Week 10 Urban Change Assignment

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ITS832_Chapter_13.pptx

ITS 832 Chapter 13

Management of Complex Systems: Toward Agent-Based Gaming for Policy

Information Technology in a Global Economy

Professor Michael Solomon

1

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

How different factors influence one another and result in behavior (opportunity consumption),

which aggregates over all simulated consumers and results in macrolevel outcomes that set the

conditions for a next behavioral cycle. In the consumat approach, the agents have existence needs

(e.g., food, income), social needs (group belongingness and status), and identity needs (personal

preferences, taste). To select a behavior an agent can employ four different types of decisional

strategies, depending on its satisfaction and uncertainty.A satisfied and certain agent will repeat its

previous demand, which captures habitual behavior/routine maintenance. A satisfied but uncertain

agent will imitate the demand of a similar other in its network, which reflects normative compliance

(fashion). A dissatisfied and certain agent will evaluate all possible demands and select the

one providing the best outcomes (optimizing). And finally, a dissatisfied and uncertain agent will

inquire the demands other agents had and copy this demand if the outcomes are expected to be

better (social learning).

7

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

8

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