Abstract
This essay discusses agent-based modeling (ABM) and its
potential as a technique for studying history, including
literary history. How can a computer simulation tell us
anything about the past? This essay has three distinct
goals. The first is simply to introduce agent-based modeling
as a computational practice to an audience of digital
humanists, for whom it remains largely unfamiliar despite
signs of increasing interest. Second, to introduce one
possible application for social simulation by comparing it
to conventional, print-based models of the history of book
publishing. Third, and most importantly, I’ll sketch out a
theory and preliminary method for incorporating social
simulation into an on-going program of humanities
research.
Introduction
This essay will discuss agent-based modeling (ABM) and its
potential as a technique for studying history, including
literary history. When confronted by historical simulations,
scholars first notice their unusual ontological commitments:
a computer model of social life creates a simulated world
and then subjects that world to analysis. On the surface,
computational modeling has many of the trappings of science,
but at their core simulations seem like elaborate fictions:
the epistemological opposite of science or history.
Historical simulation thus straddles two very different
scholarly practices. On the one hand are the generally
accepted practices of empirical research, which look to the
archive for evidence and then generalize based on that
evidence. On the other hand is the new and in many ways
idiosyncratic practice of simulation, which thinks in the
opposite direction. ABM begins with a theory about a real
system and then creates a functional replica of that system.
When confronted with agent-based models, historians often
respond with a knee-jerk (and in many ways, justified)
skepticism about the applicability and usefulness of
artificial worlds. How can a computer simulation tell us
anything about the past? The difficulty of this question
should not be understated. Nonetheless, I will propose that
these forms of intellectual inquiry can productively
coincide, and I’ll map out a research program for historians
curious about the possibilities opened by this new
technique.
This essay has three distinct goals. The first is simply to
introduce agent-based modeling as a computational practice
to an audience of digital humanists, for whom it remains
largely unfamiliar despite signs of increasing interest. The
second goal is to introduce one possible application for
social simulation by comparing it to conventional,
print-based models of the history of book publishing. Third,
and most importantly, I’ll sketch out a theory and
preliminary method for incorporating social simulation into
an on-going program of humanities research.
I: Playing with complexity
Agent-based modeling, sometimes called individual-based
modeling, is a comparatively new method of computational
analysis.
[1] Unlike equilibrium-based
modeling, which uses differential equations to track
relationships among statistically generated aggregate
phenomena — like the effect of interest rates on GDP, for
example — ABM simulates a field of interacting entities
(agents) whose simple individual behaviors collectively
cause larger emergent phenomena. In the same regard, ABM
differs significantly from other kinds of computational
analysis prevalent in the digital humanities. Unlike text
mining, topic modeling, and social-network analysis, which
apply quantitative analysis to already existing text corpora
or databases, ABM creates a simulated environment and
measures the interactions of individual agents within that
environment. According to Steven F. Railsback and Volker
Grimm, ABMs are “models where
individuals or agents are described as unique and
autonomous entities that usually interact with each
other and their environment locally”
[
Railsback 2012, 10]. These local
interactions generate collective patterns, and the
intellectual work of ABM centers on identifying the
relationships among individual rules of behavior and the
larger cultural trends they might cause.
In this way, agent-based modeling is closely associated with
complex-systems theory, and models are designed to simulate
adaptation and emergence. In the fields of ecology,
economics, and political science, ABM has been used to show
how the behaviors of individual entities — microbes,
consumers, and voters — emerge into new collective
wholes.
[2]
John Miller and Scott Page describe complex systems: “The remarkable thing about social
worlds is how quickly [individual] connections and
change can lead to complexity. Social agents must
predict and react to the actions and predictions of
other agents. The various connections inherent in
social systems exacerbate these actions as agents
become closely coupled to one another. The result of
such a system is that agent interactions become
highly nonlinear, the system becomes difficult to
decompose, and complexity ensues”
[
Miller 2007, 10]. At the center of complexity thus rests an underlying
simplicity: the great heterogeneous mass of culture in which
we live becomes reconfigured as an emergent effect of the
smaller, describable choices individuals tend to make. The
intellectual pay-off of social simulation comes when
scholars identify and replicate this surprising disjunction.
As Joshua Epstein and Robert Axtell argue, “it is not the emergent macroscopic
object per se that is surprising, but the generative
sufficiency of the simple local rules”
[
Epstein 1996, 52]. In this formulation, to study complex systems is to
wield the procedural operation of computers like Occam’s
Razor — by showing that simple procedures are sufficient to
cause complex phenomena within artificial societies, one
raises at least the possibility that such procedures are
“all that is really
happening” in actual systems [
Epstein 1996, 52].
