|
Global Society as a Problem Solving
System:
How We Lost Control and
How We Might Regain It
By Tim Gooding
This
document and the NetLogo simulations related to this paper copyright Tim
Gooding 2009 to 2011. (tim@humansos.org) |
Contents
Part
I 3
Introduction: The Problem and the Promise. 3
Comparing
Two Assumptions: The First Assumption. 3
The
Second Assumption. 4
The Argument: Global
Society as a Problem-Solving System... 7
The Evidence: Examples of Unprogrammed Realistic Trends That
Have Emerged.. 9
· The shape of global population
growth. 9
· In a high growth technological
society, wealthier agents tend to have fewer children. 9
· As the population industrialises
and grows, fecundity tends to drop even if agent fertility rises. 9
· Once industrialisation takes over,
‘farmers’ tend to be reduced to a single digit 10
· Population changes broadly match
the economic events. 10
· During the technological boom,
agents tend to become homogeneous. 11
· During the technological
population boom, one ‘culture’ comes to dominate globally. 11
· Trading societies tend to organise
themselves so that sharing is more a part of their social structure. 12
· In thriving economies, individual
agents tend to lose their ability to find resources on their own. 12
· Previously stable local structures
are broken apart 12
· Particular populations of agents
die as a result of technological societal disruptions. 13
· During the technological boom,
starvation is high. 13
· Same peaked top before the decline
as known historical human population collapses. 14
An Analysis: Why is Starvation So High When There is So Much Food?. 15
Contrasting Theories: Free Market Economics and the Wealth Creation
Imperative. 17
Part II 19
Detailed
Technical Description of the Simulation.. 20
The Basic Assumptions of the Societal Simulator: 20
The
Patches (Environment). 20
The
Agents (people). 20
Miscellaneous. 20
Programme Overview... 21
User Control of the Four States. 22
Simulation Controls. 23
User
Control Over Agents. 23
User
Economic Control 24
User
Population Control 24
User
Control Over the Environment 25
Miscellaneous
Sliders. 26
Miscellaneous
Buttons. 27
Evolutionary Variables. 27
Programme Graphing and Monitors. 28
Standard
Graphs and Monitors. 28
The
Evolutionary Graphs. 30
Some Details on How the Simulation Works. 31
How
Trading Works. 31
How
Reproduction Works. 31
How
the Agents Move. 32
Some
Last Notes. 32
Part III 33
Conclusion.. 33
Further Research: What’s Next?. 34
Free
Will Within an Evolutionary System.. 34
Preliminary
Work in Deriving Evolutionary Imperatives From First Principles. 35
Changing
the Evolutionary Imperative. 36
Evolutionary
System Comparative Chart 38
Introduction: The Problem and the Promise
Theories
on how society works can evoke strong feelings in even the most logical and knowledgeable
people; suggesting that human nature and intention might not be dictating
society’s direction seems to be especially provocative. However, the
possibility that the shape of global society is more influenced by
self-organisational processes rather than the aggregate nature and endeavour of
human beings not only comfortably explains global reality it also offers us powerful
new tools with which to tackle some of the most serious problems facing the
world today.
First, let us consider the
facts of a world as a creation of human nature and endeavour:
- High rates of starvation in the presence of
large food supplies (58% of all yearly deaths).
- Rapid world-wide eco-system decline. (31% decline
between 1970 and 2003
which continues with edible fish predicted to disappear from the oceans by
2050)
- Exponential population growth that necessarily
lowers the per capita availability of non-renewable resources
and destroys renewable resources.
- Building society on a foundation of non-renewable
resources (non-renewable means they will predictably run out) while
simultaneously pressuring our only long-term support, the renewable system,
out of existence.
- Possible catastrophic climate change.
- Low prices on a vast range of goods and
services. This, of course, is what we get in exchange for the above.
We cannot plead ignorance
because these issues were foreseen centuries ago – the most recent, the possibility
of human driven climate change, was accurately foreseen in scientific
literature in 1896.
This begs a question: if today’s problems are the result of human nature and
endeavour in the presence of accurate foresight, what has changed that we can
now trust it to act in our collective self-interest?
On the other hand, many
people feel that the nature of global society does not reflect their own nature
or desires. If
the society’s character has been disconnected from individual character, then from
where does the nature of global society emerge?
Artificial evolution is used
by scientists and engineers to solve problems. They ‘aim’ artificial
evolutionary systems by designing a fitness test that guides the forces of
evolution to solve a specific problem. The evolutionary solutions for even
simple problems, such as sorting numbers, are extremely efficient in relation
to the problem and can be beyond human comprehension. Artificial
evolution is also used to programme elements, such as realistic human action
and response, that would be far too complex to programme through conventional
means. Again, the solutions are very efficient and beyond the understanding of
the people who designed the evolutionary system.
Today, successfully setting
up problem-solving evolutionary systems has become somewhat routine. This
experience allows us to see that modern human society is set up perfectly to initiate
an evolutionary problem-solving process aimed at wealth creation. Unless
it can be demonstrated that a system set up to evolve can avoid entering an evolutionary
process, it is reasonable to assume that global society has possessed the
qualities of an artificial evolutionary system aimed at wealth creation for
some years now.
If global society is acting
as a wealth creating evolutionary system, our knowledge of evolutionary systems
suggest these characteristics would apply:
- Evolutionary solutions would emerge that are
beyond human comprehension.
- These solutions would be applied towards increasing
wealth creation and overcoming any blocks to wealth creation.
- Random factors are important to the successful function
of evolutionary systems. When programming an evolutionary system, there is
no functional difference between free-will and random action. Free-will
would aid the evolutionary process.
- The nature of what eventually emerges from an
artificial problem-solving evolutionary system is certain. If the problem
is to sort numbers, the result will be excellence in number sorting. If
the problem is creating wealth, the result will be excellence in wealth
creation.
When we look at the world by
assuming that global society is functioning as an artificial evolutionary system
with a wealth creation imperative, world facts make a great deal of sense:
- Wealth creation will not regard human welfare
except as it relates to making more wealth. As such, people not creating
wealth will become irrelevant. Therefore, it is predictable that
starvation will rise as global society progressively optimises itself to better
create wealth. At the peak of modernity, approximately 3 out of every 5
human deaths comes as a result of a lack of food while the richest
countries in the world (the best wealth creators) struggle with obesity.
- The eco-system supports human beings. A healthy
eco-system is more resourceful than an unhealthy one. However, more wealth
can be created today by converting the eco-system into wealth. Where
profit cannot be found, the wealth imperative sweeps aside the ecosystem
in order to make room for successful wealth creating activities. It
becomes inevitable that the earth’s eco-system will decline. Any
agreements to slow this optimisation process will go against the
evolutionary imperative and will therefore be disempowered. For example, in
2002, an international agreement was signed to stop the decline of the
eco-system. In 2010, a scientific study concluded the agreement made no
impact at all.
- No matter how influential the group, going
against the wealth creation imperative will activate evolutionary
solutions. With this in mind, consider the climate change debate.
Scientific evidence and debate has been ‘politicised’ and thus
‘climate-gate’ became international news even though the actual events
were trivial.
Regardless of how they feel personally, those in power continue to resist
any wealth diminishing solutions because circumstances continually pressure
them to avoid any official action that goes against wealth creation. Meanwhile,
large sectors of the public
disagree with the majority climate experts. In other words, much of the
public feel confident they understand the world climate system better than
the majority of climate experts wherever it affects their ability to
create or maintain wealth. In the decades since the alarm was first raised
in mainstream science, nothing meaningful has been done against the
possibility of climate change.
- As long as we have no access to other resource
rich planets, we live in a closed energy system called Earth. Closed
systems have predictable restrictions on resources and energy. This
creates two realities: 1) Once the resource acquisition passes the
capacity of renewable sources, the overall per capital wealth potential
will decline directly in relation to increases in the world population.
However, because more people can make more wealth today, the wealth
imperative creates pressures to increase the world population regardless
of the inevitable consequences.
