David Chavalarias (2006)
Metamimetic Games: Modeling Metadynamics in Social Cognition
Journal of Artificial Societies and Social Simulation
vol. 9, no. 2
<https://www.jasss.org/9/2/5.html>
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Received: 29-Jul-2005 Accepted: 06-Mar-2006 Published: 31-Mar-2006
a.: Nowak and May (1992) | b.: Kaniovski et al. (2000) | c.: Orléan (1998) | d: Henrich and Boyd (1998) | e: Schematic representation of models |
Table 1. Modellers in the social sciences generally represent agents as a hierarchy of rules, where rules at each level evolve under the dynamics defined by their meta-rules |
In order to develop a science of man, we must compare human imitation with animal mimetism and separate the modalities of mimetic behaviours specific to humans, if they exist.
Definition: Imitation rule
Given an agent A and its neighbourhood ΓA, an imitation rule is a process that:
- Assigns a value ν(B, ΓA) belonging to an ordered set (the set of real numbers for example) to each agent B in ΓA. ν will be called a valuation function.
- Selects some traits to be copied from the best agents (according to the values given in 1) and defines the copying process.
Figure 1. Schematic representation of a metamimetic chain |
Figure 2. Update of an intermediary modifiable trait. A conformist agent A observes that the majority of agents is playing C, and decides to update its behaviour to C (modifiable trait of level 0). |
Figure 3. Endogenous variation in the length of metamimetic chains. At time t, a Maxi agent A has a conformist neighbour that is more successful than all agents in ΓA. A will then adopt the conformist rule at its first meta-level, keeping in mind that it is only a means for maximizing its payoffs (second meta-level). Thereafter, it might be that according to this conformist rule, the current behaviour is not the best one and has to be changed. |
In that case, the complexity of B's strategy and the cognitive bound of A enable A to keep in mind its initial rule r1. B's strategy is a temporary means for achieving the goals defined by r1. This kind of transition enables the agent to change endogenously the length of its metamimetic chain. We do this kind of mental operation every day every time we decide that the realization of a goal G' is the best way to achieve a goal G.
Figure 4. Reflexive update at the limit of the cognitive bound. At time t, a Maxi agent A has a conformist neighbour that is strictly more successful than all other neighbours. Consequently, A adopts the conformist rule. Thereafter, it might be that according to this rule, the current behaviour is not the best one, and has to be changed. |
Figure 5. An imitation rule can act upon a modifiable trait Ti (a), When imitation rules are modifiable traits, they can be modified by other rules (b) and can be modifiable traits for themselves (c). |
Moreover, the three following conditions should be satisfied:
Figure 6. The dynamics in a minimal metamimetic game. Each arrow represents the mimetic transition that the current state requires (here with probability 1 everywhere) |
Proposition: Every metamimetic game G={N,Γ,R,B,CB} can be associated with a unique matrix P0 that determines the Markov process representing the internal dynamics of the game. P0 defines the metadynamics of the social cognition process.
Figure 7. Minimal example of a noisy metamimetic game. An error of one of the agents can lead the system toward a new metamimetic attractor. When the system is constantly disturbed, the only state in the SCSS is the state where all agents are (D,maxi) |
Figure 8. Frequency of the SCSS at the attractor. In our minimal example, the proportion of the SCSS in the limit distribution when (εr, εa) tends to zero quickly converges to 1. Here the proportions have been plotted for 0,01<εi<0,2. (It should be noticed that since all states are taken with an equal probability in case of mistake, here half then errors are corrected. The real level of noise is then εi/2) |
Figure 9. Our approach suggests defining the set of imitation rules in a generative way. Agents are embedded in their environment from which they infer some traits like colours and payoffs. Then, they do some computations on the inferred distributions of these traits: computation of the densities, computation of the maximum of payoffs, computation of the minimum, etc. These computations are used as a basis for building imitation rules that are themselves traits agents can try to infer. |
Δxct=xct+1 - xct =Σc' xc't. ptc'c - xctΣc' ptcc' | (1) |
with
Δxit=Σj xjt. ptji - xitΣj ptij |
The discrete replicator dynamics translated in terms of metamimetic dynamics is thus equivalent to the particular case of a metamimetic game with a single meta-rule that can be formulated by "imitate neighbours at random with a probability proportional to their fitness".
ptc'c | (C,conf) | (D,conf) | (C,maxi) | (D,maxi) |
(C,conf) or (D,conf) | Equals 1 if conf. agents are in majority and C is the most common behaviour, 0 otherwise. | Equals 1 if conf. agents are in majority and D is the most common behaviour, 0 otherwise. | Equals 1 if maxi agents are in majority and C is the most successful behaviour, 0 otherwise | Equals 1 if maxi agents are in majority and D is the most successful behaviour, 0 otherwise |
(C, maxi) or (D, maxi) | Equals 1 if conf. agents are the richest and C is the most common behaviour, 0 otherwise. | Equals 1 if conf. agents are the richest and D is the most common behaviour, 0 otherwise. | Equals 1 if maxi agents are the richest and C is the most successful behaviour, 0 otherwise. | Equals 1 if maxi agents are the richest and D is the most successful behaviour, 0 otherwise. |
3 "Pour élaborer une science de l'homme, il faut comparer l'imitation humaine avec le mimétisme animal, préciser les modalités proprement humaines des comportements mimétiques si elles existent" (Girard 1978).
4Also it could be interesting to consider different sets of rules depending on the agents — as in Selten & Ostmann 2001 — and the cognitive level, but this would be superfluous given the present purpose.
5The term coherent should be understood before all from the modeller's perspective. Agents themselves are not looking for coherence but are simply applying their rules. A rule is self-coherent if its application does not tend to change the rule itself.
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