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Capturing Social Rules

    Andrew G. Waterman
     Luis García Barrios
El Colegio de La Frontera Sur
           ECOSUR
 San Cristóbal de Las Casas
       Chiapas, Mexico
Where we work
•   La Sepultura

•   Buffer Zone

•   UNESCO MAB site
                             Research station

•   Mixed land-use
    surrounding protected
    watershed

•   History of government,
    NGO and academic
    involvement
Where We Work
Stakeholders
• Landholders

• Government Agencies

• Campesinos

• Academics

• Conservationists
Issues in the Buffer Zone
•   Desertification

•   Deforestation

•   Mis-management

•   Contention/Competition

•   Over-population

•   Waste
“In brief, the main principle of the companion modeling (ComMod)
 approach is to develop simulation models integrating various stakeholders’
   points of view and to use them within the context of the stakeholders’
    platform for collective learning.This is a modeling approach in which
stakeholders participate fully in the construction of models to improve their
relevance and increase their use for the collective assessment of scenarios.
 The general objective of ComMod is to facilitate dialogue, shared learning,
  and collective decision making through interdisciplinary and “implicated”
     research to strengthen the adaptive management capacity of local
    communities. By using such an approach, we expect to be in a better
     position to deal with the increased complexity of integrated natural
  resource management (INRM) problems, their evolving and continuous
   characteristics, and the increased rapidity of evolutions and changes in
                           number of stakeholders.”
                 [Gurung, Bousquet and Trébuil, E&S 11(2):36]
Models

• Type I: Generality is sacrificed for precision
  and realism
• Type II: Realism is sacrificed for generality and
  precision
• Type III
Models

• Type III Models
 • Sacrifice of precision for realism and
    generality
  • May foster the development of realistic
    “social rules” that govern the modeled
    resource
Models

“The validation of a model is not that it is
‘true’ but that it generates good testable
hypotheses relevant to important
problems.” [Richard Levin, 1966]
Gaming

• A way of testing social hypotheses related to
  a given model
  • Brings divergent groups together
  • Play can illustrate how stakeholders relate
  • Application of social strategies to natural
    resource management problems
Simulation Games /
     Model Games
• Games themselves can really be seen as
  their own types of models and understood
  in a theoretical framework (game theory)
• Simulation games allow intermingling of
  different types of models
• Through gaming, we can better understand
  population interactions and group impacts
  of working rules
Companion modeling
• “COMMOD” process
 • All Stakeholders Participate
    • Greater buy-in from all parties
• Areas of mutual concern may be included
• Involves:
 • Field Workshops
• Conference Workshops
Companion modeling
Initialization of Process




                                         Field                      Analysis of the
                                                                      situation




                                                            Model
Computerized
 Simulations
                            Simulation                                 Model
                                                                    development




                              Role playing games/sessions
Companion gaming
• Use a Type III model for realistic ecology
• Cellular automaton
• Geo-socio-ecological: interaction of earth/
  water/forest/development

• Realistic: cascading collapse
• Support for working or “Social Rules”
“a model, which is given kind of representation
among other possible ones, should be
presented in an explicit and transparent way to
avoid, as much as possible, the “black box
effect” when it is proposed to users ...
Intuitively, a MAS model could be seen as an
RPG simulated by a computer”
Models

“The validation of a model is not that it is
‘true’ but that it generates good testable
hypotheses relevant to important
problems.” [Richard Levin, 1966]
Companion gaming
    Running type III Model as
             game



                                          Game                      Participants play
                                                                  existing model/game




                                                           BRMS/RMS
 Model allowed to
run with social rules
   as ABM. After
 effects seen, new               ABM                                    Social Rules
  rules proposed.                                                     added to game
                                                                        during play



                                Social Rules discussed/iterated
                                             upon
Workshop
Workshop
•   A potrero token must     •   A water token must be
    be supported by 2 soil       supported by 2 forest
    tokens in its SQUARE         tokens in its SQUARE

•   A potrero token must     •   A forest token must be
    be supported by 1            supported by 2 forest
    forest token in its          tokens in its
    CROSS                        OCTOGON

•   A soil token must be     •   A potrero token must
    supported by 1 forest        have a path to water in
    token in its SQUARE          its CROSS
Workshop
Packages
Enums
Model
Model Rules
•   A potrero token must     •   A water token must be
    be supported by 2 soil       supported by 2 forest
    tokens in its SQUARE         tokens in its SQUARE

•   A potrero token must     •   A forest token must be
    be supported by 1            supported by 2 forest
    forest token in its          tokens in its
    CROSS                        OCTOGON

•   A soil token must be     •   A potrero token must
    supported by 1 forest        have a path to water in
    token in its SQUARE          its CROSS
Detail
• Lack of detail between between the UML data
  model and declarative rules
• May make rules understandable to a non
  software expert
  • But difficult to create new social rules
    dependent upon the data model
• Can simulation/games be experiments, if rules
  are imprecise or unreproducible in different
  contexts?
Detail
• Can business rules, based upon a shared
  data model, be easily presented?
 • Can this “holistic” model be understood
    by a diverse group of users?
   • Researchers?
   • Government analysts?
   • Campesinos/Peasants?
OMG’s PRR?
•   Production Rule
    Standard

•   UML

•   Visual modeling can
    export to multiple
    formats (ruleML)

•   UML is already used by
    domain experts
    (Cormas/ComMod)
OMG’s PRR?

