Social Science 10.1177/0894439305282430 Kuznar / High-Fidelity Computer Computational Review Social Science High-Fidelity Computational Social Science in Anthropology Social Science Computer Review Volume 24 Number 1 Spring 2006 15-29 © 2006 Sage Publications 10.1177/0894439305282430 http://ssc.sagepub.com hosted at http://online.sagepub.com Prospects for Developing a Comparative Framework Lawrence A. Kuznar Indiana University–Purdue University at Fort Wayne Approaches to modeling social phenomena vary on a continuum from simple models, in which causality is clear and parameters few, to realistic, high-fidelity models designed to capture the most detailed system behavior possible in a specific setting. Anthropologists have produced both simple and high-fidelity models. The focus of this article is on high-fidelity modeling in anthropology and the special challenge its complexity presents for model comparison. Useful model comparison requires docking, or rendering models comparable, and the author presents a framework for docking based on the work of Axelrod, and Cioffi-Revilla and Gotts. Docking not only renders models more comparable, allowing for more traditional theory testing, but it also sharpens the discussion about the ontology of anthropological phenomena and how they are best represented as theories and models. Keywords: computational social science; agent-based modeling; anthropology; high fidelity; docking C omputational social science (CSS) employs formal mathematics, and especially agentbased modeling (ABM) simulation techniques, for representing social theories (Bankes, Lempert, & Popper, 2002; Berry, Kiel, & Elliott, 2002; Kohler, 2000; Sallach, 2003). These models typically represent classes of agents who interact with one another and produce emergent phenomena such as migrations, social structures, and epidemics (Epstein & Axtell, 1996). Anthropologists are increasingly using CSS methods to model social dynamics, test anthropological theory, and inform policy. Early examples date to the 1960s and 1970s, when anthropologists employed simulations to model demography and economic decisionmaking (Gladwin, 1975; Kunstadter, Buhler, Stephen, & Westoff, 1963). Since then, anthropologists have used CSS to explore social evolutionary processes (Boyd & Richerson, 1985), Balinese irrigation regulation (Lansing, 1993), the rise and fall of civilizations (Kohler, Kresl, Van West, Carr, & Wilshusen, 2000; Reynolds, 2000), and sharing in pastoral societies (Flannery, Marcus, & Reynolds, 1989), among other topics (see below). Trends in the development of anthropological CSS parallel other fields, including a bifurcation between simple abstract models and complicated realistic models (see Sallach & Macal, 2001, for a general discussion of the issue). Axelrod (1997) advocates the “Keep It Simple Stupid” (KISS) approach in which researchers keep parameters at a minimum to facilitate exploring relationships among a few abstract and general variables. Although no 15 Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 16 Social Science Computer Review computer model can provide a complete description of a particular, real social situation, some researchers favor relatively more detailed and realistic models (Carley, 2002). I propose using the term high-fidelity (Hi-Fi) models for simulations that model detailed and complicated phenomena focused on capturing the social dynamics of particular social settings. The focus of this article is on such Hi-Fi simulations in the field of anthropology. This reflects no prejudice regarding KISS versus Hi-Fi modeling; each has its place, and my colleagues and I have done both (see Kuznar, Frederick, & Sedlmeyer, 2006; Kuznar, Sedlmeyer, & Frederick, 2005, for examples of KISS; see below for Hi-Fi examples). However, Hi-Fi simulation has advantages when studying systems subject to nonlinear dynamics and for vetting policy decisions. Hi-Fi models are likely to be most necessary where small perturbations in minor variables have multiplicative effects (the butterfly effect). If researchers suspect that such nonlinearities influence the systems they study, then Hi-Fi approaches are appropriate. Hi-Fi approaches are also appropriate for policy applications. If one hopes to use CSS for policy or planning purposes and if one suspects that small variations in parameters may have disproportionate effects on a real social system, then the stakes are high on producing a simulation with as much fidelity to social reality as possible. The ability to re-run and re-program CSS models provides the capability to explore possibilities (“what if”–ing) in an experimental manner. The ability to employ counterfactual reasoning (What if A does not occur? What if we do not do B?) is an invaluable tool for policy analysis. Engaging in what-if exercises only makes sense if the model is sufficiently detailed to account for unseen possibilities. Anthropologists have kept pace with CSS developments in other fields, and