Student Papers Complex Adaptive Systems Fall 2012 Edited by Ivan Garibay CS-TR-12-05 Complex Adaptive System Laboratory University of Central Florida, January, 2013 Preface 3 Papers A New Fast Agent Based Adaptive Algorithm to Estimate Real Time Phasors Syed Alam Abbas 4 An Agent-Based Model of Ant Colony Conflict Charles Snyder 12 Effects of Wealth Distribution In a Progressive Tax Model David Gross 21 A New Measurement of Complexity for Cellular Automata: Entropy of Rules Fan Wu 31 ASOP- Adaptive Self-Organizing Protocol John Edison 39 Agent Based Model for Leftover Ladies in Urban China Jun Ding 47 Wealth Redistribution in Sugarscape: Taxation vs Generosity Vera Kazakova and Justin Pugh 58 Cooperative Coevolution of a Heterogeneous Population of Redditors Lisa Soros 73 An implementation of CHALMS (Coupled Housing and Land Market Simulator) Michael Gabilondo 78 Power Vacuum after Disasters: Cooperating Miguel A. Becerra 85 1 Gangs and their effect on Social Recovery Multi-agent based modeling of Selflessness surviving sense Taranjeet Singh Bhatia 93 The Effect of the Movement of Information on Civil Disobedience Yazen Ghannam 98 The Effects of Hygiene Compliance and Patient Network Allocation on Transmission of Hospital Acquired Infections Zachary Chenaille 106 2 Preface These proceedings contain the student papers presented as final projects for the Complex Adaptive Systems class (CAP 6675) that I taught at the University of Central Florida the Fall of 2012. All papers in this collection present original research in the area of Complex Adaptive Systems developed during the course of this class. More information about this class can be found at http://ivan.research.ucf.edu/teaching.html Ivan Garibay Orlando, January 2013 3 1 A New Fast Agent Based Adaptive Algorithm to Estimate Real Time Phasors Syed Alam Abbas, Student Member, IEEE, and Ivan Garibay, Senior Member, IEEE and phasor estimations over a wide range with fast response. Although better performance can be achieved by these optimization techniques, the implementation algorithm is more complex and intense in computations. Window based methods such as discrete Fourier transform (DFT), short time Fourier transform (STFT) and wavelets are also applied extensively for real time estimation of power system amplitude and phase parameters. DFT is desirable due to its low computational requirement and fast response. However, the implicit data window in the DFT approach requires a full cycle [5]. To improve the performance of DFT-based approaches, some enhancements have been proposed. But due to the inherent limitations in such methods, at least one cycle of the analyzed signal is still required, which hardly meets the demand of high-speed response especially for protection schemes. STFT-based approach has limitations in its accuracy and still requires half a cycle to respond. Recursive wavelet transform (RWT) which is faster, can output phasor parameters in a quarter cycle, has been proposed recently [6]. In this method inappropriately selecting window length and sampling rate may cause the weighting matrix to go singular. Also, it has the inherent limitation of having more computational requirements and higher sampling rate to achieve a reasonable accuracy in short time. A combination of algorithms has also been used to overcome individual limitations [7]. In this paper the estimation is done using a combination of agent based modeling and linear adaptive filtering techniques. The phasor quantities to be determined are modeled as weights of the linear filter that acts an independent agent. This way the model can be easily adapted to drifts in the nominal frequency for each component separately, when it is known, easily tracking its amplitude and phase changes. Each agent uses adaptive block least mean square algorithm (BLMS) with optimally derived step sizes and conjugate gradient search directions , rather than gradient based directions, for minimizing the mean square error (MSE) or the cost function of the linear system. In simulations the performance of this new algorithm is compared with number of other popular published algorithms, both model based and window based. The paper is organized as follows: Section II describes the formulation of phasor estimation as a linear filtering problem Section III shows the formulation using agent based model. Section IV gives the overview of the conjugate gradient technique and B-LMS algorithm and the proposed method used for each agent. In section V the simulations results are presented in comparison with the other algorithms followed by conclusions in Section VI. Abstract—Phasor magnitude and angle of various harmonic and interharmonic components of the power signal are widely used as critical variables and performance indices for power system applications such as protection, relaying and state monitoring. This paper proposes a novel adaptive agent based algorithm for estimating the phasor parameters in real time.It uses decentralized and parellel agents trying to compete and cooperate for accurate and speedy estimation of phasor parameters. Each agent has a designated nominal frequency and it estimates and tracks drifts in amplitude and phase of the component using linear filtering techniques. Each agent uses faster quasi-second order optimization technique to estimate amplitude and phase of single frequency component. This computation does not require any matrix inversions. It features fast response, achieves high accuracy and involves lesser computational complexity than many other model and window based methods. Index Terms—Agent based modeling, Phasor amplitude value, phasor angle, harmonic and interharmonic component estimation, phasor estimation, adaptive signal processing, Block LMS, conjugate gradient based search I. I NTRODUCTION P OWER systems in many applications require real-time measurements of phasor magnitude and angle of the fundamental component and the harmonics present in the voltage and current signals of the power line. These are parameters of critical importance for the purpose of monitoring, control and protection. Speedy and accurate estimations are required for a proactive response under abnormal conditions and to effectively monitor and preempt any escalation of system issues. A variety of techniques for real-time estimation of phasors has been developed and evaluated in past two decades. They are either model based, least error squared (LES), recursive least square (RLS) [1], Kalman filtering [2] or other window based methods. They all use the stationary signal sinusoidal model. LES, RLS, Kalman filters are more suitable for online processing since they generate time trajectories of the evolved parameter but the complexity involved is significant and the matrix has to be fixed and accurate for the model to work. Any drift from the assumed nominal frequency will render the model highly inaccurate. Some artificial intelligence techniques, such as genetic algorithms [3] and neural networks [4], have been used to achieve precise frequency estimation S. Alam is with the Department of Electrical and Computer Engineering, University of Central Florida, Orlando, FL, 32816 USA e-mail: (syedalamabbas@knights.ucf.edu). I. Garibay is a joint faculty with the Department of Electrical and Computer Engineering, University of Central Florida, Orlando, FL, 32816 USA e-mail: (igaribay@ucf.edu ). Manuscript submitted November 27, 2012. 4 2 II. MODELING PHASOR ESTIMATION AS A LINEAR FILTERING PROBLEM with the following equations: p Vp0 = w1 (n)2 + w2 (n)2 w2 (n) θ0 = arctan w1 (n) p Vph = w3 (n)2 + w4 (n)2 w4 (n) θh = arctan w3 (n) Linear Filter: Consider a system with L inputs coming from sensors placed systematically in the environment that does weighted linear combination of inputs. Then the output of the system is given by: y(n) = x1 (n)w1 (n) + x2 (n)w2 (n) + ... + xL (n)wL (n) (1) Such a system is called linear filter and the weights can be adaptively estimated with some algorithm. Clearly, if the harmonic or the interharmonic we seek is absent in the signal, the corresponding weights describing it in the linear system will be close to zero. A. Phasor estimation model with fundamental and harmonics Let us consider a discrete input signal that contains fundamental frequency with the sampling period ∆T . Also without loss of generality we will consider a harmonic h of the fundamental frequency in the signal; where h need not be an integer. B. Phasor estimation model with decaying DC component Let us consider a discrete input signal that contains only fundamental frequency with the sampling period ∆T and a single decaying DC component. y(n) = Vp0 sin[2πf0 n∆T + θ0 ] +Vph sin[2πfh n∆T + θh ] n = 0, 1, 2, 3 · · · y(n) = Vp0 sin[2πf0 n∆T + θ0 ] + Vdc e −n∆T τ n = 0, 1, 2, 3 · · · (2) (4) where Vp0 , f0 , θ0 represents the amplitude, frequency and phase of the fundamental component and Vdc , τ are the amplitude and time constant of the decaying dc component present in the composite signal. Then using Taylor’s series expansion upto first order for the second quantity in (4), we have, where Vp0 , f0 , θ0 represents the amplitude, frequency and phase of the fundamental component and Vph , fh , θh the amplitude, freqency and phase of hth harmonic or interharmonic if h is a real number such that fh = hf0 , in the composite signal respectively. Then using the trigonometric expansion, y(n) = Vp0 sin[2πf0 n∆T ]cos[θ0 ] +Vp0 cos[2πf0 n∆T ]sin[θ0 ] Vdc · n∆T +Vdc − τ y(n) = Vp0 sin[2πf0 n∆T ]cos[θ0 ] +Vp0 cos[2πf0 n∆T ]sin[θ0 ] +Vph sin[2πfh n∆T ]cos[θh ] +Vph cos[2πfh n∆T ]sin[θh] (5) We use the following notations at this point, We use the following notations at this point, w1 (n) = Vp0 cos[θ0 ] w2 (n) = Vp0 sin[θ0 ] w3 (n) = Vdc Vdc w4 (n) = τ x1 (n) = sin[2πf0 n∆T ] x2 (n) = cos[2πf0 n∆T ] w1 (n) = Vp0 cos[θ0 ] w2 (n) = Vp0 sin[θ0 ] w3 (n) = Vph cos[θh ] w4 (n) = Vph sin[θh ] x1 (n) = sin[2πf0 n∆T ] x2 (n) = cos[2πf0 n∆T ] x3 (n) = 1 x3 (n) = sin[2πfh n∆T ] x4 (n) = cos[2πfh n∆T ] x4 (n) = −n∆T Substituting above values in (5), we get, Substituting above values in (2), we get, y(n) = x1 (n)w1 (n) + x2 (n)w2 (n) y(n) = x1 (n)w1 (n) + x2 (n)w2 (n) +x3 (n)w3 (n) + x4 (n)w4 (n) +x3 (n)w3 (n) + x4 (n)w4 (n) (3) which is simply a linear weighted combination of inputs. Once the weights of the filters are estimated the amplitude and phase of the fundamental harmonic and the amplitude and time constant of the decaying dc can be estimated with which is simply a linear weighted combination of inputs. Once the weights of the filters are estimated the amplitude and phase of harmonics and interharmonics can be estimated 5 3 Each agent uses the estimates of other agents and then tries to maximize its information from the residual using same error minimization algorithm. That in combination minimizes the total residual error. That is a global emergence occurs by thier localized self-interested behaviour. This is similar to resource allocation problem where each agent can only consume a resource upto its capacity. Here when all agents have solved thier own problems the convergence is the total minimization of error. The model of the agents constantly adapts to the measurement and with each iteration the prediction gets better and better. In this paper each agent uses algorithm based on method introduced in [8]. Nature has evolved biological systems that simple agents to solve a complex problem adaptively and speedily. Consider a biological framework of neuroscientist Donald MacKay, who in 1956 proposed that the visual cortex is fundamentally a machine whose job is to generate a model of the world. He suggest that primary visual cortex constructs an internal model that allows it to anticipate the data streaming up from the retina. The cortex sends its predictions to the thalamus, which reports on the difference between what comes in through the eyes and what was already anticipated. The thalamus sends back to the cortex only that difference information, the error signal as is called in engineering paradigm. This unpredicted information adjusts the internal model so there will be less of a mismatch in the future. That is the model adapts to better represent the world which it sees or rather senses. In this way, the brain refines its model of the world by paying attention to its mistakes. Ceaselessly learning it gets better and better. Mackay pointed out that this model is consistent with the anatomical fact that there are ten times as many fibers projecting from the primary visual cortex back to the visual thalamus as there are going the other direction– just what youd expect if detailed expectations were sent from the cortex to the thalamus and the forward-moving information represented only a small signal carrying the difference or error. In 1982, Marr’s human vision model gave a computational theory to Human stereo vision [9]. In it the human perception was considered to be decomposing the signal or image in a set of independent frequency channels and then finely analysing it. So the brightness and saturation are also affected by this fixed frequency resolution framework. Even memory colors affects the frequency or color discerned in images by a robust mechanism of human vision system called color constancy[10]. Similarly in human audio system, it is worth noting that estimating all three sinusoidal parameters, amplitude, phase and frequency, is paramount for discerning high quality music. The human perception of a song or piece of music is closely linked to the way different sources and thier respective partials interact, and such an interaction strongly depends on those parameters. Exact spectral coincidence is usually highly unlikely due to the different characteristics of instruments and musicians, and, if it occurs, it will just last for a few milliseconds [11]. So any algorithm aiming to seperate the signal must be able to deal with close frequencies too. However this frequency resolution cannot have arbitrary precision, it will be constrained by acquisition and processing delays of the system. the following equations: p Vp0 = w1 (n)2 + w2 (n)2 w2 (n) θ0 = arctan w1 (n) Vdc = w3 (n) w3 (n) τ= w4 (n) III. S OLVING L INEAR F ILTERING P ROBLEM BASED M ODEL USING AGENT Consider (3) a linear combination of inputs with additive noise η, Let, y1 (n) = x1 (n)w1 (n) + x2 (n)w2 (n) y2 (n) = x3 (n)w3 (n) + x4 (n)w4 (n) y(n) = y1 (n) + y2 (n) + η(n) We see that once the linear filtering approach is taken, the linearly seperable problem can be further agentisized. Now each agent can be given an input that is the measured signal minus the output from other agents. That is agent 1 has input, yˆ1 (n) = y(n) − y2 (n) and agent 2 has input, yˆ2 (n) = y(n) − y1 (n) as shown in Fig 1. This way each agent can operate parallely and the algorithm would require smaller number of samples per innovation compared to original problem.For instance, for B-LMS introduced in [8] to work for (1) we require at least L samples of measured signal to proceed with the algorithm where the value of L depends on the number of frequency components we are seeking. Now if we agentisize the problem and divide it into L/2 agents, only two new samples are needed per innovation for the algortihm to generate individual agents estimates. Hence it has a potential to track dynamically the amplitude and phase drift faster. This is a novel divide and conquer way of solving linear filtering problem. In this agent based modelling each agent will have a designated known frequency value. There will be two weights defined as in (2) for each frequency component. Using the trignometric expansion we orthogonalize the components into sine and cosine components as shown in (3). Once the two weights have been computed , each agent would know its own frequency component’s amplitude and phase. When all agents have maximized thier orthogonal sine and cosine components of specific frequencies the total residual error would have minimized. The steps or three stages of estimation are: 1. Competition Each agent tries to maximize its own signal component using some algorithm by minimizing difference between its output and the input signal i.e Total measured minus outputs of each agent which is initially zero for all agents. 2. Sharing All agents after thier windowed period share thier information , that is their estimates of sine and cosine components. 3. Cooperation 6 4 Thus, in our modeled system, a combination of agents tracking desired harmonics, interharmonics and dc offset can then be used simply to solve a phasor estimation problem only from the measurements of composite signal. Also using this approach the computational complexity is reduced per agent, the response is speedy and the distributed archiecture provides more robust algorithm. The block diagram of Agent based model to solve linear filtering problem is shown in Fig 1. Measured Signal y(n) Agent 1 Agent 2 Fig. 1. y1(n) eL (n) = yL (n) − xTL (n)w(n) where yL (n) = [y(n), y(n − 1)...y(n − L)] xL (n) = [X(n), X(n − 1)...X(n − L)] X(n) = [x1 (n), x2 (n − 1)...xK (n)] w(n) = [w1 (n), w2 (n − 1)...wK (n)] (6) are the output, input and weight vectors. For simplicity, henceforth the subscript L will be dropped from notation. The mean square error (MSE) signal or the cost function is given by, 1 (7) E[w(n)] = eT (n)e(n) L Differentiating (5) w.r.t to weight vector w(n) yields, Residual Error e(n) 2 ∂e(n) ∂E[w(n)] = e(n) ∂w(n) L ∂w(n) y2(n) Hence the negative gradient vector is given by, The Agent based model for solving linear filtering problem − The block diagram for each agent using a linear adaptive filter to estimate phasors quantities is shown in Fig 2. ∂E[w(n)] 2 = xT (n)e(n) ∂w(n) L (8) Update of the filter coefficients is done proportional to negative of gradient according to the following equation: 2 T x (n)e(n) (9) L where η is the step size or learning parameter and ŵ(n), ŵ(n + 1) represent the initial and the new estimates of the weight vectors respectively. The feedback loop around the estimate of the weight vector ŵ(n) in the LMS algorithm acts like a low pass fitler, passing the low frequency components of the error signal and attenuating its high frequency components. Also unlike other methods the LMS algorithm doesnt require the knowledge of the statistics of the environment. Hence it is sometimes called stochastic gradient algorithm. In precise mathematical terms, the LMS algorithm is optimal in accordance with the H ∞ (or minimax) criterion [13]. ŵ(n + 1) = ŵ(n) + η · Fig. 2. The Adaptive system model for each agent B. Conjugate Gradient Method IV. A LGORITHM We know that the error surface (MSE) is quadratic in weight vector from (7). If an algorithm uses fixed step sizes to update weights in (9) it would be a first order optimization steepest descent method. It may need a large number of iterations leading to slow convergence for some quadratic problems. The conjugate gradient method tries to overcome this issue. It belongs to a class of second order optimization methods collectively known as conjugate-direction methods[14]. Consider minimization of a quadratic function f (w) : USED FOR EACH AGENT A. B-LMS algorithm B-LMS or block least mean square error algorithm is extensively applied in numerous signal processing areas such as wireless communications, statistical, speech and biomedical signal processing [12]. The B-LMS algorithm provides a robust computational method for determining the optimum filter coefficients (i.e. weight vector w). The algorithm is basically a recursive gradient (steepest-descent) method that finds the minimum of the MSE and thus yields the set of optimum filter coefficients. The instantaneous error signal at instant n processed in blocks of length L and weights of size K for a linear system is given by, 1 T w Aw − bT w + c 2 where w is a L-by-1 parameter vector, A is a L-by-L symmetric, positive definite matrix, b is a L-by-1 vector, and c is a scalar. Minimization of the quadratic function f (w) is achieved by assigning to w the unique value, f (w) = w∗ = A−1 b 7 5 Thus minimizing f (w) and solving linear system of equations Aw∗ = b are equivalent problems.Given a matrix A, the set of nonzero vectors s(1), s(2), .s(L) is A-conjugate if: Step 1:For n = 0, 1, 2 · · · and for a block size of length L, and weight vector size of K, we have, Input signal x(n) = [X(n) X(n − 1)...XL (n − L)]T Measured signal y(n) = [y(n) y(n − 1)...yL (n − L)]T Error signal e(n) = y(n) − xT (n)w(n) Initialize weights ŵ(0) = [0 0...0]K Gradient search direction: sT (n)As(j) = 0 f or all n and j such that n 6= j For a given s(1), s(2), .s(L) the corresponding conjugate direction for the unconstrained minimization of the quadratic error function f (w) is defined by: s(0) = r(0) = − w(n + 1) = w(n) + η(n)s(n) n = 1, 2, 3 · · · L Step 2:Find the optimal step size scalar parameter as used in [8], eT (n)xT (n)s(n) + sT (n)x(n)e(n) η(n) = 2sT (n)x(n)xT (n)s(n) (10) where s(n) is the gradient direction and η(n) is a scalar defined by, Step 3:Update the weight vector f [w(n) + η(n)s(n)] = min f [w(n) + ηs(n)] η ŵ(n + 1) = ŵ(n) + η(n)s(n) This is a one dimensional line search for fixed n. The residual of the steepest descent direction is, Step 4:Find the new gradient direction r(n) = b − Aw(n) r(n + 1) = − Then to proceed to the next step we use a linear combination of r(n) and s(n − 1), as shown by the following equation: β(n + 1) = max (11) rT (n)[r(n) − r(n − 1)] rT (n − 1)r(n − 1) rT (n)[r(n) − r(n − 1)] rT (n − 1)r(n − 1) Step 6:Update the direction vector where the scaling factor β(n) is given by Polak-Ribiere formula [14]. β(n) = 2 ∂E(ŵ(n + 1)) = e(n + 1)x(n + 1) ∂ ŵ(n + 1) L Step 5: Use the Polak-Ribiere formula to calculate β(n + 1): s(n) = r(n) + β(n)s(n − 1) n = 1, 2, 3 · · · L 2 ∂E(ŵ(0)) = e(0)x(0) ∂ ŵ(0) L s(n + 1) = r(n + 1) + β(n + 1)s(n) Step 7:Set n = n + 1, go back to step 2 If the mean square error (MSE) E(w) is quadratic function of weights,the optimal value of weights will reach in at most K iterations where K is the size of the weight vector w. (12) Thus, conjugate gradient methods do not require any matrix inversions for solving linear system of equations and are faster than first order approximation methods. In combination with the B-LMS algorithm they provide a very efficient way to solve quadratic problems. V. P ERFORMACE RESULTS In this section, the performance of the algorithm is evaluated under two test conditions covering static state and dynamic state test and the results are compared with conventional DFT methods and latest published techniques in [5],[17], [18], [20], [21], and [6]. All tests are performed with sampling rate N = 120 samples per cycle (i.e., sampling frequency = 7.2 kHz) and a block size varies depending on number of weights to be computed and number of iteration used , if any, is equal to the number of weights. The higher sampling rate is useful for high accuracy. Clearly since the algorithm used is same as in [8] that static performance is similar. C. Proposed B-LMS with conjugate direction search based adaptive system for each agent The block diagram for a linear adaptive filter to estimate phasors quantities for each agent is shown in Fig 2. The weights w are defined such that they trace the unknown parameters, amplitude and phase of the frequency components. Thus the unknown linear system has weights reflecting the amplitude and phase of each component. The method helps the adaptive system incrementally to match the output of the unknown system corrupted with noise. The input vector x takes on the modeled values based on timestamp and frequencies while the desired vector y is the actual measurement vector of the composite signal. The B-LMS with conjugate gradient algorithm tries to track the unknown weight vector by matching the outputs of the adaptive and the unknown system through minimizing the error signal generated between the two in presence of noise. The noise need not be white Gaussian. The steps of the B-LMS algorithm with conjugate gradient search for the linear adaptive system are presented below: A. Dynamic Step and Ramp Change Test using single agent To evaluate the dynamic response when exposed to an abrupt signal change, a positive step followed by a reverse step back to the starting value under various conditions is applied to the amplitude and phase angle of a sinusoidal signal, respectively. The model used is using single agent and to demonstrate the speedy response. Studies indicate that under both types of steps, the amplitude and phase change, the algorithm shows similar dynamic behavior. Here we used a block size of 12 samples since only two weights are to 8 6 Fig. 3. Fig. 4. Fig. 5. Dynamic response for the amplitude step Dynamic response for the with amplitude step with prefiltering Fig. 6. Dynamic response for the phase step Dynamic response for the amplitude ramp change [5],[17] and faster than instantaneous sample-based methods [18], [20] that require full cycle of fundamental component about 16.66 ms. A dynamic amplitude response for a ramp change is also done. The ramp occurs at 0.02 s and continues to steadily increase till 0.06 s then it drops back to the original value as shown in Fig 6. It is clear that the algorithm tracks the constant changes steadily and the drop is tracked just in 1.67 ms. The performance of the algorithm showed similar result in phase test. be computed (i.e. .1 cycle). The results of the amplitude step (10% of normal value) and phase step (π/18 rad), are presented by Figs. 3-5, respectively without any iterations used for blocks of data. The steps occur at 0.02 and 0.06 s. One can observe that the outputs track the changes in the inputs extremely fast. It took 1.39 ms and 1.94 ms to fully track the amplitude step change and 1.67 ms and 1.81 ms to track phase step change that occurred at two different times respectively. To investigate the effect of prefiltering on the algorithm dynamic performance, a third order Butterworth low-pass filter with a cutoff frequency of 320 Hz is used to process the input signals. Fig. 5 shows the result of amplitude step test. Compared to Fig. 3, which shows the transient behavior without signal prefiltering, one can see that the low pass just slows the response from 3 to 5 ms with no significant overshoot and undershoot and it is still less complex than the RWT-based method [6] that takes about a quarter cycle of fundamental component time period, DFT-based methods B. Dynamic test using two agents To evaluate the dynamic response when exposed to an abrupt signal change occurs in one agent and the other agents signal remains unchanged we used two agents model. The results were as expected. Lowering the sample window size using two agents working in parallel nicely isolates the perturbation in signal. The fundamental frequency agent’s follows similar dynamic change while the second frequency agent’s 9 7 A high frequency resolution could be achieved using this model based technique by appropriately modeling weights. The decaying dc component can be completely removed using this technique. The performance of the algorithm is evaluated under a variety of conditions that includes static test and dynamic test. Comparison with other techniques demonstrates the advantage of using this approach. The computational burden is minimal when compared to non-linear or second order methods or wavelet based methods; accuracy is high and response is very rapid to satisfy time-critical demand of the real time applications in power system. This model can be easily adapted to drifts in nominal frequency when it is known. This is one of the most efficient time domain methods. In power systems, as is well known, frequency is much more tightly regulated parameter than amplitude and phase of various signal components, where this technique can be productively employed. Using agent based method further improves the response since smaller number of samples is needed per innovation. Hence in a dynamic enviornment it would be very useful. However the algorithm using agent based is more error prone. In sense that it takes longer time to stabilize, since an error in estimation of one agent will affect other agents and it will cycle in the algorithm and would take longer than the conventional method to settle. It must be emphazised that the local algorithm plays an important role in determining the collective efficiency of agents. So further research is required to try this distributed agent based scheme using different local algorithm for agents and also to estimate the nominal frequencies and its drift using some efficient approach and combining it with this filtering algorithm. Fig. 7. Dynamic response of amplitude of the agent 1 with fundamental frequency R EFERENCES [1] I. Kamwa and R. Grondin, ”Fast adaptive schemes for tracking voltage phasor and local frequency in power transmission and distribution systems”, in Proc. IEEE Power Eng. Soc. Transm. Distrib. Conf. , Dallas, TX, 1991, pp. 930-936. [2] A. A. Girgis and W. L. Peterson, ”Adaptive estimation of power system frequency deviation and its rate of change for calculating sudden power system overloads,” IEEE Trans. Power Del. ,vol.5,no 2, pp. 585-597, Apr 1990. [3] K. M. El-Nagger and H. K. M. Youssef, ”A genetic based algorithm for frequency relaying applications,” Elect. Power Syst. Res., vol. 55, no. 3, pp. 173-178, 2000. [4] L. L. Lai and W. L. Chan, ”Real time frequency and harmonic evaluation using artificial networks,” IEEE Trans. Power Del. ,vol. 14, no 1, pp. 52-57,Jan. 1990. [5] T. S. Sidhu and M. S. Sachdev, ”An iterative technique for fast and accurate measurement of power system frequency,” IEEE Trans. Power Del., vol 13, no. 1, pp. 109-115, Jan. 1998. [6] J. Ren and M. Kezuovic, ”Real-Time Power system frequency and phasors estimation using recursive wavelet transform,” IEEE Trans. Power Del. ,vol. 26, no 3, pp. 1392-1402,Jul. 2011. [7] Iman Sadinezhad and Vassilios G, ”Monitoring Voltage Disturbances Based on LES Algorithm, Wavelet Transform and Kaman Filter,” 35th IEEE Industrial Electronics,IECON09., pp. 1961-1966, Nov 2009. [8] S. Alam, “A New Fast Algorithm to Estimate Real Time Phasors using Adaptive Signal Processing,” IEEE Trans. Power Delivery, Under Review. [9] D. Marr, Vision,New York; Freeman, 1982. [10] AC Hurlbert and Y. Ling, If it’s a banana, it must be yellow: The role of memory colors in color constancy, Journal of Vision, 2005. [11] J. G. A. Barbedo and A. Lopes, “Estimating Frequency, Amplitude and Phase of. Two Sinusoids with Very Close Frequencies”, World Academy of Science, Engineering and Technology 35 2009. Fig. 8. Dynamic response of amplitude of the agent 2 with second frequency signal remains unchanged. We see a very fast tracking of the jump occuring at 0.02 s and a drop at 0.06 s for the agent 1 assoicated with fundamental frequency as shown in fig 7. Second agent’s plot is shown in fig 8. Although we do see ripples, the algorithm does a good work in mean-squared error sense. VI. C ONCLUSIONS The paper introduces a new agent based adaptive filtering approach to solve the problem of phasor estimation when the frequencies of components are known. The algorithm features very fast response and accuracy is good in meansquare sense. It uses less than a quarter cycle of fundamental component signal to estimate amplitude and phase for a signal contaminated with harmonics or interharmonics. 10 8 [12] Ying Liu, Raghuram R, Matthew T and Wasfy B. Mikhael, ”Conjugate Gradient based complex Block LMS employing Time-varying optimally derived step sizes”,52nd IEEE International Midwest Symposium on Circuits and Systems , pp.590-593, 2009 [13] B. Hassibi and T. Kailath, Mixed least-mean-squares/H-infinity-optimal adaptive filtering, Proceedings of the 30th Asilomar Conference on Signals, Systems and Computers , Pacific Grove, CA, Nov 1996 [14] Simon Haykin, Neural Networks, A Comprehensive Foundation, Prentice Hall, New Jersey,1996. [15] Math H.J. Bollen and Irene .Y.H. Gu, Signal Processing of Power Quality Disturbances , IEEE, Wiley, 2006. [16] IEEE Standard for Synchrophasors for Power Systems ,IEEE Std. C37.118-2005,Mar. 2006. [17] D. Hart,D. Novosel, Y. Hu, B. Simth and M. Egolf, ”A new frequency tracking and phasor estimation algorithm for generator protection,” IEEE Trans. Power Del. , vol. 12,no. 3,pp. 1064-1073,Jul. 1997. [18] M. D. Kusljevic, ”Simulataneous frequency and harmonic magnitude estimation using decoupled modules and multirate sampling,”IEEE Trans. Instrum Mes. , vol. 59,no. 4,pp. 954-962,Apr. 2010. [19] A. Lopez, J. C. Montano, M. Castilla, J. Gutierrez, M. D. Borras, and J. C. Bravo, ”Power system frequency measurement under non-stationary situations,” IEEE Trans. Power Del. , vol. 23,no. 2,pp. 562-567,Apr. 2008. [20] S. R. Nam, J. Y. Park, S. H. Kang, and M. Kezuovic, ”Phasor estimation in presence of DC offset and ct saturation,” IEEE Trans. Power Del.,vol. 24, no 4, pp. 1842-1849,Oct. 2009. [21] Y. Gou and M. Kezuovic, ”Simplified algorithms for removal of the effect of exponentially decaying DC-offset on the Fourier algorithms,” IEEE Trans. Power Del. ,vol. 18, no 3, pp. 711-717,Jul. 2003. PLACE PHOTO HERE PLACE PHOTO HERE Syed Alam Abbas recieved his B.E degree from University of Mumbai, in 2007, and is currently pursuing PhD degree at University of Central Florida, FL, USA. His research interests are developing new algorithms using signal processing and optimization techniques and their applications in power system protection, measurement, instrumentation and control as well as new areas in smart grid research. Ivan Garibay is director and research faculty at ORC, University of Central Florida, FL, USA. His research interests include evolutionary computation, complex systems, economic modeling, computational social sciences, and game theory. 11 An Agent-Based Model of Ant Colony Conflict Charles Snyder University of Central Florida charles@knights.ucf.edu November 26, 2012 Abstract An agent-based model emulating conflict between two ant colonies is presented. Though behavior of a single ant colony has been the inspiration for the ant colony optimization heuristic, there appears to be no work towards a multiple-colony model. The presented model is found to display characteristic behavior similar to actual ant colonies in foraging and conflict dynamics, and we examine how this behavior is affected by changes in parameters. 1 Introduction The ant colony optimization heuristic was motivated by observations of the behavior of actual ant colonies in their search for food - through the use of many simple ants and stigmergy (communication through pheromones in the environment) the colony is able to explore the environment and gather food. Ant colony optimization emulates this behavior in order to find probabilistically good solutions. The technique is commonly applied to problems that are similar to shortest path in a graph, such as the travelling salesman problem - analogous to finding short routes to food - or resource allocation, such as the knapsack problem - analogous to division of ant labor across multiple food sources. If a computational model of a single ant colony can provide such a useful heuristic, what about a model of multiple colonies? In this paper, we extend the classical single-colony agent-based model to include two conflicting colonies. It is the intention of this paper to provide an accurate agent-based model of two ant colonies to serve as a base for other studies. 2 Background Ant colony optimization is a popular heuristic developed in the field of swarm intelligence. The technique draws inspiration from the behavior exhibited by real ant colonies in the search for food. As in many multi-agent systems, the behavior of ants is dictated by simple rules and local communication. When an 1 12 ant colony forages for food, many ants wander into the environment in what is essentially a random search. If an individual ant finds food it returns to the colony, leaving a trail of pheromones along the way; other ants can then follow this pheromone trail to help gather from the food source more efficiently. As the pheromones will naturally diffuse throughout the environment and evaporate due to heat and wind conditions, longer paths to food will eventually disappear while shorter paths are adequately reinforced by the constant activity - in this way ant colonies establish and maintain a short path to available food sources [3]. Though the ants’ brains are individually simple, by storing information in the environment through pheromones as a means of communication the ant colony as a collective is able to self-organize, optimize its resources towards food gathering, and establish reasonably short paths through the environment. Taking this example of self-organization in nature as a model, Dorigo proposed ant colony optimization as a swarm-intelligence-based, probabilistic heuristic for problems similar to finding a shortest path in a graph [2]. Dorigo’s method captures the essentials of stigmergy by having better solutions acquire more pheromone per step than less optimal solutions, while candidate solutions are formed by weighted random choice biased towards the previously found solutions with larger amounts of pheromone. Some previous agent-based models have used ant colony optimization as a base. There have been several studies [4, 9, 10] that use agent-based ant colony optimization to design manufacturing workflows. In these models different types of food represent the different raw materials and products of the manufacturing process, and different ant nests represent stations that exchange input materials for output materials. The ants of these models serve to establish materials transport routes through the work floor from input raw materials to station, from station to station, and from station to output areas. After some amount of simulation time, areas of high pheromone concentration are selected as material routes. As one might expect - given the similarity of this task to that of finding a shortest path in a graph - the agent-based ant colony simulations performed this task well. Agent-based models similar in spirit to the proposed competitive colony model have been investigated, though none use ant-like stigmergy. One such model investigates tribes of East African herders in competition for grazing land and watering holes [5]. As in the ant colony model, herders must travel from watering holes to suitable grazing land and back to their water source, and herders can directly battle for control of pastures. Unlike the ant colony model however, the herders of a single tribe do not communicate with each other directly or indirectly, but instead pool their resources together. The experimenters note that the eventual rise of one tribe to dominance seems to be an inevitability, though certain conditions tend to prolong this event. 2 13 3 Model The NetLogo library is furnished with a single-colony model [12]; for consistency we adapt some of the single-colony behaviors to the two-colony model. Individual ants navigate by sampling the patch straight ahead, the patch ahead and to the left, and the patch ahead and to the right, then turning towards the patch with the highest amount of pheromone. At each time step an ant randomly changes direction by turning up to 40 degrees in either direction and moves forward 1 unit. Upon finding food an ant will navigate back to its nest using a sort of internal compass - at each point the ant knows which neighboring patch is closest to the nest, and the ant moves accordingly. This approximates several common methods of ant navigation, such as internal tracking [13], visual recognition [6], and magnetic navigation [1]. On its return trip, the food-carrying ant will leave a trail of pheromone that other ants can then follow. A key difference between the single- and dual-colony models is the allocation of food. While the single-colony model starts with 3 static piles of food, the dual-colony model replaces food once it has been gathered to emulate the growth and appearance of food in the ants’ habitat and to allow for longer observation. Food is randomly placed in piles of 20 units into the environment; once 20 units of food have been gathered by the ant colonies, another pile of 20 is introduced. The addition of a second ant colony to the model necessitated a few design decisions. The first concerns how to accommodate a second colonys pheromone trails: for simplicity we say that each colony has a separate pheromone, but other than their colony associations the pheromones are identical to avoid giving either colony an unintended advantage. Ants of one colony are unable to identify or process the pheromone trails of the opposing colony. The second decision concerns the process of conflict between two individual ants. Each ant is given an aggression factor - randomly distributed between 0 and 100 - indicating how often the ant will attack an ant from the opposite colony when one is nearby; an aggression of 0 indicates the ant will never attack an opposing ant, while an aggression of 100 indicates the ant will always attack. An attack simply consists of moving to the targeted ant in 1 step and removing it from the environment. When an ant dies it releases a large amount of pheromone to indicate a threat to the colony and to attract surviving ants for colony defense - in this model this pheromone is the same as the one used for foraging. The colonies can add to their numbers by gathering food: after a predetermined amount of food is gathered by a single colony, that colony produces an additional ant worker. Since ants only die as a result of conflict, this method of replacement is intended to approximate the life and death cycle caused by age, starvation, and outside entities/forces. 