Humanists will be hesitant to accept the value of this (and
should be, I think), and I will return to the notion of
“generative sufficiency”
later. For now I mean only to point out the way
complex-systems theory elevates the local and the simple at
the level of interpretation: to know about the world under
this paradigm is to generate computer simulations that look
in their larger patterns more or less like reality but which
at the level of code are dictated by artificially simple
underlying processes.
The basic work of agent-based modeling involves writing the
algorithms that dictate these processes. Agent-oriented
programs can be written and executed from scratch in any
object-oriented programming language, including Python and
R. However, scholars looking to incorporate agent-based
simulations into their research often rely on out-of-the-box
software packages. Some, like AnyLogic, are proprietary
toolkits designed for commercial applications, but many are
open source. In their comprehensive survey of available
packages, Cynthia Nikolai and Gregory Madey point out that
“different groups of users prefer
different and sometimes conflicting aspects of a
toolkit”
[
Nikolai 2009, 1.1]. Social scientists
and humanities-based researchers, they argue, tend to favor
easy-to-learn interfaces that require fewer programming
skills, while computer scientists prefer packages that can
be modified and repurposed.
[3]
Without presuming to recommend (even implicitly) one toolkit
over another, and in the hope that my discussion will be
applicable across platforms, I will focus on examples drawn
from NetLogo. NetLogo is a descendent of the Logo
programming language, which was first designed in the 1960s
and became popular in primary and secondary education [
Harvey 1997]. Like its ancestor, NetLogo
creates sprites called “turtles” and moves them
according to unit operations called “procedures”. The
turtles circulate in an open field of “patches,” small
squares which can be assigned variables that change over
time. Like Logo, NetLogo can generate beautiful and
intricate visual displays from comparatively simple
commands. (See Figure 1.)
This ability to visualize the behaviors of many turtles as
they execute their individually determined procedures is
what makes the Logo family of programming languages
particularly suited for agent-based simulations. (RePast
Simphony has adopted a similar vocabulary, called ReLogo,
for novice users.) Researchers Juan-Luis Suárez and Fernando
Sancho, inspired by their primary research on the Spanish
baroque as a transatlantic intellectual phenomenon, created
the
Virtual Culture Laboratory
(VCL) to model international cultural transmission.
The VCL (
Figure 2) creates a
field of individual agents that circulate among each other
as they cross artificially abstract cultural boundaries. The
world Suárez and Sancho envision is divided geographically
and demographically: a green nation is separated from a blue
nation, and both are home to agents with a mix of dominant
(red) and creative or passive (yellow) personalities. As the
agents circulate in these regions, they trade messages and
learn from each other. Measuring the agents’ performance
under different conditions allows the researchers to test
theories of intercultural exchange. Suárez and Sancho write,
“Taking the baroque as a cultural
system enables us to observe individual works and their
interactions with the human beings who create,
contemplate and use them, to examine the emergence of
‘cultural’ patterns from these interactions,
and to determine the diverse states of the resulting
culture”
[
Suárez and Sancho 2011, 1.11]. In this way,
graphically simple programming environments like NetLogo
allow researchers to create analytically rigorous
representations of complex social systems.
[4]
Of all the genres of computational expression across the
digital humanities, agent-based models might share most in
common with games, in particular what are called
“serious games.” Like games, models
simulate rule-bound behaviors and generate outcomes based on
those rules. Ian Bogost has described games’ intellectual
function: “Games represent how real and
imagined systems work, and they invite players to
interact with those systems and form judgments about
them”
[
Bogost 2007, vii]. In this sense, games
involve what Noah Wardrip-Fruin has called
“expressive processing.” He explains:
“When I play a simulation game,
author-crafted processes determine the operations of the
virtual economy. There is authorial expression in what
these rules make possible”
[
Wardrip-Fruin 2009, 3–4]. Like designing
serious games, modeling is a form of authorial expression
that uses procedural code to confront complex social and
intellectual problems.
ABM differs from gaming in three key respects, however.
First, it does not usually depend on direct human
interaction, at least not in the same sense of games in
which players move through a navigable space toward a
definite goal [
Manovich 2001]. There is no
boss to fight at the end of a social simulation. You do not
play an agent-based model. Instead, you
play with a model, tinkering with its
procedures and changing its variables to test how the code
influences agent behavior.
[5] I sometimes
describe social simulation this way: Imagine a
Sims game in which the player
writes all the behaviors, controls all the variables, and
then sets the system to run on autopilot thousands of times,
keeping statistics of everything it does. This suggests the
second key difference between ABMs and games. With
researcher-generated simulations, the researcher is in
control of the processes and can adjust their constraints
according to her or his interests.
