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1 Introduction                                                   5

            1947, 1976; Sent 1997). With the advent of computational simulation, it is now
            fairly common to represent the cognition of agents in a model with a series of rules
            or procedures. This is partly because implementing substantive rationality is often
            infeasible due to the computational expense of doing do, but more importantly it
            seems to produce results with a greater “surface validity” (i.e. it looks right). It turns
            out that adding some adaptive or learning ability to individuals and allowing the
            individuals to interact can often lead to effective “solutions” for collective problems
            (e.g. the entities in Chap. 23). It is not necessary to postulate complex problem-
            solving and planning by individuals for this to occur.
              Herbert Simon observed further that people tend to change their procedure only
            if it becomes unsatisfactory; they have some criteria of sufficient satisfaction for
            judging a procedure, and if the results meet this, they do not usually change what
            they do. Later Simon (1956) and others (e.g. Sargent 1993) focused on the contrast
            between optimisers and satisficers, since the prevailing idea of decision-making was
            that many possible actions are considered and compared (using the expected utility
            of the respective outcomes) and the optimal action was the one that was chosen.
            Unfortunately it is this later distinction that many remember from Simon, and not the
            more important distinction between procedural and substantive rationality. Simon’s
            point was that he observed that people use a procedural approach to tasks; the
            introduction of satisficing was merely a way of modelling this. However, the idea
            of thresholds, which people only respond to a stimulus when it becomes sufficiently
            intense, is often credible and is seen in many simulations (for some examples of
            this, see Chaps. 24 and 27).
              Along with Alan Newell, Simon made a contribution of a different kind to the
            modelling of humans. He produced a computational model of problem-solving
            in the form of a computer program, which would take complex goals and split
            them into sub-goals until the sub-goals were achievable (Newell and Simon 1972).
            The importance of this, from the point of view of this book, is that it was a
            computational model of an aspect of cognition, rather than one expressed in
            numerical and analytic form. Not being restricted to models that can be expressed
            in tractable analytic forms allows a much greater range of possibilities for the
            representation of human individual and social behaviour. Computational models
            of aspects of cognition are now often introduced to capture behaviours that are
            difficult to represent in more traditional analytic models. Computational power is
            now sufficiently available to enable each represented individual to effectively have
            its own computational process, allowing a model to be distributed in a similar
            way to that of the social systems we observe. Thus, the move to a distributed and
            computational approach to modelling social phenomena can be seen as part of a
            move away from abstract models divorced from what they model towards a more
            descriptive type of representation.
              This shift towards a more straightforward (even “natural”) approach to modelling
            also allows for more evidence to be applied. In the past, anecdotal evidence, in the
            form of narrative accounts by those being modelled, was deemed as “unscientific”.
            One of the reasons that such evidence was rejected is that it could not be used to
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