they have shared the limitations. One problem with the current state of CSS models in anthropology is that they are seldom if ever compared to one another. This problem is exacerbated by the development of increasingly detailed simulations tailored to specific cultural situations; the models’ complexity makes straightforward comparison difficult. It is important to remember that CSS models are a representation of anthropological theory (or collections of theories), and if scientific progress is to be made, then anthropologists must have a means for comparing the relative efficacy of models as explanatory devices (Axelrod, 1997; Cioffi-Revilla & Gotts, 2003). The purpose of this article is to review recent examples of Hi-Fi CSS in anthropology and to provide an assessment of the possibility for comparing these complicated and detailed simulations. I will first review the issue of model comparison, known as docking, and employ a framework for comparison suggested by Cioffi-Revilla and Gotts (2003). Then I will describe several recent Hi-Fi simulations done by anthropologists and compare them using the framework for model comparison. The article closes with a consideration of the benefits of model comparison, which include theory testing and the improvement of ontologies for anthropological phenomena. Docking CSS Models The flexibility of CSS modeling allows researchers freer reign for their intellectual creativity. However, as Axelrod (1997) noted, If these wonderful new possibilities of computational modeling are to become intellectual tools well harnessed to the requirements of advancing our understanding of social systems, then we Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 Kuznar / High-Fidelity Computational Social Science 17 Figure 1 Levels of Computational Social Science Model Comparison must overcome the natural impulse for self-contained creation and carefully develop the methodology of using them to “Reason and Compare.” (p. 204) Axelrod (1997) referred to the method of making CSS models comparable as “alignment of computational models” or simply “docking” (p. 184). The docking experiment he and others conducted was challenging because they asked to what extent two different models with different purposes could be rendered comparable. This exercise was even more challenging because they bridged the gap between a simple KISS model (Axelrod’s) and a more complicated virtual history model (Epstein & Axtell’s [1996] Sugarscape). The researchers found that by rendering agents’ vision, movement capabilities, and behavioral rules comparable, they were able to produce statistically similar results and then use the more complicated framework (Sugarscape) to extend Axelrod’s analysis. Axerod and others’ call for and attempt at comparability was originally done in 1997. Such approaches remain novel, as Cioffi-Revilla and Gotts’s (2003) recent plea for model comparison indicates. They focused on four levels at which models could be analyzed and compared (implementation, structure, target domain, and function; see Figure 1). Implementation refers to the computer software and hardware tools used in a particular CSS. Several standard tools have emerged for ABM programming, with the majority using Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 18 Social Science Computer Review modern object-oriented programming languages such as Java and C++. Early programming frameworks used languages such as Fortran, Basic, Pascal, and C (Axelrod, 1997; Gladwin, 1975; Kuznar, 1990; Lustick, 2000; Plattner, 1975; Raczynski, 2004). The next generation of ABM programming employs frameworks such as Sugarscape (originally Objective C based; Epstein & Axtell, 1996), Swarm (originally C based; Terna, 1998), and RePast (Java-based; Collier, 2002). Recently, easier to use but more graphically and programming limited frameworks such as Netlogo have emerged (Wilensky, 1999) and are particularly useful for initial proofing and simpler models. Structure refers to the abstractions (e.g., classes, objects, methods) coded in a CSS model. Nearly all CSS modeling takes advantage of object-oriented programming, whereby users define classes of object types (programs, routines, functions), in which individual objects (e.g., an agent) can be instantiated by defining object properties (attributes) and methods (things it does) (Epstein & Axtell, 1996; O’Sullivan, 2004, p. 289). CSS models often operate in artificially created environment structures such as rings, simple grids, or toruses (grids whose sides meet). The manner in which time is modeled (days, weeks, years, decades) is another important structural element. Target domain refers to how abstractions are interpreted as representations of real world entities. For instance, does an agent represent an individual, a group, or a nation? Is the environment a spatial representation of a social network or of a physical landscape? Is an exchange of information an economic trade or an act of violence? Finally, function