4 Experiment The behavior of the model is observed under varying initial populations, pheromone volatility (diffusion and evaporation rates), and food availability. We measure 3 14 Figure 1: Visualization of the model. the amount of time before either colony is extinct, if such an event occurs. It is expected that initial population size will have little effect on survivability. In the case of large initial populations the colonies will be able to effectively organize paths to food and reproduce from the start, however the abundance of ants will lead to extreme conflict. The case of small initial populations is expected to behave the same but for opposing reasons: colonies will not be able to reproduce quickly because of their inability to self-organize, but the lowered density of ants in the environment will lead to fewer conflicts and fewer deaths. Pheromone volatility is expected to have a more significant impact. At low volatility the colonies will be able to establish strong routes to food, and so the ants will be drawn to these routes rather than wandering into opposing territory. At high volatility these routes cannot be established and so the ants are reduced to random wandering, causing a more even spread of ants throughout the environment and so more conflict. The availability of food is expected to cause the most significant impact on survivability. With few piles of food in the environment both colonies will congregate in a small space, causing a higher rate of conflict and eventually extinction. However when food is abundant there is little reason for overlapping foraging routes, so conflict will be relatively rare compared to the rate of gathering and both colonies will survive much longer. 4 15 Figure 2: Extinction time with 10% evaporation rate and 120 units of food. Initial population varies between 60, 120, and 180 ants. 5 Results Parameter settings of 120 initial ants, a 10% evaporation rate, and 120 units of food (6 piles) in the environment produced behavior qualitatively similar to that described in [11, 8, 7], so these settings are used as a base and the individual parameters are varied one at a time. Results are collected from 100 simulations of each parameter set, and time to extinction of one colony is presented in Figures 2, 3, and 4. Initial population size was varied between 60, 120, and 180 ants (Fig. 2). As expected, this variation had little effect on long-term survivability; it was common to see widespread fighting in the early steps in an amount proportional to the population size - larger initial populations result in more ants wandering before pheromone trails are established, which in turn results in more random conflicts. Pheromone evaporation rate was varied between 5%, 10%, and 15% per time step (Fig. 3). Though a rate of 5% appears to allow for longer coexistence it was observed that much of this time was spent tracing pheromone trails that were exhausted of food - so while both colonies survived for longer they did not gather food corresponding to this extra time. Despite the significantly faster evaporation at 15% when compared to 10%, colony behavior was fairly similar: though a rate of 15% was not low enough to maintain strong pheromone trails (while 10% was low enough) it was enough to establish pheromone fingers reaching from the nest towards the food source, providing other ants with a direction in which to search. The food abundance of the environment was varied between 60, 120, and 180 units (3, 6, and 9 individual piles of food respectively) (Fig. 4). As was 5 16 Figure 3: Extinction time with 120 initial ants and 120 units of food. Evaporation rate varies between 5%, 10%, and 15%. Figure 4: Extinction time with 120 initial ants and 10% evaporation rate. Food quantitiy varies between 60, 120, and 180 units. 6 17 Figure 5: Population over time of a typical run at 120 initial ants, 10% evaporation rate, and 120 units of food. Figure 6: Amount of food collected over time for the same run as Fig. 5. expected, increasing the amount of available food significantly increases the time before a colony extinction due to the lack of competition and separation of gathering routes (and the lack of deaths that result from those conditions). 6 Discussion Several behaviors that characterize actual ant colony foraging and competition are commonly observed in the model. The ability to establish gathering routes to nearby food sources and quickly collect that food is central to any ant colony system, and such behavior is constantly observed. To evaluate the extension of the one-colony system to two colonies, we focus on the nature of conflict observed in the new model. In the early stages of the simulation - before food is found and pheromone trails are established - ants wander randomly in the environment. This disorganization results in high rates of conflict when the wandering ants from opposite 7 18 colonies meet for the first time: the opposing ants spread evenly out from their nests, so they meet at the geographic border between the nest territories, and conflict erupts along the border. Border conflicts are also commonly observed between colonies of desert ants [11]. The conflict spreads as ants are attracted by the pheromones left by their dead comrades, until enough ants are killed in conflict or drawn to pheromone trails to food such that the number of free, randomly wandering ants is low enough to make colony collisions rare. After enough time has passed to establish gathering routes and most random wandering is replaced by pheromone-guided foraging, conflicts in empty spaces nearly disappear as ants are drawn to direct paths to food. Instead conflict occurs more often either close to the nests or around food sources. Conflict at a nest results when a single (or few) foraging ant in search for new food wanders into the opposing nest; it is likely that many opposing ants are near the nest either in the process of bringing food or setting out to gather, and so there is a high probability for conflict. Such behavior is observed among established colonies of desert ants [11]. Conflict at food sources results when foraging ants stumble upon a food source currently being harvested by the other colony - again because the opposing colony is guiding ants to the food source, and the high concentration of opposing ants results in a high probability for conflict. Occasionally both colonies can be seen briefly harvesting the same food source from opposite sides if the foragers do not encounter each other, but more often than not one colony will prevent the other from establishing a pheromone route by eliminating the early foragers. This phenomenon results in colonies harvesting from different food sources, a behavior clearly observed in the diet of competing desert ant colonies in [7, 8]. 7 Conclusions By extending the typical single-colony agent-based model to two colonies, we are able to reproduce several common behaviors found in real-life ant ecosystems. In addition to the common foraging and path-finding between the nest and food sources, the model demonstrates conflict dynamics observed during monitoring colonies of desert ants [7, 8, 11]. Testing of individual parameters shows how changes in behavior can be effected. We believe that the proposed model adequately captures qualitative behaviors of competing real-life ant colonies, and that the model is easily extendable for both more general and more specific studies of swarm intelligence. Though beyond the scope of the developed model, it would be interesting to observe colony behavior under a more intricate model of ant intelligence. This would likely be accomplished through the use and processing of multiple pheromones - many complex ant behaviors such as mimicry, cooperation, and parasitism are possible through subtle manipulation of pheromones. Additionally more heterogeneity among the ants would likely produce social castes, which would in turn result in more complex interactions. 8 19 References [1] A. N. Banks and R. B. Srygley. Orientation by magnetic field in leaf-cutter ants, atta colombica (hymenoptera: Formicidae). Ethology, 109(10):835– 846, 2003. [2] M. Dorigo. Optimization, Learning and Natural Algorithms. PhD thesis, Polytechnic University of Milan, 1992. [3] S. Goss, S. Aron, J. L. Deneubourg, and J. M. Pasteels. Self-organized shortcuts in the Argentine ant. Naturwissenschaften, 76:579–581, Dec. 1989. [4] Hadeli, P. Valckenaers, M. Kollingbaum, and H. V. Brussel. Multi-agent coordination and control using stigmergy. Computers in Industry, 53(1):75 – 96, 2004. [5] W. G. Kennedy, A. B. Hailegiorgis, M. Rouleau, J. K. Bassett, M. Coletti, G. C. Balan, and T. Gulden. An agent-based model of conflict in east africa and the effect of watering holes. [6] B. Ronacher and R. Wehner. Desert ants cataglyphis fortis use self-induced optic flow to measure distances travelled. Journal of Comparative Physiology A, 1995. [7] R. T. Ryti and T. J. Case. Field experiments on desert ants: Testing for competition between colonies. Ecology, 69(6):pp. 1993–2003, 1988. [8] N. J. Sanders and D. M. Gordon. Resource-dependent interactions and the organization of desert ant communities. Ecology, 84(4):pp. 1024–1031, 2003. [9] P. Valckenaers, Hadeli, B. S. Germain, P. Verstraete, and H. V. Brussel. Mas coordination and control based on stigmergy. Computers in Industry, 58(7):621 – 629, 2007. [10] P. Valckenaers, M. Kollingbaum, H. V. Brussel, and O. Bochmann. The design of multi-agent coordination and control systems using stigmergy. In In Proceedings of the third International Workshop on Emergent Synthesis, 2001. [11] J. D. Vita. Mechanisms of interference and foraging among colonies of the harvester ant pogonomyrmex californicus in the mojave desert. Ecology, 60(4):pp. 729–737, 1979. [12] U. Wilensky. Netlogo ants model, 1997. [13] M. Wittlinger, R. Wehner, and H. Wolf. The Ant Odometer: Stepping on Stilts and Stumps. Science, 312:1965–1967, June 2006. 9 20 Effects of Wealth Distribution In a Progressive Tax Model By David Gross 1. Abstract This project will study an artificial tax based model that successfully reproduces the behavior of a countries tax system. To implement the tax model an agent based model is used with rules of work and taxation behavior which its agents follow. The simulation will allow agents to acquire money, consume money, pay taxes and die of starvation, migrate to other jobs, reproduce, and compete with each other. To implement the economic flat tax and progressive tax model a distribution of agents with disparate economic prospects will be used. Modification to the tax bracket percentages and its effect on a Laffer type curve will be used to validate the taxation model. Although the system resulting from the interactions of the agents with tax re-distribution is not perfect replicas of more complicated economics this will lend insight into the effect of tax policies on wealth distribution. The model allows for analysis of a variety of trends resulting from tax policies among which is wealth distribution, and is a useful tool for economic science. Keywords: agent based modeling, wealth distribution, tax model, Laffer curve, economic science 2. Introduction Agent based modeling is a useful tool for modeling complex situations and has become a useful method for simulation in the fields of social and economic science. One common simulation using agent based modeling is Sugarscape, designed by Epstein and Axtell. This model is comprised of a set of agents who make collect sugar from a landscape that has an unequal distribution of the sugar. The agents have a limited range of vision for detecting sugar in the landscape and moving toward it. As the model progresses the agents continual to gather sugar reproduce, and eventually die. Factors in the model like vision range and initial placement creates an unequal distribution of sugar among the agents. In this paper a basic model of a tax based society based off the original sugarscape model is created, in which the elementary population who are the properly parameterized agents will be distributed in an artificial economic environment. Then a self organized redistribution of wealth through income accrual, taxation, living expense dispersal and welfare could be observed. Each parameterized distribution defines a different script along with the overall population dynamicity with certain emergence features. The difficult job is to choose valid economic parameters for achieving valid distribution behaviors which are self-perpetuating in simulations. This has been done through incorporating and adapting actual US economic data available from census databanks. The objective of this research is to determine adequate parameters for an artificial society that can model a tax based society based on the Laffer curve these types of societies follow. 21 In this model fundamental tax structures and group behaviors will be observed through spatiotemporal interactions among agents as well as agents and artificial environment. Both agents and the environment have spatial evolutionary rules and economic restrictions which are defined by variable sets of parameters. The model will be built with three separate variations simple tax, progressive tax and a welfare type distribution. In all likelihood one variation will provide the equitarian wealth distribution. 3. Background The application of agent based modeling, specifically Sugarscape, to study wealth distribution and disparity has been undertaken by a number of researchers in economics and social sciences. However, after extensive review of public papers no research was found for using it to study taxation and its effect on wealth distribution. The authors Impullitti and Rebmann in an”An Agent-Based Model of Wealth Distribution” used Netlogo to create a modified model of Sugarscape to look at wealth distribution. They found that inheritance of non-biological factors increased wealth distribution while inheritance of biologically based factors decreased it. A 2011 report by the International Monetary Fund by Andrew G. Berg and Jonathan D. Ostry found a strong association between lower levels of inequality and sustained periods of economic growth. Developing countries (such as Brazil, Cameroon, Jordan) with high inequality have "succeeded in initiating growth at high rates for a few years" but "longer growth spells are robustly associated with more equality in the income distribution." (Ostry, April 8, 2011) The Pigou–Dalton principle is that redistribution of wealth from a rich person to a poor person reduces inequality but ignoring questions of economic efficiency: redistribution may increase or decrease overall output. The Prospect of Upward Mobility (POUM) hypothesis is an argument that voters do not support redistribute wealth. It states that many people with below average income do not support higher tax rates because of a belief in their prospect for upward mobility (Roland Benabou, May, 2001) The parameters for the model will be based on US census data, economic brackets, percentages and poverty levels. The U.S. Census Bureau breaks down the reported household incomes into quintiles (or five divisions). In 2007, the middle quintile reported an income range of $36,000 to $57,660. Many economists and politicians alike believe this range is too narrow to encompass the true middle class of America. Therefore, a more generous range would include the middle three quintiles, which makes the range from $19,178 to $91,705. This range accounts for 60 percent of all households, and with the lower end balancing near the poverty threshold, this range may not be completely accurate. Other behavior parameters will use survey summaries such as living cost percentages and relative wage factors. Validation of the tax structure will be accomplished by recreating the Laffer curve for tax revenue. In economics, the Laffer curve is a representation of the relationship between government revenue raised by taxation and possible rates of taxation. It illustrates the concept that taxable income will change in response to changes in the rate of taxation. This is due to two interacting effects of taxation: "arithmetic effect" that assumes that tax revenue raised is the tax rate multiplied by the revenue available for taxation. At a 0% tax rate, the model assumes that no tax revenue is raised. The "economic effect" assumes that the tax 22 rate will have an impact on the tax base itself. At the extreme of a 100% tax rate, no tax is collected because there is no incentive to working. Although the Laffer curve is a unproved hypothetical concept a great deal of historical data examples (i.e. Russia and the Baltic states flat tax, Kemp-Roth tax act, the Kennedy tax cuts, the 1920s tax cuts, and the changes in US capital gains tax structure in 1997) give empirical evidence to support it. 4. Theory and Design The model’s agent behaviors are specified by a set of guidelines. One of these guidelines involves searching for income: in each time step, each agent determines which patch or patches of the model would be the best place to move. This is done within each agent’s scope of vision, a number specified by the economic bracket of the agent (usually between 1 and 10 patches). The agent looks north, south, east, and west, in the scope of its vision and determines the patches with the most money that is not already occupied by another agent. Then the agent randomly selects one of the best patches and moves to that patch. This is done by each agent individually, rather than simultaneously, to prevent two agents from occupying the same patch. The agent then gathers the money on the square in increments equal to its income level adding it to the agent’s savings. Each time cycle a percentage based on the agent’s economic bracket plus living cost is subtracted from savings and added to an accumulator. At each time step, the agent may also reproduce. This occurs based on a probability distribution based on the agent’s income level. The new agent inherits the parent’s income level and sight range. At each time step, the agents may also die. This happens either after 208 time steps (80 years) to simulate death due to age or if an agent cannot maintain their living cost which simulates starvation. Each time step, the amount of money in the accumulator is distributed to the patches There are a number of variables that can be controlled by the user. Birth probability, income tax rate, living expense, maximum vision, and the number of turtles at the beginning of the simulation can all be set at the start. Income tax rate, living expense and maximum vision can also be changed during the run of the program. While the turtles are moving throughout the simulation, a number of different mathematical analyses run in the background and graphical representations of these analyses are shown as well. 4.1 Behavior Assumptions and Simplifications A number of assumptions and simplifications are developed for the model. The assumptions are based on society studies and group behavior. The simplifications were done to keep the model workable without effecting validity. The following were used: Tax payers are limited to finding work draws a paycheck and pays their taxes. People in a higher income have greater foresight (vision) in employment and higher living expenses. Wealth distribution must include more than tax collection and disbursement (i.e. Trail Taxes). 23 Welfare distribution should be limited to the lower economic level and have a negative (but minor) effect on work prospects. Comparison of simple and progressive tax models need to be evaluated both by revenue and class burden. 4.2 Design Approach The model will be based on a variation of the Sugarscape model (Axtell, October 11, 1996). Some other design considerations are: the agents themselves would be classified following US Census guidelines (Quintiles) and will be the source of tax data used. The behavior of agents to seek wealth and the amount they can acquire each cycle will be tied to their income levels. The expenses level for agents each cycle will also tied to their income level. Consistently high or low savings will shift agent’s income level. The model of the system will be considered closed (i.e. no new wealth added) so cell money levels will not regenerate. And both a central “accumulator” and “tax collector” will collect money from agents for their living expenses and taxes. The money collected in one cycle will be redistributed at the end of the cycle. In the welfare version a percentage of the wealth will be given directly to agents with the lowest level of savings (poor) as welfare. This variation of the original Sugarscape will utilize three different algorithms to analyze wealth distribution: the Lorenz curve, the Gini coefficient, and the Robin Hood index. Both the Gini coefficient and the Robin Hood index are derived in relation to the Lorenz curve, but they offer different information regarding wealth distribution. The Lorenz curve can be used to show what percentage of a nation’s residents possesses what percentage of that nation's wealth. Every point on the Lorenz curve represents a percentage of population and the percentage of total income they possess. A perfectly distribution of income would be where every person has the same income. This would be depicted on the Lorenz curve by a straight line y = x. By contrast, a perfectly unequal distribution would be one in which one person has all the income and everyone else has none. In this case the curve would be y = 0 for all but one person where it would be 100%. 24 The Lorenz curve can often be represented by a function L(F), where F is represented by the horizontal axis, and L is represented by the vertical axis. For a population of size n, with a sequence of values yi, i = 1 to n, that are indexed in non-decreasing order ( yi ≤ yi+1), the Lorenz curve is the continuous piecewise linear function connecting the points f(x), i = 0 to n, where F0 = 0, L0 = 0, and for i = 1 to n: The Gini coefficient is a measure of statistical dispersion that is used in the analysis of income distribution. It is a measurement that ranges from 0 to 1, with 0 being one person owns everything and 1 where each person owns an equal share. Mathematically it is the ratio of the area between the equal and unequal distribution lines on a Lorenz curve. The Gini coefficient will be calculated with the formula 4.3 Design Concepts The development tool selected was NetLogo (Wilensky, 1999) a model developer tool for cellular automata. With this tool time is processed in steps and space is represented as a lattice or array of cells (i.e. patches). The cells have a set of properties (variables) 25 that may change over time. There are agents which act and interact and have properties and behavior that can be programmed. Use of this tool has resulted in the following design concepts being implemented: 4.4 Rules A number of rules on interaction of the agents have been derived to support the taxation. These behaviors are rules are coded within the system as scripts and are as follows: Money collected but not spent is stored and taxed but with no upper limit on amount. Each agent can move only once during each round towards the largest payroll cell within their vision. The agent harvest the money in their current cell and every cycle sends to the accumulator an amount of money owed for expenses and to the collector for taxes. If at any time the agents savings drops below the expense level the agent dies and is removed from the model New agents will be born and added to play based on a random selection of an existing agent. New agent will inherit parent’s vision, appetite, and a split of their parent’s savings. 4.5 Source Data The model will require minimum and maximum ranges of income to determine economic class. The US Census department use quintiles for their data groupings. Dividing a statistical group into five categories is referred to as quintiles. For income that means that the minimum and maximum income in each 20% range defines the class. The following is the data from the 2009 census. Quintile Min. Income 1st $91,706 2nd $61,802 Max. Income Class N/A Rich $91,705 Upper Middle 26 3rd $38,551 $61,801 Middle 4th $20,454 $38,550 Low Middle 5th $0 $20,453 Poor Source: US Census Bureau, http://www.census.gov/hhes/www/income/ Consumer spending or consumer demand or consumption is also known as personal consumption expenditure. It is the largest part of aggregate demand or effective demand at the macroeconomic level. This model will use consumer spending to determine the cost of living expenditures for each class. The following source data from Bureau of Labor Statistics consumer survey was what was used. Description 1st 2nd 3rd 4th 5th Consumer Units (thousands) 24,435 24,429 24,473 24,520 24,430 Income before taxes $9,805 $27,117 $46,190 $74,019 $161,292 Income after taxes $10,074 $27,230 $45,563 $72,169 $153,326 Average annual expenditures $22,001 $32,092 $42,403 $57,460 $94,551 Source: Bureau of Labor Statistics, http://www.bls.gov/cex/tables.htm 5. Experiments and Results Money collected but not spent is stored and taxed but with no upper limit on amount. Each agent can move only once during each round towards the largest money cell within their vision. The agent harvest the money in their current cell and every cycle sends to the accumulator an amount of money owed for taxes and expenses. If at any time the agents savings drops below the expense level the agent dies and is removed from the model Agents will die at a random number of rounds based on a standard life length distribution. New agents will be born and added to play based on a random selection of an existing agent. New agent will inherit parent’s vision, appetite, and a split of their parent’s savings. Quintile 1st 2nd 3rd 4th 5th Min. Income $91,706 $61,802 $38,551 $20,454 $0 Max. Income N/A $91,705 $61,801 $38,550 $20,453 27 Class Rich Upper Middle Middle Low Middle Poor Figure 1 - 2009 Census Income Data by Quintile 6. Results An initial simulation was run using a grid size of 100 x 100 (10000 patches). The initial distributed wealth was 30 million dollars in a random probability distribution of $1 to $20,000 per patch (10% coverage). An initial level of 500 agents with 100 in each quintile were created and dispersed on the grid. Each agent was given a vision and income level consistent with demographic data for their quintile. All agents started with savings equal to 4 months pay for their income level. The pay period used for all agents is bi-weekly so each run was set to last for 52 ticks (2 years). This allows for one year of tax revenue to be collected outside of the initial period of adjustment. To achieve a confidence factor of above 95% a total of 100 runs for both simple and progressive taxation for tax rates from 0% to 100% was completed. The data was averaged and summarized below: Tax Rate 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 Simple 0 0 6.31 8.91 13.22 17.4 25.26 27.03 30.64 26.33 8.42 5.43 0.68 0 0 0 0 0 0 0 0 Simple Welfare 0.00 0.00 7.27 9.09 13.29 17.73 26.12 27.96 31.25 27.03 8.70 6.18 0.69 0 0 0 0 0 0 0 0 28 Progressive 0 0.88 9.28 11.98 16.56 18.25 23.9 28.89 27.32 22.06 5.63 0 0 0 0 0 0 0 0 0 0 Progressive Welfare 0.12 1.25 9.75 12.56 17.41 18.77 24.81 28.97 27.86 22.31 6.31 0.95 0 0 0 0 0 0 0 0 0 With the data collected a Laffer curve for each tax model could be created and compared. Below are the results of that comparison. As shown both tax models provided similar curves with a few minor differences. Primarily is in the height of the peak or optimal revenue and a slight shift to the left or lower tax rate for the progressive model. 7. Conclusions Several possible conclusions could be drawn from this model. First that a Laffer curve can be reproduced for both taxation systems. Second that although a shift and reduction of the Laffer curve seems to occur for a progressive tax the difference was inconclusive given the confidence factor of the data. Lastly that welfare disbursal for low income reduces inequality but at high levels of disbursal can have a detrimental effect on overall income levels. One thing should be kept in mine about these possible conclusions is that the model is heavily simplified and based on an unrealistic tax model. There are numerous assumption and generalities in its design and the source data, although official government based statistics shows conflicting information. The one valid conclusion that can be drawn is the results are interesting, shows promise in answering questions economist have been arguing about and that it should be considered a “proof of concept”. Several areas in which the model could be easily improved are in the incorporation of businesses for both taxation and subsidy. Currently the model treats all tax sources as people without the perks and special issues that businesses require. Second, opening the system to allow wealth to enter and leave would simulate trade imbalance and the use of internal resources to generate revenue. Third would be including the agent behavior of unemployment and unemployment insurance. Lastly would be the separation of tax types and tax trails. Currently the model treats 29 all tax revenue like income tax. This is responsible for some of the issues in incorporating real data into the model. 8. References Axtell, J. M. (October 11, 1996). Growing Artificial Societies. Brookings Institution Press. Ostry, A. G. (April 8, 2011). Inequality and Unsustainable Growth: Two Sides of the Same Coin? IMF STAFF DISCUSSION NOTE. Roland Benabou, E. A. (May, 2001). Social Mobility and the Demand for Redistribution: The Poum Hypothesis. The Quarterly Journal of Economics. Wilensky, U. (1999). Center for Connected Learning and Computer-Based Modeling. Boston: Tufts University. 30 A New Measurement of Complexity for Cellular Automata Automata:: Entropy of Rules Fan Wu Department of Engineering and Computer Science, University of Central Florida jayvan_fanwu@knights.ucf.edu ABSTRACT λ= In this paper, Langton’s lambda coefficient measuring the complexity of Cellular Automata has been reviewed. The lambda coefficient is in fact not a good measurement since it treats tranquil state (which is always represented as 0) more special than any other state, while all possible states should be treated symmetrically. Inspired from Shannon’s information theory, another means to measure the complexity of Cellular Automata has been proposed, which is the entropy of the rule table. Several experiments regarding one-dimensional Cellular Automata with different neighbor radius and states number have been conducted. The experimental results show that Langton’s lambda coefficient fails to measure the complexity of a 2-state Cellular Automaton and doesn’t perform as well as we thought with 3 or more states Cellular Automata. On the other hand, the Entropy of Rules performs better in measuring complexity of a Cellular Automaton in all the experiments. And it is clearly more consistent in all the results than Langton’s lambda coefficient. N − N0 N In this equation, N represents the total number of rules for a CA, and N0 represents how many of them have the next state of tranquility (or state 0). However, all the possible states of a Cellular Automaton are symmetric. Thus the tranquil state (state 0) should not be treated differently from other states. A simple example is that, CA I with all the rules having the next state of 0 has λ=0, and CAII has λ=1 while all of its rules have the next state of 1. It is obvious that both CAs are not complex at all even though they have the greatest difference on λ. So it is obviously not true to say that Wolfram’s four categories lie on the lambda axis in the exact order of static, cyclic, complex and chaotic in 2state Cellular Automata. In this paper, I propose another way to measure the complexity of Cellular Automata, which is also based on the rule table, but determined by the entropy of the rules. Several experiments have been designed and conducted to compare the performances of lambda and the Entropy of Rules. The results unsurprisingly showed that the Entropy of Rules is not only more consistent with different CAs regarding Wolfram’s classification, but also performs better in distinguishing the complex category from the chaotic category than lambda. General Terms Measurement, Experimentation, Theory. Keywords Cellular Automata, complexity, lambda coefficient, entropy. The rest of this paper is organized as follows: the second part introduces the Entropy of Rules in a formal way and theoretically compares it with Langton’s lambda coefficient. The third part depicts the details of the experiments and shows the results. The last part is the conclusion about the newly proposed measurement for complexity, Entropy of Rules. Its weaknesses are also included in this part as well as how should future work overcome the weaknesses. 1. INTRODUCTION Von Neumann’s proposal of Cellular Automata(CA) has inspired a lot of researchers to use this powerful model to simulate several real world systems, some of which have got encouraging results. One of the famous models is Conway’s Game of Life. In this model, people can generate different interesting phenomena and show how complexity the model can be. One of the interesting result is that it can construct negative gate, AND gate and OR gate by placing “Glider Guns” in proper places in a Cellular Automaton. This is important because if one can construct these gates, he/she can construct a universal computer. That is to say, CA has the ability of universal computing. In 1980s, Wolfram classifies CAs with different rules into four categories, among which the complex category concerns us most. Wolfram also pointed out that Rule 110 on 1-Dimension CA with just two closest neighbors creates complex and interesting patterns, so it is classified into the complex category. Later around 2000, Matthew Cook proved that Rule 110 is Turing complete, i.e., capable of universal computation. This is why people are always interested in CAs classified into the complex category. 2. ENTROPY OF RULES Let’s review Langton’s lambda coefficient, it actually measures the possibility of a non-tranquil next state given an arbitrary state and its arbitrary neighbors, by measuring the number of rules having a non-tranquil next state. However, as mentioned before, each possible state should be treated symmetrically. That is to say, we should not only measure the frequency of non-tranquil states in the rule table but the frequencies for all possible states, say pi = However, measuring complexity of a Cellular Automaton is not easy. Langton introduced the lambda coefficient around 1990 to measure the complexity[4]: Ni N , Ni is the number of rules having next state of i. If a CA has k possible states, then i can take the value from 0 to k-1. Recall the definition of Shannon’s entropy, we can derive the entropy of the rules: 31 Cellular Automaton has two possible states of {0, 1}, the rule table of the Cellular Automaton is showed in Table 1. Then we can calculate Langton’s lambda coefficient as λ=5/8=0.625. On the other hand, because of p0=3/8 and p1=5/8, the Entropy of Rules should be ER = – p0 log p0 – p1 log p1 =0.954. k −1 E R = −∑ pi log k pi i =0 In this equation, ER measures not only the entropy of the rules, it also measures how chaotic the CA could be. For instance, if all the rules have the same next state, i.e., there exist a state j, such that pj=1 and pi=0 for all i≠j, then the entropy of such rule table is ER=0. When each possible state i appears in the rule table with the same frequency, i.e. pi=1/k, then the entropy should get the biggest value: Si-1SiSi+1 000 001 010 011 100 101 110 111 k −1 k −1 1 1 1 E R = −∑ log k = −∑ (−1) = 1 k i =0 k i =0 k That is to say, ER must be a real value between 0 and 1. In addition, the greater ER is, the more chaotic the CA could be. Si 0 1 1 0 1 1 1 0 Table 1 Rule table example regarding a 1-D 2-state Cellular Automaton with neighbor radius of 2 As we can see, by using ER to measure the complexity of CAs, all the possible states can be treated equally. For instance, a specific Figure 1 The relationship between lambda and the Entropy of Rules in 2-states Cellular Automata In the first place, we’d like to know how’s the difference between these two measurement regarding the complexity of Cellular Automata. Regarding 2-state Cellular Automata, the relationship between lambda and the Entropy of Rules is very clear so that it can be shown in a two dimensional graph as Figure 1. Since there are only two states in the Cellular Automata, then there are only two variables taken into account: p0 and p1 and they have to sum up to 1. So it is easy to derive λ= ER = − p0 log p0 − (1 − p0 ) log(1 − p0 ) . So it is obvious that lambda is a straight line in Figure 1 and the more p0 is, the less lambda is. In this case, one can not say that the Cellular Automaton is totally chaotic when lambda is 1 because all the rules having the next state of 1 means that no matter the initial states are, all the cells will turn into state 1 in just one step and remain the same, which fulfills the definition of Wolfram’s static category. So in this case, the totally chaotic category should lie around p0=0.5. As we can see, the Entropy of Rules gets its biggest value at p0=0.5 and decreases on both sides. So it is reasonable to expect that Wolfram’s four categories lie on ER’s axis in the exact order of static, cyclic, complex and chaotic. The p1 = 1 − p0 . Then we have N − N0 N = 1 − 0 = 1 − p0 N N and 32 It is trivial to study the Cellular Automata with n=1, k=2 since there are already many previous papers explored them. So they are not included in the experiments in this paper. The first experiment starts from n=2, k=2. experimental results showing this phenomenon will be discussed in the next part. When the Cellular Automata have more than 2 states, the relationship could be more complicated and can only be drawn in a high dimensional space graphs, which are not shown here. But the graphs depict a similar but not exact trend as in Figure 1. 