chapter 9 – preliminary draft, not for quotation Complex dynamics of an agent-based model of innovation Marco Villani, Roberto Serra, David Lane Department of Social, Cognitive and Quantitative Sciences Modena and Reggio Emilia University 1 Introduction The role of the model In this chapter we will describe a dynamical model which is based on the Lane-Maxfield theory of innovation processes, described elsewhere in this volume. The first question to be addressed is why should we be interested in the behaviour of such a model: is the theory itself, integrated by accurate case studies, not sufficient to understand the phenomenon? What does dynamical modelling add to our understanding? There are two basic answers to this question [Lane, 1993, Arthur, 2005], the first being that formal modelling requires that the hypotheses be stated in a very precise way, a feature which is not always fulfilled by theories of social processes. On the other hand, it often turns out that the theory is more sophisticated and articulated than those aspects which can be captured by a model, therefore achieving precision may require simplifications which can spoil the theory of some of its most significant features The other answer is that simulation allows one to observe the system-level unfolding of theoretical hypotheses which concern the behaviour of single entities, or the interactions among just a few of them. This is indeed the most important aspect in our case: the theory of Lane and Maxfield describes the behaviour of agents at different levels, which may be either individual human beings or organizations or scaffolding structures, and it concentrates on interactions among a few key players which give rise to so-called generative relationships. It is assumed that new artefact functionalities, and/or new roles for the agents, are discovered (or invented) in these relationships. But this is in principle an endless process, since other agents may follow the innovators, and they may also come to develop in turn new “interpretations” which promote further changes, a.s.o. The case studies can follow in detail some of these cascades of changes, but specific cases may be influenced by specific events, so in order to appreciate what can happen when many players interact a model may be indeed very useful. Which kind of model Although equation-based models are more powerful than what is sometimes assumed in the recent literature [Serra, 2006] we will not compare here their merits and limitations with those 1 chapter 9 – preliminary draft, not for quotation of agent-based models, which have been chosen in this case for reasons discussed in detail in [Lane, Serra, Villani & Ansaloni, 2005, 2006]. Agent-based models is a term which usually refers to systems where the behaviour of single agents is defined by rather complicated algorithms, alongside with interaction rules among the agents. It is indeed the fact that the Lane-Maxfield theory assumes that the actors possess sophisticated information-processing and decision-making capabilities which requires the use of agent-based models. Trendy as it is, this choice is not riskless. In particular, it is often too easy to devise a model which is based on reasonable assumptions, and which gives rise to behaviours which have some resemblance with observed phenomena. The question of the relevance of these models is indeed very serious. In hard sciences, the possibility to perform accurate experiments or measurements provides strong means to test the hypotheses, but nothing similar can be found in social sciences. In crude terms, the risk is that of developing plausible videogames which tell us almost nothing about what really happens. Although agent-based models (from now on, ABMs) are seemingly friendly, they are highly nonlinear and can therefore give rise to very different behaviours. While this is well known in the case of nonlinear differential equations, it is no less true of ABM. Moreover, there are often many parameters, so the parameter space is very large. Therefore, if one finds a behaviour which somehow reminds of observed phenomena, but this happens only for a limited set of parameter values, this result is not particularly meaningful – unless one can give reasons why the parameters should take just those values. We therefore apply agent-based models, because they are necessary here, but with caution and care. In particular, we think that in order to avoid the high degree of arbitrariness typical of these models, it is important to keep a tight relationship with a theory of the social processes, like the one by Lane and Maxfield, which has been developed so far independently of the model. This provides firmer grounds for the model than most similar ABMs. Another important aspect is that the model can give rise to a dialogue with the theory, not only by forcing the adoption of very precise statements, but also by pointing to new phenomena and posing therefore new questions and challenges to the theorists and the scientists in the field. We will come back to this dialogue between model and theory after examining some examples of the actual behaviour of the model. Chapter outline The outline of the chapter is the following. The aspects of the Lane-Maxfield theory which are more relevant for our study are recalled in section 2, alongside with the main motivations and goals of this research. The model has been extensively described