Revised
12/4/2000
Cluster Course
Development Proposal (1 December 2000):
Simulating Society: Cyber
Models of Cultural Complexity
I
Teaching Team
1.
Nicholas
Gessler (Coordinator), Instructor, Geography.
2.
Phil
Bonacich, Professor, Sociology.
3.
Dwight
Read, Professor, Anthropology.
4.
Susanne
Lohmann, Professor, Political Science.
5.
Bill
McKelvey, Professor, Anderson School of Management.
6.
Lars-Erik
Cederman (Alternate), Assistant Professor, Political Science.
Guest Lecturers
1.
Steven
Bankes, Rand, Santa Monica and Evolving Logic, Los Angeles. “Simulation Successes and Failures for Strategic
Planning.”
2. David Fogel, Natural Selection
Inc., San Diego. “Simulating Creativity:
Evolutionary Computation.”
3. Alex Singer, USC Integrated
Media Systems Center & Institute for Creative Technologies, Director Star
Trek TNG, Paramount. “The Army and the Holodeck.”
II
Course Description, Aims and Objectives
We focus on the new sciences of complexity and
chaos and their implications for the social sciences. What is “new” in science is our ability to
describe a social situation in a special language and then have that language
work out its own entailments in a simulation. This is a revolutionary development in the philosophy of the sciences
that is forcing us to rethink traditional ways of knowing the
world around us. Students will learn
current theories in the evolution of cultural complexity, will have hands-on
experience experimenting with and writing simulations, and will gain critical
insight into the practice of social science.
We begin the course with a brief historical perspective
on simulations in the social sciences, moving through five introductory lectures
from each of our teaching team. These provide us with an in-depth overview of the breadth of modeling
and simulation theory in the social sciences. We then proceed to build a social science in
simulations from the bottom-up. From
the “great ideas” of social origins, maintenance, growth and change we construct
models from a kit of simple elements. We add to this kit, piece by piece, forging a pathway step by step
through the social sciences, a pathway that parallels the evolution of culture
from simpler prehistoric societies to the complex societies of today.
We see how social organization emerges from the biological and cultural
underpinnings of the evolution of the individual.
We see how individuals interact with one another, the population as
a whole, and the physical environment, creating increasingly larger and more
complex interrelationships. We see
how simpler structures originating in our evolutionary past are reused and
nested at different scales to form a framework for more complex culture. Early in the course, students begin to model
these systems with an easily accessible language called StarLogo. As we move progressively across the spectrum
from simple to complex theory, we add complexity to the simple artificial
worlds we originally created. As we
do this, we also add sophistication to the students’ critical and creative
skills in equal measure. We begin
our story with individual human cognition, consider patterns of emergent behavior
in populations, and then embrace more realistic layered geographic spaces
using selected phrases from a ubiquitous language called C++. We conclude by bringing students up to speed
at the cutting-edge of multiagent simulation, the fascinating challenges of
evolutionary computation and creating culture among communities of
robots.
We have all played computer games and have been stimulated
by simulated worlds brought to life in movies (e.g. War Games). We have all heard about artificial intelligence,
artificial life, and virtual reality, which respectively model complex individual
thinking, complex populations, and complex physical environments.
Our social science simulations lay somewhere among all three.
We model individuals interacting with other individuals, individuals
interacting with groups in a social environment, and individuals interacting
with objects situated in space and time in a physical environment. We call any object that can sense, think, and act an “agent.”
We call the entire model a “multiagent simulation.”
Using this approach we can study what constitutes a culture: is it
the behavior of individuals thinking all alike, or individuals with differing
perspectives on the world (Rashomon)?
Although our simulations are nowhere as complex and immersive as those
suggested by the movies (Thirteenth Floor & Dark City),
they serve us measurably well.
We offer students the hands-on experience of writing
multiagent simulations from the bottom-up and experimenting with them as desktop
laboratories for evaluating alternative explanations in social science.
