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Programming for Social Scientists Lecture 4

Programming for Social Scientists Lecture 4. UCLA Political Science 209-1: Programming for Social Scientists Winter 1999 Lars-Erik Cederman & Benedikt Stefansson. Exercise 1b. int matrix[2][2] = {{3,0},{5,1}}; @implementation Player ... -setRow: (int) r Col: (int) c { if (rowPlayer) {

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Programming for Social Scientists Lecture 4

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  1. Programming for Social ScientistsLecture 4 UCLA Political Science 209-1: Programming for Social Scientists Winter 1999 Lars-Erik Cederman & Benedikt Stefansson

  2. Exercise 1b int matrix[2][2] = {{3,0},{5,1}}; @implementation Player ... -setRow: (int) r Col: (int) c { if (rowPlayer) { row = r; col = c; } else { row = c; col = r; } return self; } -(BOOL)move { return matrix[!row][col] > matrix[row][col]; } POL SCI 209-1 Cederman / Stefansson

  3. Exercise 1c int matrix[2][2][2] = {{{3,0},{5,1}}, {{3,1},{5,0}}}; @implementation Player -init: (int)n rowPlayer: (BOOL)rp playerType: (int)pt { name = n; rowPlayer = rp; playerType = pt; return self; } ... -(BOOL)move { return matrix[playerType][!row][col] > matrix[playerType][row][col]; } POL SCI 209-1 Cederman / Stefansson

  4. Exercise 1c (cont'd) player1 = [Player create: globalZone]; player2 = [Player create: globalZone]; for (pt=0; pt<2; pt++) { [player1 init: 1 rowPlayer: YES playerType: pt]; [player2 init: 2 rowPlayer: NO playerType: pt]; for (r=0; r<2; c++) { printf("+---+---+\n"); printf("|"); for (c=0; c<2; c++) { [player1 setRow: r Col: c]; [player2 setRow: r Col: c]; if ([player1 move] !! [player2 move]) printf(" |"); else printf(" * |"); } printf("\n"); } } printf("+---+---+\n"); POL SCI 209-1 Cederman / Stefansson

  5. @implementation Player -init: (int) n { name = n; alive = YES; return self; } -setOther: o { other = o; return self; } -(BOOL)isAlive { return alive; } play: r { int shot; [r load]; shot = [r trigger]; if (shot) alive = NO; else [other play: r]; return self; } @end Exercise 2: Player.m POL SCI 209-1 Cederman / Stefansson

  6. Exercise 2: Revolver.m ... #import <stdlib.h> @implementation Revolver -empty { bullets = 0; return self; } -load { bullets++; return self; } -(BOOL)trigger { return (double)rand()/(double)RAND_MAX < bullets/6.0; } @end POL SCI 209-1 Cederman / Stefansson

  7. Prisoner's Dilemma Game Player 2 C D C 3,3 0,5 Player 1 D 5,0 1,1 POL SCI 209-1 Cederman / Stefansson

  8. Iterated Prisoner's Dilemma • repetitions of single-shot PD • "Folk Theorem" shows that mutual cooperation is sustainable • In The Evolution of Cooperation, Robert Axelrod (1984) created a computer tournament of IPD • cooperation sometimes emerges • Tit For Tat a particularly effective strategy POL SCI 209-1 Cederman / Stefansson

  9. One-Step Memory Strategies Strategy = (i, p, q) i = prob. of cooperating at t = 0 p = prob. of cooperating if opponent cooperated q = prob. of cooperating if opponent defected C p Memory: C D q C D D t t-1 POL SCI 209-1 Cederman / Stefansson

  10. The Four Strategies(cf. Cohen et al. p. 8) POL SCI 209-1 Cederman / Stefansson

  11. A four-iterations PD U + U + U + U = S {C,D} i Row p,q Column i {C,D} U U + U + U + = S 0 1 2 3 4 t POL SCI 209-1 Cederman / Stefansson

  12. D D D D D D all-D meets TFT Cumulated Payoff p=q=0 0 + 1 + 1 + 1 = 3 i=0 Row (all-D) D D D Column (TFT) C i=1 1 5 + 1 + 1 + = 8 p=1; q=0 0 1 2 3 4 t POL SCI 209-1 Cederman / Stefansson