2) Accessing any resources at an unsustainable rate will exceed hard lines
that will lead to excessive growth in relation to resources available over
the long term. The resulting growth bubble will predictably burst once the
damage of exceeding those hard lines is made manifest (the financial
crisis foreshadows something far bigger). However, accessing resources at
a rate that exceed these hard lines leads to more wealth today and thus
this behaviour is empowered by societal circumstances that are solutions
created by the evolutionary system.
- Low prices on a vast range of goods and services
would be a by-product of the optimisation of wealth creation and would
therefore emerge automatically. No human planning is required. All other concerns
will be secondary.
In this case, human
potential is being constrained by circumstances generated by a wealth
imperative. Individuals are empowered wherever they create wealth and progressively
disempowered in all other places. Even brilliantly designed social or
environmental initiatives will be countered by evolutionary solutions if they
interfere with wealth creation.
If artificial evolutionary
forces are present in global society, the current state of the world is a reflection
of an evolutionary imperative, not human nature or human endeavour. More
importantly, because we know a great deal about how to construct and manipulate
artificial evolutionary systems, changing the nature of global society is a
matter of applying practical and proven knowledge.
If we were to define ‘agent’
to be any societal entity to which a balance sheet and income statement (or
profit and loss statement) could be applied, then agents would comprise
governments, charities, businesses, universities, organised crime, households,
government departments, individuals, etc. Few people would dispute that global
society is populated by such agents or that these agents must respond to
financial realities if they are to economically survive. Furthermore, an
agent’s power in society changes in proportion to the wealth
it can wield. Accordingly, any practice or tool that advances wealth creation rapidly
propagates throughout the society. This, in turn, raises the bar to which all
agents must aspire if they do not wish to experience economic decline or
extinction. This is an ongoing cycle.
If these elements were
placed in a computer environment, it would create an artificial evolutionary
system designed to solve the problem of wealth creation. Unless it can be
demonstrated that a system possessing the conditions necessary to initiate evolution
can avoid entering an evolutionary process, it is probable that human society
is a problem-solving evolutionary system.
Simple artificial
evolutionary systems empower agents according to their relative performance in
regards to a single fitness test. The test is applied to all agents throughout
the system creating a system wide force that leads to a predictable outcome.
For example, if the fitness test empowers better number sorters, over time an
ever increasing ability to sort numbers will emerge. Even these simple evolutionary
systems create solutions beyond human comprehension.
In human society, agents who
are relatively strong in wealth are relatively strong in power. This applies
throughout the world. Relatively successful wealth-creating characteristics
rapidly propagate throughout society through the adoption of the successful
behaviour such as ‘best practice’ or efficiency. High value is placed on
practices leading to economic success whereas caring is worth little. For
example, assuming salaries are related to societal value then stock brokers and
lawyers are far more valuable to society than care workers. One
group services the health of wealth creation while the other services the health
of human beings. Regardless of how people feel about this, in today’s society, wealth
creation is far more important to society than health creation and accordingly
commands a great deal more power. This is exactly what would happen if society is
being shaped by an evolutionary system optimising for wealth creation.
An evolutionary imperative
does not only work on individual agents, it also shapes the overall
organisation of the agents. James Lovelock explored how this can work when he described
how life comes together to optimise the world’s climate in order to create environmental
conditions best for life. In
a similar way, societal agents automatically work together to create the social
circumstances necessary to best promote wealth creation. It is possible that
such a process can so powerfully influence circumstance that any wealth
creation activities can quickly be elevated to a necessity, regardless of any potential
cost to the health of society or life.
For example, the use of oil creates
great wealth but at the risk of possibly destabilising the earth’s climate. If
we assume society has entered a wealth creating evolutionary system, the former
directly serves the evolutionary imperative while the latter is irrelevant. People
and organisations trying to significantly slow or stop the use of oil will be
seen as a problem to which evolutionary solutions will be brought to bear. Solutions
will include circumstances that make real opposition very difficult. In fact, even
with a universal consensus to stop burning fossil fuels today, it would be
impossible to actually do so without society collapsing. That is a very
powerful circumstantial pressure to continue burning fossil fuels today no
matter what the beliefs are about tomorrow. The majority will comply of their
own free will and wealth creation will continue.
In this paper, two
possibilities are being compared. If society is being shaped by forces of human
nature and endeavour, then it will be impossible to accurately simulate even a
small portion of society without realistically modelling all the rich
complexity of human beings. On the other hand, if an evolutionary system is
dominating the shape of human society, then building an accurate societal
simulation becomes a matter of determining the few simple rules from which societal
complexity emerges. The majority of human detail can be omitted because human character,
human nature, and human intent will be largely irrelevant. In this case, success
will be evident by the extent to which realistic societal behaviour and
historical accuracy emerge.
The section called Examples of Unprogrammed Realistic Trends
That Have Emerged summarises some results from such a simulator and concludes
by examining some of the reasons why the global percentage of deaths by lack of
food is reported by the UN to be 58%. Technical
Simulation Description offers detail of how the programme is designed and
operates. Conclusions briefly
outlines some other areas of development that will follow as time and money
allow.
The
Evidence: Examples of Unprogrammed Realistic
Trends That Have Emerged
None of the trends seen in these graphs were the
result of programming. The following detail emerged from a few simple rules
designed to capture society’s evolutionary forces. All the simulation graphs presented
here are screen shots from actual simulation runs. See Detailed Technical Description of the Simulator for more information concerning the graphs
and the simulator.

Graph courtesy Wikipedia, retrieved from: http://en.wikipedia.org/wiki/File:Population_curve.svg


- Once industrialisation takes over, ‘farmers’
tend to be reduced to a single digit percentage of the population. The number is the
percentage of farmers (i.e. 5%) at this point indicated by the end of the
population graph. The simulation usually starts with a farmer population
of around 50% and then fluctuates in a totally random fashion until the
technological development takes hold. Once the non-renewable resources
become scarce, the ‘farmers’ reassert themselves.

·
Population changes broadly match the economic events associated with historical global population
changes. The purple line in the # of
Trades / capita chart indicates the number of trades and stability of ‘technology’
in society. The green line indicates trades in needs such as food and water. Just
as in reality, as the technological presence and stability exerts itself, the
population responds. There are many other technological indicators in the
simulation but they are not graphed and can only be seen while watching the
simulation run.


(Surplus
Labour)
- During the technological boom, agents tend to
become homogeneous
and specialised to technological economic success. The Trading Culture 1 graph indicates
‘cultures’ that seek non-renewables over renewables. This graph shows the
12 ‘cultures’ as a percentage of 100% (‘1’ in the graph) such that the
vertical values of the 12 lines added together will always add to 1.
Notice the steep decline in the ‘cultures’ that prioritise renewable needs
over non-renewable technology (Trading
Culture 2).


- Trading societies tend to organise themselves
so that sharing is more a part of their social structure than more advanced economies. Societal giving tends to be reduced once the
technological boom takes hold, even if individual agent generosity rises. If
the simulation is run far into the future, the habit of giving can remain
low even though the need increases dramatically once non-renewable
resource scarcity asserts itself. It depends on what is lost during the
population collapse. The Charity
Activity chart tracks global charity activity while the Charity chart tracks the averages
and extremes of individual agent choice of how much to give in charity.


- Previously stable local structures are broken
apart
in favour of system-wide production efficiencies during the technological
boom. There are four distinct societies and each is established on
different rules. Each kind of society stabilises in a slightly different
way and when a new system creates disruption frequently, the old
‘communities’ are either destroyed or the old agents are killed off in
favour of the agents aligned with a new way of doing things, much as the indigenous
people of the Americas were disrupted and destroyed to make way for wealth
creation. In my simulation, the transition to a non-renewable society is
by far the most disruptive. This can be observed by watching the
simulation running.
- Particular populations of agents die as a
result of technological societal disruptions. The dip in population occurs when more
technologically advanced agents impose their organisation on areas already
populated by other cultures. These cultures tend to die out, much like the
First Nations (Native Americans) in the hundred years after Europeans
first encountered them. Approximately 100 million First Nations people died
which is just under 1/5 of the world’s estimated population at the time
(see chart on the right). However, it seems many official historical world
population estimates do not reflect this decline. Notice the sharp dip in
the simulated chart just before the boom whereas only the population decline
due to the black plague is recorded on the official chart.

