Proto-Narrative

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(Программа как генератор истории-рассказа)
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=== Программа как генератор истории-рассказа ===
 
=== Программа как генератор истории-рассказа ===
  
In Growing Artificial Societies (1996), the authors describe how their now canonical “Sugarscape” model, originally constructed to study the emergence of wealth inequality, can generate “protohistories”— schematic social and cultural histories in which individuals agglomerate and form tribes, battle, and trade.  
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In Growing Artificial Societies (1996), the authors describe how their now canonical [[Sugarscape model]], originally constructed to study the emergence of wealth inequality, can generate “protohistories”— schematic social and cultural histories in which individuals agglomerate and form tribes, battle, and trade.  
  
 
Although they do not use the term, Epstein and Axtell argue, in effect, that each run of the Sugarscape model is analogous to an historical narrative.
 
Although they do not use the term, Epstein and Axtell argue, in effect, that each run of the Sugarscape model is analogous to an historical narrative.

Версия 13:50, 1 марта 2016

Прото-рассказ - еще несвязный текст или диаграмма или образ, которые могут служить основой для нарратива.

Прото-нарратив - Proto-Narrative

Ключевая работа - Sack G.A. Character Networks for Narrative Generation: Structural Balance Theory and the Emergence of Proto-Narratives // Complexity and the Human Experience: Modeling Complexity in the Humanities and Social Sciences / под ред. P.A. Youngman, M. Hadzikadic. : CRC Press, 2014. С. 81 – 104.

White suggests that social ties ought to be thought of multi-dimensionally in terms of “netdoms”: “‘dom’ from domain of topics and ‘net’ from network relations.” When two social agents encounter one another, they struggle for recognition and status by “switch[ing] from netdom to netdom, finding footings in different networks in differing domain contexts.” Two co-workers, for example, might initially relate to one another professionally, but then switch between political, religious, or even romantic domains as the social tie between them evolves. The more “netdom switchings” occur, the more complex and nuanced the relationship between the identities becomes. Over time, these switchings settle down into a stable tie that is comprehended by the participants via a “story”. A story is a tie placed in context. Stories structure switchings into accounts with a beginning, middle, and end; so story-making frames social time. . . These relations are characterized by stories told in and about them with meanings drawn from the switchings between netdoms. . . A network can be traced as similar stories appear across a spread of dyads.


  • social networks emerge only as ties mesh with stories
    • White H.C. Identity and Control: How Social Formations Emerge. : Princeton University Press, 2008. 453 с.



Программа как генератор истории-рассказа

In Growing Artificial Societies (1996), the authors describe how their now canonical Sugarscape model, originally constructed to study the emergence of wealth inequality, can generate “protohistories”— schematic social and cultural histories in which individuals agglomerate and form tribes, battle, and trade.

Although they do not use the term, Epstein and Axtell argue, in effect, that each run of the Sugarscape model is analogous to an historical narrative. Although simulations such as Sugarscape are now widely used in the social sciences, practitioners rarely if ever discuss the idea that the temporal progression of a simulation can be treated as a narrative. Epstein and Axtell emphasize moreover that they “grow this history ‘from the bottom up.”’

That is, their proto-historical narratives are complex adaptive systems (CAS) displaying the property of emergence.

Structural balance models provide a similarly CAS-based approach to narrative generation. Unstable triads update based on local stability rules, yet produce a narrative chain of events tracing the formation of global network structures (see the discussion of “social mitosis” below).

In their computer model, Epstein and Axtell begin the development of a "bottom up" social science. Their program, named Sugarscape, simulates the behavior of artificial people (agents) located on a landscape of a generalized resource (sugar). Agents are born onto the Sugarscape with a vision, a metabolism, a speed, and other genetic attributes. Their movement is governed by a simple local rule: "look around as far as you can; find the spot with the most sugar; go there and eat the sugar." Every time an agent moves, it burns sugar at an amount equal to its metabolic rate. Agents die if and when they burn up all their sugar. A remarkable range of social phenomena emerge. For example, when seasons are introduced, migration and hibernation can be observed. Agents are accumulating sugar at all times, so there is always a distribution of wealth.

Next, Epstein and Axtell attempt to grow a "proto-history" of civilization. It starts with agents scattered about a twin-peaked landscape; over time, there is self-organization into spatially segregated and culturally distinct "tribes" centered on the peaks of the Sugarscape. Population growth forces each tribe to disperse into the sugar lowlands between the mountains. There, the two tribes interact, engaging in combat and competing for cultural dominance, to produce complex social histories with violent expansionist phases, peaceful periods, and so on. The proto-history combines a number of ingredients, each of which generates insights of its own. One of these ingredients is sexual reproduction. In some runs, the population becomes thin, birth rates fall, and the population can crash. Alternatively, the agents may over-populate their environment, driving it into ecological collapse.

  • Epstein J.M., Axtell R. Growing Artificial Societies: Social Science from the Bottom Up. Washington, DC, USA: The Brookings Institution, 1996.


1. Li J., Wilensky U. NetLogo Sugarscape 1 Immediate Growback model. Evanston, IL.: Center for Connected Learning and Computer-Based Modeling, 2009.


В следующей книге Epstein J.M. Generative Social Science: Studies in Agent-Based Computational Modeling. : Princeton University Press, 2012. 643 с. Эпштейн показывает модель и там на экране воссоздается некая прото-история и он спрашивает аудиторию - А на что это похоже? И из зала, где собираются обычно на семинар люди совсем разных профессий, ему говорит кто-то - Это мне напоминает Анасази - https://ru.wikipedia.org/wiki/Анасази

https://www.technologyreview.com/s/400048/artifical-societies/

Запись игры (шахматы) как прото-нарратив

Pablo Gervás argues for the value of chess as a narrative generation mechanism:

Chess provides a finite set of characters (pieces), a schematical representation of space (the board), and time (progressive turns), and a very restricted set of possible actions. Yet it also allows very elementary interpretations of game situations in terms of human concepts such as danger, threat, conflict, death, survival, victory or defeat, which can be seen as interesting building blocks for story construction.


В нескольких работах поддерживается идея о том, что в основе прото-нарратива может быть модель

  • Cegielski W.H., Rogers J.D. Rethinking the role of Agent-Based Modeling in archaeology // Journal of Anthropological Archaeology. 2016. Т. 41. С. 283–298.

Like chess and sports, dynamic network models such as structural balance could provide a narrative generation mechanism to complement corpus analysis. They possess the added advantage of supporting social behaviors that are more complex than direct competition or physical conflict.

Automatically Learning to Tell Stories about Social Situations from the Crowd Boyang Li, Stephen Lee-Urban, Darren Scott Appling, and Mark O. Riedl

Динамическая социограмма как proto-narrative

Средства для создания и поддержки нарратива

https://vue.tufts.edu/gallery/narrative-construction.cfm - Visual Understanding Environment (VUE) as a Tool for the Construction of Narrative - как средство создание и редактирование диаграмм связей служит средством создания нарратива


сложная многоходовка Learning Society -> Self-determination -> System Thinking --> Narrative as a cognitive tool for situated understanding --> Dynamic sociograms as proto-narratives -->

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