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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Computer Simulation of Social Dynamics and Historical Evolution. The case of “Prehistoric” Patagonia.</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Centro Nacional Patagónico (CONICET)</institution>
          ,
          <addr-line>Bld. Brown s/n. Madryn, Chubut.</addr-line>
          <country country="AR">ARGENTINA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Juan A. Barceló</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Simulating the Past in the Present</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>and Eduardo Moreno</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>We introduce here our research project on the simulation of the historical trajectory of Patagonian societies since 13000 BP until the present. It pretends to be an explanatory simulation model whose aim is to identify yet unknown relationships and interactions that could have been present in the history of those societies, but we do not have any documentary source about them. In that sense, we start with a theory about hunter-gatherer societies and we try to show the plausibility of this theory using agent-based simulation methods and techniques. It is also a predictive simulation because it is built on historical, ethnological and archaeological knowledge available at the necessary level of detail. We pretend to build a simulation model that enables to predict how historical societies behave in the past under certain conditions. The general framework of agent-based simulation in the study of prehistoric societies is also presented.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>Agent-based</kwd>
        <kwd>Simulation</kwd>
        <kwd>Patagonia</kwd>
        <kwd>Prehistory</kwd>
        <kwd>HunterGatherers</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p> 
For 99% of human history we do not have any description of social activity, or
explanations of motivations, intentions or goals of people who lived in the past. The
only we have are some material evidences for some (not all) outcomes of a reduced
subset of social activities performed in the past (archaeological evidences). Although
in some cases we have evidence of human beings having been ritually buried or
accidentally dead, and their corpses have been preserved until a certain degree, we do
not have traces of the agents of past activities. Therefore, it should not shock anyone
that a substantial proportion of research effort in archaeology isn't expended directly
in explanation tasks; it is expended in the business of unearthing the traces of social
action performed in the past, without arguing why those actions took place there and
then.</p>
      <p>Instead, archaeologists are social scientists who should explain social dynamics in
the past by showing how the traces of the past observable in the present fit into a
causal structure with an intrinsically historical nature. That is to say, we have to
discover interacting activities and entities having produced in the past the recognized
evidence in the present (the archaeological site). The trouble with such a view of
archaeological-historical explanation is that we would need to travel to the past to be
able to understand why it happened.</p>
      <p>We cannot travel to the past in an effective way but we can do it in a virtual way. In
the computer, we can explore (by altering the variables) the entire possible range of
outcomes for different past behaviors. Such an implementation of historical and social
knowledge within a computer can be seen as the action of embedding a model of
behaviour (social mechanism) within another model (computational mechanism). In
this way, although History only runs once, inside a computer a virtual model of the
historical past may runs infinite times. Executing a model written in a specific
computer program—spinning it forward in time—is all that is necessary in order to
simulate social activity in the past. Since the model is “simulated” merely by
executing it, there results an entire dynamical history of the process under study.</p>
      <p>This approach can be characterized as “understanding by building”. It is based upon
the general assumption that theory building would be better served by synthesis
(simulation) than analysis (logics). The approach exposed here challenges the
received picture of historical explanation as an invariant structure. It allows us to
modify the way we understand explanatory concepts like tribe, chiefdom, social elite,
etc. They are not verbal labels we attach to some percepts by means of a previously
existing rule but a cognitive action, or a requisite to a next action. Explanations
should be based on purposeful, goal-directed mechanisms emerging from a dynamical
system that has been calibrated by simulation to make the probably correct choices in
the most diverse circumstances.</p>
      <p>Writing a computer program to simulate social activity in prehistory has long
seemed an impossible task. There are still many social scientists thinking that we
cannot reproduce what humans did and believed inside a computer, because machines
are a bad surrogate for the complexity of human beings. These scholars seem to
believe that we do not have access to the knowledge necessary to accurately reflect all
of the interweaving and evolving components of social activity through history.
Machines are limited to the calculation of input-output pairs, and no social activity
would be so simple. This criticism is mostly wrong, especially in modern times when
artificial intelligence has shown how the appropriate interconnection of very simple
computational mechanisms is able to show extraordinary complex patterns. 
 
2</p>
    </sec>
    <sec id="sec-2">
      <title>Simulating Social Activity</title>
      <p>Our propose is to describe social systems from the perspective of their constituent
units. Seen in the framework of agent-based modeling, artificial societies are sets of
simulated social agents having a (virtual) body, and living in and interacting with a
(virtual) environment. Agents are pieces of software with individual goals and rules of
behavior and capable of self-controlled goal directed activity. They are represented as
members of an evolving (virtual) population of social procedures (mechanisms),
which determine important aspects of the population’s structure and development and
therefore of the individual’s behavior.</p>
      <p>Virtual social agents “live” in an environment populated by many other agents, so
the successful completion of their tasks is subject to the decision and actions of
others. Agents interact, influence others, reinforce some actions, interfere with others,
and even sometimes prevent the action of other people due to a mere side effect of
their activities. Agents may interact as well with non-agent entities in this
environment. As the real world constrains the structure and behavior of the real
agents, the simulated environment plays that role for the simulated agent system. The
perceptions of the simulated agents have origin in the physical and social environment
that constrains and sometimes even determines their action and interaction. These
environmental dynamics can be very complex, so we should assign some form of
behavior with the simulated environment, programmed as global state variables.
