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“Everything They Ever Wanted”: A NetLogo Case Study of a Model of Rebellion in the Tobacco Dark Patch ofTennessee and Kentucky

October 29, 2009 Shawn Leave a comment

Agent based modelling appears to be gaining traction as a methodology in historical investigation. Good!

Just seen:

http://www.allacademic.com/meta/p_mla_apa_research_citation/0/8/2/3/2/p82320_index.html

“Everything They Ever Wanted”: ANetLogo Case Study of a Model of Rebellion in the Tobacco Dark Patch ofTennessee and Kentucky

Abstract

The Night Rider Tobacco War during the period 1904-1909
in Kentucky and Tennessee provides a model case study of rebellion/revolution/ social banditry. The use of platoon- and company-size unit operations, guerilla warfare, boycotts and sabotage by the Dark TobaccoGrowers Association against the Duke Tobacco Trust followed the trajectory of a revolution, from inception through success in overturning the power relations in the traditional small tobacco farm country. Success in gaining the aims of the movement was followed by a
melting away of the footsoldiers despite strenuous attempts by the leadership of the Association to continue activities after victory in the original aims of the group—destruction of the economic and political stranglehold the Duke interests had achieved. As the factual background of the events in the Dark Patch are known and—in most instances—well documented, it is possible to use NetLogo programming to test the validity of causational theories of revolution. NetLogo is a computer modeling environment in which agents are programmed to carry out specific, simple rules of behavior and allowed to interact—a “virtual laboratory” in which the behavioral rules can be altered to test different hypotheses and the result permitted to emerge based solely upon the operation of those rules. For each posited causative factor (Goldstone’s triad of inflation, heightened elite competition and strain on governmental finances, for example) the original position
and dominant motivation(s) can be set up and the situation allowed to play itself out to see how closely the predictions of the theory mirror the historic record. The further a theory’s predictions deviate from reality, the greater the doubt cast upon its validity.

TravellerSim: Growing Settlement Structures and Territories with Agent-Based Modeling: full text

October 16, 2009 Shawn Leave a comment

Below follows the full text of my and James’ TravellerSim article. Why leave it to sit on a shelf somewhere, when a random google search might find it, and find it useful?

2008 (with J. Steiner)  “Travellersim: Growing Settlement Structures and Territories with Agent-Based Modelling” in Jeffrey T. Clark and Emily M. Hagemeister (eds) Digital Discovery: Exploring New Frontiers in Human Heritage. CAA 2006. Computer Applications and Quantitative Methods in Archaeology. Proceedings of the 34th Conference, Fargo, United States, April 2006. Budapest: Archaeolingua.

~~~~~~~~~~

TravellerSim: Growing Settlement Structures and Territories with Agent-Based Modeling

Shawn Graham1 , James Steiner2

1Department of Classics

University of Manitoba

Winnipeg, Manitoba, Canada

grahams@cc.umanitoba.ca

2 Turtlezero.com

Agent-Based Modeling Consultancy

Philadelphia, Pennsylvania, USA

Abstract

Agent-based modeling presents the opportunity to study phenomena such as the emergence of territories from the perspective of individuals. We present a tool for growing networks of socially-connected settlement structures from distribution map data, using an agent-based model authored in the Netlogo programming language, version 3.1.2. The networks may then be analyzed using social-networks analyzes tools to identify individual sites important on various network-analytic grounds, and at another level, territories of similarly connected settlements. We present two case studies to assess the validity of the tool: Geometric Greece and Protohistoric Central Italy.

1   Introduction

This paper presents a tool that uses agent modeling to simulate the actions of individual travellers in a given region, who set out from sites known through archaeological field survey. Territories and site hierarchies are thus grown from the dynamics of the model, rather than imposed from above by the archaeologist. In our approach we use social networks analysis to investigate the resulting structure(s) in order to identify and predict overlapping territories of similarly connected settlements, and settlements whose positioning in the networks holds implications for the overall social importance of those settlements. The agent-based model is a re-implementation and re-imagination of an entropy-maximizing gravity settlement model built by Tracey Rihll and Andrew Wilson (1991). Certain archaeological patterns seem to agree with the results of the social networks analysis and the simulation, pointing to the validity of the tool. This is one of the first studies in the Greco-Roman world to use agent-based modeling in this fashion (see also Graham 2006a, 2005a), and so the results necessarily are tentative; however we feel that as a model and a tool TravellerSim holds great promise for understanding and predicting site interactions and by extension, territories. This work follows in the tradition of research carried out by Kohler 1995, Kohler et al. 2005; Doran et al. 1994; and Cherry 1977. We turn first to discuss the foundations and implementation of the agent model,1 then we will consider the validity and some preliminary analysis of the results and their implications for the emergence of territories and leading settlements in a region.

1.1 Polygons, landscapes, and networks

The Thiessen polygon has had a chequered service in archaeology since its introduction in the 1960s and 1970s. As a technique for indicating a likely territory around a site or settlement (however defined), its advantage lies in its simplicity. One connects lines at right angles to a connecting line drawn between adjacent sites, to form a polygon. The assumption is that places nearer to a site will likely enjoy a greater amount of interaction than sites further afield (DeMers 2000:305-307). Given the complexity of human interactions (with other humans, and with geography and landscape), the Thiessen polygon has been criticized for its simplicity (e.g., Haselgrove 1986). Yet it continues to enjoy a certain currency (e.g., Dytchowskyj et al. 2005; Fulminante 2005), no doubt due to the ability of modern geographic information systems to generate the polygons at the click of a mouse.

Considering the problems of the Thiessen polygon is useful however in that it forces one to think about the complexities of defining a territory. The context of a territory, the setting for the human and physical interrelationships that make up various overlapping territories (of commerce, of family, of extraction, of farming etc.), is the wider landscape. The landscape architect Anne Whiston Spirn reminds us that the context of landscape is ‘process.’ She points out that the word ‘context’ has an active, Latin root: ‘contexere’, to weave. She writes:

Context weaves patterns of events, materials, forms, and spaces….A river, flowing, is context for water, sand, fish, and fishermen; flooding and ebbing, it shapes bars, banks, and valley. A gate is context for passage, its form determining how things flow through it: narrow gates constrict; gates of screens block large things and permit smaller ones to pass through. Context is a place where processes happen, a setting of dynamic relationships, not a collection of static features.

[Spirn 1998:133. emphasis added].

