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Social simulation : ウィキペディア英語版
Social simulation

Social simulation is a research field that applies computational methods to study issues in the social sciences. The issues explored include problems in psychology, organizational behavior, sociology, political science, economics, anthropology, geography, engineering,〔 archaeology and linguistics .
Social simulation aims to cross the gap between the descriptive approach used in the social sciences and the formal approach used in the hard sciences, by moving the focus on the processes/mechanisms/behaviors that build the social reality.
In social simulation, computers supports human reasoning activities by executing these mechanisms. This field explores the simulation of societies as complex non-linear systems, which are difficult to study with classical mathematical equation-based models. Robert Axelrod regards social simulation as a third way of doing science, differing from both the deductive and inductive approach; generating data that can be analysed inductively, but coming from a rigorously specified set of rules rather than from direct measurement of the real world. Thus, simulating a phenomenon is akin to generating it - constructing artificial societies. These ambitious aims have encountered several criticisms.
The social simulation approach to the social sciences is promoted and coordinated by three regional associations, ESSA for Europe, North America (reorganizing under the new CSSS name), and PAAA (Pacific Asia ).
==History and development==

The history of the agent-based model can be traced back to the Von Neumann machine, a theoretical machine capable of reproducing itself. The device von Neumann proposed would follow precisely detailed instructions to fashion a copy of itself. The concept was then improved by von Neumann's friend Stanislaw Ulam, also a mathematician; Ulam suggested that the machine be built on paper, as a collection of cells on a grid. The idea intrigued von Neumann, who drew it up—creating the first of devices later termed cellular automata.
Another improvement was brought by mathematician, John Conway. He constructed the well-known Game of Life. Unlike the von Neumann's machine, Conway's Game of Life operated by simple rules in a virtual world in the form of a 2-dimensional checkerboard.
The birth of the agent-based model as a model for social systems was primarily brought about by a computer scientist, Craig Reynolds. He tried to model the reality of lively biological agents, known as the artificial life, a term coined by Christopher Langton.
Joshua M. Epstein and Robert Axtell developed the first large scale agent model, the Sugarscape, to simulate and explore the role of social phenomena such as seasonal migrations, pollution, sexual reproduction, combat, transmission of disease, and even culture.
Kathleen M. Carley published "Computational Organizational Science and Organizational Engineering" defining the movement of simulation into
organizations, established a journal for social simulation applied to organizations and complex socio-technical systems: Computational and
Mathematical Organization Theory
, and was the founding president of the North American Association of Computational Social and Organizational Systems that morphed into the current CSSSA.
Nigel Gilbert published with Klaus G. Troitzsch the first textbook on Social Simulation: Simulation for the Social Scientist (1999) and established its most relevant journal: the Journal of Artificial Societies and Social Simulation.
More recently, Ron Sun developed methods for basing agent-based simulation on models of human cognition, known as cognitive social simulation (see )

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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