• Unfinished (working group) standard
• Perhaps better suited for exchange?
 • Or deeper in process once actors can use
    and exchange UML?
• A bit complex for our small community
CORMAS UML
State Machine Diagrams
        as Flow
Current Computerized
 Rule Based Games
Gente (People)
Sierra Springs
A social rules game.
Pasale Compadre
Pasale Compadre
Pasale Compadre
• Slightly more complicated game than Gente
  or Sierra Springs
 • In workshop players failed to enforce all
    constraints of the ecological model
 • Using a computer automates constraint
    enforcement; allowing a greater focus on
    social interactions and governance
 • Computerization also allows quantitative
    analysis as sample sizes grow
What are Social Rules?
• Known as “working rules” in CPR
• Govern how a social group interacts with a
  common pool resource
• Agreed upon explicitly by participants and
  known to all
• Social rules work by queries and actions:
 • when x is true then do y
Starter Social Rules

• Players take turns developing land on the
  board.
  • When “a move was made whose player
    does not have the turn”
  • Then: “forget the move ‘move’”
Starter Social Rules
Starter Social Rules

• Players must play by quadrant
 • Assigned, Random or by a planned route
 • When “a move is made to an unavailable
    quadrant”
 • Then “forget the move ‘move’”
Starter Social Rules
Starter Social Rules

• Only a limited number of riparians (river
  trees) can be harvested per game:
  • When “a move harvests a riparian over the
    limit”
  • Then “forget the move ‘move’”
Starter Social Rules
Social Rules

• Domain Specific Language Implementation
 • phrases are expressed in a DSL
 • rules are pre-baked into DSL
 • players choose which apply
• Considering how we can use UML models
  work with DSLs in a gaming context
Agent Based Models
• Games played that include social rules defined
  by individual groups
• Expected impact of such rules discussed
  before play
• Run-time impact can be observed and
  discussed
• Games can be run as by “opportunistic”
  agents to view impact of rules on selfish
  behavior
Companion Gaming

•   Field Work Experiments   •   Agent Based Modeling
    (2010,2011)                  of “opportunistic”
                                 strategy executing
•   Pasale Compadre              against social rules

•   Suggested Social Rules   •   Evaluation of semantic
                                 changes in DSL BRMS’s
•   Collaborative Rule           governing rules
    Modeling
Reproducibility

• Interchange through Model
  transformations
• OCL
• PRR
• RuleML
Future

• Exports to standardized formats
• Greater interactive game sets
 • Social rule creation more deeply embedded
• Using SCM techniques available in BRMS for
  analyzing rule change over time
 • Techniques for automation
Thank You

   awaterma@ecosur.mx
    lgarcia@ecosur.mx

El Colegio de La Frontera Sur

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2010 Rules Fest Presentation