If that is correct, then territory is one set of dynamic relationships interleaved with another set of dynamic relationships. This is an understanding very similar to recent work by Julian Thomas on landscape. He argues that “…the challenge of working with landscape is one of holding these elements [facets of landscape] in a productive tension rather than hoping to find a resolution” (Thomas 2001:166). One way to hold those elements in Thomas’ ‘productive tension’ would be to weave them together into a network geography. The urban geographers Massey, Allen, and Pyle conceive the interrelationships within and between settlements of all sizes to be a vast network of overlapping and intersecting ties, corresponding to different worlds of experience where every settlement is a node of social relationships in time and space, in multiple overlapping and intersecting networks (Massey et al. 1999:100-136). That is to say, the same place may belong in different ‘orbits’ around other settlements simultaneously, depending on the actions of individuals who somehow belong to that place. The problem then becomes two-fold. How do we stitch settlements together into a network? And having done that, how do we extract anything meaningful from that tangled web?

Our answer to both questions is, with agent-based models and social network analysis. With an agent-based model, we generate a network of interrelationships mediated through individuals. With social network analysis, we untangle that network to produce meanings for us as archaeologists that are ‘produced in the dynamic working of the relationships between people, things, and places’ (Thomas 2001:180). In this way we move from ‘dots-on-a-map’ to understanding something of the human interrelationships between sites.

1.2 Agent-based models, individualism, and rules

One of us (Graham) has elsewhere discussed what agent-based models are, and where they fit into wider theoretical programs (Graham 2006:55-54); here we will recap that argument. Our aim with TravellerSim was to grow networks of interconnected settlements through individual agency. Agent-based modeling, also known as individual-based modeling (Gilbert and Troitzsch 2005:172-216; Gimblett 2002:5) is explicitly concerned with individual actions. This should not be equated with systems approaches, which try to describe the entire complexity of the society in question by modeling subsystems (Aldenderfer 1998:91-120). The emphasis in systems theory was on equilibrium, and the interrelationships between components were known (or presumed to be known). However, the advent of chaos and complexity theories demonstrated that this is not the case for the vast majority of natural or social phenomena: the interrelationships are not well known (or not even possibly able to be known), they are unstable, and they are non-linear (Aldenderfer 1998:104; Cilliers 1998; Lewin 1993). In this case, the investigator should not be concerned with describing global characteristics, for these emerge from the interactions of individuals. In the words of John Barrett (2001:155) “the social totality should not form the basic domain or unit of archaeological study…as individuals learn so they make society [emphasis in original]”. It is individual learning or decision making that is the hallmark of the agent-based model.

In an agent-based model, individuals are simulated as autonomous pieces of software which are allowed to interact with each other and their environment. Each agent is its own bounded heterogeneous object – although every agent may have the same suite of variables, the combination of values for each agent is unique. The agents are given simple rules of behavior drawn from whatever phenomenon we wish to study. How the rules are implemented by each individual agent depends on its combination of characteristics, and by its situation vis-à-vis its local environment and neighboring agents. From all of these interactions, an artificial society begins to emerge. Indeed, while in this particular model the emphasis is on the individual, other levels of society can be modeled and allowed to interact with and upon the individuals’ from whose actions those levels have emerged.

The problem of developing the rule-sets, of encoding the relevant aspect of social behavior, is not insignificant. How does one reduce the complexity of social interaction to a mathematical function?  Generally, the simpler the rules, the easier it is to verify and to validate model results, and for the model results to have a wider applicability. While it is entirely possible to encode extremely complicated rules, it becomes correspondingly more difficult to show that any emergent behavior is not simply an artifact of the coding. For that reason we prefer instead to keep our rules as simple as possible, and have them correspond with general principals of behavior. The important thing for a designer is not to become fixated on the process of assigning a numerical value. Rather, what we want to do is design a rule that is broad enough to allow a range of behaviors and yet is narrow enough not to admit every possible behavior (Agar 2003: 4.16-4.18). We want to design a certain ‘phase-space’ that matches what we believe to be true of our subject. The numbers themselves are only significant in that they allow a certain range of behaviors. Agent-based modeling forces us to formalize our thoughts about the phenomenon under consideration. In order to encode the behavior, we have to be specific about what we think, and why we think that way.

2 Implementing TravellerSim

TravellerSim’s methodological underpinnings are built on the gravity-settlement model developed by Tracey Rihll and Andrew Wilson (1991). Rihll and Wilson were concerned to explore the emergence of the Classical poleis of Greece from the earlier Geometric Period. They developed a model which asked,

When the poleis were coming into existence, did discrete communities align themselves with those with whom they had most in common – those with whom they experienced the most intense interaction? Did location vis-à-vis other settlements have a significant effect on their affiliation and union? [Rihll and Wilson 1991:60]

In contrast to many archaeological investigations of territoriality and landscape, they considered the question of ‘situation’ rather than ‘site.’ That is, they consider the human positioning of a site, rather than its physical setting. In their model, a distribution of sites from the Geometric represents a starting point for simulating ‘credits’ and ‘debits’ of interaction from site to site. Mathematically, their model attempts to solve a series of differential equations, eventually settling on the ‘best’ answer. Two parameters, aside from the 2-dimensional scatter of settlements, are also modeled, to simulate difficulties in communications and the benefit of concentrated resources (hence attractiveness of a site for interaction).

Rihll and Wilson’s basic hypotheses are that:

1) interaction between any two places is proportional to the size of the origin zone and the importance and distance from the origin zone of all other sites in the survey area, which compete as destination zones;

2) the importance of a place is proportional to the interaction it attracts from other places

3) the size of a place is proportional to its importance

(Rihll and Wilson 1991:60-63)

It is worth noting that these three hypotheses necessarily create feedback loops. In this model, it is not strictly essential to know much about the sites in question. Indeed, Rihll and Wilson found that it worked best when no assumptions whatsoever were made about a site’s a priori importance (1991:70). This simplifies the computing and modeling considerably, since all that is necessary as a model input is a distribution map of contemporaneous sites. Their model does appear to predict eventual settlements of some importance, as well as indicating the hierarchy of lesser sites that ‘look’ to the main one.

