Project no. 231200 QLectives QLectives – Socially Intelligent Systems for Quality Instrument: Large-scale integrating project (IP) Programme: FP7-ICT Deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Submission date: 2012-01-31 Start date of project: 2009-03-01 months Duration: 48 Organisation name of lead contractor for this deliverable: University of Warsaw Project co-funded by the European Commission within the Seventh Framework Programme (2007-2013) Dissemination Level PU Public x PP Restricted to other programme participants (including the Commission Services) RE Restricted to a group specified by the consortium (including the Commission Services) CO Confidential, only for members of the consortium (including the Commission Services) i DOCUMENT INFORMATION 1.1 Author(s) Author Organisation E-mail Michal Ziembowicz University of Warsaw ziembowicz@gmail.com 1.2 Other contributors Name Organisation E-mail Andrzej Nowak University of Warsaw nowak@fau.edu Wieslaw Bartkowski University of Warsaw wieslaw.bartkowski@psych.uw.pl Thomas Grund ETH Zurich thomas.grund@gess.ethz.ch Nigel Gilbert University of Surrey n.gilbert@surrey.ac.uk Alastair Gill University of Surrey a.gill@surrey.ac.uk Maria Xenitidou University of Surrey m.xenitidou@surrey.ac.uk Matus Medo University of Fribourg matus.medo@unifr.ch 1.3 Document history Version# Date Change V0.1 Starting version, template V0.2 01 September, 2011 First draft V0.3 30 September, 2011 First final version V1.0 30 January, 2012 Approved version to be submitted to EU 1.4 Document data Keywords Simulational models, social influence, reputation, trust, cooperation Editor address data ziembowicz@gmail.com Delivery date 31 January, 2012 ii 1.5 Distribution list Date Issue E-mail Consortium members Project officer EC archive iii QLectives Consortium This document is part of a research project funded by the ICT Programme of the Commission of the European Communities as grant number ICT-2009-231200 . University of Surrey (Coordinator) Department of Sociology/Centre for Research in Social Simulation Guildford GU2 7XH Surrey United Kingdom Contact person: Prof. Nigel Gilbert E-mail: n.gilbert@surrey.ac.uk University of Fribourg Department of Physics Fribourg 1700 Switzerland Contact person: Prof. Yi-Cheng Zhang E-mail: yi-cheng.zhang@unifr.ch University of Warsaw Faculty of Psychology Warsaw 00927, Poland Contact Person: Prof. Andrzej Nowak E-mail: nowak@fau.edu Technical University of Delft Department of Software Technology Delft, 2628 CN Netherlands Contact Person: Dr Johan Pouwelse E-mail: j.a.pouwelse@tudelft.nl Centre National de la Recherche Scientifique, CNRS Paris 75006, France Contact person : Dr. Camille ROTH E-mail: camille.roth@polytechnique.edu ETH Zurich Chair of Sociology, in particular Modelling and Simulation, Zurich, CH-8092 Switzerland Contact person: Prof. Dirk Helbing E-mail: dhelbing@ethz.ch Institut für Rundfunktechnik GmbH Munich 80939 Germany Contact person: Dr. Christoph Dosch E-mail: dosch@irt.de University of Szeged MTA-SZTE Research Group on Artificial Intelligence Szeged 6720, Hungary Contact person: Dr Mark Jelasity E-mail: jelasity@inf.u-szeged.hu iv QLectives introduction QLectives is a project bringing together top social modelers, peer-to-peer engineers and physicists to design and deploy next generation self-organising socially intelligent information systems. The project aims to combine three recent trends within information systems: Social networks - in which people link to others over the Internet to gain value and facilitate collaboration Peer production - in which people collectively produce informational products and experiences without traditional hierarchies or market incentives Peer-to-Peer systems - in which software clients running on user machines distribute media and other information without a central server or administrative control QLectives aims to bring these together to form Quality Collectives, i.e. functional decentralised communities that self-organise and self-maintain for the benefit of the people who comprise them. We aim to generate theory at the social level, design algorithms and deploy prototypes targeted towards two application domains: QMedia - an interactive peer-to-peer media distribution system (including live streaming), providing fully distributed social filtering and recommendation for quality QScience - a distributed platform for scientists allowing them to locate or form new communities and quality reviewing mechanisms, which are transparent and promote The approach of the QLectives project is unique in that it brings together a highly inter-disciplinary team applied to specific real world problems. The project applies a scientific approach to research by formulating theories, applying them to real systems and then performing detailed measurements of system and user behaviour to validate or modify our theories if necessary. The two applications will be based on two existing user communities comprising several thousand people - so-called "Living labs", media sharing community tribler.org; and the scientific collaboration forum EconoPhysi v Spis treści Introduction................................................................................................................................................... 1 Psychological models of social influence based on trust (University of Warsaw) ............................... 3 Review of literature ............................................................................................................................... 3 Petty & Cacioppo’s Elaboration Likelihood Model (ELM) ..................................................................... 4 Kruglanski’s Unimodel .......................................................................................................................... 5 Nowak & Latanés’s dynamical social impact theory ............................................................................. 6 Simulational model (University of Warsaw) ..................................................................................... 8 Background............................................................................................................................................ 8 Baseline model .................................................................................................................................... 10 Model using the Dynamic Theory of Social Impact ............................................................................. 10 Model of relational aspects of trust .................................................................................................... 14 Model based on small-world network ................................................................................................ 19 Punishment-driven cooperation and social cohesion among greedy individuals (ETH Zurich) .......... 22 Punishment and spacial structure ....................................................................................................... 22 Migration and greediness.................................................................................................................... 23 Brief introduction to analytical models for trust and reputation (University of Surrey, University of Fribourg) ...................................................................................................................................... 25 Trust, Reputation and Quality in QScience – theoretical foundation (University of Surrey) ............. 27 Definition of the terms and their relationship: ................................................................................... 27 Egocentric network ....................................................................................................................... 27 Quality ................................................................................................................................................. 28 Reputation ........................................................................................................................................... 28 Integration with other apps ................................................................................................................ 29 Trust, Reputation and Quality in QScience (University of Fribourg) ................................................ 30 QScience network................................................................................................................................ 30 Definition and Interrelation of Trust, Reputation and Quality ............................................................ 30 Evaluation ............................................................................................................................................ 32 References ................................................................................................................................... 