3.1 Cellular Automata with two states and neighbor radius of two S AND RESULTS 3. EXPERIMENT EXPERIMENTS Since the neighbor radius is two, then each rule has to contain the states of two neighbor cells on both sides and itself, or five cells’ states. And each cell can take one of two possible states. So the rule table has 25=32 rules in total. Then since each rule may have one of the two possible states as its next state, then there are 232 different rule tables or distinct Cellular Automata. So it is almost not possible to enumerate all the rule tables and analyze them. Fortunately, sampling them and statistically analyzing them is sufficient for us to draw a qualitative conclusion. So in this experiment, 250 samples have been drawn from the candidates pool and classified as static, cyclic, complex or chaotic. The lambda coefficient and the Entropy of Rules of each sample are calculated as well. To simplify the experiments and focus on the performance of lambda and the Entropy of Rules, only one dimensional Cellular Automata are considered, but with different neighbor radius n>0 and possible number of states k>1. The general idea of these experiments are randomly generated different rule tables for one dimensional Cellular Automata with fixed n and k. And then calculate the lambda coefficient and the Entropy of Rules respectively for each Cellular Automaton and classify them as static, cyclic, complex or chaotic. Using these labeled Cellular Automata as database, we can analyze the performance of lambda and the Entropy of Rules statistically. Figure 2 Distribution of Cellular Automata with different classes on lambda axis The results are shown in Figure 2 and Figure 3. Firstly, I’d like to know for each class (static, cyclic, complex or chaotic), what’s the distribution of Cellular Automata on lambda and the Entropy of Rules axis. To be more mathematically formal, I’d like to know the possibilities of The lambda distribution of static class in Figure 2 shows that almost all of the static Cellular Automata lie on the both ends of the lambda axis. This is rational and as mentioned before, almost all the rules have the next state of 0 when the Cellular Automaton has lambda close to 0, and almost all of the rules have the next state of 1 if its lambda is close to 1. So these Cellular Automata tend to be static. The distributions of cyclic and complex are very similar, they both have two peaks in their own distributions. But the peaks in cyclic distribution are closer to the two ends of lambda axis than peaks in complex distribution are. And, from Figure 2, it is almost impossible for a cyclic Cellular Automaton to have the lambda around 0.5, which is possible for complex Cellular Automata. In the chaotic distribution, there is just one peak around 0.5 on the lambda axis. This is also easily understandable since in 2-state case, if a Cellular Automaton has a lambda coefficient around 0.5, then half of its rules have the next Pr(λ ∈ X i , C ) , Pr(C ) X i = (i / 10, (i + 1) / 10), i = 0,⋯ ,9, Pr(λ ∈ X i | C ) = C ∈ {static, cyclic, complex, chaotic} and Pr( ER ∈ X i | C ) = Pr( ER ∈ X i , C ) . Pr(C ) 33 Figure 3 Distribution of Cellular Automata with different classes on ER axis state of 1(or 0), and the 0 states and 1 states could appear in the same frequency on any time step of the Cellular Automaton from an arbitrary initial condition, so it is more likely to be chaotic than the Cellular Automata with the lambda larger or smaller than 0.5. Figure 4 Percentages of different classes in each of lambda’s intervals Entropy of Rules is, the less order the Cellular Automaton has, hence the more likely the Cellular Automaton is chaotic. As shown in Figure 3, most static Cellular Automata have the ER around 0.3 and 0.7 for most cyclic ones. Though both the peaks of complex and chaotic classes are in the last column, the variance of the distribution of complex class is obviously bigger than that of chaotic class, which means a chaotic Cellular Automaton has more possibility to have an ER bigger than 0.9 than a complex Cellular Automaton does. If one subdivides the last column into smaller intervals and draws a similar distribution, the peak of Correspondingly, Figure 3 gives the Entropy of Rules’ distributions of different classes. Intuitively, one may find that the graph is more regular than Figure 2, because each of the four categories has only one peak and the peaks of different classes lie on the ER axis in the exact order of static, cyclic, complex and chaotic. As we know, entropy is a description of order (or chaos) originally. So the Entropy of Rules can be considered as a description of how ordered or chaotic the rule table is, then even a description of the order of the Cellular Automaton. The more the 34 chaotic class is expected to lie in the biggest interval as it is in Figure 3, and the peak of complex class is likely to be a little smaller than 1. The analysis has not been shown in this paper since there may not be enough samples in the 0.9 to 1 interval to conduct a convincing analysis. More analysis with more samples is expected to be conducted in an extended work in the near future. As we saw in Figure 2, a similar result regarding the lambda coefficient can be found in Figure 4. In this graph, it is more clear and formal that a Cellular Automaton from the first or the last column is much more likely to be static than other classes. And if a Cellular Automaton has the lambda around 0.5, then it is about 65% possible to be chaotic, and 30% possible to be complex. Another conclusion can be drawn from Figure 5 is that the cyclic and complex categories may appear in almost every interval in a not low frequency. A similar result can also be found in Melanie Mitchell et al.’s work[1]. In another point of view, how possible a Cellular Automaton in a certain interval is static, cyclic, complex or chaotic also concerns us. Again, in a formal mathematical form, we’d like to know: Pr(C | λ ∈ X i ) = Pr(λ ∈ X i , C ) , Pr(λ ∈ X i ) Similarly, Figure 5 shows the possibilities of a Cellular Automaton being static, cyclic, complex or chaotic given the interval its ER belonging to. In the graph, we can see almost all the Cellular Automata with ER lower than 0.7 are static, or cyclic. For the Cellular Automata with ER bigger than 0.8, the possibility of one of them to be complex or chaotic gradually increases along with its ER. So the graph also support the saying mentioned before, the peak frequencies of different categories happen on the ER axis in the exact order of static, cyclic, complex and chaotic. However, one may also noticed that on the ER axis, static and cyclic class can happen in almost all the intervals. Again, I also argue that if one subdivides the last interval into smaller ones, (s)he may find that the fraction of static or cyclic drops sharply as the ER increases. X i = (i / 10, (i + 1) / 10), i = 0,⋯ ,9, C ∈ {static, cyclic, complex, chaotic} and Pr(C | ER ∈ X i ) = Pr( ER ∈ X i , C ) . Pr( ER ∈ X i ) The first distribution regarding the lambda coefficient is shown in Figure 4 while the other distribution about the Entropy of Rules is drawn in Figure 5. Figure 5 Percentages of different classes in each of ER’s intervals So some part of the instance space has not been covered and the result should be qualitatively instead of quantitatively valid. And it will be shown that the neglected part of instance space is trivial and does not impact the result. 3.2 Cellular Automata with three states and neighbor radius of two In the last experiment, both kinds of statistical graphs don’t support the saying that Wolfram’s four categories generally lie on the lambda axis in the order of static, cyclic, complex and chaotic. But one may argue that this is an exception of 2-state Cellular Automata. So in this section, an experiment on 3-state Cellular Automata has been conducted. It is undoubtable that the instance space is even much larger than that of last experiment. In this experiment, 450 samples have been randomly drawn from the instance space as the database. Even though more samples have been drawn in this experiment than the last one, it may not suffice. Firstly, similarly, we’d like to know how possible the lambda coefficient or the Entropy of Rules of a Cellular Automaton lies in each intervals given its classification: Pr(λ ∈ X i , C ) , Pr(C ) X i = (i / 10, (i + 1) / 10), i = 2,⋯ ,9, Pr(λ ∈ X i | C ) = 35 and Notice that the form is the same but the intervals are different. Regarding the lambda coefficient, the first two intervals from the first experiment are not covered in this experiment. But it doesn’t effect the result since in the first two intervals, the lambdas of the Cellular Automata are lower than 0.2, which means almost 80% of the rules have the next state of 0. So most of these Cellular Automata are static, hence it is not necessary to cover this part of instance space. The result is shown in Figure 6. Pr( ER ∈ Z i , C ) Pr(C ) Z i = (0,0.55)or (0.5 + 0.05i,0.55 + 0.05i ), i = 1,⋯ ,9 Pr( ER ∈ Z i | C ) = C ∈ {static, cyclic, complex, chaotic} Figure 6 Distribution of Cellular Automata with different classes on lambda axis Figure 7 Distribution of Cellular Automata with different classes on ER axis first interval is from 0 to 0.55. This is because when ER is lower than 0.5, almost all of the Cellular Automata are static or cyclic (mostly static), so it is not necessary to include them. Additionally, by studying the definition of the Entropy of Rules, one may notice that there is just a very small portion of the Cellular Automata have ER lower than 0.5. So we can simply neglect them without losing generality. When lambda is lower than 0.8, the peaks of these four categories lie on the lambda axis in the order of static, cyclic, complex and chaotic. And the percentage of each interval for the chaotic class increases as lambda goes up. However, when lambda is bigger than 0.8, the percentage of chaotic class goes down when the other classes have a little bit increment. We will come back to this phenomenon later. In Figure 7, there is still only one peak for each class, and the order of the peaks remains the same. Notice that the 36 What’s more, the possibilities of a Cellular Automata being static, cyclic, complex or chaotic given a certain interval on lambda or the Entropy of Rules’ axis are drawn in Figure 8 and Figure 9 respectively. It is more clear in Figure 8 that the peak of chaotic class is not in the biggest interval but around 0.7. After 0.7, the percentage of chaotic class decreases on the lambda axis. A possible theory is, when the lambda increases, the less the rules having the next state of 0 are. When the lambda coefficient equals to 1, there is no rule having the next state of 0, then the 0 state dies out on the second time step from any initial condition. So the Cellular Automata lose part of freedom degree. Then they tend to be more ordered when the lambda coefficient is big enough. What’s more, one may also find in Figure 8 that the complex class appears almost everywhere with a relatively high frequency. That is to say, the lambda coefficient does not perform well in distinguishing the complex category from other categories. In Figure 9, it is shown that the bigger ER is, the more likely a Cellular Automaton is complex, then chaotic and less likely to be static or cyclic. So it is still consistent with the former claims regarding the Entropy of Rules. Figure 8 Percentages of different classes in each of lambda’s intervals Figure 9 Percentages of different classes in each of ER’s intervals In summary, no matter how many possible states the Cellular Automata contain, the lambda coefficient is always not a good description of the order of the Cellular Automata. The more possible states the Cellular Automata have, the bigger variance the distribution of the complex class could have. And the static and cyclic classes could appear everywhere on the lambda axis. What’s more, the peak of the distribution of the chaotic class is always less than one, what happens between the peak and lambda=1 is unpredictable. On the other hand, the Entropy of Rules is always consistent with different kind of Cellular Automata, meaning the four categories lie on the ER axis in the exact order of static, cyclic, complex and chaotic no matter how many possible states the Cellular Automata could have or how 37 wide the neighbor radius is. So in most of circumstances, the Entropy of Rules outperforms Langton’s lambda coefficient. because it better targets the complex category in its domain and the complex category always concerns us much more than the other three categories. 4. CONCLUSION The work in this article can be extended in several different aspects. First of all, to deal with the problem that the smaller part of ER axis is too “empty”, a modified form originated from the Entropy of Rules is expected to be introduced in a future work. The problem can be solved by “left shifting” the center of ER domain. Secondly, more specific experiments regarding the last interval on the ER axis are expected to conduct. In this aspect, more instance needs to be sampled from the largest ER part of the instance space. Thirdly, more experiments are expected to conduct on different kinds of Cellular Automata with more possible states or/and wider neighborhood. In this paper, Langton’s lambda coefficient has been reviewed and several weaknesses of lambda in describing the complexity of Cellular Automata have been found. To better describe the complexity of Cellular Automata, a new measurement of complexity, the Entropy of Rules (or ER), has been introduced in this article. Theoretically, it is shown that some of lambda’s weaknesses have been overcome by using this new measurement. To experimentally prove such claim, several experiments have been conducted. And the results show that, Wolfram’s four categories didn’t lie on the lambda axis in the exact order as claimed before. And regarding Cellular Automata with more than 2 states, each of Wolfram’s four categories could appear on the lambda axis with nontrivial possibilities. On the other hand, the Entropy of Rules performs consistently in all kinds of Cellular Automata. To be more specific, Wolfram’s four categories lie on ER‘s axis in the exact order of static, cyclic, complex and chaotic. And the variances of the distributions of complex and chaotic classes are much smaller than they are on the lambda axis. 5. REFERENCES [1] Melanie Mitchell, James P. Crutchfield, and Peter T. Hraber. 1994. Dynamics, Computation, and the “Edge of Chaos”: A Re-Examination. Complexity: Metaphors, Models, and Reality. [2] Francois Blanchard, Petr Kurka, and Alejandro Maass. 1997. Topological and measure-theoretic properties of onedimensional cellular automata. Physica D: Nonlinear Phenomena. 103, 1-4(Apr. 1997), 86-99. DOI= http://dx.doi.org/10.1016/S0167-2789(96)00254-0 However, the Entropy of Rules also has some weaknesses. As we can see in the Figures, most of the complex or chaotic Cellular Automata lie on a small portion on the right of the ER axis and the static and cyclic classes occupy most part of the axis. This may because just a very small portion of the Cellular Automata have low ER and a small range of ER on the biggest end of the axis contains most of the Cellular Automata. What’s more, it is not easy to distinguish static and cyclic class from the ER axis, meaning the distribution of these two categories hugely overlap with each other. So either the lambda coefficient or the Entropy of Rules has its own advantages. But as far as I’m concerned, the Entropy of Rules is better than Langton’s lambda coefficient [3] C. E. Shannon. 2001. A Mathematical Theory of Communication. The bell system Technical Journal, Vol. XXVII, No. 3. [4] Chris G. Langton. 1990. Computation at the edge of chaos: Phase transitions and emergent computation. Physica D: Nonlinear Phenomena. 42, 1-3(Jun. 1990), 12-37. DOI= http://dx.doi.org/10.1016/0167-2789(90)90064-V 38 ASOP- Adaptive Self-Organizing Protocol John Edison University of Central Florida Department of EECS JEdison@knights.ucf.edu Abstract In this paper we wish to explore the various energy efficient protocols in wireless sensor networks. There has been must research done on extending the battery life, however most protocols require some sort of centralized clustering phase. In this paper we propose a self organizing protocol that can also adapt over time. If every sensor did not have to transmit to the sink for clustering, energy costs can be reduced. Keywords Wireless Sensor Networks, LEACH, HEED, ADRP, CSMA, CDMA, TDMA, IEEE 802.11, Agent Based Modeling, NetLogo, Complex Adaptive Systems, Self-Organization, Clustering, Energy Efficient MAC Protocols 1. Introduction 1.1 Wireless Sensor Networks Figure1: Example of wireless sensor network [7] energy drain. This works because the cluster head will relay the data from a sensor to the sink. Cluster heads will be rotated based on criteria set by each of the specific protocols. Wireless sensors networks are a more recent popular technology. These networks consist of a population of homogeneous sensors. Figure 1 gives an example of a wireless sensor network with an adhoc protocol. In this paper we do not wish to explore the adhoc structure shown in Figure 1 because it would not allow for sensors to go into sleep mode. The job of these sensors is to monitor its surroundings for a specific event to trigger and then to wirelessely transmit data to a sink. A major issue with these networks is that the sensors are battery powered and are often deployed in areas where the batteries can not be changed easily. There has been much research done on how to conserve energy by keeping the sensors in sleep mode as much as possible. One proposed solution is clustering the sensors into subnetworks and only keep one cluster head in each subnetwork awake to take most of the 2. Model 2.1 Agent Based Modeling Agent based modeling is a powerful tool for simulating the behavior of complex adaptive systems. The models try to explain the global behavior of a system that the parts or agents of a system can not explain. Because a wireless sensor network consists of a population of homogeneous sensors, agent based modeling can be a powerful tool to simulate and test new protocols. 2.2 Architecture For this research project I will be using Netlogo 5.0.2 multi-agent environment. Netlogo provides an easy and great environment for agent based modeling and simulation. For the power calculations in this experiment I have chosen to use the classical model paired with the free-space 39 path loss for power calculations. I had considered using the micro-amps model however these calculations do not include distance in the power equations so clustering would show no boost in performance. Shown below are the constant values for the classical model as well as the free-space path loss equations I used. include the random cluster head rotation, centralized initial clustering, and fixed initial clustering configuration. 3.2 HEED Hybrid Energy Efficient Distributed Clustering (HEED) was an extension of LEACH. This protocol is similar to LEACH in that it has centralized initial clustering. It also uses the TDMA for intra-cluster communication and CDMA for inter-cluster communication. The major improvement HEED has over LEACH is that cluster heads are rotated based on their current energy level. Like LEACH this protocol has fixed initial clustering configuration. Figure 2: Classical model constant values [6] 3.3 ADRP Adaptive Decentralized Reclustering Protocol (ADRP) came around as an extension to HEED. It shares the initial clustering technique that LEACH and HEED use. It also shares the clustering rotation based on current energy level like HEED uses. The major improvement this protocol introduced was an adaptive reclustering technique. The major problem with this protocol is that it's deceiving in that it is not decentralized. Every so often the network will transmit data to the sink for reclustering. This protocol does not make much sense but has been accepted as an improvement. Figure 3: Free-space path loss equations [6] In the equations shown in Figure 3 k represents the number of bits that will be transmitted and r is the distance that the sensor will need to amplify its signal by in order to reach its destination. 3. Energy Efficient Protocols 3.1 LEACH Low Energy Adaptive Clustering Hierarchy (LEACH) was the first of the energy efficient clustering techniques proposed. The sensor network has an initial startup clustering phase where every sensor transmits its current location to the sink. A Clustering algorithm is run and subnetworks are formed and cluster head assignment is done so that the network can be live. Sensors are given a TDMA time slot for intra-cluster communication and every cluster head uses CDMA for inter-cluster communication or communication to the sink. Cluster heads are rotated randomly after each transmission. Major issues with this protocol 3.4 ASOP Adaptive Self-Organizing Protocol (ASOP) is a true implementation of ADRP. It not only implements decentralized reclustering but also self-organizes and continuously adapts over time to maximize clustering efficiency. This protocol uses many concepts found in various wireless protocols as well as those specific to wireless sensor networks. The way ASOP self organizes is similar to how IEEE 802.11 works. A sensor that is not currently assigned to a cluster head will broadcast 40 Figure 4: Initial configuration of sensors with population of 400 Figure 5: Sensor network at time step 1841 with population of 500 a request to send (RTS) packet. The sensor will use CSMA similar to the one used in 802.11 to try and avoid collisions at all costs. If a cluster head is in range and has not reached the cluster's capacity then it will receive a clear to send (CTS) packet that will also include a TDMA scheduling slot. If no CTS packet is received then the sensor assumes responsibility as cluster head and a new cluster is formed. Since every cluster head will know about neighboring cluster heads in the network, occasionally a cluster head will trigger a handoff for a sensor to a join a different cluster. origin. Every sensor will transmit following a Poisson distribution because this has been widely accepted as typical network conditions in queuing models. For each deployment all four protocols will be run on that exact configuration to ensure fair and accurate results. The sensors will be deployed and redeployed for a total of ten times per simulation and the runs will be averaged out in the graphs shown in the data and results section. 4. Experiment 4.1 Simulation configuration 4.2 Simulation with 400 sensors In this simulation 400 sensors were normally distributed as shown in Figure 4. The red circles in Figure 4 represent cluster heads and the yellow circles in Figure 4 are the regular sensors assigned to the closest cluster head. This simulation consisted of a less dense population than the other two. Each sensor could be a maximum of 10 cells away from their associated cluster head. Each cluster could have a maximum of 17 sensors before a self-breathing mechanism would create a new cluster and cluster head. For my experiment I will run two different simulations. Both simulations will be run in a 100x100 grid with a normally distributed sensor deployment. Each sensor will take up one cell and may or may not move around depending on the simulation. The initial energy level of each sensor will be one million pico joules. In both simulations the sink will be placed in the center of the grid which will also be considered the 41 4.3 Simulation with 500 sensors In this simulation 500 sensors were normally distributed as shown in Figure 5. The red circles in Figure 5 represent cluster heads, the yellow circles Figure 5 are the regular sensors assigned to the closest cluster head, the black triangles in Figure 5 are sensors that died as a cluster head, and finally the black circles in Figure 5 are the sensors that died as normal sensors. Like in the previous simulation, each sensor could be a maximum of 10 cells away from their associated cluster head. Each cluster could have a maximum of 17 sensors before a self-breathing mechanism would create a new cluster and cluster head. The major difference in this experiment is that a second run was also performed where the sensors would be mobile. Sensors would move around randomly with a probability of 0.0006. 5. Data and Results 5.1 Simulation with 400 sensors 5.2 Tables 2 and 3 as well as Figures 7 and 8 show the outcome of these simulations. In the nonmobile simulation ADRP was again found to have the worst performance due to the cost of reclustering periodically. HEED and LEACH have about the same performance. Table 2 shows that ASOP is seen to perform the best overall because of its ability to adapt over time. 500 non-mobile LEACH HEED 100 (sensors dead) 534 (time step) 200 712 300 879 400 1164 500 3741 LEACH 579 (time step) 786 1113 5279 HEED 624 801 1106 4537 ADRP 604 745 979 3984 ADRP 640 711 845 1103 2423 ASOP 556 628 749 1070 2895 686 823 989 1281 6681 Table 2: 500 non-mobile simulation results In the mobile simulation HEED, LEACH, and ADRP are all seen to perform about the same. I think ADRP became more practical for this simulation because the sensors were moving around and adaptation would be more useful. However, the cost of reclustering did not outweigh the boost in performance. Like in the previous simulations, Table 3 shows that ASOP performs the best overall. Table1 and Figure 6 show the outcome of this simulation. ADRP was found to have the worst performance due to the energy cost of reclustering periodically. HEED barely outperforms LEACH because it extends the total life of the network longer than LEACH does. Finally ASOP is seen to perform the best overall because of its ability to adapt over time and not require the overhead of transmitting to the sink to do so. ASOP is seen to have a heavy advantage of the other protocols as shown in Table 1. 400 non-mobile 100 (sensors dead) 200 300 400 Simulation with 500 sensors 500 mobile LEACH HEED 100 (sensors dead) 613 (time step) 200 697 300 867 400 1095 500 2230 ADRP 604 698 802 1118 2423 ASOP 606 754 822 1185 2369 Table 3: 500 mobile simulation results ASOP 700 895 1295 8498 Table 1: 400 non-mobile simulation results 42 679 794 954 1340 6598 Run with 400 sensors 450 400 Number of dead sensors 350 300 250 LEACH HEED 200 ADRP ASOP 150 100 50 0 0 1000 2000 3000 4000 5000 6000 7000 8000 9000 Time step 500 500 400 400 300 300 LEACH 200 ADRP 200 100 100 0 0 0 1000 2000 3000 4000 0 5000 500 500 400 400 300 1000 2000 3000 4000 5000 300 HEED 200 ASOP 200 100 100 0 0 1000 2000 3000 4000 0 5000 0 2000 4000 6000 8000 10000 Figure 6: Graphs tracking the number of dead sensors for the non-mobile run with 400 sensors. All axis have the same labels but were removed from the individual run graphs for readability. 43 Run with 500 sensors 600 Number of dead sensors 500 400 LEACH 300 HEED ADRP ASOP 200 100 0 0 1000 2000 3000 4000 5000 6000 Time step 600 600 500 500 400 400 300 300 LEACH 200 200 100 100 0 0 0 1000 2000 3000 ADRP 0 4000 500 1000 1500 2000 2500 3000 600 500 600 400 500 400 300 HEED 200 300 100 200 0 100 0 500 1000 1500 2000 2500 3000 ASOP 0 0 1000 2000 3000 4000 5000 6000 Figure 7: Graphs tracking the number of dead sensors for the non-mobile run with 500 sensors. All axis have the same labels but were removed from the individual run graphs for readability. 44 Run with 500 mobile sensors 600 Number of dead sensors 500 400 LEACH 300 HEED ADRP ASOP 200 100 0 0 1000 2000 3000 4000 5000 6000 7000 Time step 600 600 500 500 400 400 300 300 LEACH 200 200 100 100 0 0 0 ADRP 0 500 1000 1500 2000 2500 600 600 500 500 400 400 300 500 1000 1500 2000 2500 300 HEED 200 200 100 100 0 ASOP 0 0 1000 2000 3000 4000 5000 0 2000 4000 6000 8000 Figure 8: Graphs tracking the number of dead sensors for the mobile run with 500 sensors. All axis have the same labels but were removed from the individual run graphs for readability. 45 6. [2] B Baranidharan, B Shanthi. A New Graph Theory based Routing Protocol for Wireless Sensor Networks. International Journal, 2012 – airccse.org Conclusion LEACH and HEED had the predicted results, however ADRP performed differently than expected. There are many claims that ADRP would outperform LEACH and HEED but the overhead in reclustering outweighed the benefit. ADRP only competed competitively against LEACH and HEED in the 500 mobile simulation because it's adaptation would have more effect on performance. In all of my simulations I found ASOP to outperform the other protocols. The key advantage ASOP has over the other traditional protocols is that it can self-organize and adapt over time. 7. [3] B. Baranidharan and B. Shanthi. An Energy Efficient Clustering Protocol Using Minimum Spanning Tree for Wireless Sensor Networks. PDCTA 2011, CCIS 203, pp. 1–11, 2011. [4] A Garcia-Fornes, J H¨ ubner, A Omicini, J Rodriguez-Aguilar, V Botti. Infrastructures and tools for multiagent systems for the new generation of distributed systems. Engineering Applications of Artificial Intelligence 24 (2011) 1095–1097 Extensions ASOP was able to outperform the other energy efficient MAC protocols in this experiment, however it can still be greatly improved. In all of my simulations there was only single hop routing. I am pretty sure performance would be greatly improved if my protocol could be paired with an energy efficient multi-hop routing protocol. Another extension that might be interesting would be to run simulations on more mobile sensor networks. I would think that because ASOP is adaptive over time it will have an even greater advantage with a more mobile sensor network than the more static deployments. 8. [5] L Mottola, G Picco. Programming Wireless Sensor Networks: Fundamental Concepts and State of the Art. ACM Computing Surveys, Vol. 43, No. 3, Article 19, Publication date: April 2011 [6] M Torres. Energy Consumption In Wireless Sensor Networks Using GSP. Thesis. References [7] Alico. Sensor Network http://www.alicosystems.com/wireless %20sensor.htm [1] F Bajaber, I Awan. Adaptive decentralized reclustering protocol for wireless sensor networks. Journal of Computer and System Sciences 77 (2011) 282–292 46 Image. Agent Based Model for Leftover Ladies in Urban China Jun Ding Department of EECS, University of Central, Orlando , FL, 32816 ,USA ABSTRACT Leftover ladies phenomenon is a serious problem in China and some other Asian countries. Lots of women cannot get married after their 30s and some of them cannot even get married anymore. This problem has a great impact on China’s society. Lots of researches have been done regarding to this topic. However, all of them are qualitative. In this paper, we have proposed an agent-based model to study this problem quantitatively. The model proposed in this paper is the first quantitative model to study and analyze the “leftover ladies” phenomenon. Therefore this study provides a tool for researchers to study this problem quantitatively and thus it is very helpful. INTRODUCTION In the recent decades, leftover ladies (or shengnv) phenomenon are getting more and more attention by the public media, and even social science researchers. Although the word of "leftover ladies" are very popular, its definition is somehow unclear. Normally, women who remain single after their 28 or 30 are regarded as "leftover ladies". Those "leftover ladies" are always tagged as 3S, Single, Seventies (Most of them were born in 1970s), Stuck. In China, heterosexual marriage has long been the prerequisite for the family formation and continuity. Along with the childbirth, it is the central marker of adulthood; Family in turn is an important arena of gender socialization and identity marking. For much of Chinese history, women’s identity, role and status derived from her kinship position and membership in a kinship group (Barlow 1994). Today, femininity is still associated with those characteristics befitting a "traditional", "virtuous wife and good mother", although women's social status may depend more on the conjugal relationship than ever before. As a social and economic entity, the family units is the building block for the modern nation-state, as the producer of citizenry and the labour. Symbolically, a harmonious family begets harmonious society and a stable polity. Given the paramount significance of family historically and culturally in China, it is no wonder that shifts in marriage patterns garner extensive attention and cause consternation. Thus, although the state encourages late marriage as part of its effort to limit family size, the specter of large cohorts of unmarried singles raises alarm. Indeed, when releasing the recent data on unwed singles, the Shanghai Municipal Statistic Bureau warned: "problems with relationships or marriage not only affect citizen's work, study or life, but also bring about uncertainty to society as a whole" (Cao 2007). 47 Some researchers predicted in 1997: With the development of society, the "leftover ladies" will increase rapidly. Now, this prediction get validated. According to the data from 2005 " Chinese society comprehensive study", 1997-2005, the rate of unmarried women age 30-34 increases from 1.2% to 3.4%. This data indicates the "leftover ladies" phenomenon are becoming serious. Besides, the data also shows that these "leftover ladies" are mainly from the urban areas, especially the largest cities, such as Beijing, Shanghai, Honkong and etc. In 2005, there are more than 300,000 "leftover ladies" in Beijing, 430,000 "leftover ladies" in Shanghai. These figures keep increasing in the last few years. Until 2009, the number of "leftover ladies" in Beijing is larger than 800,000. Since this phenomenon is becoming a serious problem for the whole society, lots of researches were performed to analyze and understand it. In paper (Gaetano 2007), the authors explain the reason for the “leftover ladies”. The reasons were classified into two types: (1) External, which means the reasons related to external factors, like economy, religion and etc. (2) Internal, which means the reasons related to internal factors, wealth, education, age, appearance, and etc. In another study (Zuo 2011), the authors also take the internal factors, such as wealth, education, age, appearances and etc as the important reasons for the leftover ladies phenomenon. Therefore, in this study, our model was constructed based on 4 main internal factors, wealth, education, age and appearances. METHODS In this part, we will build our agent-based model for "leftover ladies" based on the 4 virtues mentioned in the previous studies: appearance, wealth, education, and age. These 4 virtues were regarded as critical factors for women to choose their husbands. 1. Agents There are two types of agents will be used in the agent-based model. They are men agents and women agents. The following figure demonstrates the features of men and women agents. 48 age age wealth wealth score children Men education Women appearance education appearance score attractivenes s Figure 1 Features of Agents 2. Agent Rules For all agents in the model, they all follow the rules described as below. (1) Wiggle-Waggle If An agent, men or women, is still single, it will move around the "world". This can give change to each man/woman agent to meet another woman/man. Once an agent get married, then it will become stable, since there is no need for him/her to meet somebody else for marriage. (In this model, we don't take the divorce into consideration.) (2) Date A woman agent will randomly choose a man of marry-age out of her attractiveness range as her date. The marry-age here means the minimal age for marriage required by the Law. The attractiveness range shows the extent of the charm of women agent. The larger attractiveness means she can attract men within larger range, see figure 2. Attractiveness Man attracted Man not attracted Woman Figure 2 Attractiveness of Woman 49 Attractiveness is a function of features of women agent. In this model, the attractiveness of a woman agent is defined as follows: wealth * wealth _ weight _ women _ attractiveness 10 education * education_ weight _ women _ attractiveness 4 appearance * appearance_ weight _ women _ attractiveness 10 abs( age 20) (1 ) * age _ weight _ women _ attractiveness] 60 Attractiveness 10 * [ Where, wealth [0,10] education [0,4] appearance [0,10] w age [20,80] wealth _ weight _ women _ attractiveness education_ weight _ women _ attractiveness appearance_ weight _ women _ attractiveness age _ weight _ women _ attractiveness 1 wealth_weight_women_attractiveness denotes attractiveness. the weight of wealth on women beducation_weight_women_attractiveness, appearance_weight_women_attractiveness and age_women_attractiveness were defined similarly. The sum of all the weights equals to 1 and the attractiveness ranges from 0 to 10. (3) score The women agents score her date based on a function of the 4 features used in the model, wealth, education, appearance, and age. The scoring function can be written in the following format: wealth * wealth _ weight _ men 10 education * education _ weight _ men 4 abs( age _ 20) [1 ] * age _ weight _ men+ 60 appearance * wealth _ weight _ men 10 score wealth _ weight education_ weight age _ weight appearance_ weight 1 50 The score defined above is normalized and therefore score ranges from 0 to 1. (4) marry The women agents score themselves and then decide whether to marry their date based on the comparison of score_herself and score_date. if score _date pickness * score _ herself marry the date else reject the date score _ herself wealth * wealth _ weight _ women 10 education * education _ weight _ women 4 abs(age _ 20) [1 ] * age _ weight _ women+ 60 appearance * wealth _ weight _ women 10 Similarly, the above score is also normalized and thus it ranges from 0 to 1. The above marry decision demonstrate that if the men is above the pickiness level of the women agent, she will marry her date, otherwise, she will reject. Traditionally, the women always want to marry the men, who are better than herself. That means, the pickiness level is usually larger than 1. (5) Reproduction If a married woman, whose children number is smaller than the limit required by the Law. Then, this woman has a change to give birth to a new agent. married women : if # of children lim it chance birth _ rate of the society she has a chance to give birth to a new agent The wealth, education, and appearance distribution of new born agents is the same as the distribution of the original agents. The age of new born agents are all 0. (6) Age and die 51 Each tick, the age of each agent increases by 1. if agent age die _ age (80 in this mod el ) agent die each tick age RESULTS 1. Simulation setup The simulation setup, the initial population were set as 200 men and 200 women. The wealth, education, and appearance of agents are normally distributed. The age of agents are randomly distributed. See the following initial setup figure. Figure 3 Initial simulation setup 2. Results (1) “Leftover ladies” phenomenon was observed in the simulation The “leftover ladies” phenomenon was observed in our simulation. In the simulation result given below, we can easily find out that there are certain percentage of women cannot marry after their 30 (Leftover ladies definition used in the model), those women were regarded as “leftover ladies”. 52 Figure 4 Leftover ladies phenomenon (2) Pickiness level has a great impact on “leftover ladies” phenomenon. We have tried two sets of simulations with two different pickiness level, 1 and 2. The other initial setups for these two simulations are exactly the same. From the simulation results shown below, the importance of pickiness level can be readily found. a. Pickiness level=2 Figure 5 Simulation Result (Pickiness=2) b. Pickiness level=1 53 Figure 6 Simulation Result (Pickiness=1) When we reduce the pickiness level from 2 to 1, the percentage of “leftover ladies” decreases dramatically. This supports that the pickiness is an important factor to “leftover ladies” phenomenon. The reason is very straightforward. If the pickiness level is high, that means all the women agents in the model tend to be harder to marry her date. Then, there will be more women cannot marry after their 30s and therefore become “leftover”. (3) Mate choice is an important factor for “leftover ladies” phenomenon. Even in the same pickiness level, different Mate choice, which means different weights on different features (wealth, education, appearance, etc. ), also affect the “leftover”. There are two types of mate choice in this model: Men choose Women, Women choose Men. The former was modeled as women’s attractiveness; the men tend to choose women with larger attractiveness. The later was modeled as the comparison between the scores of women and her date. If we set the weights for attractiveness or score differently, that means the agents (both women and men) valued different features. For example, if we set large weight for wealth for attractiveness, which means wealth, women are more attractive for the men. By simulating on different sets of weights, we have found that the mate choice is also a very important factor for “leftover”. a. Men valued the appearance of women matters, as well as others. Women valued similarly. 54 Figure 7 Simulation Result (mate choice a) b. Men only valued the wealth, while women only score themselves based on their appearance. Figure 8 Simulation Result (mate choice b) In the above two simulations, (b) have larger percentage of “leftover”, compared with (a). This illustrates that the mate choice is really an important factor for “leftover ladies”. To 55 explain the simulation result, we need take the mate choice difference into consideration. In (a), how the men valued the women is somehow similar with how the women valued themselves. However, in (b), the men only valued the wealth, while the women only valued the appearance. This mate choice difference makes the women cannot attract the men she want to marry and therefore lots of women becomes “leftover”. (4) Leftover ladies tend to be high educated, wealth. In our simulation, we also try to analyze the social status for those “leftover ladies”. Their education level and wealth were also analyzed in the simulation, as shown in the figure below. Figure 9 Simulation Result (Education and Wealth level of leftovers) In the above simulation result, the average level of education and wealth of “leftover ladies” (red line) is higher than those married women. This can be explained as the high educated and wealth women tend to be pickier and therefore they have larger chance to be “leftover”. DISCUSSION Based on the above simulations and analysis, we may try the following method to solve the “leftover” ladies problem. First, we can use the public media to help to reduce the pickiness level. For example, we can use the TV show or broadcast to generate the social pressure. Therefore, these potential “leftover” ladies may lower their pickiness level. Second, we can also help all the people to form the correct principle of mate choice and thus it is easier for them to find and marry the date. Eventually, the “leftover ladies” problem can be relieved. 