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      <title-group>
        <article-title>Motivating Interactive Self-Organisation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Julius-Maximilians University</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wu¨ rzburg sebastian.von.mammen@uni-wuerzburg.de</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Understanding, engineering and controlling self-organising systems, i.e. of large numbers of interwoven autonomous agents, pose numerous scientific and practical challenges. A considerable body of works aims at theoretical approaches as well as empirically identified solutions to address themwith a focus on interaction among the agents and resulting emergent, global effects. However, only few works systematically consider the means of interaction of these systems with the expert user. In this paper, we address this perspective by introducing the notion of interactive self-organisation. To this end, we step through the development life cycle of a self-organising system, we emphasise the need for accessible software solutions for modelling and simulation, we present a concrete application scenario, and highlight the great challenges on this path.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Herds of social animals, schools of fish or insect colonies
host large populations of individuals1. Their strength lies
in accomplishments that no single individual could achieve
by itself. At the same time, this ability of the whole,
sometimes referred to as swarm intelligence, does not necessarily
require complex agent behaviours equipped with deep
intelligence(s). Rather, simple behaviours of reactive agents
suffice to yield helpful, system-wide emergent phenomena
including mass transport
        <xref ref-type="bibr" rid="ref44">(Marras et al., 2015)</xref>
        , foraging
        <xref ref-type="bibr" rid="ref15">(Czaczkes et al., 2015)</xref>
        , defence
        <xref ref-type="bibr" rid="ref58">(Parmentier et al., 2015)</xref>
        and adaptive nest construction
        <xref ref-type="bibr" rid="ref28">(Fouquet et al., 2014)</xref>
        . As
a consequence, swarms have become a metaphor for
selforganising systems, i.e. systems without central control but
autonomous agents acting locally, and thus, contributing to
emergent effects. Looking a bit closer, this metaphor brings
along several perspectives. For once, it brings together
seemingly opposing perspectives such as the consideration
of homogeneous and diverse subpopulations of agents as
well as the connection of local interaction and global
effect. As a result, it also hints at the notion of hierarchies
1The rationale presented in this paper was first published in the
author’s habilitation, von Mammen (2016a).
of abstraction. And at the same time, the term swarm
triggers a strong visual association—a spatial, observable, and
therefore, accessible outcome of the dynamics of complex
systems. Hence, swarms are not only a metaphor for
selforganising systems but they render it obvious as to why
interactivity is one of their seminal aspects. When
considering interactivity in the context of self-organising systems,
the following definition may help to cover the various stages
of a self-organising system’s life cycle and opportunities to
interface with different humans involved in the process.
Definition. Interactive self-organisation describes the effort
to making large, self-organising technical systems
transparent, malleable and controllable by human designers,
decision makers and users
        <xref ref-type="bibr" rid="ref90 ref91 ref95">(von Mammen, 2016a)</xref>
        .
      </p>
    </sec>
    <sec id="sec-2">
      <title>Development Life Cycle</title>
      <p>
        Typically, the first step into developing a concrete
selforganising system is the design of a domain model. Next,
this domain model is translated to a platform model, which,
in turn, is implemented for a specific simulation
environment to yield the results sought after
        <xref ref-type="bibr" rid="ref2 ref2 ref60">(Andrews et al., 2010;
Polack, 2010)</xref>
        . In the first steps, interactivity is rarely
provided as the processes of modelling and implementation are
still largely manually driven. However, there are examples
of interactive exploration of the model spaces as part of the
simulation
        <xref ref-type="bibr" rid="ref67">(Ritter et al., 2011)</xref>
        . This may lead to insights
about the model specifics or further an iterative process of
model refinements. We want to stress that each step in the
development life cycle offers an opportunity for
interactivity, and that in self-organising systems in particular,
challenges arise when introducing means of interactions.
      </p>
      <p>
        Performance is one of these challenges. It costs
additional computational power to provide interactivity,
especially when aiming at the short latency intervals that are
expected in interactive real-time systems
        <xref ref-type="bibr" rid="ref30">(Gregory, 2009)</xref>
        .