  13. Moves and Total Payoffs for all4 x 4 Strategy Combinations Source: Cohen et al. Table 3, p. 10 POL SCI 209-1 Cederman / Stefansson

  14. simpleIPD: File structure ModelSwarm.h Player.h main.m Player.m ModelSwarm.m POL SCI 209-1 Cederman / Stefansson

  15. simpleIPD: main.m int main(int argc, const char ** argv) { id modelSwarm; initSwarm(argc, argv); modelSwarm = [ModelSwarm create: globalZone]; [modelSwarm buildObjects]; [modelSwarm buildActions]; [modelSwarm activateIn: nil]; [[modelSwarm getActivity] run]; return 0; } POL SCI 209-1 Cederman / Stefansson

  16. The ModelSwarm • An instance of the Swarm class can manage a model world • Facilitates the creation of agents and interaction model • Model can have many Swarms, often nested main ModelSwarm Player1 Player2 POL SCI 209-1 Cederman / Stefansson

  17. simpleIPD: ModelSwarm.h ... @interface ModelSwarm: Swarm { id player1,player2; int numIter; id stopSchedule, modelSchedule, playerActions; } +createBegin: (id) aZone; -createEnd; -updateMemories; -distrPayoffs; -buildObjects; -buildActions; -activateIn: (id) swarmContext; -stopRunning; @end POL SCI 209-1 Cederman / Stefansson

  18. Creating a Swarm I. createBegin,createEnd • Initialize memory and parameters II. buildObjects • Build all the agents and objects in the model III. buildActions • Define order and timing of events IV. activate • Merge into top level swarm or start Swarm running POL SCI 209-1 Cederman / Stefansson

  19. int matrix[2][2]={{1,5},{0,3}}; @implementation ModelSwarm +createBegin: (id) aZone { ModelSwarm * obj; obj = [super createBegin:aZone]; return obj; } -createEnd { return [super createEnd]; } Step I: Initializing the ModelSwarm 4 1 2 3 POL SCI 209-1 Cederman / Stefansson

  20. The “+” indicates that this is a class method as opposed to “-” which indicates an instance method ModelSwarm * obj indicates to compiler that obj is statically typed to ModelSwarm class [super ...] Executes createBegin method in the super class of obj (Swarm) and returns an instance of ModelSwarm Details on createBegin method 1 3 2 POL SCI 209-1 Cederman / Stefansson

  21. Memory zones 4 • The Defobj super class provides facilities to create and drop an object through • In either case the object is created “in a memory zone” • Effectively this means that the underlying mechanism provides enough memory for the instance, it’s variables and methods. • The zone also keeps track of all objects created in it and allows you to reclaim memory simply by dropping a zone. It will signals to all objects in it to destroy themselves. POL SCI 209-1 Cederman / Stefansson

  22. In main.m : initSwarm (argc, argv); Where did that zone come from? Executes various functions in defobj and simtools which create a global memory zone among other things In main.m: modelSwarm= [ModelSwarm create: globalZone]; create: method is implemented in defobj, superclass of the Swarm class and it calls the createBegin: method in ModelSwarm In ModelSwarm.m: +createBegin: POL SCI 209-1 Cederman / Stefansson

  23. -buildObjects { player1 = [Player createBegin: self]; [player1 initPlayer]; player1 = [player1 createEnd]; player2 = [Player createBegin: self]; [player2 initPlayer]; player2 = [player2 createEnd]; [player1 setOtherPlayer: player2]; [player2 setOtherPlayer: player1]; return self; } Step II: Building the agents POL SCI 209-1 Cederman / Stefansson

  24. Details on the buildObjects phase • The purpose of this method is to create each instance of objects needed at the start of simulation, and then to pass parameters to the objects • It is good OOP protocol to provide setX: methods for each parameter X we want to set, as in: [player1 setOtherPlayer: player2] POL SCI 209-1 Cederman / Stefansson

  25. Why createBegin vs. create? • Using createBegin:, createEnd is appropriate when we want a reminder that the object needs to initialize something, calculate or set (usually this code is put in the createEnd method). • Always use createBegin with createEnd to avoid messy problems • But create: is perfectly fine if we just want just to create an object without further ado. POL SCI 209-1 Cederman / Stefansson

