730 research outputs found

    Life is an Adventure! An agent-based reconciliation of narrative and scientific worldviews\ud

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    The scientific worldview is based on laws, which are supposed to be certain, objective, and independent of time and context. The narrative worldview found in literature, myth and religion, is based on stories, which relate the events experienced by a subject in a particular context with an uncertain outcome. This paper argues that the concept of “agent”, supported by the theories of evolution, cybernetics and complex adaptive systems, allows us to reconcile scientific and narrative perspectives. An agent follows a course of action through its environment with the aim of maximizing its fitness. Navigation along that course combines the strategies of regulation, exploitation and exploration, but needs to cope with often-unforeseen diversions. These can be positive (affordances, opportunities), negative (disturbances, dangers) or neutral (surprises). The resulting sequence of encounters and actions can be conceptualized as an adventure. Thus, the agent appears to play the role of the hero in a tale of challenge and mystery that is very similar to the "monomyth", the basic storyline that underlies all myths and fairy tales according to Campbell [1949]. This narrative dynamics is driven forward in particular by the alternation between prospect (the ability to foresee diversions) and mystery (the possibility of achieving an as yet absent prospect), two aspects of the environment that are particularly attractive to agents. This dynamics generalizes the scientific notion of a deterministic trajectory by introducing a variable “horizon of knowability”: the agent is never fully certain of its further course, but can anticipate depending on its degree of prospect

    Modeling Memes: A Memetic View of Affordance Learning

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    This research employed systems social science inquiry to build a synthesis model that would be useful for modeling meme evolution. First, a formal definition of memes was proposed that balanced both ontological adequacy and empirical observability. Based on this definition, a systems model for meme evolution was synthesized from Shannon Information Theory and elements of Bandura\u27s Social Cognitive Learning Theory. Research in perception, social psychology, learning, and communication were incorporated to explain the cognitive and environmental processes guiding meme evolution. By extending the PMFServ cognitive architecture, socio-cognitive agents were created who could simulate social learning of Gibson affordances. The PMFServ agent based model was used to examine two scenarios: a simulation to test for potential memes inside the Stanford Prison Experiment and a simulation of pro-US and anti-US meme competition within the fictional Hamariyah Iraqi village. The Stanford Prison Experiment simulation was designed, calibrated, and tested using the original Stanford Prison Experiment archival data. This scenario was used to study potential memes within a real-life context. The Stanford Prison Experiment simulation was complemented by internal and external validity testing. The Hamariyah Iraqi village was used to analyze meme competition in a fictional village based upon US Marine Corps human terrain data. This simulation demonstrated how the implemented system can infer the personality traits and contextual factors that cause certain agents to adopt pro-US or anti-US memes, using Gaussian mixture clustering analysis and cross-cluster analysis. Finally, this research identified significant gaps in empirical science with respect to studying memes. These roadblocks and their potential solutions are explored in the conclusions of this work
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