      </p>
      <p>
        And the computational load of computing large numbers of
interacting agents poses a challenge in general
        <xref ref-type="bibr" rid="ref16 ref20 ref33 ref59 ref64">(Parry and
Bithell, 2012)</xref>
        , and enriching the inherently large state space
of the model by granting freedom to navigate and
manipulate the simulation makes it worse. It further costs a lot
      </p>
      <p>
        Copyright c 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
of effort to conceptualise and implement user interfaces that
can support each of the phases of the development life
cycle (discovery, development, exploration, see Figure 1) for
model definition, specification, testing, refinement and
analysis. need to be made accessible to the developer/user as
he has to devise, implement, test and refine models. User
interfaces work are well-received, if they do not require the
user to climb steep learning curves or to invest great
cognitive efforts
        <xref ref-type="bibr" rid="ref27 ref39 ref62 ref70">(Foley et al., 1984; Preim and Dachselt, 2015)</xref>
        .
      </p>
      <p>Designing an according language of interactions that link
the self-organising system’s details’ selection, its control, its
navigation to the users’ input queries and feedback signals
takes time.</p>
      <p>Development
Discovery</p>
      <p>Exploration</p>
      <p>Application</p>
      <p>
        Figure 1 shows the aforementioned phases of the
development life cycle of an interactive self-organising system
as well as the application stage. The system itself is
illustrated by several ants that represent agents and
relationships between them are hinted at by pairwise connecting
arrows. In the discovery phase, the modeller of an artificial
self-organising system or the empiricist observing a
natural self-organising system retrace the system’s and agents’
states and their interrelations (grey-dashed arrows in the
discovery phase, Fig. 1). In the development phase, these
observations are cast into a model that features all the identified
properties, relationships and behaviours (blue arrows in the
figure). Considering real-world processes, this translation
pre-selects, simplifies and discretises. On the other hand,
relationships might be part of the computational model that
could not be directly observed in natural systems (red arrows
in the figure). In the exploration phase, aspects new to the
modeller/developer may be revealed that were not explicitly
modelled but emerge during the simulation. This is
indicated by the extension of the illustration by means of orange
and pink arrows. Finally, when transferring a self-organising
system to a real-world application, its user(s) can influence
it based on the insights gained from the preceding
modelling &amp; simulation efforts. Example domains are sensor and
computing networks
        <xref ref-type="bibr" rid="ref100 ref71">(Weiser, 1993; Satyanarayanan, 2001)</xref>
        ,
small-scale robots for medical procedures
        <xref ref-type="bibr" rid="ref74">(Sitti et al., 2015)</xref>
        ,
or scouting quadcopter squadrons
        <xref ref-type="bibr" rid="ref39 ref62 ref70">(Salmon and Meissner,
2015)</xref>
        .
      </p>
    </sec>
    <sec id="sec-3">
      <title>Individualised, Agent-based and Interactive</title>
      <p>In general, interactive self-organisation aims at methods that
support n : m-relationships, of n users and m controlled
objects or agents, whereas m &gt;&gt; n. That is few users,
possibly even only one, need to supervise and interact with a
potentially very large number of agents. As briefly hinted
at above, it poses a veritable challenge to create according,
accessible, interactive modes of modelling, simulation, and
analysis. The analysis may also bring about new insights
about a crafted model of self-organising systems that
suggests the application of optimisation either to identify
parameter sets that promise the best viable solutions of
engineered systems or that best retrace natural phenomena. In
this section, we pursue this insight a step further, by
introducing the idea of individualised simulation, revisiting the
need for agent-based modelling, and highlighting the
coming about of interactive simulation.</p>
      <sec id="sec-3-1">
        <title>Individualising Simulation</title>
        <p>
          Arbitrary development phases of (software) engineering
tasks can benefit from simulation
          <xref ref-type="bibr" rid="ref6">(Banks et al., 1998)</xref>
          , as
it can validate a system’s design early on, its targeted
(emergent) functionality
          <xref ref-type="bibr" rid="ref34">(Jakobi et al., 1995)</xref>
          , as well as
perturbations at runtime
          <xref ref-type="bibr" rid="ref86">(Tomforde, 2012)</xref>
          . In computer science,
simulation has been an important driver from day one.
