Title: What
1Whats good for the group Experimental work on
innovation diffusionRobert GoldstoneIndiana
UniversityDepartment of PsychologyProgram in
Cognitive Science
2Innovation Propagation in Networked Groups
- Importance of imitation
- Cultural identity determined by propagation of
concepts, beliefs, artifacts, and behaviors - Requires intelligence (Bandura, 1965 Blakemore,
1999) - Sociological spread of innovations (Ryan
Gross, 1943 Rogers, 1962) - Standing on the shoulders of giants
- Relation between individual decisions to imitate
or innovate and group performance - Imitation allows for innovation spread, but
reduces group exploration potential - Innovation leads to exploration, but at the cost
of inefficient transmission of good solutions
3Technological advances build on previous advances
4Innovation Propagation in Networked
Groups(Mason, Jones, Goldstone, 2005, in press)
- Relation between individual decisions to imitate
or innovate and group performance - Imitation allows for innovation spread, but
reduces group exploration potential - Innovation leads to exploration, but at the cost
of inefficient transmission of good solutions
Single-peaked
Score (Fitness)
Three-peaked
Participants Guess
5Mason, Jones, Goldstone (2005, 2008)
- Participants solve simple problem, taking
advantage of neighbors solutions - Numeric guesses mapped to scores according to
fitness function - Attempt to maximize earned points over 15 rounds
- Network Types
- Lattice Ring of neighbors with only local
connections - Fully connected Everybody sees everybody elses
solutions - Random Neighbors randomly chosen
- Small world Lattice with a few long-range
connections - Fitness Functions
- Single-peaked - a single, gradually increasing
peak - Three-peaked - two local maxima and one global
maxima
6Network Types
7Small World Networks
Constructing a small world network (Watts,
1999) Start with regular graph Rewire each edge
with probability p Benefits for information
diffusion (Kleinberg, 2000 Wilhite, 2000)
Systematic search because regular
structure Rapid dissemination because short path
lengths Prevalence of small world networks
(Barabási Albert, 1999)
8Small World Networks (Watts Strogatz, 1998)
As random rewirings increase, clustering
coefficient and characteristic path length both
decreaseBut, for a large range of rewiring
probabilities, it is possible to have short path
lengths but still clusters
Clustering
Average Path Length
Proportion of Lattice Connections Randomly Rewired
9Experiment Interface
http//groups.psych.indiana.edu/
Time remaining 13
Guess!
- ID Guess Score
- YOU 45 36.1
- Player 1 39 45.7
- Player 2 95 4.2
- Player 3 52 29.0
10Score (Fitness)
Single-peaked
Three-peaked
Participants Guess
11Score (Fitness)
Participants Guess
12Experimental Details
- 56 groups with 5-18 participants per group
- 679 total participants
- Mean group size 12
- Within-group design each group solved 15 rounds
of 8 problems (4 network types X 2 Fitness
functions) - For Trimodal function, global maximum had average
score of 50, local maxima had average scores of
40 - Normally distributed noise added to scores, with
variance of 25 - Average number of network connections for random,
small world, and lattice graphs 1.3 N - Characteristic path lengths Full 1, Random
2.57, Small world 2.61, Lattice 3.08
13Single-peaked
Three-peaked
at Global Maximum
Percentage of Participants
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For single-peaked function, lattice network
performs worst because good solution is slow to
be exploited by group. For three-peaked function,
small-world network performs best because groups
explore search space, but also exploit best
solution quickly when it is found.
14SSEC Model of Innovation Propagation(Self-,
Social-, and Exploration-based Choices)
- Each agent use one of three strategies
- With Bias B1, use agents guess from the last
round - With B2, use the best guess from neighbors in the
last round - With B3, randomly explore
Probability of choosing strategy x
Where Sx Score obtained from Strategy x
Add random drift to guess based on Strategy x
Next guess
15SSEC Model (Goldstone, Roberts, and Gureckis,
2008 in press)
Single-peaked
Three-peaked
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B110, B210, B31 Full network best for
single-peaked Small-world best for three-peaked
Human Results
16Three-peaked, Small World Network
Best with low noise and social (1 -
self-obtained) information
N15, B21-B1, B30.1, D3
17Three-peaked, Full Network
Best with combination of self- and
social-obtained information
N15, B21-B1, B30.1, D3
18Three-peaked, Comparison of Small World and Full
Networks
Self-obtained information works best with Full
network
N15, B21-B1, B30.1, D3
19Needle Fitness function
One broad local maximum, and one hard-to-find
global maximum
Global Maximum
Score (Fitness)
Local Maximum
Participants Guess
20Needle Function
Percentage of Participants
at Global Maximum
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Lattice network performs best by fostering the
most exploration, which is needed to find a
hard-to-find solution
21Needle Function
Human Data
SSEC Model
Percentage of Participants
at Global Maximum
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B110, B210, B35
Lattice network performs best - It fosters the
most exploration, which is needed to find a
hidden solution
22Single-peaked
Adding links and social information always helps
Unimodal
N15, B21-B1, B30.1, D3
23Three-peaked
Intermediate level of connectivity is best if use
social information
N15, B21-B1, B30.1, D3
24Needle
Even lower degrees of connectivity and more
self-obtained information is good
N15, B21-B1, B30.1, D3
25Conclusions
- For both human participants and the model, more
information is not always better - Full access to all neighbors information can
lead to premature convergence on local maxima - Harder problem spaces require more exploration,
and hence more local connectivity patterns (Lazer
Friedman, in press) - Optimal performance is an interaction between
problem space, social network, and personality
(sheeps versus mavericks) of agents - An informational social dilemma
26Creature League Task
- Build good teams of creatures by taking into
account individual traits as well as interactions
between team members - 24 rounds of team construction
- A participant can choose their new team from
- their old team incumbent
- their best previous team reinforced memories
- other participants teams social learning
- the entire set of creatures innovation
- Problem difficult manipulated by changing league
and team size - Score of team individual creatures values
interactions between pairs of creatures
27Screenshot
28Point distribution
- (small league size condition)
29Results Score vs. Round
30Results Score vs. Group Size
31Results Score vs. League Size
32Strategies Over Rounds
- Less imitation and innovation over rounds
- More use of ones own current and previous teams
over rounds
33Results Source vs. Group Size
- More imitation as group size increases
- Less innovation as group size increases
34Results Imitation
- Overall imitation rate (the proportion of rounds
for all participants in which any copying
occurred) was 29.3 - Of all imitation, participants copied
- 82.6 were of a participant with the highest
score - 92.4 were of a participant with a higher score
than the imitator
35Coverage vs. Round, by Group Size
- Coverage the proportion of league icons
represented on any team at the end of a round,
normalized by group size. - As group size increases, the group converges
increasingly rapidly.
36Score vs. Choice Strategy
- Imitation is a good strategy for the individual
37Score vs. Copy Proportion
- As the probability of imitating increases, the
participants score increases
38Score vs. League Proportion
- As the probability of innovating increases, the
participants score decreases