Chart retrieved 29/01/11from http://www.globalchange.umich.edu/globalchange2/ current/lectures/human_pop/human_pop.html
- During the technological boom, starvation is
high
even in the presence of a rapidly increasing food supply. According to a 2001 UN report, approximately
58% of all human deaths each year are caused either directly from hunger
or indirectly through becoming vulnerable due to critical nutritional
deficiencies.
The chart called Per Capita Excess
Needs shows how much ‘food’ is available for each agent in the
simulation. Even though the food supply dramatically rises, starvation
rises sharply. Since there are no politics, social classes, laws, or conspiracies
in the simulation, a system-wide force must be arising that involves none
of these things. This is examined further in the next section.


Cause of Death and Per Capita Excess Needs
are two of the charts on the next page. The green line in the Cause of Death chart is starvation while
Per Capita Excess Needs tracks how
much ‘food’ has been harvested for each agent in the system. When this trend
appeared (rising starvation in the presence of a rapidly increasing food
supply), the next thing that happened was a frantic search for faulty
programming. When nothing was found, the next step was to determine the actual
actual starvation statistics and compare them with the simulation. It became evident
that starvation in the real world was also very high: 58% of all deaths are caused
either directly from hunger or indirectly through becoming vulnerable due to significant
nutritional deficiencies.
Especially since ‘LiveAid’, billions
have been spent to stop starvation. This leaves us with two possibilities. On the
one hand, if the considerable and sustained world hunger efforts have been effective
then the previous percentages must have been much larger. On the other hand, global
policy and charity efforts may have made no impact at all at the global level.
According to Sahlins
aboriginals in the desert of Australia
worked only 3 to 5 hours a day. In other words, they had a considerable food
surplus which they converted into more leisure than we enjoy today. While his
work was controversial, no one suggested that he was so wrong that he was
missing 3 in 5 people dying from starvation. Additionally, after spending 5
years living with First Nations people in the Yukon, I found no evidence of such high
starvation rates previous to encountering Europeans. The evidence suggests that
communities around the world did not routinely experience such high starvation casualties
before globalisation.
If this is true, the not
only are the ‘feed the world’ efforts failing, the starvation rates are much
higher now than they were before modernity.
But why would starvation
rates go up in the presence of so much food? Evidence from the simulator offers
intriguing possibilities. The simulator gives us insight into aspects of society
that are normally impossible to explore.
Going back to the Cause of
Death chart, the three main causes of death are infant mortality, disease and
starvation. Near the end of the run the pink line (infant mortality) and the
brown line (disease) become depressed as a result of a rise in technology.
However, the green line (starvation) rises significantly even though there was
more food available than at any other time. This is apparent in the Per Capita
Excess Needs chart (‘needs’ is possible food in the simulator). At first, this
seems to violate common sense, especially as the simulator contains none of the
societal detail that is normally blamed on societal inequities such as
privileged education, politics, law or capitalistic greed. However, by
examining several charts at once, something entirely new becomes apparent.


On the Birth and Death
chart, the top black line is the births (as a percentage of the population) and
the bottom one is the deaths. Notice how they tend to mirror one another even
during rapid population changes. Only small deviations within a narrow corridor
are required to accomplish huge population swings.
In thousands of simulation
runs, the Birth and Death charts never significantly deviate from mirroring one
another. If either birth or death spikes, it rapidly returns to its normal
corridor. Only when they both change
together can long term changes become stable.
This hypothesis was tested in
the simulator by manually increasing other deaths. When this was done, the starvation
rate dropped. Another way to lower starvation in the simulator was to manually reduce
fecundity. As long is it remained above the subsistence line, the link between
starvation and the system’s food supply seemed weak.
If this simulation
accurately reflects the reality of global society, while the real global birth
rate remains at its current level and medical technology continues to suppress
death due to other causes, starvation must release the pressure.
From a global point of view,
local successes can be misleading. It is analogous to trying to get bubbles out
of something that has been glued to a flat surface. Locally, one can succeed by
applying enough pressure directly to the nearest bubble. However, when viewed
from a global perspective that action accomplishes nothing because the pressure
simply moves somewhere else and another bubble rises. This is how we can exert
an enormous effort and enjoy several significant newsworthy successes while
achieving nothing from a global point of view.
More ominously, when the
non-renewable society emerges, the simulation seems to be utilising surplus
labour for the purpose of optimising production rather than agent welfare. If
large parts of the population are not properly fed, surplus labour immediately
increases which then further frees up the productive agents to produce more.
Production would be negatively affected in a number of ways if surplus labour
were to be shifted to feeding people who would otherwise starve to death.
Accepted economic theory views
the free-market as a tool for wealth creation that society wields for its own
benefit. On the other hand, a society shaped by a wealth creation imperative is
itself wielded by an evolutionary system optimising for wealth creation over
all other things.
In the accepted economic
view, society has the power to mitigate undesirable free-market consequences
through policy and regulation. For example, pollution resulting from wealth
creation can be countered with law and regulation. This way we get all the
benefits of the free-market while maintaining control of the disadvantages.
This picture suggests that any unfortunate events, such as the Deepwater
Horizon oil spill,
simply reflect a failure of regulation and law to properly control society’s
wealth creating tool.
However, there is a great
deal of evidence to suggest that this is not the reality. For example, consider
the mainstream debate on regulating bank remuneration. In the UK, both sides of
the debate and the reporting media accepted the evidence that society was being
adversely affected by wealth disparity, but then proceded with the assumption
that wealth creation was far more important. As such, the only point of debate left
was whether banks could be regulated without impacting wealth creation.
If the public sector was
actually free to mitigate disadvantages of the free-market, this would not be a
debate at all: social well-being would trump wealth creation in a society where
people are important and we have so much wealth that obesity as a problem. The
reality is circumstances force societies to permit wealth creation activities even
though it creates known social degradation. This suggests that wealth creation wields
more power than social concerns in society. If this is the case, then how can
society mitigate the bad effects of wealth creation?
This is just one example of
how circumstances force any societal entity to progressively become more
monetarily efficient regardless of the social impact. Wealth dominates
everything in every sector and every walk of life. The only way to temporarily escape
it is to become independently wealthy.
In a society being shaped by
a wealth creation imperative, mitigating forces that impair wealth creation
will be progressively disempowered. If laws and regulation have to be
‘competitive’ against a constantly rising bar then, over time, they will
increasingly come to serve wealth creation. Those living in the wealthy
countries will become wealth creating entities of the highest order, meaning
that any expression not involved in wealth creation will become increasingly
diminished. Those not creating wealth will be left alone. However, as the
wealth creating forces come to control more of the earth’s resources, those
left alone will increasingly die like every other form of life that does not
create wealth.
Standard economics suggests
we control the free-market and society through regulation, law and policy. The
theory of societal evolution says we have never had control in the way we
thought we did. Standard economics says big global problems can be fixed
through laws, regulations and policy. The theory of societal evolution says all
this activity is a waste of time and energy unless it ends up changing the
global societal wealth creation imperative. As long as the wealth creation
imperative remains in place, the future nature of global society is assured

This
section is for those wishing more information about the actual simulator in
order to determine the validity of the model and for those interested in its detailed
workings and programming. While effort was taken to write this in simple terms,
it does not to attempt to explain how
multi-agent simulations work or how to programme a simulation. Some knowledge
of simulations and/or programming will be helpful.
- The environment consists of renewable and
non-renewable resources.
- Renewable resources are renewed at each
iteration. The non-renewable resources are not renewed.
- Each patch contains different levels of
resources.
- Each patch requires a different effort in order to
access the resources.
- Some patches cannot produce ‘food’.
- All the agents need a same basic amount of renewable
resources every turn in order to stay alive.
- Agents start with the same effort with which
they can harvest renewables and non-renewables.
- Agents can trade excess food and goods with
other agents.
- Money is the medium of trade.
- Agents die of various causes and, if nothing
else gets them, old age.
- Agents breed. The children may or may not be
like their parents.
- Agents can move.
- Agents possess ‘evolutionary variables’ that
allow agents to utilise their resources and behave in different ways.
- Increasing non-renewable assets in society leads
to energy, travel and medical technology.