elsewhere [Lane, Serra, Villani & Ansaloni, 2005, 2006] so it will be only briefly summarized in section 3. In sections 4 and the following we will describe its behaviour, focussing on some questions which appear particularly interesting. goals (section 4): in the model agents define a goal (ie an artefact they want to produce) and try to achieve it. This can be compared with a version of the same model, but with random creation of artefacts, thus providing clues on the role of the persistence of goals 2 chapter 9 – preliminary draft, not for quotation agents’ styles (section 5): agents may be endowed with different properties, which are described by suitable model parameters. How is their performance affected by their (and the others’) propensity to innovate? privileged relationships (section 6): the theory places a high emphasis on the role of interactions among agents, so how do the changes in interaction patterns affect the model outcome? do agents which follow a “generative relationship” approach as the one advocated by the theory have an edge with respect to others? Extensive sets of experiments have been performed concerning these topics, but reasons of space and need for readability prevent us from giving here a full account. So we will focus here on some major aspects of these studies. A more complete summary [Villani et al., 2006] and some detailed papers concerning specific issues are currently in preparation. In the final section we will present some comments and indications for further work. 2 Motivations and goals AS discussed in the previous Section, in this work we consider an agent-based model of innovation (called I2M model) which relies upon an existing theory of the phenomenon in order to constrain our modelling options. The theory, which is qualitative in nature, provides the basic entities of the model and predicates about their relationships. The model represents a simplified universe inhabited by (some of) the theoretical entities. Simplification is necessary in order to deal with manageable systems: we do not look for an all-encompassing model, but we rather imagine a family of models which capture different features of the theory. The theory which lies at the basis of this model is the innovation theory of Lane and Maxfield (briefly, LM theory) , discussed in chapter 6, and in particular their notion of generative relationships. In the work of Lane and Maxfield [], artefacts are given meanings by the agents that interact with them, but these meanings cannot be understood without taking into account the roles which different agents can play. Thus, artefacts may be given different meanings by different agents, or by the same agents at different times. Therefore, LM theory can be seen as a theory of the interpretation of innovation. According to LM, a new interpretation of a potential artefact functionality can be put forth in the context of so-called generative relationships. By interacting, a few agents come to invent and share this interpretation, based on the discovery of different perspectives and use of existing artefacts. The generative potential of a relationship may be assessed in terms of the following criteria: heterogeneity: the agents are different from each other, they have different features and different goals; the heterogeneity is not so intense as to prevent communication and interaction 3 chapter 9 – preliminary draft, not for quotation aligned directedness: the agents are all interested in operating in the same region (or in neighbouring regions) of agent-artefact space mutual directedness: the agents should be interested in interacting with each other. Moreover, Lane and Maxfield discuss two further features that deal with organizational issues, i.e. permissions and action opportunities. The former refers to the fact that the agents are authorized to engage in such a relationship, the latter to the possibility of moving from “talk” to action. Lane and Maxfield further argue that, in a situation where innovations happen at a very fast pace, predicting the future is impossible; so a better strategy would be to identify those relationships that have the potential for generativeness, and to foster them in order to effectively explore the new opportunities they can give rise to. It is therefore very important to be able to estimate the “generative potential” of the existing and prospective relationships. The LM theory of innovation is highly sophisticated in describing the interactions between different players in innovation processes, and it cannot be entirely mapped onto a specific computer-based model. Therefore, the modelling activity aims at developing models that are based on abstraction of some key aspects of this theory, which is of a qualitative nature. The basic requirements for the model derived from the theory can be summarized as follows: 1. the meanings of artefacts must be generated within the model itself: since the LM theory claims that new meanings are generated through interactions among agents and artefacts, it would be inappropriate here to resort to an external oracle to decide a priori which meanings are better than others 2. the roles of agents must also be generated within the model: indeed the LM theory claims that also new roles are generated through interactions among agents and artefacts 3. agents must interact with artefacts and with other agents: interacting with artefacts only would prevent the possibility of describing agent-agent relationships 4. an agent should be able to choose the other agents with whom to start a relationship; in general, an agent will be able to handle a finite number of relationships at a time, and it will choose a subset of the other agents as its partners. Agents must be allowed to cut a disappointing or unsatisfactory relationship to look for a better one 5. an agent should be able to have different degrees of interaction with another agent: in this way it will be possible to tune the intensity of these relationships 6. some agent-agent relationships should be generative in character, i.e. they should be able to lead to new attributions (for agents and/or artefacts) and should respect the criteria for generative potential described above. 