56 REFERENCES [1] Arianne Gaetano, 2009. “Single Women in Urban China and the unmarried crisis: Gender resilience and Gender Transformation” , 2009 Working paper Nov.31 [2] Barlow, Tani. 1994. "Theorizing Woman: Funu, Guojia, Jiating" (Chinese woman, Chinese state, Chinese family). In Body, Subject, Power in China.Ed. Angela Zito and Tani E. Barlow, 253-289. Chicago: University of Chicago Press. [3] Cao Li. 2007. "Single women on the rise in Shanghai." Chinadaily.com.cn,13 February. (http://en.bcnq.com/china/2007-02/13/content_807828.htm...) Accessed 9 July 2008. [4] Zuo X, Song XD, and et.al, 2011. “Exploration of the approach to plight the matrimony of modern leftover women” Journal of Shandong Youth University of Political Science. 57 Wealth Redistribution in Sugarscape: Taxation vs Generosity Vera A. Kazakova Department of EECS University of Central Florida Orlando, Florida 32816 rusky.cs@gmail.com Justin Pugh Department of EECS University of Central Florida Orlando, Florida 32816 x4roth@gmail.com ABSTRACT Thus our question in conducting this research is not about the necessity of wealth redistribution itself, but about the best approach for such reallocation of resources. Many believe that our tax system is unfair toward those that have to pay taxes to support the unemployed, for example. This group may feel that ”freeloaders” emerge in society (consequently lowering productivity) precisely because these taxbased safety-nets exist, and thus may feel that relying on voluntary donations to subjectively-legitimate organizations would be a more sensible approach to helping those in need. We present two extensions to the Sugarscape model designed to study the effects of two distinct methods of wealth redistribution (taxation and generosity) under two socioeconomic climates: peaceful and prosperous vs strained by scarcity and violence. Systematic experiments reveal relationships between the rates of tax or generosity and the population-level statistics such as the Gini Coefficient, death rates, productivity, and average wealth. Furthermore, the two methods of wealth redistribution are shown to both successfully reduce the wealth disparity across the population, although each method showcased noticeably different benefits and side-effects. This paper establishes that while taxation is a highly controllable and thus more reliable way to shape an economy, generosity is also a powerful tool for wealth redistribution, and possesses several observed advantages over a taxation-driven approach. On the other hand, some believe that our economic system (capitalism) is highly conducive to disparities in wealth among the population, and that it is neither ”fair” nor most efficient in terms of bettering society as a whole. This group may feel that voluntary donations would be insufficient to fairly reallocate resources and thus believe a more forceful redistribution of wealth is in order (i.e. taxation). This method of wealth redistribution clearly encompasses a lot more than helping the unemployed, as governments have customarily used it to provided services such as, for example, police departments. It could be argued that the availability of such services would become unreliable if they were to be sustained by voluntary donations only. As a result, a compromise between the two redistribution methods appears to be the more sensible solution. Categories and Subject Descriptors K.4.m [Computers and Society]: Public Policy Issues General Terms Design, Experimentation, Economics Keywords Clearly the choice of how best to redistribute wealth is a difficult one, and we do not claim to provide an irrefutable answer. However, we do feel that our model provides some insight into the strengths and weaknesses of each of these two approaches, and future extensions might eventually inspire a promising third option. Sugarscape, Netlogo, Taxation, Altruism, Generosity, Economic Model 1. INTRODUCTION It is clear that in today’s society many people disagree over how best to redistribute wealth to better the society as a whole. We are of the mind that wealth redistribution is ultimately necessary (regardless of the way it is achieved), as every individual should have access to basic comforts such as food and shelter, and also to basic avenues for selfimprovement such as education and medical care. The goal of this paper is to observe the effects of wealth redistribution in a society whose survival is dependent on said redistribution (i.e. a gatherer/warrior model where gatherers cannot fight against threats, and warriors cannot gather food). Specifically we analyze the effects of two different wealth redistribution paradigms: voluntary (i.e. donations) vs. mandatory (i.e. taxes). Our research allows us to give some preliminary answers to questions such as: in a population without any outside threats, how do increases in taxation or generosity affect the wealth distribution, productivity, or death rates? How do these effects differ when a society has to deal with explicitly free-loading warriors (who cannot gather food, but who protect gatherers from enemies)? 58 In the following sections we will go over the inspiration and basis for our experiments, i.e. Epstein and Axtell’s Sugarscape [5] (section 2), as well as the reasons for our proposed changes and the details behind the Taxation-based and Generosity-based Sugarscape models (section 3). We will then conduct a series of tests on Epstein’s Sugarscape model with a few tweaks in order to establish a baseline for comparison (section 4.2). In section 4.3 we will extend this base model by implementing taxation and altruism individually, and analyze the results. In section 4.4 we incorporate enemies and warriors into our domain, and once again test all three models (No-Taxation-No-Generosity, TaxationOnly, and Generosity-Only) on the newly modified Sugarscape. Discussion, conclusions, and future work can be found in sections 5, 6, and 7, respectively. 2. ditional Sugarscape are called Gatherers in this paper. For a more detailed description of Sugarscape, refer to [5]. BACKGROUND Humans are often believed to be self-serving, and the motives behind any observed altruism between members of a society can be easily called into question: perhaps the act of helping another human being is performed in order to achieve some egocentric goal, such as the pursuit of positive reputation, or a desire to make friends who might be useful later, or whose presence will provide us with a higher social status. Some argue that culture is responsible for generous behaviors observed in humans, rather than genetics [3]. However, the evolution of cooperation among self-interested agents has been thoroughly explored in the literature [1, 6, 4, 2]; the consensus is that altruism can indeed emerge in an evolutionary setting among purely self-interested agents, and at least in the case of humanity and several species of primates, it has. This means that humans have a genetically coded predisposition towards generosity that exists manifests itself regardless of culture. Instead, culture can either nurture of suppress this innate inclination towards Generosity, a dynamic succinctly described by Francis Galton as “Nature vs Nurture”. This paper seeks to identify the positive and negative aspects of Generosity as a method of wealth redistribution and to compare it to and contrast it with a Tax-based approach. Figure 1: A visual display of the Sugarscape landscape. Darker regions contain more sugar, with the darkest regions containing 4 sugar and the lightest regions containing 0 sugar. Gatherer agents are depicted as small dots, Warrior agents (described in section 3.3) are depicted as pentagons, and Enemies (described in section 3.3) are depicted as ghosts (bottom left corner). 3. DOMAIN: EXTENDED SUGARSCAPE We propose to re-distribute the sugar-wealth of a typical Sugarscape population through either a system of mandatory Taxation, a system reliant on voluntary donations, or a sensible combination of the two. This paper is largely an extension of the basic Sugarscape model, originally presented by Epstein and Axtell. Epstein and Axtell constructed the Sugarscape model as a means of studying social behaviors in humans such as trade, group formation, combat, and the spread of disease [5]. The world of Sugarscape consists of a two-dimensional grid. On each grid space grows a predetermined amount of sugar, a precious resource that the agents within Sugarscape depend on for survival. A visual display of the typical Sugarscape landscape populated with agents of various types is shown in figure 1. On each tick of Sugarscape simulation, sugar regrows on each space at a constant rate up to the maximum amount of sugar allowed for the space. One at a time, agents move to the location with the highest sugar within their field of vision, gather all of the sugar at that location, and then consume sugar from their personal store equal to their metabolic rate. Agents are heterogeneous across several attributes selected randomly at birth: metabolic rate, vision radius, initual sugar holding, and maximum lifespan. An agent who runs out of sugar or whose age exceeds their lifespan dies and is replaced by a new agent with different randomly selected attributes. The agents described by tra- 3.1 Taxation-Based Wealth Redistribution Model Our first method for redistributing the total sugar-holdings within the population is through compulsory tax payments. These will be collected from each Gatherer once per tick, and will correspond to an externally set percentage of the sugar a Gatherer collects during the time step. While the amounts will differ based on actual sugar collected on that tick, the percentage itself will remain the same for all Gatherers for the entire duration of a given simulation. This percentage, representing the proportion of sugar income that is to be paid as taxes, will be systematically varied and analyzed in sections 4.3 and 4.4, corresponding to our experiments with and without Warriors and Enemies (explained in section 3.3), respectively. Under the forced wealth redistribution paradigm, all gathered food is taxed at a fixed rate (determined by a parameter setting) and spread out evenly amongst the poorest members of society. The taxed sugar will be given out to the least wealthy members of the population, such that the wealth of 59 the poorest individuals is equalized. This method can be easily understood through an analogy. Imagine a staircase with water flooding it starting from the base. As the water level rises and reaches the first step of the staircase, the base of the stairs and the first step become equalized. As the water continues to rise, more and more steps are submerged and thus their heights become equalized by the water level. The rising water represents the collected taxes, with which we “flood” the sugar-holdings of the individuals with least wealth (represented by the bottom steps). We keep spreading the wealth until we run out of collected taxes (water stops rising, but all the steps below water level are now of equal height). If you find the idea of water as an equalizer of height confusing, you may instead imagine the staircase is being flooded by a rising level of concrete. 3.2 environment, and Enemies, who attack both Warriors and Gatherers alike. Hence forth this model will be called the Warrior-Enemy Sugarscape. It should be noted that Enemy turtles are not considered to be a part of our society, and are instead to be regarded as a characteristic of the simulation environment where our Warrior and Gatherer turtles reside, i.e. Enemies do not gather or consume food, they are spawned at a random location at a predefined constant rate, and their deaths are not reported as part of our society’s death rates. Generosity-Based Wealth Redistribution Model Our second method for redistributing the total sugar-holdings within the population is through voluntary donations. These are made according to an individual’s propensity to donate, and thus will vary across the population. Generosity-based behaviors have also been referred to as Altruism in related literature; throughout this paper, however, we opted to use the term Generosity instead. Under the voluntary wealth redistribution paradigm, Gatherers possess a “generosity” attribute. “Generosity” is a value between 0 and 1, which represents the percentage of gathered sugar the Gatherer gives away to the poorest agent within his vision range. The “generosity” values will be randomly selected at birth from a uniform distribution between the pre-set minimum and maximum possible Generosity values established for a given simulation. Warrior agents are neither taxed nor do they donate sugar. This is because only income-sugar can be taxed or donated, and Warriors do not themselves gather sugar (i.e. they have no explicit income). As a reminder, since Enemies are not considered agents in our environment, they do not gather, consume, donate, or pay sugar taxes. As is the case with Gatherers, when a Warrior dies, a new Warrior is spawned at a random location in the world; this dynamic ensures that the ratio of Gatherers to Warriors remains constant throughout the simulation. Each tick, the Gatherer will set aside a sugar amount equivalent to his Generosity multiplied by the amount of sugar he gathered on that tick. This set aside amount will grow each tick until the Gatherer is within range of a suitable recipient. Gatherers will not give food away to an agent who is richer than themselves (this is to prevent generous agents from ”giving themselves to death” and to prevent a generous agent working alone for several time ticks from unloading his accumulated stash on the first agent who comes into view, who may indeed be very rich). Additionally, when donating sugar to another Gatherer or to a Warrior, a given Gatherer will at most give away enough sugar to even out his own and the recipient’s wealth (sugar holdings). 4. EXPERIMENTS AND RESULTS In order to gather a compelling amount of experimental data, each simulation was run 50 times, for 500 time ticks each. Therefore, and unless explicitly stated otherwise, from figure 4 onward, all of the presented results and graphs display values obtained from and averaged over all 50 of the conducted runs. 4.1 Replicating Basic Sugarscape In order to ensure that our simulations were reliable and directly comparable with Epstein’s Sugarscape model, we start our tests by replicating basic Sugarscape according to the specifications outlined briefly in section 2 and described in detail in [5]. It should be noted that for experiments with both forced (Taxation-based) and voluntary (Generosity-based) wealth redistributions, taxes are always to be extracted from the full amount of sugar obtained during a given tick by a Gatherer, while the portion of sugar to be donated is extracted as a percentage of the sugar-income AFTER taxes have been collected. 3.3 Neither agent type (Gatherers or Warriors) can perform the duties of the other. Enemies will periodically enter the environment at random locations and attack nearby agents. Gatherers will depend on Warriors to maintain the safety of their environment in order to continue gathering sugar, while Warriors will depend on Gatherers to gather and share the sugar. Thus the survival of the society is dependent on the cooperation among its members. Specifically, the wealth created by the gathering of sugar must be redistributed or the Warriors will die, and Enemies will destroy the Gatherers, thus wiping out the simulated society. Focusing on wealth redistribution as the guiding force behind the emergence of collaboration in this decentralized model, we will test and compare two different methods of such redistribution: voluntary (i.e. donations) vs mandatory (i.e. taxes). To validate our model we compare it to that of Epstein and Axtell [5] by calculating the Gini Coefficient, “a summary statistic relating to inequality of income or wealth... It has the desirable property that it does not depend on an underlying distribution ” [5]. The Gini Coefficient (or Gini index) can be intuitively understood as it relates to the Lorenz curve: “a plot of the fraction of total social wealth (or income) owned by a given poorest fraction of the population. Any unequal distribution of wealth produces a Lorenz curve Enemies & Warriors We are extending the basic Sugarscape model [5] to include three types of agents: Gatherers, which gather food from the environment (these correspond to the turtles in Epstein’s original model), Warriors, who attack Enemies in the 60 Agent Vision Radius Agent Metabolism Agent Fortitude Agent Lifespan Population Size Sugar Regrowth Rate 90 # Agents 75 60 45 Table 1: Parameters used for the Baseline Sugarscape experiment. (Population value has been changed from 250 to 200 agents. The fortitude attribute was not part of Epstein and Axtell’s original implementation [5]) 30 15 0 0 10 20 30 40 50 60 70 80 90 100 Wealth Percentile 4.2 100 80 Additionally, we introduced fortitude to replace initial sugar holdings provided at birth. Fortitude produces identical behavior to the latter approach, however, it leaves statistics such as the Average Sugar Over Time and the Gini Coefficient unaffected, i.e. wealth generated over the agents’ life time is not skewed by any initially “gifted” sugar amount. Wealth statistics are therefore purely representative of agent income. From this point onward, this slightly modified Sugarscape will be referred to as Baseline Sugarscape, and will serve as the point of comparison for our models with wealth redistribution. 60 40 20 0 0 20 40 60 80 Adjusting Sugarscape: A Baseline for Comparison Before testing our extensions to the Sugarscape domain (i.e. Taxation and altruism), we first made a few small changes. We lowered population size to 200 (from the original value of 250, which was shown to be close to the environment’s carrying capacity [5]) so as to simplify initial survival, since we plan to make life on the Sugarscape more difficult through the inclusion of non-gathering Warriors (who will need to be fed by the Gatherers) and the increased metabolic rates in the wounded Gatherers. Figure 2: Wealth Distribution obtained by replicating Epstein and Axtell’s Sugarscape [5] (a typical run) % Wealth 1-6 spaces 1-4 sugar 5-25 sugar equivalent 60-100 ticks 200 agents 1 sugar per tick 100 % Population The parameters presented in table 1 were held constant for all of the experiments described in this paper. The chosen parameter values are identical to those used in Epstein and Axtell’s Sugarscape, with the exception of population size. Fortitude values were chosen to be identical to Epstein and Axtell’s initial sugar holdings parameter, i.e. the sugar provided to agents at birth.[5] Figure 3: Lorenz Curve (corresponding to the wealth distribution obtained by replicating Epstein and Axtell’s Sugarscape [5] and depicted in figure 2) that lies below the 45◦ line... The Gini ratio is a measure of how much the Lorenz curve departs from the 45◦ line.”[5] We present results averaged over 50 runs, which describe in detail the behavior of Sugarscape without any form of wealth redistribution. Figure 4 depicts the average Gini Coefficient obtained at each tick of simulation. The first 250 ticks of simulation display a rugged curve which corresponds to fluctuations in wealth disparity. These fluctuations can be explained by the fact that at tick 0, a batch of 200 agents is born at the same time, and thus their birth times are synced. This leads to a population-level behavior where large groups of agents die around the same time and are thus reborn around the same time (figure 5). Since newborn agents begin life with 0 initial sugar, it appears as though there is a large wealth disparity between newborns and the older agents. As the simulation progresses, birth times become less synced and the Gini Coefficient reaches an equilibrium value of 0.61 (table 2). This is around 0.1 higher The sugar wealth distribution for a typical run of the replicated Sugarscape is displayed in figure 2. The bar heights correspond to the number of agents whose cumulative wealth represents the corresponding wealth percentile. The graph is heavily skewed toward the right, indicating that most agents in the population have relatively low sugar reserves. By looking at the right-most bar we can see that about 10 (out of 200) agents hold 10% of the overall wealth, while the leftmost bar indicates that another 80 agents altogether also hold 10%. The Lorenz Curve obtained from this wealth distribution is depicted in figure 3. The calculated Gini Coefficient corresponding to this curve is 0.4978 (Epstein’s value fluctuated close to 0.50). Overall, we observed identical behaviors to those reported by Epstein and Axtell [5], thus verifying our Sugarscape replica. 61 than the corresponding value in [5]. However, the higher value does not imply a different behavior. This difference is be explained by the fact that initial sugar holdings are absorbed into the fortitude attribute and thus do not influence the Gini Coefficient. 1.0 Gini Index 0.8 Figure 5 depicts the average death rates across the population, calculated as a moving average with a window size of 20 ticks. Death statistics are divided by cause of death. Deaths by starvation tend to peak following a peak in deaths by old age. This correlation implies that there is a period of “pruning” following a wave of births during which inadequate agents (those with high metabolic rates and those with a small vision radius born into a low-sugar area) die of starvation. These peaks become less pronounced as births de-synchronize over time. Eventually, both death rates reach the equilibrium values reported in table 2. 0.4 0.2 0.0 0 100 200 300 400 500 Tick Figure 6 depicts the average individual sugar holdings in the population at each tick of simulation. This value peaks at tick 60, at which point the average age in the population is the highest it will ever be. This is caused by the synced birth times and the predetermined minimum lifespan of 60 ticks. Older agents tend to have a larger sugar holding because they have had more time to collect wealth. At tick 60, agents begin to die of old age and are replaced by newborns with 0 sugar, thus lowering the average across the population. As was the case with the Gini coefficient and with the average death rates, average sugar holdings eventually reach an equilibrium value (reported in table 2). Figure 4: Gini Coefficient over time, simulated on the Baseline Sugarscape model. # Deaths per Tick 10 Figure 7 depicts the average productivity of individual agents at each tick of simulation, while figure 8 depicts the total sugar produced and consumed by the population at each tick of simulation. Productivity is calculated on each tick according to equation 1 and is measured in units of sugar. Productivity serves as a measure of the degree to which the population has optimized by eliminating inefficient individuals (allowing them to starve). Figure 8 provides a more detailed view of the same concept and describes whether a drop in productivity is caused by a drop in total production or a rise in total consumption. All tracked statistics in these figures reach equilibrium values, which are reported in table 2. totalproduction − totalconsumption (1) numberof agents Starvation Old Age 8 6 4 2 0 0 100 200 300 400 500 Tick Figure 5: Average deaths over time, simulated on the Baseline Sugarscape model. Average deaths per tick are calculated as a moving average with a window size of 20 ticks. 4.3 P roductivity = 0.6 Extending Sugarscape: Wealth Redistribution on the Sugarscape without Warriors or Enemies This section describes a set of experiments that serve to compare two different methods of wealth redistribution: Generosity and Taxation. Both methods were run 50 times with each of 10 different values for average Generosity and tax rate, respectively. The average equilibrium values1 of the statistics introduced in section 4.2 for each set of runs are compared. Please note for ease of comparison with our established Baseline Sugarscape model (section 4.2), that the results of table 2 are also included in the graphs of section 4.3.1 (figures 9, 10, 11, 12, and 13) as 0% Average Generosity (left-most point on the curves) and the graphs of section 4.3.2 (figures 14, 15, 16, 17, and 18) as 0% Tax All of the simulations presented in section 4.3 reached equilibrium values for all of the measured statistics during the last few hundred ticks of simulation, following an initial period of roughness. As such, the behavior of each set of parameters with respect to a given statistic can be summarized by a single numerical value: the value of the equilibrium position obtained at the end of the simulation for that statistic. Equilibrium values for the “baseline” parameter settings in this section are reported in table 2 and serve as a point of comparison for the experiments in section 4.3. 1 Equilibrium values are the stable values reached and maintained for the last few hundred ticks of a simulation. 62 700 50 600 500 40 Sugar Average Sugar 60 30 20 300 Total Production Total Consumption 200 10 100 0 0 0 100 200 300 400 500 0 Tick 100 200 300 400 500 Tick Figure 6: Average sugar-holdings over time, simulated on the Baseline Sugarscape model. Figure 8: Total Sugar Produced vs. Consumed over time, simulated on the Baseline Sugarscape model. Average Productivity Total Production Total Consumption Deaths from Starvation Deaths from Old Age Deaths from Violence Gini Coefficient 2 Average Productivity 400 1 0 0.8768 584.54 409.18 1.461 2.236 0.0 0.6110 Table 2: Final values for experiment conducted on the Baseline Sugarscape model. (Results were obtained by averaging 50 runs of 500 ticks each). -1 -2 0 100 200 300 400 500 100%-100%, thus obtaining the missing average Generosities of 60%, 70%, 80%, 90%, and 100%. The reasoning for choosing these ranges instead of other options that would result in equivalent average values (e.g. for an average Generosity of 80%, the range of 60%-100% was tested instead of 70%90%) was the strive to maximize the variance of the Generosity values for each simulation. We felt the experimental results would be less synthetic, and thus more representative of the real world, if the maximum possible amount of natural stochasticity was preserved during the tests. Tick Figure 7: Average Productivity over time. (Baseline Test) Rate (once again, corresponding to the left-most point). 4.3.1 Generosity-Based Wealth Redistribution (Sugarscape without Warriors or Enemies) Results. As we mentioned in the Setup section, the average Setup. For this experiment we incorporated the Generositybased wealth redistribution method (defined in section 3.2) into our Baseline Sugarscape model (described in section 4.2). Initially 50 simulation runs (of 500 ticks each) were performed for each of the following Generosity percentage ranges (the format being minimum possible value - maximum possible value): 0%-20%, 0%-40%, 0%-60%, 0%-80%, 0%-100%. For every tested range, the observed average Generosity was fluctuating slightly (+1%) center of the range (i.e. 10%, 20%, 30%, 40%, and 50%, respectively). However, this left untested some of the other potentially interesting average Generosity values. Consequently, additional tests with higher minimum values were also performed, namely those for ranges 20%-100%, 40%-100%, 60%-100%, 80%-100%, and 63 Generosity values across all agents fall right in the middle of the ranges of allowed Generosity values. This result showcases that on average agents are not dying from being overly generous (i.e. giving away all of their sugar). Instead, agents who give away their sugar are saved by donations from other generous agents. Had this not been the case, the observed average Generosity values would fall below the middle of the ranges, as the most generous individuals (those with top-ofthe-range Generosity values) would be less likely to survive. Figure 9 depicts the Gini Coefficient for each rate of average Generosity between 0% and 100%, in increments of 10%. Predictably, as Generosity increases (i.e. as agents give away more of their sugar), the Gini Coefficient decreases, corresponding to a decrease in wealth inequality. However, from 0% to 10% Generosity, there is a marked increase in the Gini Coefficient. This phenomenon is explained by wealthy agents in high-sugar areas donating just enough of their income to prevent agents with high sugar metabolisms from starving to death. Without these donations, such high-metabolism agents would have died, getting an opportunity to be reborn as agents with a stronger ability to accumulate wealth (i.e. with a lower metabolic rate or with a higher vision radius). Figure 13 corroborates this explanation: from 0% to 10% Generosity, the total consumption of the population increases significantly, which corresponds to an increase in the survival rate of high-metabolism individuals. Figure 10 further supports our reasoning: from 0% to 10% Generosity, the number of deaths via starvation decreases significantly (while the number of deaths via old age increases as a consequence). 1.0 Gini Index 0.8 0.6 0.4 0.2 0.0 0 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) The Generosity model of wealth redistribution demonstrates an ability to decrease wealth inequality while simultaneously maintaining a productive (figure 12) and wealthy (figure 11) society. However, at all levels of Generosity, a significant number of agents die of starvation (figure 10). These deaths serve to prune the unproductive members from the population; namely, only those agents who reside within a reasonable range from the high-sugar areas of the landscape actually receive significant assistance. The Generosity model thus distils the population down to only those agents who are most productive. As such, the total production curve remains at a maximum constant level regardless of the average Generosity of the population (figure 13). While the Generosity model has its advantages, a significant number of deaths due to starvation is generally unacceptable in a modern society. Figure 9: Gini Coefficient vs. Generosity Percentage for the Generosity-Based Wealth Redistribution experiment. # Deaths per Tick 3 2 Starvation Old Age 1 0 A curious phenomenon is observed in figure 11: as Generosity increases past 10%, the agents’ average sugar holdings continually increase, even reaching levels beyond the baseline value (at 0% Generosity). The curiosity lies in the fact that such a high level of average sugar holding is achieved at the same time that average productivity reaches its lowest point. This phenomenon is explained by a closer look at the behavior of generous agents, who always donate to agents less wealthy than themselves. Since older agents tend to have the highest accumulated wealth (due to having more time to accumulate sugar), donation recipients tend to be the younger agents. In a society where a larger proportion of income is donated, more income is directed towards younger agents. As a result, in a 100% generous society, agents are brought up to the average sugar holding within the first few ticks of their life. Since wealth is not inherited, and thus disappears upon death, donating to the younger members of the population serves to preserve the donated wealth, protecting it from being destroyed. Therefore, a greater proportion of society’s wealth is “indirectly inherited” by future generations at higher levels of Generosity. This dynamic may change if the model is modified to explicitly include a mechanism for inheritance. 0 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Figure 10: Average deaths vs. Generosity Percentage for the Generosity-Based Wealth Redistribution experiment. Average deaths per tick are calculated as a moving average with a window size of 20 ticks. Setup. For this experiment we have incorporated the Taxationbased wealth redistribution method (defined in section ??) into our Baseline Sugarscape model (described in section 4.2). A total of 11 separate simulations were performed, one for each of the following Taxation percentages: 0%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, and 100%. While these values do discretize the range of all possible Taxation levels, the reader will notice (by observing the graphs in the following Results section) that they nevertheless produce a smooth gradient for all of the presented measurement metrics. Each simulation was once again performed 50 times, and allowed to run for 500 ticks. Results. Figure 14 depicts the Gini Coefficient for each Tax 4.3.2 rate between 0% and 100%, in increments of 10%. As the Tax rate increases, the Gini Coefficient decreases because progressively more wealth is being redistributed. However, Taxation-Based Wealth Redistribution (Sugarscape without Warriors or Enemies) 64 60 40 30 20 10 1.2 0 Average Productivity 0 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Figure 11: Average sugar-holdings vs. Generosity Percentage for the Generosity-Based Wealth Redistribution experiment. there is an increase in the Gini Coefficient between 0% and 30% Tax rates. This occurs because Taxes serve to prevent the deaths of the least adequate individuals (who would have died without the “welfare” provided by the Tax system). The decrease in deaths due to starvation shown in figure 15 proves that starving agents are being saved. Consequently, their low sugar holdings persist in the population, bringing down the observed average sugar (figure 16), while simultaneously raising wealth inequality (figure 14). Logically, average productivity also decreases as more of these inadequate agents are saved from starvation (figure 17). As the Tax rate increases past 30%, the Gini Coefficient rapidly decreases to a value below 0.1, which corresponds to a society where all agents have nearly identical levels of wealth. 1.0 0.8 0.6 0.4 0.2 0.0 0 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Figure 12: Average Productivity vs. Generosity Percentage for the Generosity-Based Wealth Redistribution experiment. 700 600 500 As was the case with Generosity, as Taxation increases, average sugar holdings decrease steadily, reach a minimum, and then increase again (figure 16). Once again, the cause for this phenomenon is the preservation of the wealth of older individuals through its redistribution to the younger members of the population. In fact, the Tax-based system is even more adept at this redistribution than the Generosity-based system since welfare can always reach the least wealthy (thus reaching every newborn), which is not true of the Generositybased system (since donations are restricted to visible neighbors). However, the effect is less pronounced because there is less wealth to go around (as demonstrated by the low average productivity at high tax rates in figure 17). 65 Sugar Average Sugar 50 400 300 200 Total Production Total Consumption 100 0 0 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Figure 13: Total Sugar Produced and Consumed vs. Generosity Percentage for the Generosity-Based Wealth Redistribution experiment. 60 0.8 50 Average Sugar Gini Index 1.0 0.6 0.4 0.2 0.0 40 30 20 10 0 0 10 20 30 40 50 60 70 80 90 100 0 Tax Rate (%) 10 20 30 40 50 60 70 80 90 100 Tax Rate (%) Figure 14: Gini Coefficient vs. Tax Rate for the Taxation-Based Wealth Redistribution experiment. Figure 16: Average sugar-holdings vs. Tax Rate for the Taxation-Based Wealth Redistribution experiment. 1.2 Average Productivity # Deaths per Tick 3 2 Starvation Old Age 1 0 0 10 20 30 40 50 60 70 80 90 100 1.0 0.8 0.6 0.4 0.2 0.0 Tax Rate (%) 0 10 20 30 40 50 60 70 80 90 100 Tax Rate (%) Figure 15: Average deaths vs. Tax Rate for the Taxation-Based Wealth Redistribution experiment. Average deaths per tick are calculated as a moving average with a window size of 20 ticks. 4.4 Figure 17: Average Productivity vs. Tax Rate for the Taxation-Based Wealth Redistribution experiment. Extending Sugarscape: Enemies & Warriors After both Taxation-based Sugarscape and Generosity-based Sugarscape have been tested, these wealth redistribution paradigms will now be tested on a more realistic model, i.e. the Warrior-Enemy Sugarscape model detailed in section 3.3. These additional tests were conducted in order to establish the dependency of the results obtained in section 4.3 on the specifics of the Baseline Sugarscape model. We believe that incorporating hardship into the model (such as violence through Enemy agents, and free-loaders or imposed public services through Warrior agents) represents a society closer to the real world than Baseline Sugarscape. Additionally, if agent behaviors were to be evolved through, for example, an Evolutionary Algorithm, a society that has no need to support free-loaders (Warriors do not gather sugar, but they do consume it) or to contribute toward funding of public services (Warriors protect Gatherers from Enemies) would simply evolve to not be ”generous”, or to collect 66 lower taxes, allowing agents who are less able to collect sugar to die out. In the real world, however, we generally regard Life above all else, and thus protecting individuals who are unable to provide for themselves has often affected public policy (e.g. welfare in the U.S.). Furthermore, following John Donne’s famous line ”No man is an island...”, it is evident that as societies have become more complex, individuals have become increasingly dependent on functions performed by others. For these reasons, it is sensible to conduct wealth redistribution tests on a model that would more closely resemble both the human concern for the well-being of the community, and the idea of an agent needing other agents (or, in our case, other types of agents) to survive. In all of the following experiments Enemy agents are spawned at a constant rate of 0.5 Enemies per time tick (i.e. every 60 600 50 Average Sugar 700 Sugar 500 400 300 200 Total Production Total Consumption 100 40 30 20 10 0 0 0 10 20 30 40 50 60 70 80 90 100 0 Tax Rate (%) 200 300 400 500 Tick Figure 18: Total Sugar Produced and Consumed vs. Tax Rate for the Taxation-Based Wealth Redistribution experiment. Figure 19: Average sugar holdings for each time step, averaged over 50 runs on the Warrior-Enemy Sugarscape without Taxation and with an average Generosity of 20%. tick there is a 50% chance that an Enemy will spawn; therefore, on average, one Enemy is spawned every two ticks). A constant 1 to 9 Warrior to Gatherer ratio is maintained throughout each simulation (i.e. 10 % of our 200 agents are Warriors). This value was chosen because preliminary tests showed it to be near the maximum percentage of Warriors that our Gatherer population could support. Preliminary tests also revealed that this percentage of Warriors could prevent the Enemy population from spiking (thus preventing spikes in the observed death rates) at a maximum rate of 0.5 Enemies/tick. These parameter values impose a constant yet manageable level of hardship on the population, without causing additional complicated dynamics (such as cyclic increases and decreases in population death rates due to violence or starvation). 4.4.2 Generosity-Based Wealth Redistribution in the Warrior-Enemy Sugarscape Setup. For this experiment we have added the Generositybased wealth redistribution method (defined in section 3.2) to our Warrior-Enemy Sugarscape model (described in section 3.3). Just as in before (section 4.3.1), we systematically tested the following Generosity percentage ranges: 0%-20%, 0%-40%, 0%-60%, 0%-80%, 0%-100%, 20%-100%, 40%-100%, 60%-100%, 80%-100%, and 100%-100%. Results. The simulations conducted on the Warrior-Enemy Sugarscape display a Gini Coefficient that steadily decreases as average Generosity increases (depicted in figure 20), which tells us that within this model, just like in its violence-free counterpart, the sugar holdings are becoming less varied throughout the population as agents donate more and more of their income. Unlike the Sugarscape variations without Warriors and Enemies, the Warrior-Enemy Sugarscape never reached the near-perfect equilibrium values. Figure 19 depicts the average sugar holdings each tick, averaged over 50 runs of the Warrior-Enemy Sugarscape with an average Generosity of 20%. The system did not converge to a single equilibrium value (or near one) by generation 500, oscillating indefinitely with a small amplitude. Consequently, in order to perform the same tests as before, the last 200 ticks of all 50 runs were averaged to obtain a single value for each of the Tax and Generosity rates described in sections 4.3.1 and 4.3.2. 