- Renewables can be converted into non-renewable technology.
- Non-renewables wear.
- Harvesting non-renewable resources too rapidly
can lead to the degradation of renewable resources. Recovery takes place
at varying rates.
- A child will inherit the parent’s wealth. ‘Food’
is not inherited.
The
key to getting realistic output from the simulator is in correctly configuring
the environment in terms of available resources and the required harvesting in
relation to the ability of the agents’ to harvest and the need of the agents’
for food.
This simulation was built inside
the academically accredited NetLogo 4.0.4 and 4.1.2 multi-agent simulation
environment. At the core of this particular simulation are three simple environmental
elements and one evolutionary element:
needs – a
single environmental variable representing the renewable forces created in
human society, especially food. This gives us a measurement of surplus labour.
wants – a
single environmental variable representing the non-renewable forces in global
society.
money – a
fixed resource of no intrinsic value which can be traded for either ‘wants’ or ‘needs’.
In this version, the money supply does not change.
agent – an
evolutionary element meant to capture a few key forces generated by human
beings in the environment of the world today. In contrast to models such as Uri
Wilenski’s Wealth Distribution,
all the agents in this simulation have identical potential (their ‘labour’ and
‘needs’ start out evenly across all agents).
The agents in the simulation
can exist in four different states which, in turn, create four different
possible agent-generated simulation environments. Somewhat arbitrarily, these
four states are called Hunter/Gatherer,
Trading, Innovating and Industrial.
The key characteristics of
these four states in their simplest forms are:
Hunter Gatherer – (Consisting of Agents and Needs)
Agents look for and harvest
food, reproduce (asexually), and die from either lack of food or old age. The
patches contain the single renewable food source ‘needs’ that has a fixed
random resistance to harvesting. Using their ‘labour’ (user defined using the
‘starting-labour’ slider and the same for all agents), the agents overcome the
resistance and harvest the renewable resources. Once the resistance is overcome
(whether by a single agent or a group of agents), there is no further cost to
harvesting the food, but since this usually happens only once per iteration
this resistance can be seen as a fixed cost, a variable cost or a combination
of both.
If more than one agent is present on the patch, the ‘needs’ is divided up
between them in accordance to the labour still available after they overcome the
resistance (‘harshness’).
On each patch, ‘needs’ are
available in a set amount that is randomly assigned to each patch at the
beginning of a simulation run. ‘Renewables’ are renewed once per iteration. The
patch resources and resistance are randomly set up (according to user defined parameters)
at the beginning of each simulation run.
Trading – (Consisting
of Agents, Needs and Money)
Agents do all of the above
and, in addition, they can now buy and sell ‘needs’ using money. At the
beginning of the later versions of the simulation, all the agents start with
the same amount of money and the money supply is fixed thereafter. Each agent
initiates buying (if they have money) and selling (if they have ‘food’ in
excess of their chosen savings level) once per iteration. They seek to purchase
below their chosen price and sell above their chosen price. If no trades can be
found within their immediate vicinity (within 1 patch beyond them) they will
not initiate a trade. This state change from Hunter/Gatherer to Trading
is done to all agents simultaneously.
Innovating
– (Consisting of Agents, Needs, Wants and Money)
Agents do all of the above
but they now have the choice of converting their ‘needs’ into ‘wants’
simulating the force of turning renewable resources into fixed assets that
deteriorate without human intervention. This only occurs in the ‘innovating’
state. These ‘wants’ (technology) increase the agent’s ability to overcome
patch resistance and harvest more food, as well as medicate themselves and
increase their movement. They can buy and sell ‘wants’.
The user can cause this
state change to initially occur to as few as one agent up to the entire
population. If the user chooses a small number, the new state will propagate if
a ‘Trading’ agent purchases a ‘want’. ‘Hunter/Gatherers’ will not convert
because they do not trade. Whenever they disappear it will be through extinction.
Industrial
– (Consisting of Agents, Needs, Wants and Money)
Agents can now harvest
non-renewable ‘wants’ (non-renewable technology) directly from the patches. Agents
have identical rules to that of the previous level except they no longer convert
‘needs’ into ‘wants’. The rules of harvesting ‘wants’ are the same as
harvesting ‘needs’ except that ‘wants’ is not renewed. The amount of ‘wants’ is
randomly assigned to each patch within a user constraint upon setup.
The user can cause this
state change to ‘Industrial’ to occur to as few as one agent up to the entire
population. If the user chooses to convert a fraction of the population, the
new state will propagate whenever a non-‘innovating’ agent purchases a ‘want’
from ‘industrialists’ or if an agent harvests a patch that has been altered by
the harvesting of ‘wants’. The latter simulates industrialising powers such as land
ownership and taxation or the enclosure laws in England that forced the
mobilisation of an industrial labour force.
The cluster of buttons and
sliders to the right of the simulation window control these four states. On
setup, the agents default to the Hunter/Gatherer state. If the user sets the Auto-Advance switch to ‘on’, the
simulation will automatically advance individual agents through the different
stages by occasionally randomly assigning an agent a new level, randomly
generated from one level above the highest level of any agent already in the
simulation. The slider Auto-Turnon lets
the user run the simulation at a certain level before the Auto-Advance is automatically switched on. Auto-Shutoff allows the user to set how many Industrialists there
must be in the system before the Auto-advance
function automatically shuts off. Strength
controls how strongly the Auto-Advance
affects its environment.
If the user wishes to watch
the process in the simulation, they can turn on the Colour switch which will cause the agent’s colour to reflect their
level: red for ‘Hunter/Gatherer’, yellow for ‘Traders’, green for ‘Innovators’,
and blue for ‘Industrialists’.
The user can also manually
control this process. The appropriate Initial-Wave
sliders determines the number of agents that will be converted: Initial-Wave1 determines the number of ‘Traders’
to be converted, Initial-Wave2
determines the number of ‘Innovators’ and Initial-Wave3
determines the number of ‘Industrialists’. Once set, the user can press the
appropriate button to manually convert agents at will (Manually Trade for ‘Traders’, Manually
Innovate for ‘Innovators’ and Manually
Industrialise for ‘Industrialists’. The number converted will occur each
time the button is pressed and the buttons work whether the simulation is
running or has been paused. The user can also use sliders to have the simulation
automatically convert agents at a particular time (tick) in the simulation by
setting the appropriate slider: Start-Trading
to introduce ‘Traders’, Start-Renewable-Economy
to introduce ‘Innovators’ and Start-Industrialisation
to introduce ‘Industrialists’.
The above buttons and
sliders are grouped according to the agent state they control.
The user can start the
simulation at any stage. Equally, the user can jump stages during simulation (i.e.
introduce industrialists into a hunter/gatherer economy). If the sliders are
set at the same ‘tick’ the simulation will convert the agents to the most
‘advanced’ state. Using the manual buttons, the user can also reverse the
process (i.e. introduce traders into an industrialist society).
The simulation will
occasionally
randomly convert agents to a new state in a range defined by the minimum
(Hunter/Gatherer) to the maximum present in the simulation environment.
The user has the ability to
introduce and experiment with the effect of several sliders either for an
entire simulation run or as an interruption during a simulation run. These
sliders are (in alphabetical order):
Accidents –
This is death by causes unmitigated by choices or wealth.
Charity-Enabled – This is the switch that turns on charity and thus activates the Giving-Threshold control.
Child-Benefit – This taxes all the adult agents in order to give a benefit to all the
dependent children.
Child-Dependency – This determines the age at which an agent retains child attributes.
Child-Needs
– This determines what proportion of Living-Cost
a dependent child requires to live.
Giving-Threshold – This determines at what point an agent will start ‘begging’ for
charity.
Disease – This simulates individual disease, dangerous
activities and other causes of death that stem from individual or collective
choices.
Epidemics
– This simulates deaths en-mass.
Fertility-Max – This determines the initial fertility level of the agents at the
beginning of a simulation run. [fertile = random fertility-max]
InfantMort
– the likelihood of an agent dying before the age of 5.
Life-Expectancy-Max – the maximum age attainable without the help of ‘technology’ (or
‘wants’).