4 chapter 9 – preliminary draft, not for quotation 3 Brief model outline The model has been described in detail elsewhere [Lane, Serra, Villani & Ansaloni, 2005, 2006] so we will limit here to sketch some of its features, in order to make the chapter readable. Many choices will appear arbitrary in this brief account, and the interested reader is referred to the long papers for all the details. In our model agents can “produce” artefacts, which in turn can be used by other agents to build their own artefacts, etc. An agent can produce several artefacts for different agents (and it can sell one type of artefact to several different customers). While this model may remind of a production network, it is to be intended at a fairly abstract level Each agent has a set of recipes which allow it to build new artefacts from existing ones. Agents can try to widen the set of their recipes by applying genetic operators either to their own recipes or, by cooperating with another agent, to the joint set of their recipes. Moreover, each agent has a store where the products of its production activity are put, and from where its customers can take them (therefore, contrary to what happened in the first versions of the model, quantities matter, i.e. types of artefacts are distinct from tokens) The meaning of artefacts is just what agents do with them, while the role of agents is defined by which artefacts they produce, with whom, and for whom. The role of agents is also partly defined by the social network they are embedded into. In this network, the strong ties between two agents are mediated by a chain of artefacts. There are also weak ties between two agents (“acquaintances”) which refer to the fact that agent A knows something about agent B (e.g. its products). Successful provider/customer interactiosn increase the value of a numerical variable (the “vote”) which ranks the value which an agent assigns to its relationship with other agent. The global vote also takes into account the results of joint cooperation in new projects, if any (agents can indeed cooperate to produce new artefacts; the successes and failures in these endevours affect the vote). A key point is the structure of artefact space. What is required is that the space has an algebraic structure, and that suitable constructors can be defined to build new artefacts by combining existing ones. For reasons discussed elsewhere, we have adopted the number representation and the use of mathematical operators. Therefore the agents are “producers” of numbers by combination of other numbers. The recipes are therefore sequences of arithmetic operators. The network initialization procedure starts from “raw materials” (which are assumed to be always available). The first agent which is introduced is given some recipes (sequences of operators) and it uses some raw materials as inputs to its recipes, therefore creating other products. The second agent can take either the raw materials or the products of the first agent as its inputs, and it produces further products. The third agent can take either raw materials or products of the first two agents as inputs , and so on. This gives the first agents a privileged position, as it will be discussed below – but this may hold true also in real market systems. 5 chapter 9 – preliminary draft, not for quotation As far as innovation is concerned, let us remark that an agent can invent new recipes or eliminate old ones. In the present version of the model no new agents are generated, while agents can die because of lack of inputs or of customers. In the following sections we will describe some properties of the I2M model. As it has been observed, there are many parameters and therefore different behaviours are observed. For example, there are choices which lead to the eventual disappearance of all the agents. In order to explore some properties of the system, we identified a set of “basic” parameter which give a reasonably repeatable behaviour in different runs, and we considered some modifications on this basic set. The “basic set” of parameters is given in the Appendix. Many variables can be and are actually computed, and the most interesting plots are those where these variables are shown versus time. For reasons of clarity we will show below only some of these variables, which appear to be the most relevant, focusing in particular on the following: diversity, i.e. number of different types (also called names) of artefacts; an interesting plot makes also use of the fact that artefacts are represented by numbers, so a picture of the way in which artefact space evolves is given by plotting the various names