Week 11- info tech
ITS 832 Chapter 13
Management of Complex Systems: Toward Agent-Based Gaming for Policy
Information Technology in a Global Economy
Professor Michael Solomon
Introduction
• Simulating/Managing Social Complex Phenomena • Leadership and Management in Complex Systems • Serious Gaming • Agent-Based Games for Testing Leadership and
Management
• Single and Multiplayer Settings • Summary and conclusions
Simulating and Managing Social Complex Phenomena
• Study of how people interact • Scale prohibits experimentation with real populations • Agent-Base modeling (ABM)
• Networked agents • Each agent is an individual
• Interaction may modify agent behavior • Managing complex phenomena introduces complexity
• Techniques to manage turbulent situations vary • Technique success depends on responding to agent behavior
• Which may change based on interactions
Leadership and Management in Complex Systems
• Traditional leadership research • Generally focuses on single period in time
• Doesn’t address dynamic relationships
• Timing of leadership principle application matters • Primary leadership functions
• Instructional and regulatory
• Developmental
• Simulations offer promise to help model leadership in complex systems
Serious Gaming
• Applying gaming techniques to real life situations • Flight simulators
• Effective for evaluating complex environments • Player must interact with multiple actors and situations
• Currently used for side range of training applications • Leadership use
• Deterministic – limited scope
• ABMs in serious gaming can help understand more complex interactions
Agent-Based Games for Testing Leadership and Management
• ABM games with autonomous AI population • Test leadership style effectiveness
• Explore which styles work best in different situations
• Determine the best choice for a given scenario
• Current state of the art is more conceptual • Advances needed in interfaces
• Need to allow users to interact with simulation
• Keep players engaged
Behavior Impacted by Multiple Factors
Single and Multiplayer Games
• AI may react poorly to management input • Simulating unexpected consequences of decisions
• Overactive AI may degrade realism
• Players can dynamically see how decisions affect others • Early simulations allow for only single players • Multiple real players adds more realistic interaction
• Players replace some AI
• Players interact with each other and AI
Summary and Conclusions
• ABM-based gaming can measure behaviors of players
• Supports experimentation in controlled environment
• Study leaderships and management in complex systems
• Focus • Interaction with leadership
• Interaction with players as a result of leadership action