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Generation and Simulation of Artificial Human Societies using Anthropologically modelled

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Generation and Simulation of Artificial Human Societies using Anthropologically modelled

Learning Agents

Autor: Radu Galan

Mentor: Dr. Czibula Gabriela

(2)

TABLE OF CONTENTS

ABSTRACT 01

02

04 05

MOTIVATIONS

THE DESIGN MODELLING & DATA

In tro du ct io n

06

EXPERIMENTS

07

VALIDATION

Me th odo lo gy

09

CONSIDERATIONS 08

RELATED WORK

FUTURE WORK

Co nc lusi on

03

(3)

INTRODUCTION

(4)

ABSTRACT

01

What?

(5)

The goal was building general anthropological social simulations using an

agent-based system . Essential components are:

- High quality modelling

- A scalable and flexible architecture - Means of visualizing and analysing

Abstract

(6)

Computational Model

Anthropological

model

(7)

Interaction

Agent-based system

(8)

Experiments in an Artificial Society

Social Simulation

(9)

MOTIVATION

02

Why?

(10)

Motivation

Sociological

(11)

Motivation

Ecological

(12)

Drennan - JASSS vol. 8

(…) artificial societies offer "insight into the relationship between micro-level

cognition and macro-level social behavior"

(13)

Joshua M. Epstein

Only by ‘growing’ a society in simulations we can declare that

it is thoroughly understood

(14)

RELATED WORK

03

(15)

RELATED WORK

Specific simulations

aircraft evacuation

fire evacuation

crowd control

traffic flow optimization

Electronic market analysis

(16)

RELATED WORK

General simulations

Conway & Schelling

Sugarscape

Complex social networks

(17)

RELATED WORK

Spatially-explicit simulations

Wild-life simulations of jaguars

Wild-life simulations of capuchins

(18)

RELATED WORK

Social simulations (anthropological)

Hominids: ABS (Australopithecus boisei )

Virtual Neanderthals

(19)

METHODOLOGY

(20)

THE DESIGN

04

How?

(21)

Who?

Where?

What?

When?

Agent-Based Social Simulation

Homo S Sapiens EUROPE

Hunter-Gatherer uncontested 500’000 – 0

100’000 – 0 100’000 – 11’000

40’000 – 11’000

(Late Pleistocene)

(22)

Flow

Experiment steps

Repeatability

Scalability

(23)

Compromises

The trade-offs

Causality vs Large scale

Generalization vs Performance

Low-level modelling vs Time

(24)

Architecture

UML

(25)

MODELLING & DATA

05

(26)

Modelling

Statistical

Iterative

(27)

Context

• Homo S Sapiens

• EUROPE

• Hunter-Gatherer uncontested

• 40’000 – 11’000 (Late Pleistocene)

(28)

Environment

• -20° → 60° longitude; 30° → 70° latitude

• Cylindrical map projection

(29)

Environment

SPATIALLY EXPLICIT TERRAIN

• resolution 80x160: 1951 km2 in one cell

• resolution 160x320: 487.8 km2 in one cell

• resolution 320x640: 121.9 km2 in one cell

• resolution 480x960: 54.2 km2 in one cell

• resolution 800x1600: 19.5 km2 in one cell

(30)

Environment

(31)

Environment

ELEVATION

(32)

Climate

(33)

Climate

TEMPERATURE 20 years modern dataset 8 days time step

DAY

NIGHT

(34)

Resources

Food source:

• Plant population:

EnvironmentAgent->ResourceAgent

3 types of plants:

• high cal. Fruits

• mid cal. Roots/Vegetables

• herbs and spices (health benefits)

(35)

Resources

Plant attributes:

• color {1,2,3}

• energy (0,700] – calories per 100g

• heal [0,3] – health points

• quantity [1,100] – multiple of 100g

• population [100,1000] * avg. area of cell

• probability for each terrain [0,100], …, [0,100]

• probability preferred temperature for ripping[-30,70]

• probability referred month for ripping [1,12]

• spread ability [0,100]

• Sensibility [0,100]

• current food

Plant dynamics:

• Population fluctuation

• Food production

(36)

Humans

Attributes:

• age (0,100)

• sex {0,1}

• health [1,100] – health points

• fitness [1,100]

• Hunger need [0,100]

• Thirst need [0,100]

• Reproductive need [0,100]

• Safety need [0,100]

• Emotional State [0,100]

• Plant find ability [0,100]

• Social interaction ability [0,100]

• Food Inventory

• Character

• Offspring

Dynamics:

• Aging

• Needs changing

Actions:

• Move

• Eat

• Scavenge for food

• Social request

• Social response (automated)

Memory:

• Human social status

• Places fondness

(37)

Humans

Actions:

• Move

• Scavenge for food

• Eat

• Social request

• Social response (automated)

Food inventory Health

Environment food

(38)

EXPERIMENTS

06

(39)

Architecture Testing

An environment

One environment agent in each square One attribute: temperature

One dynamic: convection

(40)

Environment

Surface night temperature Surface day temperature

Surface terrain

Surface elevation

(41)

Environment with resources

(42)

Environment with resources and non-intelligent humans

Random decision-making

Label Dataset

Action

(43)

Environment with resources and intelligent humans

Label Dataset

Circ.

