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2 Historical Introduction                                       19

            believe that (3) if neither confesses, both will go clear” (Poundstone 1992, pp. 117–
            118). In the non-iterated version, the rational solution is that both confess—but if
            they believe they can trust each other, they can both win, as both will go clear if
            neither confesses. Axelrod’s question was under which conditions a prisoner in
            this dilemma would “cooperate” (with his accomplice, not with the police) and
            under which condition they would “defect” (i.e. confess, get a reward and let
            the accomplice alone in prison). Super-strategies in this tournament had to define
            which strategy—cooperate or defect—each player would choose, given the history
            of choices of both players, but not knowing the current decision of the partner.
            Then every strategy played the iterated game against every other strategy, with
            identical payoff matrices—and the tit-for-tat strategy proved to be superior to 13
            other strategies proposed by economists, game theorists, sociologists, psychologists
            and mathematicians (and it was the strategy that had the shortest description in
            terms of lines of code). Although later on several characteristics of several of
            the strategies proposed could be analysed mathematically, the tournament had at
            least the advantage of easy understandability of the outcomes—which, by the way
            is another advantage of the “third symbol system” over the symbol system of
            mathematics.
              Cellular automata later on became the environment of even more complex
            models of abstract social processes. They serve as a landscape where moving,
            autonomous, proactive, goal-directed software agents harvest food and trade with
            it. Sugarscape is such a landscape which serves as a laboratory for a “generative
            social science” (Epstein and Axtell 1996, p. 19) in which the researcher “grows”
            the emergent phenomena typical for real-world societies in a way that includes the
            explanation of these phenomena. In this artificial world, software agents find several
            types of food which they need for their metabolism, but in different proportions,
            which gives them an incentive to barter with a kind of food of which they have
            plenty, for another kind of food which they urgently need. This kind of a laboratory
            gives an insight under which conditions skewed wealth distributions might occur or
            be avoided; with some extensions (König et al. 2002), agents can even form teams
            led be agents who are responsible to spread the information gained by their followers
            among their group.




            2.4 Conclusion and Suggested Further Reading

            This short guided tour through early simulation models should have shown the
            optimism of the early adopters of this method: “If it is possible to reproduce, through
            computer simulation, much of the complexity of a whole society going through
            processes of change, and to do so rapidly, then the opportunities to put social science
            to work are vastly increased” (Ithiel de Pool and Abelson 1961, p. 183). Thirty-five
            years later, Epstein and Axtell formulate nearly the same optimism when they list
            a number of problems that social sciences have to face—suppressing real-world
            agents’ heterogeneity, neglecting nonequilibrium dynamics and being preoccupied
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