Every environmental dynamic that is model-specific can be counted to it. An
important consequence of this view is that the agent and the environment constitute a
single system, i.e., the two aspects are so intimately connected that a description of
each of them in isolation does not make much sense.</p>
      <p>Social activity in the past can then be simulated as composed of subjects, objects,
needs, motivations, goals, actions and operations (or behavior), together with
mediating artifacts (signs, tools, rules, community, and division of labor). Activities
are oriented to motivations, that is, the reasons that are impelling by themselves. Each
motivation is an object, material or ideal, that satisfies a need. Actions are the
processes functionally subordinated to activities; they are directed at specific
conscious goals and they are realized through operations that are the result of
knowledge or skill, and depend on the conditions under which the action is being
carried out. In this framework, a subject is a person or group engaged in an activity.
An object (material or non material, i.e., knowledge, information) is the consequence
of this activity. An intention or motivation is held by the subject and it explains
activity. Activities are realized as individual or cooperative actions. Chains and
networks of such actions are related to each other by the same overall object and
motivation. For their part, actions are programmed as chains of operations, which are
well defined behaviors used as answers to conditions faced during the performing of
an action. Goals, beliefs, and intentions are then arbitrary interpretations of events that
took place within the simulation. They do not exist as explicit sentences. Rather, the
programmer should be aware of those things that are playing a prominent role in
constraining the global constraint satisfaction settling process within the simulation.</p>
      <p>Running this computer model of an artificial society simply amounts to instantiate
the simulated populations of people, letting the agents interact, and monitoring what
emerges. Although simulated social agents tend to be computationally simple and
they live in computationally simplified environments, if one places many agents
together in the same environment interesting collective behaviors tend to emerge from
their interactions. What emerges from the collective execution of rules packaged in
form of agents is a gradual updating of agent’s beliefs and the concomitant
modification of their plans, arriving at some form of social order [1] [2]. This should
be conceived as any form of systemic structuring which is sufficiently stable, to be
considered the consequence of social self-organization and self-reproduction through
the actions of the agents, or consciously orchestrated by (some of) them.</p>
      <p>Because of this focus on social actions as practiced by human actors in reference to
other human actors, simulated social activity appears as a goal-directed process that
must be undertaken by some agents to fulfill some need or motivation [3] [4] [5]. The
goal-directed nature of simulated social activity involves varying behavior of agents
to carry out the same action in relation to a situation. Agents seem conscious (because
the agent holds a goal in its software core), although they do not need to behave
rationally because different actions may be undertaken to meet the same goal, and
because heuristic criteria can be implemented as a decision-making mechanism.
Agent motivations or intentions should not be implemented as mere conditions for
developing cognitive activity, but they act in the simulation as real factors influencing
agent behavior and productivity and defining the social matrix of agent interaction.
Inside the computer model, social activity is characterized by essential variability in
the behaviors with which they are executed. The frontier between intentional activity
and operational behavior is blurred, and movements are possible in all directions.
Agent rational intentions can be transformed in the course of an activity. An activity
can lose its motivation and become an action, and an action can become an operation
when the goal changes. The motivation of some activity may become the goal of an
activity, as a consequence of which the later is transformed into some integral
activity. The definition depends on what the subject or object in a particular real
situation is.  </p>
      <p>This new paradigm tends to stress the situatedness of social activity, i.e., the study
of agents that are situated in and interact with an environment; its embodiment, i.e.,
the assumption that agents (social or virtual) have bodies, receive input from their
environment (physical or virtual), and produce social actions as output; and the
emergence of social organization, i.e., the view of behavior and intelligence as the
emergent result of the fine-grained interactions between the control system of the
agent, its body structure, and the external environment [6] [7]. The key word is here
“situated” action. Situated means any social agent should be seen as an integral part of
the world in which it behaves. Although it has been implemented as a piece of
software, the agent has its own goals and intentions. When it acts, it changes the
world, and receives immediate feedback about the world through a simulation of
“sensing” and “perceiving”. What the situated agent senses affects its goals and how
it attempts to meet them, generating a new cycle of actions.</p>
      <p>An specific presentation of simulation issues as applicable to archaeology and
historical sciences appear in a recent book by one of the authors of this paper [8].</p>
    </sec>
    <sec id="sec-3">
      <title>3 Simulating the Historical Trajectory of Patagonian Societies from 13000 BP until the Present. A Research Project.</title>
      <p>For thousands of years, hunter-gatherer societies inhabited the southernmost area of
South America: Patagonia. Traditionally studied as an example of marginality,
Patagonia’s history has been described in terms of the absence of marked social
stratification and the development of conservative traditions with low rates of culture
change, the absence of expansionist warfare, the lack of large aggregations of people
the unimportance of food storage and the dependence on a few resources. It has been
argued that this economic framework resulted in generally low regional population
density, and a lack of permanent settlements. It has been also assumed the lack of
‘‘capability’’ for developing complex technology for long-range resource acquisition
rendered many possible subsistence sources ‘‘inaccessible’’.</p>
      <p>This is a false picture of Patagonian “prehistoric” trajectory. At the time when
Europeans first contacted with them, complex polities began to emerge, showing the
misguided nature of traditional hypotheses that only considered the “adaptation” to
local resources and a simple-sided “optimal” rationality. Patagonian historic
trajectory, like the trajectory of any other social formation cannot be really understood
without taking into account the complex factors that determined, constrained and
mediated social action across a very complex and heterogeneous territory.</p>
      <p>We are interested in analyzing the formation of social contradictions through time.
