Alternate Realities World Generator, v0.01a
Program and Documentation by Carter Butts
Annoying Legal Technicalities
Disclaimer
No warranties, expressed or implied, are provided for the included software.
In no event will the author be liable for any special, consequential,
indirect, or similar damages, including any lost profits or lost data,
arising out of the use of this software. Any use of the included software
constitutes acceptance of these terms.
Copyright
Alternate Realities is Copyright 1996 by Carter Butts, Karim Nassar,
and Brian Rayburn. The Alternate Realities World Generator (ARWG)
and all related documentation and software is Copyright 1997 by Carter Butts.
Permission is granted to make and distribute verbatim copies of this document
and any included software provided that this document and the attendant
copyright and permission notice are preserved on all copies.
Permission is granted to copy and distribute modified versions of this
document and any included software under the conditions for verbatim
copies above, provided a notice clearly stating that the document and/or
software is a modified version is also included in the modified document
and/or software.
Permission is granted to copy and distribute translations of this document
and/or software into another language, under the conditions specified above
for modified versions.
All output files resulting from the use of the Alternate Realities
World Generator are considered to be the property of the software
user.
Permission is granted to convert this document and/or software into another
media under the conditions specified above for modified versions provided
the requirement to acknowledge the source document is fulfilled by the
inclusion of an obvious reference to the source document in the new media.
Where there is any doubt as to what constitutes "obvious" or "clearly
stating," the copyright owner reserves the right to decide. All other
rights reserved.
Alternate Realities Citation Statement
Author: Carter Butts
Type: Supporting Product
Parents: [PRG] Alternate Realities Primary Reality Guide
(Carter Butts, Karim Nassar, and Brian Rayburn)
AR Citation Format: [SP] Alternate Realities World
Generator, v0.01a (Carter Butts)
Short Description: An application which produces game world histories
and snapshots in AR CDO format. NOTE: This is an alpha
level document, and as such is likely to contain errors and omissions.
Introduction
The Alternate Realities World Generator is one component of the
Alternate Realities societal description system. This system is
intended to support the efforts of players, GMs, and Reality Designers by
providing a common language and tool kit for the creation and description
of game worlds. Although the World Generator, along with the societal
description system, is designed for use with Alternate Realities,
both may be employed in a wide variety of role playing and speculative
fiction contexts.
Usage
At the moment, using ARWG is easy -- once it has been compiled. This is, in
part, due to the fact that the current version supports relatively few
command line perameters. Future revisions are expected to allow more subtle
control over simulation variables than does the present implementation.
Compilation
(If you are using a precompiled binary, feel free to ignore this
section.)
ARWG is written in more-or-less ANSI C. Originally put together in an
ancient version of Microsoft QuickC, it has hopefully been tested on other
compilers (like GCC, for instance) by the time you read this. Because
the initial author (yours truly) isn't the world's greatest programmer,
no guarantees are made as to the portability, efficiency, or sanity of the
source code. On the other hand, I have tried to document the ARWG
source, and my lack of clever tricks should make extensions/corrections
relatively easy. Maybe.
In any case, all the ARWG code is currently contained in the arwg.c file,
making compilation reasonably facile. You'll need to link in the standard
math libraries, and you may wish to turn on optimizations (it can use them,
believe me ;-)), but otherwise no special flags should be needed. If the
program won't run properly, check your stack size; ARWG sucks RAM in a
significant way. Other things you might want to consider when compiling
are the many customizations which can only be made at compile-time
(sorry). These include the number of societies, thresholds for history
reporting, default language settings, etc. No changes have to
be made in order for the World Generator to work, but it may be desirable
to tinker with the #define's for particular purposes....
Command Line
ARWG is designed to be used entirely from the command line, and uses a
reasonably persnickety calling format. The program will, however, remind
you of its expectations if they are grossly violated, so feel free to call
it without perameters if you forget how it works.
