Once you set up parameters
and begin the batch, runs are automatically assigned to computers on the grid as they
become available.
Xdrone is modeled after Ted Belding's Drone tool in both name and design, and models
designed for Drone will work with Xdrone unmodified. In addition to support for text
configuration files, Xdrone provides a straightforward graphical interface for setting
model parameters and performing batch runs. Xdrone can collect data to a local hard disk
or to a network directory. Furthermore, if you add one additional command-line option to
your model program, Xdrone can query the program to detect what parameters are
available and modify the user interface accordingly.
Xdrone makes one aspect of agent-based modeling a little easier to manage.
By itself, this
is unremarkable—performing batch runs is hardly the most difficult part of ABM. Still,
the wider trend toward easier design, implementation, and management of agent-based
models is an important one. Alongside many other developments, improved ease of use
will help promote ABM's wider acceptance.
|
An Agent-Based Model of Human Achievement and Self-Efficacy Development
Paul Chiusano1
Alex Chovanec1
Mike Samples1
1{pchiusan, achovane, msamples}@umich.edu
Center for the Study of Complex Systems, University of Michigan.
 
The notion that most people are not taking close to full advantage of their abilities or potential to achieve is a widespread cultural sentiment. While "overachieving" is arguably a stabler state than underachieving, underachievers still not only exist in society--they appear to constitute the majority of individuals. Similarly, while variety is the "spice of life," it seems that many individuals opt to confine their life efforts to a small number of endeavors. We are interested in developing a model of human achievement which captures some of the rich, complex behavior observed in individuals and groups of individuals developing their abilities and self-efficacy.
 
Our approach differs from adaptive specialization models in organizational theory and insect sociology in that we are explicitly modeling agents' beliefs. We consider a model of human achievement in which agents are unaware of both their own abilities and the actual difficulty levels of activities in the world and rely instead on their (not necessarily accurate) estimations of these values. We draw on the extensive literature in social cognitive theory on motivation and self-efficacy to guide us toward reasonable agent learning rules.
 
The world for our model consists of a collection of agents connected by some social network. The world has various types of activities that need to be (or can be) performed by agents. Activities may be competitive (like publishing a paper) or uncompetitive (whistling). Activities have an actual difficulty level (ADL) associated with them.
 
Agents have parameters associated with each type of activity in the world: actual ability and perceived ability. They also have a function which evaluates the activity's perceived difficulty. The model is run by having a "fate" function continually select agents for activities (alternately, agents may volunteer for activities). An agent can choose to participate, and his decision is based on his expected likelihood of success (perhaps perceived ability - perceived difficulty).
 
Perceived difficulty is based not only on the agent's own experiences and attitudes, but on those of his neighbors. Thus, agents learn vicariously: when they observe those around them succeeding at an activity, they decrease their perception of the activity's difficulty and become more likely to attempt it themselves. Likewise, when agents observe those around them failing, the agents' perceptions of difficulty increase, and they become less likely to attempt the activity. As is suggested by social cognitive theory, agents are most influenced by others that seem similar to themselves.
 
If an agent decides to participate in an activity, we examine his actual ability and probabilistically return a "success" signal if it is greater than the ADL of the activity. Otherwise, we send a "failure" signal. In either case, the agent's actual ability is increased and the agent incorporates whatever feedback he receives. This in turn affects his future decisions (an agent who was successful at an activity in the past is more likely to attempt it in the future, etc).
 
Running the model, we might hope for the emergence of regions of overachievers and
underachievers, or, in the case of a multi-activity world, the emergence of specialization. We
can then ask questions like: what traits characterize successful vs. unsuccessful agents? What are the most "effective" groupings of agents and strategies for success? Do agents usually have accurate perceptions of their abilities? There is a connection here to attribution theory--we might ask which explanatory styles (if any) lead to convergence of an agent's perceptions with reality. Which explanatory styles lead to greatest success for an agent?
(Paper in pdf)
|
Dissemination of Culture using a Quantum Model
Scott Christley
schristl@nd.edu
University of Notre Dame
Axelrod's cultural dissemination model introduces an agent-based
simulation where random agent interactions transmit culture
through an agent population, and the system evolves over time to form
multiple stable homogeneous cultural regions. We expand
upon this work by introducing a quantum model. Agents are represented
by quantum registers, and agent interactions are
quantum operations performed on those registers. Results indicate that
multiple stable hetergeneous cultural regions form,
the number of regions is greater in the quantum model, and there is a
greater diversity in the sizes of the cultural regions.
|
How information Security Key Challenges can be Faced Using Multi-Agents Based Technologies
Fabio Ghioni
fabio.ghioni@telecomitalia.it
Telecom Italia Group
When we refer to Information Security, we are speaking about a complex environment. Actually,
the combination of people, networks and IT systems interacting creates a degree of infrastructure's
complexity for which is hard to achieve and maintain security standards and procedures via the
traditional approach.
Complex systems have so many variables and interacting forces that the traditional, linear
approach is not working. A suitable emerging alternative is represented by the multi-agents
approach, where many software agents interact with objects and other agents in an adaptive way.
1. Agents characteristics and Information Security
A standard definition of agents and multi-agents does not exists, but they are playing an important
role in artificial intelligence due to their ability to take initiative, to communicate and have certain
responsibility. In some cases, their able to learn from experience.
A growing number of applications, even military ones, are based on agents but a lot more has to
be done to exploit agents and multi-agents possibilities in the Information Security field.
This kind of application is increasing in importance as pervasive mobile computing become more
present in our everyday life joint with a greater complexity of the whole system.
Due to their peculiarities, multi-agents based technologies can be profitably employed in
management and optimisation of information security key problems in complex environment.
1.1 Information classification and dynamic environment
A key topic to confront with, when approaching information security, is the correct information
classification, in order to avoid the disclosure of sensitive data to unauthorized people while giving
to authorized personnel the correct and timely data they need.
Due to the highly dynamic nature of business, to the great and dispersed amount of documents
and data, and to their very short life cycle, a manual categorization and classification is a highly
error prone process and does not stand as a suitable solution. To load the burden, a great number
of processes, applications, and personnel are accessing such information in different ways to
achieve different goals.
In such a scenario the multi-agents contribution in information retrieval and classification can be
definitely the right answer for the automation and optimisation of this classification task.
1.2 Overall system security framework and agents
The other Information Security key field that could benefit of multi-agents approach is the system
and network protection from attacks.
The growing complexity of networked IT systems, comprising different devices, operating systems,
protocols and languages bring to attention the need for a security framework, with self diagnostic
ability and efficient incident handling procedures.
Multi-agents are able to gather log information from different devices and format, then decide if the
pattern registered can be a malicious unauthorized activity or a casual accident. On this basis, only
the significant security related incidents can be brought to human operator attention, thus
increasing his ability to manage security threat because he handle data really significant.
|
Fruit and Meat: growing trading among wild prehistoric humans guys
Gianluigi Ferraris
ferraris@econ.unito.it
Affiliation?
This work tries to find a plausible motivation for the emergence of the
commerce into a prehistoric proto society, uniquely based upon
economics. The starting idea is that exchanging goods implies a greater
benefit, from a society "as a whole" standpoint, than fighting for their
possession. No ethical matters have been kept in mind: to steal goods is
accepted behaviour as much as to trade. By means of a Swarm model the
interaction among human agents and between the humans and the
environment has been simulated. The obtained results reveal that trading
tends to replace the fighting until the whole society becomes based on
trading, even if the starting population was composed by am overwhelming
majority of fighters. While completing the present version and making it
consistent, further efforts will be spent enriching it, in order to
study more complex topics as, for instance, the emergence of simple
institutions and the like.
(Presentation in ppt)
|
Next Generation Models of Farm Management and Rural Change
Tyler Freeman
trf486@mail.usask.ca
Dept. of Agricultural Economics, University of Saskatchewan
Agricultural modeling, as an applied science, is driven by two general concerns. The first is the problem
of building a thorough understanding of the system under analysis and, secondly, to predict potential
changes to that system. Agriculture is a complex system of individual farms operating within an equally
complex and dynamic environment. The importance of understanding the interaction between individual
farm operators is particularly evident in the competition for limited land resources.
In general, current models of farm behavior and investment, do not adequately account for the
interactions between individual farms and the spatial region within which they operate. As a result, these
models have a limited ability to predict the long term structure of individual farms and rural regions.
Rural societies are significantly impacted by shifts in farm structure through the influence producers
have on local markets, demand for education and health services and other rural infrastructure.
Agent-based models promise to overcome the limitations of existing farm-level models and will allow
researchers the ability to better understand the dynamics of a rural region which are driven primarily by
individual farm management decisions. A basic agent-based model of a western Canadian agricultural
region, limited to annual crop production, is developed on the NetLogo platform to examine the impacts
of producer risk attitudes and government policy on farm and rural structure. The primary objective of
the paper is to evaluate the role of agent-based modeling as a tool for appraising and predicting changes
in farm and rural structure, specifically related to farm size and management practices.
|
Modeling Sustained Evolution in RePast
Laszlo Gulyas
gulyas@sztaki.hu
Computer and Automation Research Institute,
Hungarian Academy of Sciences, Budapest, Hungary
George Kampis
kampis@hps.elte.hu
History and Philosophy of Sciences, Eotvos University, Budapest
Can we produce an existence-proof model, akin to von Neumann's model of
self-reproduction, that exhibits open-ended evolution, with increasing
diversity and complexity? This was the first challenge for agent-based
modeling on John Holland's list addressing the audience of SwarmFest in 2003.
