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Artificial Societies and Virtual Worlds

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Title: Artificial Societies and Virtual Worlds


1
Artificial Societies and Virtual Worlds
  • A Presentation by
  • Andrew Krausnick

2
What is an artificial society?
  • A collection of computer simulated agents
    designed to use emergent behavior to grow
    meaningful social structures using communities of
    agents.
  • As Dr. Joshua Epstein and Dr. Robert Axtell wrote
    a book Growing Artificial Societies about their
    project, Sugarscape.
  • In which, they wrote, We apply agent-based
    computer modeling techniques to the study of
    human social phenomena, including
  • Trade
  • Migration
  • Group Formation
  • Combat
  • Interaction with an Environment
  • Transmission of Culture
  • Propagation of Disease
  • and Population Dynamics

3
Example Sugarscape
  • Three ingredients of an artificial society
    agents, environment, and rules.
  • Agents are the people of constructed artificial
    societies, they have any number of traits, from
    sex to vision to wealth.
  • The environment exists in a physical capacity,
    to be operated on and interacted with by the
    agents.
  • The rules are everything else, modes of
    behavior for agents or physical rules of the
    environment itself.

4
Picture!
5
What is a virtual world?
  • Dr. Richard Bartle, co-creator of what is
    heralded as the first true virtual world - MUD1
    outlines what he considers to be most important
    features of virtual worlds, these are
  • underlying rules (or physics)
  • user representation
  • real time interaction
  • a shared world
  • world persistence
  • Actors in a virtual world are known as avatars.

6
Examples
  • Multi-User Dungeons (MUDs), usually text based.
  • Everquest
  • World of Warcraft
  • Second Life
  • Traits Mostly commercial, usually games. Always
    social spaces.

7
Pictures!
8
Why study them? (Part 1)
  • Nicholas Yee, currently a Ph. D. student at
    Stanford University. (http//www.nickyee.com/daeda
    lus/)
  • traditional personality assessment techniques
    are typically transparent and reactive.
  • actions in massively multi-user online
    environments can be tracked unobtrusively by the
    server
  • users are personally invested in their avatars
    and the environment, every decision they make is
    personally revealing

9
Why study them? (Part 2)
  • Dr. Edward Castronova of the Department of
    Economics at Cal State Fullerton.
  • Economists believe that it is the practical
    actions of people, and not abstract arguments,
    that determine the social value of things.
  • One does not study the labor market because work
    is holy and ethical one does it because the
    conditions of work mean a great deal to a large
    number of ordinary people.

10
What virtual worlds and artificial societies have
in common
  • Agents, Environment, Rules.
  • Of academic interest to social scientists.
  • Emergence from large numbers of independent
    actors.

11
Why combine them?
  • Possible to compare artificial rules to natural
    ones.
  • Pass ideas, diseases or goods between real and
    virtual actors.
  • Examine virtual world behavior by attempting to
    grow a virtual society to mimic the behavior.
  • Create an emergent society with meaning for human
    interaction.

12
How to combine them
  • Actions and goals need to be synonymous for
    agents and avatars.
  • Limiting avatar abilities to bring them on par
    with agents.
  • Providing a meaningful interface for human users.
  • Rules -gt underlying rules and human action.
  • Environment -gt shared world.
  • Agents -gt user representation and human action.

13
Example AlphaWolf
  • Bill Tomlinson and Bruce Blumberg at MIT Media
    Lab
  • 3D graphical simulation of a Grey Wolf pack.
  • The demonstration allowed for user interaction,
    but in a limited capacity, the user could by
    using a microphone to howl, growl, or bark cause
    his or her pup to howl, dominate, submit or play
    based on context.
  • In addition, these actions would then affect how
    each of the social participants would view the
    actor in the future, giving the action importance
    over time.
  • Relationships are conveyed to the user by way of
    graphical interface buttons, giving some
    indication to the user in which way their
    orders to the pup will be enacted with regards
    to any other wolf.

14
Picture!
15
My Work
  • Resources, Needs, Skills, and Actions are
    abstract.
  • Communication such as trade is enacted as an
    Action, therefore it is usable as a method for
    cross agent/avatar communication.
  • Rules determine agent behavior as well as how
    interaction works (ie. they remember trading
    locations).

16
Example Action Types
  • AskAboutTrades
  • Construction
  • Goto
  • Trade
  • UseSkill

17
Pictures!
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