Living-Cost
– how much ‘needs’ is subtracted from the agent during each iteration. This is
the cost in terms of renewable resources an agent requires at each iteration in
order to remain alive. If ‘needs’ ever goes to zero or below, the agent dies.
Medical-Strength – This increases/decreases the effectiveness of the agents evolved use
of ‘wants’ in combating death by ‘Untimely-Deaths’, ‘InfantMort’ and
‘Epidemics’.
Travel-Cost
– ‘Wants’ (technology) increases an agent’s ability to travel (if they choose
to use it this way). This is the cost of that travel in terms of the proportion
of ‘wants’ (technology) that was used for that travel.
Recycling
– This determines how quickly the societal stock of non-renewable resources is worn
away by use. The higher the number, the lower the wear (because of more
recycling).
Renewable-Economy – This determines how efficient the agents are at converting their
renewable resources into technology. This is only effective with agents working
as ‘Innovators’ (the third state).
Birth-Control – This simulates the population choosing to have fewer children than
the agents naturally would in that environment.
Child-Limit
– This limits the number of children an agent can have. It simulates the
effects of the ‘Chinese Policy’.
Fecundity-Policy – If we were able to, this would prevent fecundity from increasing
beyond a certain level. It is a fantasy population control policy programmed
just to see what would happen.
The most powerful influence
the user has on the environment is during setup where the user can set the
various amounts of resources available and their resistance to harvesting. However,
once the simulation is running the following sliders have no influence. The
sliders involved are:
Eco-Recovery
– This determines how quickly patches recover from the environmental disruption
caused by the harvesting of ‘wants’. (This needs further fine tuning for
control. It’s a bit sluggish at the moment.)
Ex-Harshness-Amount – This determines by how much the extraordinarily harsh patches are
resistant to harvesting.
Extraordinary-Harshness – This determines what part of the environment is
inaccessible to the agents in terms of resources by increasing the resistance
to extraordinarily high levels. It creates environmental boundaries and
‘deserts’. Sometimes, very powerful agents can harvest those areas that have
relatively lower resistance.
Fixed-Harshness – On setup, the programme uses this number from which to randomly
generate the resistance covering the fixed ‘wants’ on each patch.
Fixed-Soft-Patch – This is the number of patches that will have its resistance covering
‘wants’ forced to become lower than a single agent’s . It is used to allow a
technological society to seed itself in a very harsh environment. Without it,
sometimes it can be difficult to get a technological society to ‘ignite’.
Num-people
– this determines the population of randomly generated agents that begins the
simulation. Keep in mind that many of these initial agents may have an
evolutionary setup that will not allow them to survive.
Max-Fixed-Resources – On setup, the programme uses this number to
randomly generate the number of ‘wants’ available on each patch.
Max-Renewable-Resources – On setup, the programme uses this number to
randomly generate the number of ‘needs’ available on each patch.
Renewable-Harshness – On setup, the programme uses this number from which to randomly
generate the resistance covering the ‘needs’ on each patch.
Renewable-Soft-Patch – This is the number of patches that will have the
resistance (harshness) covering ‘needs’ forced to become lower than a single
agent’s efforts. It is used to allow the agent society to seed itself in a very
harsh environment. Using it, the user can create very harsh environments
indeed.
Starting-Labour – This slider determines how much force an agent can exert in its
environment (before technology). The number set on Starting-Labour directly equates to how the maximum amount of
‘needs’ an agent can potentially harvest before ‘technology’ is introduced. The
balance between this slider and Living-Cost is important in tuning the
simulation as it will determine how much excess an agent can harvest (i.e. if
Living-Cost is set to 5 and Starting-Labour 4 then all the agents will starve
to death. On the other hand, if Living-Cost is set to 1 and Starting-Labour 4
the agents will easily create surpluses … up to 4 cycles of food requirement in
one just one cycle’s harvest.
There are some environmental
sliders that can be used effectively during the simulation. These exceptions
are:
Contamination – This determines the extent to which ‘pollution’ leaks to the
neighbouring patches.
Environmental-Degradation – The number set by this slider is the percentage
reduction of the maximum resources available. For example, setting the slider
to .1 will decrease the maximum possible on a patch by 10% and increase the
maximum harshness possible on a patch by 10%. This allows the user to simulate
various degrees of environmental disruption.
Environmental Disruption – A button that regenerates the renewable resource
environmental setup using the original figures set even if the user moves the
environment setup slider after the simulation has started. This simulates an
environmental shift.
Auto-Naturalisation
The number on the slider
relates to the amount of ‘wants’ in the possession of an agent. If that level
of ‘wants’ falls below a certain level, depending on the agent’s propensity to
mutate, that agent may become an ‘innovator’.
Middle-Wealth-Cutoff-% and Bottom-Wealth-Cutoff-%
These two sliders define the
agent’s wealth class used by the graphs. The programme takes the richest agent
and then defines the rest of the agents by what percentage of that wealth the other
agents possess. These sliders influence the ‘X (Lower Wealth) = Higher Wealth’
graph and the ‘Children by Wealth’ graphs. The results are reported by the
‘High Wealth’, ‘Middle Wealth’ and ‘Low Wealth’ monitors. These sliders do not
influence the behaviour of the simulation in any way. Needs-Balancing, Wants-Balancing and Money-Balancing
These sliders balance out
the value of each item. When the simulation is allowed to determine value by
price, then these sliders become superfluous but otherwise they allow the user
to determine the relative value of each of the three tradable items for the
purposes of wealth calculations. These sliders influence the graphs only and have
no impact on the simulation, as is the case with the V128 of the simulation
(the latest at the time of writing).
Stop-Simulation – This slider allows the user
have the simulation stop at a particular ‘tick’. It is useful when quickly
comparing the shape of the graphs from different runs because the graphs will have
an identical compression. Also, this allows the user to ‘set and forget’ the
simulation and come back later on to see what happened.
Money-Supply
– Determines how much money is given to each agent when the simulation is
started. (earlier versions have variable money supply functions but it didn’t
influence the shape of the ‘society’ in any way that I could determine).
Go –
Starts and stops the simulation.
Reset Pop Peak– Resets the peak
population monitor to the current population.
Setup –
Sets up the simulation environment and places the agents in the environment.
Over time, the individual
agents have the ability to make numerous choices and adaptations about the way
they behave in their environment. The way they do so is through these evolved
variables.
charity –
this determines how much an agent gives to ‘beggars’.
fertile –
this determines an agent’s likelihood of having children.
industrial-efficiency – determines how intensely an agent will use the
‘wants’ they have at their disposal. The trade off is that the more ‘wants’ are
used, the more they wear.
movement –
if an agent’s income begins to drop, this determines their likelihood of moving
off that patch before it becomes a life or death decision.
mutation –
This determines the likelihood an agent’s child will mutate away from the
parent’s characteristics on birth. If ‘mutation’ goes to zero, the children
will be clones of their parents.
nurture-needs – this determines the percentage of ‘needs’ a parent will give its
child on birth.
nurture-wants – this determines the percentage of ‘wants’ a parent will give its
child on birth.
nurture-money – this determines the percentage of ‘money’ a parent will give its
child on birth.
order-of-trade – an agent can harvest ‘needs’ or ‘wants’, buy ‘needs’ or ‘wants’ and
sell ‘needs’ or ‘wants’. This variable determines the order that this is done.
In industrial mode, it allows the agent to choose from 24 different
combinations, 12 of which emphasise obtaining ‘wants’ over ‘needs’ while the
other 12 emphasises ‘needs’ over ‘wants’ (these 12 I call ‘farmers’). In the
‘innovate’ mode, it allows the agents to choose the order at which they buy and
sell their wears. Graphing this variable is fascinating as different ‘cultures’
can rapidly rise and fall but it has become too complicated to do so anymore.