However, private users have mostly only consumed simulation
results (e.g. weather broadcast and traffic predictions) and
been exposed to modelling and interactive simulation in the
context of computer games, frequently simulating flying
airplanes and driving cars
          <xref ref-type="bibr" rid="ref102 ref5">(Williams, 2006; Backlund et al.,
2008)</xref>
          . Yet, making simulation technology accessible to a
broader public bears great transformative potential,
especially also in the context of the increasing level of
digitization of our built and technological environment
          <xref ref-type="bibr" rid="ref31">(Harper,
2003)</xref>
          . Considering recent trends such as 3D printing that
propelled the wide-spread growth of the maker scene
          <xref ref-type="bibr" rid="ref42 ref53">(Lipson and Kurman, 2013)</xref>
          as well as the digitization of
medical records and the prospect of individualised medical
treatments
          <xref ref-type="bibr" rid="ref87">(Topol, 2014)</xref>
          unfold a wide space for
simulationdriven transformation. With ease of access to simulation
technology and clear, high impact benefits, a wide-spread
uptake becomes more feasible. In order to get there,
supporting the development phases outlined above (Fig. 1),
we consider the following aspects crucial for
individualising simulation:
1. Provision and (semi-)automated matching of template
situations to fit the user’s challenges
          <xref ref-type="bibr" rid="ref94">(von Mammen et al.,
2019)</xref>
          .
2. A “natural” interface for parametric adjustments,
introducing additional programming code where necessary,
navigating a simulation, as well as harnessing
optimisation methods to improve one’s basis for decision making.
Consider, for example, that the user wants to gain insight
in his/her energy footprint
          <xref ref-type="bibr" rid="ref42 ref53">(Nguyen and Aiello, 2013)</xref>
          and
to minimise it. There are several standard factors such as
heating, nutrition, clothing, and traveling that impact this
footprint, can be easily iterated, adjusted and extended.
Natural means in this context that the user interface works as
expected without the need to think about it—by building on
top of established user interaction modalities and gestures,
such as swiping on touch devices
          <xref ref-type="bibr" rid="ref27 ref39 ref62 ref70">(Foley et al., 1984; Preim
and Dachselt, 2015)</xref>
          . Since adding programming code
requires the user to invest more cognitive efforts, following
an agent-based modelling paradigm can help, especially in
combination with visual programming interfaces, which we
discuss in more detail in the next paragraph.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Modelling, Bottom-Up, Agent-Based</title>
        <p>
          Software solutions such as Mathematica
          <xref ref-type="bibr" rid="ref104">(Wolfram, 2003)</xref>
          ,
Matlab
          <xref ref-type="bibr" rid="ref16 ref20 ref33 ref59 ref63 ref64">(Redfern and Campbell, 2012)</xref>
          , GNU Octave
          <xref ref-type="bibr" rid="ref24">(Eaton,
2006)</xref>
          , Sage
          <xref ref-type="bibr" rid="ref14 ref83">(The Sage Development Team, 2015)</xref>
          , Magma
          <xref ref-type="bibr" rid="ref14">(Computational Algebra Group, 2015)</xref>
          or Maple
          <xref ref-type="bibr" rid="ref63 ref64">(Redfern,
2012)</xref>
          allow the user to define, solve, analyse and optimse
mathematical models. This assumes, however, a deep
understanding and mastery of mathematics and a considerable
amount of time. For specific application scenarios,
specialised user interfaces, data import and export pipelines and
re-usable models can be plugged into the respective software
kernels, for instance plugins for EEG analysis
          <xref ref-type="bibr" rid="ref16 ref20 ref33 ref59 ref64">(Dimigen and
Reinacher, 2012)</xref>
          or the display of volumetric data
          <xref ref-type="bibr" rid="ref46">(Mikulka,
2014)</xref>
          . Further adjustments in the code bases would again
require expert knowledge in modelling and programming
          <xref ref-type="bibr" rid="ref40">(Li
et al., 2013)</xref>
          .