33 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Introduction The aim of WP 1.2.1 was to explore the role of trust and social influence in information diffusion and its interpretation. Specifically the work focused on the novel models of agency and social structure for trust and cooperation as it was stated in the deliverable D1.2.1. Four partners were involved in the workpackage: University of Warsaw (further: UWAR, the WP’s leader), University of Surrey (further: UniS), University of Fribourg (further: UniF) and ETH Zurich (further: ETH). Each partner concentrated on a different aspect of the research and their actions were coordinated during meetings and reciprocal visits. The theoretical foundations for the psychologically plausible models of agency were researched by UWAR providing an extensive set of references. Several models of influence were reviewed (e.g. Elaboration Likelihood Model and Unimodel) and some common features were identified. According to psychological research social influence phenomenon in general can be divided into two processes: the informational or cognitive influence based on consciously applied strategies and the normative or peripheral social influence driven by socially relevant heuristics, mostly implicit in nature. Further the Nowak and Latanee’s dynamical social impact theory is presented. In contrast to classic theories that regard the process of influence from individual perspective, it is relates to the structural features of social groups. Two factors are identified as moderators of the influence process: issue importance and trust. The first changes the dynamics of information integration process and the second can be translated to the strength of connection between two individuals. The theoretical research conducted by UWAR led to the development of a simulational model of information processing and the functioning optimization of social groups. The agents form a network where link’s weights are defined by the level of trust. The network is embedded in an environment that provide localized information that is being assessed by the agents. The result show that depending on the level of signal-to-noise ratio that is responsible for the quality of information people either rely on the opinions of others or use their own knowledge. Whereas UWAR’s contribution concentrates on group information processing dynamics, the work of ETH focuses on social mechanisms that promote cooperation among greedy individuals in the environment of a public goods game. In a series of simulations the factors are identified that lead to the development of cooperation in social groups. First set of factors is related to agents strategy. Along with traditional cooperation/defection division two new strategies ore introduced, namely a “punishing cooperator” and a “punishing defector”. The two different punishment strategies lead to different dynamics. Further research builds up on the initial findings introducing the strategies mutations, the spatial constraints to the number of interaction partners and finally providing agents with the mobility (i.e. possibility to choose interaction partners). The model proves that moderate greediness favors social cohesion by a coevolution between cooperation and spatial organization. The insights provide by UWAR’s and ETH’s research served as inspiration for the work done by UniS and UniF. UniS proposed a model of QScience – a platform being implemented within the Qlectives project. The model concentrates on the users of QScience, referred to as “ego”, and their interactions with other aasdasdasdasdasdasdausers as well as objects (i.e. scientific papers). The nodes within the ego network 1 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation may be created, categorized and ranked by the user based on frequency of interaction, recency of interaction and reputation. Users can rate how much trust they place in each other based on their comments, interactions and quality judgments. The overall trust together with the quality of objects owned by an ego and the amount of interactions an ego makes define reputation of each user. The platform, as it is planned, will enable the user to rate quality of documents with regard to the usability of each one of them in given contexts, while the subject was performing diverse tasks. The ratings will be aggregated within the user’s overall ego network, with the ratings of the closer nodes having more weight than the further ones. The list of rated objects will be searchable on many specific dimensions. How to integrate QScience platform with other useful applications is still under question. Possible solutions are pointed to in the report. Based on the assumptions proposed by UniS a simulational model was built by UniF. The system is represented in the form of a network where nodes represent users endowed with reputation scores and objects characterized by quality scores. Weighted links represent different interactions between two kinds of nodes (e.g. authoring, rating, commenting, uploading or downloading papers etc.) . Quality of objects develop through interaction and the formation of consensus in a group and is interlocked with reputation that represents the general opinion of the community towards a user. Trust relations are either derived from overlaps of users' interests and evaluations or can be specified by the users manually. The results show that given sufficient number of skilled users, the model is able to discern users with high ability values and items with high quality In the following pages the contributions of each partner are presented in detail. 2 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Psychological models of social influence based on trust (University of Warsaw) Review of literature Social psychology can be adequately summarized as the science about social impact. G. W. Allport (1968) delineated the focus of social psychology as “an attempt to understand… how the thought, feeling, and behavior of the individual are influenced by the actual, imagined or implied presence of others”. Throughout socialization and in adult life, people are continuously exposed to pressures originating in their social environment. Every single social encounter is an arena of mutual influence between interaction partners. Social influence is deeply embedded in every aspect of interpersonal functioning. This fact can explain the multitude of contexts in which this term has been evoked. Incarnations of social influence mechanisms form central issues in social psychology: conformity (Asch, 1956), attitude change (e.g. McGuire, 1985; Sherif, Sherif & Nebergall, 1965), persuasion (Petty & Cacioppo, 1986), obedience to authority (Milgram, 1974), social power (French & Raven, 1959) and many more (c.f. Cialdini, 2001; Nowak, Vallacher & Miller, 2003; Wojciszke, 2000). Social influence forms the basis of coordinated social action, group formation and social bonding in general (Grzelak & Nowak, 2000). Traditionally, two basic psychological needs are distinguished that motivate people to be subject to external guidance. They have been originally proposed by Deutsch and Gerard in their Dual Process Theory (1955). The first one, informational social influence, relates to the need to be right – to possess appropriate information or be able to react adequately to the circumstances. Informational influence occurs especially when the situation is ambiguous or when the person is not provided with enough information to form opinion on her own (a famous example of this phenomena is Sherif’s experiment on autokinetic effect, 1936). The other type of influence, normative social influence, is driven by the need to be liked and accepted by the group of reference. Deviation from the established group norm may result in rejection and ostracism. This threat motivates individuals to comply with majority even if their private opinion is different (Asch’s line-judgment conformity experiments, 1956). Another customary typology of social influence relates to the extent with which new information is accepted by the target of persuasive attempts (Kelman, 1958). Compliance occurs when person accepts influence from the external source in order to gain a reward or avoid a punishment but does not necessarily internalize the imposed norm. Identification describes the process of attitude modification in order to become similar to an admired authority. The deepest acceptance of social impact is internalization, where the change in beliefs is motivated by the true, intrinsic conviction that the persuasive information is correct. Central to the study of social influence are the conditions in which people are likely to change their behavior or internal state in response to the external information or norm. The study of social influence has been in large part the study of mechanisms of social power and control. The conditions in which the persuasion attempt is successful have been discussed from the perspective of the influence agent - the one that exerts power, manipulates other people’s behavior, introduces attitude change (c.f. Cialdini, 3 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation 2001; Doliński, 2005). The influence agent is equipped with a set of persuasive techniques that help to maximize the probability of successful persuasion. The most renown recapitulation of persuasive techniques was provided by R. Cialdini in his book “Influence. Theory and practice” (2001; see also: Cialdini & Goldstein, 2004). He enumerated six rules or ‘weapons’ of effective social influence and provided convincing examples of experiments that used these rules. The first collection of influence techniques is based on the norm of reciprocation – the rule to compensate others for what was acquired from them. The norm of reciprocation is one of the most pervasive rules of social coexistence. The second large group of techniques referred to “consistency and commitment” - motivation to maintain former behaviors and commitments. This rule is illustrated by the famous foot-in-the-door technique (Freedman & Fraser, 1966). The next rule – the rule of social proof – affirms that, in ambiguous situations, people are likely imitate what other people are doing – especially when the same is being done by many people (e.g. Milgram, Bickman & Berkowitz, 1969). Autority rule asserts that people tend to obey authority figures as exemplified by Milgram’s experiment on obedience (1974). Scarcity rule, often employed by salesmen, rests on limited availability of an offer which urges customers to buy. Finally, liking rule states that we more often comply with a request of a person that we like or admire. The success of the source of influence is measured by the magnitude of social impact and malleability of people’s perceptions of an object of persuasion. This standpoint is incited by the logic of market economy, where consumers’ attitudes are the object of a running battle between brands (c.f. Wojciszke, 2000). Both politicians and sellers are interested in convincing their recipients. Social psychology responds to this demand. (In extreme cases, social influence mechanisms are presented in the form of straightforward ‘tips and tricks’ useful in persuading potential targets.) Petty & Cacioppo’s Elaboration Likelihood Model (ELM) One