2.1 How the model works

Rihll and Wilson’s original model could be described in a single equation. Moreover, Rihll and Wilson’s model describes a global, current state for the entire region under consideration, and all interactions are calculated at the same time. While it might be possible to create an agent model that follows their algorithm exactly, when we considered the problem from the point of view of an individual, we recognised that no individual would ever have such knowledge. At most, they might know something about their home place, and the state of places in their local neighborhood. The key then to translating their model into an agent framework lies in the verbal rather than the mathematical description of their three hypotheses, with two important alterations in the first hypothesis:

1) interaction between any two places is proportional to the size of the place the agent is currently at, and the importance and distance from that place to places within a day’s travel, which compete as destination zones

Our model therefore has two ‘breeds’ of agents: settlements, and travellers. It is helpful to think of the settlement agent as a ‘genius loci’, or spirit of the place. Each traveller has a limited vision, or knowledge of its neighborhood. The ‘vision’ is set variable around 20 km or roughly the distance covered in a day’s travel by foot (see Duncan-Jones 1990:7-29 on travel times in the Greco-Roman world). Each traveller compares the attractiveness of three potential destinations within their range of vision, choosing to travel to the most attractive site. Attractiveness is calculated according to a localised version of Rihll and Wilson’s equations (i.e., only three sites, rather than all sites simultaneously). The calculation is based on the settlement’s importance, number of visitors it has hosted, and the distance to the settlement. Two user-controlled modifiers are also used in the calculation: the benefit of concentrated resources, and the difficulty of communications. These two parameters allow the user to alter the travellers’ environment, simulating more difficult travel conditions (winter for instance) or magnify the benefits to be found in a settlement (initially, every settlement starts with the same level of importance). Having each traveller select from three potential destinations would seem to be an arbitrary limitation. This is partly a programming short-cut, and partly a reflection of an agent’s limited knowledge of the world. In terms of programming, if every agent were to calculate attractiveness for every destination, the simulation would consume enormous resources to make the calculations. Since each traveller does its own localised computations, and since there can be more than one traveller facing out (and hence having different settlements in its range of vision) in the initial time-step of the simulation from each settlement, the overall effect is for attractiveness to be calculated for all of the settlements on a given map in the time it takes for an agent to pick one destination from amongst three. (We plan in later versions of this simulation to have agents’ select one site from all of the destinations within their range of vision). The traveller then sets off, leaving a coloured trace behind it, indicating where it has travelled.

Translated into pseudo-code the first hypothesis looks like this:

let destination1 be one-of (settlements within-my-range-of vision)

let destination2 be one-of (settlements within-my-range-of vision) with [self != destination1]

let destination3 be one-of (settlements within-my-range-of vision) with [self != destination1 and self != destination2]

let score be benefit-of-concentrated-resources vs. distance-to-destination(1,2,3) considered-against importance-of-destination(1,2,3)

set travel-goal destination-with highest-score

Netlogo (Wilensky 1999) is written in what may be called ‘near-English.’ In the pseudo-code above, ‘highest-score’ for instance is the name for a sub-procedure which compares the scores of the three potential destinations within what this agent considers to be a day’s travel (its ‘vision’, how far it can see of its world).

The next two hypotheses can be translated into code in much the same way. The settlements are both two-dimensional points in space, and active agents aware of their environment. Their primary function is accounting, keeping track of interaction. When a traveller arrives at a settlement, the settlement increases its importance. The traveller tells the settlement where the traveller has originated from (its ‘home settlement’), and the settlement also gets a boost in its importance by virtue of this ‘reflected glory.’ If a settlement does not attract any visitors in a given turn, its importance declines. (By ‘reflected glory’ we mean a settlement’s importance is in part a reflection of the places to which it is connected – a visitor from a small village does little to enhance the status of a major place; but a visitor from a major place can enhance the importance of a small village).

By considering the question from the point of view of the individual traveller, we have transformed Rihll and Wilson’s systems-theory approach into a complex systems approach.

2.2 Model outputs

The computing was run on an AMD Athlon XP 2400+ desktop computer, with 2.00 GHz and 512 MB of RAM.

This model produces various data which can be considered on their own or exported into another program for analyzes. Figure 1 is a screen-shot of the model interface window. Parameter controls are on the left, the map window is in the centre, and the output controls are on the right. The ‘territories’ histogram in the top right of the interface window merely counts the number of settlements by color. The number of unique colors (as reported by the histogram) corresponds with the number of unique, local, territories (which may also be seen on the map).

pic1

Figure 1. Screen-shot of the model interface window, showing outputs after a typical model run. In the central window is the distribution map of settlements from the protohistoric period in Central Italy. Different maps may be loaded into the model; the model reads the scale bar and adjusts accordingly. The network as represented in the interface window is not the network of connected settlements, rather it is the tracing of all of the travellers’ wanderings (a traveller that leaves settlement A and eventually gets to settlement Z creates a direct social connection between A and Z, so the graph of socially-connected settlements is different from the actual wanderings of travellers). Travellers change their color to match that of the settlement they are at, if it is more important that the settlement they have left. In this fashion, from an initial state where every settlement has its own unique color, ‘influence’ of one settlement over another may be visualised. The histogram at the top right counts the number of unique colors. Settlements also reset their size in proportion to their importance compared against the most important settlement, providing another visual clue to a settlement’s importance as the simulation progresses.

The ‘write network’ button asks all of the settlements to list the settlements-of-origin for visitors to that settlement. This list is the social network of the settlements, which is not the same as the pattern of interconnections displayed in the view window. All travellers remember their home settlement (‘settlement-of-origin); by visiting a new site, they create a social connection between it and their home site. Therefore, by comparing the settlement social network with the paths of the travellers, we already have different levels of social complexity emerging from the model, where the colored traces left by the travellers indicate a local geography, while the social network corresponds to a global geography.

Social Network Analysis. While both these levels could be analyzed on social network grounds, we are more interested in the global network of interconnected settlements. The local level is mediated through geographical proximity, where connections are made as the traveller looks in the immediate neighborhood for another settlement to visit. At the global level, travellers begin to tie otherwise geographically disparate settlements together through their own personal agency (see Graham 2006b:25 for an example of personal agency warping local geography in the Sabina region of Central Italy). By running the model through numerous iterations, we develop a statistical picture of how individuals create a regional geography of interconnected sites. Each model run is analyzed using social network analysis tools; we then consider which settlements and structures occur most often to be our ‘emergent’ settlement structures.

Social network analysis2 has its foundations in the mathematics of graph theory, which considers sets of connected objects. It is predicated on the idea that overall network shape affects both the options open to individuals (connections facilitate action, absence of connections prohibit actions), and how a particular society as a whole behaves (see Graham 2006c on social networks in the central Italian brick industry).

The social network of interconnected settlements, generated by travelling individuals (the global level), can be studied from multiple viewpoints to meet Thomas’ idea of the ‘productive tension’, the resolution of his two understandings of the word ‘landscape’, of ‘a territory which can be apprehended visually’, and a ‘set of relationships between people and places which provide the context for everyday conduct.’ Social network analysis allows us to consider both local and global positioning of a settlement vis-à-vis every other settlement.