present at a given time on the y-axis, versus time on the x-axis diameter, i.e. the difference between the largest and the smallest number corresponding to existing artefacts number of alive agents average number of recipes per agent average number of agents known by an agent (it includes suppliers and acquaintances) Other variables will be introduced when needed 4 Goal-oriented systems One of the most interesting issues analyzed in the present volume is the relationship between biological and social evolution, which is discussed in depth in chapters 2 and 3. One of the facets of this problem which is particularly intriguing is the comparison between the different mechanisms which drive the introduction of novelties in the systems: random changes, the rule in biology, versus goal-oriented, i.e. intentional changes in human systems. But what happens in this latter case in an unpredictable world, where both the system’s own dynamics and the results of our intentional behaviour cannot be forecasted? Is there any difference between the two cases? We will not consider this topic in its generality, but we will rather focus on how such questions can be addressed in the framework of the I2M model. In this model, agents have a “goal” in artefact space, i.e. a new artifact they aim at producing, either by themselves or in cooperation with another agent. The goal (G) itself is determined by the following method: first, one of the existing artefacts is chosen at random (heuristically, this is a way to sample the set of existing artefacts), let us call it the intermediate goal (IG); then this is modified by a “jump”. Recall that artefacts are numbers: the number corresponding to the IG is multiplied 6 chapter 9 – preliminary draft, not for quotation times a random number belonging to a given range R (briefly: G=J(IG)). Resorting to randomness simulates the definition of a goal in a system where it is hard to predict whether a particular artefact will be successful or not, and where all the properties of an artefact “in use” can not be established a priori, solely from engineering design considerations. An important parameter is the goal persistence, which measures how long an agent will stick to its goal if it has been so far impossible to reach it: we can assume that each agent has the probability pm of maintaining its own goal, ranging from 0 (changing the goal each time the agent has to innovate) to 1 (always keeping the same goal till it is produced). Qualitatively, we can regard pm as a measure of the agent flexibility, i.e. its propensity to change its objectives (of course, it is actually a decreasing function of “flexibility”). Figure 4-1 Diversity of artifacts present in the system (average, median, minimum and maximum out of 10 runs) as a function of the agent probability pm of maintaining the goal. If pm is equal to 1, the agents try to realise the same goal till success 7 chapter 9 – preliminary draft, not for quotation Figure 4-2 Average number of recipes that the agents are able to maintain active during 2000 step of simulation versus pm The effects of the different attitudes are evident by observing Fig. 4-1, which shows the diversity of artifacts in the system, and Fig. 4-2, which shows the average number of recipes that the agents are able to maintain active during 2000 step of simulation. If the probability of changing objective is high enough the system is able to maintain a sustained growth of diversity (Fig. 4-3); otherwise, diversity levels and remains always lower than in the previous case. A threshold seem to appears around pm0.5. Figure 4-3 artifact diversity for a system with high pm (a) and low pm (b) versus time. Note the change of scale on the graphs This effect is likely to be due to the fact that to persist in the attempt to create an artefact which is hard or impossible to achieve with the available operators constrains some agents to 8 chapter 9 – preliminary draft, not for quotation continue in unsuccessful attempts, and, what is more important, prevents them from introducing other innovations. In the following, we will therefore consider agents which are flexible enough to make the diversity of their artefacts grow. Coming back to the question posed at the beginning of this paragraph, we want to compare them with a situation without goals, where novelties are introduced at random. This can be done by allowing the agents to produce new recipes without the constraint of realising a goal. That is, to realise a recipe an agent simply has to randomly choose the inputs and the sequence of operators, among those which are available to it: the result is always accepted and produced. This change has the effect of increasing the number of successes (there are no failures), but on the other hand it is possible that lots of new artifacts be useless for the system, and that therefore lots of innovations be lost. In Figure 4-4 one finds a comparison between the diameter in artefact space in the two cases: a system with low-persitence goals (LPG), and a system with no goals (NG). Note that the former system reaches quickly much larger values; although slower, the NG system shows a continuous growth of its diameter. Fig. 4-4: the diameter of artifact space in a LPG (left) and a NG (right) system It is also interesting to consider the structure of artifact space (see Fig.4-5): nothe that in the NG case the names of artifacts are very dense, and fill