Format: arwg imean ivar syear eyear snapint prefix
- arwg
- The program itself (shock!).
- imean
- This is the mean value of the societies' initial attributes. Any float
from -infinity to infinity (har har) is valid, but more reasonable values
are recommended.
- ivar
- A float which can range from 0.0 to infinity, ivar sets the variance of
the distribution from which the societies' initial attributes are drawn.
Since this distribution is approximately normal, you should expect that
around 60% or so of initial attributes values will lie within the interval
[imean-ivar,imean+ivar]. Upping the NORM constant at compile time should
result in a tighter approximation to the normal curve.
- syear
- This is the number of the starting year for the simulation. Year
numbers are recorded in the history log, and are used in producing snapshots,
but have no substantive effect on the simulation.
- eyear
- This is the number of the ending year for the simulation. As above,
note that the year numbers are cosmetic, but the difference syear-eyear
will determine the length of virtual time covered by the simulator.
- snapint
- On the first year, and every snapint years later, the World Generator
will record a "snapshot" file, containing the full state of the system.
Using the snapint variable in conjunction with syear and eyear will allow
for a more detailed picture of societal evolution; keep in mind, however,
that there is a limit of 26^3 snapshot files. Sorry.
- prefix
- This string is used as the prefix for all HTML files produced by the
world generator. On MSDOS systems, this must be kept to 5 characters
or less, due to the 8 character filename limitation (not my fault). File
systems supporting long filenames don't share this limitation, but bear
in mind that the program has some internal limits (which can be changed
by editing the declarations, if you are really dead set on it) -- it is
not recommended that you exceed 22 characters for the file name prefix.
Output Files
The World Generator produces a number of output files, all in reasonably
well-formatted HTML. To make life simple for the user, these files are
already linked via a table of contents; to view them, simply pull up the
ToC file in your favorite browser. For the curious, however, is here
included a listing, with brief descriptions, of the files produced by ARWG.
- Table of Contents - (prefix)toc.htm
- The table of contents file provides a list of links to all other files
produced by a single execution.
- History Log - (prefix)his.htm
- The history log is, possibly, the most important of the ARWG output
files. This file contains a year-by-year account of important events
taking place throughout the course of the simulation. Also, for convenience,
a link at the bottom of the file allows users to return to the ToC even
if they are too brain-dead to use the "back" button on their browsers!
- Snapshots - (prefix)xxx.htm
- Snapshot files provide a detailed look at the state of the simulation
for a particular year. Included within each file are the complete
interaction matrices (in tables) for the game world, along with all
attributes of each society (including niceties such as a list of major
cities). Snapshots are incremented alphabetically (aaa, aab, aac, etc.),
and are linked to and from the ToC file.
Note that all of the above files end with the ".htm" extension. This is
due to the 3 character suffix limitation encountered on MSDOS systems. If
your browser persists in interpreting these files as raw text, check that
"htm" is a valid HTML type extension in your mime.types file. If you are
distributing these files via an HTTP server, you may need to check the
server's mime.types file as well; it may be necessary to restart the
server to make such changes effective (turn to your server documentation
for more information).
(Alternately, of course, you could rename the files to *.html, or make
compile-time modifications to ARWG.)
Application and Interpretation
The Alternate Realities World Generator is designed to plausibly
simulate the evolution of a group of societies over time.
Uses
The World Generator lends itself to a variety of uses. A few of these
are here mentioned, along with some ideas for getting the most out of
ARWG.
- Reality Design
- The task of the Reality Designer is not an enviable one; in addition
to detailing the special features of his or her game world, the designer
must often give an in-depth account of its history and major cultures.
To help simplify this task, the World Generator may be employed to produce
histories and snapshots which can serve as the background for a complete
gaming environment. In order to accomplish this, it is recommended that
multiple executions of the software be employed until a history with the
desired properties is obtained (this is fiction, after all). The
history log may then be edited until it constitutes a form appropriate
to the Reality Guide in composition, and it and the snapshots can be
included in the finished product.