Evolutionary algorithms, as known today, converge to an externally defined
optimum and settle at a moderate level of diversity.
In this presentation we deal with the problem of open-ended evolution of new
species, and prove that agent-based modeling techniques are capable of tackling
this problem in ways inapproachable by traditional equation-based modeling.
We present an agent-based simulation, implemented in RePast, that is based on
the idea of 'fat' phenotypes which generate a changing interaction space. Such
changes can, in turn, define new selection forces. In our sexual selection-based
model, species are defined as reproductively isolated and functionally different
sub-populations. New species occur when genetic mutations produce individuals with
a new phenotype that lets them disregard existing mating preferences and thus
redefines previously relevant interactions.
|
Constructing an Agent-Based Model of the Spread of Tuberculosis
Kristen Hassmiller
khassmil@umich.edu
Department of Health Management and Policy, School of Public Health
Traditional models of the spread of disease assume perfect mixing. This
implies that every individual is equally likely to infect any other
individual. However this assumption is far from realistic. Agent-based
modeling permits investigation of how different epidemics look when the
social networks tying individuals together differ.
For this poster presentation, I consider the specific case of
tuberculosis. I will present preliminary findings on the spread of
tuberculosis through a simple simulated population with different forms of
underlying social networks. Based on work by Watts and Strogatz (Nature,
1998), I will consider the spectrum from regular networks, to small world
networks, to random networks, comparing these to the ABM approximation of
the traditional mean-field ordinary differential equation model. I will
also consider the generation of social networks based on rules of
interaction (i.e. local employment patterns, educational and
transportation systems, and military service) such as that used in
Epstein's ABM smallpox model (Brookings Institution Press, 2004).
I will also discuss methodological issues in making the simple
tuberculosis model more realistic, including: how to model birth and
death; updating social networks over time; incorporating heterogeneity of
agents (which impacts agents' risk of infection, progression to active
disease, time between active disease and diagnosis, adherence to
treatment); and the trade-off between simplicity and realism in the model.
|
The City Development Model Based on Multi-Agents
Fang Jing
Jingfangfx22@yahoo.com.cn
Department of Computer Science and Engineering,
Nagoya Institute of Technology, Japan
Prof. Desheng Du
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
Prof. Takahashi
Nagoya Institute of Technology, Japan
With expanding the CA(Cellular Automata) model, we adopt multi-agents
technology to establish the city development model. In consideration of many layers
structure and complexity of the city development model, each of the city function
bureaus of the main economic characters that affect the resident was mapped by CA in
many layers structure. The main frame of city development model was built by the
agent.s migration behaviors that represent the interaction of the resident on each CA.
The artificial experiment on the development of Olympics city shows the actual
possibility and theories' value of the method.
(Paper in pdf)
|
Bid Quote Price Game Model
Prof. Xu Jing
jing_xu45626@163.com
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
Jiapeng Helian
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
Xiaobo Sun
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
In this paper the bidder multi-agent game model was investigated. The
author look on the bidder's quoted price using the idea of dynamic game based on the
first price sealed game theory. The primary factor whether the bidder will succeed or
not is the bidder agent's cognitive ability in the game in the case of the fixed ability.
The paper employs the computational model of the single layer perceptron and the
XOR function to get the math map then we can get the description of the cognitive
ability in the dynamic game. The competitive-bidding model was simulated in the
swarm flat. The Artificial experiment shows that the model has the rationality and the
further research value.
(Paper in pdf)
|
Modeling in Battle Damage Based on Multi-agent
Prof. Xu Jing
jing_xu45626@163.com
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
Liying Yong
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
Dr. Hongping Pan
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
Xiaobo Sun
Department of Automation, Computer and Control College
Haerbin University of Science and Technology, China
The establishment of traditional model about battle damage is static by
use of the statistics from the real battlefield without considering the actual battle
environment well. However, complex adaptive system theory is another new
alternative for research on dynamic battle damage. In this paper, we attempt to
establish a simple dynamic battle damage model with a dynamic battle environment
on Swarm in order to illustrate the methodologies of modeling based on the fact and
reasonable presumption.
(Paper in pdf)
|
ART (Artificial Reasoning Toolkit) Library
Marco Lamieri
lamieri@econ.unito.it
University of Turin, Italy
Gianluigi Ferraris
University of Turin, Italy
The ART (Artificial Reasoning Toolkit) is a pure Java library devoted to
handle Genetic Algorithms and Classifier Systems.
It has been engineered in order to be used into Swarm or others agent
based simulation's models, to easy obtain minded agents who are fully autonomous,
able to decide their own behaviors and able to change it to fit in
different environmental conditions. Another main usage of the algorithm is to
search bounded optimal solutions in very wide solution spaces and for quite
undefined problems. This kind of problems are solved using the convergence
method: the best result is assumed to be achieved when a given convergence
of the same solution exist in the population. It is widely accepted as mathematical
proof that the genetic algorithm, due to its fitness-proportionate
reproduction, converges to better solutions.
The genetic algorithm's implementation, starting from John Holland's
work, introduces some extensions and innovations:
extended alphabet: each gene can be represented by up to 32000 values.
In a standard representation the genes have a binary alphabet and so
the genomes have to be explicitly translated into the various aspects
composing the solution, which after some manipulation, as crossover
or mutation, can become meaningless. With the extended alphabet
each allele can be a meaningful part of the solution and the translation
process is easier.
multi genome: each individual of the population is represented by a chromosome
that could be composed by a variable number of genomes.
Each genome of a chromosome represent a substrategy and the chromosome
is the genetic algorithm's formalism for a strategy driving
the actions of the simulated agent. The multi genome schema give a
high degree of freedom to the user in formalizing problems in which
coexist different binded aspects.
rescale fitness operator: the natural selection process has been modified
in order to improve efficiency and manage negative fitness values. The
technique utilized consist in rescale the fitness of all the chromosome.
univocal genome: using this option each value of the alphabet is unique
within the genome, it means that in a genome there can not be two or
more identical genes.
(poster in ppt)
|
MASON: A New Multi-Agent Simulation Toolkit
Sean Luke
sean@cs.gmu.edu
Claudia Cioffi-Revilla, Liviu Panait, Keith Sullivan.
Dept. of Computer Science and Center for Social Complexity
George Mason University
We introduce MASON, a fast, easily extendable, discreteevent
multi-agent simulation toolkit in Java. MASON was
designed to serve as the basis for a wide range of multiagent
simulation tasks ranging from swarm robotics to machine
learning to social complexity environments. MASON
carefully delineates between model and visualization, allowing
models to be dynamically detached from or attached
to visualizers, and to change platforms mid-run. We describe
the MASON system, its motivation, and its basic architectural
design. We then discuss five applications of MASON
we have built over the past year to suggest its breadth
of utility.
(paper in pdf)
|
Simulating an Artificial Society: The Free/Open Source Software Community
Greg Madey
gmadey@nd.edu
Computer Science & Engineering, University of Notre Dame
We report the latest results from an ongoing study of Free/Open Source
Software (F/OSS) development at the community level. A computer simulation
of the F/OSS community is developed using Java/Swarm and a relational
database. Empirical data is used to parameterize the simulation, which in
turn is used to investigate hypotheses about processes and mechanisms
leading to F/OSS community formation. Successive computer experiments
using the simulation have been conducted to test various hypothesis about
mechanisms and processes at play in the F/OSS developer community.
Publicly available data about F/OSS projects, developers, processes, and
their relationships have been collected from F/OSS hosting sites,
including SourceForge and others. Numerous descriptive statistics,
including the existence of many power-law relationships, are presented.
The F/OSS community is modeled as a collection of ad hoc, social networks
consisting of heterogeneous agents, self-organizing into projects and
clusters of projects. The quantitative data, the model, and the simulation
offer insight into F/OSS project coordination and communication.
|
Web-Based Molecular Simulation using Agent-Based Modeling Techniques
Greg Madey
gmadey@nd.edu
Computer Science & Engineering, University of Notre Dame
Note: This poster reports on an ongoing study that began at SwarmFest
2002 (Seattle, WA) when one of the investigators presented a research
problem and requested opinions on the feasibility of using Swarm on the
study. Those opinions, along with practical advice, contributed to the
following successful results.
Natural organic matter (NOM), a heterogeneous mixture of molecules,
plays a crucial role in the evolution of soils, the transport of
pollutants, and the change of global weather. The evolution of NOM over
time is an important research area in biology, geochemistry, ecology,
soil science, and water resources. Due to its complexity and structural
heterogeneity, new simulation approaches are needed to help to better
understand the structure and the evolution of NOM. We present a new
stochastic model, implemented using Java/Swarm, which explicitly treats
NOM as a large number of discrete heterogeneous molecules. The NOM,
micro-organisms, and their environment are taken together as a complex
system, and simulated using an agent-based modeling approach. The
global properties of NOM evolution over time can be studied by
simulating the physical and chemical reactions between individual
agents with temporal and spatial properties. Unlike the previous
stand-alone simulation models, the NOM simulation model serves as an
example of E-science, in which we do science on the Web by combining
recent information technologies (Java 2 Enterprise Edition, J2EE) with
an agent-based computational approach. An intelligent Web-based
interface is developed to allow scientists to access the remote
simulation model from a standard Web browser. The Web-based interface
enables scientists to remotely provide parameters for their
simulations, start and stop the simulations, and view the results. The
initial users of the NOM simulation model includes a geographically
separated group of NSF sponsored scientists from different research
areas. A NOM collaboratory is built to promote collaboration among
these scientists and allow them to share their data and information
across distributed sites. A XML-based Markup Language, NOML, is
provided to build the XML-based Web components and facilitate Web
services development in the future.
|
Penelope Meets Nemote: Distributed Production Planning Optimization
Matteo Morini
matteo.morini@unito.it
University of Turin
The original textile-oriented production planner Penelope is an
extremely timeconsuming process, very heavy from a computational
standpoint. Running the system as a monolythic task, on a single CPU,
brings unsustainably long completion times, especially when employed
in production environments where the size of the planning problem
exceeds the naivet of unsophisticated situations tailored for testing
needs only.