of the most influential models of attitude change is Elaboration Likelihood Model (ELM) proposed by Petty and Cacioppo (1981, 1986). Central to this model is the "elaboration continuum", which ranges from low elaboration (low thought) to high elaboration (high thought). The ELM distinguishes between two routes to persuasion: the "central route," where a subject considers an idea logically, and the "peripheral route," in which the audience uses preexisting ideas and superficial qualities to be persuaded. In the main postulate of the ELM model authors agree with Festinger (1950), who points out that “people are motivated to hold correct attitudes”. According to Festinger (1954) “we would expect to observe behavior on the part of persons which enables them to ascertain whether or not their opinions are correct”. The main source of evaluation of opinion’s correctness are other people involved in the social comparison mechanisms (Festinger, 1954). The influence of other people is elaborated by people and the amount as well as nature of this elaboration is moderated by individual and situational factors. The extent of the elaboration received by a message can be viewed as a continuum going from no thought about the issue-relevant information presented to complete elaboration of every argument. The likelihood of elaboration is determined by person’s motivation and ability to evaluate the information (Petty & Cacioppo, 1986). At the high end of 4 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation the elaboration continuum following theoretical approaches to attitude change can be found: inoculation theory (McGuire, 1964), cognitive response theory (Greenwald, 1968; Petty, Ostrom & Brock, 1981), information integration theory (Anderson, 1981) and the theory of reasoned action (Ajzen & Fishbain, 1980). At the other end the theories based of affective cues or various persuasion rules and heuristics can be found. The fundamental examples of the former kind are: classical conditioning (Staats & Staats, 1958) and mere exposure effect (Zajonc, 1968). In the situations where no affective cues are available people still are able to form judgments without the scrutiny of issue-relevant arguments. The evaluation can be based on one’s own behavior (self-perception theory – Bem, 1972), rules learned from past experience (heuristic model of persuasion – Chaiken, 1980), message’s position relative to one’s own opinion (social judgment theory – Sherif & Sherif, 1967), consistency (balance theory – Heider, 1946) or certain attributional principles (Kelley, 1967). Each of the above theories states that certain non-central features of a given topic are sufficient to form an attitude without the analysis of issuerelated arguments. The two ends of the elaboration continuum relate to the two routes of persuasion. Central route processes are those that require a great deal of thought, and therefore are likely to predominate under conditions that promote high elaboration e.g. a person is presented with high quality arguments and has high motivation connected with the issue (Petty & Cacioppo, 1986). Peripheral route processes, on the other hand, often rely on environmental characteristics of the message, like the perceived credibility of the source (Heesacker, Petty & Cacioppo, 1984), the attractiveness of the source (Maddux & Rogers, 1980), or the catchy slogan that contains the message (Petty & Cacioppo, 1986). The choice of the route is based on the motivation and ability to process the message. High motivation or ability lead to higher likelihood of central route of information processing whereas low values of these factors result in choosing the peripheral route. The most important motivational variable is the personal relevance of the subject. Personal relevance occurs when people expect the issue “to have significant consequences for their own lives“ (Apsler & Sears, 1968). Very close to personal relevance is the personal responsibility and accountability (Latané, Williams, Harkin, 1977). Another motivational factor is “need for cognition” (Cohen, Stotland & Wolfe, 1955). People high in need for cognition enjoy relatively effortful cognitive tasks even in the absence of feedback or reward (Cacioppo & Petty, 1982). The ability related variables include distraction and repetition of the message. Distraction results in higher cognitive load which disrupts the thoughts that would normally be elicited by the message. It is crucial in the situations when a person has a high motivation and is otherwise able to process the message but is relatively unimportant in the case of low motivation (Petty & Brock, 1981). Distraction leads to higher likelihood of choosing the peripheral route. Repetition is more complicated in nature. On one hand it can lead to higher liking regardless of the message content (mere exposure effect – Zajonc, 1968) however on the other hand it enhances the possibility to consider the implications of the message content in a more objective way. It may also result in boredom and reactance decreasing the message acceptance (Petty & Cacioppo, 1986). Kruglanski’s Unimodel 5 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation An alternative to Elaboration Likelihood Model was proposed by Kruglanski and Thompson (1999) by the name of “Unimodel”. In contrast to ELM it suggests that two distinct information inputs – “cues and message arguments – should be subsumed as special cases of the more abstract category of persuasive evidence”. "The two persuasion types share a fundamental similarity in that both are mediated by ifthen, or syllogistic, reasoning leading from evidence to a conclusion" (Kruglanski & Thompson, 1999). The persuasion Unimodel is based on the Lay Epistemic Theory (LET) of the processes governing the formation of subjective knowledge (Kruglanski, 1989). “According to LET, evidence refers to information relevant to a conclusion. Relevance, in turn, implies a prior linkage between general categories such that affirmation of one in a specific case (observation of the evidence) affects one’s belief in the other (e.g., warrants the conclusion). Such a linkage is assumed to be mentally represented in the knower’s mind, and it constitutes a premise to which he or she subscribes” (Kruglanski & Thompson, 1999). In other words the persuasion process takes place in the mind of the person being persuaded. The information sources may vary yet they all converge on the conclusion stated in form of a simple syllogism (if-then). In line with ELM, the Unimodel assumes an impact of motivation and ability on the processing of persuasive information however it treats them in a slightly different manner. Based on the motivation level and the cognitive capacity of a person more or less information can be processed. In the lowmotivation situation only short and easy to process information enters the mind and takes part in forming the evidence. In contrast, when the motivation and capacity is higher a more elaborative process is possible based on more complicated material. Not only the sheer amount of motivation but its kind is important in seeking information and forming a conclusion. An individual trying to crystallize a judgment on some issue may desire accuracy and confidence on the topic. However, the relative weight given these two epistemic properties may vary, often outside the individual’s awareness (Austin & Vancouver, 1996). The greater the proportional weight assigned to confidence or assurance as such, the stronger the individual’s motivation for nonspecific cognitive closure (Kruglanski & Webster, 1996). In contrast, the greater the proportional weight assigned to accuracy per se, the stronger will be the individual’s tendency to avoid closure and remain open-minded. Nowak & Latanés’s dynamical social impact theory Latané’s (1981) theory of social impact specifies that people are influenced by others according to their number, strength and immediacy. Number refers the number of people exerting influence, with higher numbers of people exerting stronger influence, but in such a way that as numbers grow, the influence of each additional person decreases. Strength refers to the persuasive strength of a person, which can depend on status, power, importance, intensity, etc. Immediacy is the closeness of another person in (social) space or time, with influence decreasing exponentially as distance increases. The total amount of influence or impact on a person is a multiplicative function of those three factors. This theory provides deep insight in how individual people are influenced by their social environment, but people at the same time exert influence on their environment as well. The interactive nature of the relationship between individuals and their environment cannot be captured by this theory in the way it was originally formulated, so Nowak, Szamrej and Latané (1990) expanded it into the dynamic theory of social impact. By formalizing the original micro-level theory and subjecting it to a series of computer simulations they have been able to show how from the interaction of individuals macrolevel properties 6 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation emerge in the form of structuring of social space. Their simulations on opinion formation has provided insight in how polarization of opinions evolves over time, why at some point an equilibrium is reached in the society and how it is possible for minorities with defiant opinions to survive in the midst of a majority group with an opposing opinion. Because of the decreasing influence with increasing immediacy localized pockets or clusters of people with similar opinion appear rather than a scattered pattern or random mix of people with differing opinions. Although people are highly sensitive to the majority opinion due to their numerical superiority, minority clusters can survive if they are clustered around people with high strength. Because of the strength of an “opinion leader”, “followers” can be prevented to succumb to the pressure of the larger number of the majority as long as this strength outweighs the influence by numbers. 