Page 36 -
P. 36

3 Types of Simulation                                           29

            reapplied for a number of simulated time periods. In traditional micro-simulation,
            the behaviour of each individual is regarded as a “black box”. The behaviour is
            modelled in terms of probabilities, and no attempt is made to justify these in terms
            of individual preferences, decisions, plans, etc. Thus, better results may be gained if
            also the cognitive processes of the individuals were simulated.
              Opening the black box of individual decision-making can be done in several
            ways. A basic and common approach is to use decision rules, for instance, in the
            form of a set of situation-action rules: If an individual and/or the environment is
            in state X, then the individual will perform action Y. By combining decision rules
            and the BDI model quite sophisticated behaviour can be modelled. Other models
            of individual cognition used in agent-based social simulation include the use of
            Soar, a computer implementation of Allen Newell’s unified theory of cognition
            (Newell 1994), which was used in Steve (discussed above). Another unified theory
            of individual cognition, for which a computer implementation exists, is ACT-R
            (Anderson et al. 2004), which is realized as a production system. A less general
            example is the Consumat model (Janssen and Jager 1999), a meta-model combining
            several psychological theories on decision-making in a consumer situation. In
            addition, nonsymbolic approaches such as neural networks have been used to model
            the agents’ decision-making (Massaguer et al. 2006).
              As we have seen, the behaviour of individuals could be either deterministic or
            stochastic. Also, the basis for the behaviour of the individuals may vary. We can
            identify the following categories:

            – The state of the individual itself: In most social simulation models, the physical
              and/or mental state of an individual plays an important role in determining its
              behaviour.
            – The state of the environment: The state of the environment surrounding the
              individual often influences the behaviour of an individual. Thus, an individual
              may act differently in different contexts although its physical and mental state is
              the same.
            – The state of other individuals: One popular type of simulation model, where the
              behaviour of individuals is (solely) based on the state of other individuals, is
              those using cellular automata (Schiff 2008). Such a simulation model consists of
              a grid of cells representing individuals, each in one of a finite number of states.
              Time is discrete and the state of a cell at time t is a function of the states of a finite
              number of cells (called its neighbourhood) at time t   1. These neighbours are a
              fixed selection of cells relative to the specified cell. Every cell has the same rule
              for updating, based on the values in its neighbourhood. Each time the rules are
              applied to the whole grid, a new generation is created. In this case, information
              about the state of other individuals can be seen as gained through observations.
              Another possibility to gain this information is through communication, and in
              this case, the individuals do not have to be limited to the neighbours.
            – Social states (norms,etc.) as viewed by the agent: For simulation of social
              behaviour, the agents need to be equipped with mechanisms for reasoning at
              the social level (unless the social level is regarded as emergent from individual
   31   32   33   34   35   36   37   38   39   40   41