In order to overcome prompt response constraints, the inherently
parallel work of evaluating multiple candidate plans has been
distributed among multiple CPUs, residing on networked pcs.
The tasks distribution, load balancing and failure tolerance
management is performed by an infrastructure developed by the Nemote*
group: Riccardo Boero, Gianluigi Ferraris, Matteo Morini and Michele
Sonnessa. The original, swarm-based, objective-C model has been split
into self-contained components glued together by java
processes. Different nodes comminicate via RMI and the java and
objective C parts communicate via tcp sockets.
Performance scales almost linearly, thanks to the careful trimming of
the system, which allows tasks to be distributed in batch in order to
minimize network overhead.
Nemote has not been developed as an ad-hoc tool, being easy to exploit
whenever distributed computational needs arise, when parallel
modelization is the fundamental issue, when remote interaction among
cooperative distributed processing leads to more plausible
simulations.
(*) NEtworked MOdelling TEam, supported by the Liases Computer Lab of
the Faculty of Economics,
|
Using Swarm to Model Iterated Language Development Games
Meredith L. Patterson
University of Iowa
Robert Arens
University of Iowa
Tristan Thiede
University of Iowa
Robert J. Hansen
University of Iowa
{mlpatter, rarens, tthiede, rjhansen}@cs.uiowa.edu
Recent work by Dr. Teresa Satterfield has used Swarm to model
creolization, the development of a new language which bridges two
unrelated parent languages. We extend her approach to include a
game-theoretic model of lexical acquisition, morphological acquisition,
and shifts in social status. Within the Swarm framework, agents
interact as speakers and listeners in a noncooperative bimatrix game
whose payoffs represent a tradeoff between language acquisition and
individual utility value. Each interaction between agents involves one
or more iterations of the game, using mixed strategies which can vary
situationally, and over the course of many iterations over the entire
swarm, the change in agents' lexical and morphological inventories
reflects the development of a creole. Change in social status is
represented as a lottery among agents who have acquired a certain degree
of language competence, requiring agents to employ delayed-gratification
strategies in order to achieve the higher utility payouts granted by
higher social status. The game and lottery representations allow for a
finer degree of control over situational variables, and will facilitate
further work in modelling other elements of synchronic and diachronic
language change, e.g. sound change and syntactic parameter shift.
|
Integration of Multiple Temporal, Spatial Scale Processes in a Common Modelling Framework.
Praveena Pepalla
praveena@cc.usu.edu
Utah State University
Paul Box
paul.box@usu.edu
Utah State University
Modelling a framework for an independent system helps in understanding the
behaviour of that particular system. It is rare that systems exist
independently with out interaction with other systems. In a dynamic
landscape, what we observe as global behavior is really the interaction
of different systems like physical, hydrological and social systems,
which are defined at a variety of temporal and spatial scales; the
definition of these subsystems can make them incompatible for
integration into a global framework. Some of these systems are
spatially static. Others change their locations at every time step
exchanging feedbacks present at that time and location. Since all of
these systems can be conceived as agents, agent based simulation using
swarm protocals can be used as an integrated platform to predict the
overall impacts of mobile agents on the environment and vice versa.
This model can also be used to predict the effects of inividual agents
and also the aggregate of two or more agents. An example is presented
for a study in the Luquillo rainforest of Puerto Rico, where Cellular
Automata is used to model landscape and hydrological processes, and
free-roaming agents are used to depict shrimp migrations and
recreational users in the forests river systems. Integration of the
various subsystems is implemented through swarms list management
structure, allowing a global world to be assembled at any time step
according to the individual perceptions of any participant, be they a
shrimp, a person, a group of people, a pool, or a reach of a stream.
|
Is lotto a really, really random Game? An Agent Based Modelling
Alessandro Perrone
alex@unive.it
Dept. of Economics, University of Venice
This paper describe a simulation of the Lotto Game, and it tries to give an
answer to the common question. Is the lotto a random game? Lotto is
game of chance such as superenalotto, powerball, and the creators of those
games have gone to great lengths to make the outcomes of those games
random.
If those numbers were truly random, there would simply not be a good
mathematical way to gain an advantage. What I are aiming to find is an
opportunity to discover flaws in the designers' schemes to make random numbers,
or to discover if there are some range of values which permits to gain
an advantage against the lottery.
The simulation has been written in objective-c using Swarm libraries,
The Agent Based architecture is particularly suitable to write this kind of
simulations, in which agents interact among them in an environment.
In the simulation there are a lot of agents (from 5 to 50 different agents),
each of them has it's own stategy. Every extraction has been stored in a
mysql database, and they can be retrieved by the lotto agents whose rule
is to get the extraction and pay the wins.
The paper starts with a short Lotto History, Chronicles Of The Game,
a brief overview to most famous lottery games, then a description of some
financial data about this game, and finally there's a description of the model,
concentrating the efforts to comment the different strategies of the agents
(there are strategies of a wide range, from the random number to play
each estraction to a genetic algorithm).
|
Can Swarm Based Systems Outperform Other Methods in Training Neural Networks?
Danil V. Prokhorov
dprokhor@ford.com
Ford Motor Company
Particle swarm optimization (PSO) has been applied to a wide variety
of problems since its inception in 1995 [1]. Yet, it seems to be a
deficit of applications of PSO to neural network training problems,
especially in cases of medium- and large-size networks (more than 1000
weights), large training data sets (more than 100,000 data vectors)
and recurrent neural networks.
We are interested in efficient training methods for neural networks,
especially those methods that scale well to problems requiring large
data sets and recurrent neural networks. We have developed the
training methods based on the extended Kalman filter (EKF) algorithm
and applied them successfully to many problems in system modeling and
control using neural networks [2]-[4]. The EKF methods operate
fundamentally in the pattern-by-pattern mode of data presentation (as
opposed to the PSO which operates in the batch mode), although
presenting training data in mini-batches (streams) has been found to
be very effective [2]. The EKF training complexity scales roughly as
O(square of number of weights).
Recently, there have been claims of superior behavior of PSO applied
to simple neural network training problems (see, e.g., [5]). On the
contrary, our own research demonstrates that, while the PSO may be
effective in comparison with simple gradient based algorithms like the
standard gradient descent and other first-order techniques, it is
substantially inferior to the EKF and, possibly, other more advanced
methods, especially when dealing with complex problems like ones
discussed in [3]. Having much more experience with the KF based
techniques than with the PSO, we might well be unaware of the right
set of tricks swarm researchers employ to deal with large-scale
optimization problems. However, it is also possible that that, at
least partially, the reason behind the observed PSO disadvantage lies
least partially, the reason behind the observed PSO disadvantage lies
in its batch mode of operation and poorly understood initialization of
particles for large optimization problems.
We wish to discuss our comparative results with those presented in [5]
and offer to future PSO benchmark studies a couple of challenging
problems for training recurrent neural networks already efficiently
solved by the EKF.
[1] J. Kennedy, RC Eberhart, and Y. Shi. Swarm Intelligence. San
Francisco, Morgan Kaufmann, 2001.
[2] Feldkamp and Puskorius, "A Signal Processing Framework Based on
Dynamic Neural Networks with Application to Problems in Adaptation,
Filtering and Classification," Proc. IEEE, Vol. 86, No. 11,
pp. 2259-2277, 1998.
[3] Prokhorov, D., Feldkamp, L., and I. Tyukin, "Adaptive Behavior
with Fixed Weights in Recurrent Neural Networks: An Overview,"
Proc. of International Joint Conference on Neural Networks (IJCNN),
WCCI'02, Honolulu, Hawaii, May 2002.
[4] D. Prokhorov, G. Puskorius, and L. Feldkamp, "Dynamical Neural
Networks for Control," in J. Kolen and S. Kremer (Eds.) A Field Guide
to Dynamic Recurrent Networks, IEEE Press, 2001.
[5] Gudise, V. G. and Venayagamoorthy, G. K. "Comparison of particle
swarm optimization and backpropagation as training algorithms for
neural networks." Proceedings of the IEEE Swarm Intelligence Symposium
2003 (SIS 2003), Indianapolis, Indiana, USA. pp. 110-117, 2003.
|
A Comparison of Geometric Algorithms and Agent Based Models for Fractal Simulations of African Settlement Architecture
Ajith Rao
mulkya@rpi.edu
School of Architecture, Rensselaer Polytechnic Institute
Ron Eglash
Department of Science and Technology Studies, Rensselaer Polytechnic Institute
This paper describes our ongoing attempts to simulate the layouts of African
settlements using a fractal approach. Many examples of African indigenous architecture have
been shown to demonstrate elements of fractal design (Eglash, 1999). The settlement
selected for consideration in this study is in the city of Logone-Birni in Cameroon. An
examination of an aerial view of the settlement layout shows distinct fractal characteristics,
such as that of self -similar scaling. These characteristics made this settlement a prime
example for study of fractal based design. Among the structures, the most interesting one is
the palace of the chief (Figure 1) , which shows the clearest discernible fractal appearance -
e.g. the scale of the units seem to decrease as they move towards the center.