By studying these simulations we can distinguish what is possible from
what is not. We can run alternative “what if” scenarios to test a theory or an
explanation. What if we changed this
behavior or event, or that? Then what?
We can ask, “what would have happened” had some other course of action
had been taken (Run Lola Run)? Within a simulation model, we have access to
every piece of information about an artificial world. We require no special knowledge of computers
from our students. We only suggest
that they have some familiarity with Windows on a PC. Even if they’ve never touched a computer, we can transport them
into these artificial worlds quite comfortably and provide them with
some stimulating and useful insights. By
the end of the course students will be in a better position to evaluate existing
software designed to solve social problems, to direct a team of programmers
creating new simulations and models, and to express and test their own ideas
through simulations. Participants
will be prepared to understand and critically assess the quality of models
and simulations that are used to direct social policy that affects us every
day. They will gain a competitive
advantage by learning the workings of one of the most compelling planning
tools in use today.
III
Course Format
·
Two
lectures per week.
·
Weekly
laboratory at CLICC for hands-on simulations.
·
Maximum
enrollment 140 (negotiable).
·
GE
fulfillment Social Sciences.
Facilities & Equipment Required
·
Classroom,
CLICC Computer Lab (PC), and Staging area, all equipped with:
·
Computer,
projector, VHS and DVD players, and overhead and slide projectors.
IV
Assignments
·
Unscheduled
assignments are those that can only accommodate a fraction of the class at
any given time. For this reason, students
are encouraged to schedule and complete them early. They may include viewing and critiquing videos and field trips.
1.
Nightline:
Brave New World, Ted Koppel, ABC News, 8-5-99
(video on reserve).
2.
Artificial
Life, VPRO Amsterdam, 3-29-95 (video on reserve).
3.
Fast,
Cheap, and Out of Control, Errol Morris (theatrical video).
4.
The
Thirteenth Floor, Josef Rusnak (theatrical video).
5.
USC
Institute for Creative Technology, Marina del Ray (field trip).
·
Scheduled
assignments are those that everyone has the resources to complete in a timely
fashion. They will be given weekly
and are due at the beginning of lab.
Grading
Fall and Winter quarter lectures and labs
·
Fall
grades will be deferred until the end of the Winter quarter.
·
There
will be both Fall and Winter quarter final exams.
·
Grading
will be based:
o
25%
upon the Fall quarter final exam.
o
25%
upon the Winter quarter final exam.
o
25%
upon the Fall and Winter quarter assignments.
o
25%
upon the Fall and Winter quarter term papers.
·
Weekly
ungraded quizzes will enable students to monitor their own progress.
V
Readings
·
Textbooks
(all in print paperbacks at circa $20 each):
1.
Axelrod, Robert.
1984. The Evolution of Cooperation.
New York: Basic Books.
2. Epstein, Josh and Rob Axtell. 1996. Growing Artificial Societies. Cambridge:
MIT Press.
3. Hillis, Daniel. 1999. The Pattern on the Stone. New York: Basic Books.
4. Levi-Strauss,
Claude. 1971. The Elementary Structures of Kinship. Beacon Press.
5. Schelling,
Thomas C. 1978. Micromotives and
Macrobehavior. New York: W.W.
Norton
·
Course
Reader:
1.
Notes
on Laboratory Assignments.
2.
Selected
Articles.
Desktop Simulations:
·
Customizable
examples written in StarLogo (freeware).
·
Customizable
examples written in Borland C++ (licensed).
·
Supporting
software: SynEdit (freeware), PhotoShop
(licensed), DreamWeaver (licensed), and CuteFTP (licensed).
·
Many
of the software modules for this course have already been developed and used
successfully with students.
Web Simulations:
·
Java
Applet Review Service. http://www.jars.com/jarssearch.html
·
The
Temple of Alife. http://alife.fusebox.com/
VI
Fall Quarter
Five Introductory Lectures:
Week 1
· Gessler: How we know, understand and explain the world
through representations. A broad view
of simulations, computers and languages.
