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Agent-based Simulation of the Effectiveness of Creative Leadership--论文代写范文精选

2016-01-26 来源: 51due教员组 类别: 更多范文

51Due论文代写网精选paper代写范文:“Agent-based Simulation of the Effectiveness of Creative Leadership ” 探讨创意的有效性和缺乏创造力的领导性,基于个体模型的文化进化。在人工社会发明了一种新的行动,只有领导者的行为可以模仿其他代理,称为追随者。这篇社会paper代写范文讲述了创造性的影响。创造力衡量创造性的一个发明或想法。人们普遍认为,有效的领导者具有创造性。例如,创造性的解决一个问题可能会产生其他问题,同样的,创造性的解决情况可能产生意想不到的负面后果。

Abstract 
This paper investigates the effectiveness of creative versus uncreative leadership using EVOC, an agent-based model of cultural evolution. Each iteration, each agent in the artificial society invents a new action, or imitates a neighbor’s action. Only the leader’s actions can be imitated by all other agents, referred to as followers. Two measures of creativity were used: (1) invention-to-imitation ratio, iLeader, which measures how often an agent invents, and (2) rate of conceptual change, cLeader, which measures how creative an invention is. High iLeader increased mean fitness of ideas, but only when creativity of followers was low. High iLeader was associated with greater diversity of ideas in the early stage of idea generation only. High cLeader increased mean fitness of ideas in the early stage of idea generation; in the later stage it decreased idea fitness. Reasons for these findings and tentative implications for creative leadership in human society are discussed. 
Keywords: agent based modeling; broadcasting; creativity; culture; cultural evolution; imitation; leadership

Introduction 
It is widely assumed that effective leaders are creative (Basadur, 2004; Bellows, 1959; Puccio, Murdock, & Mance, 2006; Simon, 1988; Sternberg, Kaufman & Pretz, 2003). Creativity, however, has drawbacks (Cropley, Cropley, Kaufman, & Runco, 2010). For example, a creative solution to one problem may generate other problems, and similarly, a creative solution to one element of a situation may have unexpected negative consequences with respect to other elements. Moreover, time spent creatively finding a solution for oneself is time not spent imitating and passing on solutions already found by others. Previous investigations of the pros and cons of creativity using an agent-based simulation approach addressed the question: in an ideal society, what proportion of individuals should be ‘creative types’ (Leijnen & Gabora, 2009; Gabora, Leijnen & Ghyczy, in press)? The rationale was that in a group of interacting individuals only a fraction of them need be creative for the benefits of creativity to be felt throughout the group. 

The rest can reap the benefits of the creator’s ideas by simply copying, using, or admiring them. After all, few of us know how to build a computer, or write a symphony or novel, but they are nonetheless ours to use and enjoy. Numerical simulations showed that if the proportion of creators is low, the mean fitness of ideas in the artificial society is highest when creators dedicate themselves fully to invention. However, as the proportion of creators increases, for optimal results, creators should spend more time imitating. Creative agents amounted to ‘puncture points’ in the fabric of society that interfered with the dissemination of proven effective ideas. In the current investigation we focused exclusively on the extent to which creativity is desirable in a leader, where leadership is equated with having substantial influence over others. Previous results indicated that the presence of a leader accelerates convergence on optimal ideas, but does so at the cost of consistently reducing the diversity of ideas (Gabora, 2008b,c). In these previous simulations, the leader was no more nor less creative than the rest of the agents, referred to here as followers. The goal of the work reported here was to investigate how creative versus uncreative leadership affects the group as a whole.

The Modeling Platform 
Our investigation was carried out using an agent-based simulation referred to as ‘EVOlution of Culture’, abbreviated EVOC (Gabora, 2008b, 2008c). EVOC is an elaboration of Meme and Variations, or MAV (Gabora, 1994, 1995), the earliest computer program to model culture as an evolutionary process in its own right (as opposed to modeling the interplay of cultural and biological evolution). The approach was inspired by Holland’s (1975) genetic algorithm, or GA. The GA is a search technique that finds solutions to complex problems by generating a ‘population’ of candidate solutions through processes akin to mutation and recombination, selecting the best, and repeating until a satisfactory solution is found. The goal here was to distil the underlying logic of not biological evolution but cultural evolution, i.e. the process by which ideas adapt and build on one another in the minds of interacting individuals. 

EVOC (as did MAV) uses neural network based agents that could (1) invent new ideas by modifying previously learned ones, (2) evaluate ideas, (3) implement ideas as actions, and (4) imitate ideas implemented by neighbors. Agents do not evolve in a biological sense—they neither die nor have offspring—but do in a cultural sense, by generating and sharing ideas for actions. EVOC (like MAV) successfully models how ‘descent with modification’ occurs in a cultural context. The approach can thus be contrasted with computer models of how individual learning affects biological evolution (Best, 1999, 2006; Higgs, 2000; Hinton & Nowlan, 1987; Hutchins & Hazelhurst, 1991). EVOC consists of an artificial society of neural network based agents in a two-dimensional grid-cell world. It is written in Joone, an object oriented programming environment, using an open source neural network library written in Java. This section summarizes the key components of the agents and the world they inhabit.

The neural network learns ideas for actions. An idea is a pattern consisting of six elements that dictate the placement of the six body parts. Learning and training of the neural network is as per Gabora (1995). During imitation, the input is the action implemented by a neighbor. During invention, the pattern of activation on the output nodes is fed back to the input nodes, and change is biased according to the activations of the SYMMETRY and MOVEMENT nodes. In EVOC, the neural network can also be turned off to compare results with a data structure that cannot detect trends, and thus invents ideas merely at random. 

The Body. If the fitness of an action is evaluated to be higher than that of any action learned thus far, it is copied from the input/output nodes of the neural network that represent concepts of body parts to a six digit array that contains representations of actual body parts, referred to as the body. Since it is useful to know how many agents are doing essentially the same thing, when node activations are translated into limb movement they are thresholded such that there are only three possibilities for each limb: stationary, up, or down. Six limbs with three possible positions each gives a total of 729 possible actions. Only the action that is currently implemented by an agent’s body can be observed and imitated by other agents.

The Fitness Function Agents evaluate the effectiveness of their actions according to how well they satisfy needs using a pre-defined equation referred to as a fitness function. The fitness of an action with respect to the need to attract mates is calculated as in (Gabora, 1995). The fitness function rewards actions that make use of trends detected by the symmetry and movement hidden nodes and used by knowledge-based operators to bias the generation of new ideas. It generates actions that are relatively realistic mating displays, and exhibits a cultural analog of epistasis. In biological epistasis, the fitness conferred by the allele at one gene depends on which allele is present at another gene. In this cognitive context, epistasis is present when the fitness contributed by movement of one limb depends on what other limbs are doing. 

The World MAV allowed only worlds that were square and toroidal, or ‘wrap-around’ (such that agents at the left border that attempt to move further left appear on the right border). Moreover, the world was always maximally densely populated, with one agent per cell. In EVOC the world can assume any shape, and be as sparsely or densely populated as required, with agents placed in any configuration. EVOC also allows for the creation of complete or semi-permeable permanent or eroding borders that decrease the probability of imitation along a frontier (although this was not used in the experiments reported here).(论文代写)

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