  26. simpleIPD: ModelSwarm.m (cont'd) -updateMemories { [player1 remember]; [player2 remember]; return self; } -distrPayoffs { int action1, action2; action1 = [player1 getNewAction]; action2 = [player2 getNewAction]; [player1 setPayoff: [player1 getPayoff] + matrix[action1][action2]]; [player2 setPayoff: [player2 getPayoff] + matrix[action2][action1]]; return self; } POL SCI 209-1 Cederman / Stefansson

  27. simpleIPD: Player.h @interface Player: SwarmObject { int time, numIter; int i,p,q; int cumulPayoff; int memory; int newAction; id other; } -initPlayer; -createEnd; -setOtherPlayer: player; -setPayoff: (int) p; -(int)getPayoff; -(int)getNewAction; -remember; -step; @end POL SCI 209-1 Cederman / Stefansson

  28. @implementation Player -initPlayer { time = 0; cumulPayoff = 0; i = 1; // TFT p = 1; q = 0; newAction = i; return self; } -createEnd { [super createEnd]; return self; } -setOtherPlayer: player { other = player; return self; } -setPayoff: (int) payoff { cumulPayoff = payoff; return self; } -(int) getPayoff { return cumulPayoff; } -(int) getNewAction { return newAction; } -remember { memory = [other getNewAction]; return self; } -step { if (time==0) newAction = i; else { if (memory==1) newAction = p; else newAction = q; } time++; return self; } simpleIPD: Player.m POL SCI 209-1 Cederman / Stefansson

  29. Step III: Building schedules -buildActions { stopSchedule = [Schedule create: self]; [stopSchedule at: 12 createActionTo: self message: M(stopRunning)]; modelSchedule = [Schedule createBegin: self]; [modelSchedule setRepeatInterval: 3]; modelSchedule = [modelSchedule createEnd]; playerActions = [ActionGroup createBegin: self]; playerActions = [ActionGroup createEnd]; [playerActions createActionTo: player1 message: M(step)]; [playerActions createActionTo: player2 message: M(step)]; [modelSchedule at: 0 createActionTo: self message:M(updateMemories)]; [modelSchedule at: 1 createAction: playerActions]; [modelSchedule at: 2 createActionTo: self message: M(distrPayoffs)]; return self; } POL SCI 209-1 Cederman / Stefansson

  30. Schedules t t+1 t+2 • Schedules define event in terms of: • Time of first invocation • Target object • Method to call [m distribute] [m update] 1 2 3 3 2 1 [schedule at: t createActionTo: agent message: M(method)] POL SCI 209-1 Cederman / Stefansson

  31. ActionGroups t=1 t=2 t=3 • Group events at same timestep • Define event in terms of: • Target object • Method to call [m distribute] [m update] [p1 step] [p2 step] 2 3 3 2 [actionGroup createActionTo: agent message: M(method)] POL SCI 209-1 Cederman / Stefansson

  32. Implementation schedule=[Schedule createBegin: [self getZone]]; [schedule setRepeatInterval: 3]; schedule=[schedule1 createEnd]; [schedule at: 1 createActionTo: m message: M(update)]; [schedule at: 3 createActionTo: m message: M(distribute)]; actionGroup=[ActionGroup createBegin: [self getZone]]; [actionGroup createEnd]; [actionGroup createActionTo: p1 message: M(step)]; [actionGroup createActionTo: p2 message: M(step)]; [schedule at: 2 createAction: actionGroup]; t t+1 t+2 t+3 t+4 ... POL SCI 209-1 Cederman / Stefansson

  33. Step IV: Activating the Swarm -activateIn: (id) swarmContext { [super activateIn: swarmContext]; [modelSchedule activateIn: self]; [stopSchedule activateIn: self]; return [self getActivity]; } -stopRunning { printf("Payoffs: %d,%d\n",[player1 getPayoff], [player2 getPayoff]); [[self getActivity] terminate]; return self; } POL SCI 209-1 Cederman / Stefansson

  34. Activation of schedule(s) There is only one Swarm so we activate it in nil In main.m:[modelSwarm activateIn: nil]; This one line could set in motion complex scheme of merging and activation -activateIn: (id) swarmContext [modelSchedule activateIn: self] POL SCI 209-1 Cederman / Stefansson

  35. Previous example as a for loop for(t=1;t<4;t++) { [self updateMemories]; [player1 step]; [player2 step]; [self distrPayoffs]; } [self stopRunning]; POL SCI 209-1 Cederman / Stefansson

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