nearly the entire known area 9 chapter 9 – preliminary draft, not for quotation Figure 4-5 (a) The names present during a simulation for a LPG (left) and NG (right) system A possible consequence of the presence of empty zones within the artifact space of the goaloriented systems could be a major difficulty in building new recipes: this effect could be responsible for the limited number of recipes of these systems. This means that it is possible that the structure of the artifact space can influence the dynamical possibilities of the agents. In order to better understand the features of the two cases, in Fig. 4-6 the mean number of recipes per agent is shown. It is also worth recalling that in the NG system each agent quickly comes to know all the others, while in the LPG system this is not the case. Figure 4-6 The average number of recipes owned thy the agents in the LPG (left) and NG (right) case The difference is large: in the NG case the agents quickly reach a complete knowledge of the other agents, and the average number of recipes per agent doesn’t saturate – the opposite happens in the LPG system. The effect is even more impressive if we remember a puzzling feature of goal-oriented systems, which is their constant tendency toward a limitation on the number of recipes owned by each agent. We never observed agents able to indefinitely increase their own recipes, even imposing a complete world knowledge. On the contrary, systems where the agents are not goal-oriented are able to indefinitely increase the number of recipes owned by each agent, allowing (and forcing) in such a way a complete world knowledge. 10 chapter 9 – preliminary draft, not for quotation A possible way to summarize the results of the above analysis is that the goal-oriented system appears able to explore new regions of artefact space much more quickly than the one without goals, but that it reaches some plateaus while the latter seems to be able to sustain a continuous albeit slower growth. The no-goal system appears in a sense slower but more robust. In order to further verify this hypothesis, we considered the effect of modifications in the number and nature of the “raw materials” which are always present in the system, and are supposed to be continually available. In the cases discussed above, only two such materials were available, and they were defined by two successive integer numbers. We considered the effects of increasing the number of raw materials only separating the names of raw materials only (creating in such a way empty spaces ab initium) performing both the changes The effects of the increase in the number of raw materials are limited, but those of separating them are intense. Indeed, the goal-oriented system dies out in this case (i.e. all the agents are eliminated), while the no-goal system survives, but it no longer shows a steady increse in the number of recipes per agent, which rather tend to a plateau, similar to the LPG system without separation. Therefore, the hypothesis that goal-oriented systems are less robust than no-goal systems finds further support from these studies. This sheds light on the issue of goal-oriented versus indirected mechanisms of change, and provides clues for the theory: this aspect will be discussed in the final section. Note also that the above results clearly indicate that the introduction of empty spaces inside the artifact space implies a difficulty for agents to manage the environment. Maybe this could explain the limited number of recipes owned by the agents living in goal-oriented systems. Starting from sparsely filled artifact spaces, the agents are not able to totally fill the space they are exploring, maintaining this initial characteristic and creating in such a way more and more difficulties to build new artifacts. At the end a spatial structure which appears on the artifact space is able to sustain a certain number of recipes but not able to sustain a continuous recipes growth. Therefore it seems that Flexible agents are able to adapt themselves to the changing environment, allowing good performances and a better system exploitation, whereas too rigid agent are not able to take advantage of the new opportunities presented by the system Goal-oriented systems are able to rapidly explore the artifact space, by continuously augmenting the diameter of the known artifact space The spatial structure of the artifact space influences deeply the system performances 11 chapter 9 – preliminary draft, not for quotation 5 Agent heterogeneity Agents play different roles in I2M because they develop different recipes and different social networks, so their role is defined and modified during the system evolution. On the other hand, there are some parameters which are common to all the agents, e.g. the propensity to change the goal discussed in the previous section. One of the main reasons why agent-based models are considered important in economics is the possibility to handle heterogeneous agents, overcoming the limitations of the approach based solely on the description of a “representative agent”. Therefore it is interesting to consider a further source of heterogeneity in our model, associated to the fact that some parameters may take different values. We consider first the propensity to innovate of a given agent (not to be confused with the goal persistence discussed above!). Agents in I2M are “natural-born innovators” that try to