[6] A
fundamental characteristic of social simulations is that
designers can alter the parameters of the model’s function
and thereby generate different, often unexpected patterns of
emergence.
[7]
“While, of course, a model can never go
beyond the bounds of its initial framework,”
Miller and Page write, “this does not imply that it cannot
go beyond the bounds of our initial
understanding”
[
Miller 2007, 69]. By pushing against their designers’ expectations,
simulated environments are analogous to experimental
laboratories where hypotheses are tested, confirmed, and
rejected. They join an ongoing process of intellectual
inquiry. “Simulation practices have
their own lives,” philosopher Eric Winsberg
explains. “They evolve and mature over the
course of a long period of use, and they are
‘retooled’ as new applications demand more
and more reliable and precise techniques and
algorithms”
[
Winsberg 2010, 45]. Here, then, is the third and most important
difference that separates simulations from games: they
participate in disciplined traditions of scholarly inquiry,
and their results are meant to contribute to research
agendas that exist outside themselves.
II: Models: epistemology and ontology
However, if we are to simulate responsibly, the above
discussion raises a number of epistemological and
ontological issues that must be acknowledged and dealt with.
These issues can be stated as a pair of questions: What is a
model? How can models be used as instruments of learning? In
the field of humanities computing, Willard McCarty has been
a leading voice.
[8]
Historians have debated the relationship between implicit
models of general human behavior and their larger narratives
that describe the causes of particular historical events.
[9] Outside the humanities, especially
in economics and physics, modeling has a long tradition of
contested commentary [
Morrison 1999]. Against
this large and still-growing body of scholarship, it may
seem presumptuous or tedious to offer yet another discussion
of the philosophy of modeling, but I’ve found that a very
particular understanding of the term is useful when thinking
about how computational models can be incorporated into
historical research. The thesis I’ll argue for, in a
nutshell, is that
models don’t represent the world —
they represent ideas. The corollary to this
claim, as it pertains to history, is that
models don’t
represent the past — they represent our ideas about the
past.
To begin to show what I mean here and why it might matter for
the practice of historical simulation, allow me to back up
and survey some of the more common uses of the word. In
Language of Art (1976),
Nelson Goodman describes models in a usefully comprehensive
way: “Few terms are used in popular and
scientific discourse more promiscuously than
‘model.’ A model is something to be admired or
emulated, a pattern, a case in point, a type, a
prototype, a specimen, a mock-up, a mathematical
description — almost anything from a naked blonde to a
quadratic equation — and may bear to what it models
almost any relation of symbolization.”
[10] Goodman
is skeptical that a general theory of modeling is possible,
but if we work through these examples, some general patterns
emerge.
Consider fashion models. It doesn’t seem right to say they
represent people. Models don’t seem to represent actual
human bodies. They represent instead normative ideas about
how the human body should look, as well as, perhaps, ideas
about sexuality and capitalism. Compare fashion models with
model organisms, like fruit flies and lab rats, used by
geneticists and biologists to study living systems. Mice
don’t represent human bodies any more than fashion models
do, but in the field of medical research they serve as
analogues, representatives of mammalian systems in general,
including humans. Like beauty, mammalianism is a concept we
use to categorize bodies. Theoretical models of the kind
used in microphysics represent particles, true, but those
particles are usually not directly observable, and in some
cases they might not even exist [
Morgan 1999a].
[11]
Mathematical models common in economics are meant to
represent real economic activity, but, as Kevin Brine and
Mary Poovey have recently argued, economic models remain at
several ontological removes from the world they purport to
describe [
Poovey 2013].
[12] Even
mimetic objects like physical scale models, such as the
papier-mâché volcano, serve to illustrate and visualize
ideas about causal forces in geological systems [
de Chadarevian 2004].
These different forms of symbolization may have more in
common than Goodman acknowledged. They all share a condition
of exemplarity. None stand in for reality, exactly. None
refer in a straightforward way to the phenomena they purport
to describe; rather, they exemplify the formal
characteristics of those phenomena. If models represent
anything, they describe generic types, categories, theories,
and other structures of relation. This is what I mean when I
say that models represent ideas rather than things.
[13] Models describe the world
analogically by representing their underlying theory
mimetically. In
Science Without Laws:
Model Systems, Cases, and Exemplary Narratives
(2007), editors Angela Creager, Elizabeth Lunbeck,
and M. Norton Wise argue that “model
systems do not directly represent [phenomena] as models
of them. Rather, they serve as exemplars or analogues
that are probed and manipulated in the search for
generic (and genetic) relationships”
[
Creager 2011, 2]. As the editors make
clear, those generic and genetic relationships — those kinds
and causes — are not really intrinsic to anything; rather,
they are the concepts and theories that researchers bring to
bear, subject to inquiry, and portray as their
“conclusions.”