The network approach necessarily assumes that the network under consideration is static, representing a particular moment-in-time (but on evolving networks, see Barabàsi 2002; Barabàsi and Albert 1999). In each iteration of the model considered here, we ran the simulation for thirty simulated days-worth of travel. With SNA, we can analyze the ties between the settlements, in order to determine amongst other things which settlement is better connected to the others (and so in a position of social power), which settlement forms a link between otherwise disconnected clumps of settlements (and so forming a social bridge), or for studying how clumps of individual settlements connect to ever-wider social groupings (group dynamics). Based on their positioning within a network, with regard to other settlements, one can determine which actor would wield the most influence over others, or manage the most information flow. This is an approach which has been used successfully in terms of ancient history for prosopographical and geographical studies, where the implied linkages between actors have been some sort of real-world foundation (Müller 2002; Duling 1999; Remus 1996; Clark 1992; Kendall 1971). We can also analyze which settlements are allied in their patterning of interconnections, and then use that patterning to determine likely global ‘territories’, and to understand the interrelationships of those territories.

Social network analysis is a powerful tool for untangling the web of relationships amongst actors. It may be objected that we are only analysing an artifact of our own construction. We are reasonably confident however that our two-fold approach is valid, based on the results of two geographic case studies. First we will consider the output for geometric Greece, and then the output for protohistoric central Italy. Then, we will show how this model may be used for untangling localised relationships by considering the distribution of Republican farm sites in the middle Tiber Valley.

Of a number of different network metrics (see Hanneman and Riddle 2005), the following seemed to be useful on archaeological terms:

Fragmentation: This Keyplayer metric measures the effect of cutting the network into isolated components (a component is a set of mutually connected nodes). The metric identifies ten nodes the removal of which would cause the maximum of fragmentation. In archaeological terms, these would be settlements that form junctures between otherwise isolated areas.

Power: This Ucinet metric examines the network to identify nodes that sit at the head of locally isolated networks. It is similar to fragmentation, but differs in the patterning of the interconnections within components. Nodes identified by this metric are well-connected to poorly-connected other nodes. That is, they depend on these ‘powerful’ nodes for access to the wider network.

Flow Betweeness: This Ucinet metric looks at every possible path between every possible pair of nodes. The nodes which appear most often on these paths are the nodes through which the most information flows. This is obviously a computationally-intense algorithm. Settlements identified by this metric could be assumed to be very important for the transmission of culture, for the economy, and so on.

Degree: This is the simplest metric, and is calculated by the model itself. It is simply the count of connections, with the settlements with the greatest number ranking highest. The assumption here is that places that are well-connected are likely to be richer, bigger, and so more important.

Certain nodes or settlements will likely appear in more than one metric. These are settlements which we would suggest should receive more attention from archaeologists. Finally, the network analysis can be used to identify territories by looking for factions within the patterning of connections. This Ucinet metric looks at the network to identify sets of nodes with similar patterns of interconnections, which it labels a ‘faction.’ It can also identify, by looking at the densities of overlap between factions, which factions would be likely ‘allied’ and which would have little contact. There is no particular reason in the operation of the model why these factions when plotted should be geographically contiguous; that they are geographically-discrete indicates a certain level of validity in the method.

3   Model results and validity

It is our intention to go into greater detail about our model results in a later publication. Here, we will discuss what our early results are indicating, the degree to which we think we can trust these results, and where we intend to explore our data further in the future. Our purpose here is not to explore the complete ‘phase-space’ (possible results given all possible combinations of the variables) but rather to verify that the model is doing what we set out to have it do.

3.1 Caveats

We used the emergence of the Classical poleis as our benchmark for determining whether the model was valid or not. This allowed us to compare our results with the original results by Rihll and Wilson. If our re-implementation of their model hypothesis in a completely different modeling paradigm produced similar results, then we could feel reasonably certain that the hypothesis did indeed capture something essential about the interaction of settlements. Moreover, our subsequent analysis of the social network (a step not contemplated by Rihll and Wilson) would be grounded on data in some sense ‘from the real world’, although computer-generated. Being able to produce social network data from the model represents an extension from Rihll and Wilson’s original model.

There is of course a great deal of mathematics going on as this model runs. However, for understanding what the model does, these mathematics are not the most important consideration. Rather, the greater import lies in the description of how the individual agents (both travellers and settlements) interact. If we get the description right of what an individual agent may do in our simulation, then any emergent result must have some validity.

It is worth stating that we were unable to tune the model (adjusting the parameters) to obtain a desired result: we could not ‘fiddle the numbers’ so that Athens was always consigned to the bottom rank of settlements, for instance. Knowing however that Athens did become a major settlement, we could use that information as a guide – if we found settings where Athens would emerge somewhere in the top quarter of settlements according to the power metric (our benchmark metric), we considered that to be a reasonably valid model run.

We ran the simulation on each map with settings as described below, for 30 iterations each time. Then, we exported the resulting network of socially connected sites to Ucinet and analysed it against our chosen metrics. Finally, we ranked the settlements by the number of times they emerged as most important in the various metrics. It is worth noting that, if we were interested in one settlement in particular, the way it scored in the different metrics could be used to characterise its ‘role’ in this simulated world (with attendant implications for its role in the real world of the time).

3.2 Central Greece

We ran the model on the same data as Rihll and Wilson’s original model. In all of the model runs discussed hereafter, our settings for ‘difficulty of communications’ and ‘benefit-of-concentrated-resources’ were set to mimic a relatively difficult area to move across, but also a bit of a boost to the attractiveness of sites. They were in the same range of settings that Rihll and Wilson found best produced results in their model which made historical sense (“benefit of concentrated resources” = 1.025; “difficulty of communications” = 0.25”; a further parameter not in the Rihll and Wilson model, “number of travellers per site” was set at three making 324 travellers over 108 sites. The model was run initially using a random seed so that we could explore the effects of the two main parameters; thereafter we ran it 50 times on each map, at the two settings mentioned above. We also made no assumptions about the relative importance of sites, and so set every site’s initial importance to exactly the same level.

pic2

Figure 2. Distribution map of Geometric-era settlements in Central Greece.

This area under consideration (Figure 2) eventually evolved into the city-states and regions of Attica, the Argolid, the Thebaid, and the Isthmia. Our model clearly shows a similar differentiation. While not every later classical city of prominence emerged from our model, enough of them did to suggest that the model is on the right track. It clearly indicated Corinth, Athens, and Megara as locally important sites. The most important site, according to our model, was not a city at all but rather the site which became in time the extra-urban sanctuary of the Argive Heraion. This is a particularly intriguing result, given the arguments advanced by De Polignac in Cults, Territory and the Origins of the Greek State (1995). There, the argument is that originally in Greek culture the concept of ‘territory’ was a religious idea, not a political one. He identifies the role of urban and rural sanctuaries as being the twin poles of an axis around which the community revolved. The ‘sacred way’ between these two poles was often monumentalised through paving or architecture, thereby being a ‘reification’ of the religious festivals and processions through which the community defined itself to itself, and its connection to particular parcels of land. By this argument then the Heraion of Argos and its relationship to Argos was more typical of the development of the ‘polis’ than Athens. Athens was without any major extra-urban sanctuary, and so is an anomaly amongst the Greek cities; it is only a historical accident that we pay so much attention to Athens the atypical case. In our model, we used the presence/absence of Athens as one of the indicators of a good model run, and all the same the Heraion of Argos emerged as more important. This congruence between our model and the arguments of De Polignac would seem to reinforce the validity of our model and the three hypothesis of Rihll and Wilson.

