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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Maintaining Knowledge Distribution System's Sustainability Using Common Value Auction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anas Al-Tirawi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Robert G. Reynolds</string-name>
          <email>reynolds@cs.wayne.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science Department, Wayne State University</institution>
          ,
          <addr-line>Detroit, MI 48202</addr-line>
          ,
          <country country="US">U.S.A</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In Cultural Systems there are many ways to collect and distribute problem solving knowledge within social networks. Such mechanisms include games, auctions, and various voting mechanisms. Here, a new auction mechanism, Common Value Auctions, is presented. In this paper Common Value Auctions are used to distribute problem solving knowledge within a given model of social systems. These mechanisms are compared with the other distribution mechanisms in the solution of dynamic realvalued optimization problems. Specifically, their relative abilities to support the robustness and resilience of Cultural Systems in environments that vary in their dynamic complexity from static to chaotic are assessed. The Cultural Algorithms Toolkit (CAT) is used as a vehicle to generate real-valued dynamic problem landscapes of varying complexities. The results show that using the Common Value Auction in CAT4 has significant improvements over Weighted Voting methods (CAT2) in terms of both robustness and resilience across complexities that range from static to chaotic.</p>
      </abstract>
      <kwd-group>
        <kwd>cultural algorithm</kwd>
        <kwd>sustainability</kwd>
        <kwd>evolutionary algorithm</kwd>
        <kwd>common value auction</kwd>
        <kwd>robustness</kwd>
        <kwd>resilience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>Cultural systems provide a framework for human
existence. One key observation that can be made is that
certain cultures are more sustainable over time than
others. Robustness and reliance are key factors behind
the sustainability of cultural systems. These two
factors are needed, so the system can handle a wide
range of inputs/ perturbations while maintaining its
integrity, structure, and reducing the severity of the
impact that these perturbations can have on a system.
Robustness is the property of a complex system to
withstand the impact of a dynamic change or
perturbation in its environment. Like a boxer in the
ring, robustness is the quality of a system to endure a
series of blows but still continue to function at a certain
level or above. Resilience on the other hand is the
ability of the system to adapt to the dynamics of its</p>
      <sec id="sec-1-1">
        <title>This work was supported by NSF grant #1744367.</title>
        <p>
          environment so that it can maintain or improve its
performance over time [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>A cultural system will devote some of its resources
to each of these two properties. If too many resources
are devoted to robustness in the short term, it may
impact its ability to be resilient in the long term and
vice versa. So there needs to be a balance between the
two in order for a system to be sustainable over the
long term.</p>
        <p>One key aspect of a Cultural System is how
information can be distributed throughout its social
networks in order to support both robustness and
resilience. In this paper, the impact that various
knowledge distribution mechanisms in a system will
have on the systems robustness and resilience will be
assessed. These mechanisms include voting schemes,
auctions, games, and pure random processes. They
will be studied through the lens of a computational
model of cultural evolution, Cultural Algorithms.</p>
        <p>In the next section the basic knowledge
distribution mechanisms currently available for
Cultural Algorithms are discussed. In section III the
new knowledge distribution mechanism, Common
Value Auction, is described. Section IV describes the
dynamic landscape in which the performance of the
new mechanism will be assessed. Section V provides
a description of the experimental framework through
which the sustainability of the Cultural Algorithm
systems will be assessed. In the following section the
performance of Common Value Auctions will be
assessed in terms of the systems relative sustainability.