The term contradiction is used to indicate a misfit within the components of social
action; in this case, among simulated agents, their needs, motivations, goals, actions
and operations, and even among themselves and their mediating artifacts (division of
labor, rules, institutions, etc.). As a result, the computer model should allow us to
explain the emergence of internal tensions in apparently irregular qualitative changes,
due to the changing predominance of one over other. We assume that social activities
are fast always in the process of working through contradictions, which manifest
themselves as problems, ruptures, breakdowns, clashes, etc. They are accentuated by
continuous transitions and transformations between agents, needs, motivations, goals,
behavior, signs, tools, rules, community, division of labor, and between the embedded
hierarchical levels of collective motivation-driven activity, individual goal-driven
action, and mechanical behavior driven by the tools and conditions of action. Here
lies the true nature of the computer simulation of social causality mechanisms and the
motivation force of change and development. A simulation of a society having existed
in the past should show the global tendency to resolve underlying tension and
contradictions by means of change and transformation. In this way we will learn that
what we call today “institutions” were in fact the consequence of patterned and/or
recurrent series of social interactions between different social agents in small-scale
societies, and should be understood as preconditions for social life, unintended
outcomes, and human devised constraints.</p>
      <p>Running a simulation of the historical trajectory of Patagonian societies from 13000
BP until the present consists of creating a landscape and introducing initial
populations of resources and hunter-gatherers. Ecological data to reproduce changing
landscape conditions through time is available. The simulation of human populations
is based on general assumptions derived from ethnographic studies of Patagonia
historical groups (mapuche, günuna-künne, tehuelche, selknam, hausch, chono,
kawesqar, yamana, etc.) and from different theories of hunter-gatherer
socioeconomic formations. Agents from different hypothetical ethnic groups are
programmed as normal individual agents, with the same procedures and general goals,
but with different plans and schedules: they have adopted historically different forms
of division-of –labor, different activities and they have access to different resources.
The past of the system will be introduced by the programmer, and changed when
necessary to experiment with different hypothesis.</p>
      <sec id="sec-3-1">
        <title>In a preliminary approximation, the system will be built around</title>
        <p>A two-dimensional simulated environment or “landscape” with a
population of mobile agents and changing resources providing “energy”
for the agents.</p>
        <p>Different kinds of agents are envisioned. Not only social agents
simulating human beings, but also all their instruments and produced
goods, as well as resources, and even social mechanisms are software
objects with their own behavioral rules. In this way, a community of 50
members –as documented in ethnographic sources- can be simulated
using 50 software objects for the people, and additional agents for
households acting as an attractor of social life, the food they eat and
once it was an animal moving across the step or a vegetable at a distinct
location, the knife or the “bolases” they used to hunt animals, etc.</p>
        <p>Social agents are structured not only with behavioral, but also with
cognitive rules that “reactively” connect environmental resources with
social actions (hunting, gathering, consumption). If a social agent does
not sufficiently regularly acquire energy by “hunting-gathering” and
“consuming” resources, its energy level falls below its target satisfaction
level and if the level falls to zero then the agent “dies”, i.e., disappears
from the simulation. Agents have offspring during a simulation trial.</p>
        <p>In addition, there are other rules implementing inter-agent
communication, generating, maintaining, and updating simple plans for
execution. In any case, not all social agents should behave identically.</p>
        <p>Men and women will be programmed with different roles.</p>
        <p>Figure 1 shows the general dependency network between social agents, instrumental
agents, and produced goods [9]. It is a multi-step procedure where to obtain food
many previous procedures are needed, from the location of the resource, the
acquisition (hunting, gathering), its processing, etc.</p>
        <sec id="sec-3-1-1">
          <title>PREPARED RAW MATERIAL</title>
          <p>PREPARATION</p>
          <p>IS THE RESULT OF</p>
          <p>IS THE RESULT OF
SOURCE MATERIAL</p>
          <p>DIRECT</p>
        </sec>
        <sec id="sec-3-1-2">
          <title>INSTRUMENTAL</title>
        </sec>
        <sec id="sec-3-1-3">
          <title>CONDITIONING</title>
          <p>For instance, in the case the source material is an animal then acquisition primitive
procedures will be: hunting, capturing or scavenging and also transporting. From the
acquired animal, the social agent will “extract” many different secondary products
(animal parts), but also some refuse material: the head, the skin, and the guts.