Local inhabitants reported that different reas ons were responsible for the designs
implemented in this settlement. These ranged from patrilocal residency (sons would build new
houses adjoining their fathers houses, hence the growth of these buildings would happen
through a process of accretion) to military defense (the structure, with its series of parallel
walls, would serve as an effective defense against invaders). It is interesting to see how these
considerations manifested themselves in the architecture, the results of which were fractal
forms. Thus, the motivation behind this study was to uncover rules that could approximate the
fractal layouts in these settlements. We explored computer simulations of fractal shapes using
different techniques, to examine whether they were able to reciprocate, to a degree of
certainty, the layouts of these settlements.
Three distinct approaches were adopted in simulating these layouts. They were the
'transformational geometry' approach, the 'growing edge' approach, and the 'agent based'
approach.
In the first approach, a seed shape was iterated to the required number in one single
operation, at the same time manipulating it b y operations of scaling, rotation, etc. as required.
This approach was consistent with recursive affine linear transformations [cf. Flake, 2000],
where iterative copies of a shape are subjected to simultaneous mathematical
transformations in one step. Although this approach gave some interesting results, it was
deemed unsatisfactory in view of our goals, mainly because i t was difficult to 'tune' it to
simulate an image similar to the one projected by the layout.
The second approach of using a 'growing edge' helped us overcome some of the
problems faced in the first one. In this approach, each copy of a unit of iteration in the
simulation would have one edge that served as a vector for the next transformation. An
advantage of this approach was that the succeeding units at every step were automatically
determined with relation to the previous ones. This approach was able to produce the
spiraling characteristics of the layout, However, it was still insufficient in its capabilities.
The results of these two approaches indicated the need for a strategy which could
better reflect the complexity of the scaling architecture. The patterns were not necessarily
determined by a single rule, e.g. a spiraling could start out in a particular direction, and at
some point appear to reverse direction, and so on. Also, the units were not regular throughout
the layout; different sizes of units appeared in between, hence the scaling was not necessarily
uniform. All this defined the need for each unit to be 'aware' of its preceding unit, and also of
the overall space, before it gets formed. Another possibility was that of a probabilistic model
for the layouts, which allowed for changing the rules as the simulation progressed.
This third approach, which is still under development, utilizes an agent modeling
toolkit, NetL ogo to simulate the layout. This strategy involves agents which multiply on a grid
according to certain rules. Using different types of agents accounts for the non-regularity of
the shapes that are seen in the layout. Preliminary investigations show that fractal
characteristics can emerge from this growth process. Future extensions planned for this
strategy involve incorporating external constraints in the developments of these layouts.
Evolving a generic model of this nature could mean that further investigations can be
conducted on other indigenous architectures from different parts of the world, which is a
future goal of this project.
References:
1. Eglash, R. African Fractals: Modern Computing and Indigenous Design . New
Brunswick: Rutgers University Press 1999.
2. Flake, GW. The Computational Beauty of Nature, MIT Press, MA 1999.
|
Agent-based modeling vs. Equation-based modeling of Endemic Infections?
Thomas Riggs
triggs@beaumont.edu
Center for the Study of Complex Systems, University of Michigan
Vaccine trials involving day-care centers where entire units are randomly
assigned to vaccination vs. no vaccination are often used to assess
transmission effects of vaccines. To estimate statistical power in such
trials, one needs a prior estimate of both prevalence and the probability
distribution of the number infected within the unit. Agent based modeling
using Ascape was contrasted with equation based modeling using the
Kolmogorov equations to estimate the prevalence of endemic infection
levels in small transmission units. Using the equation based approach and
assuming constant values for the (i) outside force of infection, (2) the
recovery time from infection and (3) the internal contact rate, the
equilibrium values for prevalence and for the probability distribution of
the number of infected within the unit were calculated.
An agent-based model based on keeping the same three parameters constant
and matching prevalence levels and outside force to those of the
equation-based models demonstrated that the probability distributions
matched very closely for the two methods. In the agent-based model, the
three parameters were varied individually in a range that would cause mean
prevalence to vary ( 5-10 % at the extreme parameter values. When either
the outside force of infection or the contact rate was randomly varied,
the mean prevalence was the same and the probability distributions were
unchanged compared with a constant value for these two parameters.
However, the same degree of change in the recovery time introduced a
significant bias to decrease the mean prevalence. Precise estimation of
the recovery time appears to be more critical than estimation of the
outside force of infection or the contact rate for modeling prevalence and
distribution of outcome for small transmission units.
|
Site Evaluation and Cultural Influence Extensions to a Residential Location Model
Derek T. Robinson
dtrobins@umich.edu
School of Natural Resources and the Environment and
Center for the Study of Complex Systems, University of Michigan
Why do residential development patterns exist the way they do today? What are
the factors driving and constraining residential site selection? A number of
theories and mechanisms have been proposed to answer these general questions in
residential location theory. The purpose of the presented research is to extend
work in this field by introducing mechanisms related to heterogeneous site
evaluation and cultural influence. Patterns of clustering in urban development
patterns are analysed to determine if the introduction of these mechanisms
cause significant differences in the spatial settlement patterns of residents,
why they occur, and what these differences mean. While site evaluation and
cultural influence mechanisms are topics of influence in a number of other
fields, they have yet to be incorporated into residential location models.
Therefore the proposed mechanisms may provide new types of explanation for why
residential patterns emerge the way they do. Because the proposed mechanisms
extend those that already exist they may be thought of as complementary rather
than in competition with them.
(poster in pdf)
|
GIS Vector Graph Objects in Swarm
Yuya Sasaki
slk1r@cc.usu.edu
Utah State University
Paul W. Box
Utah State University
In this poster presentation, we report the GIS Vector Graph Objects developed
for Swarm. It is the package of Swarm object classes that employ graph algorithms to
realize the importation of GIS vector data into two-dimensional raster space. This
package enables the real world network data be it traffic, hydrological, or
communication to be loaded in the Swarm agent-based simulation environments. While
the conceptual basis is graph, the general grid acts as the platform of visual media so that
it will be algorithmically compatible with Swarms cellular environment. The package
consists of graph, arc, vertex, and agent classes, where agent objects can represent
vehicles in traffic networks, or suspended sediments in hydrological networks. Graph
class integrates and connects the other classes to enable them to represent a single
consistent network. This package can read any data format from standard commercial or
free programs of GIS, simply by modifying the file input portion of the package. We
demonstrate the program by loading the highway data of the US west coast region in the
Swarm raster, and examine the bottom-up optimality of the autonomous vehicles by
embedding Q-learning modules in them. As an additional feature, each arc is assigned its
free flow travel time (zero-flow cost) and marginal travel time of vehicles (marginal cost)
to cause congestion as agents rush to a portion of the network. In this example application,
agents learn to produce the traffic user equilibrium by bottom-up processes.
Reference: http://cc.usu.edu/~slk1r/technology/vectorgis.html
|
Spatial Evolutionary Dynamics: Spatial Replicator Equations and Cellular Autoregressive Methods
Yuya Sasaki
slk1r@cc.usu.edu
Utah State University
Paul W. Box
Utah State University
We propose a version of replicator equations that incorporates the spatial
interactions in cellular model. The extent of one-time-step interaction is exactly the
range-one von Neumann neighborhood (NNR1). The state of a cell enters the
payoff/fitness functions for all the cells in its NNR1, and this drives the spatial
replicator dynamics defined either by differential or difference equations. Under this
formulation, the simplex is invariant for each cell. The NE and ESS under spatial
replicator dynamics remain the same as those of the standard replicator dynamics, but
with far more strict conditions. While the dynamics can be specified by a system of m
by n laws of motions where m is the number of spatial units or cells and n is the
dimension of simplex, one will find it appropriate to design it with cellular automata.
The weakest condition for the asymptotic stability of a state can be defined by the usual
dynamic analyses that use eigensystems and/or Lyapunovs theorem. But this weakest
condition will lack the intuitiveness for the sophisticated spatial interrelations. Thus, we
adopt an alternative method to measure the evolutionary progress under the spatial
dynamics. Cellular autoregressive model was modified with maximum likelihood
method to let the spatial autocorrelation account for the states' deviations from ESS
instead of mean. With this, the residuals represent the overall deviations from the ESS,
thus enabling the whole-range evolutionary stability to be represented by zero
autocorrelation and zero residual. As this result is not so frequent, we will define the
state with stationary spatial autocorrelation and stationary residual as the spatially
heterogeneously evolutionary stability. For this purpose, we employ the multi-layered
cellular automata development environment with the aid of Swarm tool kit.
Reference: http://cc.usu.edu/~slk1r/geography/spatialevolgame.html
|
Development Report: Incorporating a Genetic Algorithm Framework into a Multi-agent Modeling System
Jeffrey Fuller
fullerje@student.gvsu.edu
Dept. of Computer Science, Grand Valley State University
Greg Wolffe
Dept. of Computer Science, Grand Valley State University
The purpose of this project was to embed intelligence into varying
levels of a Swarm-like simulation system. In particular, it entailed
the incorporation of the JGAP genetic algorithm framework into the
RePast agent-modeling tool.