refers to the purposes and uses of CSS models. Some modelers suggest that models should be externally valid representations of reality, useful for theory testing (Lustick, Miodownik, & Eidelson, 2004). Others insist that models be used as devices to explore the limits of theoretical possibilities, without empirical validation (Bankes et al., 2002). Increasingly, CSS models are used to inform policy decisions (MacKerrow, 2003). Cioffi-Revilla and Gotts (2003) noted that the implementation level is often the clearest and most straightforward level for comparison. The implementations I review here are sufficiently similar so that I will not make explicit comparisons among them. However, the other three levels require closer consideration, and I will compare anthropological CSS models accordingly. Hi-Fi CSS in Anthropology CSS has attracted the interest of anthropological researchers. I do not intend to provide an exhaustive review of all anthropological simulation studies, but the following provides an overview of their history and select recent examples. Early applications focused on modeling economic interactions in peasant societies and on demographic effects on social structure (Coult, 1965, 1968; Gladwin, 1975; Kunstadter et al., 1963; Plattner, 1975). Many applications are closer to the KISS approach. For instance, Boyd and Richerson (1985, 1992, 2001) focused on how simulations of cognitively simple agents can give rise to emergent behaviors such as cultural adaptation or maladaptation. Their work has been followed with simulations of bounded rationality and cultural transmission (Henrich, 2002; Henrich & Boyd, 1998) and the emergence of ethnicity (McElreath, Boyd, & Richerson, 2003). Aoki, Wakano, and Feldman (2005) used simple models to explore how competing paradigms of behavior Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 Kuznar / High-Fidelity Computational Social Science 19 (social learning, individual learning, and instinct) form a suite of abilities humans use for context-dependent decision making. Optimal foraging theorists use simple simulations to explore the consequences of foraging and sharing decisions in hunter-gatherer societies (Winterhalder, 1986a, 1986b). Likewise, Brantingham (2003) employed a relatively simple agent model to simulate how parameters such as distance to raw material source and raw material quality influence stone tool assemblages. Read’s (2002) and Read and LeBlanc’s (2003) simulation of how competition influences social evolution is a more complicated approach to simulation because it explores the interactions among several dimensions of human life (birth spacing, competition, and decision making). Dahl and Hjort’s (1976) landmark simulation of herd demographics and off-take rates is similar to Read’s (2002) in that they considered several aspects of herding systems (animal demography, economic use) to estimate the value of herds to traditional pastoralists. Both of these simulations are, however, designed as general abstract applications and do not provide detailed representations of any particular cultural setting. White (1999; 2004, pp. 314-315) and others used ABM in a novel manner for hypothesis testing that uses both fidelity to specific cultural systems and a simplified approach to focus on one aspect of a social system, that is, marriage. They began with network data on marriage links in known social systems and then conducted random permutations of mates, providing a baseline random mating pattern in marriages to which known patterns can be compared. Their approach involves controlling for population demography as well as for different cultural marriage proscriptions and prescriptions. Consequently, their modeling efforts go beyond Axelrod’s (1997) KISS approach, although their focus on one aspect of cultural life, marriage, provides a focus that is not quite the Hi-Fi approach defined here. Anthropologists have produced several Hi-Fi applications applied to very specific cultural settings. Early Hi-Fi simulations in anthropology include simulation of the interactions among environmental and climatic variables and social organization and labor in Oaxaca, Mexico (Fischer, 1980), risk-reducing strategies among the Hopi (Hegman, 1989), herding systems in the Andes (Flannery et al., 1989; Kuznar, 1990) and Africa (Mace, 1993; Mace & Houston, 1989), and irrigation regulation in Bali (Lansing, 1993; Lansing & Kremer, 1987). More recent applications include the following: simulation of the impact of raiding on cultural evolution in Mexico (Lazar & Reynolds, 2002; Reynolds, 2000), the rise and fall of Anasazi civilization (Kohler et al., 2000), continued investigations into Balinese irrigation (Lansing & Miller, 2005), Amazonian colonization and land development (Deadman, Robinson, Moran, & Brondizio, 2004), the impact of tourism on Arctic communities (Berman, Nicolson, Kofinas, Tetlichi, & Martin, 2004), drug use epidemics (Agar, 2005), the Creolization of languages (Satterfield, 2001), the dynamics of social and kin networks among Turkish nomads (White & Johansen, 2004), and interactions between pastoral nomad and peasant communities (Kuznar, Sedlmeyer, & Kreft, in press). It is beyond the scope of this article to offer a detailed account of each of these recent examples. I have chosen to focus on a few that represent a breadth of project goals, programming tools and applications along temporal and spatial dimensions. Consequently, I have chosen simulations of Anasazi civilization, Amazonian colonization, tourism in the Arctic, and simulations of pastoral nomad societies as examples of how anthropologists have used the tools of simulation to explore anthropological theory and practical application. Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 20 Social Science Computer Review Anasazi Researchers have applied simulation techniques to examine the rise and fall of Anasazi civilization in two areas of the southwestern United States: the four corners area of Utah/Colorado/New Mexico/Arizona (Kohler et al., 2000) and Long House Valley on Navajo Nation lands within Arizona (Axtell et al., 2002; Dean et al., 2000; Gumerman, Swedlund, Dean, & Epstein, 2003). The aim of all of these efforts is to explain the growth and the rapid decline around A.D. 1250 of the Anasazi culture. All models pay close attention to environmental features of the landscape, ecological relationships between population growth and land use, the effect of drought, and human demography. The similarities among these efforts warrant grouping them under the general heading of Anasazi simulations. Amazon The Amazon rainforest is one of the most rapidly changing environments on earth due to human colonization, and a team of researchers provide a simulation of that complicated process (Deadman et al., 2004). These researchers’ LUCITA model simulates the ecological and economic effects of Brazilian colonization policies. Similar to Anasazi models, the Amazonian simulations hinge on ecological relationships between population growth and land use, and human demography. They add considerations of agent choice among land use strategies and cropping decisions for a market economy. Although the Amazon simulation can inform general anthropological theory, these researchers are clearly more concerned with informing ongoing policy decisions on Amazonian colonization. Their work is similar in purpose and scope to other tropical forest simulations (Huigen, 2004). Arctic Similar in purpose to the Amazon research, Berman and others (2004) provided a simulation of the effects of different approaches to tourism on the culture and traditional activities of the indigenous Caribou hunting Gwitchin of Old Crow, in the Canadian Yukon. As with other simulations, modelers pay attention to environmental features, the ecological relationships between population growth and land use, and demography. However, these researchers add the consideration of how different policies not yet enacted would affect the system they simulate. This what-if approach illustrates one of the strengths of CSS; when repeatable experiments are not possible, simulations provide a means by which controlled exploration of possible worlds can be explored. Middle Eastern and East African Pastoralists My colleagues and I use a simulation tool, called NOMAD, to model the dynamic trading and raiding interactions between animal herding pastoralists and their agrarian peasant partners. We apply it to two scenarios: a generalized Middle Eastern small-stock (sheep and goats) system (Kuznar et al., in press) and a model of the more volatile relations between cattle nomads and peasants in Darfur, Sudan, that includes the effects of drought in stimulating the recent genocide (Kuznar & Sedlmeyer, 2005). As with all of the above scenarios, we pay close attention to environmental features, the ecological relationships between population growth and land use, and demography. We add special consideration of how terms of trade would evolve between nomad and peasant agents and how such terms can tip relations from Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 Kuznar / High-Fidelity Computational Social Science 21 peaceful trading to violent raiding. In the Darfur case, we also examine how, under conditions of extreme drought, raiding patterns can become set, leading to outright enslavement or genocide. Our initial aim and most general goal is the testing of anthropological and historical theories of pastoralism. However, our Darfur application moves us closer to informing policy because we think that some of our findings suggest ways in which the Darfur crisis might be mitigated. Comparison of Hi-Fi Simulations If each anthropological application were totally different in scope, purpose, data input, object definition, methods, and so forth, then the possibility of comparing the models would not exist. However, as a glance at Table 1 shows, there is substantial overlap in structure, target