The building blocks of agents, senses, thoughts, actions, of the social
and the physical environments. Film
clips and simulations. Historic readings:
1.
Anon. “Science:
The Thinking Machine.” In Time:
The Weekly Magazine, January 23, 1950, pp. 54-60.
2. Jay
W. Forrester, "Counterintuitive Behavior of Social Systems". In Technology Review, Vol. 73, No. 3,
Jan. 1971, pp. 52-68.
3. Ludwig
von Bertalanffy. “The History and
Status of General Systems Theory.” In
Trends in General Systems Theory, edited by George J. Klir. John Wiley & Sons, New York (1972) pp.
21-41.
·
Read: Beginning where biology leaves off, cultural
organization originates from kinship. Rules
for marriage and the exchange of goods and labor through reciprocity create
a boundary which defines who is inside and who is outside the community.
1.
Elementary
Structures of Kinship by Claude, Beacon Press (1969 (1949)).
Lectures are based on the first 5 chapters (pp. 1 - 68).
Week 2
·
Bonacich: The problem of social order and how it arises
from individual decision-making. How
do we resolve the issue of independent and often selfish local decisions leading
to negative global consequences? Through informal dispersed social arrangements or strong central
governments? Simulations.
1.
G. Hardin. 1968.
The Tragedy of the Commons. Science 162: 1343-48.
·
Lohmann: Collective action, the use of coordination
and cooperation to achieve well-being beyond what individuals could achieve
on their own. Welfare reached through
leadership, religion, emotions and norms.
Political institutions to shape social action and allow even higher
levels of well-being. Simulations.
1.
Ostrom 1990. Chapter 4 (pp. 103-142):
The Los Angeles Water Pumping Race
Week 3
·
McKelvey: What causes organizations to be the way they
are? Why do they succeed or fail? How do they learn new ways of functioning in
a changing world? How might we winnow
out bad theories in favor of more truthful ones. The role of agent models in improving truth-finding in social science.
Simulations.
1.
Carley, K. M. and D. M. Svoboda (1996).
“Modeling Organizational Adaptation as a Simulated Annealing Process,” Sociological Methods and Research, 25,
138–168.
Fall Quarter
Building Social Science from the Bottom-Up
Week 3
·
Bonacich: Residential Segregation. Simulations in StarLogo.
Week 4
·
Bonacich: Mathematics of Musical
Chairs. Simulations in StarLogo.
·
Bonacich: Other Families of Models. Simulations in StarLogo.
Week 5
·
Bonacich: Cooperation and Tit for Tat Strategies. Simulations in StarLogo.
·
Bonacich: Cooperation in Warfare and Biology. Simulations in StarLogo.
Week 6
·
Bonacich: Practical Advice. Simulations in StarLogo.
·
Bonacich: Conclusions. Simulations in StarLogo.
Week 7
·
Read: The Netsilik Eskimo and Kung! San. How cultural rules arising from environmental
conditions lead to disjunctures requiring further rules to ensure cooperation.
Simulations.
·
Read: How different theoretical frameworks in anthropology
arise from nature, accounting for the universality of forms, and culture,
accounting for the variation of forms we observe in human social groups.
Week 8
·
Read: Materialism and Idealism. Neither the focus on external conditions, materialism,
nor the focus on internal conditions, idealism, are alone sufficient explanations
for culture. How multiagent simulation
provides a means to bring both into play. Simulations.
·
Read: Self and Induced Organization. How does each arise?
Week 9
·
Read: Endogamy and Exogamy. How a community is constructed from the perspective
of its participants? The central role
of kinship.
·
Read: How exchange, a result of the incest rule,
integrates groups that would otherwise be independent, into an organized community.