In the course of integrating the framework into the tool, we
identified three separate levels at which we could assimilate
evolutionary computing-based intelligence. A genetic algorithm can
run at the individual agent level, used to select from among possible
agent behaviors. Evolutionary pressure can also manifest at the model
level, using the notion of fitness to drive optimization of
agents. Finally, a genetic algorithm can be employed to generate
populations of simulations, used to select towards an optimal model.
Each of these implementation levels has advantages and drawbacks, and
applications for which they are best suited. In this paper, we
describe the details of our implementations, characterize appropriate
uses, present preliminary results incorporating our system into an
existing model, and indicate potential directions for future research.
|
|
 |
|
|
Presentation Abstracts
(Presenting author's name in bold)
Extended Abstracts, Full Papers and Slides,
when provided, are available as links off the abstract title
|
Exploratory design of collective behavior
Eric Bonabeau
eric@icosystem.com
Icosystem Corporation
Agent-based modeling (ABM) enables us to reproduce emergent phenomena in
collective human (and non human) systems. With a properly validated and
calibrated model it therefore becomes possible to explore the range of
emergent phenomena made possible by the individual-level rules of behavior
and interactions between agents. While the "forward problem" of determining
which emergent pattern will result from a set of individual-level rules is
greatly facilitated by ABM, the inverse problem, which consists of designing
the rules to create certain collective patterns, is still very difficult for
a variety of reasons including: desired patterns may be difficult to
formalize, the collective-level pattern landscape may be rugged, one may not
know ahead of time what kinds of collective-level patterns to expect from
the individual-level rules, rule space is extremely large, etc. By combining
ABM with interactive evolution, a form of exploratory optimization whereby a
human observer provides the (subjective!) objective function, it is possible
to explore the space of emergent collective-level patterns with a view to
designing "interesting" patterns. The combination of ABM with interactive
evolution will be demonstrated using a simple game that can be played by a
group, small or large, of human beings. Co-authors of this work are Pablo
Funes and Belinda Orme, both at Icosystem Corporation.
|
Agent Based Models of the Acute Inflammatory Response: Update on
Development and Future Directions
Gary An, MD
Docgca@aol.com
Department of Trauma, Cook County Hospital
Rationale: The Acute Inflammatory Response (AIR) is the body's first
response to injury and infection. However, improvements in medical
care over the past 30 years have "uncovered" a pathologic state of
the AIR: Systemic Inflammatory Response Syndrome (SIRS)/Multiple Organ
Failure (MOF)/Sepsis. In this situation the AIR behaves in
paradoxical fashion. In many ways it acts as a complex, nonlinear
system, with non-intuitive responses to manipulation. An example of
this property is the difficulty translating basic science knowledge of
the underlying mechanisms of the AIR into effective clinical regimes
for SIRS/MOF/Sepsis; only one therapy over the last 30 years has
demonstrated any statistically significant benefit. Over the past 4
years we have been using Agent Based Modeling (ABM) to try and bridge
the gap between the basic science information and the clinical
setting. Presented here are a series of preliminary, abstract models
that demonstrate the potential benefits of this approach, as well as
suggestions for future directions of investigation.
Methods: The current platform for development is StarlogoT. There are
three types of ABMs presented here. The first is a global, systemic
ABM that reproduces the general dynamics and behavior of the AIR.
Data sources for the development of the global ABM were review
articles on the components and mechanisms of the AIR. The second is a
modification of the base global ABM to a specific pathogen, namely
B. anthracis. The ABM simulation of Anthrax was derived from review
articles on the pathophysiology of B. anthracis infection. The third
is an ABM of a basic science "wet lab" model, an epithelial cell
barrier function model. The basic science ABM was derived from the
published papers that used the specific cell culture model simulated.
Results: The global ABM qualitatively reproduced the behavior of the
AIR, as well as the unsuccessful results of the anti-cytokine trials
of the 1990s. Furthermore, hypothetical regimes are shown to
demonstrate the utility of ABM in designing and testing potential
therapies. The Anthrax ABM demonstrates the difference between
cutaneous and inhalational Anthrax as well as the effects of potential
anti-exotoxin therapies. The basic science ABM of epithelial barrier
function reproduced the findings of the experiments in the published
papers, and may be used as an example of how potential, modular ABMs
can be used in collaborative, distributed efforts of ABM development.
Conclusions: ABM is a technique of analysis that may aid the
translation of basic science research into more effective clinical
regimes for the treatment of SIRS/MOF/Sepsis. ABM is intended as an
adjunct to more traditional research activities. ABM may be useful as
a pre-testing platform for proposed clinical trials. The process of
developing ABMs may lead to greater understanding of a "Theory" of
SIRS/MOF/Sepsis. Finally, a "freeware" ABM of the AIR may have
use as a functional, synthetic repository of basic science knowledge
of the AIR.
(presentation in ppt)
|
Nobility and Stupidity: Modeling the Evolution of Class Endogamy
Theodore C. Belding
Ted.Belding@umich.edu
Center for the Study of Complex Systems, University of Michigan
Class endogamy is a phenomenon in which nobles only marry other nobles
and commoners only marry other commoners. The origin of class
endogamy, and of social stratification in general, is a major open
question in archaeology. This paper implements a verbal model proposed
by Marcus and Flannery as a class of agent-based computer models by
generalizing and simplifying a mathematical model of marriage markets
developed by Burdett and Coles. One force that can produce class
endogamy occurs if agents are only willing to marry suitors having
status no less than some fixed value below the status of their
highest-status suitor, which they can learn. Another such force
results if children inherit the average of their parents' statuses. In
contrast, status achieved over an agent's lifetime can be viewed as
noise, analogous to mutation in biological evolution. I propose that
class endogamy may have resulted from forces such as these, along with
other factors such as ideology. Simulation results are presented, and
potential areas for future research are sketched out. The validity of
these models for any particular culture depends, of course, on whether
these forces were actually operating in that society.
(paper in pdf)
|
Inferring Individual Behavior with GP: Agent-Based Models of Public Goods Provision.
Riccardo Boero
R.Boero@surrey.ac.uk
Dept. of Sociology, University of Surrey
Agent Based Models are useful for the process of understanding dynamics
and causal relations of complex social systems. That kind of modeling
approach is based on the process of reducing real complexity to the
model micro specification and of studying its outcomes via computer
simulation. But to increase the scientific value of the research
process, a deeper empirical foundation of the micro specification must
be developed. In the paper, I report some results obtained searching for
nano foundations of socio-economic ABMs, i.e. empirical foundations of
the micro specification. In particular, an attempt to use data collected
in classroom experiments is presented and a methodological procedure is
evaluated. In fact, the paper focuses on an example based on some
experiments about public goods provision, showing how some parts of the
micro specification can be easily founded on reality (i.e. how the
interaction and endowments structure can be made explicit as
experimental ones) while individual behavior is problematic. In fact, a
complicate procedure is needed to infer a behavioral strategy useful for
modeling and scientific purposes. Thus, an inferring procedure using
Genetic Programming is presented and, finally, some models are presented
too with the aim of stressing how the proposed procedure helps building
models to understand such kind of social and economic dilemmas.
|
SumWEB: stock market experiment environment for natural and artificial agents
Alessandro Cappellini
cappellini@econ.unito.it
University of Turin, Italy
SumWEB (SUM Web Economic Behaviour) is a Swarm based web-application.
The simulation core is based on a Objective-C stock market simulation, SUM (Surprising
(Un)realistic Market), developed by Pietro Terna (Terna 2000) enriched by new features.
The prices formation and the order enqueuing rules were directly inspired by MTA (Mercato
Telematico Azionario, the Italian Stock Exchange). We included rules such as opening and
closing auction, but more relevant a tick by tick formation price mechanism.
In order to increase simulation realism we can create various books to add more than one
equity stock. The stock prices are used to calculate an index so we can activate a special book
to collect index future proposals.
The agent population is very rich and heterogeneous. We can activate minded agent (equipped
with an artificial neural network) or no minded purely random agent. We designed also some
agents based on simple trading rules such as the stop loss agent or the arbitrageur agent.
SumWEB was mainly designed to introduce humans inside the simulation using the avatar
tecnique. With this simple idea we can build a bridge from pure ACE (agent-based computational
economics) approach to experimental economics. Humans can stress test model, can
reveal implementation or logical error, slackness, or better can show unpredictable behaviours.
We can study humans behaviour in an artificial controlled lab.
SumWEB was electively used for two experiment, organized by Faculty of Economics (University
of Turin). The first one was a class game with 57 persons on 6th May 2003 for one hour.
The second one was a two weeks long online experiment, from 8th to 21th May 2003, with 152
persons over 486 agents. In both experiment the market was populated by three equity stocks
and one index future.
slides in pdf
|
Swarm and GNUstep Development Report
Scott Christley
schristl@nd.edu
University of Notre Dame
In this report, I discuss the development efforts to allow Swarm
applications to work within the GNUstep environment; the result is
that Swarm acts like a third-party library within the GNUstep
environment allowing Swarm to utilize existing GNUstep functionality.