Primitive procedures are now: skinning, draining guts and butchery. To prepare the
consumable goods (meat, fat, leather), social agents need some other procedures like:
•
•
•
•</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>SHAPING –Change of shape, without changing quantity or quality</title>
      </sec>
      <sec id="sec-3-3">
        <title>CHANGE OF QUANTITY –cutting, segmenting</title>
      </sec>
      <sec id="sec-3-4">
        <title>CHANGE OF QUALITY – change of physical properties (physicochemical)</title>
      </sec>
      <sec id="sec-3-5">
        <title>CHANGE OF CONTEXT –insertion of components</title>
        <p>An agent should make an instrument before some executing an
acquisition/extraction/preparation goal. Additionally, the amount of work necessary to
execute those social procedures is scaled according to different parameters. In the
case of the preliminary acquisition of raw materials, the following parameters are of
relevance:
EXTRACTION
ACQUISITION</p>
        <p>LABOR</p>
      </sec>
      <sec id="sec-3-6">
        <title>Time of access to the source material: scale from 1 to 3</title>
      </sec>
      <sec id="sec-3-7">
        <title>Temporal availability: constant, sporadic, seasonal</title>
      </sec>
      <sec id="sec-3-8">
        <title>Spatial availability: continuous, discontinuous, concentrated, rare</title>
        <p>Transported weight from the area of acquisition: 1) up to 10 kg, 2) 10-40
kg., 3) more than 40 kg.</p>
        <p>Technical complexity 1) simple (without instrument) 2) simple (with
instruments) 3) complex with many different tasks and procedures</p>
      </sec>
      <sec id="sec-3-9">
        <title>Labor force: 1 person, 2 persons, more than two persons</title>
      </sec>
      <sec id="sec-3-10">
        <title>Time for obtaining the raw material: direct, 1 day, more than 1 day</title>
        <p>Each agent will be initialized based on demographic characteristics and nutritional
requirements based on ethnographic real cases and theoretical research on
huntergatherer socio-economic formations. The spatial location of social agents, as well as
the size of each community (the number of agents at each site), will be updated
cyclically. Additionally, the amount of work or product needed to fulfill the goal of
“survive” will produce some temporal dynamics given the need to reproduce the
different procedures a number of times, and the need to collaborate with different
“men” and “women”, all with the same goal for surviving, but with different
schedules to obtain their needs.</p>
        <p>The purpose of the simulation is to reproduce the way Patagonia was populated by
the first humans in South America. The beginning of human settlement in Patagonia
around 13000 BP was a slow process of exploration and colonization [10] [11],
carried out by small groups, very mobile and disperse, with approximated
sitecatchments areas around 100 km [12]. What characterized those first groups would be
then population low density and the absence of specialized uses of the ecosystem
given the lack of social concurrence.</p>
        <p>6000 years after the arrival of these populations, around 7th Millennium BP,
archaeological data suggest demographic increase and population expansion of early
human groups. At this time, it has been recorded an increasing use of marine and
littoral resources [13][14][15]. Although coastal colonization was a planetary global
phenomenon in the early phases of Holocene, there are traces of variability at the
local level:
•
•</p>
        <p>Along Patagonian Atlantic coasts, a mixed production system was
configured based on the concurrent exploitation of marine, littoral, and
terrestrial resources in different proportions at different areas.</p>
        <p>Along Patagonian Pacific coasts and southernmost islands, archaeological
evidence suggests an intensive exploitation and even specialization of
productive systems in marine and littoral resources.</p>
        <p>We do not know if this demographic increase and the resulting colonization of new
geographical areas was the offspring of the same early population that colonized this
area since 13000 BP, or the consequence of the arrival of some newcomers from the
north. Different scenarios are possible. There is the possibility of the total extinction
of first comers and their substitution by a minimum of three new groups: one located
along the western and southern coasts and islands, another between the Pacific coast
and the Andes Mountains, and the third one further to the east, from the Andes until
the Atlantic coast and the Magellan Strait. Another scenario will consider that
southwestern fishers and gatherers are the only remains of the original population,
reckoned in the Big Island of Tierra del Fuego, and adapting locally to the specific
situation in the island, once it separated from the continent 8000 years ago, leaving a
small population in a very restricted and closed territory, with lowering game
resources and compelled to develop new social and economic strategies for surviving.
The success of a transformation that took place very locally would explain the further
expansion of the new way of living to all coastal areas supporting it. We should
simulate both hypotheses, using archaeologically dated evidence as background
knowledge.</p>
        <p>It has been argued archaeologically that 6000 years ago economic variability would
have been consolidated all over Patagonia, defining a differentiation between some
communities specialized in the exploitation of marine resources, some specialized in
terrestrial resources, and those without specialization but exploiting both terrestrial
and littoral ones. The separation would be so strong that it has been interpreted as the
existence of different human populations at both areas. However, we must take into
account that there is ethnographic evidence of inter-ethnic relationships, giving
additional support to a permeable frontiers hypothesis.</p>
        <p>To know whether this level of social aggregation was a result of environmental
constraints or the consequence of a socially mediated decision, we need to experiment
alternative scenarios in which simulated agents have social reproduction surrogates
acting like kinship and political alliance mechanisms fixing the limits of the social
groups. We need to take into account that:
•
•
•</p>
      </sec>
      <sec id="sec-3-11">
        <title>Social reproduction conditions biological reproduction.</title>
      </sec>
      <sec id="sec-3-12">
        <title>Social division of labor conditions group movements across diverse landscapes,</title>
      </sec>
      <sec id="sec-3-13">
        <title>Management of local sources of food and other resources are</title>
        <p>mediated by social decisions.</p>
        <p>In the simulation, agents represent mobile populations. Once all agents are
initialized, social agents engage in hunting, gathering, raw material acquisition,
instruments making, labor collaboration and reproduction. From cycle to cycle of the
simulation, simulated social agents should react like their counterparts of the early
period of first human settlement in Patagonia, moving their plots or dwellings or both
based on their success in meeting survival goals.</p>
        <p>The hypothesis we need to test in our simulation is whether a territorially based
economic variability configured some time around 6000/5000 BP, would have given
support greater similarity between geographically proximal populations and
increasing differences between groups that are further and further apart. If climatic
gradients and ecological variability were the only factors explaining cultural and
social variability, then geographic distance (in latitudinal sense) would be the main
observable correlate to explain the differentiation of the human groups from Tierra
del Fuego and Patagonia. In this scenario cultural distance would be strongly
associated with spatial separation and ecological difference. However, environment
should not be considered as a mere outer physical container inside of which people
behave in certain ways. It is constituted through the performance of many different
activities involving people and the circumstances and products of their work. We
should take into account that social agents are involved in social and political
relationships with other social agents, when meeting, collaborating, making or sharing
instruments or goods. Social contexts should be implemented in the simulation as
spatio-temporally related actions from many different agents with a diversity of goals,
and behaviors, engaged in different labor activities, and using different instruments.