        </p>
        <p>
          Mathematical models also assume that the modeller is
well-informed about the involved parameters that describe
a system and how they are intertwined. Bottom-up
modelling approaches
          <xref ref-type="bibr" rid="ref26 ref32 ref73 ref82 ref93">(Tesfatsion, 2006; von Mammen and
Jacob, 2009; Epstein and Axtell, 1996)</xref>
          do not make this
assumption. Rather, they describe how in physical contexts
individual elements
          <xref ref-type="bibr" rid="ref85 ref9">(Brenner and Carstensen, 2004)</xref>
          or
particles
          <xref ref-type="bibr" rid="ref32 ref50 ref73 ref93">(Mu¨ller et al., 2003; Hosseini and Feng, 2009)</xref>
          , or more
generically, how numerous agents’ states and interactions
can be described
          <xref ref-type="bibr" rid="ref105">(Wooldridge, 2008)</xref>
          . Among the many
definitions of the latter, the following one by
          <xref ref-type="bibr" rid="ref17">Denzinger and
Kordt (2000)</xref>
          ;
          <xref ref-type="bibr" rid="ref18">Denzinger and Winder (2005)</xref>
          underlines its
generality and still enforces a clear structure of data flow in an
agent-based model: Consider an agent Ag be expressed by a
quadruple (Sit; Dat; Act; f ), whereas Sit is the set of
possible situations, Dat the set of possible (internal) data states,
Act the set of possible actions and f = Sit Dat ! Act,
the agent’s decision function that informs it what to do based
on which situation and information. This definition also
suggests that due to the generic characterisation of
agentbased models, individual agents can become rather complex
model units. Hence, there are different classifications that
try to narrow down the deployed agents’ abilities
considering for example reactive, reflective, or knowledge-based
agents. Beyond this classification of basic model agents, the
notion of super agents that recursively subsume other agents
has repeatedly been considered to flexibly build up (and
dissolve) complex agent models
          <xref ref-type="bibr" rid="ref16 ref20 ref33 ref59 ref64">(Parry and Bithell, 2012)</xref>
          . This
perspective highlights the inherent modularity and flexibility
of agent-based models. In combination with simple
transfer of the target system’s components’ properties and
descriptions to model agents, agent-based models have been
rather popular in diverse scientific communities including
economics, social sciences, and the life sciences.
        </p>
        <p>
          Analogous to the mathematics frameworks mentioned
above, the agent-based modelling approach is also supported
by a number of dedicated software systems, for a current
overview see
          <xref ref-type="bibr" rid="ref39">Kravari and Bassiliades (2015)</xref>
          ;
          <xref ref-type="bibr" rid="ref1">Abar et al.
(2017)</xref>
          . As agent-based models often feature spatial
relations, basically all of them provide a visualisation
environment for showing the model and its evolution during the
simulation runtime. Just to name a few examples: NetLogo is a
popular environment which makes modelling accessible by
means of a simple scripting language and a 2D lattice
visualisation
          <xref ref-type="bibr" rid="ref85 ref9">(Tisue and Wilensky, 2004)</xref>
          . RePast further benefits
the modeller, for instance, by flowchart and state chart
visualisations and ports to different programming languages for
compatibility and performance reasons
          <xref ref-type="bibr" rid="ref57">(North et al., 2013)</xref>
          .
Relationships between the agents stand in the focus of the
Swarm simulation environment, which also allows for the
aforementioned hierarchical organisation of agents
          <xref ref-type="bibr" rid="ref47">(Minar
et al., 1996)</xref>
          .
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Interactive Simulation &amp; Self-Organisation</title>
        <p>
          The history of interactive simulation dates at least back to
the 1960s—it can, for instance, be retraced by studying the
works by
          <xref ref-type="bibr" rid="ref35">Jones (1967)</xref>
          ;
          <xref ref-type="bibr" rid="ref8">Bell and O’keefe (1987)</xref>
          ;
          <xref ref-type="bibr" rid="ref68">Rothrock
and Narayanan (2011)</xref>
          . Compared to traditional modelling
&amp; simulation approaches, interactive simulations allow the
user to model during runtime, to introduce changes and
see immediate effects. One might be tempted to consider
this a small technical improvement but it introduces
fundamental changes to simulation and how it can be used. For
instance, consider simulation data to support a lively
discourse among decision makers, simulation of emergency
situations for training
          <xref ref-type="bibr" rid="ref10">(Bucher et al., 2019)</xref>
          , or simulation
results to support clinical personell performing invasive
operations
          <xref ref-type="bibr" rid="ref97">(von Mammen et al., 2015)</xref>
          . By providing the data
at interactive speed and in understandable formats,
interactive simulations allow us to synchronise computation results
with the human’s sensorimotor and cognitive systems, to
enrich the user’s perspective, to provide feedback and to also
retrieve further data from the user to feed into the simulation
model. The consequences are multi-facetted: Systems can
be better understood, unaccounted aspects learned,
inconsistencies determined, communication improved. In short,
interactive simulations put the user in charge of the
computation and, thereby, achieve a far greater appeal and qualify
for far more cases of using simulation data than merely
presenting accomplished facts to the user.