- Multi-World Campaigns
- A favorite type of campaign for many players is the "many worlds"
scenario, in which players move between alternate "dimensions," each with
its own history and physical properties. Unfortunately, this sort of
game environment places a heavy burden on the erstwhile GM, who is called
upon to produce a wide array of game worlds (often on very short notice).
The World Generator can alleviate this difficulty by enabling the GM to
create a large number of "skeleton" worlds in advance with the exertion of
minimal effort. These can then be stored and retrieved when needed to
support the needs of the GM.
- Story Seeds
- A somewhat more exotic use for ARWG lies not in the area of role playing
per se, but in the regime of fictional composition. World Generator output
can be used to seed stories by providing a ready-made set of societies and
historical events which can be fleshed out and given life in the hands
of the storyteller. While the idea of using a computer to "assist" in the
creation of a work of fiction is certainly controversial, tools such as
ARWG may open up new opportunities for authors willing to accept the
challenges.
Concept: Cultural Description Objects
Cultural Description Objects (CDOs) are a class of objects which can
serve as a shorthand for GMs and reality designers who need a standard way
to refer to societies in the game environment. Each society has a CDO whose
attributes define its properties; it may also be thought of as having
subcultural children who inherit properties from their cultural parent.
While the CDO is primarily a tool for quickly encoding cultural information,
it has other uses as well: certain CDO attributes may affect players in
concrete ways, and, ultimately, rules may even be devised for allowing CDOs
to act as "characters" themselves!
CDO Attributes
Like other AR objects, CDOs have attributes. Furthermore, CDO
attributes are defined in Level 0, Level 1, etc., terms, just like player
attributes. For information regarding the difference between higher and
lower level attributes, readers are referred to the section on AR
characters included with the Alternate Realities Primary Reality
Guide.
- Level 0
- Cultural
- Modernity
- A wide array of sociologists of the 19th and 20th centuries identified a
fundamental process of change which brought cultures from their "primitive"
beginnings to a state known as "modernity." While this has proven to be less
than effective as a scientific principle, the idea of modernity as a
dimension of cultural description holds up well enough (and is easy enough to
grasp) to serve as a CDO attribute. With this in mind, modernity should be
thought of as an abstract agglomeration of traits such as rationalization,
institutionalization, individualization, etc. These are broken down in
greater detail in the Level 1 cultural attributes, which are based on the
five pattern variables of Talcott Parsons' AGIL scheme.
- Scientific
- Scientific Sophistication
- "Science" being here defined as the whole body of knowledge concerning
the physical world, its history, and its laws, "scientific sophistication"
gives an overall index of the degree to which a particular culture has
developed and integrated an understanding of its environment.
- Technological
- Technological Capability
- Where science represents knowledge concerning the universe of
observables, technology reflects mastery over the same. While there is some
linkage between scientific and technological capabilities, this connection is
extremely weak (particularly at low levels); it is possible, generally
speaking, to have excellent technological expertise without great scientific
understanding. "Technological capability," then,. reflects the development
of this expertise and its integration with the larger social structure.
- Economic
- Economic Development
- There are a nearly infinite number of ways to allocate scarce
resources in a society; economic development refers to the complexity,
efficiency, and overall sophistication of the systems which perform this
role.
- Political
- Political Intensity
- Power can be dealt with in many ways, and the allocation and organization
of overt power in society is critical to the nature of life within it.
"Political intensity", as it were, is an overall measure of the complexity,
sophistication, and force with which people in a culture handle questions
of control.
- Level 1
- Cultural
- Mobility
- Mobility indicates the degree to which one's social standing may be
altered (for better or for worse) by individual choices and/or acts of fate.
In highly stratified societies (such as aristocracies), mobility is highly
restricted; paradoxically, this is also true of extremely "flat" societies
(such as certain tribal groupings) simply because there is so little
hierarchy in which to move! Societies with high levels of mobility, then,
must have well-developed, yet flexible, hierarchies; high levels of mobility
contribute to modernity.