Section VII presents the conclusions and suggestions
for future work.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>II. KNOWLEDGE DISTRIBUTION</title>
    </sec>
    <sec id="sec-3">
      <title>MECHANISMS IN CULTURAL</title>
    </sec>
    <sec id="sec-4">
      <title>ALGOGRITHMS</title>
      <p>
        The Cultural Algorithm (CA) was introduced by
Reynolds [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] as a computational model of Cultural
Systems and their Evolution. It has been applied to
many practical applications since then, one of which
is: modeling the origins of agriculture in the valley of
Oaxaca, Mexico [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In addition, CAs have been
applied to concept learning [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], decision trees [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
software testing [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and other hybrid approaches [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>As shown in Figure 1, the CA is a knowledge
intensive evolutionary framework. First, the
individuals in the population space are evaluated in
terms of their performance in a problem space. Next,
a subset of individuals is selected via the acceptance
function and their performance is uploaded into the
Belief Space which is a network of Knowledge
Sources (KS). After updating the Belief Space
network, the KS’s can direct the next generation of
individuals in the population space via the influence
function. The knowledge sources (KS) utilize a variety
of distribution mechanisms in order to circulate their
influences among the individual agents in the
population space.</p>
      <p>
        Previous mechanisms have utilized CAs to
distribute the influence of the KS over the individuals
in the population space. Fig. 2 shows the different
knowledge distribution mechanisms. It is important to
note that the amount of information that a distribution
algorithm knows about a problem solution the
fidelity), increases from left to right [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        The first mechanism was called the Marginal
Value Approach by Peng [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Every individual was
controlled or directed by one KS in each generation.
Peng in her approach [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], integrated the five KSs in
the belief space into a single influence function as
shown in Fig. 3. Peng used a random process based on
their relative performance to select a KS to influence
an individual. A KS roulette wheel, with proportional
areas, based on relative performance, allows for an
informed random selection process. However, Peng
did not account for the influence among neighbors of
a social network.
      </p>
      <p>
        Next, Ali and Reynolds [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] developed a
majority win approach. In their approach the influence
of the neighbors is considered when selecting a
KS. The social fabric is the connection between the
individuals in a population. A conflict resolution
process allows individuals to select the KS by which
they are influenced, if their neighbors are influenced
by one or more different ones. First, each individual
was assigned a direct influence based upon the relative
performance of the KSs using a roulette wheel as
suggested above by Peng. Next, Ali used a conflict
resolution strategy based on majority win in order to
calculate the controlling knowledge source for each
individual. They summed up the direct influence of the
adjacent individuals in the social fabric and those of its
current neighborhood. After that, the KS with the
majority of the votes won the influence over this
individual in that generation of the systems.
      </p>
      <p>
        Another approach is the Weighted Majority Win
proposed by Che [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Che used the average fitness of
each KS to determine how much weight this KS
deserves in the vote. The key to determining the
weight for each KS is the average fitness value of the
individuals that have recently been influenced by the
knowledge source in the population. Figure 4 gives an
example of the weighted voting process. The
individual, A0, has information about five competing
KSs. They are represented in the figure as follows: S:
Situational, D: Domain, H: History, T: Topographical,
N: Normative. AO: represents the individual. The
number of votes for each KS is given as x (number of
votes). For Situational it is x3, or 3 individuals have it
as a direct influence. The weight along each arc is the
normalized relative performance for each KS.
      </p>
      <p>
        In Fig. 4, the winning KS is the Domain KS, even
though it does not have the most votes (votes=2).
However, (D) does have the greater weight, which is
the key factor in the weighted-majority win approach.
Che has used many network topologies in his system
including LBest, Square, Hexagon, Octagon,
Hexdecagon, and Gbest. In addition to that he has also
tested his system on different problem complexity
levels [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. As a result, Che concluded that when the
performance function is of higher fidelity, the
weighted approach can spread new information faster
through a population than the majority win approach.
      </p>
      <p>
        When the signal strength of information about the
problem becomes even stronger, the auction approach
can be effectively employed to find a
solution. Kinnaird-Heether and Reynolds’ [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
embedded auction mechanisms into a CA. The new
version was called CAT3. In CAT3, the production
of the bidding tokens is the starting point. The process
starts by producing bidding tokens and uses them to
form biddings wheels for each KS. These tokens are
generated by listing all of the individuals that were
recently influenced by a KS over a given previous time
window, t.. The individual’s fitness values are the
bidding tokens and are normalized so that each
previous result takes up a relative proportion of the
token bidding wheel. The bid of a KS corresponds to
the performance associated with the result of spinning
the bidding wheel. Since the KS’s do not have specific
common knowledge about the location of the
individual in the population network, the process must
be stochastic based upon past performances.