        </p>
        <p>When considering self-organising systems at the centre
of one’s modelling and simulation efforts, interactivity
becomes all the more crucial to cope with phase transitions in
technical systems and to generally master the complex
dynamics that may arise in real-world contexts.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Wetlab Application Scenario</title>
      <p>
        The following description of an ideal application scenario
of interactive self-organisation is directly taken from von
Mammen (2016a): In an ideal, unbound interactive
selforganisation scenario, the user could quickly prototype a
comprehensive simulation model, fleshing out spatial
details and behaviours of hundreds of thousands of involved
agents. Next, he would be given the opportunity to
witness the emergence of system behaviours such as cyclic
process patterns, branching points, or the convergence of
the system state into global attractors
        <xref ref-type="bibr" rid="ref55">(Nicolis and
RouvasNicolis, 2007)</xref>
        . He would also be given the opportunity to
automatically repeat and evaluate the simulation within
predefined parameter ranges, to extract novel insights by
learning hypotheses that maximise the information gain
        <xref ref-type="bibr" rid="ref32 ref73 ref93">(Schmidt
and Lipson, 2009)</xref>
        , and to consider any modelling efforts
as only a small, sub-model part of a grander, multi-scale
system
        <xref ref-type="bibr" rid="ref43 ref54">(Magnenat-Thalmann et al., 2014; Nickerson et al.,
2014)</xref>
        . The user’s efforts would be supported by meaningful,
rich visualisation techniques
        <xref ref-type="bibr" rid="ref12 ref89">(Vaquero et al., 2014; Cebulla
et al., 2014)</xref>
        and multi-modal, natural user interaction
techniques
        <xref ref-type="bibr" rid="ref72">(Turk, 2014)</xref>
        —in this way, he would be empowered
to interact, hone and explore the system model in any
desirable ways, posing as little cognitive and motor-sensory
challenges as possible
        <xref ref-type="bibr" rid="ref27">(Foley et al., 1984)</xref>
        . Novel
augmented reality technology including head-mounted devices,
eye and finger tracking sensors would bridge the gap
between simulated predictions and real-world systems,
providing invaluable data for learning, decision making and
guiding the user’s actions
        <xref ref-type="bibr" rid="ref23 ref4 ref96">(Dunleavy and Dede, 2014; Azuma
et al., 1997)</xref>
        .
      </p>
      <p>
        In the context of biological developmental processes
        <xref ref-type="bibr" rid="ref29 ref75">(Slack, 2009; Gilbert, 2013)</xref>
        , for instance, the ideal
simulation workbench would allow a modelling entry at the
intercellular level, offering the means to model layers of
mesenchymal and epithelial tissues, empower individual cells
with the capabilities to adhere to each other, to divide, to
migrate, to produce and emit morphogens etc.
        <xref ref-type="bibr" rid="ref69">(Salazar-Ciudad
et al., 2003)</xref>
        . The model would relate these foundational
operations to time, to biochemical or biophysical signals such
as the diffusion of homeobox gene concentration
        <xref ref-type="bibr" rid="ref22">(Duboule,
1995)</xref>
        or mechanical forces
        <xref ref-type="bibr" rid="ref56 ref84">(The´ry and Bornens, 2006)</xref>
        .
Based on such intercellular interactions, morphological
processes would emerge, shaping anatomy and physiological
infrastructure of developing organisms
        <xref ref-type="bibr" rid="ref106">(Xu et al., 2015)</xref>
        .
Fast forwarding in time, the obvious effects of
morphologyaffecting developmental processes would wane, a metabolic
equilibrium would establish itself. The model could be
extended to provide more facts at different levels of scale
        <xref ref-type="bibr" rid="ref25">(Eissing et al., 2011)</xref>
        , for instance by detailing the production
pathways of signalling molecules or by introducing
materials that define the cell’s structural properties
        <xref ref-type="bibr" rid="ref21">(Dror et al.,
2012)</xref>
        . Similarly, empirically identified emergent
properties such as the cell’s surface tension, or its adhesion
coefficient, could be superimposed, the parameters of the lower
modelling levels be automatically adjusted top-down,
resulting in a consistent, self-adapting middle-out model
        <xref ref-type="bibr" rid="ref56">(Noble,
2006)</xref>
        . At any point in time, disruptions of the
developmental processes could be explored, the formation of
anomalies could be traced and countered with minimally invasive
treatments, without loosing sight of side-effects at all
conceivable scales of the organism’s definition.