In the future I intend to add more ‘cultures’.
price-up –
whenever the agent changes its price up, this is the amount it raises the
price.
price-down
– whenever the agent changes its price down, this is the amount it lowers the
price.
propensity-health – this determines what percentage of ‘wants’ the agent uses to fight
disease.
propensity-labour – this determines what percentage of ‘wants’ is used to increase its
labour.
propensity-leisure – this determines what percentage of ‘wants’ does nothing.
propensity-use-needs – this determines what percentage of excess ‘needs’
an ‘innovator’ will use to convert into ‘wants’.
savings-rate-needs – This is the amount of ‘needs’ an agent will hoard
before selling. All sales occur on amounts surpassing this amount. It is in
terms of ‘living-cost’ and so savings will change if the ‘living-cost’ slider
is changed.
savings-wants – the amount of ‘wants’ hoarded before selling. All sales occur on
amounts surpassing this amount. If this is ‘2’, then the agent will always hold
onto at least ‘2’ units of ‘wants’ before they consider selling.
vision –
this determines the size of the radius in patches that the agent is able to
examine before deciding what direction to go. If it goes below 1 (the red line
on the graph) the agent is effectively blind to its environment and the
direction of its movement will become completely random.
wander –
this determines an agents propensity to jump several patches in order to go
exploring.
The first window is the
simulation itself. A green environment indicates the renewables are at their
most accessible. The agents start with different colours that their children
inherit. If the environment starts to turn grey (or orange) that means the
harvesting of non-renewables is impacting the accessibility of renewables. The
darker the grey or orange, the larger the impact. It is possible for the agents
to harvest non-renewables with little impact on the environment and this
sometimes happens once the technological society has declined.
Average Age
– ages of the agents has been summed and divided by the population.
Birth and Death – this graphs the total births in that iteration divided by the
population and the negative of total deaths divided by the population. The
middle orange line is 0 and there are two red reference lines currently set at
.9 for birth and -.9 for death.
Farmers –
this measures the population of agents who choose harvesting ‘needs’ over
‘wants’. As industrialists, these agents will only harvest ‘wants’ if they
can’t harvest any ‘needs’ during a cycle (tick). See also order-of-trade under Evolutionary Variables.
Fixed-Resources – sums the patches’ ‘wants’. It is useful to see whether the agents are
still harvesting ‘wants’ from the patches when the amounts are too small to
register on the graph.
Hunter/Gatherer, Traders, Innovators
and Industrialists – this measures
the population in each category.
Non-Renewable Resources – graphs the sum of the patch’s ‘wants’.
Peak –
reports the highest population recorded since the Reset Peak Population button was pressed.
Per Capita Productivity – graphs the amount of harvesting of ‘needs’ and
‘wants’ in that cycle (tick) divided by the population. ‘Wants’ has been
graphically repressed in order to prevent the graph from shooting meaninglessly
straight up every time the industrialists
take over. This graph is softened by summing the reported number for the last 6
ticks and dividing them by 6.
Per Capita Surplus Labour – this graphs the sum of all the agent’s ‘needs’ in
excess of the sum of all the ‘needs’ required to fulfil the ‘living-cost’. If
‘living-cost’ is 3 and there are ten agents with 24 ‘needs’, the total living
cost is 10 x 3 (living-cost x agents) = 30 so this graph would report back 24 –
30 / population = -.6. This means most agents would be living hand to mouth
meaning if they didn’t harvest ‘needs’ in that iteration some would certainly die
of starvation. This would mean creating or harvesting non-renewables would be a
low priority for most agents. Reporting back ‘0’ would mean the society as a
whole had 1 iteration of excess food.
Population
(graph) – graphs the simulation’s population over time.
Population
(monitor) – reports the number of agents in the simulation at any one time.
Prices –
adds up all the prices in that cycle and divides them by the number of
transactions. The purple line is the price for ‘wants’ and the green line is the
price for ‘needs’.
Societal Assets – the sum of all non-renewable assets held by agents.
Total Wealth Per Capita – sums the agents’ ‘needs’ and ‘wants’ and divides
by population. As in the per Capita
Productivity graph, the ‘wants’ has been suppressed.
Wealth Top, Wealth Mid and Wealth Low
– this is the population in each wealth band.
X (Lower Wealth) = Higher Wealth – using the simulation’s definition of wealth, X is
the variable graphed, low wealth is the sum of wealth of the lowest wealth
class divided by the population of that class and high wealth is the sum of
wealth of the highest wealth class divided by the population of that class.
# of Trades / Capita – sums the trades and divides by the population. The
purple line is the per capita trading of ‘wants’ and the green line is the per
capita trading of ‘needs’.
For almost all these graphs,
the black line is the system average (the sum of the agent’s variable divided
by the agent population) while the red line reports the highest value of this
variable held by any agent in the system while the green line reports the
lowest value.
Further definitions of the
variables used can be found under ‘Evolutionary Variables’.
Charity –
reports the variable ‘charity’.
Children by Wealth – reports two variables: the sum of children had by people from the
lower class divided by the sum of people in child bearing age in the class and
the sum of children had by middle and upper classes divided by the sum of
people of child bearing age of these two classes. The red line is the lower
class while the turquoise line is the upper and middle classes.
Fecundity –
reports sum of ‘children’ had by the living agents divided by the sum of all
agents above the age of 11 (the age they need to be before they can have
children).
Fertility
– reports the average only of the average ‘fertility’ of the lowest class by
wealth and the combined average of the middle and upper class by wealth. The
turquoise line is the upper and middle classes while the red line is the lower
class.
Health-Choice – reports the variable ‘propensity-health’
Industrial-Usage – reports the variable ‘industrial-efficiency’
Labour-Choice – reports the variable ‘propensity-labour’
Leisure-Choice – reports the variable ‘propensity- leisure’
Modern Travel – reports the variable ‘migration’. This is how intensively agents use
technology to help them move.
Movement Desire – reports the variable ‘movement’.
Mutation –
reports the variable ‘mutation’.
Nature Vision -- reports the variable ‘vision’.
Nurturing-money – reports the variable ‘nurturing-money’
Nurturing-Needs – reports the variable ‘nurturing-needs’
Nurturing-Tech – reports the variable ‘nurturing-wants’
Savings Rates – reports two variables: the sum of savings rates for ‘needs’ divided
by the population and the sum of savings rates for ‘wants’ divided by the
population. The purple line is ‘wants’ and the green line is ‘needs’.
If an agent is at least a ‘trader’
and has ‘needs’ or ‘wants’ above their savings rate, or they have any money,
the agent will attempt to initiate trades with any agents that are within a
small range of patches around them (begins at 1). If selling, it will only
consider buyers whose offer price is equal to or above the asking price. If
that is the case, the agent will seek the lowest price (regardless of quantity)
and then initiate an exchange. The agents trade as much as they can in any
transaction but always go for the best price. An agent will choose a small
trade with the best price over a larger trade with a slightly worse price.
If an agent still has money
or goods left to trade after the first trade, it will attempt to trade again.
If the agent fails to trade on the first attempt, it shifts its price to
enhance the chances of achieving a trade and tries again. For example, if
selling goods, it will lower its asking price and try once more. This is how
prices move.
All agents start the
simulation with bid and offer prices of ‘50’.
The agents’ key trading
variables are:
buy-price-needs – At each iteration, an agent will compare its price to that of the
price calculated
by the patch on which it currently resides. If the agent’s price is higher than
the patch, it will lower its price by the amount ‘price-down’ (see price-down and price-up under the Evolutionary Variables section). It the
price is too low, it will raise it by the amount ‘price-up’. This is an agent’s
price offered to purchase ‘needs’.
buy-price-wants – This is an agent’s price offered to purchase ‘wants’.
sell-price-needs – This is the price asked for ‘needs’ sold.
sell-price-wants – This is the price asked for ‘wants’ sold.
If an agent is within
breeding age (currently arbitrarily set at 12-40 ticks or cycles old) a random
number (random 1.5 x age) is compared to its evolved fertility (an agent
variable called ‘fertile’) and if ‘fertile’ is the higher number then a child
will be born. An agent can have a maximum of one child per year of fertility. The
user can implement population control policies as outlined in the User Population Control section.
Primarily, agents will move
.9 (in order to prevent military-like lines forming) of a patch length if they
cannot harvest what they seek or their harvest of ‘needs’ is below
‘living-cost’. In seeking either ‘needs’ or ‘wants’, they can access a ‘vision’
code that gives them an idea of
the location of a likely fertile patch.
If they desire to do so,
they can also do a blind jump of several patches and then explore the new area
using the method above.