GNUstep's website at http://www.gnustep.org describes GNUstep as 'a
free, standard, object-oriented, cross-platform development meant to
provide generalized visual interface design, a cohesive user
interface, and look good as well. GNUstep is based on and completely
compatible with the OpenStep specification developed by NeXT (now
Apple Computer Inc.). GNUstep also implements many additional classes
and methods, some from the Cocoa API for the sake of
compatibility. GNUstep is written in the object-oriented language
"Objective-C", a superset of C which adds object-orientation to C.'
The development project has several milestones and long-term goals:
- Remove usage of Swarm's internal libobjc and use the standard
Objective-C runtime provided with the GNU compiler.
- Package Swarm as a third-party library within the GNUstep Makefile
system so that it can be asily incorporated into GNUstep
applications.
- Have Swarm's simulation scheduling mechanism work alongside
GNUstep's graphical event processing.
- Replace Tcl/Tk/BLT graphical interface with a GNUstep one.
- Replace some Swarm internal implementations with GNUstep classes.
- Allow Swarm classes, both internal and user-defined agents, to be a
palette in GORM.
- Creation of a Swarm application type within ProjectCenter to
provide a set of template files with some standard classes, menus,
and windows pre-defined for the user.
The current progress of these milestones, any issues encountered
during the development process, work still to be done, and some
exciting future prospects will be presented.
slides in pdf
|
Agent-Based Modeling and Simulation of Strategic Scenarios with Repast 2.0
Douglas Druckenmiller1,2
William Acar2
Marvin Troutt2
1ddrucken@bsa3.kent.edu
2Graduate School of Management, Kent State University.
This paper provides a background discussion of agent -based modeling (ABM) and simulation
of strategic scenarios. Causal mapping is introduced as a structured method for situational
formulation and analysis of unstructured strategic problems. Causal mapping includes specific
processes and analytical approaches offering cognitive modeling support for problem formulation
and scenario planning. A prototype system for the development and simulation of causal maps using
RePast 2.0 is described. A typical application is described and implementation issues are discussed.
The prototype system provides the development of a human-artificial conceptual map for assumptional
analysis of strategic scenarios that serve as the basis of selecting relevant information for
strategic decision making.
(paper in pdf,
poster in ppt)
|
A Spatially Explicit, Bioenergetically Cosntrained, IBM of Predator-Prey Interactions in a Stream
Eliezer Gurarie
eliezg@u.washington.edu
Quantitative Ecology and Resource Management, University of Washington
The northern pikeminnow (Ptychocheilus oregonensis) is a fresh-water
predator that contributes significantly to the mortality of
ocean-bound juvenile salmonids (Oncorhynchus sp.) in the lower
Columbia River basin. Models used to estimate predation on salmonids
tend to lack information about spatial variability of predators and
prey and complexity of the environment and to ignore the energetic
constraints of feeding fish.
A spatially explicit bioenergetically constrained individual based
model of pikeminnow predation on salmon smolt was developed in SWARM.
In it, a predator with basic foraging behavior encounters passing
prey. The model provides the opportunity to explore environmental
variables (temperature, flow velocities, light availability), and
individual behavioral variables (reaction distances, aggregation of
prey) in a unified context. Simulations show that growth and
consumption display a strong though qualified dependence on
temperature, spatial structure of migrating prey, and prey density.
The model has potential for testing the assumptions used in smolt
migration and survival models and exploring the role of heterogeneity
and environmental complexity on the pikeminnow-salmonid system. An
expansion of this approach would integrate aspects of visual foraging,
bioenergetics, swimming mechanics, behavioral responses and
hydrodynamics, and contribute to a unified theory of predator-prey
interactions in aquatic environments.
|
The Immune System as a Complex Adaptive System: A RePast Simulation of the Anti-Viral Immune Response.
Virginia A. Folcik, Ph.D.1
vnivar@hotmail.com
Charles G. Orosz, Ph.D.1,2
orosz-1@medctr.osu.edu
1Department of Surgery/Transplant, The Ohio State University College of Medicine and Public Health
2Corresponding Author.
The immune system is a prime example of a complex adaptive system, with
Individual cells that follow rules for behavior based upon detection of signals
and contacts with other cells in the environment. We have created a simulation
of a human anti-viral immune response using the RePast software framework. The
agent-based simulation includes three windows that represent a generic tissue
site with parenchyma that becomes infected with virus, a lymph node site with
cells that can become activated to fight the viral infection, and the peripheral
blood that carries the responding immune cells and antibodies back to the site
of infection. The simulation uses seven agent types and twenty signals to
represent Parenchymal Cells, B-Cells, T-Cells, Macrophages, Dendritic Cells,
Natural Killer Cells and the virus, and pro- and anti-inflammatory cytokines,
chemokines and antibodies that such cells use to communicate with each other.
The numbers of agents present as well as the quantity and types of signals
present depend upon rules for proliferation and the release of cytokines that
the agent types follow. Individual agents have various states, migrate from one
window to another and live or die as the rules for their behavior dictate.
A typical run of the simulation involves the entry of initial conditions
(ratios of immune cell types), then the execution of the simulation during which
the numbers of agents and quantities of signals are recorded. Given sufficient
time, the outcome of a run may be either that the virus infects all of the
parenchymal cells resulting in the death of the tissue (a viral "win") or the
elimination of the virus and all virally infected cells with regeneration of
healthy cells and restoration of the tissue to equilibrium conditions (an immune
system "win"). Consistent with the theoretical properties of a complex system,
our experiments have found initial conditions that always produce the same
win/loss results, but the profiles of cell proliferation and signal production
that occur are unique for every run of the simulation. Other initial conditions
have been found that produce varying win/loss ratios.
We plan to be able to use our simulation to explore formative patterns of
agent behavior that develop within a complex adaptive system, to evaluate how
information is used for decision making as responses evolve, and to develop
methods of generating and evaluating simulator data that can be used to identify
the strengths and weaknesses of clinical and experimental tools that are
currently in use.
slides in powerpoint
|
Coupled Eulerian-Lagrangian Agent Individual-based Modeling (CEL Agent IBMs) for Fish
R. Andrew Goodwin
rag12@cornell.edu
Environmental Laboratory, US Army Engineer Research & Development Center at Portland District
James J. Anderson
School of Aquatic & Fishery Sciences, University of Washington
John M. Nestler
Environmental Modeling & System-wide Assessment Center, US Army Engineer Research & Development Center
Larry J. Weber
IIHR Hydroscience & Engineering, University of Iowa
We describe a theoretically- and computationally-robust mathematical method for
decoding movement patterns of individual fish responding to biotic and abiotic stimuli in 3-D
space-time. The method, coupled Eulerian-Lagrangian agent individual-based modeling (CEL
Agent IBM), integrates the three primary theoretical frameworks for mathematically describing
the movement of animals: Lagrangian, Eulerian, and agents. CEL Agent IBMs integrate a
Lagrangian particle-tracking algorithm supplemented with behavioral rules into a 3-D Eulerian
computational fluid dynamics (CFD) model. Behavioral rules derived from an agent-based,
event-driven foraging model query stimuli information from the CFD model or a priori field data
collected in a dense grid. Back-casting simulation analysis results in a mechanistic,
mathematical formulation amenable to accurate forecasting. We demonstrate the utility of the
method by presenting results from a CEL Agent IBM application at Lower Granite Dam on the
Snake River, Washington, USA in which the observed 3-D movement and passage patterns of
downstream migrating juvenile salmon were successfully decoded with sufficient accuracy to
assist engineering design. The prototype CEL Agent IBM, the Numerical Fish Surrogate,
explains 74% (r2 = 0.74) of variation in fish passage for eleven different structural and
operational configurations that vary substantially in flow and bypass system design. For
comparison, colored dye (or passive particles) released from the same locations yields an r2 of
0.53. The Numerical Fish Surrogate is used by the US Army Corps of Engineers to study
observed fish movement, evaluate behavior hypotheses, and forecast plausible fish movement
and passage response to alternative designs of bypass structures at federal hydropower dams.
CEL Agent IBMs can be generalized to other aquatic or terrestrial ecosystems in which the
behavior and movement of individuals is important.
|
Discrete Evaluation and the Particle Swarm Algorithm
Tim Hendtlass
Centre for Intelligent Systems and Complex Processes, Swinburne University of Technology
Tom Rodgers
Centre for Intelligent Systems and Complex Processes, Swinburne University of Technology
{thendtlass,trodgers@swin.edu.au}
We propose that the optimal performance of the PSO algorithm should differ from
that of the real life creatures on which PSO is modelled. If a bird finds a good food
source, the likely behaviour for a flock is to congregate there, settle and feed. However,
once PSO has found an optimum, while some particles should explore in the immediate
vicinity for any better optimum present, the rest of the swarm should set out to explore
new areas.
The common PSO practice of only evaluating each particle's performance at
discrete intervals can, at small computational cost, be used to automatically adjust the
PSO behaviour in situations where the swarm is 'settling' so as to encourage part of the
swarm to explore further.
paper in pdf
|
Agent Based Models of Competitive Sympatric Speciation: An Investigation into the Role of Mate Search Tactics and Complex Phenotypes
Rainer Hilscher
rainer.hilscher@gmx.net
Affiliation
Evolutionary and Adaptive Systems Group, Informatics, University of Sussex, UK
Competition can be a creative force. The evolution of new species due to competition for
a limited resource between individuals of a population is one example that has received
increased theoretical attention in evolutionary biology. Competition is one form of
disruptive selection in sympatric speciation models. In contrast to allopatric speciation
where geographical isolation enforces reproductive isolation between new newly formed
populations, there is no barrier to gene flow in sympatric speciation. Competition and the
subsequent evolution of assortative mating can generate such a barrier.