introduce new artefacts with a certain pace, ruled by a specific parameter. Precisely, the attempt to innovate is decided on a stochastic basis, and this parameter rules the average rate. Two kinds of experiments can be, and have been, devised: i) a comparison between systems which are homogeneous (i.e. all the agents have the same value for the relevant parameters) but these parameters take different values in different worlds and ii) a heterogeneous system where agents with different values for the relevant parameters coexist and interact. We remember that in order to create a new artifact an agent executes the following steps: with a given probability, it decides to innovate it creates a goal, that is: it selects the name of a known artifact with a given probability, it changes the selected name by multiplying it for a number belonging to a given range the result is the agent goal it tries to create a recipe that realises the goal (by recombining the already owned recipes) There are three main ways to characterise the agents’ propensity to innovate by tuning: the innovation probability pi of each agent (i.e. the probability that it attempts to create a new artefact) the jump probability pj that an agent changes its goal, by multiplying the artefact selected at the previous step times a random number r (otherwise there is simply imitation, i.e. the new goal is identical to the chosen artefact!) the range [rmin, rmax] of the jump The innovation probability, the jump probability and the range define the agent’s “style” of innovation. Innovation probability 12 chapter 9 – preliminary draft, not for quotation Let us first consider the comparison between homogeneous systems. As it can be expected, a higher innovation probability leads to more robust and more successful systems. First of all, it can be observed that in systems with many agents (100) a certain fraction dies when the innovation probability is low, and this fraction vanishes as it increases. What is more important, fhe faster agents’ innovation dynamics has several consequences, including a wider exploration of artifact space and a greater artifact diversity (see figure 5-1). (a) (b) Figure 5-1 Diameter of artifact space (a) and artifact diversity (b) for systems with 40 agents and different innovation probabilities (blue line for pi=0.1, red line for pi=0.5, black line for pi=0.9). All the quantities shown are normalized by dividing by the number of living agents, in order to compare steps where the systems don’t have the same size (because of the death of some agents) Also systems where agents with different innovation probability levels coexist are interesting: here one observes that: the agents with the lowest innovation probabilities have low survival probabilities the agents with the lowest innovation probabilities are the first agents that die the number of successful projects made by each agent is an increasing function of the innovation probability The only remarkable exceptions to these rules are the agents that are “central” in network analysis terms: there is an important “positional advantage”, related to the network initialization mechanism, that allows these agent to survive despite low innovation probabilities. Agents that are well known by a large part of the other agents, or that produce artifacts necessary for many others, are not compelled to generate continuously new artifacts. 13 chapter 9 – preliminary draft, not for quotation (a) (b) Figure 5-2 Initial and final distribution of the innovation probabilities (a) and number of successful projects as function of the innovation probability (b) for a 40 agents heterogeneous system. Note the particular position of Agent1, that thanks to its central position within the initial network is able to survive despite its low innovation propensity Jump probability Note first that this quantity does not coincide with the goal persistence defined in section 4. The more evident consequences of an increasing jump probability is that the robustness of the system decreases. In homogeneous systems with many (100) agents, in the case where the jump probability is high, one observes indeed the disappearance of a sensible fraction of the agents. Note that, in order to create a goal the agents start with the imitation of existing artifacts: this action allows the agent to sample the artifact space, allowing (probabilistically) the discovery of zones with high artifact density (the higher the density, the higher the probability to find it). High densities often indicate profitable zones, where artifacts can be used by other agents and therefore sold. If jump is rare, exploitation of the information located in the density of the artefact space dominates with respect to exploration of new regions. This description is confirmed by the observation that, typically, homogeneous systems with high jump rates have higher diameters, very high artifact diversity (that however decreases in time) and a high number of successful innovations, but low number of recipes per agent. As a further check we can observe what happens in non homogeneous systems (see Fig. 5-3) where the number of successful projects is a decreasing function of the jump probability. 