- Universality
- Universality is an overall cultural predisposition towards generic,
abstract means of dealing with (especially social) reality. Societies which
are highly universal, for instance, tend to argue over "precedents,"
"principles," and the like; highly particularistic societies, by contrast,
are likely to treat events as separate, incomparable occurrences. As one
would expect, universality is considered to be a "modern" trait.
- Mean Role Specificity
- In some societies, roles are very broadly defined; a tribal chief, for
instance, may wield religious, political, economic, and military power with
equal aplomb. Other cultures, however, tend to have roles which are far more
specific: a corporate accountant may have significant economic power (at
least within a particular organization) but is unlikely to be able to raise
an army. This difference, between a notion of roles as being
all-encompassing and diffuse and a concept of roles as narrow and constrained
by circumstances, is expressed as mean role specificity. Increasing role
specificity is considered to be typical of modernity.
- Affective Neutrality
- Different cultures deal with affect (the behavioral expression of one's
internal emotional state) in markedly different ways: highly affective
societies respect (and even demand) open displays of emotion, while more
affectively neutral ones require that one's own feelings be suppressed in
public settings. A famous criterion of modernization is a shift towards
affective neutrality.
- Individualism
- Most societies evince some tension between the idea of the individual as
an important, independent entity, and the notion of the group as being the
pre-eminent concern. Highly collectivistic societies, for instance, do not
consider the individual to be a privileged unit with its own special rights.
Individualistic societies, by contrast, may hold individual welfare and
initiative above any group consideration. In general, a trend towards
individualism is considered to be an element of modernity.
- Scientific
- Median Education Level
- The median education level of the society refers to, in essence, the
level of knowledge which an "average" person would have. This knowledge does
not necessarily have to be acquired through formal study, nor need it be
credentialed in any way. It is, for instance, possible to have a society
with a very high median education level in which few individuals have
actually attended educational institutions, or (just as likely!) one may
have a society in which individuals spend years and years attaining "degrees"
without learning much of anything.
Note: The median education level
is not necessarily identical to the mean education level; the latter
is not a Level 1 CDO attribute.
- Educational Legitimacy
- The educational legitimacy of a society reflects the degree to which
members of the society are willing to defer to the authority of knowledge as
it is understood by the group in question. This authority may be metered by
specific credentials (such as, in our culture, the Ph.D.), or may be
demonstrated in some other manner (performance in a debate, for instance,
as on USENET). However it may be described, a culture with low educational
legitimacy will tend to ignore the recommendations of its learned members,
and a culture with high educational legitimacy will hang on their every
word.
- Concentration of Education
- In statistical terms, this is related to the third moment, or skew, of
the distribution of education in society. In plain English, the
concentration of education gives information regarding how individuals may
deviate from the mean education level. At low levels of concentration,
few persons are substantially more educated than anyone else. At high levels,
by contrast, a small number of people may have education levels far above
the mean value for the population at large. (Concentration is thus related
to the second moment, or variance, of the distribution as well; without
variance, there can be no asymmetry (skewness), and both are required for
the definition of concentration to be satisfied.) Taken together, the
median education level and the concentration of education present a
reasonably good picture of the distribution of knowledge within a
society.
- Educational Scope
- In some societies, knowledge regarding "the way things are" is considered
to be very remote from the ordinary tasks of day-to-day existence. In
others, however, one is expected to have a working knowledge of the nature of
things, and to integrate this knowledge with one's actions. Societies of
the first type have a very narrow (or low) educational scope, while those
of the second have a very wide (or high) level of scope. Generally speaking,
the greater the educational scope of a society, the more knowledge is
demanded of individuals, and the more often these demands are made.