4.4.1 100 Yet again we see a different behavior for Generosity under 10% (the Gini Coefficient actually increases for this range). This can be explained by looking at the corresponding deaths graph (figure 21): deaths by starvation decrease, while deaths from old age slowly increase. Since some sugar is being donated at 10% Generosity, some of the least wealthy agents are being saved from starving to death. The survival of the poorest individuals through common wealth decreases the overall average sugar (figure 22). It also increases consumption (figure 24), which, since production is unaffected by the decrease in deaths of low-sugar producing agents, causes a decrease in the overall productivity (figure 23). Put simply, under-producers are protected through the Generosity-based wealth redistribution, while over-consumers are not, just as was the case in the Warriorfree simulations displayed in figure 13). 0% Generosity and 0% Taxation in the Warrior-Enemy Sugarscape The experiment on the Baseline Sugarscape model with a Generosity level of 0% and a Taxation level of 0% is implicitly included in the results of the following two sections. A Warrior-Enemy Sugarscape without Generosity is plotted on the curves of section 4.4.2 (figures 20, 21, 22, 23, and 24) as 0% Average Generosity (left-most point on the curves). Similarly, a Warrior-Enemy Sugarscape without Taxation is represented on the graphs of section 4.4.3 (figures 25, 26, 27, 28, and 29) as 0% Tax Rate (once again, corresponding to the left-most point). Noticeably different values can, however, be observed when 67 comparing the starvation death rates of the Warrior-Enemy Sugarscape vs those of its Warrior-less counterpart (figure 21 vs figure 10). The much higher initial rate of deaths due to starvation is caused by the inclusion of free-loading Warriors, who depend on stumbling around the map, getting fortuitous donations in order to survive. Warriors’ life prospects are especially grim at 0% Generosity: with no donations from altruistic Gatherers, Warriors can only survive for a few ticks (depending on their individual fortitude). At a Generosity levels of 10% and 20% it is still difficult for Warriors to survive. Yet another new feature is the existence of a small but constant rate of deaths due to violence, as Enemies now roam throughout the simulated world (notice the flat dashed line in figure 21). # Deaths per Tick 4 Starvation Old Age Violence 3 2 1 0 0 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Once again we see a small rise in average sugar (figure 22) through the previously described communal inheritance-like behavior, where a higher average Generosity corresponds to more sugar being passed on to the least wealthy (including newbors) , and thus less sugar disappearing upon an agents’ death from old age (section 4.3.1). Figure 21: Average deaths vs. Generosity Rate for a Generosity-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. Average deaths per tick are calculated as a moving average with a window size of 20 ticks. 1.0 Gini Index 0.8 Warrior agents (figure 14), but instead bottoms out at a much higher value of 0.25 for the Taxation rates above 70% (please view figure 25). The cause for this higher observed wealth disparity is as follows: when taxes above 70% are being collected, most of the sugar is spread among the least wealthy individuals. However, since the collected amount is comparatively high, the population becomes highly equalized in terms of agent’ individual sugar-wealth. 0.6 0.4 0.2 0.0 0 Once taxes are distributed, agents consume the amount corresponding to their metabolic rates, consequently obtaining different left-over sugar amounts, which now constitute their wealth. At such high Taxation rates, however, average sugar levels become extremely low (3-4 units of sugar in figure 27 for top 4 Taxation rates), which leaves the average agent near starvation. The corresponding death rate graph (figure 26) shows that deaths from starvation at these high Tax levels are quite low (about 0.2 per tick), but can never reach 0.0 as there simply isn’t enough sugar to go around when no agent is pruned from the population for it’s individual shortcomings. 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Figure 20: Gini Coefficient vs. Generosity Rate for a Generosity-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. 4.4.3 Taxation-Based Wealth Redistribution in the Warrior-Enemy Sugarscape Setup. For this experiment we have added the Taxationbased wealth redistribution method (defined in section ??) to our Warrior-Enemy Sugarscape model (described in section 3.3). As with previous Taxation-Based tests (section 4.3.2), we once again simulated the same 11 Taxation levels: 0%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, and 100%. Results. The following results were obtained from conducting 5 simulations (50 runs of 500 ticks each) on with the Warrior-Enemy Sugarscape extended by a Taxation-Based Wealth Redistribution. The Gini Coefficient does not converge to a value near 0.1, as it did during our simulations on the Sugarscape without 68 The highest Taxation levels for this experiment quite elegantly simulate a Communist-like society, where everyone is equally poor and just barely manages to get by on the small equal amounts of goods doled out by the government, which is in charge of collecting and managing all individual incomes. As depicted in figure 29, production lowers and consumption rises until the two become equalized, which, in combination with a near 0.0 productivity (shown in figure 28) is indicative of an impoverished society, in which agents’ lives are more perilous, and shorter, as showcased by lower reachable deaths from old age, as compared to those observed in the corresponding Warrior-less experiment (compare figure 26, for the former, vs figure 15, for the latter). without our instant rebirth dynamic and the fortitude amounts provided at birth, his society would not survive. 700 50 600 500 40 Sugar Average Sugar 60 30 20 400 300 200 10 Total Production Total Consumption 100 0 0 0 10 20 30 40 50 60 70 80 90 100 0 Average Generosity (%) 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Figure 22: Average sugar-holdings vs. Generosity Rate for a Generosity-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. Figure 24: Total Sugar Produced and Consumed vs. Generosity Rate for a Generosity-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. Average Productivity 1.2 in figure 13, total sugar consumption increases while total production remains constant. 1.0 0.8 As to the Warrior-Enemy Sugarscape model, some pronounced differences emerged during experimental analysis. At highest taxation rates, an artificially inflated Gini Coefficient implies high disparity in wealth among the agents, while in reality the entire population is quite poor, and remains at a constant near-starvation point. Consequently some agents are consistently lost to death by starvation. This is in constant to the Warrior-free model, which at Tax rates about 40% avoids all starvation deaths. This may indicate that the Warrior-Enemy model is in fact more realistic, by constantly imposing some level of hardship on the population. Additionally, a steadily decreasing average sugar value was observed in a the simulation with Warrior agents, all the way down to a population-wide starvation (figure 27), while in the Warrior-free experiment, the value for 100% Tax rate was nearly 20 units of sugar per agent. These results can be verified intuitively since a population with explicitly freeloading Warriors who need to be fed is much harder to maintain at a higher level of wellbeing. (For a visual comparison, please refer to figures 15 and 26). 0.6 0.4 0.2 0.0 0 10 20 30 40 50 60 70 80 90 100 Average Generosity (%) Figure 23: Average Productivity vs. Generosity Rate for a Generosity-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. 5. DISCUSSION According to the results obtained in sections 4.3.2 and 4.3.1 from experiments conducted on the Baseline Sugarscape, the Taxation-based wealth redistribution achieves a much lower Gini Coefficient than a Generosity-based system. Taxation also completely eliminates death by starvation around the 50% Tax rate, while Generosity stagnates at an average of 0.5 deaths per tick. However, the Taxation system produces a society with significantly lower productivity: 0.2 sugar per tick vs a productivity of 0.5 for its Generosity counterpart). When comparing the Generosity-based wealth redistribution on Warrior-Enenemy Sugarscape vs the Sugarscape without Warriors or Enemies, the expected higher levels of starvation deaths were observed at low Tax rates in the Warrior-Enemy Sugarscape. Equally anticipated lower productivity values and lower average sugar values were reported for this model (as Warriors cannot gather sugar). Yet another difference between the two wealth redistribution methods is the fact that Taxation protects both overconsumers and under-producers from starvation , while a Generosity-based wealth redistribution saves over-consumers only. This is evidenced in figure 18 by an increase in total consumption and a decrease in total production, as Tax rate increases. On the other hand, as Generosity increases 69 Results obtained in [2] suggest that redistributing wealth in an ”equal shares” way (everybody has equal access to a portion of the total reward) as opposed to a ”proportional to input” way (everybody receives reward proportional to their input towards producing that reward) causes the emergence of freeloaders. We corroborate this result in our model in which the Tax-based approach corresponds to an ”equal 4 # Deaths per Tick 1.0 Gini Index 0.8 0.6 0.4 0.2 0.0 2 Starvation Old Age Violence 1 0 0 10 20 30 40 50 60 70 80 90 100 0 Tax Rate (%) 10 20 30 40 50 60 70 80 90 100 Tax Rate (%) Figure 25: Gini Coefficient vs. Tax Rate for a Taxation-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. Figure 26: Average deaths vs. Tax Rate for a Taxation-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. Average deaths per tick are calculated as a moving average with a window size of 20 ticks. shares” wealth redistribution that is plagued by freeloaders and the Generosity-based approach corresponds to a ”proportional to input” wealth redistribution. Generosity corresponds to ”proportional to input” because in order to receive a donation, an agent must be within a short distance from a rich agent, which likely means that the recipient agent is himself producing a relatively high amount of sugar (due to the way that the landscape is laid out: high-sugar areas exist in large clusters). 6. 3 This success is achieved by removing those members of society who do not contribute. When financial and physical strain is instead added to a society with a Tax-based method of wealth redistribution, the society may suffer greatly. The Tax-based method attempts to feed every agent that is born without regard to whether or not it is possible to do so. In the event that it is not possible to feed everyone, the entire society crumbles (as demonstrated in section 4.4.3). At high tax rates, a strained society ceases to be productive and loses all of its wealth, suffering a constant trickle of deaths by starvation. Such characteristics are indicative of poverty. CONCLUSIONS Based on our experiments, it is clear that both taxation and altruism are powerful tools with which a society may redistribute wealth. As we have demonstrated, both methods significantly impact the Gini index, death rates, productivity, and average wealth of a society. However, each method acts on these factors in a fundamentally different way. While it would certainly be unethical to encourage a purely Generosity-based approach to wealth redistribution in the real world (in the hopes that the least productive members of society die of starvation), Generosity should not be dismissed entirely. As demonstrated in this paper, Generosity has the ability to redistribute wealth in a powerful way that is on par with Taxation. On the other hand, while many human societies value Life about all else, employing a purely Tax-based approach would be detrimental to our productivity, thus lowering the quality of said valuable Life. Our results indicate that a Tax-based approach to wealth redistribution produces a sharper decrease in the Gini index than a Generosity-based approach at very high levels of wealth redistribution (above 70%). However, at low to moderate levels of wealth redistribution (e.g. 30%), Generosity actually achieves a lower Gini index than Taxation. At all levels of wealth redistribution, Generosity is able to maintain a significantly higher productivity and standard of living within the society than Taxation. These advantages come at the expense of agents’ lives. The Tax-based approach to wealth redistribution achieves a starvation death rate of nearly 0 with only a 40% tax rate. On the other hand, the Generosity-based approach never removes starvation entirely. Rather, Generosity-based wealth redistribution uses starvation as a tool to achieve higher productivity by removing inefficient members from the population. The results observed during our experiments cannot be assumed reliable when regarded as strictly numerical data, due to the sheer simplicity of the underlying model. The observed phenomena can however be intuitively verified through reasoning and through connections drawn between each of the five data curves obtained for each of our experiments. For example, and as previously mentioned, it is self-evident that a model under which a population experiences hardships in the form of free-loaders and outside-attacks, while also paying Taxes at a rate of 100% clearly corresponds (albeit in a somewhat naive way) to a Communist-like society. From this perspective, all of the accompanying socioeconomic behaviors observed during the corresponding experiment make intuitive sense, if one considers, for instance, the hardships endured by the commoners in the former USSR. When additional financial and physical strain is added to a society with a Generosity-based method of wealth redistribution, the society thrives. The wealth redistribution in such a society is able to lower the death rates, lower the Gini index, and maintain productivity and average wealth. 70 700 50 600 500 40 Sugar Average Sugar 60 30 20 300 200 10 Total Production Total Consumption 100 0 0 0 10 20 30 40 50 60 70 80 90 100 0 Tax Rate (%) Figure 29: Total Sugar Produced and Consumed vs. Tax Rate for a Taxation-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. Taxation or Generosity rates we can obtain insights into the benefits and side-effects of the different possible wealth redistribution paradigms that a society could employ to better the quality of life, increase productivity, or to lower death rates. These results are especially promising due to the way our minimal extensions to the Sugarscape model ([5]) are able to provide such comparatively large insights into the dynamics of human economic interaction. Nevertheless, all models have their limitations, and the extended Sugarscape presented here is no exception. For example, our model is simulated as a closed system, while that hardly ever the case with real world societies (especially those we would consider interesting to model in the first place). We do however hope that our significant returns on the comparatively small investment (of incorporating two distinct wealth redistribution mechanisms into the very simplistic original Sugarscape) will inspire others to extend simple economic models (including the Warrior-Enemy Sugarscape presented here), try to make sense of the observed phenomena, and share their insights with the community. 1.2 1.0 0.8 0.6 0.4 0.2 0.0 0 10 20 30 40 50 60 70 80 90 100 Tax Rate (%) Figure 27: Average sugar-holdings vs. Tax Rate for a Taxation-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. Average Productivity 400 10 20 30 40 50 60 70 80 90 100 Tax Rate (%) Figure 28: Average Productivity vs. Tax Rate for a Taxation-Based Wealth Redistribution in the Warrior-Enemy Sugarscape model. 7. Alternatively, a society with relatively low taxation of 30% which produces a very high Gini Coefficient of 0.7 (figure 25), more closely resembles a Capitalist society, such as, for example, that of the current-day United States. However, U.S. also possess some unknown to us level of average Generosity, and thus its socio-economic interactions would be better approximated by a wealth redistribution model that combines the mechanisms of Taxation and Generosity. FUTURE WORK In the future, we would like to conduct a more systematic comparison of different Taxation and Generosity levels on a more complex and thus hopefully a more realistic version of our extended Sugarscape. The Wealth-Redistributing Sugarscape model can be augmented with countless extensions in order to mold this simulation tool and adapt its applicability to the interests and needs of a motivated researcher. There are many interesting questions that can be asked about and investigated through simulations conducted on the Wealth-Redistributed Sugarscape domain. For example, what happens when the Warrior-Enemy Sugarscape is subjected to a “natural disaster” through a sudden (but not too prolonged) increase in Enemy spawning rate? Another option would be to test the Warrior-Enemy model through a simulated “recession”, which would consist of lowered sugar regeneration rates, a decrease in the maximum amount of sugar available on any given patch, or both. The main contribution of the work presented here is an extremely simple to both understand and implement model, that in all of its bare-boned simplicity still manages to capture the overarching nature of a society of individuals interacting within an economy. We show that by incorporating a very basic Taxation or Generosity mechanic, Epstein and Axtell’s Sugarscape model achieves the ability to model a trade of currency and services between the government and its people; simultaneously, by testing some of the potential 71 One of the most interesting extensions would be to explore different combinations of Taxation-based and Generositybased models, in order to discover whether the two wealth redistributions can be combined in such a way so as to minimize their respective negative effects (such as deaths by starvation or a high Gini Coefficient), while increasing positive phenomena (such as high average sugar holdings or increased productivity). 8. REFERENCES [1] R. Axelrod. The evolution of cooperation: revised edition. Basic books, 2006. [2] R. Axtell. Non-cooperative dynamics of multi-agent teams. In Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 3, pages 1082–1089. ACM, 2002. [3] A. Bell, P. Richerson, and R. McElreath. Culture rather than genes provides greater scope for the evolution of large-scale human prosociality. Proceedings of the National Academy of Sciences, 106(42):17671–17674, 2009. [4] A. Delton, M. Krasnow, L. Cosmides, and J. Tooby. Evolution of direct reciprocity under uncertainty can explain human generosity in one-shot encounters. Proceedings of the National Academy of Sciences, 108(32):13335–13340, 2011. [5] J. M. Epstein and R. L. Axtell. Growing Artificial Societies: Social Science from the Bottom Up. Complex adaptive systems. The MIT Press, 1996. [6] R. Trivers. The evolution of reciprocal altruism. Quarterly review of biology, pages 35–57, 1971. 72 Cooperative Coevolution of a Heterogeneous Population of Redditors Lisa Soros University of Central Florida Orlando, FL, USA lisa.soros@isl.ucf.edu ABSTRACT populations. Durkheim describes this cohesive persona as the collective consciousness of a group [2]. Collective consciousness consists of the beliefs and normative structures which are generally shared by members of a group. Though some individuals may hold unique beliefs, there tend to be at least some mores which characterize the group as a whole (e.g., the Christian collective consciousness might be said to espouse the Ten Commandments). Online communities offer a unique venue for studying cultural phenomena. One such phenomenon is collective consciousness, in which a distinct persona emerges from a heterogeneous population. The collective consciousness of the Reddit online community is modeled using a cooperative coevolutionary algorithm. The coevolutionary algorithm is applied to connection weights on fixed-topology artificial neural networks. Each neural network decides to upvote or downvote actual Reddit content based on descriptive tags and the elapsed time since submission. The cooperative coevolutionary approach proves to be unsuccessful for the target domain. Analysis shows that this outcome is largely due to the high dimensionality of the search space. This outcome also motivates further investigation into methods for large-scale content categorization. To understand the mechanics of collective consciousness is to understand social solidarity. Why do members of online communities identify so strongly with each other when they don’t interact with each other in the physical world? As it turns out, the anonymity afforded by online communication increases identification with communities-at-large, though it devalues connections between any given individuals [1]. Categories and Subject Descriptors I.2.8 [Artificial Intelligence]: Problem Solving, Control Methods, and Search—heuristic methods; I.2.11 [Artificial Intelligence]: Distributed Artificial Intelligence—coherence and coordination, multiagent systems; I.6.0 [Simulation and Modeling]: General General Terms Experimentation Keywords Cooperative coevolution, neuroevolution, evolutionary algorithms, collective consciousness 1. INTRODUCTION Internet communities, unlike their offline counterparts, aren’t defined by geographic constraints. As a result, they tend to have more diverse populations than communities based on face-to-face interactions [9]. Yet, such diversity does not lead to disorder; in fact, a cohesive persona often emerges from the interactions of individuals in these heterogeneous This paper studies Reddit, a social news aggregator website whose members display phenomena such as collective consciousness. Reddit users, called Redditors, submit links to external websites that they find interesting. Other Redditors then review these links and then choose to upvote (approve), downvote (disapprove), or abstain from voting on the submissions. Each user is limited to one vote per submitted link. The cumulative votes of the Reddit community determine if and where the link will be displayed on the main Reddit page, with the most visible spots at the top of the page displaying the links that collect the most votes. From this mechanism, it becomes possible to discern a sense of ”what Reddit likes” as a whole. In 2011, Van Miegham analyzed the behaviors of Reddit users and their voting patterns for submitted content [4]. This resulted in the Reddit Score, an analytical model which predicts the number of upvotes and downvotes for an arbitrary piece of submitted content . Van Mieghem found that the number of downvotes for a piece of content had a power law -like relation to the number of upvotes. In fact, the number of downvotes increases faster than the number of upvotes, which surprised Van Miegham and caused him to call for a socio-psychological explanation of this phenomenon. The goal of this research is to model the socio-psychological characteristics of the heterogeneous population of Redditors. Specifically, it contributes insight into the utility of a cooperative coevolutionary algorithm in constructing a model of a diverse population. The rest of this paper proceeds as follows: prior related work is discussed in Section 2, along with 73 3.2 comparisons to the project presented here. Relevant technical background is given in Section 3. The experimental approach is detailed in Section 4. The results of the experiments are given in Section 5, followed by a discussion of the implications and directions for future work in Section 6. 2. Coevolutionary Algorithms A known weakness of traditional EAs is their poor performance on highly dimensional search spaces. Specifically, they often fail on search spaces composed of many interacting subspaces [10]. Coevolutionary Algorithms (CEAs) are special EAs that aim to overcome this weakness. They are different from traditional EAs in that they calculate individuals’ fitness values based on their relationships with other individuals in the population instead of considering them independently. This leads to improved performance on three problems types: 1) problems with arbitrarily large, Cartesian-product search spaces, 2) problems with relative or dynamic fitness measures, and 3) problems having complex structure [10]. These advantages make coevolution an excellent approach for the problem considered in this paper: evolving a heterogeneous population of interacting agents (i.e., Redditors). RELATED WORK To the author’s knowledge, there have been no successful attempts to model such a vast Internet community as Reddit. Van Miegham’s derivation of the Reddit Score was, in fact, the first technical study of Reddit users. The research presented here differs from Van Miegham’s Reddit Score in that it seeks to replicate the behavior of Redditors instead of simply analyzing it. In fact, it builds on Van Miegham’s work by seeking a socio-psychological explanation for the reportedly counter-intuitive Reddit Score trends. Though Reddit hasn’t recieved much academic attention, other social content-sharing sites have been the subject of recent studies. Tang et al. performed a study of Digg that was similar to Van Miegham’s analysis of Reddit [8]. The goal of this study was to identify any unique characteristics of Digg users (as opposed to users of other social aggregators), discern patterns of information spread, and study the impact of individual social connections on general content dissemination. Tang et al. employed large-scale web crawling techniques on 1.5 million Digg users and 10 million pieces of user-submitted content. The results suggested three significant conclusions: 1) that Digg users behaved heterogeneously when voting on content, 2) that voting behavior followed a power law degree distribution similar to the distribution of Reddit scores, and 3) that voting behavior was linked to the age of Digg content. CEAs are not applicable to all problem domains; in fact, they often struggle or even fail where traditional EAs succeed. Such pathological behavior can be attributed to the complexity introduced when individuals are allowed to interact with each other - the fitness landscape becomes dynamic instead of remaining static. There are two main groups of CEAs: competitive coevolutionary algorithms and cooperative coevolutionary algorithms. Historically speaking, competitive CEAs have been more popular than their cooperative counterparts. Nonetheless, cooperative coevolution will be the focus of this paper, as the relevance to the research objective is clear. For a detailed account of competitive CEAs, see [5]. 3.3 Both of these studies lay empirical foundations for the model described in this report. The research presented here is unique in that it seeks a predictive framework instead of a descriptive one. Furthermore, there have not been any approaches which have sought to capture the heterogeneous nature of online populations. The prior studies of both Reddit and Digg have considered user behaviors as largely homogeneous. Cooperative Coevolution In cooperative coevolution, the individuals must work together to achieve some goal (or solve some problem). This is in contrast with the ”arms race” that characterizes competitive coevolution. At each evaluation step, a subset of individuals are selected to be the collaborators in the problemsolving collaboration. Each collaborator contributes to the problem-solving effort according to its designated role, and then the collaboration as a whole is evaluated on its performance. Thus, it becomes meaningless to think of individuals as having an intrinsic fitness value, as their success depends on their interactions with other individuals. 3. BACKGROUND 3.1 Evolutionary Algorithms Evolutionary Algorithms (EAs) are heuristic methods which take inspiration from Darwinian evolution [3]. EAs are often used in optimization problems. Candidate solutions to the target problem, called individuals, are encoded by genetic representations that are analogous to biological DNA. Individuals are compared to each other via a fitness function that corresponds to the problem being solved. Thus, the EA selects the most fit individuals to serve as parents for the next generation of individuals. The creation of new offspring from parents occurs via mutation (asexual) and crossover (sexual), abstractions of mechanisms from biological evolution. Typically, cooperative CEAs are applied to problems which can be decomposed into components that can be independently solved. Then, each of many subpopulations is assigned a component to evolve a solution for. These solutions are then put back together to form a solution to the global problem. A general description of this process is given in Algorithm 1. 3.4 Neuroevolution Neuroevolution (NE) is the application of evolutionary computation to the search for optimal artificial neural networks. Though recent work has focused on coevolving connection weights alongside network structures, NE has long been used to evolve connection weights for fixed topologies [6]. It has also been successfully applied to competitive coevolution [7]. Though there are several specialized types of EAs, all share emphases on survival of the fittest, heritable traits, and some degree of stochasticity [3, 10]. The combination of these traits make EAs powerful tools for exploring search spaces, or sets of candidate solutions specific to some domain. Neuroevolution, and the neural network representation in 74 for each population do Initialize the population uniformly at random; end for each population do Evaluate the population; end while the terminating condition is not met do for each population do Select parents from the population; Generate offspring from the parents; Select collaborators from the population; Evaluate offspring with the collaborators; Select survivors for the new population; end end Algorithm 1: Generic Cooperative Coevolutionary Algorithm, from [10] Figure 1: Individual ANN Architecture take on a species-like relationship. general, is an intuitive choice for the evolution of what is essentially a decision system. For this experiment, a fixedtopology representation was chosen. The topology was intentially designed to disallow hidden neurons. When no hidden neurons are present in the network, the input nodes (which correspond to agent preferences) remain independent from each other. Then, if we look at the network, we can see exactly how each preference contributes to the final outcome. This is instructive for our overarching goal of constructing a socio-psychological model of heterogeneous Redditors. 4. for each subpopulation in the population do Randomly generate a parent; Mutate the parent to generate 5 offspring; end Algorithm 2: Population Initialization After the subpopulations are initialized, the competitive coevolution begins. During each round of coevolution, an initial collaboration is formed by randomly selecting one individual from each subpopulation. This gives a total of ten individuals per collaboration, corresponding to distinct voting behaviors of ten Redditor archetypes. Each collaborator evaluates the set of 30 pieces of content by setting its ANN inputs according to the tags that are assigned to each piece of content. If the tag is present, then the corresponding input is set to 1. Otherwise, it is set to 0. The age input is also set according to the age of the content. After all of the inputs have been set, the ANN is activated and its output node is normalized. Querying the output node determines the individual’s voting behavior. If output < 0.25, the content will be downvoted. If output > 0.75, it will be upvoted. Otherwise, the Redditor will abstain from voting. The voting process is summarized in Algorithm 3. APPROACH 30 pieces of actual content were collected from Reddit. For each piece of content, the following data were recorded: title, number of upvotes, number of downvotes, total number of upvotes minus downvotes, age (in hours), and ranking. The comments associated with each piece of content were also examined. The contents of these comments, along with the format of each piece of content (image, video, gif, etc.), were used to generate between 3 and 6 tags for each piece of content. These tags were manually specified by the author and amounted to 65 possible tags. The same tag could be applied to multiple pieces of content. A full list of tags used in this implementation is given in Appendix A. for each piece of content to be evaluated do for each of the 10 collaborators do Reset the collaborator’s ANN to 0’s; for each tag on the piece of content do The corresponding ANN input node ← 1; end Activate the ANN; Query the ANN’s output node; Normalize the output value; if normalized output > 0.75 then Upvote the content; end else if normalized output < 0.25 then Downvote the content; end end end Algorithm 3: Mechanism for voting on content Individual Redditors were represented as artificial neural networks (ANNs) using the NEAT genome structure [6]. Each ANN had 65 input nodes corresponding to the 65 possible tags that could be assigned to a piece of content. Additionally, a 66th input node corresponded to the age of the content. There was also a single bias node. All input nodes were directly connected to the single output node, which determined the voting behavior of the modeled Redditor. All nodes in the ANN have linear activation functions, and the input nodes all have their values normalized to (0,1). The ANN architecture is shown in Figure 1. Individual Redditors were grouped into 10 subpopulations consisting of 5 individuals each, giving a total of 50 individuals in the population-at-large. The process for initializing these subpopulations at the beginning of the experiments is described in Algorithm 2. Because all of the individuals in a subpopulation are offspring of a single parent, they naturally 75 Once every collaborator has voted on all of the content, the collaboration’s votes are summed to get a popularity value for each piece of content: P opularity = Σ(upvotes) − Σ(downvotes) Initialize population; while no coalition has met the fitness threshold do Randomly select one member of each population to serve in the collaboration; for each of the 10 populations do for each of the 5 members of that population do Include the member as part of the collaboration; Evaluate the fitness of the collaboration; end Select the population member that contributes the most fitness; Delete the other population members; Replace them with offspring of the most-fit member; end end Algorithm 5: Implemented Cooperative Coevolutionary Algorithm (1) The pieces of content are then sorted according to their popularity values and assigned a corresponding ranking. This collectively-decided ranking is compared to the ranking from actual Redditors to determine the collaboration’s fitness. The mechanism for determining collaborative fitness is described in Algorithm 4. for each piece of content do if the content wasn’t ranked first then Get the content ranked above this content; if the two pieces of content are correctly ordered by the collaboration then fitness ← fitness+1; end end if the content wasn’t ranked last then Get the content ranked below this content; if the two pieces of content are correctly ordered by the collaboration then fitness ← fitness+1; end end end Algorithm 4: Mechanism for calculating fitness of a collaboration it was unable to exceed a fitness of 2. In every test, fitness values of 1 or 2 were found within the first 5 generations. It is expected that fitness values of 1 and 2 would occur with the same frequency - if story A is correctly ordered next to story B, then story B is also correctly ordered next to story A. So, this result validates at least one aspect of the fitness function. However, it is unclear why nonzero fitness values would appear so quickly, but would not exceed 2. Such a result implies that the search happened to start off in a fortunate location on the search space every time. While this is not impossible, there may be an alternate explanation for this behavior that does not rely on coincidence. As discussed in the following section, future work will test hypotheses about the causes of the failed convergence. 6. This collaborative fitness is used to decide which individuals will survive through the next generation. At each iteration, the algorithm randomly selects one member of each subpopulation to serve in the collaboration. Then, it holds 9 of the 10 collaborators constant while testing the individual fitness of the final collaborator. In the context of cooperative coevolution, individual fitness is simply an individual’s aptitude for contributing to a collaboration. So, the algorithm switches that final collaborator out with the other members of its subpopulation to see which one gives the highest collaborative fitness. The highest-performing individual is chosen as the parent for the subpopulation, and the other individuals are replaced with its offspring. The offspring are generated using mutation of the connection weights. The mutation weights were varied from 0.01 to 0.5. The coevolutionary process is summarized in Algorithm 5. As mentioned in Section 3, cooperative coevolution is not well-understood; competitive coevolution has been the subject of substantially more analysis. Two widely-touted advantages of cooperative CEAs are their ability to handle interacting search spaces and their ability to handle infinitely large spaces. However, these claims may not hold in all domains. Furthermore, there is no guarantee that the solution will be found in a reasonable amount of time. The algorithm was run with gradually increasing fitness thresholds. Initially, the algorithm was set to terminate after reaching a fitness of 0. This strengthens the claim that the fitness function works as intended. The fitness threshold was then increased by 1 for each experiment until the algorithm either reached the maximum fitness (58) or failed to converge on a solution. 5. DISCUSSION The goal of this experiment was to test whether or not a cooperative coevolutionary algorithm could find a valid model of heterogeneous Reddit users. The results show that the simple modeling approach outlined in this paper was not sufficient. This section focuses on potential explanations for this insufficiency and outlines methods for testing these explanations. RESULTS The implemented cooperative coevolutionary algorithm was unable to reach the maximum fitness value of 58. In fact, 76 The most significant obstacle to this goal is the dimensionality of the search space: the domain described in this paper consisted of 10 interacting individuals with 65 connection weights each to optimize. Such a search space is a far cry from the canonical ”toy” problems such as maximizing the number of 1’s in a binary string. In this way, the search space was a more accurate model of real-world problems than many other experiments reported in academic literature. This realization motivates a much-needed direction for future research: How can we create heuristic methods which are capable of searching arbitrarily rich spaces? The results reported here suggest that our current best methods may not be enough. Peter Kollock and Marc Smith, editors, Communities and Cyberspace. Routledge, New York, 1999. [10] R. Paul Wiegand. An Analysis of Cooperative Coevolutionary Algorithms. PhD thesis, George Mason University, 2003. The model could also be improved by a more robust tagging mechanism. The 30 pieces of content used for evaluation in this project generated 65 unique tags. Additional tags were intentionally excluded by the author in the interest of keeping the model’s dimensionality as low as reasonably possible. However, the salient point isn’t the number of tags, but the way in which they were selected - manually, by a human. For an arbitrarily large dataset, it would be impossible for a human to evaluate each and every piece of content. Thus, an automated tagging algorithm would allow experiments to be undertaken on a larger scale. APPENDIX A. LIST OF CONTENT TAGS video, engineering, foreign, war, humanitarian, image, camping, handmade, funny, worldnews, education, psychology, politics, liberal, gaming, skyrim, animal, Africa, nature, politics, technology, phones, patents, rare, Europe, ruins, comic, lonely, todayilearned, chess, trivia, language, science, globalwarming, economics, tattoos, unfortunate, historical, wordplay, AdviceAnimals, film, Twilight, wordplay, reddit, happy, success, writing, innuendo, gif, kids, crude, twinkies, guns, pizza, heroic, wtf, road, nonsensical, worldnews, America, celebrity, AskReddit, christmas, gender, facebook On a related note, it is critical that these experiments are, in fact, undertaken on a larger scale. This experiment considered a dataset consisting of the top 30 stories on an arbitrarily chosen day. In contrast, approximately 127,000,000 stories are submitted to Reddit every day. The results of an experiment with such a comparatively small dataset may not scale to the level of Reddit’s actual load. Though the results of this experiment were not the results that were anticipated, this does not mean that the research was all for naught. Even though the algorithm failed to converge to a solution, we can still glean insights into the limits of the cooperative coevolutionary approach. Such insights are the most significant contribution of this work. If we only undertake simple endeavors that we know will succeed, we will never truly know what is possible from what is impossible. 