In the cases of a 3D mechanical replicas or computer
simulations, this process of abstraction isolates key
characteristics and behaviors — simple things — that can be
shown to generate more complex, dynamic structures. For
example, the economist and inventor Irving Fisher
popularized the use of mathematical equilibrium-based models
in economics [
Morgan 1999b]; [
Morgan 2004]; [
Poovey 2013]. He
began in the late nineteenth-century by building an actual
physical machine designed to represent currency flow. Small
hydraulic presses drove water in and out of the machine
through different tubes — rising and falling water levels
represented the influx or drain of valuable metals in an
economic territory whose currency was still tied to the gold
standard. Fisher had composed a handful of equations that,
he believed, described the flow of currency through an
economy, and he built the hydraulic machine to represent
that theory.
[14] Half
a century later, another economist, A. W. (Bill) Phillips,
built a similar machine called the MONIAC which he
understood as a pedagogical tool [
Colander 2011]. By visualizing accepted economic theories of currency
flow, the operation of the machine had an analogical
relationship to actual economic activity. In Mary Poovey’s
and Kevin Brine’s words, “The analog-machine method could
only represent economic processes analogically —
only, that is, by producing a simulation that
reproduced the theoretical assumptions formulated as
equilibrium theory”
[
Poovey 2013, 72].
Despite their critical and skeptical tone, Poovey and Brine
point directly to the value of replicas, whether mechanical
or digital. In Science without
Laws, the editors compare generative models to
lab rats and fruit flies. Unlike putatively simple, naive
observation, in which the observer passively receives
information about the external world, the process of
selecting or building models involves replicating one’s own
a priori ideas about how
the world does or might work and then subjecting a
functional representation of those ideas to close
scrutiny.
Building from these general observations, I use the word
“model” in two closely related ways to describe
both the replica or example and the theoretical assumptions
that motivate its creation or selection. At the abstract
level, a model is
any framework of interpretation used
to categorize real phenomena. It might be
specified to the point of being a theory, but it might refer
more generally to the categories, structures, and processes
thought to drive historical change.
[15] In literary theory, model in this sense
relates most closely to ideas of form and genre. At the more
particular level, a model is
any object used to
represent that framework. Such objects might
include a representation, a simulation, a replica, a
case-study, or simply an example.
The advantage of this definition is that it frees models
from the never-realizable expectation that they ought to
represent the world empirically. To return to the example of
laboratory mice, we can see that they represent human bodies
only provisionally and analogically.
[16] Their purpose is to represent an
interpretive framework — a conceptual model of mammalianism
— which is impossible to observe except through particular
cases. Like novels, models are fact-generating machines.
[17] In Bill Phillips’s MONIAC, the waters
rise and fall to measurable levels, and those changes are
real facts, in much the same way that it’s a fact that
Elizabeth Bennet married Mr. Darcy. However, artificial data
like these are true or false only with respect to their
procedural contexts. Out here in the real world, there never
was a real Elizabeth Bennet or Mr. Darcy, and if the blue
water rises in Bill Phillips’s machine, we haven’t
experienced inflation out here in the real world. Nothing
that happens in a simulation ever happens outside the
simulation. What happens in a model stays in a model, so to
speak. Artificial societies exist on their own terms while
providing analogues to the world beyond.
[18]
So what does this have to do with history? Generative
modeling strips away the empirical apparatus of
document-based research and creates new facts. It flips and
mirrors the hermeneutic circle such that the whole thing
looks like a figure-8. (See
Figure
3). In the traditional hermeneutic circle the
researcher starts with a theory or model, sometimes
specified to the point of being a hypothesis, and from there
makes observations and experiments out in the real world.
The model is then revised to account for those new
observations. A researcher who builds simulations begins in
more or less the same place, but instead of digging into the
archives or querying Google n-grams, builds a simulated
world that works or doesn’t work according to expectations.
The patterns of behavior within the simulation either match
or fail to match what the designer predicts, and the model
is adjusted accordingly. As a guide to intellectual labor,
the hermeneutic figure-8 presupposes a researcher willing to
traverse all the contours of this line.
III: Models in Literary History
Literary historians use many kinds of models to support many
different kinds of claims. The simplest are classification
concepts like genre, nation, and period, which provide an
interpretive framework against which individual cases are
tested. Other models in literary history are more
complicated. Biographical contextualization creates a model
of some past “context,” usually in the form of
narrative description. Contexts are executed when scholars
use them to speculate about how people in the past might
have interpreted some text or event.