      </p>
      <p>As with the previous mechanisms the process for a
generation starts with the assignment of a knowledge
source to each individual as their direct influence. The
next step is the selection of the bidders, those KS’s
who will be participating in the auction, from the KSs
list. The KS’s compete to influence each individual
(x). The algorithm currently only allows the
immediate adjacent neighbors of the individual (x) to
participate in the auction. The actual auction takes
place as shown in Fig. 5, where the system requests the
selected bidders to submit their bidding values. Each
selected KS will spin its correspondent wheel to get
the bidding value. Finally, the auction system will
determine the winner and assign the winner KS to
influence individual (x) It may take several iterations
to do so as shown in Fig. 5.</p>
      <p>
        Fig 5. Conducting the Auction [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>In the auction mechanisms above the bidders did not
know anything about the properties of the individuals
upon which they were making bids. Those properties
can be the location in the network, the number of
immediate neighbors, and the strength of their
connections, what knowledge sources have influenced
it in the past, among others. In the next section an
approach, the Common Value Auction, is discussed.
This approach provides a common set of parameters
that are available to all bidders. These parameters can
be used to condition the bids made by the participants.</p>
    </sec>
    <sec id="sec-5">
      <title>III. THE COMMON VALUE AUCTION</title>
    </sec>
    <sec id="sec-6">
      <title>DISTRIBUTION MECHANISM</title>
      <p>The new mechanism, Common Value Auction
Toolkit (CAT 4) is an extension of CAT3. CAT4
propagates the influence using the Common Value
knowledge. The Common Value knowledge is a set of
parameters that every KS can know about the
individuals in the social network. These include the
individual’s location in the network and the KS(s) that
influenced the individual in the past previous
approaches.</p>
      <p>The first step is to build the KS wheel (one wheel
for all KSs), by normalizing the KS average score,
where every KS will have a wheel’s share that reflects
its average (score). Each KS will have a portion of the
wheel that reflects the average performance of those
individuals who have been influenced by the
correspondent KS. Next the algorithm assigns a direct
influencer KS randomly using the roulette wheel
approach discussed previously to each individual in
the population. This step is the same as that for all
other mechanisms discussed so far.</p>
      <p>In the second step each KS constructs a bidding
strategy wheel that will be used later to determine their
bidding decision on a specific individual. This is done
by selecting a subset of recent individual performances
directed by that KS over a given past time window. A
wheel is constructed such that each score comprises an
area that is proportional to its contribution to the total
score of the subset for the KS. In addition, a set of rules
is selected to determine whether the KS will bid on an
individual based upon common value knowledge
about the location of the individual in the social fabric.</p>
      <p>Next, the direct influence for each individual in the
population is compared against those of its neighbors,
here, just the directly adjacent neighbors are used. If
the direct influence of an individual agrees with those
of all of its neighbors, its direct influence is then
chosen to guide it during that generation. Otherwise an
auction is conducted between those KS’s who directly
influence that individual and its neighbors.</p>
      <p>In order to do this the bidding strategy for each of
the competing KSs is checked to see if it will bid on
that individual based upon the common value
information. The rule set associated with the KS is
checked to see if taken together they support a bid on
the current individual. This “expert system” can
technically be comprised of many rules. For the
experiments here, the same one rule is used for all KSs.
To do so, the following distributing mechanism based
upon just one subset of common values, the extent to
which the individual and its neighbors have been
influence by the KS in the past:</p>
      <p>If KS[j] has influenced individual (i) in the
past m generation or</p>
      <sec id="sec-6-1">
        <title>If KS[j] is influencing</title>
        <p>neighbors of individual
currently the
Then increase the bidding value by a bonus
as shown in the equation below:
Bidding value= KS’s bidding value + 0.5
(Boost) (1)</p>
        <p>This is where the Common Value information is
used to determine the winner. We simply give
incentive for the KS that influenced the individual in
the past and for those KSs that were able to influence
the individual’s neighbors.</p>
        <p>In the fourth step, the influencers that satisfy their
bidding rules are then chosen to participate in the
auction. The bidding wheel is spun for each to
determine their bid. In the experiments conducted here
each KS had a bidding wheel comprised of a single
average value for the performance of the selected
subset in order simplify computations at this stage.</p>
        <p>In the fifth step, the bidding strategy rules that are
satisfied for a KS are then applied to the bid as shown
in the rule above to give a final bid for that KS. The
bids are then compared with each other and the winner
is selected to control the individual for that generation.
