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Simulating Evolutionary Social Behavior

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Title: Simulating Evolutionary Social Behavior


1
Simulating Evolutionary Social Behavior
  • by
  • Stephen Hilber

2
Abstract
  • With the creation of Epstein and Axtell's
    Sugarscape environment, increasing emphasis has
    been placed on the creation of "root" agents -
    agents that can each independently act and
    interact to establish patterns identifiable in
    our everyday world. Models created for traffic
    patterns and flocking patterns confirm that these
    conditions are caused by each participating agent
    trying to achieve the best possible outcome for
    itself.

3
Purpose
  • The purpose of this project is to attempt to
    model evolutionary behavior in agents in an
    environment by introducing traits and
    characteristics that change with the different
    generations of agents. Using the modeling package
    MASON programmed in Java, I will be able to
    create an environment where agents will pass down
    their genetic traits through different
    generations. This project will show that agents
    which possess the capability to change will
    change to better fit their environment.

4
Behavioral Traits
  • By adding certain behavioral traits and a common
    resource to the agents, I hope to create an
    environment where certain agents will prosper and
    reproduce while others will have traits that
    negatively affect their performance. In the end,
    a single basic agent will evolve into numerous
    subspecies of the original agent and demonstrate
    evolutionary behavior.

5
EXAMPLE Start Simulation
The agents start off in random locations, and
have just begun to move in this run. BLUE dots
represent the agents GRAY dots are the trails
they leave behind In this run, a cluster of
agents was created along the eastern environment.
This will affect the rest of the run.
6
Later,the eastern agents have attracted
extroverted agents to their vicinity, as they
already have large groups to satisfy the needs of
the extroverts. This begins to thin out the rest
of the environment as more agents are clustered
around the eastern side of the environment.
7
The extroverted agents are being gradually drawn
east through a chain reaction of movement, while
introverted agents are slowly being trapped
against the wave of extroverts. The
introverts simply have no place to run.
8
Some of the agents have started to die out due to
isolation even introverts need to be
around others at some point in their life. Most
of the extroverts and the trapped introverts have
moved to the east. The remaining agents are
either moving east or dying off.
9
As the run reaches stability, the vast majority
of agents have survived by grouping
together. Introverts may not be happy, but they
need society to survive. A few introverts
survive by staying on the fringes of
society, keeping contact with people only when
needed.
10
The Current Model
  • In the final version of my project, the RED
    agents are extroverts and the BLUE agents are
    introverts.
  • Here's the starting screen again. Much prettier
    this time.

11
The extroverted agents are now starting to find
other extroverted agents, while the introverted
agents are searching out other introverts.
12
Now you can see them grouping together with
others of like kind some extroverts are trapping
the introverts.
13
Much the same as before.
14
Conclusion
  • Introverts group together with other introverts,
    and extroverts group with other extraverts. This
    occurs regardless of the environment, and this
    seperation of introverts and extraverts is
    surprising. It seems that although the introverts
    are normally adverse to being too close to other
    agents, they prefer to interact with like kinds
    instead of being trapped in a sphere of different
    kinds of agents.

15
Credits
  • Credit goes to Conway for The Game of Life,
    Epstein and Axtell for Sugarscape, the MASON team
    for developing MASON, the Myers-Briggs Type
    Indicator, NetLogo, Swarm, and Dr. John A.
    Johnson's IPIP-NEO.
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