After a first phase of studies that showed that sympatric speciation does work in
principal attention is now slowly shifting towards understanding the nuts and bolts of this
species creation process. Published analytical and simple individual based models,
however, are very limited in biological realism due to their complexity constraints.
Individuals are not treated as single units, resources (such as food) are not explicitly
modeled and many other simulation features are also highly simplified. Mate search
tactics in the context of assortative mating and complex phenotypes are just two domains
that fell prey to mathematical intractability in analytical models and simple IBM's.
Here I present an agent based model of competitive sympatric speciation that does
not suffer the aforementioned complexity constraints. One reason lies in the very nature
of agent based modeling and the other resides in the implemented architecture of the
model. By following a plug-and-simulate approach (similar to what Gulyas calls
Relational Agent Models) based on interfaces and dynamic class loading it is possible
to test many different scenarios by simply exchanging a few simulation objects. Several
different, spatial and non-spatial ecological conditions (food distributions, e.g. 2-patches,
gaussian and gradient) can be tested against different implementations of mate search
tactics (best-of-n and threshold-based variants). Results indicate that best-of-n mate
search is significantly more successful in splitting a population than threshold-based
search.
A second line of investigation refers to complex phenotypes. In traditional models
only a single fitness trait is considered. This model implements phenotypes that consist of
pleiotropically linked sub-units. Agents with complex phenotypes have to compete for
multidimensional food items. Results show that there exists an optimal degree of
interaction between sub-units for speciation to occur.
paper in pdf
|
Agent-Based Modeling of Cultural Change in Swarm Using Cultural Algorithms
Ziad Kobti
kobti@uwindsor.ca
School of Computer Science, University of Windsor
Robert G. Reynolds
Department of Computer Science, Wayne State University
Tim Kohler
Department of Anthropology, Washington State University
The multi-agent Village simulation was initially
developed to examine the settlement and farming practices of
prehispanic Pueblo Indians of the Central Mesa Verde region
of Southwest Colorado [1,2]. The original model of Kohler
was used to examine whether drought alone was responsible
for the departure of the prehispanic Puebloan people from the
Four Corners region after 700 years of occupation. The
results suggested that other factors besides precipitation were
important. We then proceeded to add economic factors into
the simulation, first allowing agents to engage in reciprocal
exchanges between kin. This resulted in larger populations,
more complex social networks, and more resilient systems.
However, the exchange was done randomly and individuals
did not remember the transactions. In this paper we explicitly
embed the reciprocal exchange process within a Cultural
Algorithm, where individual agents can remember individuals
that they have cooperated with. Also, in the cultural space the
group can learn generalizations about what kind of relative is
likely to successfully respond to a request. These
generalizations are used to drive changes in requestor
behavior. The results of this approach produced an even
larger and more complex system exhibiting greater
dependence on hub nodes that are sensitive to precipitation.
paper in pdf
|
Exploring human-environment complexity: an agent model for
across-scale and interdisciplinary integration.
Li An
lian@umich.edu
Department of Fisheries and Wildlife, Michigan State University
Center for the Study of Complex Systems, University of Michigan
Marc Linderman
Department of Fisheries and Wildlife, Michigan State University
Jianguo Liu
Department of Fisheries and Wildlife, Michigan State University
Traditional top-down approaches (e.g., state variable approach) to
studying wildlife habitat often ignore individual-level information
about the human population of interest, especially at household and/or
individual level, and often cannot capture or explain some key
processes. This study reports on an agent-based spatial model that
addresses this issue. The rapidly growing rural population in the
Wolong Nature Reserve for giant pandas (China) follows a traditional
rural lifestyle, in which fuelwood consumption has been the main
driver for panda habitat degradation. Following the life history of
individual persons and households, this model equips the individual
and household agents with knowledge about themselves, other
agents, and the environment (topography, forests, etc), and allows
them to interact with each other and the environment based on a set of
rules obtained from our fieldwork. The agents and forests change and
talk to each other over time and space, resulting in emergent
human and habitat dynamics. Aside from providing insights to panda
habitat conservation, this model may provide wildlife researchers with
a useful tool to study how habitat patterns change over time and space
as the local people, households, and forests evolve and interact with
each other.
|
The Computer Experiment in Computational Social Science
Greg Madey
gmadey@nd.edu
Computer Science & Engineering, University of Notre Dame
The year 2003 was the 50th anniversary of the invention of the
"computer experiment" by Fermi, Pasta and Ulam. The computer experiment
was offered as the third way of doing science at the time. In Kuhn's
normal science, the scientific method suggests the generation of new
knowledge by making observations of a phenomenon, identifying curious
aspects of the phenomenon, generating a falsifiable hypothesis to
explain the phenomenon, and designing an expermiment to disprove the
hyposthesis (Popper 1982). Should the experiment fail (to disprove the
hypothesis) it is accepted as an explanatory model until eventually
replaced by something better. Fermi et al proposed the use of the
computer experiment for inquiry into the physical sciences where the
phenomenon cannot or is not easily observed. Over the last decade
various social science disciplines, including political science,
anthropology, sociology, and organizational science began to embrace
simulation as one method of inquiry in what is sometimes called
computation social science. Recently, Axelrod (1997), McKelvey (1999),
Goldspink (2002), Kluver et al (2003) and many others have explored the
role of computer simulation as a source of new knowledge in the social
sciences. We integrate their analysis and present another view of
computer simulation as part of the classical scientific method applied
to the investigation of social systems. The hypothesis of the classical
scienfic method becomes the conceptual model of the social scientists,
which in turn is implemented in a computer simulation. Computer
experiments are conducted using those computer simulations.
(slides in pdf)
|
StarLogo Model of Crayfish Microhabitat Selection
Stephen D. Morse
Morses4@aol.com
Biology Dept, Camden High School, Camden, NJ
Teaching how organisms interact with habitat is different from researching
the problem. Research often paints a complex picture. Multivariate
statistics are commonly used to describe the influence of several habitat
variables on distribution. At the high school level, textbooks often
paint a simpler, sometimes oversimplified, picture. I attempted a third
approach by developing a Starlogo model. It uses actual field data on
crayfish distribution and several microhabitat variables to illustrate
habitat use in an intuitive, visual, and accessible manner. The model
uses a population of artificial crayfish, reacting to habitat variables in
parallel, as instructed by the student. The goal is to develop habitat
selection criteria for these artificial crayfish that will place them in
habitat on the computer screen corresponding to real habitat used by real
crayfish at the study site. Students determine whether individual
variables affect young-of-the-year crayfish numbers at the study site
positively or negatively. Then they estimate the degree of crayfish
response to each variable, and combine the variables to produce their best
multivariate model.
(slides in ppt)
|
Diffusion of Innovations in Small Worlds: Taking Shortcuts While Seeding?
Kerimcan Ozcan
kozcan@umich.edu
School of Business, Center for the Study of Complex Systems,
University of Michigan
Venkat Ramaswamy
University of Michigan
Whereas most research on diffusion of innovations (Bass 1969), network
externalities (Katz and Shapiro 1986), information cascades (Bikhchandani,
Hirshleifer, and Welch 1992), and fashions (Miller, McIntyre, and Mantrala
1993) require and recognize network phenomena without explicitly modeling
them or doing so under very restrictive assumptions, most research in
social network analysis facilitates the description of the "ties that bind
actors in a network" (see Wasserman and Faust 1994 for a general review)
without dynamically linking structure with concrete social processes and
individual manipulations (White, Boorman, and Breiger 1976). Subsequently,
one has to study how information flows and other transactions relate to
structural patterns and their change. This is the main objective of this
paper. In particular, we superimpose a theoretical model of innovation
adoption and word-of-mouth interaction at the micro-model onto the
small-world insight that a very small number of random, global links at
the macro-level can shrink the network drastically (Watts 1999).
We first propose a theoretical model of word-of-mouth interaction
utilizing information- and decision-theoretic conventions (Chatterjee and
Eliashberg 1990; Feder and O'Mara 1982; Jensen 1982; Roberts and Urban
1988). Next, using the small-worlds formalism proposed by Watts and
Strogatz (1998), we generate networks that are connected, have minimal
structure, are made up of unidirectional and non-valued links, and range
between a topological ring and a complete graph. Then, we utilize the
SWARM agent-based modeling platform to investigate the effects of network
size, number and distance of shortcuts, and number and collocation of seed
agents on the aggregate dynamics of innovation adoptions as mediated
through word-of-mouth traffic. We close by discussing these results and
what they imply for managerial practice.
|
IDEAS - Interactive Development Environment for Agent-based Simulation
Alessandro Perrone
alex@unive.it
Dept. of Economics, University of Venice
Andrea Pellizzon
University of Mathematics, University of Padua
Licia Salce
University of Mathematics, University of Padua
This document describes the new features implemented in the IDEAS, and
interactive IDE for Agent based simulations.
With this tools, building a simulation is then done by adding components
from the component palette to the property pane, customizing these components
by editing their properties, compiling the project and then running
the resulting simulation.