[19] These complex models often
deploy simpler submodels. For example, Michel Foucault
pointed out long ago that “the author” functions as an
interpretive model, and much the same could be said about
“the reader” as imagined in reader-response theory
and book history. The literary canon is itself a great,
capacious representative model. Though often compared to the
canons of scripture, in practice canonical literature has
more in common with the canonical organisms of biomedical
research. Rarely is the literary canon read with
prescriptive veneration, and never with the authority of
law. Instead of “great works” we have a
testing ground where new theories are subject to
examination. Though journalists and graduate students often
wonder what more there is to say about William Shakespeare,
that’s like asking what more there is to know about mice or
fruit flies.
Robinson Crusoe is
canonical in the same way that slime mold is canonical.
Some of these humanistic models are more amenable to
agent-based computation than others. Perhaps most promising
are those used to describe patterns of social formation,
processes of change, and systems of causation. Such models
usually appear as two-dimensional diagrams. Pierre
Bourdieu’s idea of “the field of
cultural production” advanced a highly abstract,
schematic picture of art, commerce, and politics. (See
Figure 4.)
Agents within these overlapping and competing
fields jostled for prestige, creating a dynamic and adaptive
system highly responsive to the choices made by individual
participants. Similarly, Robert Darnton’s model of the
communications circuit identified structural relationships
within the book trade. Ideas and books move throughout nodes
in an always-changing network. (See
Figure 5).
Such diagrams identify kinds of people and a
framework that binds them together. These frameworks — the
field, the circuit — visualize a web of forces that
motivated individual behaviors and caused systems to change
over time.
Book historians have also collected a large amount of data
in the form of statistics, although that data tends to be
disconnected and resistant to comparative analysis. It’s
difficult to aggregate much of the historical records
because of inconsistencies and gaps, but some system-level
statistics are available. For example, scholars have
tabulated the number of new books produced in England
annually from the earliest years of the hand-press era. (See
Figure 6.)
For the first 150 years, book production followed
a fairly stable arc of growth. However, this equilibrium was
shattered during the civil wars of the 1640s, when the print
marketplace exploded with political and religious debates.
Historian Nigel Smith has described the event as a “media revolution,” and scholars
often point to the English Civil War as a key early moment
in the development of the free, democratic press [
Smith 1994, 24]. On the one hand, the
scandal of war and regicide led to a heightened interest
among readers and seems to have increased demand for printed
books. On the other hand, political instability loosened the
stranglehold that state and commercial monopolies had long
exerted over the book trade.
What relation is there between diagrammatic models like
Bourdieu’s and Darnton’s and aggregate statistics like
these? It turns out, very little. Although economic and
political factors appear as forces in both diagrams, the
models don’t attempt to specify them. Darnton is a prominent
practitioner of “microhistory,” a technique of
historical explanation that performs close analysis of
individuals and “everyday life”; in Darnton’s case,
this means close study of individual members of the book
trade [
Brewer 2010]; [
Darnton 1984]. In microhistory, these often
overlooked figures are chosen to exemplify how the print
marketplace worked at the local level. Darnton’s model is
thus designed, not to explain large macrolevel patterns, but
instead to provide a heuristic tool for interpreting
particular historical events and persons, who then stand in
as model exemplars for those larger patterns. The
diagrammatic model operates in the service of a bias toward
the individual, particular, and contingent event. A model
like Darnton’s is validated — if “validated” is even
the right word — insofar as it helps scholars describe
particular pieces of evidence found in the archive.
In this respect, the diagrammatic models often drawn by
historians are validated very differently than simulations
like those popular among complex-systems theorists. Within
the field of complexity science, explanation is
“validated” by the model’s ability to replicate
large system-level patterns within simulated worlds.
[20]
If the model can produce visual patterns similar to patterns
produced by the observed record, the possibility is raised
that the moving parts of the model bear some meaningful
analogical relationship to the moving parts of real
processes. Epstein and Axtell argue that “the ability to grow [artificial societies]
— greatly facilitated by modern object-oriented
programming … holds out the prospect of a new,
generative, kind of social science”
[
Epstein 1996, 20]. This newness takes
form, not merely as a novel genre of cultural
representation, but as a mode of inquiry that fundamentally
transforms what we think of as historical explanation.
Epstein and Axtell ask, “What
constitutes an explanation of an observed social
phenomenon? Perhaps one day people will interpret the
question, ‘Can you explain it?’ as asking ‘Can
you grow it?’”