7 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Simulational model (University of Warsaw) Background Trust is one of the basic regulatory mechanisms in any social relation. It enables individuals to differentiate their social interactions – from intimate ones through close relations to formal links. The level of trust in a relationship determines the types of social processes that can be enacted on it; in distant relations characterized by low trust individuals transmit information while in intimate, highly trusted relationships they share emotions and are willing to commit resources without reciprocation. Trust is believed to be a lubricant in social interactions that enables smooth operation of the gears of social systems. We propose that a trust-based mechanism performs an important function in optimization of functioning of social groups and societies. In this view, trust regulates how much weight is put to each individual, so the information coming from more credible individuals is weighted more, and the information coming from less trusted individuals is weighted less. Changes of trust provide important mechanism for selforganization of social systems. Rules used by individuals to increase or decrease trust toward specific others result in the increase of average quality of information they receive, and in the group level in more accurate functioning of the group. The goal of our simulations was to check what is the effect of different sets of rules of changing trust on the level of individuals on the quality of information in social groups. Our aim is to demonstrate that trust improves the quality of information on the group level, and to check which of several plausible sets of rules for updating trust is most effective in increasing the quality of information in the group. Two main ideas underlie our simulations. First, individuals differ in their ability to gather correct information. Incorrect information may be represented as noise added to the correct value. We assume in our simulations that each individual is characterized by a specific value of noise. The lower level of noise, the more correct is the information this individual receives. Thus individuals characterized by low level of noise have a good sense of what is happening around them. They represent trustworthy sources of information. Individuals characterized by high values of noise, in contrast, get low quality information; one should not rely on information from them. Second, we assume locality of information, the accuracy of information often is a local phenomenon. Information that is true in one location may be false in another location. The information “it rains” is true in some locations and false in others. We are therefore most interested in how trust relations are formed and updated when information is local, and its accuracy depends on location. In general, these individuals should be trusted or are located nearby and have high quality information. We can explain the general idea using the example of assessing the temperature. The prototype situation our simulations are that the temperature varies smoothly between different locations. Each individual is equipped with a sensor that measures the temperature. Sensors differ vastly in their quality, some produce much higher errors than others. Individuals have to report their estimates of the temperature. Before reporting they can ask others for their estimates. This situation is repeated many times. After each estimate, the individual can upgrade 8 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation their trust toward each individual who has sent an estimate. Individuals increase trust toward others who provides accurate information and decreases trust toward those who provide inaccurate information. The exact rules differ between different models. We measure the average error in reporting the temperature. We have used temperature for the clarity of explanation of our example. The same model, however, may be interpreted as the model of assessment which news items are of most interest for newspapers readers, what are the prices of houses, what is the local economic situation; in general, any information that is of local character. In our simulations individuals are placed in two-dimensional space. For several random places in the space a temperature is chosen at random. Then the temperature is either smoothly varied between these places, or is assumed to hold at a constant value in some distance form these locations. In each case, nearby locations have similar (or identical) temperature. Each individual assesses the temperature by reading own sensor. The readings of the sensor are: the local temperature plus random value multiplied by the noise level characteristic for the individual. Then the individual receives information from others to whom he or she is connected. Own judgment is corrected by taking into account information received from others. Weighting of information depends on the level of trust toward the source of information. Depending on the model after each round of simulation trust toward each individual may be updated using rules specified by the model. As the first network model we have adopted an unweighted hierarchical network in which the strength of each link is 1. The network is constructed recursively in the following way. In the first step k nodes, where k is from the interval (<GrMin;GrMax> are generated. These nodes are connected by links with the probability of any two nodes been connected is equal to EdgeProb. Then in each step of the generation process each node is divided into a cluster of kconnected nodes, where k is from the interval <GrMin;GrMax> . Each node is connected with probability EdgeProb to other nodes in the cluster. Random nodes inherit the connection from the higher level. This process is repeated iteratively in each step of the generation process. After the network structure is constructed, the strength of each node is randomly generated from a uniform distribution. In our simulation we assumed GrMin =3, GrMax = and p=.7 We have used 4 recursion steps resulting in approximately 500 nodes. We have used graph visualization algorithm to locate the nodes in 2-D space. The resulting network has similar properties to a small world network. Individuals are most frequently connected to others located nearby, and the probability of connections decreases with the distance in the 2-D space. In the first set of simulations the temperature of the environment was set only once. Two temperature zones were used where the left side of the screen was characterized y low temperature, and the right side by the high temperature. Color of the background visualizes the temperature. Simulation were run for 10 steps. In each step every individual read the value of own sensor, broadcasted this value to other connected individuals (if there were interactions), received the information from other connected individuals, and corrected own judgment. Then the trust was updated. Own updated judgment was used as a criterion for updating the credibility of others. The accuracy of judgments of individuals changed 9 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation noticeably in the first few steps and then stabilized. In the first set of simulations smooth transitions of temperature were used. Baseline model To establish the baseline a model with no interactions between individuals was run. Figure 1 shows the judgments of individuals. The color of the background represents the temperature of the environment. Each circle corresponds to an individual. The color of circles represents the judgment of individuals. The size of the circles represents initial credibility or trustworthiness of individuals (which does not affect the dynamics of simulations in this model). Figure 1. PODPIS As we can see the average error with no interactions is approximately 0.15. This value reflects the average setting of noise of the sensors of the individuals. Since there are no interactions and trust is not updated, the accuracy of judgments stay constant during the simulation and the error after 10 simulation steps is identical to the first step. Model using the Dynamic Theory of Social Impact As the second model we have adopted the model of Dynamic Theory of Social Impact. The impact specifies that the influence of the group of sources on a target is a cumulative function of the influence of individuals where: hk - impact of opinion k s - strength 10 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation d - distance We are using an unweighted network in this set of simulations, so the distance to each of the neighbors is 1 and the influence on the target is the sum of influences weighed by the trustworthiness of individuals. We should note, however, that the structure of the hierarchical network we are using conforms to the assumptions of the Dynamical Social Impact model. Individuals are most densely connected to nearby individuals and thus receive most influence from nearby individuals, the amount of information received decreases with distance. Figure 2a. Initial judgments of individuals, before interactions. When the judgments are based only on the readings of own sensors the average error is .15. There is a an abrupt change in judgments with the change of temperature. There is no local clustering of judgments. Figure 2b. Final judgment using where the influence from others follows a Dynamical Social Impact formula 11 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation The average error at the end of simulation, after 10 steps is approximately .1, which is .5 lower than the error without social interactions. We can also see in the figure 2b, strong clustering of judgments, individuals located nearby issue similar judgments. Judgments of those who are located near the line of temperature change reflect influences for both temperature zones and thus tend to be close to the average temperature of both zones. For this subset of individuals social influence may lead to increase in error. Using information from others, who live in a different