If there are no bidders, then the direct influencer of the
individual is retained. This redistribution process is
then repeated for all individuals in the network.</p>
        <p>Fig 6 covers the big picture of CAT4. First, the KS
roulette wheel is spun to generate the direct influencer
for each individual. If one or more of the individual’s
neighbors possess a different KS then each decides
whether it wishes to bid for that individual using the
common value information about individual. The
selection process is governed by a rule-based expert
system associated with each KS. The selected KSs
then participate in the bidding for the auction as
described above.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>IV. THE DYNAMIC PERFORMANCE ENVIRONMENT:</title>
    </sec>
    <sec id="sec-8">
      <title>THE CONES WORLD</title>
      <p>
        To analyze the results and test the performance on
the different levels of complexity, a robust problem
generator (Cones World) was used in both CAT2 and
CAT4. The Cones world framework was inspired by
the work of Morrison and De Jong [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. This tool has
the ability to generate dynamic problem environment
over various landscape complexities. A given cone
world configuration can be described as follows:
2
f(⟨x1,x2,…,xn⟩)= max (Hj-Rj∙√∑in=1(xi-Cj,i) ) (1)
j=1,k
Where: K: the number of the Cones. Hj: the cone
height, Rj: the cone slope, N: the dimensionality. Cj, i:
Coordinates of the cone j in dimension i., (Xi, Yi):
determine the location of the cones on the landscape.
The values for the cone height, slope, and coordinates
can be assigned randomly through the problem
generator or logistic function. However, the values
would be selected from the ranges below:
Hj ∈ (Hbase, Hbase +Hrange); Rj ∈ (Rbase, Rbase
+Rrange); and Cj,i ∈ (-1,1).
      </p>
      <p>The Max function here is used to handle the
combination of the cones when they overlap. For
example, if two cones overlap, the Max function will
choose the height of the combined cone to be the
height of the highest cone for the two overlapped
cones. Fig 7 shows how the landscape looks like with
the following parameters: k = 15, Hbase = 1, Hrange
= 9, Rbase = 8, and Rrange = 12. To determine the
dynamic changes of the system Morrison and De Jong
used the logistics function below:</p>
      <p>Yi = A ∗ Yi−1 ∗ (1 − Yi−1)
(2)</p>
      <p>A= Constant value, Yi = is value of Y at iteration i.</p>
      <p>As the value of A increases, the system generates
more complicated behavior. Figure 8 shows how Y
will change as a result of A for a sequence of
landscapes. The x-axis gives the number of
generations, the z axis gives the A value, and the Y
axis gives the Y-value produced over the given
generations for a specific A. Each of the Y trajectories
is color coded with the A value that produces it. The
color code is in the legend on the right side of the
graph. Low values of A produce gradual linear
changes while high values produce wildly oscillating
values for Y. In the next section we discuss the
experimental framework of CAT4. Also, we explain
how the dynamic environment can affect the learning
curve of the whole system and consequently the
produced results.</p>
    </sec>
    <sec id="sec-9">
      <title>V. DYNAMIC EXPERIMENTAL FRAMEWORK</title>
      <p>
        In these experiments, the performance of the
Common Value Auction was compared with the
Weighted Majority algorithm for three complexity
levels of A= {1.01, 3.35, and 3.99}. These three
AValues were selected because they represented a wide
spectrum of complexities over which to test CAT4
against. The full list of experimental framework
parameters are summarized in the table below. The
types of social fabrics are explained here [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
Value
1.01, 3.35, and 3.99
300
50
100
50
20
0.001
{L-Best, Square, Hexagon,
      </p>
      <p>Octagon, Sixteengon, Global}</p>
      <p>The key hypothesis to be tested here is whether the
Common Value Auction mechanism is able to produce
a more sustainable cultural system than the weighted
majority voting mechanism. The extent to which this
is accomplished will be observed in terms of the two
system’s relative robustness and resilience over the
course of 40,000 generations for each of the 300 runs
for the 3 complexity classes.</p>
      <p>Robustness will be assessed in terms of the ability
of the system to bounce back after each of the 50
landscape shifts for a given run. The standard
deviation over the set of 300 runs will provide an
indicator of the need for each system to bounce back
from a landscape change. Resilience on the other hand
will be observed in terms of the extent to which the
systems are able to adapt to these landscape shifts by
reducing the time needed to achieve the optimum in
the next landscape. The systems will then be compared
in terms of how the complexity of the environment
impacts their relative sustainability as the