At present, there is no code
to help them locate places where trading conditions are better.
For most environment
configurations, the resources in many of the patches will be inaccessible by
single agents at the beginning of the simulation. While there must be ‘seed’
patches where agents can harvest even if they are by themselves, in order for
society to grow they need to combine their efforts to access the full richness
of their environment. The user can watch this happen especially if the state of
the simulation remains at the Hunter/Gatherer or Trader level. The agents
themselves have no code to help them cooperate. Cooperation can only occur
through a self-organisational process at the societal level.
The industrial phase lowers
the need for direct cooperation to access resources as technology makes the
agents much more individually powerful in this respect. The most powerful
agents can stride their world harvesting anything they want at will. However,
if the agents ‘choose’ to disregard the environment it can have rather severe
consequences once the non-renewables hit a critical level of scarcity. It is
rare that the agents remove all the ‘wants’ from the patches before the
population collapse occurs. This can result in interesting situations in the
‘post apocalyptic’ era when a society sometimes rises again with habits and
processes much more conservative in its use of non-renewables.
This is only a brief
overview. One could quite literally write a book simply from the results of
this simulation.
Repeated success in building
artificial evolutionary systems means scientists and engineers have a good
practical understanding of designing such a system to solve specific problems.
Human society contains the necessary systemic prerequisites in order to be an
artificial problem-solving evolutionary system. In the absence of convincing
evidence that any system with evolutionary pre-requisites can avoid entering an
evolutionary cycle, we are left with a strong possibility that human society
has been acting as an artificial problem-solving evolutionary system for some
time now. The key forces in modern society aim the societal evolutionary forces
to solve for wealth creation.
Our understanding of
evolutionary systems tells us this would lead to a system optimising for wealth
creation over all other things. This explains our current situation in the
world and much of what goes on in society today. However, our practical
knowledge of artificial evolutionary systems also tells us how to alter
society’s evolutionary imperative in order to make a real impact on some of the
most serious problems facing human society today and to create a society much more
sympathetic to a broader set of human needs, desires, and dreams.
The solutions avoid many of
the current pitfalls of international negotiation and policy creation, in
particular, the need to agree on detail. Computer simulation can give us a high
degree of certainty that our assumptions and interventions will accomplish what
we wish.
Problems would include
resistance from people who feel that human intent must be the most potent force
on earth (or the universe), the effect on human awareness that the current
system exerts on humanity, and the fact that humanity does not have a great
deal of time before change is thrust upon it (for example, the ocean is due to
run out of fish in 2050).
Now imagine a world where
circumstance empowers behaviour that supports you, your family and all life on
earth while disempowering destructive behaviour.
One of the most intriguing
areas that have come up in this research is how an evolutionary system might optimise
any free-willed agents it finds within its environment. Possible answers to
this may lie in the techniques used by a group of magicians called mentalists.
Good mentalists create a
show around their ability to get people, of their own free will, to choose what
the mentalists want them to choose. Once this skill is honed, it is a simple
matter to appear both psychic and prescient by setting up elaborate and
unalterable indications predicting what people are going to choose in the show.
For example, one mentalists
hired a promotional company to come up with an advertising campaign for an
imaginary company. He handed them an envelope which he asked them not to open
and then left. On returning, he asked them to pitch their campaigns (there were
two). Then had them open the envelope. Inside were all the elements (the logo
including a stylised drawing, the catch phrase, the actual pitch) of the two
advertising campaigns. Then the mentalist showed us exactly how he did it.
What he did was pick up the
promoters and then controlled their environment. For example, the stylised
drawing was on the shirts of a teacher and school children crossing the road in
front of their car. Other elements were placed in shop windows, etc. To sum up
this ‘trick’, the mentalists said he was pleased that the marketers themselves
were vulnerable to the methods they routinely apply to consumers.
The point is our ‘free will’
is tremendously influenced by what we see in the environment and how often we
see it. Even repeating a simple logo creates a sense of familiar comfort that
is later triggered when the product is seen in a shop. Again, no thought is
required. That is why companies pay millions to have their logos displayed at
large events and hire companies to count how often their logos appear so they
can compare actual buying patterns to the actual number of times their logos
appear. While any results from this research is an industrial secret, they
continue to pay millions to have their logos displayed.
If the environment is
empowered when it creates wealth and disempowered where it does not, then it
becomes a simple matter to create a self-reinforcing cycle that quickly turns society
into an environment generating ‘free will’ behaviour that serves the
evolutionary imperative. This reaches into all areas of our life. Consider, do
people ever have to buy something new simply to attend a social event? Do we
need ever more advanced electronic devices in order to communicate with people?
Do we ever buy anything in order to enter courtship activities? Christmas?
It might be that stigmergy is
far more relevant to societies built by human beings than it ever was to
termites.
When programming an
evolutionary system, there is no functional difference between programming
‘free-willed’ action and random action.
For the purposes of this
paper, evolutionary imperative is being defined as the problem being solved by
the overall evolutionary system. In the case of simple artificial systems the
answer is straight forward: the evolutionary imperative arises directly from
the fitness test. In natural evolutionary systems, the test must be automatic
and must arise from the conditions and processes in the system.
There is a chart at the end
of this section that directly compares the two different kinds of evolutionary
systems.
In simple artificial systems
the fitness test dominates the process.
However, in natural evolutionary systems, the process creates the circumstances
that determine the fitness. At the root of the process will be a key factor
determining the problem that the evolutionary system is trying to solve.
For natural evolution, it is
replication. As Hod Lipson demonstrated in his TED lecture,
an evolutionary system with no goal defaults to self-replication. This makes
sense because if something with a limited life span does not replicate, it will
not exist in the future while anything that does, will. Therefore, anything
that accidentally self-replicates will suddenly appear in the future. Only if
the self-replication stops will it disappear in the system.
The moment something begins
to self-replicate, it will start influencing its environment because it will
take up resources that would otherwise end up in non self-replicating ‘things’.
As the self-replication process accelerates, the new life will consume the
resources necessary for life the expel that which is not. Over time, this will
self-organise the environment such that all the items necessary for
self-replication will be contained in self-replicators and anything not will
become more concentrated in their environment.
This will inevitably
‘pollute’ the environment. As far as we scientifically know, in earth’s
history, the first pollutant was oxygen and it started an extinction event.
However, this is where the magic of evolutionary solutions made a master
stroke. In order to save the self-replicators that relied on sunlight and
expelled oxygen, a new kind of self-replicator appeared: one that preyed upon
the original self-replicators. At first, this does not seem like a solution at
all until one considers that the new kind of self-replicators absorbed oxygen
and expelled the declining life-giving element of carbon dioxide. This change
in circumstances vastly improved the conditions in which all self-replicators
could grow and led to something known as the Cambrian Explosion of life.
So, how did this incredible
level of cooperation emerge at all? The answer is simple: the goal is to
self-replicate, not to be the ‘fittest’. If one species can help another
self-replicate, then its presence is empowered. Think of the coral reefs.
A goal of self-replication
does not usually create an environment of urgency in life. Anyone who actually
watches wildlife over a long period of time will notice that there are great
lengths of time when wild animals don’t really do anything urgently. Most live
very relaxed lives. In economic terms, animals have considerable surplus labour
that they use mostly for relaxing and, if they are that way inclined,
socialising. They are not driven to be the best. In fact, it is possible that
characterising nature as ‘survival of the fittest’ is not only incomplete, it
is incorrect.
If you define
self-replication as life, then you have an evolutionary system with an overall
evolutionary imperative of life over all other things. If this is true, the
result would be evolutionary solutions to all environments on earth. Species
would be deeply entwined with one another, each supporting the other either
directly or indirectly. The health of the natural environment as a whole would
be positively influenced by all species. The waste of one species would become
food for another in a perfect balance over time. Only resources that are be used
renewably are useful in such a system because otherwise self-replicating ends
the moment the non-renewable resource ends. Thus the system is completely
‘green’.
Turning to human society, we
see something different. An agent is an economic unit that possesses wealth.
In order to remain present over time, instead of self-replicating, any economic
unit must maintain a flow of incoming wealth that at least balances out the
outgoing wealth. However, ‘return on capital’ ensures that in order to simply
remain in the same position, incoming wealth must always exceed outgoing
wealth. In other words, everyone always must have more coming in then going out
just to maintain their position.