I will qualify Epstein’s and Axtell’s dictum below, and I
find the notion that agent-based models can be
“validated” to be highly dubious, but it’s worth
pausing over the radicalism of their anti-historical vision.
The intellectual mandate to “grow” artificial societies
places a wildly different set of demands on models like
Bourdieu’s and Darnton’s. Whereas static models are used as
heuristics for interpreting historical records, simulations
are designed to mimic macroscopic patterns. A generative
model becomes explanatory, they argue, when the simple,
local rules that dictate agent behavior can be shown to
result in complex patterns: to know something as a
complex-systems theorist is to identify this meaningful
disjunction. However, such simple rules can never mimic real
behavior at the microlevel. Converting static models to
dynamic simulations seems to shift the target of explanation
away from particular examples and towards system-level
statistics. Models are useful, according to complexity
theory, not for interpreting particular events but for
generating patterns that look like aggregations of things
that really happened; modeling complexity thus obviates the
need for attention to particulars. Simulations allow us to
see through the mystifying complications of historical
evidence and see in their place the simple processes that
underpin complex systems. Simplicity and complexity are
real, and simulations allow us to see them clearly by
stripping away the illusory contingencies of actuality. Such
is, at least, how I interpret the challenge complex-systems
theory poses to historical explanation.
In order for generative models to contribute to a larger
practice of historical explanation, scholars will need to
reject this theory, I think. The value of modeling will need
to be placed elsewhere. As a group, historians will never
concede that simplicity and complexity are more interesting
than nuance, complication, and ambiguity. Nor should they.
I’ll conclude this essay by arguing that dynamic simulations
work much like heuristic models at the level of historical
interpretation (but better). We can use agent-based models
without taking on board all of complexity theory’s
ontological commitments. For now though, I want to leave
Epstein’s and Axtell’s challenge suspended in the air, like
an unexpected admonition, or like an interdisciplinary dare:
Can we take our ideas, written out in regular academic prose
or drawn as diagrams, and paraphrase them into functional
computer code? Can we generate simulations that behave how
the historical record
we created predicts? If
not, maybe we don’t know what we think we know.
[21]
IV: Growing the communications circuit in a digital petri
dish
Following through on this dare requires a new historical
practice. Generative modeling is very different from
archival work (that’s obvious enough), but it’s also very
different from topic modeling and other statistical
techniques. Historical simulation completely sets aside the
basic empirical project of gathering and analyzing documents
from the past. Instead, simulation points back to the
theoretical model itself.
The task of converting Darnton’s model into a functioning
agent-based simulation has already been started by literary
scholar Jeremy Throne, who breaks the model down to six
turtle-types (called “breeds” in NetLogo parlance):
authors, publishers, printers, shippers, sellers, and
readers. Throne created variables to control how many of
each breed are included, and at initialization these turtles
are distributed randomly across a standard-sized field of
patches. At each tick, the turtles move about randomly, and
whenever they bump into each other they perform
transactions: authors present publishers with manuscripts,
who give them to printers as “jobs,” from whom they’re
picked up by shippers and deposited to sellers. Readers
purchase the books and complete the circuit by giving
authors encouragement to create more manuscripts. Like
clockwork automata, the now-moving parts of Darnton’s model
create a uniformly bustling field of exchange. (See
Figure 7.)
Throne concedes that “the homogeneous
nature of these businesses is admittedly
unrealistic,” and indeed the immediate reaction
that historians often have when first exposed to agent-based
models is to be taken aback by their obvious, even comical
artificiality [
Throne 2011]. In part this is
simply because of the crudity of NetLogo’s animations: the
figures bounce around the field like chunks of exploded
asteroids in
Asteroids. More
deeply, though, the artificiality of the simulation can be
traced in the code itself; the procedures that dictate
turtle behaviors are radically simplified. For example, here
is Throne’s code that simulates the activity of book-buying:
to buy-book
if any? sellers-here with [ inventory > 0 ] ;; if the reader meets a seller with books to sell
[ ask one-of sellers-here with [ inventory > 0 ]
[ set inventory inventory - 1 ;; take a book from the seller
if inventory <= 0 ;; if the seller is out of books
[ set color white ] ;; show that the inventory is gone
]
ask one-of readers-here
[ set books books + 1 ;; increase the books a reader has read by one
set color blue ]
]
end
These twelve lines of code reduce an enormously complicated
cluster of practices surrounding reading to a single
procedure. As “readers” move around the patches
randomly, they’re constantly called upon to
“buy-books.” Book buying in this context means
checking to see if a “seller” turtle happens to sit on
the same patch, verifying that the seller has inventory, and
then taking that inventory.