  • 1. Capturing Social Rules Andrew G. Waterman Luis García Barrios El Colegio de La Frontera Sur ECOSUR San Cristóbal de Las Casas Chiapas, Mexico
  • 2. Where we work • La Sepultura • Buffer Zone • UNESCO MAB site Research station • Mixed land-use surrounding protected watershed • History of government, NGO and academic involvement
  • 4. Stakeholders • Landholders • Government Agencies • Campesinos • Academics • Conservationists
  • 5. Issues in the Buffer Zone • Desertification • Deforestation • Mis-management • Contention/Competition • Over-population • Waste
  • 6. “In brief, the main principle of the companion modeling (ComMod) approach is to develop simulation models integrating various stakeholders’ points of view and to use them within the context of the stakeholders’ platform for collective learning.This is a modeling approach in which stakeholders participate fully in the construction of models to improve their relevance and increase their use for the collective assessment of scenarios. The general objective of ComMod is to facilitate dialogue, shared learning, and collective decision making through interdisciplinary and “implicated” research to strengthen the adaptive management capacity of local communities. By using such an approach, we expect to be in a better position to deal with the increased complexity of integrated natural resource management (INRM) problems, their evolving and continuous characteristics, and the increased rapidity of evolutions and changes in number of stakeholders.” [Gurung, Bousquet and Trébuil, E&S 11(2):36]
  • 7. Models • Type I: Generality is sacrificed for precision and realism • Type II: Realism is sacrificed for generality and precision • Type III
  • 8. Models • Type III Models • Sacrifice of precision for realism and generality • May foster the development of realistic “social rules” that govern the modeled resource
  • 9. Models “The validation of a model is not that it is ‘true’ but that it generates good testable hypotheses relevant to important problems.” [Richard Levin, 1966]
  • 10. Gaming • A way of testing social hypotheses related to a given model • Brings divergent groups together • Play can illustrate how stakeholders relate • Application of social strategies to natural resource management problems
  • 11. Simulation Games / Model Games • Games themselves can really be seen as their own types of models and understood in a theoretical framework (game theory) • Simulation games allow intermingling of different types of models • Through gaming, we can better understand population interactions and group impacts of working rules
  • 12. Companion modeling • “COMMOD” process • All Stakeholders Participate • Greater buy-in from all parties • Areas of mutual concern may be included • Involves: • Field Workshops • Conference Workshops
  • 13. Companion modeling Initialization of Process Field Analysis of the situation Model Computerized Simulations Simulation Model development Role playing games/sessions
  • 14. Companion gaming • Use a Type III model for realistic ecology • Cellular automaton • Geo-socio-ecological: interaction of earth/ water/forest/development • Realistic: cascading collapse • Support for working or “Social Rules”
  • 15. “a model, which is given kind of representation among other possible ones, should be presented in an explicit and transparent way to avoid, as much as possible, the “black box effect” when it is proposed to users ... Intuitively, a MAS model could be seen as an RPG simulated by a computer”
  • 16. Models “The validation of a model is not that it is ‘true’ but that it generates good testable hypotheses relevant to important problems.” [Richard Levin, 1966]
  • 17. Companion gaming Running type III Model as game Game Participants play existing model/game BRMS/RMS Model allowed to run with social rules as ABM. After effects seen, new ABM Social Rules rules proposed. added to game during play Social Rules discussed/iterated upon
  • 19. Workshop • A potrero token must • A water token must be be supported by 2 soil supported by 2 forest tokens in its SQUARE tokens in its SQUARE • A potrero token must • A forest token must be be supported by 1 supported by 2 forest forest token in its tokens in its CROSS OCTOGON • A soil token must be • A potrero token must supported by 1 forest have a path to water in token in its SQUARE its CROSS
  • 21.
  • 23. Enums
  • 24. Model
  • 25. Model Rules • A potrero token must • A water token must be be supported by 2 soil supported by 2 forest tokens in its SQUARE tokens in its SQUARE • A potrero token must • A forest token must be be supported by 1 supported by 2 forest forest token in its tokens in its CROSS OCTOGON • A soil token must be • A potrero token must supported by 1 forest have a path to water in token in its SQUARE its CROSS
  • 26. Detail • Lack of detail between between the UML data model and declarative rules • May make rules understandable to a non software expert • But difficult to create new social rules dependent upon the data model • Can simulation/games be experiments, if rules are imprecise or unreproducible in different contexts?
  • 27. Detail • Can business rules, based upon a shared data model, be easily presented? • Can this “holistic” model be understood by a diverse group of users? • Researchers? • Government analysts? • Campesinos/Peasants?
  • 28. OMG’s PRR? • Production Rule Standard • UML • Visual modeling can export to multiple formats (ruleML) • UML is already used by domain experts (Cormas/ComMod)
  • 29. OMG’s PRR? • Unfinished (working group) standard • Perhaps better suited for exchange? • Or deeper in process once actors can use and exchange UML? • A bit complex for our small community
  • 35. A social rules game.
  • 38. Pasale Compadre • Slightly more complicated game than Gente or Sierra Springs • In workshop players failed to enforce all constraints of the ecological model • Using a computer automates constraint enforcement; allowing a greater focus on social interactions and governance • Computerization also allows quantitative analysis as sample sizes grow
  • 39. What are Social Rules? • Known as “working rules” in CPR • Govern how a social group interacts with a common pool resource • Agreed upon explicitly by participants and known to all • Social rules work by queries and actions: • when x is true then do y
  • 40. Starter Social Rules • Players take turns developing land on the board. • When “a move was made whose player does not have the turn” • Then: “forget the move ‘move’”
  • 42. Starter Social Rules • Players must play by quadrant • Assigned, Random or by a planned route • When “a move is made to an unavailable quadrant” • Then “forget the move ‘move’”
  • 44. Starter Social Rules • Only a limited number of riparians (river trees) can be harvested per game: • When “a move harvests a riparian over the limit” • Then “forget the move ‘move’”
  • 46. Social Rules • Domain Specific Language Implementation • phrases are expressed in a DSL • rules are pre-baked into DSL • players choose which apply • Considering how we can use UML models work with DSLs in a gaming context
  • 47. Agent Based Models • Games played that include social rules defined by individual groups • Expected impact of such rules discussed before play • Run-time impact can be observed and discussed • Games can be run as by “opportunistic” agents to view impact of rules on selfish behavior
  • 48. Companion Gaming • Field Work Experiments • Agent Based Modeling (2010,2011) of “opportunistic” strategy executing • Pasale Compadre against social rules • Suggested Social Rules • Evaluation of semantic changes in DSL BRMS’s • Collaborative Rule governing rules Modeling
  • 49. Reproducibility • Interchange through Model transformations • OCL • PRR • RuleML
  • 50.
  • 51. Future • Exports to standardized formats • Greater interactive game sets • Social rule creation more deeply embedded • Using SCM techniques available in BRMS for analyzing rule change over time • Techniques for automation
  • 52. Thank You awaterma@ecosur.mx lgarcia@ecosur.mx El Colegio de La Frontera Sur