7. REFERENCES [1] Michael S. Bernstein, Andres Monroy-Hernandez, Drew Harry, Paul Andre, Katrina Panovich, and Greg Vargas. 4chan and \b\: An analysis of anonymity and ephemerality in a large online community. In Proceedings of the 5th International AAAI Conference on Weblogs and Social Media. AAAI, 2011. [2] Emile Durkheim. The Division of Labor in Society. Free Press, New York, 1997. Trans. Lewis A Coser. [3] Kenneth A. De Jong. Evolutionary Computation. MIT Press, 2006. [4] Piet Van Miegham. Human psychology of common appraisal: The reddit score. IEEE Transactions on Multimedia, 13(6):1404–1406, 2011. [5] Christopher D. Rosin and Richard K. Belew. New methods for competitive coevolution. Evolutionary Computation, 5, 1997. MIT Press. [6] Kenneth O. Stanley and Risto Miikkulainen. Evolving neural networks through augmenting topologies. [7] Kenneth O. Stanley and Risto Miikkulainen. Competitive coevolution through evolutionary complexification. Journal of Artificial Intelligence Research, 21:63–100, 2004. [8] Siyu Tang, Norbert Blenn, Christian Doerr, and Piet Van Miegham. Digging in the digg social news website. IEEE Transactions on Multimedia, 15(6):1163–1175, 2011. [9] Barry Wellman and Milena Gulia. Net surfers don’t ride alone: Virtual communities as communities. In 77 An implementation of CHALMS (Coupled Housing and Land Market Simulator) Michael Gabilondo ABSTRACT are other existing models the deal with housing markets or land markets [3] [6] [2]. However, none of these simulations consider both a coupled land and housing market and microeconomic decision making. The CHALMS model is novel in this sense. This paper describes an independent implementation of a coupled housing and land market simulator (CHALMS); the system was originally described in [5] [4]. CHALMS is a spatially explicit agent-based economic simulator, where each of the agents is behaves in a self-interested, optimizing way to maximize their profits or utility. The spatial setting is a suburban community on the urban fringe, with a small amount of houses initially present and the rest of the land occupied by farms. There are three types of agents: one developer, consumers, and farmers. The population of consumers grows exogenously and seeks to buy houses to maximize their utility. The developer buys land from farmers to build houses to sell to consumers to maximize the expected profit. The farmers decide whether to sell their land to the developer or continue farming. The paper is organized as follows. Section 2 gives an overview of the agents in the model. Section 3 gives a sense of the sequence of events per time step. Section 4 describes our experimental setup. Section 5 describes our experimental results. Section 6 concludes. 2. MODEL: OVERVIEW OF AGENTS 2.1 Consumers The consumers in the model seek to buy houses by maximizing a utility function that incorprates the consumer’s incomes, the consumer’s house size and lot size preferences, the consumer’s proportion of income devoted to housing, the developer’s asking price (rent), and the travel cost from the house to the SDD. The Cobb-Douglas utility function for consumers is shown in Equation 1. We show that our implementation of the CHALMS system achieves development patterns that are comparable to the patterns described in the original paper. There are also some discrpencies between our model and the original model, which are likely due for two reasons: (1) the simplified price expectation models of the agents in our implementation; and (2) the memory restrictions in our experimental platform that caused our implementation to run for nine simulated years instead of twenty as in the original experiments. U (c, n) = (Ic − Pask (n) − ψn )αc hn βc ln γc In the equation above, n is the house in the housing market, c is the consumer, Ic is the income of consumer c, Pask (n) is the developer’s asking price (rent) for house n, ψn is the travel cost from house n to the SDD, αc is consumer’s proportion of income devoted to housing, βc is the consumer’s value for lot sizes and γc is the consumer’s value for house sizes. At the initial state, Pask (n) has not been computed by the developer, so this value is initialized to Ic − Ic αc . Keywords Agent-based computational economics, Land markets, Housing markets, Coupled markets, Housing density 1. (1) BACKGROUND Previous work has argued that agent-based economic models can be useful way of studying economics since such models have advantages over traditional spatial equilibrium models [1]. In this work we investigate a coupled land and housing market by agent-base simulation. We have implemented the CHALMS model described in previous work [5] [4]. There The Willingness to Pay (WTP) of a consumer c is equal to “the portion of the consumer’s income he is willing to pay for housing as given by the Cobb-Douglas structure” [5], shown in Equation 2. W T P (c, n) = (Ic − ψn )(βc + γc ) (2) The consumer calculates the rent he is willing to pay for a house, R∗ , which represents, “an optimal rent such that the consumer would be indifferent among housing options,” and is given in Equation 3. 78 2.2 R∗ (c, n) = Ic − ψn − ∗ U hn βc ln γc 1 αc (3) In the equation above, U ∗ represents the maximum utility among all housing options on the market. The developer must first predict the number of consumers that will bid in the current period, since the exogenous population growth rate is not known to the developer. The number of predicted bidders equals the number of bidders who did not acquire houses in the previous period plus the predicted number of new bidders. In our model we make the simplifying assumption that the developer predicts 10% new bidders; this differs from the original work, which uses prediction models to calculate the number of new bidders [5]. These population expectation models extrapolate from past growth trends and are similar to the developer’s price expectation models, described in the paragraph below. The Willingness to Bid (WTB) of a consumer c is formed by taking the difference between the developer’s asking price and optimal rent and subtracting this difference from the consumer’s WTP, and is given in Equation 4. W T B(c, n) = W T P (c, n) − (Pask (n) − R∗ (c, n)) (4) The set of houses on which consumer c actually bids is given by the set H(c), H(c) = {h : W T B(c, h) ≥ Pask (h)Ωlt } At the beginning of each time step, the developer has the rents for each constructed house from previous periods. From this, he calculates an expected rent for each constructed house for the current time period. In the original CHALMS model, the developer has a set of 20 models which he uses to calculate the expected rent using the history of rents for each house; the active model is that which was most accurate in predicting the expected rent in the previous period [5]. In our model, the developer’s expected rent for a house is simply the rent of that house from the last period, which corresponds to one of the possible models in the original work. (5) In equation 5 above, h is a house on the housing market, and Ωlt is the bid level for housing lot size (l) and house size (t) combination, and is defined as the ratio between the number bids for houses of type lt that have been above the seller’s asking price and the number of bids for that housing type that have been below the asking price in the past. The housing market competition (HM Cc ) that consumer c faces is defined as, HM C(c) = NC − NH NC + NH The Developer The developer buys land from farmers to build houses to sell to consumers to maximize the expected profit (i.e., minimize the expected loss). Once the expected rents are calculated for existing houses, the developer calculates projected rents for each possible housing type on each acre of farmland owned by farmers. The developer uses one of three methods to calculate the projected rent for each housing type on each undeveloped cell. (6) In equation 6 above, N H is the number of houses in H(c) and N C is the number of other consumers bidding for the same houses in H(c). 1. If the housing type exists within a distance of nclose = 10 cells away from the undeveloped cell, then the projected rent involves a combination of local rent information for that housing type and global rent information for that housing type, shown in Equation 8 below. If HM C(c) is only slightly positive or negative, then consumer c faces low competition in the housing market. This can happen if more expensive homes are introduced; only the wealthiest of consumers will bid on those expensive houses. In these cases, consumers do not scale up their bids as much above the optimal rent. loc reg Rproj = 0.3Rproj (i, lt) + 0.7Rproj (i, lt) (8) The undeveloped cell is given by i and the housing loc type is given by lt. The local component, Rproj (i, lt), is defined as However, if HM C(c) is large, the consumer c faces high competition in the housing market. This can happen, for example, if many low income consumers are bidding for affordable low-density housing near the initial development. In these caess, consumers scale up their bids above their optimal rent to increase their likelihood of being the highest bidder, which in turn raises the prices of those houses so they become less affordable. loc loc Rproj (i, lt) = Rlt − mcDloc (i, lt) (9) loc where Rlt is the average rent for housing type lt within the nclose closest cells, where the rents are weighted by their distance from the SDD; mc is the travel cost per cell and Dloc (i, lt) is the distance from cell i to the closest developed cell with housing type lt. The bid that consumer c places on house h is given by Equation 7 below. reg The global component, Rproj (i, lt), is defined as Pbid (c, h) = R∗ (c, h) + HM Cc [W T P (c, h) − Pask (h)] (7) reg reg reg (i, lt) = Rlt − mc(Di − Dlt ) Rproj 79 (10) reg where Rlt is the global average rent for housing type reg lt, Di is the distance from cell i to the SDD, and Dlt is the average distance from all houses of type lt to the SDD. The W T P (F, t) is simply the sum of the best projected rents over all cells of farm F divided by the total number of cells in farm F . 2. If the housing type does not exist within the nclose closest cells but exists somewhere in the landscape, then the projected rent is simply the global component reg Rproj (i, lt) given by Equation 10. 2.3 3. If the housing type does not exist anywhere in the landscape, then the projected rent is calculated using local and global information about consumer utilities. In this case, the rent projection is given by Equation 8 above, where the local and global components, reg loc Rproj (i, lt) and Rproj (i, lt), respectively, are subsituted by the two equations below. These equations have the same form as the consumer’s optimal rent function, loc R∗ . The local component Rproj (i, lt) is given by loc Rproj (i, lt) = Inloc − ψi − Unloc hβc lγc α1 The farmer also forms an expectation of what the farm is worth on the market based on the closing prices of other farms. The farmer observes the farm closing prices (if any) from the last period, and discounts the average observed prices based on the number of cells away his farm is located. We assume a simplified model for spatial discounting, and consider that each cell that his farm is away from the sold farms reduces the his spatially discounted price by $15000; the original work uses a learning algorithm to determine the discount per cell [5]. The farmer takes this spatially discounted price as the expected market value of his farm in the previous period. c (11) where Inloc is the average income of houses located within the n = nclose closest cells, Unloc is the average utility of houses located within the n = nclose closest cells, and ψi is the travel cost from cell i to the SDD. The farmer then computes the expected market value of his farm at the current time period by using a price expectation model. In the original work, the farmer has a set of 20 price expectation models similar to the developer, described above. However, we have made the simplfying assumption that the spatially discounted expected market price for the farm this period equals the spatially discounted price in the last period. reg The global component, Rproj (i, lt), is given by, reg Rproj (i, lt) = Inreg − ψi − U reg hβ l γ 1 Farmers Farmers decide whether to sell their land to the developer or continue farming. A farmer will not sell the farm to the developer if the developer’s WTP for the farm does not exceed the return from farming, which is the agricultural return per cell (given in Table 2) multiplied by the number of cells in the farm, and is denoted Vagr . α (12) where Inreg is the global average income, U reg is the global average utility, and α, β and γ are the averages of those values over the entire landscape. The spatially discounted in the current period for cell i of farm F is denoted PLproj (Fi ), and the expected agricultural return for cell i of farm F is denoted Vagr (Fi ). The Willingness to Accept (WTA) for farm cell i of farm F at time t is given by After calculating the projected rent for each housing type on each undeveloped cell, the developer calculates the projected return for each housing type on each undeveloped cell. The projected return for cell i and housing type lt is given as Return(i, lt) in the equation below. W T A(Fi , t) = max(PLproj (Fi ), Vagr (Fi )) (15) (13) The WTA for the entire farm is simply the sum of the WTA for each cell of the farm. Above, BC is the building cost, IC is the infrastructure cost for housing type lt (given in Table 2), LP is the price of land for lot size l based on the current price of land for the farm cell and Rproj is the projected rent calculated by one of the three methods above. The developer will bid on all farms for which is WTP is greater than the farmer’s WTA. The developer forms a bid price, PbidL (Fi , t), from his initial WTP, while the farmer forms an asking price, PaskL (Fi , t), from his initial WTA. The asking price and bidding price are formed by adjustments to the WTA and WTP based on land market competition, ǫ, and is called the bargaining power of the land market. Return(i, lt) = Rproj (i, lt) − BC − IC − LP The projected rent associated with with cell i that produces the maximum return is denoted Rmax (i). The developer forms a Willingness to Pay (WTP) for farm F at time t, given by Equation below. W T P (F, t) = P j∈Fi Rmax (j) AF The bargaining power represents the difference between the amount of land that is demanded by the developer (which is based on the number of predicted bidding consumers) and the amount of land on the market (for which WTP > WTA). The bargaining power ǫ is defined as (14) 80 3.1 New arrivals and vacancies The first event in each time step is that the consumer population grows by the exogenous population growth rate. These represent new consumers seeking to move into the suburbs and entering the housing market. Also, consumers’ residence time expires; these consumers move out of their houses and re-enter the housing market. Both of these parameters are given in Table 2. 3.2 Developer markets houses The developer then markets houses to consumers. This involves predicting the number of bidders, determining the best housing types to construct on land owned by farmers, buying land from farmers, and building houses. All of these steps are described in the sections above. 3.3 Consumers buy houses Finally, the consumers determine each house to bid on. Each consumer determines the housing market of houses he is allowed to bid on and places his bid, as described above. It is possible a consumer has the highest bid for more than one house. To this end, a process for matching winning consumers to houses is executed. Consumers having at least one winning bid are identified and are placed into a set of winning bidders. For each consumer in the set of winning bidders, the set of houses for which he has the highest bid is identified. For each of those houses, the consumer’s utility is recalculated using the winning bid instead of the initial asking price. The house with the highest utility is chosen as the consumer’s new residence and the rent for that period is set to the winning bid. Both the consumer and the house are removed from the market and the process is reiterated until there are no consumers, no more positive bids, or no more houses. Figure 1: This figure shows the main sequence of events that occurs in each time step. ǫ= dland − AF ∗ dland + AF ∗ (16) where dland is the number of acres demanded by the developer and AF ∗ is the number of acres of land on the market. 4. The farmer’s asking price for cell i of farm F is given by PaskL (Fi , t) = max(W T A(Fi , t) ∗ (1 + ǫ), Vagr (Fi )) The simulated landscape is 80 cells by 80 cells where each cell represents 1 acre (6400 acres). Initially there are 334 houses near the SDD and the rest of the area is farmland; there are 42 initial farms. (17) The developer’s bid price for cell i of farm F is given by In our experiments, were simulated only nine years instead of the full twenty as in the original work due to memory limitations on our experimental system. The average behavior of the model was taken over 5 runs instead of 30 runs, as in the original work, due to time limitations. PbidL (Fi , t) = min(W T P (Fi , t) ∗ (1 + ǫ), W T P (Fi , t)) (18) Positive bargaining power implies that the developer demands more land than farmers supply, so farmer asks more than WTA. Negative bargaining power implies that farmers supply more land than the developer demands, so developer will bid below his WTP. 3. EXPERIMENTAL SETUP The initial condititions represent the state of the model before the first time step begins, and a summary is shown in Table 2 below. 5. EXPERIMENTAL RESULTS Although we have made some simplifying assumptions in our model and although we simulated fewer years, our results are comparable with the original work. MODEL: A SEQUENTIAL VIEW Figure 10 shows the simulated landscape at the end of year nine for each of the five runs. The mosaic grayscale pattern represents unpurchased farmland, while the black areas represent developer-owned land that does not have houses. We describe the model in terms of the sequence of events that occurs in each time step; an overview is shown in Figure 3. 81 Mean (Std. dev) farm size in acres Mean (Std. dev) agricultural return in $/acre Building cost per square foot Infrastructure cost per housing unit 0.25 acre lots 0.50 acre lots 1.00 acre lots 2.00 acre lots 5.00 acre lots 10.00 acre lots Household income classes in $1000s Low income Middle income High income Household income distribution mean (std. dev) Share of income on housing expenditure (α) Low income Middle income High income Consumer house (β) and lot (γ) preferences Transportation costs in $/mile Exogenous rate of population growth Consumer residence time mean (std. dev) Number of initial houses present Number of initial farms present 128 (71) 2486 (249) $125 $10000 $15000 $20000 $23000 $30000 $40000 40-59 60-99 100-200 86 (39) Figure 4: This plot shows the average lot size of houses built in each zone at the end of year nine. Zone i represents cells that are between 5*i and 5*(i+1) - 1 cells away from the SDD. For example, Zone 2 represents cells that are between 10 and 14 cells away from the SDD. The averages were computed from a sample of five runs. .35-.42 .27-.34 .18-.26 α=β+γ 1.84 10% 6.2 (5.5) 334 42 Figure 2: Parameter settings for the initial conditions Lot Size 0.25 0.25 0.25 0.50 0.50 0.50 1.00 1.00 1.00 2.00 2.00 2.00 House Size 1500 2000 2500 1500 2000 2500 1500 2000 2500 1500 2000 2500 Avg # lots C.I. (25.28, 911.12) (8.96, 15.84) (4.17, 5.03) (153.87, 1168.53) (53.03, 70.57) (10.85, 15.15) (32.00, 1302.40) (58.85, 64.35) (29.05, 39.35) (6.01, 95.59) (16.35, 26.85) (64.92, 94.28) Avg rent ($1k) CI (89.57, 237.27) (77.83, 181.40) (101.26, 219.74) (77.38, 180.69) (101.09, 254.09) (78.03, 217.89) (77.21, 312.97) (99.40, 249.21) (114.02, 268.31) (128.33, 273.63) (89.14, 227.47) (120.86, 242.66) Figure 5: This plot shows the average farm price per cell of farms residing in each zone at any time step. Zone i represents cells that are between 5*i and 5*(i+1) - 1 cells away from the SDD. The averages were computed from a sample of five runs. Figure 3: This table shows, for each housing type, the 95% confidence interval for the average number of lots and the average rent at the end of year nine. The averages were computed from a sample of five runs. No five or ten acre lots were built in any of the runs. Lot size is in acres and house size is in square feet. The other solid gray regions represent housing lots containing various housing types (distinctions are not possible in grayscale). The SDD is shown in the top center part of the landscape. There are three distinct development patterns that show up. The landscape on row 2, column 2 shows a scenario where the developer never purchased any farms, i.e., the developer never bid more for a farm than the farm’s base agri- Figure 6: This plot shows the average farm price per cell of farms in each time step. The averages were computed from a sample of five runs. 82 Figure 7: This plot shows the average housing rent per house in each time step. The averages were computed from a sample of five runs. Figure 10: This figure shows the simulated landscape at the end of year nine for each of the five runs. Figure 8: This plot shows a comparison of the average number of lots and the average number of housing acres developed over time. The number of lots increases faster than the number of housing acres, which represents an increasing concentration of many small lots per housing acre. The averages were computed from a sample of five runs and the confidence intervals are not shown. cultural value. This means that the increased rents near the SDD (which are caused by consumers vacating and new consumers moving in) never caused the developer to increase the farm bids enough to exceed the farmers’ expected agricultural value. The lanscapes on row 1, column 1, and on row 1, column 2 show similar development patterns. In both cases, the developer purchased farmland near the existing construction. As the developer-owned land becomes populated with houses, the nearby farmland increases in value since the developer has higher projected rents for those areas. This causes the developer to purchase land near the existing construction. In both these cases, prevailing lot sizes are 0.25, 0.5 and 1.0 acres, while 2.0 acre lots are rare or nonexistant. The landscapes on row 1, column 2, and on row 3, column 1 show similar development patterns that are distinct from the cases above. In both cases, the initial purchased farms near the SDD contains either 0.5 acre lots of 1.0 acre lots. However, the additional farms purhcased by the developer were distant from the existing development. By the end of year nine, most of the distant farms have not been populated with houses, but contain a few 2.0 acre lots. This scenario occurs because the initial farms which were purchased by the developer were purchased at high cost, which caused nearby farmers to increase their asking prices, while distant farmers increased their asking prices less due to spatial discounting. Figure 9: This plot shows the average rent of houses built in each zone at any time step. Zone i represents cells that are between 5*i and 5*(i+1) - 1 cells away from the SDD. For example, Zone 2 represents cells that are between 10 and 14 cells away from the SDD. The averages were computed from a sample of five runs. 83 6. CONCLUSION We have implemented the CHALMS model described in [5] [4]. We have made some simplfying assumptions in our model as well as simulating fewer development years due to memory limitations. However, our results indicate that similar development patterns emerge nonetheless. This work demonstrates that an independent implementation of the CHALMS achieves comparable results even though some differences between the models exist. 7. REFERENCES [1] W. B. Arthur. Chapter 32 out-of-equilibrium economics and agent-based modeling. volume 2 of Handbook of Computational Economics, pages 1551 – 1564. Elsevier, 2006. [2] D. Ettema. A multi-agent model of urban processes: Modelling relocation processes and price setting in housing markets. Computers, Environment and Urban Systems, 35(1):1 – 11, 2011. [3] T. Filatova, D. Parker, and A. V. van der. Agent-based urban land markets: Agent’s pricing behavior, land prices and urban land use change. Journal of Artificial Societies and Social Simulation, 12(1), 2009. [4] N. Magliocca, V. McConnell, M. Walls, and E. Safirova. Zoning on the urban fringe: Results from a new approach to modeling land and housing markets. Regional Science and Urban Economics, 42(1âĂŞ2):198 – 210, 2012. [5] N. Magliocca, E. Safirova, V. McConnell, and M. Walls. An economic agent-based model of coupled housing and land markets (chalms). Computers, Environment and Urban Systems, 35(3):183 – 191, 2011. [6] D. T. Robinson and D. G. Brown. Evaluating the effects of landâĂŘuse development policies on exâĂŘurban forest cover: An integrated agentâĂŘbased gis approach. International Journal of Geographical Information Science, 23(9):1211–1232, 2009. 84 Power Vacuum after Disasters: Cooperating Gangs and their effect on Social Recovery Miguel A. Becerra University of Central Florida 4000 Central Florida Blvd. Orlando, FL., 32816 miguelb@knights.ucf.edu an example of fear and confusion escalating to anarchy and social chaos. ABSTRACT Disasters are terrible tragedies that affect a society’s morale, descending from a lawful to anarchic state. What can be seen in recent disasters and in history, when a major power is removed, it creates a power vacuum that allows previous powerless individuals to create formidable forces; people will group up for safety based on whether group support is likely or not. In a society where police power is severely crippled and the population has limited information of society’s current state, these forces may impede post-disaster relief efforts. In this paper, we will expand the Epstein’s and Salgado’s team’s work to implement the idea of disaster-created gangs and observe their effect on the society’s ability to return to near pre-disaster conditions. 2. Related Information 2.1 Background When such events happen, post-disaster relief efforts must coordinate with a law enforcement force to return law into the land so they may begin to repair much of the damage and return to near or better pre-disaster conditions. Many models exist demonstrating their strength of modeling, simulating and predicting social behavior in many situations. One such model is Joshua Epstein’s Civil Violence agent-based model, expanded from his previous work with Robert Axtell surveying implementations of agent-based computation to analyze and model micro- and macrocosms of people [1]. The Civil Violence model was a rudimentary representation of civilian agents, acting as the general population, and cops, acting as law enforcement for the society. The civilian agents would have several variables, an example of them would be their perceived hardship and legitimacy of the government; based on these values, along with several equations acting as other underlying factors determining these views, and their personal threshold, a person would actively rebel against the local government, otherwise, they would remain quiet. The cops, on the other hand, would patrol and arrest any actively rebelling civilians that enter its view [2]. It is this powerful technique and view of modeling heterogeneous agents on a local level as well as the emergent behavior of the system that has led many papers using this as a basis for similar scenarios, such as drinking behavior, and more distant studies, such as molecular organization. Categories and Subject Descriptors I.6.4 [Simulation and Modeling]: Analysis Model Validation and General Terms Algorithms, Measurement, experimentation, Security, Human factors, Theory. Keywords Agent-based Modeling, Deviant Behavior, Escalation, Disasters, Mob Mentality, Netlogo, Rebellion, Cooperation. 1. INTRODUCTION Natural events test a society’s implementation of safety regulations and safeguards to protect their people; time and time again, these safeguards survive each test as well as the day-to-day wear and tear. However, there are times in which these implementations deteriorate to an inadequate point or, worse, are insufficient to combat every foreseeable force. An infamous example of such an event happened during Hurricane Katrina in which the wind force and rampaging water broke through the levees and other defenses, creating billions of dollars in damage and many lives loss, all of which could have been preventable. The prevention of such inadequacies, however, is not the purpose of this paper; instead, we are discussing what happens afterwards. One such paper that does this is one by Salgado, Marchione, and Gill with their extension of Epstein’s model; their design would attempt to model the anarchy and looting that occurs after a disaster, using the agents’ view as a metaphor for the information, or lack of, to simulate such chaos and confusion [3]. The main premise of their paper is that, in such a disastrous scenario, an individual would stop their law-abiding behavior and begin a lookout for precious resources scattered around the world; this change in behavior is ultimately governed by the knowledge of how scarce resources become, take much higher risks as resources become more limited than when the disaster started. Through these concepts, they experimented with influence of the police’ and citizens’ information on relief efforts to return the society to near pre-disaster conditions. The results proved that, while expanding the information available to the police or citizens had their positive and negative effects, particularly when these implementations are enacted, the best outcome would of a joint strategy: reinforcing the police force and keeping the citizens After Hurricane Katrina devastated the area, most, if not all, lines of communication were lost, millions of homes were without clean water and electricity, millions more were displaced, and essentially no one had a handle on the situation. From this desperate situation, many groups of people were forced to escalate their behavior to survive - interviews with eyewitnesses tell tales of desperation: neighbor versus neighbor fighting for supplies and items, looting local stores, and some having to use deadly force to protect themselves or to exert power over others. This, indeed, is 85 Because we are unable to validate the model, we do, however, hope that by using strong and established models [2][5] as a foundation for the experiment, we can draw theoretical implications reinforced by these strategies. Such interpretation can be credible as: (1) Model has general features of protest, and (2) Group Identity is a key factor for group behavior, two strengths that has been proven in various models and that will be present in the design of the experiment. apprised of the situation, creating an environment to accelerate efforts. This model would be most advantageous for first responders to calculate the necessary initial law enforcement force to be inserted into the disaster zone as well as to construct ideas and strategies based on a population. 2.2 Assumptions While these two papers have shown much strength, it would be necessary to further the idea by adding several assumptions based on what has been known to occur in these situations. First, we must establish the two assumptions that act as the basis for Salgado’s team’s paper, then, we will discuss the additional assumptions for post-disaster group creation. 3. Experimental Model As it is using Epstein’s design as a foundation, we will be using an Agent-Based Model, expanded by the assumptions previously discussed. This section will explain the concepts and formulas that will be dictating the behavior of these agents within the system. 2.2.1 Assumption 1 There will be two agent types interacting with the system: Civilians and Law Enforcement. Aside from being interacting agents, they are dissimilar in every way but one: each agent has a value containing v, the visibility radius of each individual agent; this value will be used to determine the neighborhood, the area in which the agent will be attempting to view other civilians and police as well as resources. Disasters increase the perceived benefits and decrease the perceived costs individuals expect to obtain from their participation from looting. [3] When a disaster occurs, the citizens within the disaster zone will experience a diminished view of the information that exists around them. Because this is something that will affect the transmission of information for citizens and law enforcement alike, the general population that was once law-abiding will begin view their costs from punishment to decrease, increasing the benefits of being an unlawful individual. Additionally, due to the limited resources that now exist, these once generally available items, such as food and water, now become of higher value; this obviously increases an individual’s desire to commit previously greatly punishable acts. 3.1 World Initialization The world must be prepared prior to the introduction of the Civilians and Law Enforcement. Each patch will contain a view of the initial neighborhood the agents will be using to examine and evaluate their current state and what actions they will take; additionally, we need to not only prepare for the agents but also prepare for the initialization of the resources civilians will be competing for. Each patch is required to hold the neighborhood as well as storing the quantity of resources; these patches that are holding such items are a metaphor for the real-life stores and storage facilities, areas of importance. Afterwards, based on the initial resource density established by the user, there needs to be a distribution of the resources. Each patch that will be holding resources will then be arranged to store the arbitrary amount of 30 units. 2.2.2 Assumption 2 Disasters reduce the amount and quality of the information individuals perceive from their environment. There is a loss of information that occurs on those within the affected area. Prior to the disaster, television, phones and the internet have proved to be a vital resource to understand and see a much grander distance; when these outlets are lost, they are a lack of confidence of what lies farther away as the only information an individual can trust is what they are able to see within their field of vision. Because of this sudden loss, this can cause confusion to the individuals, further distorting their limited view. Now, the system can begin to randomly distribute the cops and agents, once again based on the initial user-defined density values. What is unique to the civilians is the concept of their home. While resources exist as storage facilities and stores, the patches where the civilians spawn will be representing the civilian’s home. It is important for civilians to know where their homes are, further explained in the next section. 2.2.3 New Assumption Disasters increase an individual’s desire to seek group support in place of a government of decreasing confidence. 3.2 Civilian Behavior A natural disaster has the power to shape countries and change societies [4]. A government can lose information of the area along with the individuals within the affected area; during this blackout, people may align with people or groups in which they feel satisfy their needs and desires their government should fulfill. As these groups gain strength in numbers, it soon becomes more difficult to disperse and arrest all individuals via few police to enforce the area. Civilians can be categorized into four states: (1) Law-Abiding Citizen, (2) Hawks, (3) Stealers, and (4) Jailed Citizens. The two main states are the Law-Abiding and Hawks as these are the classes that a civilian will be in the most. The behavior of a civilian entering either one of these two states is based on a transition equation, Equation 1. There are several factors that are taken into account and compared against the individual civilian’s personal threshold, a threshold set randomly between 0 and 1 across all agents. Should the factors of this transition function exceed the civilian’s personal threshold, they would remain or enter into Hawk mode, a state of actively steal resources should it come into their view as they randomly roam the space; otherwise, the civilian would remain or become a Law-Abiding Citizen, moving in random fashion in a passive state while not pursuing any illegal activities. It is with Salgado’s assumptions and this new addition that we hope to see how affiliation, group size, and the timing of information-expanding policies would affect a society returning to a state resembling pre-disaster conditions. However, this implementation, just as the Salgado’s implementation, cannot be proven to be a suitable model as information of post-disaster zones is limited at best, restricted to eyewitness testimony and the few recorded accounts of attacks and gangs that emerged from the zone. The remaining two states are an extension of the Hawk and LawAbiding classes, respectively. Stealers are active Hawks that have 86 stolen a single unit of resources and have begun their trip towards their home of origin to hide their important item from the rest of the world, diminishing the number of available units with an adverse affect on the world; it is within this state that they are their most vulnerable to other agents. In the event they are caught by the police, they are rendered inactive, stripped of their stolen item, are moved to their home and then placed on house arrest for an arbitrary amount of time. where P is an essential part of both the Expected Looting Utility E(U) and Net Risk (N) for its role as the estimated arrest probability, it would nullify any benefits that could have been gained from being analyzing their compatriots within their view. This is why Net Risk, as seen in Equation 5, is as it is, taking into account the event if there is a zero arrest probability, establishing the risk based on the fellow hawks within the civilian’s view (H) in proportion to all the civilians in whichever mode in the same area (TOT). 