[22] Already my prose description is more
complicated than the procedure itself. In fact, books as
such don’t exist in the simulation at all. Rather, they
appear only as numerical variables owned by turtles. In the
above code books exist as “inventory” (for sellers) and
“books” (for readers).
[23]
When a reader bumps into a seller, a seller’s
“inventory” score is reduced by one and a reader’s
“books” score is increased by one. That’s all that
happens.
Given its level of abstraction, what relation does this
procedure have to actual book buying or real reading? Throne
describes the procedure as an activity “that may be thought of as reading, purchasing, or
borrowing” — a telling phrase that captures well
his model’s breadth of imaginative application [
Throne 2011]. I say “imaginative” because
there isn’t anything that existed in history that his
readers do, really. They don’t read or purchase or borrow:
their activities
may be thought of as those
things because they are analogues for those things. Throne’s
model is less interested in accounting for the
particularities of the behaviors imagined here than in
demonstrating their function within a larger system of
exchange and circulation. That function can be summed up
like this: Purchasing, sharing, and reading happen when
people encounter media providers, and those activities move
content from providers to the reading populace, and these
transfers, broadly and abstractly construed, bind consumers
to producers in a chain of cultural production.
[24] Such
abstract ideas require a comparably abstract form of
representation. While Darnton’s diagram simplifies this
process down to an arrow, the NetLogo model represents it as
an algorithmic procedure. So, while both models seem
unrealistic and over-simplified when compared to actual
behavior, if we take the idea to be the models’ real
subject, rather than the past
per se, then
neither is reductive at all. The code and the diagram are
neither less realistic nor less valid than generalizations
in prose. Agent-based models don’t reduce life to
abstractions; they bring abstractions to life.
The most salient difference between agent-based simulations
and more traditional forms of historical modeling is not,
then, that simulations are peculiarly abstract, artificial,
or otherwise disconnected from the past. Rather,
conventional forms of historical explanation depend on the
spatialized logic of print, whether in the form of diagrams,
graphs, charts, or simply sequential prose. In such models,
sequence and spatial juxtaposition carry much of the
explanatory load. Agent-based models use algorithmic
processes instead. Alexander Galloway’s comment about video
games applies to ABM as well: like games, simulations are an
“action-based medium”
[
Galloway 2006]. This means that simulations
like Throne’s are able to point in both directions of what
I’ve called the hermeneutic figure-8. They retain the
capacity to facilitate historical research and explanation,
like any static model, but they also can be activated to
generate behaviors in simulated worlds — behaviors that may
or may not replicate patterns observed in the historical
record or predicted by the underlying assumptions. As
Willard McCarty has argued, models “comprise a practical means of playing out the
consequences of an idea”
[
McCarty 2008]. In his initial experiments
Throne found, for example, that printers and shippers were
the surprising bottleneck and that the function of his world
is more sensitive to disruptions in production and shipment
than he’d anticipated.
[25]
The challenge then becomes one of reconciling these
disruptions with observed patterns in the historical record,
and it is at this point in the explanatory process that
statistics begin to play a valuable role. Statistics do not
“validate” the model, if by validate one means
“prove,” but they facilitate interpretation by identifying
where the model does and does not replicate observed
macroscopic patterns [
Dixon 2012].
[26] To return to Throne’s
original, what’s striking is the lack of change over time:
once the turtles are apportioned at initialization, the
system runs without constraint or growth. Without feedback
loops that alter agent behavior, the communications circuit
operates here like a complex system, but not like a complex
adaptive system, and thus its production,
once set, operates at an unrealistically consistent
equilibrium.
Happily, agent-based models are easy to modify and extend
(surprisingly easy, in fact, to any digital humanist
comfortable with basic coding), and gaps in a model can be
addressed to facilitate new experiments that ask new
questions. In my revision of Throne’s original, I wondered
how economic growth, state suppression, and the exertion of
commercial monopolies might impact book production. My
version argues that growth in demand instigates pressure
from the state and from commercial interests to restrict
production, but that if such restrictions result in too much
pent-up demand, constraints break down in moments of crises.
The result is a pattern of book production that largely
follows economic growth but much more closely matches the
punctuated equilibrium observed across the hand-press era.
Compare, for example, the pattern of book production
observed over a 225-year period in my version (See
Figure 8.) with annual book
production in England from 1475 to 1700. (See
Figure 6.) “Playing with the
model” is another term for “sensitivity analysis,” and it
means adjusting the settings to find out which replicate
observed cultural patterns, which cause the system
effectively to crash, and to try to figure out why. However,
the output of a model never will match the historical data
exactly, nor should it. The purpose of historical simulation
is not to recreate the past but to subject our general ideas
about historical causation to scrutiny and
experimentation.