Fitness label: health, emotional-state, hunger, thirst, reproductive

Circumstances:

Relation to another human attr. (4) Target environment attr.(8)

Resource attributes(Plants Color)

Personal State attr. (8)

(44)

Environment with resources and intelligent humans

Label Dataset

Action

Move Scavenge Eat Request

(45)

Environment with resources and intelligent humans

Eat

(46)

Environment with resources and intelligent humans

Eat Scavenge

Move Social request

Depth:

5-20

(47)

Environment with resources and intelligent humans

Global Attribute Histogram Imagine – Think – Decide

Color-Mapping of Attributes

(personal or by tribe average)

(48)

VALIDATION

07

(49)

Mortality

(50)

Metrics

AVG:

MAPE 40.25 min: 7.67 and max: 132.46 RMSPE 0.47 min: 0.095 and max: 1.92 SPRING AVG:

MAPE 37.50 min: 6.93 and max: 123.86

RMSPE 0.44 min: 0.082 and max: 1.91

(51)

Metrics

Mean absolute percentage error Root Mean Square Error

Root Mean Square Percentual Error

Spring

Complete

(52)

CONCLUSION

(53)

CONSIDERATIONS

08

(54)

Considerations

Personal contribution

Philosophical Limitations

• One of the few (if not only) Spatially Explicit Social Simulation of early Homo Sapiens

• Unique Data Gathering Results

• SOTA validation process

• Accurately modelled sapiens

• Social implication of implementation

• Great knowledge, Great responsibility

• Subjective interpretations

• Simulation of society from inside a society

• Computational power

• Current social research might have low accuracy

(55)

FUTURE WORK

09

(56)

Future work

Optimization

Extended modelling

Better visualization

More Experiments

More parallelization, Better memory allocation, Cloud computing

Animals, More actions, Settlement study, More specific plant species, Technologies, Cultural habits, Changing geography, Other hominins

3D animation, More statistical analysis, correlation analysis

Longer experiments with offspring enabled, validation on population growth

or range areas or migration trends

(57)

REFERENCES

[1] W. G. Kennedy, “Modelling human behaviour in agent-based models,” Agent-Based Model. Geogr. Syst., pp. 167–179, Jan. 2012, doi: 10.1007/978-90-481-8927-4_9.

[2] A. Drogoul and J. Ferber, “Multi-agent simulation as a tool for modeling societies: Application to social differentiation in ant colonies,” in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 1994, vol. 830 LNAI, pp. 3–23, doi: 10.1007/3-540-58266-5_1.

[3] M. Drennan, “The Human Science of Simulation: a Robust Hermeneutics for Artificial Societies,” Jan. 2005.

[4] M. Gardner, “MATHEMATICAL GAMES The fantastic combinations of John Conway’s new solitaire game ‘life,’” Sci. Am., vol. 223, pp. 120–123, 1970, Accessed: Oct. 22, 2021. [Online]. Available: http://ddi.cs.uni- potsdam.de/HyFISCH/Produzieren/lis_projekt/proj_gamelife/ConwayScientificAmerican.htm.

[5] S. Sharma, H. Singh, and A. Prakash, “Multi-agent modeling and simulation of human behavior in aircraft evacuations,” IEEE Trans. Aerosp. Electron. Syst., vol. 44, no. 4, pp. 1477–1488, 2008, doi: 10.1109/TAES.2008.4667723.

[6] L. Tan, M. Hu, and H. Lin, “Agent-based simulation of building evacuation: Combining human behavior with predictable spatial accessibility in a fire emergency,” Inf. Sci. (Ny)., vol. 295, pp. 53–66, Feb. 2015, doi:

10.1016/J.INS.2014.09.029.

[7] Y. Murakami, K. Minami, T. Kawasoe, and T. Ishida, “Multi-agent simulation for crisis management,” in Proceedings - IEEE Workshop on Knowledge Media Networking, KMN 2002, 2002, pp. 135–139, doi: 10.1109/KMN.2002.1115175.

[8] S. Sharma, K. Ogunlana, D. Scribner, and J. Grynovicki, “Modeling human behavior during emergency evacuation using intelligent agents: A multi-agent simulation approach,” Inf. Syst. Front. 2017 204, vol. 20, no. 4, pp. 741–757, Aug.

2017, doi: 10.1007/S10796-017-9791-X.

[9] P. Paruchuri, A. R. Pullalarevu, and K. Karlapalem, “Multi agent simulation of unorganized traffic,” p. 176, 2002, doi: 10.1145/544741.544786.

[10] S. R. Wolfe, P. A. Jarvis, F. Y. Enomoto, M. Sierhuis, and B.-J. van Putten, “A Multi-Agent Simulation of Collaborative Air Traffic Flow Management,” https://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-60566-226- 8.ch018, pp. 357–381, Jan. 1AD, doi: 10.4018/978-1-60566-226-8.CH018.

[11] “GENESIS PROPOSAL.” https://web.archive.org/web/20081016131324/http://www.genesis.ucl.ac.uk/proposal.html (accessed Oct. 22, 2021).

[12] “New and Emergent World Models Through Individual, Evolutionary, and Social Learning | NEW TIES Project | Fact Sheet | FP6 | CORDIS | European Commission.” https://cordis.europa.eu/project/id/003752 (accessed Oct. 22, 2021).

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THANK YOU!

Generation and Simulation of Artificial Human Societies using Anthropologically modelled Learning Agents

Author: Radu Galan

Mentor: Dr. Czibula Gabriela

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