environment, to update own judgment may increase the error of judgments. Overall increase in accuracy in the model of Dynamic Social Impact is possible because the structure of links results in locality of influence, so most influence is achieved from others in nearby locations, who are just likely to be exposed to the same conditions. To test the hypothesis of locality, in the third simulation we have used a fully connected network (all individual are interlined). In such a network there is no locality. Figure 3 shows the final judgments in a densely connected network. Figure 3. Final judgments in a fully connected network The final judgments unified, after 10 simulation steps, by converging on the mean value. The average error of individuals has dramatically increased. If the information depends on the location, and the structure of contacts does not preserve locality, social influence is likely to lead to large increase of error. This is because, even if the judgment of the other is correct, it reflects local conditions in the locations of the others, which are likely to be different from the locations of the subject. In conclusion, in the model of Dynamic Social Impact, the influence from others is likely to improve the accuracy of judgment by weighting the most information coming from nearby individuals. In the original model, the locality is guaranteed by dividing the influence of a source of influence by the square of the distance between the source and the target of influence. In the unweighted social network model social influence leads to increase in correctness if the distance dictates the structure of connections, i.e. individuals are most strongly connected to others located in physical proximity. There is strong empirical evidence showing that the frequency of contacts decreases with the square of the distance (Latane, 12 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Nowak, L’Herrou 1995). In a densely connected network, however, the target of influence is connected to all the sources, regardless of the distance. If the information has local character, the influence from others is likely to lead to an increase in error. In the simulations based on the model of dynamical social impact, described above, the influence of other individuals and their individual characteristics did not change in time. In the simulations described below we investigate how the change in trustworthiness affects the error of judgments of individuals. The simulations run for 10 rounds. In each round individuals updated the credibility of their sources of information. If the information coming from an individual differed less than the criterion the trust was increased. If the difference was larger, the credibility of the individual was decreased by a small constant. The total change of credibility of a source in each simulation step was equal to the sum of changes introduced by the targets of influence. Since the trust of a source was the same to all the individuals in this model it amounted to reputation. The figures 4a and 4b below show typical change of judgments and trust in the course of simulations. Figure 4a TRUST model, the configuration of opinions after the first simulation step. 13 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Figure 4b TRUST model, Configuration of opinions after 10th simulation step Trust Step # 10 error 0,0667 As we can see in the figures 4a and 4b below, changing trust resulted in the reduction of error from .15 to .067, The error was reduced in more than half. As we can see in the picture 4b, the lowest credibility is assigned to the individuals located in the border dividing the two zones of information. These individuals also make the largest error. This happens because these individuals receive most conflicting information from others. Trying to integrate the information they get from others they end up with judgments that average information coming from two very different environments. This is information is far from being correct in each of the environments, so others decrease the perceived credibility of those located near the division of the two information zones. Minimizing the influence from these individuals by assigning them lower credibility increases the correctness of the average judgments of the individuals in the group. The line of low credibility individuals effectively creates a barrier to the flow of information between the two zones. Blocking misleading information effectively increases correctness of the judgment. Model of relational aspects of trust The next model explores relational aspects of trust. I this view, trust is a property of the relationship between individuals, rather than a credibility of an individual. In the weight lining model we assumed, trust can be portrayed as the strength of the link between individuals rather that the credibility of a individual that is perceived in the same way by others. In the simulation, after issuing their judgments each individual changes his or her estimate of how much to trust each source of information. It is represented as changing the strength of the relationship between two individuals. The figures 5a nd 5b show the distribution of opinions at the first and the 10th step of the simulation. 14 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Figure 5a Distribution of judgment and trust after the first step of the simulation Link Weight Step # 1 error 0,1527 Figure 5b Distribution of judgment and trust after the 10th step of the simulation Link Weight Step # 10 error 0,1188 As we can see in figures 5a and 5b changing links resulted in reduction of error, the reduction of error is, however, much less effective than in the credibility model when the credibility of individual was collectively changed, rather than links between individuals. This is because in the credibility model the information about the trust one can give to others was cumulative by being effectively shared. In the relational trust model everyone has to rely on their own experience, so the trust estimates are much less reliable. In reality individuals in social groups issue judgment on subsequent occasions and issues. So rather then converge on a increasingly correct judgment on a single issue they issues a series of relatively independent judgments, where each judgment serves as the basis for updating trust that will be used in the subsequent judgments. This situation was investigated in the next series of simulations. 15 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation In the next series of simulations we investigated the evolution of trust in repeated judgments, where rather then issuing 10 consecutive judgments on the basis of the same information, we assumed that 100 consecutive judgments were made, each one on the basis of new information. To preserve similarity with our initial simulations we have assumed that the information in the environment (portrayed by the background color) did into change, but on each round of simulation individual would get new reading of their sensors (a sew set of random noise was added to the true value present at their location). As the baseline condition we have used the model of dynamic social impact. We also used the locality of connections assumption. The starting and final configuration of judgment is shown on the figures 6a and 6b. The strength of relations is portrayed at the darkness of the connection. We have used in the simulations 4, rather than 2 zones of temperature arranged in a checkerboard pattern. Figure 6c, shows the error in 100 steps of the simulation. Figure 6a The model of dynamical social impact, initial configuration Influence 0 16 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Figure 6b The model of dynamical social impact, configuration after 100 steps Influence 100 Figure 6c Error in 100 steps of the dynamical social impact model Influence 1.20E-01 1.00E-01 8.00E-02 6.00E-02 error 4.00E-02 2.00E-02 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55 57 59 61 63 65 67 69 71 73 75 77 79 81 83 85 87 89 91 93 95 97 99 0.00E+00 As we can see, in this model the error with the current settings of individual sensors remain in the range around .085 and as expected do not change in the course of the simulation. 17 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation In the next simulation we have used the model of relational trust. The settings of the simulation correspond to the previous simulation. The results are displayed in the figures 7 a,b,c Figure 7a Initial configuration of the judgments after the first simulation step Figure 7b Configuration of judgments and relational trust after 100 rounds of simulation 18 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Figure 7c Error in judgments in 100 simulation steps relations 1.20E-01 1.00E-01 8.00E-02 6.00E-02 error 4.00E-02 2.00E-02 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55 57 59 61 63 65 67 69 71 73 75 77 79 81 83 85 87 89 91 93 95 97 99 0.00E+00 As we can see over the course of simulations the average error got significantly reduced. Also the links to the individuals who are located on the borders between information zones got much weaker. The stronger reduction of error as compared to the previously shown simulation of the model is likely due to the higher number of simulation steps. Even though individuals have individually less information about the credibility of others than in the model when they jointly establish the credibility of others, this information accumulates in the curse of repeated experience in consecutive simulation steps. Model based on small-world network In the last simulation, we assumed a small world network with the prevalence of local connections but with the significant number of far reaching connections. We have used local grids of 14 by 4 nodes. 80% of connection were reassigned to random locations. We have used a relational trust model. IN contrast to previous simulations for each step of the simulation a new distribution of information in the environment was used. This was done by randomly choosing 29 locations. For each location a radius was randomly chosen. Information within this radius was set to the same value that was randomly assigned. In result the information was always local but the radius of the locality varied form step to step. Figures 8a, b, and c show the simulation results of this model. 