[27]
Readers curious about the model itself are encouraged to
download the file and play with its variables to see how its
constraints and feedback loops modify agent behavior (
http://modelingcommons.org/browse/one_model/4004).
As with any new genre of writing, the best way to learn
about it is to compare and contrast texts that tackle
similar questions and problems. Readers are also encouraged
to examine two other models of the historical book trade
that I’ve created. “Bookshops” focuses closely on the
finance of seventeenth- and eighteenth-century book-selling
businesses to explore how changes in demand and costs might
have affected publishers’ decisions about price,
republication, and edition size (
http://modelingcommons.org/browse/one_model/4002).
“The Paranoid Imaginarium of Roger
L’Estrange” is more subjective and speculative:
it attempts to create a working model of how
seventeenth-century state censors imagined a print
marketplace of scurrilous and seditious publication, where
voraciously scandal-mongering readers threaten to disrupt
the populace and therefore require strict policing to
prevent social breakdown (
http://modelingcommons.org/browse/one_model/4003).
NetLogo models can also be used to address questions of
literary form. For example, Graham Sack has created two
models of interest: one that simulates the fictional social
networks of nineteenth-century novels and another that
adapts models of biological evolution to simulate the
evolution of literary genres [
Sack 2013]; [
Sack 2013]. Surveying these examples, as well
as models publicly available at
http://modelingcommons.org or the sample library
included with NetLogo, may provide scholars a glimpse of
this nascent genre’s potential as a tool of historical
explanation.
Humanistic problems that could be tackled with agent-based
modeling include (but are not limited to):
History of commerce. As the examples of book
history above suggest, agent-based computation is
well-suited to model production and distribution networks.
Indeed, the most important commercial applications of ABM
look at systems dynamics and logistics, and there’s no
reason why ABM couldn’t be used to study historical systems.
How did communication and transportation networks evolve?
How did new technologies (telegraph, railroad) affect
commerce, and at what points were those networks most
vulnerable? What factors were most important to their
development?
Political and military history. In the social
sciences, ABM is often used to examine phenomena like voter
affiliation. Applied to historical cases, it could be used
to answer a wide range of questions. What caused the
emergence of partisan politics in the eighteenth century?
How did the consolidation of nation-states in the nineteenth
century lay the conditions for the global wars of the
twentieth? How did social movements form and deform? What
conditions were needed for twentieth-century political
advocacy to manifest as social change?
History of literature and philosophy. The
material concerns of politics and commerce matter for
literature as well. How did competition between publishers,
theaters, film companies, authors, editors, unions,
typesetters, and other stakeholders affect the production of
books, plays, and movies? More abstractly, scholars might
use ABM to model interpretive difficulties. Through what
process do genres devolve into parody? What is
“originality,” when is it recognized,
and under what conditions is it valued? What factors are the
most important drivers of “paradigm shift”? How do ideas
change over time?
In all of these cases, agent-based models will never be able
to establish definitively what happened in the past.
However, they could be used in each case to specify
scholars’ ideas about historical processes while subjecting
those ideas to a challenging form of scrutiny.
In conclusion, three points are worth emphasizing. First,
simulation does not and will never replace document-based
research as the historian’s primary activity. As hermeneutic
tools, agent-based models work much like traditional
diagrams: they articulate a cluster of general assumptions
and make those assumptions available as a guide to
interpretation.
[28] However, second,
simulation is an action-based medium that makes those
assumptions more explicit and enables experiments to test
their internal consistency. When agents don’t behave how the
designer expects them to, debugging, expanding, or otherwise
modifying the model becomes a process of intellectual
inquiry that subjects the designer’s ideas to a frustrating
but invigorating process of reformulation. Third,
statistical comparison is an important tool for testing that
consistency, but such comparisons don’t suggest (pace
complex-system theory) that simple processes are “all that is really happening.”
Instead, statistical confirmation and its breakdown identify
moments of analogy between the model and the past, as well
as (just as usefully) moments of dissimilarity between
them.
This last point suggests that any historical simulation’s
success will not be determined by its verisimilitude. Any
model that was sophisticated and complicated enough to
represent faithfully the multitudinous totality of the past
would be every bit as inscrutable as that past. Rather,
models should be judged by their capacity to facilitate
interpretation and explanation. In practical terms, this
means that ABMs targeted toward an audience of historians
will need to be thesis-driven and richly documented with
primary and secondary sources, demonstrating both the
model’s macrolevel similarity with historical patterns and
its value as a heuristic device for explaining particular
events or interpreting historical texts. Ultimately,
agent-based models don’t need to tell us something new, but
they should help us say something new.
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