      </p>
      <p>The tandem of in-vitro and in-silico experiments would
ensure the validation of each component of the model and
the simulation, respectively, resulting in a profoundly
accurate model and providing clear perimeters of the
experiments’ outcomes and the simulations’ predictive powers. A
sophisticated, accessible and flexible augmented reality
interface could mediate between in-vitro and in-silico models,
allowing developmental biologists to setup and experiment
relying on standard assay procedures. The scientist’s
activities would be supported and guided by the augmentation
of in-vitro experiments and the projection of in-silico
simulations, imparting all the benefits of computing
technologies, including virtually limitless resources, the possibility
to go back and forward in time and to venture into new
exploratory directions. Depending on the application domain,
the wide-spread adoption of swarm-based modelling and
simulation could also lead to far-reaching model
improvements that could accelerate overcoming the gap between
invitro and in-vivo predictions.</p>
    </sec>
    <sec id="sec-5">
      <title>Challenges</title>
      <p>To realise the ambitious perspectives touched upon in the
application scenario outlined in the previous section, the
interplay of three major research directions needs to be
promoted. The computational core, i.e. the model
representation needs to be standardised, novel perspectives need to be
found to create natural user interfaces to access, select,
manipulate, supervise or even directly control self-organising
systems. And finally, efforts must be made to further scale
up the number of simulated agents to create models of
selforganising processes that have great relevance for
applications and still run at realtime speeds.</p>
      <sec id="sec-5-1">
        <title>Standardising Representations</title>
        <p>
          The principle of re-using well-established, well-researched
building blocks underlies many engineering tasks. This
principle might also solve one of the issues of
standardisation in self-organising systems. Currently, arbitrary
algorithmic designs of individual agents, documented in
scientific writings, possibly accompanied by the source code,
are the default way to modelling self-organising systems,
see for instance
          <xref ref-type="bibr" rid="ref36">Klein (2008)</xref>
          ;
          <xref ref-type="bibr" rid="ref37">Klopfer et al. (2009)</xref>
          .
Although this freedom is warmly welcome by an expert
modeller, it comes with two drawbacks. The first is the need
for programming expertise, the second the difficult
comparability of a model and its results. Both drawbacks may, in
turn, result in limited dissemination and uptake. Said
primitives, i.e. building blocks to combine and further
configure to arrive at the desired agent behaviours could mitigate
the standardisation problem. However, they do not provide
an answer to the question yet, how these building blocks
may be combined—for instance as conditional rules
          <xref ref-type="bibr" rid="ref48">(Mota
et al., 2013)</xref>
          , condition-action pairs
          <xref ref-type="bibr" rid="ref16 ref20 ref33 ref59 ref64">(Davison and Denzinger,
2012)</xref>
          , subject-predicate-object triples
          <xref ref-type="bibr" rid="ref101">(Whalley, 2006)</xref>
          , or
numeric decision functions
          <xref ref-type="bibr" rid="ref76">(Spector et al., 2005)</xref>
          . Finally,
numeric data representation and the order and method of
integration may als heavily impact complex system
simulations
          <xref ref-type="bibr" rid="ref19">(Dere´nyi and Vicsek, 1994)</xref>
          . While a general lack of
standardisation yields great problems
          <xref ref-type="bibr" rid="ref49">(Mu¨ller et al., 2014)</xref>
          ,
following formal protocols quickly becomes unwieldy, even
in conceptually rather simple models
          <xref ref-type="bibr" rid="ref103">(Winikoff et al., 2018)</xref>
          .
We, therefore, consider algorithmic routines of the formal
description of agent-based, self-organising systems and their
analyses absolutely necessary.
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Innovating User Interfaces</title>
        <p>
          In self-organising systems, the agents’ states and interaction
topologies can change over time. These dynamic properties
need to be considered when crafting user interfaces. In
particular, this raises questions about the definition or selection
of specific subpopulations, creation or tracing of specific
relationships, also considering chains or cycles of
interdependencies, as well as emerging patterns in the agents’ states.