This paper gives an overview of the environments showing how is simple
to write simulation using different Agent based environments even if there's
a little knowledge of the agent based paradygm. What's an IDE? Upon a
standard definition IDE, integrated development environment is a system
for supporting the process of writing software. Such a system may include
a syntax-directed editor, graphical tools for program entry, and integrated
support for compiling and running the program and relating compilation
errors back to the source. Such systems are typically both interactive and
integrated, hence the ambiguous acronym. They are interactive in that the
developer can view and alter the execution of the program at the level of
statements and variables. They are integrated in that, partly to support the
above interaction, the source code editor and the execution environment are
tightly coupled, e.g. allowing the developer to see which line of source code
is about to be executed and the current values of any variables it refers to. I
have, over the course of the last few years, tried just about every Interactive
Development Environment out there to build the simulation. In my opinion
they all share two things.
1. They try to do too much, which makes them all large, slow and painfully
hard to use.
2. They force me to change the way I work. I want a development system
that works the way I do.
That's why we have developed this IDE. Its development paradigm matches
the standard simulators, not the other way around.
|
Relationships between Agent-Based Models and Geographic Information Systems: An Illustrated Catalog
William Rand1
wrand@umich.edu
Daniel G. Brown2,1
Michael North3
Rick Riolo1
Derek T. Robinson2,1
1Center for the Study of Complex Systems, University of Michigan
2School of Natural Resources and the Environment, University of Michigan
3Center for Complex Adaptive Agent Systems Simulation, Argonne National Laboratory
Spatial data models in geographic information systems (GIS) are used to
structure the (mostly static) geographic world so that it can be
represented within a database. Two conceptual data models dominate GIS
representations of the world, i.e., the field and object views. Spatial
process models are similarly structured representations of dynamics
within the geographic world. Two dominant conceptual views of spatial
processes, borrowed from the Eulerian and Lagrangian views of fluid
dynamics, yield models of change and models of movement. In this talk
we argue that spatial extensions of object-based process models require that
these process models be closely coupled with data models that can be used
to explore, explain, and interpolate the spatial data that results
from the process model. We discuss how alternative spatial data
models constrain or enable close coupling with alternative types of
spatial process models. We briefly examine past attempts to integrate
spatial data and process models. We then describe how independent
developments toward the object-oriented computational paradigm within
both geographic data modeling and spatial process modeling provide a
new opportunity for close coupling. We discuss the scientific and
practical advantages of developing systems that closely couple spatial
data models in the form of GIS databases with spatial process models
in the form of agent-based models (ABM). The rest of this talk
focuses on developing a catalog of relationships between geographic
data (fields and objects) and agent-based process models, based on
whether the agents have an identity association with spatial
feature(s), whether or not such spatial features can move, whether or
not they can change, whether or not the agents can change non-agent
spatial features or be changed by these features, and whether time is
treated as time steps or discrete events. These types of relationships
are then illustrated with examples from our work in coupling ABM and GIS.
Moreover, there is the question of implementation. We discuss several of
the issues that must be addressed when actually implementing the
connection between ABM and GIS. We illustrate these questions with
examples from our own work and discuss our plans for further integration
in the future.
presentation slides in pdf
|
Business Application of Agent-Based Simulation: Complex and Dynamic Interactions of Motion Picture Market
Seung-Kyu Rhee
skrhee@kgsm.kaist.ac.kr
Graduate School of Management, Korea Advanced Institute of Science and Technology (KAIST)
Wonhee Lee
Graduate School of Management, Korea Advanced Institute of Science and Technology (KAIST)
Movie is naturally a new product and has short life-cycle from one week to several
months. With huge initial investment and high uncertainty of the market performance,
all constituents of the movie supply chain, from a writer with an idea to theater
managers with screens to allocate, face very difficult decision problems. Given a movie
to sell, a distributor has to decide how much marketing budget to spend, when to release
it, how many screens to secure. These decisions should be based on the projected
market performance, which, in turn, would be influenced by the decisions themselves
and many other uncontrollable factors, notably the early performance of the movie itself.
Existing literature ranges from simple statistical forecasting models to a complex
dynamic Markov chain model with behavioral parameter estimation. Some agent-based
models have been proposed to describe the near-chaotic market behavior in terms of
market share change. To our knowledge, no existing model is comprehensive enough to
be useful for decision makers in motion picture industry. In agent-based simulation
community, there is a tendency to prefer simple models. From practitioners' viewpoint,
however, it does not help much to confirm the fact that the market is too complex and
anything is possible. In this paper we expand the scope of the movie market model by
including diverse sources of movie quality information and competition effect.
A movie is a cultural product, the quality of which can only be determined by
experiencing, and therefore subjective. When a moviegoer has to decide whether she
goes to a particular movie or not, however, she needs at least some information on the
movie quality. The consumers receive information of movie quality and attractiveness
from diverse sources: expert critique reviews; suppliers' marketing signals including
theater trailers, previews, and advertisements; initial box office performances; and
words of mouth (WOM) from friends. The quality information distribution is not
uniform across the market. Some can be considered as universal and some can be
partially available, and WOM is local. Also the contents can be contradictory. A
moviegoer exposed to the information and with her own preference and constraints, has
to decide what to do. She cannot go to all the attractive movies in a limited time period,
where comes in the competition effects. We model the complex consumer decision
behavior using agent-based simulation.
The simulation experiments were carried out in two ways. First we developed a
baseline model and tried several scenarios to examine the propositions suggested in
existing researches of motion picture industry. Second, we estimated the model
parameters from actual movie data, and then we compared the actual and projected
market performances. Several interesting results followed. We discuss the impacts of
inherent movie quality, WOM, critique reviews, and marketing efforts to movie
performances contingent upon the market competition. Next we discuss the strategic
implications for movie distributors regarding to marketing intensity and release timing.
Finally, the empirical validation using Korean market data show that the model
generates quite close projections for both opening market shares and final market shares
for four different data sets.
The model discussed in this paper is one focusing on the complex consumer
dynamics. When applying agent-based simulation to a real and complex decision
situation, it is more important that every additional variable and agent should be
justified by increased insights and relevance. We discuss the issues by comparing model
results and existing literature. Discussion on the model extension to add the theater
objects and overlapping release strategies will close the paper.
slides in powerpoint
|
On the Virtues of the "Shame Lane"
Matteo Richiardi
m.richiardi@labor-torino.it
LABORatorio Revelli, Centre for Employment Studies
In July 2003 a new Road Code was approved by the Italian parliament.
Among many reforms whose validity is not questioned here, the new law
states that on three-lane motorways the right lane should not be reserved
anymore to slow vehicles alone. As in two-lane roads, all vehicles must
now drive on the right lane, as long as it is not occupied by other vehicles.
The model developed in this paper casts doubts on the validity of such
a change, suggesting that reserving a separate lane for slow vehicles is
generally better, in terms of number of accidents and slow-downs, than
the new one. This conclusion has a general validity beyond the Italian
case. Moreover, it is shown to be extremely robust to refinements of the
main assumptions concerning driving attitudes and the stochastic arrival
of accidents.
paper in pdf
|
Toward Constraint-Sensitive Agents
David L. Sallach
sallach@uchicago.edu
Argonne National Laboratory
In recent years, significant progress has been made in social research based upon
agent simulation methods. A baseline domain space in which agents with directlydefined
deterministic and probabilistic capabilities has been extensively explored, and
computational tools to support such modeling and design have been developed.
Simulation based on this approach has been able to generate intuitive aggregate-level
outcomes in a variety of research domains and, in various cases, have created higherlevel
patterns of emergence. Thus, the initial insights and potential of social simulation
have created a rising research paradigm.
Notwithstanding early achievements, the new paradigm has much unrealized
potential as well. Social processes are subtle and complex, observably fluid and volatile.
Algorithms, exogenous rules and mean field approaches are unable to capture their
creativity, innovation and unpredictability. The use of tag-based functions to model
cultural processes is a suggestive example of the limitations of discrete models of social
dynamics.
To realize the potential of agent models in social research, it is important to
construct agent capabilities based on higher-order computational processes. There are
various ways in which this might be incorporated into model design. First, chaotic
models might be incorporated as a direct aspect of agent capabilities. Second, some
combination of deterministic, probabilistic and/or chaotic computation can be used to
construct second or higher-order possibilities. One higher-order computational model
that can be used is constraint modeling. The prospective implications of using constraint
modeling to build agent models is considered in the present paper.
The use of constraint programming originated as a way of solving optimization
problems. Many social patterns originate as actors intending, acting or interacting under
constraint. Examples include ecology, social structure, mutually constituted intelligibility,
maintenance of the social self, reflexive accountability and/or multiple intentionality
states and, of course, these are not exhaustive. Underlying such constraint mechanisms
is the possibility that they are endogenous as well as exogenous, i.e., that relevant agents
are not only shaped by exogenous constraints but also, by their communications and
actions, they shape the constraints under which subsequent events occur.
Toolkits designed to support constraint models will require special components
and features. The presentation will conclude by identifying prospective tool desiderata.
|
Psycho-Computational Models of Human Linguistic Development: Applications for Swarm
Teresa Satterfield
tsatter@umich.edu
Dept. of Romance Languages and Literatures and
Center for the Study of Complex Systems,
University of Michigan
In this updated version, SWARM modeling is used to examine premises of linguistic
theory and first- and second-language development. Hypotheses have been offered for how
languages in historical language contact settings acquired their native-speaking communities. A
long-standing challenge for these studies is how to reliably test the claims put forth, since it is
difficult to provide a complete account of the origins of such conta | | |