domain, and function in the anthropological ABM’s I reviewed. Structure Space is always defined on a grid. Most agent updating takes place within each time step or iteration of the simulation. The one exception is Arctic, where there are major and minor time steps, with different updating processes taking place at different levels. The object classes in these models correspond to agent individuals, and agents typically have the same attributes and methods, although the parameters of these definitions differ from agent to agent. Stronger differences emerge in the target domains of each simulation, although even at this level, basic similarities exist, making model comparison possible. Target Domain The target domains of these simulations vary from ancient civilizations to pastoral nomads to modern hunter-gatherers. However, strong similarities remain in the source of information, instantiation of space, time, and even individual agents. Even those simulations that model the past are highly dependent on knowledge ethnographers gather on the present. This dependence raises concerns about the use of ethnographic analogies in simulation, which are unfortunately beyond the scope of this article (Kuznar, 2001; Stahl, 1993; Wylie, 1988). The reliance of all simulations on ethnographic data also adds to the burden of field researchers to gather valid and accurate data. Space is always conceived as a two-dimensional landscape grid. Some simulations (NOMAD, Arctic) use idealized landscapes, whereas others create more realistic and detailed landscapes from Geographic Information Systems (GIS) and archaeological databases. The typical time step is 1 year. Arctic departs from this scheme by using 5-year time steps as the major iteration, with some agent updating taking place on a five-seasonal basis (early winter, late winter, spring, summer, and fall) within the larger time step. NOMAD interprets iterations as separate seasons (spring, summer, fall, winter). The agents in each model represent individuals in households, and basic attributes cover age, sex, birth rates, nutritional requirements, labor rates, and marriage rates. These categories track important dimensions of any individual’s life, and culturally specific information is captured in the parameter values given to these dimensions (e.g., age at marriage or labor rates for activities). There is also much overlap in agent rules; all agents are born, reproduce, eat, marry, die, and often move. Amazon and NOMAD also contain rules for trading, and NOMAD Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 22 Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 Key agent/objects Environment Implementation Programming framework Structure/Target domain Space Time step Data inputs Project Households, individuals Raster cell = 1 ha 1 year Archaeological surveys, topographic maps, ethnographic data, climate data Soil productivity, vegetation, elevation, water resources, GIS Raster cell = 4 ha 1 year Archaeological surveys, topographic maps, ethnographic data, climate data Soil productivity, vegetation, elevation, water resources, GIS Households, individuals Sugarscape Anasazi: Long House Valley Swarm Anasazi: Four Corners Households, individuals, crops Raster cell = 1 ha 1 year Idealized land distribution, crop yields, prices, regression equations for soils Soil productivity, crop yields, land cover RePast Amazon Households, individuals Hunting zones, climate change None, but implied 5 years/seasons Demography, hunting dynamics, environmental change None specified Arctic Table 1 Comparison of Anthropological High-Fidelity Simulations Pastoralist/peasant demography, landscape type, productivity, hazard rates, crops, pastures Households, individuals, animals Raster cell = 1 ha Four seasons Idealized landscape, crop yields, productivity, drought Swarm NOMAD 23 Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 Note: GIS = Geographic Information Systems. Theory testing Historical comparison to random distribution Degradation, farm, eat, weed, relocate, reproduce, die, marry, form new households Rules/method Function Purpose Validation Age, nutritional requirements, sex, food stores, maize yield, labor rates Agent attributes Theory testing Historical comparison, visual inspection Degradation, farm, eat, weed, relocate, reproduce, die, marry, form new households, migrate/die, move, store food Age, nutritional requirements, sex, food stores, maize yield, labor rates Policy Realism for validation against historical data Age, nutritional requirements, sex, food stores, harvest variance, crop yields, farming strategy, cash needs, labor rates Farm, eat, reproduce, die, marry, form new households, move, store food, use labor pool Policy None sought Household formation, employment, hunting, gear sharing, hunting location choice, harvest sharing, communal hunt, migrate Age, household type, education, wages, transfers, taxes, nutritional need Theory testing Historical comparison