An according interaction infrastructure featuring
appropriate, helpful, efficient visualisations and required, natural and
equally efficient interaction routines needs to be developed
to stimulate, recognise, trace, or interfere with phase
transitions alongside of emergent effects that may not be directly
captured in individual parameter spaces but need to be
identified algorithmically
          <xref ref-type="bibr" rid="ref51">(Mu¨ller-Schloer et al., 2011)</xref>
          . Some of
these challenges have already been recognised and several
explorations in this direction have been undertaken. It
suggests itself to think of applications of swarm robotics when
considering real-world self-organising systems. Therefore,
according human-swarm interfaces have been explored in
the robotics context, see for instance
          <xref ref-type="bibr" rid="ref38 ref45 ref52 ref61">(McLurkin et al., 2006;
Naghsh et al., 2008; Pollini et al., 2009; Kolling et al., 2012)</xref>
          .
        </p>
        <p>
          Next to obvious challenges such as the selection and
management of large numbers of agents, problems in user
interfaces for self-organising systems consider other perspectives
as well such as the translation between lower and higher
levels of abstraction
          <xref ref-type="bibr" rid="ref80">(Sycara et al., 2015)</xref>
          , the inference of the
agents’ individual behaviours from high-level goals
          <xref ref-type="bibr" rid="ref3 ref81">(Tarantola, 2005; Aster et al., 2011)</xref>
          , or balancing the agents’
degrees of autonomy von Mammen (2016b).
        </p>
        <p>
          In general, informative (all that needs to be shown),
efficient (quickly discernible), attractive (e.g. by means of
useful alignments, symmetries, and consistent design decisions
throughout) make for successful user interfaces
          <xref ref-type="bibr" rid="ref79">(Steele and
Iliinsky, 2010)</xref>
          . In order to capture the structure and
dynamics of self-organising systems, graph visualisations are
apt—representing agents as nodes, possibly hierarchically
embedding further nodes as in super agents and representing
vertical relationships as edges
          <xref ref-type="bibr" rid="ref7">(Beck et al., 2014)</xref>
          . While
visualisations are important to convey the desired information
and to provide feedback about any user input, effective
interfaces have to offer a simple, consistent “language” to
communicate the user’s goals to the self-organising system or the
modelling and simulation environment across different
contexts. With a growing degree of input specificity, the
interaction sequences need to carry greater information gain by
necessity. This is especially true, when specifying the agents’
properties and behaviours. Even if adhering to the
aforementioned behavioural representations, such as
situationaction pairs, behavioural definitions provide great freedom
to the modeller. Here, visual programming approaches can
help to keep the learning curve low for non-programmers, to
ensure that standard primitives (as described in the last
section) are used and that well-phrased agent descriptions are
encoded.
        </p>
        <p>
          In fact, two distinct views have usually been used—one
for definition of individuals and another one for
observation at the system level. Various additional views may
have been offered for simulation navigation and analysis.
To our knowledge, we were the first to merge these views
into one context, introspecting individuals and establishing
inter-agent relations in one global context
          <xref ref-type="bibr" rid="ref90 ref91 ref95">(von Mammen
et al., 2016)</xref>
          . This approach also has to blend visualisation
(2D/3D) and input (symbolic/textual) modes. And if need
be, it has to tightly integrate them with visual programming
facilities. It promotes a close link between visual objects and
programming logic that had been discussed several times
before, e.g. by
          <xref ref-type="bibr" rid="ref11">Burnett et al. (1995)</xref>
          and
          <xref ref-type="bibr" rid="ref13">Citrin et al. (1995)</xref>
          , and
which had also been considered in visual modelling
environments for agent-based systems by linking inspection views
to simulated agents and using iconic references for
formulating behaviours
          <xref ref-type="bibr" rid="ref48 ref65">(Repenning, 1993; Mota et al., 2013)</xref>
          . The
convergence of modelling and simulation spaces is
becoming increasingly important as digital models grow closer to
inform real-world situations, e.g. in
          <xref ref-type="bibr" rid="ref98">(Wahby et al., 2015)</xref>
          .