Week 10
·
Read: How we may explore the consequences of the
absence of cultural rules, such as incest and marriage, through multiagent
simulations?
·
Lohmann: Coordination. Real world cases, web experiments, and simulations.
Week 11
·
Final
Exam
Winter Quarter
Week 1
·
Lohmann: Public Goods. Real world cases, web experiments, and simulations.
·
Lohmann: Payoff Externalities & Information Cascades. Real world cases, web experiments, and simulations.
Week 2
·
Lohmann: Majority Rule & Democratic Deliberation.
Real world cases, web experiments, and simulations.
·
Lohmann: Nested & Federalist Structures & Politics.
Real world cases, web experiments, and simulations.
Week 3
·
Lohmann: Social Life of Information. Real world cases, web experiments, and simulations.
·
Lohmann: Why Decentralized Systems are Hard to Understand.
Real world cases, web experiments, and simulations.
Week 4
·
McKelvey: The SugarScape Model and Science from the Bottom-Up.
Darwinian selectionist theory, competition and survival, and the emergence
of firms as competitive entities. SugarScape
simulation.
·
McKelvey: Ecology, Competition, Selection & Emergent
Economies. A biological analogy for
the study of firms: organizational
ecologies, organizational populations, and organizational population ecology.
Week 5
·
McKelvey: Exploitation, the assumption of a static world
to be optimized, and exploration, the assumption of a changing world to be
understood, and the trade-offs between cost advantage and product differentiation.
·
McKelvey: Organizational learning and adaptation, knowledge
and human capital, networks and social capital, and the optimization of distributed
intelligence.
Week 6
·
McKelvey: Landscape design. Hierarchy versus local action, emergent self-organization, cross-functional
integration, tuning computational search spaces.
·
McKelvey: Structuration.
Week 7
·
McKelvey: Emergent culture and order creation. The coevolutionary process between theory and
model development and model development and real-world phenomena.
·
Gessler: How repeated local “random” processes produce
global patterned behaviors. How paths
are formed through complex spaces: schooling, flocking, herding, and dispersion.
Video. Using C++ to simulate moving halfway to random
destinations.
Week 8
·
Gessler: Geometric geographic distributions of resources,
the problems of optimizing search behaviors and carrying capacity.
Simulation in C++.
·
Gessler: Realistic geographic cultural and resource
spaces using a digital elevation model. The
exchange of resources and materials in complex “layered” environments.
Simulation in C++.
Week 9
·
Gessler: Acquiring geographic information, using and
exchanging it, the brokering of goods and information. Simulation in C++.
·
Gessler: Boundaries and communities of information and
goods exchange. The control of exchange
and the origins of deception. Simulation
in C++.
Week 10
·
Gessler: Continuation of simulation in C++. “All but war is simulation,” counterfactual
analysis of the Gulf War battle of “73-Easting.” Video.
·
Gessler: Karl Sims’ “Evolved Virtual Creatures,” the
evolution of sensory, thought, and behavioral processes from nearly nothing.
Video. Accomplishments and challenges of evolutionary
computation, including the creation of robotic societies for planetary exploration.
Week 11
·
Final
Exam
VII - Spring Seminars
Multiagent
Spatial Modeling for Artificial Societies & Cultures.
Nicholas Gessler:
The seminar will build an "artificial
culture," a theoretical framework incorporating the social, technological,
and natural environments, and the roles of the individual and the population,
shared and unshared beliefs, and material and ideational culture. It will investigate the coevolutionary and
behavioral processes at work in an attempt to integrate the strategies of
Marvin Harris' cultural materialism, Lewis Binford's processual
archaeology, and Marvin Minsky’s society of mind within one
structure. Emphasis will be placed on
the trade and flow of goods and information and its management through emergent
social processes. Students will learn
to pseudocode and code in C++ or Java.
Readings:
1.
Marvin Harris. Theories
of Culture in Postmodern Times. Altamira 1998.