19 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Figure 8a Initial configuration of the judgments after the first simulation step Figure 8b Configuration of judgments and relational trust after 100 rounds of simulation 20 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Figure 8c Error in judgments in 100 simulation steps As we can see over the course of time the error decreased and the strength of the longer connections was decreased. The reduction of error was, however somewhat smaller than in the previous model that used fixed information in the environment. This is because the structure of the information in the environment was more variable than in the previous model, so the structure of connections could reflect statistical rather than invariant properties of the distribution of information, In conclusion in a series of simulations of several models we have investigated how the evolution of trust can lead to increased correctness of judgments. We were interested in situations when the information has local character. Social influence of other individuals leads to increased correctness if the structure of influence reflects the local structure of information. In the dynamical social influence model this is guaranteed by the formula. In the network model correctness in increased n the small world network and hierarchical network that are characterized by the prevalence of local connections. Models in which trust evolves as a function of experience evolve toward such structure. In the credibility model individuals who have the information coming from the same environment are more highly trusted. In models of relational trust more closely located individuals are trusted more, while the trust toward individuals located at higher distance decreases. Models with constant information in the environment giver results similar to models assuming varying information. The credibility model, where individuals collectively establish trustworthiness of others leads to faster reduction of error, than the relational trust model. 21 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Punishment-driven cooperation and social cohesion among greedy individuals (ETH Zurich) We have studied how (voluntary or imposed) changes in the interaction structure of individuals can promote their cooperativeness. Starting from the usual well-mixed setting, where individuals’ decisions are strongly determined by the behaviour of the whole population they belong to, we have explored the effect of reducing the interaction range and providing the agents with the capability to choose their interaction partners. Specifically, we have studied how costly punishment can succeed as a cooperation enhancing mechanism when interactions are restricted to local groups (Helbing, Szolnoki, Perc & Szabó 2010b; Helbing, Szolnoki, Perc & Szabó 2010a) and the emergence and stability of social cohesion among greedy mobile individuals (Roca & Helbing 2011). Situations where individuals have to contribute to joint efforts or share scarce resources are ubiquitous. Yet, without proper mechanisms to ensure cooperation, the evolutionary pressure to maximize individual success tends to create a tragedy of the commons (such as over-fishing, for instance). From Tit-for-Tat introduced by Axelrod (Axelrod 1984) many cooperation-enhancing mechanisms have been introduced. Nowak (Nowak 2006) discusses the most important ones, but several others have been studied. Among them, altruistic costly punishment has been probably the one attracting more attention (Fehr & Gächter 2002; Boyd et al. 2003). Spacial interaction is another mechanism to augment the rate of cooperation that has been studied for nearly 20 years following Nowak (Nowak & May 1992; Epstein 1998). The first two studies we present integrate spacial interaction with punishment. In that respect they follow earlier work (Brandt et al. 2003; Nakamaru & Iwasa 2006). However, the our first study about punishment analyses in depth the effect of the structure of the punishment (its cost to the punisher and the fine the punished pays) on the evolution of the system. The second article focuses on the influence of random mutation on the evolution of the system. While the introduction of migration has already been studied (Helbing & Yu 2008; Helbing & Yu 2009), the models discussed there rested on knowledge of the strategies of all the other players. The introduction of a learning process following (Roth & Erev 1995; Macy & Flache 2002) shows how a migration dynamics can evolve without this knowledge. Punishment and spacial structure In (Helbing, Szolnoki, Perc & Szabó 2010b), the authors studied the evolution of cooperation in spatial public goods games where, besides cooperation (C) and defection (D), punishing cooperation (PC) and punishing defection (PD) strategies are considered. By means of a minimalist modelling approach, they clarify and identify the consequences of the two punishing strategies. A spacial public goods game is played on a periodic square lattice. Each site on the lattice is occupied by one player. In accordance with the standard definition of the public goods game, cooperators (C and PC) contribute to the public good and defectors (D and PD) contribute nothing. The sum of contribution is multiplied by a synergy factor. Then, the players receive an equal share of this pot as payoff. The 22 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation punishing strategies (PC and PD) make an extra contribution to punish defectors. Finally, players adopt the behavior of their neighbour with a probability depending on their difference of payoff. Since punishment is costly, punishing strategies lose the evolutionary competition in case of well-mixed interactions (i.e. situations where all individuals interact will all the rest). However, when interactions are limited to the spatial neighbourhood, the outcome can be significantly different and cooperation may spread. The underlying mechanism depends on the character of the punishment strategy. In the case of cooperating punishers, increasing the fine results in a rising cooperation level. In contrast, in the presence of the PD strategy, the level of cooperation shows a non-monotonous dependence on the fine. Finally, they find that punishing strategies can spread in both cases but basing on largely different mechanisms, which depend on the cooperativeness (or not) of punishers. The same authors developed this line of work by adding strategy mutations to the usual strategy adoption dynamics (Helbing, Szolnoki, Perc & Szabó 2010a). As expected, frequent mutations create kind of well-mixed conditions, which support the spreading of defectors. However, when the mutation rate is small, the final stationary state does not significantly differ from the state of the mutation-free model, independently of the values of the punishment fine and cost. Nevertheless, the mutation rate affects the relaxation dynamics. Rare mutations can largely accelerate the spreading of costly punishment. This is due to the fact that the presence of defectors breaks the balance of power between both cooperative strategies, which leads to a different kind of dynamics. Migration and greediness The two works presented above show how a cooperation enhancement mechanism can be benefited from reducing interactions to a limited set of other individuals (spatial neighbours, in these cases). However these kinds of situations are still quite restrictive, since individuals are ‘trapped’ in a static neighbourhood where information about each person strategy and payoff is perfectly known by all the rest. To some extend, from the individual agent’s viewpoint, we have just changed the scale of the interaction space from global to local. Going further in this line of research relating Structure, Agency and Cooperation, we have explored the influence over cooperation of individual mobility (i.e. providing agents with the possibility to choose, to some extend, their interaction partners). Mobility plays a key role in (Helbing & Yu 2008), where agents were looking for the appropriate neighbourhoods to be successful, and has been introduced also recently in a model to study social cohesion among greedy individuals with scarce information about each other. Social cohesion can be characterized by high levels of cooperation and a large number of social ties. Both features, however, are frequently challenged by individual self-interest. To understand how social cohesion can emerge and persist in such conditions, Roca and Helbing (Roca & Helbing 2011) simulate the creation of public goods among mobile agents, assuming that behavioural changes are determined by individual satisfaction. Specifically, they study a generalized win-stay-lose-shift learning model, which is only based on individuals’ previous experience. As in the previous models involving punishment, this models involve agents playing spacial public goods games within the neighbourhoods they belong to. Nevertheless, in this case, the base grid is sparse and players can move to empty sites within a certain range. Also, there is no punishing strategy and players 23 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation can only cooperate or defect. Concerning the behavioral update, individuals in the model society are expected to maintain or change their strategy and their social relationships (position) depending on the payoffs obtained in the public goods games. Individuals tend to change their strategy or social neighborhood when they are dissatisfied with their current payoffs. They follow a satisfying dynamic. Each player has an individual aspiration level, which determines her satisfaction. The aspiration is determined by the extreme payoffs that the individual experiences in the public goods games and a parameter called greediness. The most noteworthy aspect of this model is that it promotes cooperation in social dilemma situations despite very low information requirements about the game and other players’ performance, and without assuming commonly addressed mechanisms such as imitation, a shadow of the future, reputation effects, signalling, or punishment. They find that moderate greediness favours social cohesion by a coevolution between cooperation and spatial organization. However, a maladaptive trend of increasing greediness, despite enhancing individuals’ returns in the beginning, eventually causes cooperation and social relationships to fall apart. 