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>Reaching Application-Relevant Scales</title>
        <p>
          Self-organising systems quickly tap into complex regimes
due to the large numbers of agents and their incessant
potential of interaction. In addition to the agents’ state-changes,
the neighbourhood topologies within the agent populations
can continuously change. This class of dynamic systems
with dynamic structures, or D2S, has been identified as
most challenging within the domain of complex system
representations
          <xref ref-type="bibr" rid="ref77 ref78">(Spicher et al., 2004, 2011)</xref>
          . Hence, search for
optimal system configurations does not only have to
consider the overall system’s state but also the path to get there
          <xref ref-type="bibr" rid="ref88 ref92">(von Mammen and Jacob, 2008)</xref>
          —topology-altering effects
in certain states may open up new state spaces. The
ensuing self-referential fitness landscape
          <xref ref-type="bibr" rid="ref51">(Mu¨ ller-Schloer et al.,
2011)</xref>
          might emerge from an interplay of a complex state
space paired with a complex topological continuum. Yet,
the actual complexities of D2S are often less costly due to
quasi-steady states of subpopulations of agents’ states and
topologies. Nevertheless, the computational complexity of
O(n2) of a simple boids model, in which flocking agents
coordinate their flight in accordance with their neighbourhood
          <xref ref-type="bibr" rid="ref66">(Reynolds, 1987)</xref>
          can only be brought down to O(nlogn)
by applying acceleration algorithms deploying hierarchical
spatial data structures to reduce the impact of the topological
variance
          <xref ref-type="bibr" rid="ref16 ref20 ref33 ref59 ref64">(Husselmann and Hawick, 2012)</xref>
          .
        </p>
        <p>
          Without consideration of biological behaviours, one can
draw an analogy to the problem of detecting collisions
among rigid bodies or of calculating the celestial
trajectories of n bodies gravitating toward each other
          <xref ref-type="bibr" rid="ref99">(Wang et al.,
1990)</xref>
          . Again, the costs of O(n2) have to be taken into
account for accurately calculating mutual influences, whereas
pruning less significant influences based on spatial data
structures can yield efficient approximations of gravitational
influences
          <xref ref-type="bibr" rid="ref88 ref92">(Trenti and Hut, 2008)</xref>
          or conservative results in
case of collision detection
          <xref ref-type="bibr" rid="ref41">(Lin and Gottschalk, 1998)</xref>
          . In
all three examples—boids, collision detection and n-body
problem—the spatial topological arrangement, despite
being dynamic, yields an opportunity for optimisation. We
assume that other patterns in the variable dimensions of D2S
that, for instance, might consider the iteration numbers of
cycles of biological cells, adhesive forces among them, or
their proteomic configurations, might be exploited for
optimisation purposes in similar ways.
        </p>
        <p>
          Computational swarms can be defined as great numbers of
agents with great degrees of freedom. Clearly, these
attributions result in potentially equally great computational costs.
At the same time, interesting simulation results which, for
instance, lead to quasi-static or attractor states, have the
potential to be used for model optimisation
          <xref ref-type="bibr" rid="ref23 ref96">(von Mammen and
Stegho¨ fer, 2014)</xref>
          . Such model optimisations can restrain the
originally granted degrees of freedom—making the model
more rigid but only in ways that do not affect its
expressiveness and thereby reducing its computational costs. If the
boundary conditions change, the original, high-cost model
can be re-activated and the model patterns be refined. An
according automated approach of model compression and
relaxation could play an important role in ensuring efficient
model representations and simulation.
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Summary</title>
      <p>Based on the swarm metaphor, we motivated and defined
the term interactive self-organisation. It captures the
notion of a process to tackle the development and work with
self-organising systems in an interactive manner.
Accordingly, we stepped through the development life cycle of
selforganising systems, highlighting the conceptual intricacies
held by self-organising system models and their link to
application scenarios. Next, we stressed the need for and the
value of accessible simulation. Here, we pointed out that
like individualised medical treatment, the use of modelling
and simulation of self-organising systems should be
individualised, and thus, be made accessible to non-programmers.
This is especially urgent due to the increasing degree of
digitization of our everyday environments. Based on a
short outlook on an application use case of interactive
selforganisation in a scientific wetlab, we explained the high
priority challenges in research and development of
standardisation of representations, innovation of user interfaces, and
computational scalability.</p>
    </sec>
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