2.
Lewis Binford, Paula Sabloff. Conversations with Lewis Binford: Drafting
the New Archaeology. Oklahoma 1998.
3.
Marvin Minsky. The
Society of Mind.
4.
Bruce Eckel. Thinking
in C++ Volume 1: Introduction to Standard C++.
5.
Bruce Eckel. Thinking
in Java.
Rationality
and Society
Phil Bonacich
This seminar will examine the usefulness
and limitations of models of rationality in sociology and other social sciences.
After a basic introduction to game theory we will read selected classic
works that use rational choice theory or which discuss its limitations.
Readings:
1.
R. Duncan Luce and Howard Raiffa, Games and Decisions
2. Karl
Sigmund, Games of Life: Explorations in Ecology, Evolution, and Behavior
3. Brian
Skyrms, Evolution of the Social Contact
4. James
Coleman, Foundations of Social Theory
5. Michael
Hechter, Principles of Group Solidarity
6. Elliott
Sober and David Sloan Wilson, Unto Others: The Evolution and Psychology
of Unselfish Behavior
7. Mancur
Olson, The Logic of Collective Action
Modeling the !Kung san and Netsilik Eskimo
Dwight Read
Topics touched upon in the Fall and Winter quarters
will be expanded. Specific ethnographic
cases will be considered, such as the Netsilik Eskimo where one can easily
show how cultural rules, whose origin likely lies in environmental conditions,
leads to internal "disjunctures" resolved by yet other cultural
rules that are needed to ensure cooperation in the specialized kind of seal
hunting that must have taken place in the winter -- sealing that was based
on "beating the odds" -- and how sharing had to be institutionalized
as a means to ensure regularity of food supply and avoidance of internal factions
or cliques. Another example would
be a multi-agent simulation based on the !Kung san that demonstrates the kind
of organization that is induced by incest rules, affecting how one camp may
interrelate with another camp with regard to access to resources.
Biopolitics
Susanne Lohmann
This course studies applied ethics and
governance. It takes a case-based approach, mixing normative and positive
perspectives. Is action X morally right or wrong? How do people reason about
whether action X is morally right or wrong? How do governance structures
influence how people reason about whether action X is morally right or wrong?
How can we design governance structures that encourage people to act ethically,
contribute to public goods, and lead productive and fulfilled lives?
Agent-Based Modeling in the Social Sciences
Lars-Erik Cederman
(alternate)
Are you struggling to analyze complex social systems?
Are you trying to bridge the gap between powerful, but reductionist, rationalistic
models and wide-ranging, but often imprecise, qualitative macro-social theories?
The most recent advances in computational modeling may provide the solution
that you are looking for! This seminar
offers an introduction to agent-based computational modeling with applications
to the social sciences, including political science, economics and sociology.
It will cover the theoretical foundations of the method and the existing applied
literature. No previous knowledge of programming is required. Yet the participants
will be given opportunities to tool up and to develop their own models. The
course relies entirely on a Java-based simulation package called RePast.
Readings
1.
Axelrod, R. 1997. The Evolution of Complexity. Princeton U Press.
2. Axelrod, R. and M. Cohen. 1999. Harnessing Complexity. Free Press.
3. Casti, J. 1997. Would-Be Worlds.
Wiley. (Best popular introduction.)
4. Cederman, L-E. 1997. The Emergence
of Actors in World Politics. Princeton U Press.
5. Epstein, J. and R. Axtell. 1996. Growing Artificial Societies. MIT Press.
6. Holland, J. 1995. Hidden Order.
Addison-Wesley
7. Holland, J. 1998. Emergence.
Addison-Wesley.
8. Schelling, T. 1978. Micromotives
and Macrobehavior. W. W. Norton.
9. RePast,
Univ. of Chicago: http://repast.sourceforge.net/
10. Eckel,
B. 1998. Thinking in Java. Prentice
Hall.