“Survival” goals can be the same, but the way to attain them can be different.
Consequently, we assume an historical trajectory characterized by a social fissional
process generating increasing social and spatial aggregation levels. Therefore, group
differences may emerge when social interaction between groups reduces.</p>
        <p>The simulation also includes some external factors that may have affected all
Patagonian populations. For instance, climatic anomalies would have increased aridity
rates causing the reduction of available fresh water sources, and animals. Human
settlements become spatially constrained and forced to concentrate, socially
specializing the uses of physical space. The nucleation of human settlement would
contrast with the opening of social exchange networks to compensate for the reduced
mobility of residence patterns.</p>
        <p>Data used to define the behavior of our simulated agents come from ethnographic,
historical, paleolinguistic and archeological research. The three modern linguistic
families of specialized foragers on marine resources of western and southern coasts
and islands (chono, kawesqar, yaghan) were related among themselves in the past, but
seem totally unrelated with languages spoken by terrestrial hunters from continental
areas (mapudungun, chon) [16]. This fact suggests the historical possibility of a
common language in the southwestern coasts and islands spoken 6000 years ago by a
single human group that would have begun to diversify 5000 years ago, into a
minimum of 3 different groups. The existence of further linguistic variation at the
level of dialect suggests that a similar economic specialization did not prevent an
increasing diversification at the local level, when interaction between groups reduced
given the nature of territorially induced division of labor.</p>
        <p>The spreading process itself can be simulated by a repeated generation of social
agents in space. The spreading surface will represent a combination of environmental
parameters that are considered fundamental to the dispersal of early hunters across
Patagonia. These parameters will be evaluated for their influence on the movement of
human groups, reclassified, and combined to obtain a spreading surface that
represents local resistance to the process of spreading. As a result:
•
•</p>
      </sec>
      <sec id="sec-3-14">
        <title>Every location in the landscape may have an underlying raster value simulating the level of each resource and its exploitation value.</title>
      </sec>
      <sec id="sec-3-15">
        <title>Every generation this underlying value decreases simulating the drain on resources and its degree of over-exploitation.</title>
        <p>•</p>
      </sec>
      <sec id="sec-3-16">
        <title>The number of descendants at each place in each generation depends on the value of the underlying raster. The higher the value (“better conditions”), the greater will be the number of descendents in the next generation.</title>
        <p>The actual spreading distance (“how far a new generation will go”) also will
depend on the underlying raster value. The lower the raster value at a specific point,
the higher the spreading distance.</p>
        <p>The generation of people is another work activity, unequally distributed between
both roles [17] [18]. Figure 2 illustrates the basic social reproduction procedures.
LABOUR
FORCE</p>
        <p>SOCIAL ASSEMBLING</p>
        <sec id="sec-3-16-1">
          <title>WOMEN, MEN</title>
          <p>BIOLOGICAL BEING</p>
          <p>PREPARATION</p>
          <p>EXTRACTION</p>
          <p>ACQUISITION
REPRODUCTION</p>
          <p>Energy will be incremented by one unit not when the individual reaches a food
element but when it is able to do some work to process it and attaint the goal of
“eating”. This activity not only included individual procedures, but also collective
behavior between different agents (men and women). We also need a mechanism
simulating social consensus between a “man” and a “woman”, to generate new
individuals (offspring) which will be assigned a genotype encoding their role as a
“man” or a “woman”, with the addition of some random changes to the quantitative
value of some of their abilities. As a result, the agents are not more efficient, but
develop a more efficient mechanism of social reproduction, allowing better rates of
survival for groups of interrelated agents. Additionally, instead of reintroducing food
in the landscape, we should program the evolving dynamics of the environment. It is
expected that the simulation may validate the assumption that if an environment
regenerates at fast rates, the population of social agents distributes itself
homogeneously in the environment. However, when the environment is too slow to
change to modifications generated by social agents moving in it, we should observe
the same oscillatory migratory waves of the agents in the environment, we considered
in the simpler scenario.</p>
          <p>Since hunter-gatherer productivity may vary greatly from year to year, agents need
to adapt mechanisms to reduce their uncertainty of future yields. In our simulation,
one such mechanism will be reciprocity between agents both at the individual level
and at the aggregate one (between households). After a reasonable model of agent
planning is constructed, agents should be endowed with balanced reciprocity
behaviors, placing the households into a social and an economic network. This
network should be flexible enough to evolve according to agent interactions and
changes in the world environment. Through simulation, we should keep track of who
is connected to whom through a mapping of the network and the specializations of
each agent, testing the effects of simplified individual motivations for exchange, and
abstract representations of basic ideological dispositions such as the belief in private
ownership. The aim is to test whether specialization and wealth inequalities are
natural, self-organizing qualities of a small-scale economy.</p>
          <p>Although very simple in their parameters and assumptions, these preliminary
scenarios allow testing the general principle that when moving across the
environment, social agents induce changes in their physical context, but also in their
social environment. The agents periodically modify their output behavior when they
learn to predict how the action at a previous step modifies the input at the next step.