24 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Brief introduction to analytical models for trust and reputation (University of Surrey, University of Fribourg) Before discussing models, we first need to define what do we understand under words trust, reputation, and quality. We adopt two definitions offered by Jøsang (2007): Decision trust is the extent to which one party is willing to depend on something or somebody in a given situation with a feeling of relative security, even though negative consequences are possible. Reputation is what is generally said or believed about a person's or thing's character or standing. In addition to decision trust, one can speak about reliability trust which is however more specific and hence less suitable to address the broad range of problems related to trust. With respect to these two definitions, one can imagine that “Alice trusts Bob because of his good reputation.” as well as “Alice trusts Bob despite his bead reputation.” The former sentence describes a situation where Alice has had little or no contact with Bob and hence cannot do better than to rely on Bob's general reputation. By contrast, the latter sentence describes a situation where Alice has had a long history of successful interaction with Bob, which allows her to overcome Bob's poor general reputation. We see that trust and reputation act together and depending on the history of interactions, one of them typically has more relevance. Finally, quality relates to intrinsic properties of items or users (quality of a book or quality of a reviewer, for example). From the point of view of the QLectives projects, it is important to realize that reputation systems are essential for online interactions where their task is to reduce the inherent information asymmetry. They help us to answer questions like “Should I trust this review by Joe?” and “Should I really buy this item from an eBay seller Maria?”. In addition, reputation systems have beneficial side-effects: 1. they provide incentives for good behavior by providing a so-called “shadow of the future” – our today's actions within the system have the potential of influencing our future outcomes (Axelrod, 1984), 2. they repel and lower influence of malicious users, 3. they help to avoid undesired paralysis of the system which, as shown in Akerlof's paper about “market for lemons”, threatens to occur in any commercial system with strong information asymmetry (Akerlof, 1970). To build a reputation system, there are three conditions to be met (Resnick et al, 2000). Firstly, users must be long-lived entities that inspire an expectation of future interaction. If users come and go, interacting in the system on a one-time basis, they do not feel motivated to behave well because their low potential reputation within this system will be of no importance in the future. Secondly, feedback about current interactions must be captured and distributed within the system. If insufficient data is collected, trust and reputation will not be formed correctly. Thirdly, feedback must be used to guide trust decisions. If feedback is collected but it is not delivered back to users to help their decision making or if it is delivered in a way that they cannot perceive efficiently (the user interface is too complicated, 25 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation for example), the system will be of little use to its users. Even when these three conditions are fulfilled, a reputation system may function poorly because: 1. users do not bother to provide feedback at all (why should they?), 2. it is difficult to elicit negative feedback (because of fear of retaliation), 3. it is difficult to ensure honest reports (blackmailing, coalitions and spamming can appear), 4. online systems often give the possibility of creating cheap pseudonyms, 5. trust and reputation data is very sensitive which prohibits users from using your system. Despite all these risks and problems, reputation systems have been successfully implemented in a wide scale of Internet sites, ranging from commercial sites as eBay and Amazon, news services as Digg, and information/help sites as Stackoverflow, Yahoo Answers, AllExperts, and others. For example, on eBay buyers and sellers rate each other on the scale (-1, 0, 1) and simple summation of all ratings determines user's reputation. Analysis of eBay transactions show that this simple system works surprisingly well (Resnick et al, 2006; Houser and Wooders, 2006). User participation is very high (52% of buyers provide feedback, for sellers this quote is even higher – 61%) and reputed sellers get higher prices for their products. Different descriptions of quality are appropriate under different circumstances (Reeves and Bednar, 1994). As such, there are various different understandings of what ‘quality’ means: For example, it may mean ‘excellence’ according to the transcendental approach of philosophy, ‘value’ from an economics perspective (i.e. excellence relative to price), ‘conformance to specifications’ which came from manufacturing, or how ‘product or service meets or exceeds a customer’s expectation’ which comes from marketing (Garvin, 1984; Reeves and Bednar, 1994). In the context of Qlectves, we adopt an alternative, ‘product-based’, approach to quality which originated in economics. This view considers quality to be a ‘precise and measurable variable’, and is an inherent characteristic, rather than a property that is ascribed to a product or object (Garvin, 1984: 25). A high quality object contains a greater quantity of a desirable attribute than does a low quality object (e.g. knots per inch in the case of a rug). Theoretical work has sought to define the number of dimensions for the evaluation of quality (Garvin, 1984; cf. Brucks and Zeithaml, 2000): (1) Performance (primary operating characteristics of a product); (2) Features (‘bells and whistles’ of a product); (3) Reliability (probability of a product failing within a specific period of time); (4) Conformance (degree that a product’s design matches established standards); (5) Durability (measure of a product’s life); (6) Serviceability (speed and competency of repair); (7) Aesthetics (subjective measure of how a product looks, feels, sounds, smells or tastes); (8) Perceived Quality (subjective measure of how the product measures up against a similar product). Experimental work (Ghylin et al. 2008) has also attempted to define the characteristics relating to quality, with subsequent rating and clustering of data giving the following groupings for perceptions of ‘general quality’: Negative affect (defective, failure, poor, bad), Positive affect (high ranking, precision, terrific, flawless, superior, excellent, best), and Durability (longevity, long lasting, durable); In terms of perceptions specifically relating to ‘product quality’, they found: Negative affect (bad, low grade, poor, unsatisfactory), Durability (durable, longevity, dependability, long lasting, everlasting), Conformance (good, good value), Positive affect (perfect, excellent). 26 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Trust, Reputation and Quality in QScience – theoretical foundation (University of Surrey) A QScience user (henceforth: ‘ego’) needs to interact with both people and objects. The people are mainly fellow scientists; the objects are electronic documents such as papers, pre-prints, blogs, email messages, web pages, etc. We start with the assumption that there are far too many people and objects for ego to interact or even notice them all, so that QScience should help in establishing which ones ego should interact with. Definition of the terms and their relationship: Quality is assessed through the opinions of trusted others and is the basis of one’s reputation among peers and the wider scientific community. Quality is a characteristic of objects; trust and reputation are characteristics of people. All three characteristics are dynamic, that is, they change over time. For instance trust of alter increases as more successful interactions between ego and alter take place, and decreases in the absence of interactions. All three are also context dependent. For instance, the perceived quality of an object may vary according to the purpose for which the judgement is being made; a scientist may have an excellent reputation as an original thinker but be considered to be a dreadful organiser. One may trust a colleague’s judgement about one topic, but mistrust their judgement on another topic. Egocentric network The QScience platform will help ego to identify and collect links to others. For instance, all authors of papers that ego has viewed would automatically become represented as nodes in the network. Optionally, email contacts and address lists from other applications could also be imported. Ego can also add nodes manually. Authors cited in papers that ego has saved within QScience will also become nodes. Ego will be able to classify and group nodes according to ego’s own typology. Examples of node groups are: members of my research group; people I met at the XYZ conference; people interested in ABC; my students. (This is similar to Google+’s ‘circles’, except that Google+ has no notion of a network, and subsets and intersections of circles are not supported). A person may be added to any number of groups, and a group may be added to another (e.g. the group ‘My MSc students’ could be added to the group ‘All my students’). Ego (and possibly QScience) will also be able to create links between nodes expressing some kind of relationship between the nodes. For instance, one relationship might be ‘co-author’, and others might be ‘in the same institution’, ‘is a student of’, ‘is a friend of’ and so on. Some of these links might be imported from other QScience users (e.g. if user A includes B and C in his network, and labels the links from A to B and A to C ‘my student’, user X who knows user A might be able to import nodes B and C and the link labels from A). As well as being located in a network, the people represented by nodes will be ranked, from those closest (most trusted) to those furthest away (neutral trust). Negative trust scores will not be allowed. 