environmental complexity shifts from static, then to
cyclic, and finally to chaotic.</p>
    </sec>
    <sec id="sec-10">
      <title>VI. A COMPARISON OF THE RELATIVE</title>
      <p>SUSTAINABILITY OF THE COMMON VALUE AUCTION
AND THE MAJORITY WIN KNOWLEDGE</p>
      <p>DISTRIBUTION MECHANISMS</p>
      <p>The main difference between the two algorithms is
that CAT4 uses information about the individuals
before the auction starts. The CAT4 algorithm is an
informative algorithm that provides crucial
information for the bidders about past behavior of the
individuals in the population space. This information
is used to trigger bidding strategies for each of the
knowledge sources. While many different factors can
Parameter Name
Complexity Class
Number of Runs Per
Complexity
Number of landscapes
Number of cones
Number of agents
Social fabrics
Max fitness value
be used to affect bidding strategies, the focus here will
be in just a single set of factors, the KS previously used
to influence an individual and its neighbors. The goal
will be to show that the addition of just this new
information can make a substantial difference in the
performance of the cultural system.</p>
      <p>The first dynamic landscape to be assessed was
that produced by A=1.0. As seen in the previous
section, that landscape involves a series of small linear
shifts in the locations of the cones. Fig. 9 gives the
standard deviation of the two systems over all three
environments. For the linear dynamic landscape, the
two systems each was perturbed by an average of
around 85 generations for each landscape change. So
their relative level of robustness is about the same for
this environment.</p>
      <p>CAT4 vs CAT2 Standard</p>
      <p>Deviation Comparison</p>
      <p>The relative resilience of each of the two systems
in the linear landscape is illustrated in Fig. 10 and 11.
Both systems are able to significantly reduce the
number of generations needed to find the new
optimum over time. The CAT4 system was able to
produce a correlation of (0.662) between the number
of generations needed to solve the changed landscape
and landscape number. The corresponding coefficient
of determination, the percentage of the total variance,
explained by the correlation is (0.43). CAT2 exhibited
a coefficient of determination of (0.289). As shown in
Table II the correlations were significantly different
from each other at the (0.05) level of significance. So
CAT4 was able to do a better job of adapting to the
changing linear environment than CAT2.</p>
      <p>While CAT4 exhibited a significant level of
learning within an environment with linear dynamics,
the next question is how it would adapt to an
environment in which the changes were non-linear
from landscape to landscape. A nonlinear shift in cone
location was produced by the landscape generated for
A=3.35 as shown in Fig. 8 above. The relative change
in robustness produced by the shift to a non-linear
dynamic for the two systems is given in Fig. 12 and
Fig.13. CAT4 exhibited an approximately 15
generation increase in terms of its response to a
perturbation compared to CAT2. That is a significant
difference in its ability to rebound from a perturbation
in this environment. On the one hand, a non-linear
environment required CAT4 to respond more robustly
than before.</p>
      <p>500
450
m
u
m
itp 400
O
e
h
t
d 350
n
i
F
o
t
d 300
e
d
e
e
N
sn 250
o
i
t
a
r
e
en 200
G
f
o
r
eb 150
m
u
N
eg 100
a
r
e
v
A
On the other hand, CAT4 improved on its ability
to adjust to the change in landscapes as reflected in an
improved correlation coefficient (0.73) and coefficient
of determination (54%) as shown in Table II. The
Weighted Majority system exhibited a much lower
overall coefficient of determination, (0.17). Again, the
two systems exhibited a significant difference in
adaptability over time, but now in a nonlinear
environment.</p>
      <p>Overall when the environment switched from a
linear to a non-linear one the CAT4 mechanism
produced a distinctly more robust and resilient
behavior than CAT2. The next question is how the two
systems would adapt to an extremely “chaotic”
environment that was characterized by the
superposition of numerous non-linear patterns of
behavior?</p>
      <p>Since the generating process was deterministic in
nature, all of the information needed to provide a
perfect prediction of the environment’s dynamics is
there, it is just a matter of extracting all of the
intertwined threads.</p>
      <p>Landscape Number</p>
      <p>As demonstrated in Fig. 14 and 15, the robustness
of the CAT4 system is still significantly greater than
that for CAT2. The difference in the number of
additional generations needed to response to a
perturbation is now 10. That is down from 15 before,
but still a significant difference in system robustness.</p>
      <p>In such a chaotic environment learning is less of an
issue than sustainability. As shown in Table II the two
systems now exhibit a much lower level of resilience.
