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Elinor Ostrom. Katy B rner. Allen Lee. Michael Roberts. Todd Gureckis. Winter Mason. Peter Todd ... Cultural identity determined by propagation of concepts, ... – PowerPoint PPT presentation

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Title: What


1
Whats good for the group Experimental work on
innovation diffusionRobert GoldstoneIndiana
UniversityDepartment of PsychologyProgram in
Cognitive Science
2
Innovation 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

3
Technological advances build on previous advances
4
Innovation 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
5
Mason, 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

6
Network Types
7
Small 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)
8
Small 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
9
Experiment 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

10
Score (Fitness)
Single-peaked
Three-peaked
Participants Guess
11
Score (Fitness)
Participants Guess
12
Experimental 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

13
Single-peaked
Three-peaked
at Global Maximum
Percentage of Participants
N
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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.
14
SSEC 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
15
SSEC Model (Goldstone, Roberts, and Gureckis,
2008 in press)
Single-peaked
Three-peaked
N
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F
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B110, B210, B31 Full network best for
single-peaked Small-world best for three-peaked
Human Results
16
Three-peaked, Small World Network
Best with low noise and social (1 -
self-obtained) information
N15, B21-B1, B30.1, D3
17
Three-peaked, Full Network
Best with combination of self- and
social-obtained information
N15, B21-B1, B30.1, D3
18
Three-peaked, Comparison of Small World and Full
Networks
Self-obtained information works best with Full
network
N15, B21-B1, B30.1, D3
19
Needle Fitness function
One broad local maximum, and one hard-to-find
global maximum
Global Maximum
Score (Fitness)
Local Maximum
Participants Guess
20
Needle Function
Percentage of Participants
at Global Maximum
R
o
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n
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Lattice network performs best by fostering the
most exploration, which is needed to find a
hard-to-find solution
21
Needle Function
Human Data
SSEC Model
Percentage of Participants
at Global Maximum
R
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B110, B210, B35
Lattice network performs best - It fosters the
most exploration, which is needed to find a
hidden solution
22
Single-peaked
Adding links and social information always helps
Unimodal
N15, B21-B1, B30.1, D3
23
Three-peaked
Intermediate level of connectivity is best if use
social information
N15, B21-B1, B30.1, D3
24
Needle
Even lower degrees of connectivity and more
self-obtained information is good
N15, B21-B1, B30.1, D3
25
Conclusions
  • 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

26
Creature 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

27
Screenshot
28
Point distribution
  • (small league size condition)

29
Results Score vs. Round
  • F(1,958)1015, plt.0001

30
Results Score vs. Group Size
  • F(1,38)70.5, plt.0001

31
Results Score vs. League Size
32
Strategies Over Rounds
  • Less imitation and innovation over rounds
  • More use of ones own current and previous teams
    over rounds

33
Results Source vs. Group Size
  • More imitation as group size increases
  • Less innovation as group size increases

34
Results 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

35
Coverage 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.

36
Score vs. Choice Strategy
  • Imitation is a good strategy for the individual

37
Score vs. Copy Proportion
  • As the probability of imitating increases, the
    participants score increases

38
Score vs. League Proportion
  • As the probability of innovating increases, the
    participants score decreases
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