This creates an inherently
parasitic system, because no system can sustain all its agents receiving more
than they give unless the system constantly takes from somewhere else.
Better practice is
determined by how much wealth results. Better practice propagates throughout
the system by agent adoption rather than agent replication. Bad practices are
either dropped by the agent or forced to disappear through bankruptcy (or some
other form of financial death) or disempowerment.
Areas of society better
organised to create wealth will then receive more wealth. This, in turn,
empowers the wealth creating organisation. The recent economic experience of Zimbabwe
demonstrates what happens if moves are made that ignore the wealth creation
imperative.
When an evolutionary system
constantly and consistently promotes agents based on a single factor, then that
factor can be equated to the fitness test in artificial solutions. Since the
fitness test directs the evolutionary system we can then know the evolutionary
imperative.
For human society, that
single factor is wealth. As such, we can conclude that wealth is the
evolutionary imperative of human society.
The most exciting aspect of this
work is developing ‘realistic’ societal evolutionary goals and the functional
changes necessary in society to start the new evolutionary goal in action.
While consciously changing an evolutionary imperative for human society might
sound like a fantasy to some, there is precedence.
Adam Smith addressed our
most recent successful attempt in ‘The Wealth of Nations’ when he described an
‘invisible hand’ guiding peoples’ selfish desire to better all in society (in
material terms). This is exactly how an evolutionary system works. The moves
that England
made in switching from a feudal system to a capitalistic system was a process
of successfully institutionalising the wealth creation imperative.
The key is the fitness test.
In simple artificial evolutionary systems, determining the evolutionary
imperative is easy: the fitness test is applied equally over all agents and
never changes. As such, the long term goal is linearly defined by that fitness
test.
However, this is not true
when the fitness test emerges in a complex system. This kind of fitness test
unusually involves survival and does not directly answer the question of where
the system is headed. Survival
strategies change with circumstance and in dynamic systems the agents
themselves can alter the circumstances in the environment. Many prematurely see
the fitness test in nature as ‘survival of the fittest’ which is driving the
system to evolve the ‘best’ animal. However, since circumstances keep changing,
the criteria for the ‘best’ animal keeps changing. In such an environment,
there is no ‘best’ animal over the long-term as advantages come and go as
circumstances change. Therefore, evolving the ‘best’ animal’ cannot be the
evolutionary imperative.
The key to understanding the
evolutionary imperative in such a system is to look for the core of what the
agents needs to do in order to succeed. In the natural evolutionary system of
earth, that which most efficiently utilises the available resources in order to
express itself (and therefore expressing life) will be the most empowered. In
other words, that which most powerfully organises resources for the purposes of
life best succeeds. Because different circumstance lead to different
optimisations, the evolutionary system also organises all its resources to
ensure life can best express itself in many circumstances. That is why there
are so many species, many expressing cooperation even in between species, and
why life appears in every place we have so far looked on earth. Summing this
up, the evolutionary imperative of nature is the creation of life.
The question becomes what
imperative might be best for human society and what technical steps do we need
to accomplish in order to activate it? Can we do this without disruption to
society? Can we do this before society as it is today hits a critical point and
begins its likely collapse?
Tim Gooding
tim@humansos.org
Chart comparing artificial
evolutionary systems designed by Danny Hillis
and Hod Lipson
with the natural systems arising in nature and human society.
|
|
Number Sorter
|
Robots
|
Nature
|
Society
|
|
1) Resources available to make agents:
|
Random computer code.
|
Virtual components of
robots.
|
Resources of the Earth
|
Resources of the earth.
|
|
2) Agents are defined:
|
Rigidly by intentional
programming.
|
Rigidly by intentional
programming.
|
Fluidly by biology.
|
Fluidly by societal
conventions of possession.
|
|
3) The environment is made up of:
|
100 numbers randomly
sorted.
|
A flat surface with
attributes normal for a flat surface on earth.
|
The earth.
|
The earth.
|
|
4) Agents are empowered when they:
|
Perform comparatively well
against the fitness test.
|
Perform comparatively well
against the fitness test.
|
More efficiently
harvest/capture/
process resources in order
to facilitate self-replication.
|
More efficiently
harvest/capture/ process resources in order to facilitate wealth creation.
|
|
5) Key hurdle to being present in the future:
|
Performing comparatively
well against the fitness test.
|
Performing comparatively
well against the fitness test.
|
Survival.
|
Survival.
|
|
6) Agents can pass on successful characteristics
if:
|
Perform comparatively well
against the fitness test.
|
Perform comparatively well
against the fitness test.
|
Reproduce or their
characteristics are copied.
|
Reproduce or their
characteristics are copied.
|
|
7) An agent’s relationship to other agents:
|
Is defined by the fitness
test.
|
Is defined by the fitness
test.
|
Is interactive and
important to performance.
|
Is interactive and
important to performance.
|
|
8) An agent’s relationship to its environment:
|
Is defined by the fitness
test.
|
Is defined by the fitness
test.
|
Is interactive and
important to performance.
|
Is interactive and
important to performance.
|
|
9) Circumstances are determined by:
|
The programmer.
|
The programmer.
|
The result of system wide
self-organisation and random events.
|
The result of system wide
self-organisation and random events.
|
Jean Ziegler. “The Right to
Food: Report by the Special Rapporteur on the Right to Food, Mr. Jean Ziegler,
Submitted in Accordance with Commission on Human Rights Resolution 2000/10”.
United
Nations, February 7, 2001, p. 5. “On average, 62 million people die each
year, of whom probably 36 million (58 per cent) directly or indirectly as a
result of nutritional deficiencies, infections, epidemics or diseases which
attack the body when its resistance and immunity have been weakened by
undernourishment and hunger.”
Commission on Human Rights. “The
right to food : Commission on Human Rights resolution 2002/25”. Office
Of The High Commissioner For Human Rights, United
Nations, April 22, 2002, p. 2. “every year 36 million people die, directly
or indirectly, as a result of hunger and nutritional deficiencies, most of them
women and children, particularly in developing countries, in a world that
already produces enough food to feed the whole global population”.
Jean Ziegler. “The Right to
Food: Report by the Special Rapporteur on the Right to Food, Mr. Jean Ziegler, Submitted
in Accordance with Commission on Human Rights Resolution 2000/10”. United
Nations, February 7, 2001, p. 5. “On average, 62 million people die each
year, of whom probably 36 million (58 per cent) directly or indirectly as a
result of nutritional deficiencies, infections, epidemics or diseases which
attack the body when its resistance and immunity have been weakened by
undernourishment and hunger.”
Commission on Human Rights. “The
right to food : Commission on Human Rights resolution 2002/25”. Office
Of The High Commissioner For Human Rights, United
Nations, April 22, 2002, p. 2. “every year 36 million people die, directly
or indirectly, as a result of hunger and nutritional deficiencies, most of them
women and children, particularly in developing countries, in a world that
already produces enough food to feed the whole global population”.
Jean Ziegler. “The Right to
Food: Report by the Special Rapporteur on the Right to Food, Mr. Jean Ziegler,
Submitted in Accordance with Commission on Human Rights Resolution 2000/10”.
United
Nations, February 7, 2001, p. 5. “On average, 62 million people die each
year, of whom probably 36 million (58 per cent) directly or indirectly as a
result of nutritional deficiencies, infections, epidemics or diseases which
attack the body when its resistance and immunity have been weakened by
undernourishment and hunger.”
Commission on Human Rights. “The
right to food : Commission on Human Rights resolution 2002/25”. Office
Of The High Commissioner For Human Rights, United
Nations, April 22, 2002, p. 2. “every year 36 million people die, directly
or indirectly, as a result of hunger and nutritional deficiencies, most of them
women and children, particularly in developing countries, in a world that
already produces enough food to feed the whole global population”.
In thousands of runs, these two
lines have never significantly deviated except when it was forced by
programming. In this case, the population exploded (far more than is happening
now) and then crashed with everyone starving. The two coloured straight
horizontal lines in this chart are for reference only (set at .9 in this run).
|