Concepts for society meta-modelling.
Zafiu, Adrian ; Ionescu, Valeriu ; Dascalu, Monica 等
1. INTRODUCTION
Simulating the human society is a difficult task as there are many
factors that contribute to its evolution, but have an enormous potential
(Epstein & Axtell, 1996). Previous simulations have centered on
simple societies and particular economic and cultural aspects (Traulsena
et al., 2009).
The complexity of a society is hard to model at macro level;
therefore the solution chosen for this implementation is to describe the
atomic components of the society's members and the environment that
they interact with. If the model is well designed, it is possible to
determine: the modifications necessary to be performed on the
member's rules that will determine a desired evolution of the
society; the avoidance of undesirable evolutions determined by the
application of erroneous rules (Epstein & Axtell, 1996; Sullins,
2005).
2. ARCHITECTURE META-MODELING
2.1 Introducing entities, actions and events
The system is formed from a heterogonous environment (the passive
element) where members evolve (the active element). The members are
represented by intelligent agents that use in the simulation genetic
algorithms and fuzzy rules. The genetic algorithms ensure the diversity
of the population and the fuzzy rules describe the behavioral component
and impose the microeconomic restrictions--representing the legislative
environment where the evolution takes place.
The general data structure should ensure simple description of
phenomena from the real world (Gilbert & Troitzsch, 2005); therefore
we have analyzed the social, economical and political phenomena from
real life and strategy game engines that refer to evolutionary
societies.
The entities necessary to the simulator determined in the analysis
stage are: agents, resources and groups.
The agent is the atomic element that consumes the resources having
the purpose of living and moving in the simulated environment. The
agents can be grouped with the purpose of better fulfilling their needs
and faster evolving. The evolution of entities' attributes is
ensured by genetic algorithms and is adjusted with fuzzy rules specific
to the actions being performed.
Actions are reactions to events. Events are triggered when certain
local or global states/stages are reached for the simulated system. An
event is triggered by the encounter of two agents and when an agent
discovers an accessible resource. Resources represent the elements
required by the agents to live and to maintain the current living
standards. Resources can be natural (when found in the explored
environment) or artificial (when produced by agents).
[FIGURE 1 OMITTED]
Natural resources regeneratate depending on their type and
artificial resources have a certain production speed. Production deficit
and excess determine the necessity of product exchange between agent
groups or their listing at the stock exchange. Direct trade between
agents is based on direct negotiation and the stock exchange is based on
an auction. Large quantities are always traded through the stock
exchange.
2.2 Agents and groups
A man is a social being; therefore an agent can only exist in a
group. Individual agents are represented by single agent groups. An
agent can be part of multiple groups and a group can contain multiple
agents simultaneously. Managing the multitude of agents and groups
implies frequent updates on the relations between agents and groups. In
order to reduce the processing time rare matrix were used, where the
membership groups are stored in double linked lists on both horizontal
and vertical. These have the advantage that the update takes a
processing time of: O(1). The search operation is not necessary as it
was incorporated in the evolution process of the simulators'
entities.
The agent's attributes are: its level, the genetic
inheritance, the skill and the group participation quota. The
agent's level is determined by the accessed resource types and also
determines the resources needed in order to maintain this level. The
skill is the current capability to adapt to the performed task. The
genetic inheritance influences the adaptation degree of the agent to
different tasks that are performed. The group participation quota is an
abstract value (equivalent to money) and represents the
individual's intake to the group as a result of the actions
performed. An agent does not hold resources. The agent's sex is an
arbitrary value established at the creation time. Each agent lives a
certain number of cycles, with maximum and minimum values, depending on
the genetic inheritance and its skill.
[FIGURE 2 OMITTED]
The group's attributes are formed by resources that it can
make available to its members, proportional to their quota. Each
contribution from an agent updates its respective quota and reduces the
other agents' quota. The resource combination in a group determines
the level of that group. The evolution of the group's individual
members towards the group level is based on their participation. The
relationship between the number of agents in a group, the group's
resources and the group's level (and its members) determines the
wealth degree: poor, average, rich. Only the rich members (as in the
agent level) can go to a superior level. The cost of a superior level of
the agents is given by the quantity of resources necessary in each
cycle. The wealth level is determined by the number of cycles in which
an agent can exist based on its participation to different groups.
The agent's affiliation to a group is determined by the
group's needs and the agent's abilities. The need is given by
the group's deficit of a certain resource and determines its wish
to include a member with a high ability in collecting the resources that
are in deficit. Each resource of a group can be catalogued as:
insufficient, deficit, sufficient, surplus, and excess.
The necessity to eliminate an agent from a group is apparent when
its abilities do not allow maintaining its level in the group. An agent
can also leave the group when it cannot ensure its minimum level of
resources from the contribution brought to the group.
2.3 Resources
The resources collected can be natural or artificial. Natural
resources have a certain regeneration specific to the resource type and
the characteristics of the environment they are in. Artificial resources
are characterized by the production speed and the characteristics of the
environment they are being produced.
We consider the ability to collect resources equal to the ability
of the agent to produce resources. Creating artificial (production)
resources is a result of a group decision. Maintaining the production
level is monitored by a special agent that also handles their
collection. The other agents in the group can help collect the resource.
Agents in other groups do not have direct access to the production
resource. Creating a production resource implies a cost recovered in
time through the intake from the produced resources.
Between resources we propose a dependency relationship. A resource
can be collected or produces if there are available other resources and,
sometimes, by consuming other resources. The purpose of the simulation
is modeling the real world; therefore building a good dependecy tree is
the key to the whole application (Fig. 4).
[FIGURE 3 OMITTED]
[FIGURE 4 OMITTED]
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[FIGURE 6 OMITTED]
3. CONCLUSION
The concepts described above allow the creation of a computer
simulation of a society (Dascalu et al., 2008). The proposed concepts
and relationships were implemented in an early stage of the simulation
with 400,000 agents and 5000x5000 landscape. The resulted simulation
step is seen in figure 6.
Attribute tuning will be necessary to determine a stable social
evolution. Further research will be necessary in order to incorporate
other concepts that have a deep impact in the society structure (such as
family an an entity between individual and group, etc.).
4. ACKNOWLEDGEMENTS
The work for this paper was done with the financial support from
731/2009 project from Romanian IDEI research program.
5. REFERENCES
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ISBN-13:978-0-262-55025-3
Gilbert G. N. & Troitzsch K. G. (2005). Simulation for the
social scientist, New York, ISBN -13 978 0335 21600 0 (pb)
Sullins J. P. (2005). Ethics and Artificial life: From Modeling to
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