14 chapter 9 – preliminary draft, not for quotation (a) (b) Figure 5-3 Initial and final distribution of the mutation probabilities (a) and number of successful projects as a function of the jump probability (b) for a 40 agents system Jump range By increasing the jump range, an effect somehow similar to that of increasing the jump rate is observed. For example, the fraction of agents which die in a homogeneous system in 1000 time steps rises from 30% to 90% when there are 100 agents (when there are few agents the effect is less evident, see the following table). Number of dead agents after 1000 steps 40 initial agents 100 initial agents Mutation range [0.5, 1.5] [0.1, 20.0] 18 21 30 91 The explanation is likely to be similar to the one of the previous paragraph (exploitation is more effective when the range of the jump is low, while with a high jump range exploration definitely prevails). Indeed, it can be observed that the average number of recipes per agent, and the number of agents known by an agent are both lower in the high range case. 15 chapter 9 – preliminary draft, not for quotation Figure 5-4 Average number of recipes owned by each agent for a system with (a) 40 agents and (b) 100 agents. Fraction of world known by each agents for a system with a mutation range of [0.1,20.0] and (c) 40 agents or (d) 100 agents. Sold artifacts (blue line corresponds to the range of [0.5,1.5], red line corresponds to the range of [0.1,20.0]) for a system with (e) 40 agents and (f) 100 agents. We remember that with high mutation range at step 1000 only 9 agents are alive. We can analyse in a more detailed way the considerations just shown by means of Fig. 5-4, that moreover allows us to reveal the contemporary presence of a significant size effect.. The left column of Fig. 5-4 shows the variables corresponding to a 100 agents system: Fig. 5-4a shows the comparison between the average number of recipes owned by each agent for low 16 chapter 9 – preliminary draft, not for quotation jump range (blue line) and high jump range (green line), whereas Fig. 5-4f shows the corresponding comparison between the number of sold artifacts. Clearly, the system with low jump range overwhelms the system with high jump range. In fact, the low level of world knowledge of these systems (Fig. 5-4d) depresses the configuration with high jump range, making the construction of useful recipes very hard to achieve. In this case, the behaviour of the heterogeneous systems appear particularly interesting. Let us consider the case where the system is inhabited by an equal proportion of agents with low ([0.5,1.5]) and high ([0.1,20.0]) ranges. The first remarkable observation is that no agent leaves the systems (it does not matter if the systems are composed by 40 or 100 agents.). That is, while homogeneous systems are not able to sustain all the initial agents, a heterogeneous system composed by agents with low and high jump range is able to do it. This is different from the previous two cases (innovation and jump probabilities) where different levels of innovation or jump probabilities imply different survival probabilities. In the present case, it seems that the two groups are able to collaborate with the final effect of enhancing the performances of the whole system: a form of cooperation emerges. Additionally, if we monitor the two groups, we can observe that the agents with high jump range (previously the weakest group) are now able to have (for most of the time) the highest knowledge of other agents, the highest number of active recipes, the highest total number of successful project and the highest level of sales. A tentative explanation is based on the artifact space structures that arise from the combined action of the two groups. The agents with high jump range are able to explore large regions in agent-artifact space, but the relationships that arise from this wide search link very distant elements and are fragile. On the contrary, the agents with low jump range are able to exploit in a more exhaustive way the local possibilities, without however being able to rapidly extend their influence area. Therefore, it is possible that heterogeneous system combine the exploration capabilities of “long jumpers” with the stabilization effects due to agents with low jump range. This is a finding which may have interesting implications for the theory, a point which will be highlighted in the final section. 6 Relationships 6.1 Introduction A key issue of the set of theories which I2M is built upon is the agents’ ability of creating (stable) relationships that should allow the survival of agents themselves. In condition of ontological uncertainty, the theory states that successful relationships should be based upon the generative potential of the prospective partners. That is, an agent should not create preferential relations with arbitrary agents, but only with the subset of the agents that at the moment show higher potential for generativity. 