A kind of social order is expected to emerge, which should equal the
institutionalization of social life, and the historical formation of social and ethnical
conscience. This is the key aspect of the simulation, and therefore, we have to add
social factors constraining and mediating human behavior in an evolving landscape
characterized by changing resources and changing relationships with other social
agents.</p>
          <p>In a new scenario we plan to build a group of agents that has to reach a target in the
environment but to be rewarded they must approach the target by maintaining
reciprocal proximity. If the agents are initially dispersed in the environment, they may
be unable to perceive each other and therefore they may be unable to aggregate and
then move together toward the target. The solution is to evolve some signaling
behavior –a surrogate of ethnic identity: language, for instance- that allows the group
to aggregate. In this way, the resulting groupings of simulated agents in the simulated
environment equal the formation of social and ethnical frontiers.</p>
          <p>Spatial aggregation can be a favorable pre-condition for the emergence of social
behaviors such as communication and economic exchange among individuals that
happen to find themselves near each other. By introducing gender, marriage rules, and
other procedural enhancements we will allow individual agents to co-exist and
reproduce. In general, we assume that kinship tends to configure well-defined groups
with clear borders, whereas political alliance is much more flexible and instable,
tending to configure irregularly shaped social communities of interest.</p>
          <p>Kinship networks are baseline networks linking each individual household to its
parents, siblings, children, and other relatives. We intend to program our social agents
based on the assumption that they were organized at the level of extended families
with their relatives and strong exogamy. These groups were diverse according to
territory, activity, wealth and number of people. From ethnographic sources, we know
that organization was predominantly patriarchal, where men had the possibility of as
many wives as they could maintain. Division of labor was strongly marked between
men and women. The exploitation of women work by men has been well documented
during the ethnographic present, and we are interesting in exploring its particular
historical trajectory [19].</p>
          <p>When allowing agents more opportunities to exchange resources, the simulation
should produce more complex network structures, larger populations, and more
resilient networks of social exchange.  Over such networks, generalized reciprocal
exchange can be implemented to enable the agents to mutually cooperate and
exchange resources in order to survive. A small world differentiated conscience of the
individuality of the group should emerge and we expect the resultant identities be
more resilient to changes in external factors affecting social mobility. In the case of
Patagonia, the intrinsic mobility of the main resources (seasonality of migratory
movements of hunted preys –lama guanicoe-) suggests the relocation of agents closer
to the most productive kin. Over time, the clustering of individuals closer together
around the most productive mobile groups of people can reflect the emergence of
hierarchically organized social exchange networks.</p>
          <p>By observation of which agent first acquired each resource, agents came to
recognize particular resources as “owned” by particular agents or groups, which
implies that a form of territoriality can be displayed. This can produce emerging
collective phenomena in the spatial distribution of the population. Many individuals
can end up near each other simply because they tend to approach the same localized
resource such as food or a water source. According to this view, an
isolation-bydistance mechanism would make that simulated groups of agents reflect geographic
separation in the pattern of their between-group distances.</p>
          <p>In these circumstances, simulated agents must be able to plan the coordination of
many agents. This requires them to undertake complex forms of planning, what leads
to more complex forms of political relationships, social reproduction and hence
hierarchy. Agents should select and invite other agents to join the plans they have
created, selecting first their own followers and allies. Agents will adopt those plans
that they judge most potentially beneficial to themselves in terms of their own current
beliefs: either they persist with their own plan, or they join another agent to execute
its plan. The expected effect is that, with some delay, the more highly rated plans are
adopted wholly or partially for execution by groups of agents. One of the agents in
each group is the originator of the plan, and is therefore viewed by the others in the
group as, potentially, a leader. After multiple instances of cooperation between two
agents, an alliance should be formed. When two agents are in an alliance, they
exchange information about their needs, and give priority to incorporating one
another in their plans. In these new conditions, an instance of a leader/follower
relationship, however, will come into being when cooperation is consistently
“oneway”. If Agent X is constantly recruited to Agent Y’s plans over a limited period, then
both X and Y will come to see themselves as in a leader/follower relationship with Y
as the leader. Note that a leader/follower relationship can evolve from an alliance, and
that both types of relationship can break down if the agents involved lose contact with
one another for a sufficient time.</p>
          <p>Our simulation is predicated on the assumption that a limited number of
asymmetries, such as differential control over productive resources, can explain the
emergence of institutionalized inequality. We do not deny any possibility of
collectively beneficial outcomes or directionality to sociopolitical evolution, but
rather we are interested in showing how it emerges from the interaction of individual
agency, social structure, and environmental constraints. In the computer simulation,
some agents will control limited areas with greater per capita resource endowments,
and can trade access to these for services from less fortunate agents. We plan to
introduce an additional set of isolated agents which simply defend richer patches for
their exclusive use, while others share any resources on their patch with other
nonterritorial agents. In this scenario, population density per area will depend on both
area richness and agent behavior. Agents would reproduce at a rate proportional to
their per-period income, which is a function of their home patch’s productivity,
modified by any costs and benefits they accrue from social interactions.</p>
          <p>The simulation should assume that dominant agents can have multiple subjects (but
not vice versa); dominants will maintain exclusive control of resources on their local
area, but are willing to exchange some share of area richness with their subjects for
any profitable return. Subjects are dominated agents willing to expend labor costs in
exchange for profitable returns from the dominant offering the best deal. Resource
control (via territorial patch defense) is critical to such patron-client scenario.
