The Past as a Virtual Model
The past is only accessible through the filter of a “model” built indirectly from personal narratives, written in the past and preserved in our present. It is then an artificial world, more or less imaginary, more or less reliable: a replica of what really happened.
There is no doubt that historians have been creating virtual surrogates of the past since the early days of Herodotus and Thucydides. Such virtual worlds are expressed narratively, using verbal language. In them, the historian places herself in the context in which the action took place, but she is situated in a virtual world extracted from a narration—supposed to be true—by an individual having seen someone doing something in the past, or explaining her intentions when acting (Bouissac 2015; Lercari 2016).In any case, virtual worlds that can be narrated using verbal language can also be expressed using computer languages (Mayfield 2007; Millington et al. 2012). In that sense, an Artificial Society can be seen as a set of autonomous software entities (the agents) having autonomy to “act”, thus taking their own decisions based on computer instructions that “simulate” the goals of the humans they “imitate” and the state of the world in which they are supposed to be. Computationally speaking, virtual agents will consist of a body that contains a set of state variables and behavioral instructions.
As the real world constrains the structure and behavior of the real agents, the simulated historical context plays that role for the simulated agent system. The perceptions of the simulated agents need to have some origin in all factors external to that agent, and it has to be represented in a specific environmental model. Thus, complex agent models require rich contextual information that should be transferred to a virtual model of the “landscape”. This global entity may carry some global state variables like its own dynamics.
These dynamics also can be so complex, e.g., containing production of new entities, that one may assign some form of behavior with the simulated environment.The successful completion of virtual agents' tasks should be subject to the decision and actions of others, and on the specific way the environment constrains or determines the performance of social action. These models as well as real phenomena, for example, the societies, are dynamic because they change in time; therefore, a model will consist not only of structure but also of behavior. To observe a model's behavior the passage of time on it is necessary and it is here where computer simulation functionality is required (Sansores 2007).
In this way, we can move the unit of analysis to the social system of situated agents, whose center of gravity lies in the functioning of the relationships between social activities, social action, operations, and social actors. The unit of analysis is thus not the individual, nor the context, but a relation between the two. Questions of scale are relevant to understand the advantages of computer simulation of historical events and processes. In a computer model of a remote past, the historian can disaggregate in reverse order to the way social organization has evolved: the highest level groups become independent systems, disassociated from other groups, and which can subsequently disaggregate into their respective subgroups. Because in a virtual past, agents, processes and environment interact with other components in multiple dynamic ways, in variable frequency and intensity across the nested hierarchical organization, the scale and direction of change at the system level is not necessarily proportional to the scale and direction of the phenomena that trigger it. Additionally, it is more the character of the interactions among components rather than their inherent characteristics that determines the behavior of a simulation at the system level.
This way of building “artificial societies” from individual building blocks representing the lowest units of analysis may be contrasted to macro simulation approaches that are typically based on generalized models where the characteristics of a population are averaged together and the model attempts to simulate changes in these averaged characteristics for the whole population.
Thus, in macro simulations, the set of individuals is viewed as a single entity that can be characterized by a number of variables, whereas in micro simulations the structure is viewed as emergent from the interactions between low-level entities—the individuals.In this framework, time is defined in terms of steps, and steps are defined by a transition system that has a recursive structure. History is then computable to the extent that it can be represented algorithmically as the successive states of some determined input output function (Abbott 1983; Ponse 1996; Moschovakis 2001; Moschovakis and Paschalis 2008; Mahoney 2015). Such a computable system should consist of a set of states, a set of labels representing the agents and the actions, and a transition relation, prescribing for each state the possible ‘next steps', i.e., what actions can be performed, and (per action) what state results. Selecting one state as the root (the initial state) then yields a formal representation of a process. In this framework, time is defined in terms of steps, and steps are defined by the computational process (Mayfield 2007). However, it is not useful to call “computation” just any non-trivial yet somewhat disciplined coupling between state variables. We also want this coupling to be intentionally set up for the purpose of predicting or manipulating, in other words, from knowing or doing something (Toffoli 2005).
This way of considering the particular—causal—relationship between successive steps in an evolving social system of agents, activities and products (both people, things or other actions) brings about the vocabulary of complex systems and chaos theory into the domain of social science and history. Complexity social science is not a radically new domain, but in the recent years, it has changed its emphasis dealing with the unpredictability and non-linearity of many real world social mechanisms (Ball 2003; Dendrinos and Sonis 2012; Guastello 2013; Schieve and Allen 2014; Youngman and Hadzikadic 2014; Wright-Maley 2015). Complex adaptive systems (CAS) represent systems which are dynamic in space, time, organization, and membership and which are characterized by information transmission and processing that allow them to adjust to changing external and internal conditions (Barton 2014). Complex systems approaches offer the potential for new insights into processes of social change, linkages between the actions of individual human agents and societal-level characteristics, interactions between societies and their environment, and allometric relationships between size and organizational complexity.
1.1.3
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