Birth, eat, marry, move, trade, raid, die/ migrate, slaughter, harvest, Age, nutritional requirements, sex, food stores, crop yield, vision, labor rates 24 Social Science Computer Review includes raiding as an option. Despite the very different cultural settings these simulations represent, their agent configurations share many basic attributes and rules, making model comparison very possible. Function Three purposes emerge at the level of function in these anthropological models. Modelers design some simulations, such as Anasazi and NOMAD, for testing specific anthropological theories regarding the rise and fall of civilizations, political cycles, and the influence of environmental factors on culture. Other CSS models, such as Amazon and Arctic, inform public policy by generating possible histories based on alternative parameter settings or policy decisions. However, even at this level, the potential for overlap and comparison exists; for instance, we altered NOMAD to produce a simulation of Darfur with policy implications. Comparing Models Figure 1 can be used as a guideline for comparing Cioffi-Revilla and Gott’s (2003) levels between models, especially if models are to be rendered similar in function so they can be docked. For instance, the spatial and temporal aspects of models need to be docked. In the case of the Anasazi models, this is already evident: Space is a GIS representation of actual landscapes, and iterations represent years. Docking with NOMAD would require instantiating a master year step, with perhaps seasonal substeps or, alternatively, programming seasons into the Anasazi simulations. Comparing agents in these models presents the larger issue of what anthropologists should consider the fundamental unit of their analysis and what attributes those units should have. The simulations reviewed above all take the individual as their fundamental units. Also, individuals in these models share many basic attribute variables (age, sex, fertility, etc.). However, pastoral agents will necessarily differ from Amazonian peasants, which in turn will differ in some ways from Anasazi horticulturalists. One means of comparing agents across models is to develop an ontology of basic agents who can take on various attributes based on their cultural settings. Developing an ontology will certainly prove to be challenging because anthropologists are far from agreement on the substance of the discipline (Fischer, 2004; Leaf, 2004). Nonetheless, until anthropologists seriously engage in the endeavor, it is unlikely that they will make much progress. Although daunting, there should be some room for encouragement, because some units seem to be rather self-evident. For instance, the livestock-owned variable will be null for the ancient Anasazi, activated for agents in NOMAD, and possibly filled in for some Amazonian colonists. A similar approach to developing a range of agent methods could accommodate the range of culturally appropriate behaviors; hunting would be activated for Anasazi and Arctic, with appropriate parameters to model mule deer versus caribou hunting costs, benefits, and success rates. Finally, comparison of models with different functions may actually improve their relative functions. Whether Amazon is used to have an impact on policy or test anthropological theory, the model still needs to cover the same basic agent attributes and methods and provide some reasonable means of representing space, environment, and time. Different functions may cause modelers to focus on certain model aspects but ignore other variables necessary for a valid model. For instance, land and markets are the focus of Amazon, but kin networks are neglected. Our primary focus with the NOMAD–Darfur simulation was on theory test- Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 Kuznar / High-Fidelity Computational Social Science 25 ing, and we simply eliminated families who were no longer viable (economically or because of loss of husband). However, an explicit policy orientation would have caused us to account for the displaced women and children who, in reality, now populate refugee camps and create a whole new set of factors (food aid, international pressure) influencing conflict in that region. Comparing models with different functions has the potential for enhancing the original functions of CSS models, and this is best achieved by attempting comparison across the full range of CSS models developed by anthropologists. Similarities Across Anthropology: Other Models The similarities are evident in the small sample of applications I have reviewed, but these similarities easily extend to other applications. The MameLuke simulation of Philippine tropical forest colonization uses a GIS map of an actual region and takes farming households as its primary agent but also monitors individuals (Huigen, 2004). MameLuke introduces another anthropologically relevant agent attribute, ethnicity. Lake’s simulation of Mesolithic hazel nut collecting on Islay takes