27 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation One graphical implementation would be to have ego create a ‘ladder’ for each group, and place people on the ladder with those at the top being most trusted and those at the bottom least trusted. However, QScience will also attempt to rank people itself, according to factors such as frequency of interaction with ego, recency of interaction and reputation (see below for reputation). Manual intervention will temporarily override the automatic ranking. In summary, QScience will have an egocentric network of those known to ego. It should be possible for ego to search and browse this network, and also to create and break links between nodes. Quality Ego will use QScience to access a variety of objects through the various functional modules (e.g. when bookmarking publications, finding copies of cited papers, reading blog entries from close others etc.) QScience will encourage ego (by boosting ego’s reputation score) to rate the quality of all objects they encounter on a continuous scale from low to high quality. The quality assessment will be recorded, together with the date/time stamp and the context (i.e. what task ego is performing while accessing the object). The ‘context’ data provides a means for ego to distinguish between quality dimensions. For example, a user could examine the quality of documents that have been ranked while ego was carrying out a literature review, or those that were ranked while searching for a statistical formula. The quality rating will be aggregated with the ratings of everyone else in the network who has provided a rating, with each rating adjusted by the trust level of the rater (i.e. how close to ego the rater is) and how old the ratings is, in order to provide an ‘automatic’ or default quality rating for the object. The formula for combining these elements is left for further consideration. This may be overridden by ego manually adjusting the rating. Ego will be able to examine all objects with a quality rating, that is, every object that anyone in ego’s network has ever rated. Since this may amount to a very long list of objects, the list will be browsable and searchable by who rated, by quality, by purpose, by date etc. Ego can opt to get, for instance, daily updates of objects newly rated, or objects that have achieved some threshold rating, or objects that have been rated within a specified context etc. It will be possible for ego to view the components of a quality rating: who contributed, when the rating was done, in what context, and whether the rating was manual or automatic (but, for privacy reasons, it will not be possible to see what rating a specific person gave to an object). Reputation Reputation is acquired through the judgements of others about (1) the quality of objects that ego ‘owns’ (e.g. has written or created), (2) others’ evaluations of the trust they place in ego and (3) the amount of interaction (e.g. the number of quality judgements) that ego makes. Thus if ego is considered to be trusted by many, creates high quality contributions and interacts frequently with others in their network, they will gain a high reputation. The formula for combining these elements is left for further consideration. 28 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation As well as an overall reputation score, it will be possible for ego to obtain a score based only on the trust scores of those in certain groups, or those objects evaluated in certain contexts. Since ego’s reputation depends on others’ trust rankings and on the quality scores of ego’s contributions (which depend partly on others’ quality evaluations and their trust rankings) and the others’ trust ranking depends on the quality of their contributions and their reputation etc., there are some intentional similarities between this algorithm and Page Rank (and Leader Rank). Integration with other apps From the perspective of ego, QScience needs to be integrated with other applications, such as email, social networking sites, bibliographic sites, and so on. There are two options for doing this: QScience could import data from these other sites, using the APIs they usually provide or QScience could integrate itself with the other sites. The former approach is used for example by Tweetdeck, which imports data from Facebook, Twitter, LnkedIn, FourSquare, MySpace and Buzz and presents all messages from all these services in one window). However, this would require ego to adopt another application, QScience, whose reputation was not yet established. The better alternative is to integrate QScience with the other applications. This would mean, for example, that emails generated by QScience would be sent using ego’s email client and QScience use case functionality would be accessed through ego’s web browser. One way to obtain ego’s quality ratings would be to attach a side tab to all the web pages that ego views. 29 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Trust, Reputation and Quality in QScience (University of Fribourg) QScience network QScience is intended to be a distributed platform for scientists allowing them to locate or form new communities and quality reviewing mechanisms. The system can be represented by a network in which nodes are: users, labelled by Latin letters and endowed with reputation scores R_i (t) items, labelled by Greek letters and endowed with quality scores Q_α (t)Items in QScience can be: reviews, blogs, editorials, papers, news, events. Many kinds of interactions between nodes are possible in QScience, each of them is represented by a weighted link w_iαbetween two nodes where the link's weight depends on which interaction has occurred. Possible interactions on the bipartite users-items network W={w_iα}are: user i authors a review/blog/paper α: wiα = A, user i uploads a review/blog/paper/news/event α: wiα = U, user i comments/votes an item α: wiα = V, user i reads/downloads a review/blog/paper α: wiα = D, where A, U, V, D are numerical parameters of the system. In practice, it should hold that A > U > V > D, reflecting how important/demanding each action is. This bipartite network is then projected on the monopartite users-users network, where the weighted links represent now the trust relationships among users. Definition and Interrelation of Trust, Reputation and Quality Quality is social: it is not an inherent property of an object but it is constructed through interactions (meaning that there is a process of achieving consensus about the quality of the object). In our system, evaluating items is a way of achieving belonging and affiliation with others: quality scores develop through interaction and the formation of consensus in a group. Item α's quality score hence results from the aggregation of W which is done as: (1) where t is the current time and τiα = t-tiα is the age of the interaction. This formula gives higher power to reputable users. The decay function D(t)is intended to give a high weight to recent interactions and a low (but non-zero) weight to old interactions. Reputation represents the general opinion of the community towards a user. Hence it is ascribed by others and assessed on the basis of the quality of user's actions. Denoting j's trust to i as Tji, we assume 30 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation (2) Due to wiα terms, authoring a successful paper contributes to one's reputation more than commenting or downloading it. Trust relations Tji can be derived from overlaps of users' interests and evaluations (that is, from the interaction matrix W) or they can be specified by the users manually (which introduces elements of social networks to the system). A possible way to determine trust from interactions is represented by (3) Since equations (1), (2) and (3) are mutually interconnected, resulting quality and reputation values can be determined by iterations similarly as for the classical PageRank and HITS reputation algorithms (Franceschet, 2011; Kleinberg, Kumar, Raghavan, Rajagopalan, Tomkins,1999). To avoid divergence, quality and reputation values are normalized in each iteration step so that and . Note that users' reputation in the system is not intended to be a copy of their reputation in the real world – it only reflects actions done within QScience. Figure 2. Users' reputation values (indicated by circle diameters) vs. their ability and activity parameters in the basic model. Results were obtained by agent-based simulation of a system where 1000 users with a broad range of abilities and activities are present and produce their own papers and read papers made byothers. The basic assumption is that the higher the user's ability, the better papers this user produces/reads. 31 Qlectives deliverable D1.2.1 Novel models of agency and social structure for trust and cooperation Evaluation The proposed trust and reputation model can be tested and evaluated by means of agent-based simulations. When artificial agents are endowed with their intrinsic ability values, quality of a user's interactions can be assumed to be directly influenced by this user's ability value (for example, a skilled user authors high quality papers, provides accurate ratings, comments on good papers, and so forth). The first simulations show that given sufficient number of skilled users, our model is indeed able to discern users with high ability values and items with high quality. 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