The relative positioning of a settlement, vis-à-vis every other settlement, is clearly a very important factor in the evolution and emergence of important places – human situation versus physical site. At the higher level of ‘territories’, the model seems to accurately predict the location and extent of allied groupings. The patterning of densities within the factions also points to a heightened importance for Corinth and the Isthmia (the patterning of ‘alliances’ seems to lead to this faction in particular), which we would have already suspected for this period on the evidence of pottery manufacture and export (viz. the dominance of Corinthian wares in the Archaic period).

3.3 Central Italy

We then ran the model on data from the protohistoric period (roughly, the 10th to 8th centuries AD) of Central Italy (Figure 3, a base map amalgamated from Cifani 2003:149-150, Smith 1996:240, Potter 1979:54), with the same settings as before (this time, at three travellers per settlement, there were 285 travellers total). Here, the model indicated Falerii Veteres, Fidenae, and Veii as being extremely important settlements, which agrees with what we would have expected from Roman history (Figure 4 depicts the state of the simulation at the end of the model run). It is interesting also that these settlements – all early conquests of Rome – ranked higher than Rome did itself in the model runs. Rome’s early expansion in the historic period is cast by this simulation as a series of wars to re-jig its positioning within the social networks. Rome appears in a faction with Veii and Fidenae (who were alternately at war and at peace with Rome from an early date) and other settlements south of the Tiber in the region of Latium (Figure 5, Figure 6). This faction generated by the model corresponds almost exactly with Latium vetus, the original territory of the Latin people (a significant archaeological characteristic at this time being miniaturised funerary goods included in cremation burials (Bietti Sestieri and De Santis 2000:23)). Falerii Veteres (the last of these to be conquered by Rome) sits in another faction altogether. According to the Factions analysis, the pattern of interconnections also puts the Falerii Veteres faction in the most central location possible. Geographically, this is the area along the Treia River and its confluence with the Tiber. Interestingly, Falerii Veteres supported Fidenae and Veii against Rome in the early wars (Livy 4.17-18, 21; 5.8-24)(Haynes 2000:211).  We intend to explore these data and their implications more fully in a future publication.

pic3

Figure 3. Protohistoric sites in Central Italy

pic4

Figure 4. Simulation output. Benefit of concentrated resources = 1.025. Difficulty of communications = 0.25. 30 iterations. The display routines within the model seem to indicate five different ‘territories’.

pic5

Figure 5. Mapping of the results of the factions analysis on the model run. F1 – ‘coastal’ faction; F2 – Praeneste faction; F3 – Rome faction; F4 – Falerii Veteres faction; F5 – ‘upper’ faction; F6 – Umbrian faction. Arrows indicate direction of the relationship, ie F1 ‘looks to’ F5 and F4.

pic6

Figure 6 depicts the same information as Figure 9, but as a pure network graph. 95 settlements can be grouped into 6 factions.

The Tiber Valley. Since the model seemed to produce results which make sense over a large area, we were curious to see if it could be used to understand settlement interconnections in a small area. We ran it against survey data from the British School at Rome’s Tiber Valley project (Patterson and Millett 1998). The BSR kindly provided data on over 2000 sites known from surface survey. We extracted the sites identified as “villa’ sites and ‘farm’ sites, from the Republican period, which brought the number down to a more manageable 361 sites within a roughly 25 by 25 km square  (Figure 7). For these runs, we adjusted the average vision parameter to be variable around 5 km, on the assumption that the daily needs of farming could be met within this distance. Having three travellers per settlement on this map created over 1000 agents (which significantly slowed down the simulation). We ran the model first on ‘farm’ sites, then on ‘villa’ sites.

What we were hoping was that the model would be able to demarcate ‘farming regions.’ None of these sites has been excavated, and so our conclusions here are very tentative. However, the top ten sites that the analysis suggested were ‘powerful’ should merit further investigation (which we hope to do in a future publication). What is interesting is the pattern of interactions between the factions (due to the density of connections created by the model, the factions analysis took about nine hours to complete). Amongst the villa factions (Figure 8), there is a strong directionality towards Rome (which would be situated towards the bottom of the diagram). Amongst the farms, the directionality seems focused on the centre of the region (Figure 9). This patterning of factions is suggestive of later patterns of landholding known from brick production in the same area. Brick production in the first century often employed stamps which carried the name of the estate on which they were produced (see Graham 2005b, 2006b:55-72). While archaeometric studies have not yet pin-pointed production locales, the patterning of use of stamped brick within the Valley does allow us to speculate. In particular, certain factions which emerge from the distribution of farm sites seem to overlap with a number of later sites using brick from the estates of the brothers Tullus and Lucullus Domitius. An estate of theirs is known to have existed in the region near Bomarzo (Graham 2006b:56). Perhaps what the faction analysis is suggesting is not so much that ‘here are the ancestral lands of the Domitii’, but rather despite changing title to land, continuities exist in the parcelling out of the land over time. Another ‘farming faction’ seems to overlap with the Falerii Veteres faction from the central Italian map as well.

pic7

Figure 7. ‘Farm’ sites in the Tiber Valley.

pic8

Figure 8. Graph of the factions analysis on ‘villa’ sites. The graph is arranged in more-or-less geographic position, with sites near Rome being at the bottom in Faction 4. Faction 1 and Faction 5 are across the Tiber in the Sabina region. Contrast this graph with the maps of the ‘economic geography’ of the Tiber Valley in Graham 2005b: 117-120.

pic9

Figure 9. Graph of the factions analysis on ‘farm’ sites. Sites near Rome are again at the bottom, in Faction 5.

4   Conclusion

With Travellersim, we have developed a tool which may be used against distribution maps at a variety of scales. This tool should help investigators generate social networks with a good degree of validity in terms of the actual historical/geographical patterns of communications, but of course, given the caveats above, the complete phase space of the model should be explored when using it in a formal study. These social networks can then be studied in turn to identify, at one level, sites important on various network-analysis grounds, and at another, territories of similarly connected settlements. The model’s programming is relatively accessible and simple to follow, and unlike many computer simulations it may be ‘tinkered with’ at ease.  It is also grounded firmly in archaeological theory.