individual foragers as its basic agents (Lake, 2000). Lansing’s (1993, 2000) well-known simulations of Balinese irrigation take a higher structural unit, the subak or cooperative farmer’s association, as its basic decision-making agent. Similarly, the SHADOC simulation of Senegalese irrigation monitors both individual farmer agents as well as water user federations (Barreteau, Bousquet, Millier, & Weber, 2004). Even anthropological applications that do not involve land use can be compared at some level. Agar’s (2004, 2005) study of drug use epidemics is based on agent individuals who experience a drug and share that experience with others. Because many attributes specified in land use models (labor rates, nutritional requirements) may not be relevant to Agar’s applications, it is not very comparable with more environmentally and materially based models such as LUCITA or NOMAD. However, Agar paid attention to the nature of communication that other models neglect, indicating that all simulations eventually need to incorporate methods for communication if they are to be more complete and valid anthropological models. Satterfield’s (2001) simulation of language Creolization focuses on agent individuals and how their basic demographic profiles influence their linguistic behavior. Satterfield’s model includes standard demographic attributes, such as age, sex, and health, but also ethnic identity (as in MameLuke) and social status. Once again, these are further attribute categories that could be generally configured for agent individuals and compared across models. Conclusions The similarities across Hi-Fi anthropological CSS models in implementation, structure, target domain, and function indicate the potential for docking or model comparison. Models are representations of alternative anthropological theories of social life, and so, developing a means for testing these theories against one another is necessary if researchers are to use CSS for furthering anthropological science. Docking is clearly a necessary prerequisite for theory testing. However, docking anthropological CSS models has further implications for the development of CSS and anthropological theory in more fundamental ways. Docking CSS models requires finding similarities and analogies between model agents, objects, and methods. Docking therefore forces anthropologists to consider just what anthropological phenomena exist, in addition to how those phenomena are best represented as com- Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016 26 Social Science Computer Review putational objects. In other words, docking attempts provide another tool anthropologists can use in considering the ontology of the human condition. The very act of comparing agents forces anthropologists to be more explicit about what agents they think exist and what attributes and methods agents should have. This need for rigor will sharpen anthropological debates about the ontology of anthropological phenomena. Anthropologists need to consider whether kinship systems operate, as their categories imply, to warrant modeling a kinship unit as an agent (see White & Johansen, 2004, for some interesting perspectives). Anthropologists need to address the age-old question concerning whether social structures have causal effects (see O’Meara, 1997). What we mean by “farmer in a peasant agricultural system” may not be sufficiently similar to a farmer in a horticultural system to justify using the same types of agents to model both (see discussion in Netting, 1986). Do our categories unnecessarily narrow the dimensionality of individuals and social structures? Forcing rigor in the definition of agents may help to differentiate concepts that are lumped under the same category. For example, are New Guinean horticulturalists sufficiently similar to Amazonian horticulturalists to share the same label? Conversely, modelers may find that phenomena traditionally separated may be sufficiently similar to be modeled under the same agent category. 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Kuznar is a professor of anthropology at Indiana University–Purdue University at Fort Wayne. He received his Ph.D. in anthropology and a master’s degree in mathematical methods in the social sciences from Northwestern University in 1990. His research interests include the economics and ecology of traditional herding societies, the evolution of human behavior, conflict and terrorism, and computational social science. He has conducted field research among the Aymara of Andean Peru and the Navajo of the U.S. Southwest. He has published articles in American Anthropologist, Current Anthropology, Ecological Economics, and others. He is author of Reclaiming a Scientific Anthropology (Altamira Press, 1997) and Awatimarka: Ethnoarchaeolopgy of an Andean Herding Community (Harcourt Brace, 1995). Downloaded from ssc.sagepub.com at PENNSYLVANIA STATE UNIV on September 11, 2016
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