The coefficient of determination for CAT2 is now
significantly greater than that for CAT4 but notice that
the relation between the number of generations needed
to solve the problem is now increasing with increased
landscape number. The rate of increase is now higher
for CAT2 than CAT4 which means that its
performance is more susceptible to degradation in this
environment. While both system’s behavior is now
clearly nonlinear, the regression line provides a
general indicator of the additional stress that is placed
on each system over time.</p>
      <p>In the first two environments, the systems were not
only able to survive the perturbations but to adapt to
them. This produced a strong sense of sustainability.
Of the two, CAT4 was more able to exploit the
nonlinear environment. In the chaotic environment the
theme was less on adaptability but survivability over
time. Both systems displayed symptoms of stress over
time.</p>
      <sec id="sec-10-1">
        <title>Landscape Number</title>
        <p>Fig. 13. CAT2 Regression line over 50 runs for complexity, A = 3.35
-10
Another way of comparing the two algorithms is to
compare the standard deviation for average number of
generation needed to find the solution for given
problem. The three tables below are showing the
comparison for the three different complexity values
{A=.101, 3.35, 3.99}. As showing in Table III, CAT4
needed less number of generations to find the solution
for the same number of problems. Except for Octagon
topology, CAT4 was more efficient than CAT2.</p>
        <p>A-Value=1.01
200
n
o
1it80
u
l
o
1s60
a
d
1in40
f
o
1t20
d
e
1ed00
e
n
n80
o
i
t
ra60
e
n
ge40
f
o
r20
e
b
m0
u
n
e
g
a
r
e
v
A
10 30
Landscape Numbers
50</p>
        <sec id="sec-10-1-1">
          <title>CAT4 Overall STD Dev</title>
        </sec>
        <sec id="sec-10-1-2">
          <title>CAT2 Overall STD Dev</title>
          <p>When the complexity increases to A=3.35, CAT4 was
outperformed by CAT2.With the exception of the first
two topology (L-Best, and Square), CAT2 was more
efficient. CAT2 needed less number of generations to
solve the same given problems when compare with
CAT4.</p>
          <p>A-Value=3.35</p>
          <p>A-Value=3.99</p>
          <p>In society, there are many ways to collect and
distribute problem solving knowledge. Such
mechanisms include games, auctions, and various
voting mechanisms. Previous work has focused on
Independent value auctions. KSs did not have
knowledge about the individuals on who they were
bidding and did not have consistent bidding strategies.
In this paper, Common Value Auctions were
presented. This framework provided common
knowledge to all KSs about each individual and
supported rule based systems that were used to house
individual KS bidding strategies T</p>
          <p>The experimental results suggest that adding the
common value auction to the CAs can enhance the
robustness and the resilience of the algorithm relative
to the commonly used Weighted Majority vote
distribution mechanism. The differences in resilience
were significant across a wide range of dynamic
environments tested, from linear to chaotic. The
results effectively demonstrate the impact that
knowledge about social networks can have on the
sustainability of a Cultural system.</p>
          <p>However, it was clear that as the environment of
the Cultural Algorithm became increasingly chaotic,
there was a shift from the need to sustain the culture
through adaptations to that of survival. The presence
of additional knowledge in CAT helped in that regard.
The question remains as to what type of information
about social networks will be particularly useful in
guiding complex social systems into even more
complex global environments. That is the focus of
future work.</p>
        </sec>
      </sec>
    </sec>
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