The original model created by Tracey Rihll and Andrew Wilson considered three hypotheses about how settlements interacted – that interaction was proportional to the size of places; that importance of places was proportional to the interaction attracted from other places; and that the size of a place was proportional to its importance.  We were intrigued by their results, which did seem to predict the emergence of later Classical city-states from the patterning of settlements in the preceding Geometric period.  However, we wanted to frame the hypotheses from the point of view of an individual. Why do individuals travel, and what are the consequences for the emergence of territories from those individual decisions to travel to particular places? Agent-based modeling methodologies allowed us to recast the Rihll and Wilson model into a framework which appeals to us archaeologically because it is predicated on the interactions of individuals and their environment.  It is also object-oriented; other investigators may be interested to extend the model by adding more variables or objects to the set-destination routine (for instance) to allow decision making based on simulated kinship groups. Travellers might be modeled to be more inclined to travel to places where others from their ‘home settlements’ have already travelled. Personal relationships mediated the interactions between the city states of Classical Greece and in the later Roman period and it is certainly desirable to incorporate those dynamics in elaborations of the model. However, we feel that in this first instance the limitations placed on the current model are justified given the kind of data that went into it to begin with: simple distribution maps of sites from particular eras.

The initial results of our model runs produce results very similar to those found by Rihll and Wilson for Greece. Indeed, the emergence (in our model) of the Argive Heraion as the most important site directs our attention to the important role of extra-urban sanctuaries in state formation in the Greek world, an argument that De Polignac made from a completely different approach. The results for Italy suggested a new way of looking at the emergence of Rome, while the results from the Tiber Valley point to a new approach for drawing meanings from intensive survey data. While these results are not conclusive, they do suggest that our model (and its underlying hypotheses) has a degree of real-world validity and it therefore may be of use to other investigators. We expect that when we are able to correlate the suggested most important sites (according to the various network metrics) against the material culture gathered in field survey, we will be able to demonstrate fully the validity of the model. In any event, TravellerSim demonstrates the potential for agent-based modeling, with its grounding in individual agency, to be transformative for the practice of archaeology. We present TravellerSim as a tool for that purpose. For the full potential of this tool to be useful, we invite investigators to break it, find its flaws, dispute its assumptions, and develop something better.

Acknowledgements

We would like to thank the University of Manitoba and the Canada Research Chair in Roman Archaeology, Lea Stirling, for supporting this research. We are also grateful to the British School at Rome, and the Centre for Modeling Complexity at Mesa State College, Grand Junction Colorado. Finally, we would like to thank the participants at the CAA 2006 for their perceptive comments on this paper, and the comments of the anonymous reviewers. Any shortcomings are of course our own fault.

Endnotes

1 All program code may be downloaded from http://home.cc.umanitoba.ca/~grahams/Travellersim.html (Graham and Steiner 2006). The base maps considered in this paper are also provided as sample data in the model. It is our hope that other researchers might use, alter, improve and extend our model for their own investigations.

2We use Keyplayer and Ucinet, available from Analytictech.com (Borgatti et al.1999).

References Cited

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Aldenderfer, M. 1998. Quantitative methods in archaeology: a review of recent trends and developments. Journal of Archaeological Research 6.2:91-120.

Barabàsi, A.-L.  2002. Linked: The New Science of Networks. Cambridge, Massachusetts: Perseus.

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Graham, Shawn. 2005a. Agent-based modeling, archaeology and social organisation: the robustness of Rome. The Archaeological Computing Newsletter 63: 1-6.

Graham, Shawn. 2005b. Of lumberjacks and brick stamps: working with the Tiber as infrastructure. In, Roman Working Lives and Urban Living. Ardle Mac Mahon and Jennifer Price, eds. pp. 106-124.

Graham Shawn. 2006a. Networks, Agent-Based Models and the Antonine Itineraries: Implications for Roman Archaeology. Journal of Mediterranean Archaeology 19.1:45-64.

Graham, Shawn. 2006b. Ex Figlinis: The Network Dynamics of the Tiber Valley Brick Industry in the Hinterland of Rome. Oxford: BAR International Series 1486.

Graham, Shawn. 2006c. Who’s in charge? Studying social networks in the Roman brick industry in central Italy. In, Acta of the XVIth International Congress of Classical Archaeology. Carol Mattusch and A. Donohue, eds. pp. 359-362. Oxford: Oxbow.

Graham, S. and J. Steiner. 2006. TravellerSim: Settlements, Territories, and Social Networks. Electronic Document, http://home.cc.umanitoba.ca/~grahams/Travellersim.html

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2006 ‘Networks, Agent-Based Modeling, and the Antonine Itineraries’. In The Journal of Mediterranean Archaeology 19.1: 45-64.

October 9, 2009 Shawn Leave a comment

It occurred to me that some of you might like to read this.

04_Graham

I’ve got some other papers kicking around that I would like to expose to a wider readership; I’ll post those too, once I find them on this machine again… my how cluttered things can get!

I’ve been thinking of doing this for some time, but the kick in the pants I needed was courtesy of http://publishingarchaeology.blogspot.com/2009/06/please-post-your-papers-on-internet.html

Abstract:

This paper presents a way of looking at Roman space from a Roman perspective, and suggests ways in which this point of view might open up new approaches in Roman archaeology. It turns on one conception of Roman space in particular, preserved for us in the Antonine Itineraries. Working from a position that considers the context of the itineraries as movement-through-space, this paper presents an investigation using social network analysis and agent-based simulation to re-animate the itineraries. The itineraries for Iberia, Gaul, Italy, and Britain are considered. The results of the social network analysis suggest structural differences in the way that the itineraries presented space to the reader/traveler. The results of the simulation of information diffusion through these regions following the routes in the itineraries suggest ways that this conception of space affected the cultural and material development of these regions. Suggestions for extending the basic model for more complicated archaeolgoical analyses are presented.

Conference Call for Papers: NORTH AMERICAN ASSOCIATION FOR COMPUTATIONAL SOCIAL AND ORGANIZATIONAL SCIENCES

September 28, 2009 Shawn Leave a comment

NAACSOS – NORTH AMERICAN ASSOCIATION FOR COMPUTATIONAL SOCIAL AND ORGANIZATIONAL SCIENCES

2009 NAACSOS Annual Conference

October 23-24, 2009

http://www.asu.edu/clas/csdc/events/naacsos.html

http://www.casos.cs.cmu.edu/naacsos/

CALL FOR PAPERS

This year our NAACSOS Annual Conference will he held on 23-24 October in Tempe, Arizona. It will be hosted by The Center of Social Dynamics and Complexity at Arizona State University.

