Modeling A Simulation of Evolutionary Behavior by Stephen Hilber With the creation of Epstein and Axtell's Sugarscape environment, increasing emphasis has been placed on the creation of "root" agents - agents that can each independently act and interact to establish patterns identifiable in our everyday world. Models created for traffic patterns and flocking patterns confirm that these conditions are caused by each participating agent trying to achieve the best possible outcome for itself. The purpose of this project is to attempt to model evolutionary behavior in agents in an environment by introducing traits and characteristics that change with the different generations of agents. Using the modeling package MASON programmed in Java, I will be able to create an environment where agents will pass down their genetic traits through different generations. By adding certain behavioral traits and a common resource to the agents, I hope to create an environment where certain agents will prosper and reproduce while others will have traits that negatively affect their performance. In the end, a single basic agent will evolve into numerous subspecies of the original agent and demonstrate evolutionary behavior. This project will show that agents which possess the capability to change will change to better fit their environment. Abstract Conway's Game of Life was the first prominent agent-based model. Each cell was an "agent" that contained either a 0 or a 1 (alive or dead) depending on how many neighbors it had, and acted independently of the environment. Conway's Game of Life didn't lead to any profound insights, but it did pave the way for future agentbased modeling. The advantage of agent-based modeling, as many found out, is that it did not assume prior conditions. It was a method of building worlds "form the bottom up", where independent agents were able to create complex worlds without any overseers. One popular psychological game, Prisoner's Dilemma, spawned a series of games where agents tried t maximize their outcome, often at the expense of other agents. Eventually, these agent-based models were incorporated in studies of flocking. The models created to show flocking behavior in birds did not incorporate flock leaders, as many presumed. Instead, the birds all acted for their own best interests, and directions and resting points were chosen as compromises of sorts. Using the theory that independent agents can create organized structures such as flocks, Epstein and Axtell created the Sugarscape world in an effort to discover if social behaviors and human characteristics could emerge through independent actions. The Sugarscape model had agents able to breed, fight, trade, and die, and the core of the model was the resource sugar. Each agent had a metabolism rate which burned off its sugar; if it ran out of sugar, the agent died. Instead of isolated behavior, however, the agents soon used their resources to work together. Agents shared sugar, sent "scouts" to gather sugar for the benefit of all, engaged in wars, and in general performed a startlingly large amount of human behavioral characteristics. When spice, a second resource with its own metabolism rate, was introduced into the world of Sugarscape, trade emerges as agents tried to meet their needs as best they could - and tried to get the best deal as a result. These behaviors are surprising, but ultimately show the value of agent-based modeling and the useful insight it can provide. Research & Background Theory & Expected Results In order to simulate evolutionary behavior in an agent-based system, the agents need to simulate the real world as much as possible. In actual evolution (as described in computer science terms), two agents of opposing sex combine their genetic information at random to generate offspring with half of each parent's traits. Genetic mutations also happen at random, causing new traits that neither parent had in their genetic code. This gradual evolution creates swarms of different agents, and those agents that are best suited for their environments will be best able to survive and reproduce. Of course, several different portions of the environment could be home to different "breeds" of agents, and these different breeds could live alongside each other in separate societies. It is this phenomenon that this project is trying to recreate. By closely following the rules of genetics, the project should be able to show several different breeds of agents thriving, having only been created by a single agent type. Instead of passing on dominant and recessive genes, however, this project opts for a higher-level approach by using characteristics such as extroversion as the "genetic currency". While the human genome has tens of thousands of genes to determine these characteristics, such attention to detail is impossible and unnecessary for this project. By changing characteristics such as cooperation and extroversion on a slider, agent's traits will gradually change as they are passed down from generation to generation. This effectively simulates actual genetic activity, and is thus effective for this project. Agents will breed, die, and interact, eventually changing the genetic code of their societies to suit their needs. Credit goes to Conway for The Game of Life, Epstein and Axtell for Sugarscape, the MASON team for developing MASON, and Dr. John A. Johnson for the IPIPNEO Sources