Territorial agents will pay a cost to defend sole occupancy of their local area,
regardless of its productivity. A territorial agent cannot colonize a poor area. Other
strategies do not defend, and will thus equally share the productivity of their patch
(but not other income) with co-resident non-territorial types.</p>
          <p>At the beginning all agents are passive non territorial, randomly distributed over a
heterogeneous environment, so each agent has different probabilities to become a
dominant or a subject depending on its behavior and the productivity of the area it is
placed. Under default parameter values, non-territorial strategies dominate, and
isolated and dominant types are about equally represented in the remaining areas.
Obviously, environmental heterogeneity is critical, as dominant agents capitalize on
their relatively rich patch endowments to participate in exchanges with dominated
agents, and hence variation in property endowment, provides the initial opportunity
for the emergence of inequality. Yet this is not sufficient, nor can this be glossed as
“environmental determinism”, since alternative strategies, interacting with similar
resource heterogeneity do not generate socioeconomic inequality. Demographic
parameters may also have a strong effect on the relative success of territorial and
nonterritorial strategies. When mortality is high or reproductive rate low, the initial
nonterritorial population expands slowly so that isolated and dominant agents are able to
spread and control rich patches. Conversely, low mortality or high reproductive rate
allows non-territorial behaviors to proliferate rapidly, and territorial agents are locked
out. Increased change rates are favorable to the spread of asymmetric strategies, but
only because this retards the initial proliferation of non-territoriality.</p>
          <p>Although the scenario may be considered as too restricted and limited, it would
allow exploring the hypothesis that a limited number of asymmetries can explain most
cases of emergence of institutionalized inequality. These might include asymmetries
in control over productive resources, control over external trade, differential military
ability (and resultant booty and slaves), or control of socially significant information.
These asymmetries need not be employed coercively, as long as they are
economically defensible and can provide an advantage in bargaining power sufficient
to allow the concentration of wealth and/or power in the hands of a segment of the
social group or polity. Such asymmetries can be self-reinforcing, and thus quite
stable to moderate perturbations over time.</p>
          <p>In this way, we pretend to understand how and why, at the end of their historical
trajectories, political systems in indigenous Patagonia were based in competitive
polities, they were irregularly shaped and flexibly in their numeric composition.
Social organization was expressed through territoriality rights, and social membership
[20]. We intend to build our simulations to discover how authority was restricted
through kinship, and legitimized through the use of rites and symbols.</p>
          <p>In a last scenario, groups of agents acting as surrogates of the colonizers from the
industrial world will also be introduced in the model, showing the transcendental
social and economical transformation induced by the European contact (16th century).
Historically, colonial encounter was a relatively slow process that increased the global
trend of increasing hierarchy and complexity in socio-political organization of
indigenous groups, but at the end appeared to be catastrophic, especially when it led,
at the end of 19th century to violent conflict. We intend to simulate this upheaval
changing the directivity of social exchange networks. What at the very beginning
were random contacts, conditioned by social decisions at the local level become
globally oriented exchange and social reproduction networks oriented to the main
colonial centers. Historical data suggest a resulting progressive homogenization of
languages and cultures across continental Patagonia, caused by the increase in
frequency and intensity of long-distance exchange mechanisms [21] [22].</p>
          <p>All these social transformations seem to coincide with the adoption of the horse.
Wild horse was introduced from Spanish domesticated animals, and indigenous
populations tamed those animals and stored them in privately owned little herds.
There is a debate whether this control of animals can properly be called pastoralism.
In northern Patagonia, a proper pastoralist way of living can be argued, but in
southern regions, the local control of horse reproduction did not arrive to produce the
number of animals that were socially needed, so the only possibility was to obtain
them from the north through exchange or robbery.</p>
          <p>Simulated horses will be introduced in the environment as wild animals flight from
distant colonial centers, with their own ethology and behavior, or as exchanged/stolen
elements travelling through indigenous social networks, which were older than
European contact.</p>
          <p>As a result, we should observe in the simulation that at a specific moment
(historically determined around 17th century or even a little before) aónik’o aish
language use –whose core area seems to have been the southernmost extreme of
continental Patagonia, i.e. the Magellan Strain area- began to expand northwards (and
probably also east- and westwards). This language became a common language
among different groups and later substituted their own languages (i.e., teuschen
among others) until a common culture, the “tehuelche complex”, reunified culturally
and socially what have been in a process of diversification at many levels for more
than 3000 years.</p>
          <p>The possibility for the adoption on an innovation like horse herding is highest in the
direct neighborhood of prior acceptance of innovation. Therefore, social agents
should cluster spatially more frequently around those areas, with a parallel increase in
social complexity. At such places, the intensity, and frequency of between-group
social interaction flows emerges as a consequence of the transformation of traditional
means of social reproduction and political order. Mechanisms for collective
decisionmaking began an ever-increasing hierarchization process, simultaneously to the
increased size and more diverse composition of human groups. Social relations of
production began to acquire some characteristics related with domination.
One of the main consequences of colonization among indigenous groups was the
emergence of war and violence, although there is historical evidence that there were
violent conflicts between indigenous polities well before 18th century. The simulation
also takes this fact into account as a higher level of territoriality and concurrence.