Center for Social Dynamics and Complexity

Tempe, AZ 85287-4804
http://www.asu.edu/clas/csdc/

Over the past decade simulating social processes has achieved some level of credibility — and yet progress in this area is stifled because of the lack of agreement on several critical core features. The objective of the 2009 conference is to allow scientists the opportunity to present work in this area that extends and solidifies the legitimacy of this methodology. Specifically, the conference organizers are asking that presenters use their models to address some of the following:

· Platform selection

· Validation – using theoretical constructs or extant data

· Agent construction

· Designing social simulations experiments

· Integrating humans into simulations

· Integrating GIS and time into models

· Data reduction and analysis of simulation outcomes

· Integrating social network methods into simulation models

· Integrating feedback into agent behavior

· Agent and system evolution using agent cooperation and competition

· Integrating Individual based models from biology and ecology with agent based models

· Interfacing social simulation and social science theory construction

All fields of social and organizational inquiry are encouraged, including disciplinary, interdisciplinary, and multidisciplinary work. Integrative research in computational social and organizational sciences is particularly encouraged.

Submission of Abstracts

Electronic submissions of abstracts (300 words maximum) will be through EasyChair (http://www.easychair.org/conferences/?conf=2009naacsos). The abstract should articulate the objectives of the presenter, a brief but thorough description of the research, and the expected gain by those attending the talk. Specific details about submission will posted on the conference website: http://www.asu.edu/clas/csdc/events/naacsos.html .

Important Dates
July 15, 2009: Deadline for submission of abstracts or proposed posters.
August 15, 2009: Acceptance/Rejection notification.
October 15, 2009: Final camera-ready abstracts due in electronic form. Accepted abstracts will be distributed to the conference participants.

Review process

All submissions will be peer reviewed by at least two reviewers. We will be accepting only those abstracts that indicate high quality research and are consistent with the objectives of the conference.

Conference Chair

William A. Griffin, Ph.D.
Co-Director, Center for Social Dynamics and Complexity

Arizona State University
Tempe, AZ 85287-4804
(480)727-9833
william.griffin@asu.edu
http://www.public.asu.edu/~atwag
http://www.asu.edu/clas/csdc/

If you have questions please contact:

Lyn Mowafy, Coordinator
ASU Center for Social Dynamics and Complexity
IS&T Building 1, Room 412
480-727-9746
Lyn.Mowafy@asu.edu

Local Program Committee

Marco Janssen, Center for Institutional Diversity

Erik Johnston, Center for Policy Informatics

Interface, NETSCI09, and MHR

April 20, 2009 Shawn 1 comment

Oh, if I but had the coin to go to conferences… (I’ll tattoo your logo where’er you want: corporate sponsorship?)

Two conferences appearing on the networks and archaeology mailing list this morning:

InterFace is a new type of annual event. Part conference, part workshop, part networking opportunity, it will bring together postdocs, early career academics and postgraduate researchers from the fields of Information Technology and the Humanities in order to foster cutting-edge collaboration. As well as having a focus on Digital Humanities, it will also be an important forum for Humanities contributions to Computer Science. The event will furthermore provide a permanent web presence for communication between delegates both during, and following, the conference.

Delegate numbers are limited to 80 (half representing each sector) and all participants willbe expected to present a poster or a ‘lightning talk’ (a two minute presentation) as a stimulus for discussion and networking sessions. Delegates can also expect to receive illuminating keynote talks from world-leading experts, presentations on successful interdisciplinary projects, ‘Insider’s Guides’ and workshops. The registration fee for the two day event is £30. For a full overview of the event, please visit the website.

And, on the premise that great conferences always take place in fanatastic locations, NETSCI09 this year is in Venice:

The aim of NETSCI is to bring together leading researchers, practitioners, and teachers in network science to foster interdisciplinary communication and collaboration.

They have a subsection on network science and humanities, which I’d love to attend. On a related note, a paper of mine has been accepted for publication with Digital Studies, on re-animating the brick production networks of first and second century Rome -a proxy for patronage networks- with an ABM that generates civil violence: a theory of civil strife through malfunctioning patronage.

And finally, a book of interest:

Greek and Roman Networks in the Mediterranean

How useful is the concept of “network” for historical studies and the ancient world in particular? Using theoretical models of social network analysis, this book illuminates aspects of the economic, social, religious, and political history of the ancient Greek and Roman worlds.

Bringing together some of the most active and prominent researchers in ancient history, this book moves beyond political institutions, ethnic, and geographical boundaries in order to observe the ancient Mediterranean through a perspective of network interaction. It employs a wide range of approaches, and to examine relationships and interactions among various social entities in the Mediterranean. Chronologically, the book extends from the early Iron Age to the late Antique world, covering the Mediterranean between Antioch in the east to Massalia (Marseilles) in the west.

This book was published as two special issues in Mediterranean Historical Review.

I’ve skimmed through the original special issues, and – I’m happy to be wrong – it seemed to me that ‘networks’ were being used more as a metaphor than an actual theory with methodological implications, as used by such people like Barabasi. (and now I’ll get some angry emails… ;)

Some More Agent Based Modelling Readings

April 16, 2009 Shawn Leave a comment

From the GIS and Agent-Based Modelling Blog at Centre for Advanced Spatial Analysis, some notes regarding interesting new articles (I’m cribbing freely here, as I don’t have the time at the moment to read the articles myself):

The first is “Design Guidelines for Agent Based Model Visualization” by Kornhauser et. al., (2009) which discusses the importance of visualizing agent-based models. Specifically the importance of visualization in identifying, communicating and understanding the behaviour of the modelled phenomenon. In this article Kornhauser et. al. (2009) comment that many agent-based modellers create ineffective visualizations of their models. This paper provides ABM visualization design guidelines in order to improve visual design with ABM toolkits

[...]

The second article entitled ‘Tools of the Trade: A Survey of Various Agent Based Modeling Platforms‘ by Nikolai and Madey (2009), which offers advice for choosing the appropriate agent-based platform for a specific modelling endeavour. The paper references and extends our own work at CASA “Principles and Concepts of Agent-Based Modelling for Developing Geospatial Simulations.” Specifically the paper reviews a number of toolkits and characterize each based on 5 characteristics users might consider when choosing a toolkit (e.g. programming language , type of license, operating system, domain, user support), and then we categorize the characteristics into user-friendly taxonomies that aid in rapid indexing and easy reference.

The authors have also developed a web-based tool that incorporates all their findings, users input a range of characteristics, and the tool returns a list of candidate platforms that contain those characteristics (such as operating system). The tool is available at http://agent.cse.nd.edu/abmsearchengine.php. Furthermore, Nikolai and Madey (2009), have created a wiki page entitled “ABM Software Comparison,” and it is linked from the main “Agent Based Model” post on Wikipedia which anyone can alter or expand.