3.2.1 Algorithms behind Civilian Behavior As previously stated, the civilian agent’s behavior is determined by Equation 1, the transition function, dictated by what is seen in the agent’s current field of view, the scarcity of agents and the agent’s personal threshold of entering into a lawless state. As we can see, there are two main values that are compared against the agent’s threshold: the individual agent’s Expected Utility of Looting (designated E(U)) and their Net Risk (designated N). Just as the essential variables’ values are dependent on what the agent sees, variables such as each agents’ view radius is dependent on whether a disaster has occurred or not as a disaster limits their field of receiving information. Equation 6 is the formula that determines this. During non-disaster conditions (S = 0), each agent will have their maximum view to make their decisions but as the system enters into disaster mode (S = 1), their view is diminished by the magnitude of the disaster (MD) – the stronger the disaster, the more affected the information an agent will be receiving and processing will be. V and V* represents the visibility radius of the civilians and law enforcement units respectively. Now, we enter the discussion of the civilian’s affiliation. Each civilian will have two additional variables: a Tag and a Tolerance. Initialized upon creation, each agent will received a uniformly randomized Tag value between 0 and 1 while the Tolerance was assigned to a normalized random Value with a mean of 0.5 and a variance of 0.1672. This will symbolize the relative closeness between an individual and a neighbor; this determination of familiarity or strangeness is based on the tag difference between the two against the threshold of the individual. An example would be of such an individual with Tag 0.7 and Threshold of 0.6, compared against a neighbor of Tag 0.3. By following Equation 7, we can see that | 0.7 – 0.3 | = |0.4|. Being less than 0.6, the individual would identify the neighbor as relatively close to them; if the neighbor’s Tag was less than 0.1, then the individual would felt relatively distance to the neighbor and not place them into consideration. The agent’s Expected Utility of Looting, as seen on Equation 2, is based on the three distinct parameters: the Agent’s Private Benefit of Looting (designated M), their Estimated Arrest Probability (designated P), and their Private Cost of being Arrested (designated C). While C is initialized to a constant, M and P are dependent on external variables: M, as shown in Equation 3, is based on the prior notion of M with the unlimited resources in a non-disaster zone (S=0) and existing resources that are available, or left, in the post-disaster world (S=1) in proportion to the resource quantity that initially was available in the post-disaster environment; this shows that an individual’s benefit of looting increases as resources diminish. P, as seen in Equation 4, is an extension of Epstein’s estimated arrest probability, modified to take into account the proportion of the police (D) and hawks (H) in the view. This is supposed to reflect how a person would perform a daring action that has consequences when they have confident associates providing backup and emotional support. As each civilian finds others that are relatively close, they will choose to move in random directions while attempting to keep a majority of their neighbors within their view. 3.2.2 Law Enforcement Compared to the civilian agents, Law Enforcement agents are much more bare bones, acting as patrolling sentries moving in random directions, sending any Stealers, Hawks that are currently stealing items, to their home of origin and are placed under housearrest for an arbitrary amount of time once Stealers enter their field of view. We now look at the civilian’s Net Risk (N), the second half of the transition puzzle. The Net Risk is to be evaluated based on the civilian’s personal Risk Aversion (R), unique to each individual, multiplied by the estimated Arrest Probability. However, there is an inherent flaw in this design found when P = 0; in such a case 3.3 Post-Disaster Policies Salgado’s paper expresses data containing Pre- and Post-Disaster conditions for the team’s societies, see in Figure 1 above. It demonstrates how in a society not experiencing a disaster, there exists negligible Hawks, Stealers and Jailed citizens; this, of course, is normal of any stable society as there will be individuals who will have a low threshold, entering into thieving mode and stealing when the opportunity arises. This changes when we are shown a society when a disaster, or in this case an earthquake, and society experiences as significant but rather low number of Hawks and Stealers. As more people enter such a mode, there are several Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Conference’10, Month 1–2, 2012, City, State, Country. Copyright 2012 ACM 1-58113-000-0/00/0010 …$00.00. 87 that succeed finding a window of opportunity to steal an item to return to their home of origin; as this happens, the previously infinite resources begins to drop dramatically, only furthering the desperation of others, pushing more into Hawk status. With this increase, more Hawks are able to view a larger area and begin to accelerate their acts of thievery. This, however, reaches a point where the amount of resources becomes ever scarcer, increasing the number of Hawks in the system but few could ever find any until all resources disappear and a grand majority of the population have reached this desperate state. If this simulation was allowed to continue, we would find that all stealers would be rendered extinct and the remaining jailed civilians would be released and most would join the Hawk Majority, unable to deal anything. times of desperation, continuously awaiting for relief effort support as some still believe that the situation warrants more extreme actions. 3.3.2 Implementation of Social Policy The second policy deals with giving the affected population equal treatment as the previous policy but only to the civilians. This would be representative of local communication lines being open to friends and family. While the previous policy demonstrated such strength at any implementation time, this indeed does has its flaws. Figure 3 shows early and late implementation of this and, while the early implementation does indeed prevent chaos at such a scale from allowing the limited resources from becoming scarcer, this does not fall true for the late implementation. As more people begin to steal more resources, the value of these items rise; the introduction of this social policy does well in the beginning but due to the larger view of the world combined with the worth of these resources, it fails as civilians find these windows of opportunities to return to Hawk mode and continue to steal every now and then. This ultimately continues the stealing, raising the resource value little by little until more and more civilians enter Hawk mode, proving insufficient for long term stability. In such an isolated system, this would continue until the civilians begin to die out from the lack of resources entering the system and their inability to move on from the area in an attempt to seek out more resources but this is reaching beyond the scope of the model. Instead, this model would provide a rather grim view of what may occur if support is not rendered within a suitable time frame. Thus several strategies may be employed to prevent the decline of the society. A point that will be made is that, while strategy is indeed important, the timing of their introduction is just as important. 3.3.1 Reinforcement of Law Enforcement 3.3.3 Joint Policy This policy is representative of returning communication and strength to the police force to pre-disaster conditions. With this expanded view of the world, Law Enforcement would be able to cover more ground and arrest much more frequently, deterring the loss of more resources to level out the desperateness of the population. By looking at Figure 2, this graph [3] shows how important of the introduction of such a policy can determine whether a society will keep calm and carry on or enter temporary Finally, we will be examining the idea of Joint Policy, the implementation of both Law Enforcement Reinforcement and increasing the Civilians’ field of view. With each of the individual policies showing incredible strength at early insertion points, it would be expected that the individual strengths would combine to 88 The remaining parameters are the civilians’ private variables. A civilian’s Perceived Hardship and Risk Aversion (R) are random values between 0 and 1 while their threshold (t) to become a Hawk is a random value between 0 and 1.25. As for the parameters that would be used to compared the individual to their neighbors, each individual holds a Tag and Tolerance parameter previously stated to be U(0,1) and N(0.5, 0.1672 ), as previously stated. Lastly, Active? and Stealing? serve as Boolean flags that signify if a citizen is a hawk and currently stealing resources, respectively. create a society that remains stable and very close to pre-disaster continues, preventing the resource value drop to exceed a breaking point and quelling any straggling stealers that may arise. What is interesting is the late implementation: the breaking point of the value of these resources is reached and wreaks havoc on the society, initially quelling the society but only to have spikes with little down time. While the police are able to crack down on any Stealers, this does not stop opportunists to appear in pockets around the society and steal when the chance arises; this leads to continuous incarcerations of thieves as the situation is still difficult. Regardless of the combined strengths of these two policies, unless important and essential resources, such as food and water, are quickly brought to the society, its people will still continue to see this as a desperate situation, disregarding outcomes for crucial needs. 4.2 Results With our NetLogo program correctly replicating the original results, the program could then be expanded to take the Tag and Tolerance into consideration. While the results resemble somewhat to the previous patterns, there are large and notable differences that did emerge and caught the surprise of the designers. 4. EXPERIMENTAL DESIGN & RESULTS After establishing our model that we wish to implement, we can now begin our experiment implementation. With the introduction of familiar distance between each individual civilian that dictates whether a civilian feels comfortable to perform Hawk-class actions around those with similar Tags, even creating a group based on these tags. We will use this addition of group dynamics and cooperation to Salgado’s paper which viewed the disaster as a purely individualistic model. With these changes, we will observe the experiment results after the implementation of the information policies and hope to see if the policies’ strengths are able to produce the same effects as in the model prior. 4.1 Experiment Settings To correctly examine the additions’ effects on the policies, we first recorded the control scenarios for later comparison, one establishing a disaster and one without. The first thing we can observe is in the disaster free chart – seen on Figure 5(a); while the plots do mimic normal low-level criminal activity, there still exists a significant spike in arrested individuals. Since our individuals will take other civilians of relative similarity into account, they may go into sprees as a group, resulting in more crimes and arrests. This can be thought of gangs in metropolitan areas establishing their own “base” where similar individuals will converge around; with the confidence of a larger group support, the group may then perform more crimes but depending on the police presence, it would be easier for law enforcement to arrest and disperse the group. This would only be a temporary situation as different groups would arise based on similar closeness from the individuals’ tolerance. The following experiment was programmed using NetLogo, using the Rebellion model as a basis to modify and expand to our needs. The area that will be used as the land of our society is established to be 33 patches by 33 patches. In addition to the area parameters, here are several pre-established values that were used are defined on Table 1. Table 1. Initial Parameter Values Parameter Value Initial Cop Density 0.74% Initial Resource Density Initial Agent Density Disaster Magnitude (MD) Disaster Strike Time Early Intervention time Late Intervention Time k 5% 15% 8 50 Ticks Parameter Post-Disaster Resource/Patc h Initial Private Looting Benefit (M) Private Arrest Cost (C) Pre-Disaster View Distance (V) Maximum Jail Term Value 30 units 0.2 0.2 In the Disaster-affected scenario – Figure 5(b), we can see that it takes significantly less amount of time for resources to fall, creating a hawk increase of a lesser strength as there are not enough to go around; in each environment type, the number of hawks does eventually plateau but it takes more time for the numbers to reach to near-plateau levels. Once again, this may be from individuals entering hawk mode to steal only when there are sufficient group support to do so. The number of stealers, before the number returns to lower levels, indeed show a more widespread account, resulting to more exposure and more arrests; these arrests, combined with the windows of opportunities for gangs to commit crimes, would give much reason as to why it may take longer. The emerging powers taking territory would deter those more unrelated to them from stealing, slowing the pace of resource depletion and would not send the society spiraling towards a distressing situation as quickly. 10 10 Ticks 100 Ticks Active? false 350 Ticks Stealing? false 2.3 89 effect is shown on Figure 6(c) above. The Police’s range to capture stealers is broadened but does not enough incentive for them to stop their actions; while the force does indeed begin to plateau the number of resources from being stolen, it creates a police state type of situation as Law Enforcement send a significant number of people to jail. The question then becomes why does the Police Reinforcement at such a late time create more stable control on resources compared to the early implementation? It may be from the number of people that are being arrested. In the early intervention setting, few are being arrested but the quantity of resources continue to be chipped away by the stragglers and when associates are released from jail around the same window, the spikes in thievery would overwhelm officers for a time. In the latter scenario, the number of hawks in the system is dramatically higher, allowing more opportunities for the police force to encounter Stealers moving the resources. From this, a larger amount of people are incarcerated, preventing more hawks to join in and preventing large gangs to be in a position to create more widespread acts of larceny. 4.2.1 Reinforcement of Law Enforcement The Reinforcement of Law Enforcement is one of the most important aspects to returning a society to pre-disaster conditions; as we’ve observed previously, the timing of their intervention is a very important decision that may determine whether a society would lose more resources and gain increasing lawlessness in the land. As one would expect, they are able to do basically around the same performance. The one key piece to observe is that, while both systems do result in very similar initial results, after several ticks, the differences begin to appear. Unlike the original system, our system’s Hawks seem to continue on and enter thievery mode in the over-confidence of group support while blinded by their limited information of the area. This results in a high ratio of Stealers being incarcerated to the number of actual Hawks in the system. Based on the Hawk’s limited view, they do not find any risk of stealing and blinding attempt to retrieve it; as such, many are arrested. Sadly, this does not mean that there are not others that believe the same way with the similar group support to continue stealing. From the high number of incarcerations, the police are preventing many from returning to their groups and continuing such a mentality; this is why we begin to see the number of incarcerations begin to lessen as time goes on, resulting in more hawks to be taken into account. The police force may be able to prevent many of the stolen goods from disappearing but as time goes on, more hawks will incur more thievery as this can be seen as the resources continue to drop in a faster rate over a longer period of time. 4.2.2 Implementation of Social Policy On the other side of the coin, the implementation of the Social Policy – Figure 7- may not fully match the strength of a patrolling force but does have its strengths, as previously discussed. It was then surprising to see that, in contrast to the prior design’s success in deterring this, Social Policy is only able to slow its pace, losing significant ground during Hawk spikes, as seen on Figure 7. With the disaster occurring after 50 ticks and Police Reinforcement entering relatively quickly after, occurring at 100 ticks – Figure 7(a), the additional support seems to be insufficient. In this experiment with the established parameters, only 8 police agents exist to roam the world and arrest Stealers, once again, Stealers are Hawks who are actively carrying a stolen resource, within their expanded field of view. This support is unable to arrest many of the thieves, draining resources and creating more of a desperate situation for the rest of the society. What are important to observe are the moments where Hawks and Stealers spike; these spikes are not instant and significant but are smaller and consistent. The arrested Stealers being replaced by more Stealers extended the stealing spree’s longevity, seeming to be the likely culprit, exploiting the limited police force’s ability of arresting more than one at a time. Once again, our late implementation begins when resources are depleted. We then change the intervention point to 225 ticks into the simulation – Figure 7(c) below. Interestingly, the intervention does follow a very similar route as the original system design. Upon introduction, it slows down the Stealers’ rate of thievery but only initially, as they spike as the number of Hawks spike, ultimately losing ground after a short period of time. What is interesting about the result is how the result came about. Many of As for the late intervention, a similar situation occurs here compared to the previous system’s scenario; however, by the late timing of the policy introduction, resources were depleted. The program was tweaked to observe at an earlier time. A different 90 the same situations occur between the two but the rate in which resources are depleted is different. Rather than creating a significantly slowing plateau of dropping resources, what we see are more attuned to minor speed bumps: there is some slow down in which the resources are being stolen but it doesn’t stop the inevitable, resulting in depleted resources a short time after what Figure 5(b) demonstrates to be average depletion time. Because of the civilians’ expanded view of the world, they are able to see more police and add it into their risk equation. At the same time however, they are able to see more civilians, i.e. more compatriots. While police agents are indeed deterrents to lawlessness, the number that exists in the world isn’t enough to stop many stealers from appearing in minor but lengthy spikes, increasing the worth of the remaining resources, repeating the same pattern until all are depleted. confidence in those they consider their fellow compatriots, creating an environment that strengthens an individual’s resolve to find resources. This may be why, as supported by the previous figures, there still continues to be people to steal, forcing Law Enforcement to continuously arrest, only slowing down the rate of resources stolen, lacking the numbers to act as a punishable deterrent to civilians. While the policy does indeed create an environment that resembles a pre-disaster society, unless relief efforts to bring additional resources and help repair the infrastructure soon, the society will only stay at such levels for only so long. Once again, the late intervention proved too late to influence the situation – figure 7(b) so the simulation ran with intervention occurring at 250 ticks – figure 7(c). Unlike the early intervention which created a more stable environment, the number of resources and their worth were at such a point that intervention, while trying to stabilize the society, creates a more overwhelming scenario. This is comparable to Figure 6(c), the Police Reinforcement’s late intervention, where a higher amount of Stealers and Incarcerated Civilians arise. While enforcing with a lower number of jailed individuals, Stealers were more pervasive in the world, reaching to a constant and relatively high level which lead to more jailed civilians but, most importantly, still stealing resources at a rate until resources eventually disappear. As the resources reaching dangerously low levels, there are not enough for Hawks to steal, increasing their Hawk population while the Police Force are find it harder to find Hawks that were actively stealing. 4.2.3 Joint Policy 5. CONCLUSION Last is the Joint Policy, one expected to continue to have the strength and influence to prevent or significantly stall the descent of the society into chaos. For the most part, the policy does just that, as seen on Figure 7, but not to the effect that many wish it had. As we observe the early intervention of this joint policy between Law Enforcement Reinforcement and a Social Policy on Figure 7(a), it is able to bring down the number of Hawks and Stealers sharply, preventing the numbers from entering higher levels. Afterwards, however, the society still has several problems. Due to this being a disaster where the previously unlimited resources are now limited, the value of resources still remain high while there may be many resources still available; this does not prevent groups of people to take advantage of the situation. In a non-disaster zone, people still steal based on their view of opportunities but that is only a small minority; in a society affected by disaster, this only increases that number as the resource value is raised higher and civilians are finding The addition of mob mentality, civilians forgoing their private cost of being arrested by their group support of similar civilians – whether it is race, creed, or like-mindedness, is an important aspect to consider during the reconstruction of a devastated area. With the loss of essential resources and a strong authority, groups of people may arise to take advantage of the power vacuum that occurs as information blinds both the affected and those that wish to provide many forms of relief. Epstein’s work on modeling social violence between people based on another’s aspects was instrumental to create a more fleshed out idea and image that Salgado’s team’s work want to convey and demonstrate. The idea of increasing the information received by the police force and the civilian population was expanded to several polices that, initially, looked sufficient to teach important lessons of what must be returned to the affected area and when. Their method, however, only looked upon the individuals while not taking into 91 consideration other forces that may arise. While all three policies – Police, Social and Joint – are still important and very influential policies, the strongest policy, being the Joint Policy, is not the silver bullet that the previous paper made out to be when it went against the emerging groups and behavior that occurred in our system. While it is a given, based on the data, that an earlier intervention does indeed have a more significant and beneficial result for returning to the society to pre-disaster conditions, simply having the strategy is not enough to combat the groups acting as multi-organisms made up of individual and unique organisms. These gangs, organizations and mini-societies prove to be another individual for the policies to attack against. The main basis of combating them already exist, as we’ve shown, but needs to be organized in a better way. One possible extension to this would be consideration of the coordination and positional organization of the police force, breaking down the society area to more manageable sections that would not overwhelm the few and randomly roaming police force. The problem with these ideas and findings is that this is based on assumptions and the limited information gathered from ultimately inadequate and inaccurate sources; if one were to try to attempt these strategies, the best way to do so would be to gather information as a society reels from a recent devastating event to gain better insight as to what is required for these models to become more accurate representations. However, due to the strengths and established influence of the papers and strategies this paper is based on, our experiment does create a stronger theoretical view on the idea. 6. REFERENCES [1] Epstein, Joshua M., and Robert L. Axtell. Growing artificial societies: social science from the bottom up. MIT press, 1996. [2] Epstein, Joshua M. "Modeling civil violence: An agent-based computational approach." Proceedings of the National Academy of Sciences of the United States of America 99.Suppl 3 (2002): 7243-7250. [3] Bhavnani, Rakhi. "Natural disaster conflicts." Unpublished manuscript, Harvard University (2006). [4] Kim, Jae-Woo and Hanneman, Robert (2011) 'A Computational Model of Worker Protest' Journal of Artificial Societies and Social Simulation 14 (3) 1 <http://jasss.soc.surrey.ac.uk/14/3/1.html>. [5] Salgado, Mauricio, Elio Marchione, and Alastair Gill. "The calm after the storm? Looting in the context of disasters." (2010). 92 Multi-agent based modeling of Selflessness surviving sense Taranjeet Singh Bhatia and Ivan Garibay Dept. of EECS University of Central Florida 4000 Central Florida Blvd, Orlando FL 32816 {tsbhatia, igaribay}@cs.ucf.edu ABSTRACT in order to describe this nature. Many of such biological behaviors are explained as kin-related. However, altruism goes beyond any kinship or reciprocity where people are willing to support unrelated and unknown people even when it requires cost and no intention of earning returns [8] [6] [2]. Examples include institutional learning, parenting, knowledge transfer, warning notification, or helping hands in the holocaust. Moreover, all the published literature and research on altruism concentrated on relatedness and reciprocity. Therefore, our work tries to present the true nature of altruism in the form of selflessness and avoiding amalgam of kinship and reciprocity with altruism. In this paper, we experimented over the simple model of unconditional altruism labeled as selflessness and emergent properties related to the size of the population. The evolution of altruism is a paradox of fitness theory, which states that an organism can improve its overall genetic success by cooperative social behavior. A person carrying the altruistic gene trait can only spread it to the rest of the population if the mean fitness of the person is higher than the population average fitness. Therefore, if one defines altruism at the fitness level of the population, then it can never evolve because an altruistic carrier enhances the fitness of others more than its own. Social model of human nature is highly dependent on environmental issues, which arise due to the collective action of many independent agents such as pollution, humor spread or an act of revolution. Therefore, we require a multi-agent platform, to model the understanding of the emergent nature of collective actions. In this paper, the sole purpose of the agent is to gather food for the purpose of survival, in the simulation environment where distribution of food variation occurs dynamically. Section 2 compares the work with earlier research on altruism. In Section 3, we discuss the motivation and background history related to the concept of selflessness in society. In Section 4, we explain the simulation setup and rules involved in the environment. Section 5 depicts and explain the outcome of the experiments. Almost all of the literature defines an Altruist as a person who increase price or weight of others. The definition emphasizes more on the price of altruism, but it fails to mention the motive of an agent or group displaying the nature of self-sacrifice. In this paper, selflessness replaces the altruism which is likely to be stronger towards the Kith and kin because of - organismic causation, reciprocative benefit and better chances of gene transfer to the next generation. Moral values seem to be implicated in altruism such that personal norms are self based standards for specific behavior and decision making such as charity. On the other hand, sometimes people feel some degree of moral obligation, not to give help to some individual or group. We experimented on the attribution of Sugarscape with selflessness and charity norms, in order to justify that a society with negative personal norms grows less than a people having no norms of helping others selflessly. Categories and Subject Descriptors I.2.11 [Complex Adaptive Systems]: Artificial Intelligence—Multiagent systems General Terms Human Factors, Economics, Experimentation Keywords agents, social models, simulation, sugarscape 1. INTRODUCTION Cooperation and Collaboration have been widely studied in various disciplines, such as biology, socio-biology, behavioral science, and engineering. The unidentified nature of ground squirrel giving an alarm call to warn its local group about the presence of a predator by putting itself in more danger remains in a state of debate even after centuries of learning and investigation. Karl Pearson [9], Charles Darwin [5] and Hamilton [7] introduced various terminologies as individual favors, group favoritism and kin-relationship 2. RELATED WORKS Altruism is a part of human nature and being heavily reviewed in social psychology, and to a lesser degree in sociology, economic, political behavior and sociobiology. Darwin’s natural selection rule definitely works in cooperation between relatives. When parents provide food to children, this increases the fitness value of the child for survival as does the chance of parent for successfully passing through its genes. When strangers come together to help, one person gets the benefits and other willingly incurs loss, but there would be a 0 93 gain in the long term. Trivers [12] defines this co-operation between non-relative individuals by means of reciprocal altruism. Wilkinson [14], who studies the behavior of vampire bats, used simulations to calculate the benefit of these altruistic acts. Wouter Bulten [3] extended the same concept with the sharing blood phenomena of vampire bats. Bulten’s simulation focuses on cheater agents who do not reciprocate the altruistic act. Bench-Capon [1] introduces the altruism in the decision making process of the agents to model empirical behavior by people playing the Ultimate game in experimental situations. Jung-Kyoo Choi [4] demonstrated the coevolution of parochial altruism in a war like situation, where altruists bear the cost of giving aid to both the insiders and outsiders, and punish those who violate norms. However, the Parochial altruists would give preferential treatment to their own members and punish those who harm the group more severely, than if the victim is not an insider. All the aforesaid altruism studies were based on the kinship or reciprocal altruism, where agents have intentions of gaining substantially in the long terms. There are several examples which go beyond the kinship and reciprocity, and people are willing to support strangers, where they don’t take any assumption of receiving back the same in the course of time. Nemeth and Takacs [11] implemented Teaching as an example act of true altruism, wherein the knowledge transfer enhances the survival chances of the recipient, but reduces the reproductive efficiency of the provider. All the simulations in this paper were performed using the multi agent based system, considering the act of giving as attribute of an altruistic agent increases the fitness of all the other agent in the vision proximity. In the real situations, humans’ act of altruism contains the element of rational thinking in order to decide the percentage of donation or charity or help to others. This thinking can be performed irrationally over all the agents in equal proportion and simultaneously. 3. and sharing and consuming together, are three pillars of Sikhism faithfully followed by members of this community. This religion has demonstrated many examples of selflessness for the welfare of another religion, country or person which many time concluded with self sacrifice. Sikhs have a religious obligation of performing the act of donating ten percent of one’s harvest, both financially and in the form of time and service to society which makes this religion true in displaying selflessness. Though being under long holocaust period, this religion managed to flourish around the world as fifth largest religion in a short span of 400 years. This religious sect provides us the motivation for simulating the multi-agent based social modeling of selflessness over the extremely simple rules of society. 4. EXPERIMENTAL STUDY All the simulations were performed on the Sugarscape Model [10]. This work extended the NetLogo model of Sugarscape model [13]. Agents are endowed with sugar, vision, metabolism, charity and selflessness values. In the initial setup, agents are initialized with a random value of wealth (sugar) between 5-25, vision range between 1-6 in order to search and increase wealth, metabolism of 1-4 for spending wealth in each time tick, and max age factor between 60-100 time ticks. The amount of sugars each agent collects is considered as his or her wealth. Charity attribute defines the religious obligation of the individual which he has to obey in life. Charity value is invested by an individual at all cost, either facilitate to needy or by making a donation to social organization. Agents perform the charity even though it does not contain any selflessness factor or altruistic factor. Many societies believe in giving charity equally distributed to all the receivers without exceeding the charitable percentage. This percentage attributes vary between 0-10% of every new income gain. Selflessness attributes defines the true altruistic behavior possessed by individuals. Selflessness acts under the following cases such as saving the life of unknown, sacrifice made by one soldier for saving many others or simple act of sharing food. Unlike charity, Selflessness is not mandatory to perform but happens under the circumstances. Agents carry the Selflessness in the range of 0-100%, where, 0 simply means extremely unrefined behavior and 100 signifies the self sacrificing nature. Unlike other altruistic simulations, we are considering the rational judgment of humans while performing charity in the environment. Humans give charity to the needy person and avoid spending wealth randomly for everyone. All the agents in the simulation are governed by the following rules: MOTIVATION The concept of altruism has been heavily studied and debated. Research on the collective actions of insects and animal behaviors show that the altruism in human society is fairly misconceived as kin-related. Selfless actions of human beings were untouched presumingly the view that selfishness are required for increasing the fitness index of the population. Dictionary meaning of Selflessness is ŞThe quality of unselfish concern for the welfare of othersŤ. This word is very often associated with religious code of conduct. Major religious orders such as Christianity, Islam, Buddhism, and Sikhism prescribe and preach the concept of Selflessness. Interest in investigating the emergence attribute of Selflessness originates from the fast growing, often misunderstood religion formally known as Sikhism. The brief history of this sect of society is necessary in order to understand its claimed existence as the fifth largest and the youngest religion in the world. Sikhism is a monotheistic religion founded during the 15th century in the Punjab state of India by a person known as Guru Nanak Dev. During the 16th century, India was invaded by the Mughal rulers of Afghanistan who entered through Punjab, which caused significant loss of Sikh population. Later, under the British rule, partition of India divided Punjab into two parts. The state of Punjab has been under long suppression from Mughal Invaders, British empire, partition riots, terrorism from Pakistan and political massacre. Daily practice of meditation, Honesty, • Agents collect the sugar in order to survive or increase the wealth • Every time ticks, agents consume sugar as per the metabolism • Agents have vision range to look for the food in all possible directions • Agents in their vision range look for the other agents having lower wealth than oneself • Charity percentage equally distributed to all neighboring agents who have 10% wealth left 94 Figure 1: Sugarscape experiment without selflessness with constant sugar growback Figure 2: Sugarscape experiment with selflessness under constant sugar growback • Selfless percentage applied to randomly selected agent with no sugar or less than 1 Rules for the patches are similar to the Sugarscape model. Sugar grows back on the patches in three ways: Constant grow back, Random grow back, and No grow back. We can switch between any of these features during simulation. These features enable us to present the effect of famine on agent population. Normal famine demonstrated by random grow backs of sugar on the landscape, whereas a severe famine applied using No grow back of sugar on the landscape for a certain length of time ticks. 5. RESULTS Three cases were considered for the simulation where improvement in the agent population count, Gini-Index, Variance in vision and Variance in the metabolism of the resulting agents have been evaluated. The Gini coefficient measures the inequality among the values of a frequency distribution. A Gini coefficient of zero expresses perfect equality where all values are the same, for example, where everyone has an exactly equal income. A Gini coefficient of one (100 on the percentile scale) expresses maximal inequality among values, for example, where only one person has all the income. All instances of the experiment were performed on a population size of 500 and time length of 200 ticks. All the data statics were generated with a confidence level of 95% and 10 iteration of each case. ‘a’ on x-axis in the graph demonstrate the result with no selflessness and charity where as ‘b’ on x-axis shows the simulation result with the selflessness and charity factors. In the first experiment, we provided the Sugarscape landscape with constant sugar grow back as shown in Fig 1. In Fig 5, Population count has increased by the 37% where value jumps from 310 to 424 in population size. In Fig 6, Figure 3: Sugarscape experiment with selflessness under random sugar growback Gini-index of the agent wealth increases by 24%, In Fig 7, no significant variation has occurred in the vision distribution of agents. In Fig 8, large increase of 96% has occurred in metabolism variance of the agent population survived after 200 time ticks. Initially, without any charity or selflessness factors, all the agents have a sole purpose of acquiring the sugar peak for greater wealth collection. The agents with a broader vision and lower metabolism have a high proba- 95 Experiment 1 Experiment 2 Experiment 3 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0 a b Figure 6: Gini-Index for experiment 1, 2, and 3. (a) without selflessness (b) with selflessness Figure 4: Sugarscape experiment with selflessness under famine circumstance of no sugar growback Experiment 1 Experiment 2 Experiment 3 3.2 Experiment 1 Experiment 2 Experiment 3 3.1 500 450 400 350 300 250 200 150 100 50 0 3 2.9 2.8 2.7 2.6 2.5 2.4 a a b Figure 7: Vision Variance for experiment 1, 2, and 3. (a) without selflessness (b) with selflessness b Figure 5: Agent population size for experiment 1, 2, and 3. (a) without selflessness (b) with selflessness who never came in the contact of any agents with sufficient large selflessness factor die before reaching the peaks of Sugar Mountains. A 96% increase in the metabolism variance shows that later simulation contains more unfortunate agents than previous simulation. In the second experiment, Sugarscape landscape has random sugar grow back on every patch as shown in Fig 3. In this experiment, all agents are uncertain about the sugar they will collect in the next iteration which makes no significant difference in the population count with or without selflessness as shown in Fig 5 case ‘b’. Vision range distribution in the population has increased by 2% as well as Metabolism range distribution in the population has increased by 77% as shown in Fig 7 and Fig 8 respectively. Due to the randomness in the sugar growth, most unfortunate agents die very bility to reach the peak and stay there for the rest of the time. The agents with narrow vision and higher metabolism suffer from starvation during the travel, due to slow speed and not enough sugar collection for satisfying metabolism they die early. In the second simulation as shown in Fig 2, where agents are allowed to perform charity and show off selflessness have shown significant improvement on the population size survived after the stipulated 200 time ticks. In this simulation, all the fortunate agents with a broader vision and lower metabolism help the unfortunate agents with narrow vision and higher metabolism to reach the peak while they traverse toward the peak. Only the most unfortunate 96 Experiment 1 Experiment 2 including more complicated model of society including family planning, culture dispersion, income rate, geographical advantage, and the concept of spiritual strength associated with the religion. Experiment 3 1.4 1.2 7. 1 [1] T. Bench-Capon, K. Atkinson, and P. McBurney. Altruism and agents: an argumentation based approach to designing agent decision mechanisms. In Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems-Volume 2, pages 1073–1080. International Foundation for Autonomous Agents and Multiagent Systems, 2009. [2] S. Bowles and H. Gintis. Origins of human cooperation. Genetic and cultural evolution of cooperation, pages 429–43, 2003. [3] W. Bulten, W. Haselager, and I. Sprinkhuizen-Kuyper. Sharing blood: A decentralized trust and sharing ecosystem based on the vampire bat. [4] J. Choi and S. Bowles. The coevolution of parochial altruism and war. science, 318(5850):636–640, 2007. [5] C. Darwin. The descent of man (amherst, ny, 1998. [6] H. Gintis. Strong reciprocity and human sociality. Journal of Theoretical Biology, 206(2):169–179, 2000. [7] W. Hamilton. Innate social aptitudes of man: an approach from evolutionary genetics. Biosocial anthropology, 133:155, 1975. [8] J. Henrich. Cultural group selection, coevolutionary processes and large-scale cooperation. Journal of Economic Behavior & Organization, 53(1):3–35, 2004. [9] P. K. Fortnightly review. 