 </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p> </p>
      <p>A multi agent-based simulation has important advantages compared to more
traditional simulation techniques:
•
•</p>
      <sec id="sec-4-1">
        <title>It supports modeling and implementation of pro-active behavior,</title>
        <p>which is important when simulating humans (and animals) able to
take initiatives and act without external stimuli. In short, it is often
more natural to model and implement humans as agents than
objects.</p>
      </sec>
      <sec id="sec-4-2">
        <title>It supports distributed computation in a very natural way. Since</title>
        <p>each agent is typically implemented as a separate piece of software
corresponding to a process (or a thread), it is straightforward to let
different agents run on different machines. This allows for better
performance and scalability.</p>
        <p>Since each agent typically is implemented as a separate process and is able to
communicate with any other agent using a common language, it is possible to add or
remove agents during a simulation without interruption. It is even possible to swap an
agent for the corresponding simulated entity, e.g., a real person during a simulation.
This enables extremely dynamical simulation scenarios.</p>
        <p>Agent-based modeling is a mindset more than a technology. With the possibility of
simulating past social systems, a new methodology of social and historical inquiry
becomes possible. The target is no more a natural society but an artificial one, created
with its own structure and behavior (the simulation itself). The value of creating
artificial societies is not to create new entities for their own sake, but observing
theoretical models performing on a test bed. Such a new methodology could be
defined as “exploratory simulation”. Exploratory research based on social simulation
can contribute typically in any of the following ways:
•
•
•
•</p>
      </sec>
      <sec id="sec-4-3">
        <title>Implicit but unknown effects can be identified. Computer simulations allow effects analytically derivable from the model but as yet unforeseen to be detected;</title>
      </sec>
      <sec id="sec-4-4">
        <title>Possible alternatives to a performance observed in nature can be found;</title>
      </sec>
      <sec id="sec-4-5">
        <title>The functions of given social phenomena can be carefully observed</title>
        <p>“Sociality” that is “agenthood” orientated to other agents can be
modeled explicitly</p>
        <p>As the emphasis shifts from describing the behavior of a target system in order to
understand natural social systems the better to exploit the behavior of a target for its
own sake, so the objective of the research changes to the observation and
experimentation with possible social worlds.</p>
        <p>An important aspect of this way of understanding historical causality is that it
forces the analysis to pay attention to the flux of ongoing activities, to focus on the
unfolding of real activity in a real historical setting. We do not pretend to simulate
social action as a free exercise. We intend to create artificial societies according to
social theory to test the observable consequences of such theory and to be able to
create the appropriate measuring instruments and to test the theory in the real world.
Additionally, we plan to create an artificial society using known data of societies that
once existed. Ethnoarchaeology is the interplay between archaeologically observable
evidence and ethnographically observable actions. The ethnographical present offers
us the possibility of implementing the motivations, intentions and the “apparent” lack
of economic rationally (compared to our actual standards) in a hunter-gatherer
society. Archaeological data from the territory where this society once existed offer us
the possibilities of introducing time, transformation and evolution into the explanatory
model.</p>
        <p>By simulating societies that may have existed somewhere and somewhen we can
approach the understanding of social activities in the past in terms of a "pure" system
and analyzing then the space of possibilities which are open to the system. By
introducing "constraints" to the pure system we approximate the simulated model’s
behavior to the behavior of some real social system. Therefore the starting point of the
analysis of social systems by means of computer simulation is not the simulation of
one particular system but the investigation of the logically and statistically possible
development of specific classes of model systems (pure systems). As these pure
systems usually generate a lot more different paths of development than are known
from real human history, we have to limit these possibilities by introducing social
constraints which are known from social reality. The sociologically interesting
question is then why these constraints appeared in reality. Therefore the introduction
of constraints is both a methodical tool to limit the logical possibilities and a way to
make the models valid for the mapping of social reality.</p>
        <p>Obviously, not everything can be simulated with a computer, because of the many
limitations of the approach, notably the non-uniqueness difficulties that arise when
describing social mechanisms. Non-uniqueness means in effect that the true
inputoutput mapping cannot be selected from among a large set of possible mappings
without further constraints imposed. This undesirable behavior may be due to
different factors, among them: noise in the measurements, insufficient number of
measurements, but specially, because of the non-linearity of the social activity itself:
different actions can produce the same observable archaeological features, or the
same action may not produce always the same archaeologically observable features.</p>
        <p>Fortunately, however, satisfactory computer simulations can sometimes be given
for effects resulting from social mechanisms whose operations are too irregular to
enable the archaeologist or social scientist to reliably predict their future performance,
or to systematically explain why they sometimes fail to produce the effects they
produce on other occasions.</p>
        <p>Aknowledgements
Parts of this research have been funded by the Ministerio de Innovación y Ciencia
(Spain). Florencia del Castillo also acknowledges a grant from AECI which allowed
her participation in the project. Parts of this research come from a joint collaboration
between Universitat Autònoma de Barcelona (Group on American Social
Archaeology) and the Depart. of Anthropology and Archeology of the Institució Milà
i Fontanals (Spanish Research Council). We also acknowledge the SSASA group
from Universitat Autònoma de Barcelona for organizing the meeting in which we
presented our research project. Our Patagonian colleagues Julio Vezub and Blanca
Videla also merit acknowledgement given their help in discussing the general
historical framework in which this research is based.
 
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