The third paper by Heikkila and Wang, which is in press in Environment and Planning B, entitled “Fujita and Ogawa revisited: an agent-based modeling approach” which builds on and extends the work of Masahisa Fujita and Hideaki Ogawa in 1982. The authors employ an ABM approach that seeks to replicate the individual household and firm behaviours that lead to equilibrium or nonequilibrium outcomes but more specifically addresses questions of path dependency and bounded rationality that lie well beyond the scope of the original work of Fujita and Ogawa (1982).

Categories: agent based modeling

Map of Complexity Science

April 16, 2009 Shawn Leave a comment

A clickable map showing all the various strands and evolution of complexity science (including ABM), by Brian Castellani:

Categories: agent based modeling

Before there were graphics, there was text: and fake dead people too

February 21, 2009 Shawn 1 comment

I’m still mulling Colleen’s post, Fake Dead People, where she writes about using non-player characters in games as mere ‘mouthpieces’ for architecture:

Turning people of the past into mere mouthpieces for their architecture diminishes the rich potential of reconstructions to impart information about complex lifeways. Using programmable objects such as the previously mentioned mano and metate allows avatars to act as their own guides to the past, populating the re-created ancient landscape with avatars of people interested in the past, interacting with artifacts and taking on roles suggested by these artifacts. This is simple for archaeologists who are accustomed to telling stories through objects and adds another level of interactivity to the virtual reconstruction.

She goes on to say,

[...]fundamentally we are better off wearing Caesar’s crown for ourselves rather than asking a poor simulacrum about the weather in the Republic.  Thinking of Caesar as a non-player character in history is a stretch by any means.  But game developers (and digital archaeologists) will probably not stop populating virtual worlds with fake people.  These NPCs are nonhuman manifestations of a network of agents (polygons, “modern” humans, fiber-optics, and the dead person herself) and the relationships between these agents and as a result should be studied as such.  But does this understanding of an NPC as a network make it ethical to take such liberties with the visages of the dead?

I like the phrase ‘network of agents’, but I wonder about the classification of what agents are. My agent models, though populated with simple & stupid autonomous creatures, are still autonomous… (although I like the idea of looking at the network of connections; that’s a major theme in my research) but that’s a side thought. What really prompted this post is this article from the Brass Lantern by Stephen Granade

One way to categorize non-player characters is by whether or not they act separately from the player. Many NPCs are reactive, living only to respond to player actions (assuming they respond at all). They are there to make the setting more real, provide information, or impede the player’s progress. They’re the cafe patron who doesn’t look up from her paper, or the mysterious man in the tweed jacket who talks of destiny and evil forces arrayed against you, or the guard who won’t let you into the building until you show her the proper keycard.

Autonomous NPCs are both harder to get right and more rewarding when done well. They don’t necessarily wait for the player to do something or stay in one place. They wander around and do their own thing, perhaps making unwanted comments or picking up things you really need.

Autonomous NPCs can be further subdivided based on how they’re implemented. Some NPCs are scripted: The NPC does exactly what the author codes. Others are freeform: They have a collection of rules that define their behavior, and the author winds them up and lets them go.

So I guess where I’m going with this thought: archaeological NPCs, whether appearing in text or in graphics, need to be of the autonomous kind, the kind that move with the emergent behaviour found in agent-based models. Then we’d have some real virtual reality in archaeology!

That’s a tall order. My first stab wasn’t all that successful, but it’s something to aim for.

PatronWorld – Digital Death for Artificial Romans

January 29, 2009 Shawn 3 comments

One long term project is finally nearing publication – my artificial society of Romans who pay respects one to another (the morning ’salutatio’: the process of visibily re-affirming patronage links). In the model, a theory of civil violence in the Roman world is articulated, as an outcome of patronage or its failure (I use to have a ’smite!’ button and could kill the digital Romans at will, but that was obviously unsatisfactory).

The model lives here.  Below the model on that page are excerpts from the paper describing what the model does, and an ever so brief rationale for why it does these things – you’ll have to wait for the formal publication for why any of this matters!

It’s currently under review, so I made the model public in order for  the reviewer to be able to delve into the code if he or she so desires.  Simulations are arguments-in-code, as Ian Bogost tells us, so the rhetoric of my code needs to be evaluated as much as the rhetoric of my article.

Some Agent Reading

November 3, 2008 Shawn 1 comment

Came across a review of two archaeological books, in the Journal of Artificial Societies and Social Simulations. The journal, by the way, should be required reading for anyone interested in the power of agent modeling for exploring human societies, whether in the past, present or future. Anywhoo, the two books under review are:

Socialising Complexity: Approaches to Power and Interaction in Archaeological Discourse

Kohring, Sheila, Wynne-Jones, Stephanie (Eds.)
Oxbow Books Ltd: Oxford, UK, 2007
ISBN 1842172948 (pb)

The Model-Based Archaeology of Socionatural Systems

Kohler, Timothy A., and van der Leeuw, Sander E. (Eds.)
SAR Press: Santa Fe, New Mexico, 2007
ISBN 9781930618879 (pb)

While the reviewer is generally in favour of the approaches and models outlined in these volumes, one fragment of the review jumped out at me:

There seems to be an uncritical assumption that the more detail that is included, the better the model. There is little evidence that the authors are familiar with the attempts of the ABSS community to clarify such matters as validation, sensitivity analysis and parameter space exploration, and the critical task of choosing an appropriate level of abstraction (or granularity) for a model.

Now, that was the only really negative comment, but it is one that applies to archaeological modeling in general. I mention it here, because my own models have been criticized for not having enough detail. That is however the point. My models tend to be more abstract than the average archaeological simulation, and so I agree with the reviewer: more detail is not necessarily better. In fact, more detail can often paralyze the analysis.

Model building is about simplification, about understanding from the gaps as much as from the content.

Some other things that should be on the reading list:

Josh Epstein on why we build models:

This lecture treats some enduring misconceptions about modeling. One of these is that the goal is always prediction. The lecture distinguishes between explanation and prediction as modeling goals, and offers sixteen reasons other than prediction to build a model. It also challenges the common assumption that scientific theories arise from and ’summarize’ data, when often, theories precede and guide data collection; without theory, in other words, it is not clear what data to collect. Among other things, it also argues that the modeling enterprise enforces habits of mind essential to freedom. It is based on the author’s 2008 Bastille Day keynote address to the Second World Congress on Social Simulation, George Mason University, and earlier addresses at the Institute of Medicine, the University of Michigan, and the Santa Fe Institute.

A website:

http://www.swarm.org/index.php/Agent-Based_Models_in_Culture/Anthropology

And a pair of books:

Non Linear Models In Archaeology and Anthropology

Generative Social Science