56, 1894. [10] J. Li and U. Wilensky. Netlogo sugarscape 1 immediate growback model@ONLINE. [11] A. Németh and K. Takács. The evolution of altruism in spatially structured populations. Journal of Artificial Societies and Social Simulation, 10(3):4, 2007. [12] R. Trivers. The evolution of reciprocal altruism. Quarterly review of biology, pages 35–57, 1971. [13] U. Wilensky. Netlogo@ONLINE. [14] G. Wilkinson. Reciprocal altruism in bats and other mammals. Ethology and Sociobiology, 9(2):85–100, 1988. 0.8 0.6 0.4 0.2 0 a b Figure 8: Metabolism Variance for experiment 1, 2, and 3. (a) without selflessness (b) with selflessness fast because fortunate agents donŠt have enough wealth to distribute to others. In the third experiment, we tried to model the famine effect on the Sugarscape landscape by turning off the sugar production for 50 time ticks after the constant grow back of 150 time ticks, as shown in Fig 4. In the case of selflessness and charity, 27% more agents survived as compared to no selflessness as shown in Fig 5. An increase of 147% in the Gini-index shows the great jump from 0.27 to 0.68 as shown in Fig 6. This means that in the case ‘a’ of no selflessness, only the rich and wealthy agents in total sugar after 150 time ticks, manage to survive the famine of 50 time ticks, whereas unfortunate and poor agents wipe out very fast. In case ‘b’, Gini-index moved to 0.68 levels of inequality of wealth in the population which signifies that almost all types of agents are surviving in case of selflessness. Again metabolism variance has increased from 0.25 to 1.20, which signifies that wealthy and fortunate agents are constantly feeding the other less fortunate agents during the famine period of 50 time ticks as shown in Fig 8. In case where we increase this famine period to 100 time ticks, the whole population will die out simultaneously in case of selflessness, whereas, in the earlier case it will die out one by one and slowly. This experiment has shown the interesting emergence of metabolism variance of agents in the population due to the addition of the famine in the simulation. 6. REFERENCES CONCLUSION In this paper, we perform the multi agent based simulation of Sugarscape model with the addition of charity and Selflessness in agents’ attribute. The results of the experiment demonstrate the significance of these attributes when associated with agents helping more agents to survive, in the normal as well as in the famine condition of Sugarscape landscape, even when no sugar is available for an agent to collect or consume. These experiments contributed beneficial findings to the long lasting discussion over effects of pure altruism in the society. Above experiments are very basic finding in this direction, we want to elaborate the work 97 College of Engineering and Computer Science, University of Central Florida, 4000 Central Florida Blvd. Orlando, Florida, 32816 The Effect of the Movement of Information on Civil Disobedience Yazen Ghannam November 27, 2012 Agent-based computational models are a useful tool in modeling complex adaptive systems. Due to the wide availability of computing resources, these models are increasingly being used by researchers to generate complex phenomena. Even with the availability of modern computing resources, researchers still approach complex systems by modeling a single abstract layer in the system’s hierarchy. It seems to be common practice to take a simple model and extended to include more complex phenomena while remaining in a single layer in the hierarchy. In this paper, I propose taking a simplified model of civil disobedience within a nation and extending it to include a simplified model of the movement of information between nations. 98 easily distributed between nations. It is now common for an individual to maintain relationships with other individuals through various mediums including cell phones (voice calls and text messages), email, internet social networking sites, etc. These mediums are fairly low cost and easily accessible even in developing nations. Furthermore, information can be disseminated very quickly through many popular social networking websites. 1 Introduction T his paper presents some extensions to the agent-based computational model presented by Epstein [1]. In Epstein’s model of civil disobedience there are two types of agents, civilian agents and cops. Civilian agents have the ability to participate in active rebellion based a set of rules and parameters. In short, a civilian will rebel if its grievances outweigh its sense of net risk. Part of a civilian’s grievance is its perceived Legitimacy of its government. In Epstein’s model, this Legitimacy is completely exogenous and is controlled by the researcher. 2.2 Related Populations Even though information is easily accessible, it may not have a strong impact on the general population of a nation. This may be true for various reasons, one of which may be that people are only interested or affected by information regarding others of similar characteristics. These characteristics can be geography, language, economic system, etc. For example, it may be that the general population of the United States “feels” more closely related to the population of Japan than to the population of Hungary, and so news from Japan may have more weight than news from Hungary. One of the extensions I present in this paper is the notion that the perceived Legitimacy of a government is affected by the perceived Legitimacy of other governments. This interrelated effect is further enhanced by the speed at which information travels in our modern era. These two phenomena are part of a larger phenomenon of Globalization. The purpose of the work presented in this paper is to create a simplified model of the effect of Globalization (macro-model) on individual populations of agents (micromodel). An actual example in recent times is the wedding of Prince William being more of an interest to the U.S. general population than many of the uprisings and revolutions happening throughout the Arab world. Another example is how even within the Arab world many revolutions happened in similar nations (those with dictatorships) and general protests in others (those with monarchies). 2 Background 2.1 Global Telecommunication Modern telecommunication systems have facilitated the creation of global social networks and allowed information to be 99 This idea of “related populations” is very complex, and it would be very difficult to develop a quantitative index of how every nation relates to every other nation. Nevertheless, even without knowing the exact relations between real nations, I feel that a general model can be developed to represent this behavior. The Legitimacy of a nation depends on the Legitimacy of all the nations and their relative “distance” in terms of characteristics from the current nation. This rule takes into account the effect of the current nation on itself. Every time step, a new Legitimacy is calculated for all the nations from the old Legitimacy values. 3 Implementation 3.2 Simplified Effect of the State of a Nation on its own Legitimacy 3.1 Movement of Information between nations Our current model of civil disobedience assumes that the perceived Legitimacy of a government is completely exogenous to the nation. This doesn’t seem to be a very realistic assumption as the state of affairs within a nation can also have an effect on the Legitimacy of a government. Others have attempted to model this behavior in more detail. One such example is “MASON RebeLand” [2] in which the authors’ model of a nation includes natural resources, polity, etc. This extension involves the simultaneous modeling of multiple nations and their effect on one another. In addition to the rules and parameters from Epstein’s model, I propose two new parameters and one new rule. The first new parameter is the set of nations (N). Each nation in N is an instance of Epstein’s (base) nation model. In addition to all the parameters it inherit from the base model, each nation will have a new parameter (c) representing its “set of characteristics” drawn from U(1, |N|). Values of c that are closer together symbolize that the nations they represent are more closely related. From these two new parameters I derive a new rule for finding the Legitimacy (L) of a nation. ∑| ∑| | ‖ | ‖ In order to maintain simplicity for this paper, I chose to abstract away the details of intra-national events. I propose that the perceived Legitimacy of a government is affected by the number of active agents in the nation. The more active agents present, the lower the perceived Legitimacy. This effect is weighted and added to the international effect. This creates an internal pressure that can pull up or push down the perceived Legitimacy. ‖ ‖ 100 4 Experiments throughout the continent recognized the similarity between their governments. For all my experiments, I used NetLogo [3] and extended the “Rebellion” model [4] from the NetLogo library. Five nations were instantiated. The Legitimacy update rule was modified to include a scaling factor, s, for the distance between c values (s*|c-ci|). This was done to allow the observation of more distributed behavior due to the limited number of nations. 4.1.2 Effect of Decreased Legitimacy in Single Nation on Neighboring Nations Ni-1 Ni Ni+1 The effect of the Legitimacy decrease spreads outward from the single nation to those nearest to it. The drop in Legitimacy of neighbors is relatively small. Eventually, the Legitimacies of all nations converge to a similar value (Fig. 2). 4.1 Extension 1 4.1.1 Effect of randomly initialized Legitimacy for all nations The Legitimacy of each nation was initialized to a random value between 0 and 1. After a finite number of steps, the Legitimacies of all nations converge to a similar value (Fig. 1). This behavior models the effect of the drop of Legitimacy in a single nation due to some external event. An example of this behavior could be the American Revolution. As the Legitimacy of the British monarchy fell in the eyes of the American Colonists, other nations in similar circumstances, such as France and Mexico, would show a drop in perceived Legitimacy of their respective governments. This behavior models how, in the absence of any external factors, the perceived Legitimacy of a nation approaches a similar value to that of other nations related to it. This phenomenon may be rarely observed in history due to the effect of external factors such as weather patterns, technological advances, etc. A more recent example would be the Arab Spring. As the Legitimacy of the Tunisian government fell, similar governments in Libya, Egypt, Yemen, and Syria went through similar changes. Even though these nations are not connected geographical and are not necessarily culturally similar, they had enough similarity in other characteristics to result in similar events. One possible example may be Medieval Europe. Different governments would have had different initial Legitimacies. Some would have been native-born kings, while others would have been foreign invaders. Eventually, the nations would influence each other through different methods of communication. Then the perceived Legitimacies of all the governments would converge to similar levels as the people 4.1.3 Effect of Decreased Legitimacy in Two Nations on Middle Nations(s) Ni-1 Ni Ni+1 101 The effect of the Legitimacy decrease spreads from the two nations to the outward nations and the middle nation. The effect on the outward nations is relatively small compared to the effect on the middle nation. Eventually, the Legitimacies of all nations converge to a similar value (Fig. 3). higher perception of the government’s Legitimacy. These experiments were run again while allowing agents to remain active even when in jail. This caused the Legitimacy to eventually reach zero without increasing again. This behavior is similar to the behavior of the single nation. The key difference is the compounding effect on the middle nation. 4.3 Convergence For every experiment, the Legitimacies for all the nations would converge to a similar value (Fig. 4). For every run, the simulation was stopped when the difference between the current Legitimacy of a nation and its Legitimacy from the last step was less than a threshold of 0.001 for all nations. 4.2 Extension 2 All the above experiments were rerun with the Local Weight set to 1.0. The results were similar in that the Legitimacies of all nations eventually converged to similar values. Before they converged, the Local Weight and the ratio of active agents would pull the nation’s Legitimacy down. This would cause more agents to become active, and so on. As more agents become deactivated (jailed), the Legitimacy slowly increases. The nation reaches an equilibrium point based on the length of the maximum jail-term. With longer jail-terms, the Legitimacy will eventually increase to a value close to 1.0. With shorter jail-terms, the Legitimacy will remain at lower value. Each of the different experiments had a different range in the number of steps required to converge. The simulations with random initial values within 10 to 17 time steps. The simulations with a single low initial Legitimacy would converge differently based on which nation was the “low” nation. The nations towards the “middle” of the spectrum would allow the set to converge more quickly, since they affect and are affected by more nations that those that are towards the “edges”. The simulations with two initial low Legitimacies largely had about the same rate of convergence. This is most likely due to the limited resources in this particular implementation, since two nations from a set of five is a large fraction. This behavior is similar to what may happen after government suppression of uprisings. As the Legitimacy of a government falls, more civilians view the government as illegitimate and Legitimacy continues to fall. But if the government is able to suppress the uprising and any knowledge of it, then newer civilians enter the nation with a 102 5 Future Work I believe that the study of complex adaptive systems using agent-based computational models should move past the modeling of single closed systems and begin to model multiple hierarchies of systems. In this regard, I hope that the extensions presented in this paper can be seen as a good first attempt at multi-layered systems modeling. There are many more possible extensions that are worth exploring. Many of these are based on the idea of having heterogeneous nations. Currently, all nations in the set have the same jail-terms and local weights. It is clear that jail-terms have an effect in regards to the internal perception of a government’s Legitimacy. It would be interesting to have each individual nation use a unique maximum jail-term sentence. In addition, varying the local weights between nations would be more realistic. Not all nations treat information of others with the same weight. Some are more isolationist than others. Works Cited [1] J. M. Epstein, "Modeling civil violence: An agentbased computational approach," in Proceedings of the National Academy of Sciences of the United States of America, vol. 99, May 14, p. 7243-7250, 2002. Another possible extension that I feel would be valuable is the modeling of the migration of peoples. This would be especially interesting with respect to migration due to the perceived Legitimacy of governments. Issues relating to foreign militants and refugees from one nation can have an effect on issues within neighboring or similar nations. [2] C. Cioffi-Revilla and M. Rouleau, "MASON RebeLand: An Agent-Based Model of Politics, Environment, and Insurgency," in Proceedings of the Human Behavior-Computational Modeling and Interoperability Conference, Oak Ridge, 2009. [3] U. Wilensky, NetLogo. http://ccl.northwestern.edu/netlogo/, Evanston, IL.: Center for Connected Learning and ComputerBased Modeling, Northwestern University, 1999. 6 Conclusion [4] U. Wilensky, NetLogo Rebellion model. http://ccl.northwestern.edu/netlogo/models/Reb ellion, Evanston, IL.: Center for Connected Learning and Computer-Based Modeling, Northwestern University, 2004. In the absence of external events, the perceptions of governments by their peoples eventually reach a sort of equilibrium. I feel that this is a valid representation of various social behaviors. I present this work as a baseline for future works. I hope that experts in various fields will validate, correct, and extend this model as they see fit. 103 Figures Figure 1: Random Initial Values Figure 2: One Low Legitimacy 104 25 Frequency 20 15 10 5 0 10 11 12 13 14 15 Steps to Converge Figure 3: Two Low Legitimacies Figure 4: Frequency of Steps to Converge 105 16 17 The Effects of Hygiene Compliance and Patient Network Allocation on Transmission of Hospital Acquired Infections Zachary Chenaille University of Central Florida Department of Electrical Engineering and Computer Science Orlando FL, USA zchenaille@knights.ucf.edu Abstract—Hospital acquired infections account for large amounts of deaths and increased costs in healthcare yearly. Leading strategies for prevention of hospital acquired infections center around compliance with simple hygiene standards. Varying degrees of hygiene compliance within small patient networks are examined and compared across various network topologies and resource availability. As expected, increased hygiene compliance results in lower rates of infection transmission, but increased resource availability paired with simple homogeneous patient network architectures can lead to highly accelerated transmission rates under certain conditions. Alternatively, HAI can also emerge in the form of bacterial infections resulting from hospital stays. One such bacterial infection is known as the Clostridium difficile Infection and has been linked to over 14,000 deaths in the USA each year. This infection causes severe diarrhea and is closely associated with people who receive medical care frequently [3]. Patients become susceptible to the infection when taking antibiotics, as these types of medications destroy all types of bacteria including ones that aid in the body’s immunity to disease and infection. During this time, patients generally come into contact with the infection through HCW that have neglected to wash their hands or from surfaces (especially in healthcare facilities) that have not been properly cleaned [4]. I. INTRODUCTION Transmission and spread of hospital acquired infections (HAI) is a major problem within hospitals in the United States and is most often due to poor compliance with essential, yet simple, hygiene standards by hospital personnel. The U.S Department of Health and Human Services (HHS) is the agency chiefly responsible for collaborating with state and local governments in an effort to protect the health of Americans, most notably those who struggle to protect themselves from illness [1]. Currently, the HHS has a division focused solely on identifying the key factors and risks associated with HAI spread throughout medical facilities. This division of the HHS is known as the Steering Committee for the Prevention of Healthcare-Associated Infections. One of the central and most common forms of infections within a hospital environment occurs when a healthcare worker (HCW) contaminates a central-line (otherwise known as an umbilical or intravascular catheter) prior to insertion into a patient, which ultimately results in a primary bloodstream infection [2]. These types of infections are more commonly referred to as central-line associated bloodstream infections (CLABSI). The two previously mentioned infections are two of several that HHS has targeted in a recent campaign to reduce the rates of HAI. Specifically, nine action items have been identified as being central to the plan and are currently being tracked, with goal metrics set to be analyzed in 2013. Of the nine key metrics, several are dedicated to the adherence to best-practice standards concerning HCW hygiene in various hospital settings [5]. Studying the affect that hygiene compliance has on patient networks and infection transmission is vital to the safety of patients nationwide and provides a reference for compliance education. The campaigns established by HHS illustrate the current and pressing need for better understanding of hygienic practices in the medical environment as well as higher compliance with existing standards. Most importantly, this is a problem that could 106 potentially affect everyone who is ever in need of medical care. The model used in this experiment extends some aspects of the previously described model. Specifically, the following concepts have been either extended or adapted to fit the parameters of this study: Hospitals and medical care facilities should also have a vested interest in the study and understanding of HAI and how they are spread. Studies estimate that each newly acquired infection causes healthcare costs to increase by $12,197 and that yearly HAI can reach into the tens of thousands in the USA alone [8]. A. Patient Network Topology Similar to the previous model, this model assumes a total network of patients, which represents a set of all agents that are considered patients. The capacity of this network is set before simulation starts and remains static throughout the duration of the simulation. That is, no patient can be introduced to nor leave the network after simulation has started. By the year 2013, HHS aims to have reduced CLABSI by 50% and to have various hygiene standards in various sectors of medical care adhered to 100% of the time. Since most of these initiatives were started around 2006, HHS can confidently say that they are on track to achieve a majority of their goals by the deadline in 2013. Despite being on track with metrics, HHS continues to emphasize the importance of continuous education and study in these areas [5]. The total network can also be broken down into subsets, which we will refer to as patient groups. If there is just one patient group present in the model, then the total network is the patient group. As the number of patient groups exceeds a single group, the total network is split into n patient groups, each containing the same capacity or near the same capacity should the capacity of the total network be odd. Whether the total network is split into subsets is based on the number of available HCW resources. If there are n available resources, the total network will then be split into n subsets, each representing a patient group. To study the issue of hygiene compliance, one must not only model the compliance rate but also how HCW interact with and among a network of patients. Studies have shown that varying network topologies can have drastic effects on the rate at which disease and infection are spread [6], which is also true for hygiene compliance. Together, both factors modeled together may illustrate properties of infection transmission that are crucial to the understanding and prevention of HAI. II. METHOD To examine the combined effects of varying patient network topology and HCW resource allocation paired with varying levels of HCW hygiene compliance, an agent-based approach was utilized in creating a model that can be considered synonymous with a small inpatient ICU. The concept for the model was adapted from work done in studying transmission rates of infections in varying patient networks in which heterogeneous hospital HCW were shared amongst the patient groups within the network. The rate of transmission was then examined at varying levels of network density and degrees of resources sharing [7]. The simulation tool used to run the model was NetLogo. Figure 1 illustrates the concept of a total patient network that has been split into three equally sized patient groups. Each group is represented by a different color. Agents that are marked as red are HCW. In this example, the total network has been split into three patient groups because there are three available HCW. Each HCW is assigned to a different patient group. Fig 1: An example patient network having a total network capacity of 30 patients and 3 patient groups, each with a capacity of 10 patients each. 107 patients in the network depicted in Figure 1, each index patient would be colored black. In this model, the color black is reserved as a means of distinguishing index patients and will never be used to represent a particular patient group. B. Infection Virulence The virulence parameter used in the previous model has been carried over into this model but has been converted to a constant, used only to introduce another level of stochasticity into the model. In these experiments, the virulence is always set to 50% but can be altered easily in the user interface. Analogous to the virulence parameter, a new parameter has been introduced, which serves to represent the percentage chance of HCW complying with workplace hygiene standards. Used on conjunction with the virulence parameter, the chance of a patient contracting an infection based on the virulence of the infection and the hygiene compliance of his or her HCW can be represented by: E. Model Variables The following variables represent the key points of focus in the model’s behavior and can be directly manipulated via the user interface: 1. NumberOfResources • Represents the number of available HCW in the model. The input for this variable determines the number of patient groups into which the total patient network will be split (each available HCW is assigned a patient group). 2. NumberOfPatients • Represents the number of patients in the total network as a whole. In other words, the input for this variable determines the patient count before the creation of patient groups. The capacity of each patient group after available HCW have been taken into account will be roughly NumberOfPatients divided by NumberOfResources. infection = virulence*hygieneCompliance Equation 1 It is in this respect that the model developed for this experiment differs from the previous model. Whereas previously virulence was one of the main variances studied, here we use hygiene compliance as the main focus of study. C. HCW Resource Allocation The total number of available HCW resources is set before simulation starts. The number of available resources has a direct impact on what the patient network topology will consist of during the simulation. Each available HCW is assigned a patient group that has nearly the same capacity as all other patient groups (if the capacity of the total network is divisible by the number of available HCW, each patient group is guaranteed to have equal capacity to one another). 3. IndexPatientCount • Represents the number of index patients in each patient group. It is important to note that the input for this variable does not represent the total number of index patients in the total network, but rather the number of index patients in each patient group. After setup, the total index patients in the network as a whole would * be (IndexPatientCount) (NumberOfResources) 4. HygieneCompliance • Represents the percentage chance of a HCW complying with hygiene standards. This variable can be freely manipulated at runtime. The actual transmission percentage is determined by both this variable as well as Virulence. 5. Virulence • Represents the percentage chance that the particular infection in that’s present in the network can spread from one patient to another. The actual transmission In Figure 1, the available HCW are denoted by the color red and can be seen standing beside the patient they are each currently tending to. In this model, the color red is reserved as a means of distinguishing HCW and will never be used to represent a particular patient group. D. Index Patients A set number of index patients are established prior to the start of the simulation. Index patients represent patients in the network who are assumed to be already infected at the start of the simulation. In this model, the transmission of infection among each patient group is able to be traced back to the one or many index patients within each group. The patient groups depicted in figure 1 do not have index patients set. If there were index 108 percentage is determined by both this variable as well as HygieneCompliance. III. RESULTS Results were obtained for 19 different parameter sets, each representing 20 runs of the simulation. Virulence remained constant at 50% in all of the runs so as not to complicate the true effect of hygiene compliance on infection transmission. F. Model Behavior 1. Variables are assigned based on direct user input via the user interface. 2. The total patient network is split into subsets of patient groups based on the number of available HCW. 3. Each patient is assigned to a patient group, as evenly distributed as possible. 4. Each HCW is assigned to care for a patient group. 5. An initial number of index patients are established in each patient group based on the index patient count established by the user. 6. Each HCW initially chooses one patient to visit 7. On each successive time step, the model does the following: a. Each HCW picks a new random patient (who wasn’t their last patient) to visit in his or her patient group. b. The HCW visits their new patient c. A network link is created between the old patient and the new patient. d. If the last patient visited was infected, the chance of the new patient becoming infected is determined by Equation 1. 8. When all patients in the total network have been infected, the simulation exists and reports the total time steps to full infection of the network. Table 1 summarizes the results obtained. Each row in the table represents an average over 20 runs for the parameters specified in that particular row. “Patient Groups” represents the number of patient groups that were created from the total network. This parameter can also be thought of as the number of available HCW. “# of Patients” represents the total number of patients in the simulation. “# of Index Patients” represents the total number of index patients in the network as a whole, regardless of patient group assignments. “# of Index Patients per Group” is an extension of the previous parameter and makes clear how many index patients were present in each patient group, as determined by user input. “Hygiene %” represents the percentage that HCW will comply with hygiene standards, as determined by user input. Finally, “Average time steps to full infection” represents the amount of time that it took for the entire network to become infected. That is, the amount of time it took for all patient groups to have no longer have a healthy patient. This way, the average time to full infection is analogous with the rate at which an HAI is spreading across all patients in the total network. Chart 1: Average time steps to full infection for a single patient group with varying levels of capacity and hygiene compliance. 109 Interestingly, as the number of available HCW resources increases, and as a result the number of patient groups increases, the transmission rate of the HAI tends to increase dramatically with each available resource. Specifically, if the number of resources is doubled, it seems that the average time to full infection is cut in half. This can be clearly seen in Table 1. For example, consider the simulation run in which there was only one patient group with 50 patients and a hygiene compliance of 25%. The average time to full infection for this particular simulation was 846.35 time steps. Now consider the simulation that has similar parameters, except with double the patient groups (or double the available resources). This would be the simulation with 2 patient groups, 50 patients, and a hygiene compliance of 25%. In that particular simulation, the average time to full infection was 483.85 time steps, which is roughly half of what was seen with only one patient group. Similar data emerge for the same scenario with hygiene compliance ratings of 50% and 75%. Taking on this representation of spread rate, a higher average time to full infection signifies a lower rate of infection spread. If more time was required to infect all patients, the infection must have been spreading slower than a simulation which had a lower average time to full infection. Using this approach, IV. DISCUSSION As expected, the average time to full infection was generally lower for simulation runs that had lower hygiene compliance, as the HAI spread was not prevented by a high frequency of hand washing and other best-practice measures. Paired with this, the average time to full infection was also lower when the total patient count was low. This makes sense, as fewer patients would take less time to infect than a large number of patients. These observations tend to support the hypothesis that greater hygiene compliance generally leads to lower rates of HAI transmission. Chart 1 emphasizes this concept, showing that as the size of a network or individual patient group increases, greater hygiene compliance can have an increasing an exponential effect on the transmission rate. Patient Groups # of Patients # of Index Patients # Index Patients Per Group Hygiene % 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 4 4 4 50 50 50 100 100 100 200 200 200 50 50 50 100 100 100 200 200 200 2 2 2 4 4 4 8 8 8 2 2 2 4 4 4 8 8 8 2 2 2 4 4 4 8 8 8 1 1 1 2 2 2 2 2 2 25 50 75 25 50 75 25 50 75 25 50 75 25 50 75 25 50 75 Table 1: Average time steps to full network infection for varying inputs. Averages represent the average number of time steps over 20 runs. 110 Average time steps to full infection 846.35 1414.30 3066.30 1830.95 3056.30 6272.05 4653.85 6507.90 13637.85 483.85 796.95 1494.90 969.25 1427.90 2953.50 1101.20 1817.00 3424.65 These observations seem to suggest that adding more available resources to the network actually heightens the rate at which the HAI is spread throughout the network of all patients. Because of the way the model behaves, for each available resource the total network is split into subsets of near-equal patient groups. Since each HCW is dedicated to its own network, and since the assumption is held that all patient groups are nearly equal in every way (capacity, index patient count, and only a single HCW) it would make sense that the rate of HAI transmission would become a parallel process within the total network. In such a case, each patient group acts as its own isolated total network since no HCW or patients can neither enter nor exit a patient group at any time. If each patient group is considered to be a parallel process within the total network, it would then follow that the average time to full infection for the network as a whole would roughly become the average time to full infection of the individual patient groups within the network. networks that have not been broken into many patient groups. As a large network is split into more and more homogeneous patient groups, the spread of infection is made parallel by each group and increases dramatically across the network as a whole. Results obtained in these experiments show promising effects of high hygiene compliance and can be examined further once HHS publishes their goal metrics in 2013. Until then, medical facilities can use these results to understand what patient network architectures should not be used when attempting to prevent or stop the spread of infection. That is, homogeneous patient groups that each contains at least one or more initial index patients should generally be avoided. VI. FUTURE WORK AND EXTENSIONS Admittedly, the model used in these experiments behaves rather simply and makes many assumptions about the state and topology of the complete patient network. Given more time and further resources, these assumptions could have been improved to reflect real data and scenarios. Despite these assumptions, the model builds a good foundation to additions and improvements. The network topology that is assumed in the model could be made more realistic by making the patient groups heterogeneous. In a real setting, HCW may not all be assigned patient groups with equal capacity. Furthermore, one patient group may actually have multiple HCW allocated to it, while another may only have one HCW. Furthermore and most importantly, different patient groups may contain a wide range of index patients carrying a HAI. Some groups may not even have an index patient. Such network characteristics would have been difficult to model under the conditions of this experiment, as the average time to full infection for the network as a whole would simply approach infinite if any one patient group contained no index patients. Heterogeneous patient groups would more closely resemble real scenarios and could be modeled assuming alternative metrics are being collected. Additionally, an interesting yet complex extension of this model might vary the virulence parameter and see how different levels of virulence may impact the transmission rate. This parameter could also be used to model specific HAI where strong data exists to suggest that a generally known virulence rate can be used. Finally, it would be interesting to examine strategies for prevention of HAI transmission as the simulation progresses. Dynamic patient groups and patient networks would lend themselves nicely to developing a model that Much like Amdahl’s Law postulates that the speedup of a processor is directly related to the amount of the program that can be made parallel and the number of parallel processors that are available, the increase in HAI transmission is directly related to the total number of patients and the number of patient groups they are split into (the patient groups act like parallel processors, increasing the speed of transmission within the network as a whole). V. CONCLUSION As the US Department of Health and Human Services continues with their nine-point action plan to reduce the occurrence of HAI in American medical facilities, the importance of studying and understanding means of prevention and factors of transmission is constantly apparent. Thousands of deaths yearly and millions of dollars could be saved by identifying strategies and practices that reduce transmission rates among patients. Most notably, rates of hygienic compliance have been targeted as being vital to the reduction of HAI transmission, especially within larger patient networks. The vital nature of hygiene compliance was modeled in NetLogo using a network of patients that was split into equal parts according to the availability of healthcare workers. Each subset was assigned the same number of index patients, which are assumed to have an infection from the start. Varying the degrees of HCW availability as well as the hygiene compliance by HCW showed that greater hygiene compliance can have promising returns on reducing the rate of HAI transmission in large patient 111 adapts to newly acquired infections and strategically forms alternative groups based on current HCW availability and number of infected patients. Such an approach could consist of a quarantine-like strategy for prevention and eventual eradication of the HAI during the simulation. REFERENCES [1] US Department of Health and Human Services, (n.d.). About hhs. Retrieved from website: http://www.hhs.gov/about/ [2] US Department of Health and Human Services, (2011).Central line associated bloodstream infection (clabsi). Retrieved from website: http://www.hhs.gov/ash/initiatives/hai/actionplan/clabsi2011.pdf [3] Center for Disease Control and Prevention, (2012).Clostridium difficile infection. Retrieved from website: http://www.cdc.gov/hai/organisms/cdiff/cdiff_infect.html [4] Center for Disease Control and Prevention, (2012).Patients: Clostridium difficile infection. Retrieved from website: http://www.cdc.gov/hai/organisms/cdiff/Cdiff-patient.html [5] US Department of Health and Human Services, (n.d.).National targets and metrics. Retrieved from website: http://www.hhs.gov/ash/initiatives/hai/nationaltargets/index.htm l [6] Keeling, M. 2005. The implications of network structure for epidemic dynamics. Theoretical Population Biology 67:1-8. [7] Barnes, S., Golden, B., & Wasil, E. (2010). A dynamic patient network model of hospital-acquired infections. Proceedings of the 2010 winter simulation conference. [8] Curtis, L.T. 2008. Prevention of hospital-acquired infections: a review of non-pharmacological interventions. Journal of Hospital Infection 69(3):204-219. 112