17 chapter 9 – preliminary draft, not for quotation In our model the agents can maintain two kinds of relationships: an agent can “know” another agent (i.e. the first agent knows the existence and the outputs of the second one) – this knowledge, if not subsequently enforced by means of a artifact exchange, has the duration of only one step an agent can have artifact exchanges with another agent (being one of its providers or one of its customers) The second kind of relation is carried by the agent’s recipes that thanks to their presence guarantee the temporal stability of the relationship. Therefore, exchange of artifacts involves stronger relations than those due to “acquaintances”. We considered different situations, where the choice of the partners is either random or based upon the agent’s past history. This latter alternative is implemented as a vote, which each agent gives to each other agent it knows; the vote is a function of the history of the relationships between the two. In general, it is the sum of two terms, one related to the history of buy&sell relationships, the other dependent upon the history of attempts to develop together a joint project (i.e. to share the inputs and recipes in order to reach a common goal). Let us consider the model results when the vote is influenced only by the projects the two agents made in the past. In this case, the vote dynamics is very simple: V t 1 V t t V t 2 if there is a successful join t project at time t where t 0 otherwise Unknown agents are given V(t)=0, occasional acquaintances (agents just known by chance) are given an initial V(t)=, with <1. The third term of the equation is a forgetting term, that which do no longer engage in partnerships. When an agent has lowers the vote of those agents to choose a partner in order to collaborate with the intention of realise its goal, the choice is probabilistic, based on the votes. 18 chapter 9 – preliminary draft, not for quotation Figure 6-1 (a) The vote given by agent11 to the other agents during a 2000 steps run and (b) the relative table of presence/absence of stable collaborations (the blue lines correspond to the numbers which identify the collaborating agents) The effects of this vote attribution mechanism is shown in Figure 6-1, where we can see the vote given by an agent to the other agents and the relative table of presence/absence of stable collaborations (a stable collaboration being a relationship whose vote is higher than t for hundreds of steps). Note that stable collaboration could arise, be interrupted and later start again. The vote and the partnership mechanisms are able to establish reciprocal trust (and reciprocal high votes): Table 6-1 shows, for the first ten agents of the same run of Figure 6-1, the reciprocity degree, defined as the fraction of relationships where both agents give to each other votes higher than t. Table 6-1 The reciprocity degree of the first then agents of the same run of Figure 6-1 Now we can compare this situation with the results obtained by a random choice of the partner. The system performances are different, in terms of number of successful project (i.e. projects that reached the predefined goal), diameter of the system and artifacts’ diversity (see Fig. 6-2 c and d). 19 chapter 9 – preliminary draft, not for quotation Figure 6-2 Upper row: histogram of successful projects of a system with (a) and without (b) the vote attribution rule, a successful project being a project that reached the predefined goal. Lower row: comparison of (c) system diameter and (d) artifacts’ diversity, between systems with vote with (blue line) and without vote (red line). It is worth observing that, in accordance with the statements of the Lane-Maxfield theory, the system where relationships matter outperform those based on random pairing. Note that the system with the vote mechanism outperform the system without vote only after a transient of hundreds of steps: this is a constant feature, and could indicate that agents need some time to establish a well working vote distribution. We also considered situations were the choice of the partner was based not on the history of past relationships, but on a measure of how different the “profiles” of the agents are. Such heterogeneity is computed in such a way that two specialists (agents whose products fall in a narrow interval) are considered similar, as well as two generalists, while a generalist and a specialist are highly heterogeneous (without entering into the details of the calculation, let it suffice to mention that the measure is based on the standard deviation of the agent’s products). The preference is for pairing with agents which differ from the one which is making the choice. 20 chapter 9 – preliminary draft, not for quotation These systems show a higher number of short lasting collaborations than the previous one; however, the performances turn out to be close Fig. 6-3). Another criterion for pairing which has been tested is the closeness of the goals of the two agents. Also in this case the system performances are similar to those of the voting mechanism. Finally, even a combination of the three criteria (vote, heterogeneity, goal alignment), which mimics in a sense the concept of generative potential, provides similar performances (fig. 6-3). These results favour the hypothesis that the increase in performances is linked to the stability of some relationships, while the criterion adopted to find the preferred partner does not seem to differentiate among the performances of the different cases. Figure 6-3 Comparison among systems where the choice of the partners is based on vote only, heterogeneity only, goal distance and a combination of the three: (a) artifacts’ diameter, (b) artifacts’ diversity 7. Conclusions to be completed nota that also two further sections should be added, one on the robustness properties of the model, another on the structures which are observed in agent-agent, artefact-artefact and agent artefact networks References to be completed Appendix to be completed 21
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