- Scientific Dynamism
- Scientific dynamism is, in a nutshell, the speed at which a society's
understanding of the observable universe is increasing. Societies with high
rates of scientific dynamism (say, the US during the period from 1860-1880)
face a rapidly evolving knowledge base, while those with relatively low rates
(perhaps Japan from 1600-1700) tend to be relatively static.
- Technological
- Median Technology Level
- The median technology level of a society is, generally, the
sophistication of the technology which is accessible to the "average" person.
While the range of technologies available may vary greatly (as in many third
world countries), the median technology level indicates that which more or
less ordinary people are likely to use.
- Technological Legitimacy
- The legitimacy of technology in a society represents the degree to which
technological solutions (and the perspectives of those who proffer them) are
viewed as authoritative. Societies with low levels of technological
legitimacy may view new devices with suspicion, or even hostility; those in
which technology is highly legitimate, however, may see innovation as the
answer to each and every problem! (Note that this refers to
technological know-how, not human knowledge per se. The two are not
identical.)
- Concentration of Technology
- As with concentration of education, concentration of technology provides
an index of the degree to which certain individuals may deviate from the
median. In societies with a high degree of technological concentration, this
means that a small number of persons have access to the vast majority of
the most sophisticated technologies available, while the "little people" live
in a comparatively primitive state. Societies with low concentrations are,
by contrast, relatively homogeneous: almost all members have access to the
same tools.
- Scope of Technology
- The scope of technology in a society is the degree to which explicitly
"technological" issues dominate life. In societies where technological
expertise is a prerequisite for success, where choices between technologies
can shape lifestyles, etc., technology has a very wide scope. This is very
different from narrow scope societies, in which technological issues are
thought of as being isolated from day to day life (when they are thought
of at all!).
- Technological Dynamism
- Technological dynamism describes the degree of technological "progress"
in society at large. Highly dynamic societies may face "instant
obsolescence," massive and continuous product innovations, and shifting skill
sets, while persons in less dynamic societies may pass the same tools and
techniques down through the generations.
- Economic
- Median Wealth
- The median wealth of a society is, as one would expect, the median access
to material goods (including food, transportation, shelter, etc.).
Obviously, not everyone in most societies lives at the median wealth
level!
- Legitimacy of Economic Behavior
- Societies vary widely in how they view explicitly economic behavior: some
hold any task as sacred if it is undertaken for purposes of profit, while
others eschew any behavior which is explicitly economic in nature. When
economic behavior is highly legitimate, the prerogatives and perspectives
of economic actors (such as business folk) may be privileged above
others.
- Concentration of Wealth
- It is not at all atypical to find significant disparities of wealth
within the same society...such societies are said to exhibit high levels of
concentration of wealth. This attribute expresses the degree to which some
persons deviate from the median wealth level, and may vary widely from
society to society (and from time to time).
- Organizational Scope
- Organizational scope expresses the degree to which economic institutions
and, more generally, the paradigm of explicitly economic behavior penetrates
the daily life of the average person. When organizational scope is high,
persons are expected to structure their lives around economic (and possibly
corporate) prerogatives, while a low organizational scope is often
characterized by an overtly lackadaisical attitude towards production.
- Economic Dynamism
- While less obvious than scientific or technological dynamism, economic
dynamism is no less an important cultural attribute. Economic dynamism
refers to the rate of change in the economic and institutional arrangement of
society. When this attribute is high, the structures of production, trade,
and consumption are in constant flux, with new organizational forms and
techniques displacing the old; low levels of economic dynamism characterize
stable (possibly regimented) societies in which the rhythms of buying and
selling have gone on unchanged for many years.
- Political
- Median Power
- The median power level provides an index of the ability of the average
person to control the circumstances under which he or she lives. The more
regimented the society, the lower the median power level...this regimentation
may be overt and coercive, or subtle and inductive. Note that it is possible
to have cultures with very low median power attributes which are homogeneous
(if, for instance, all members were bound to a certain, highly restrictive
creed).
- Political Legitimacy
- Political legitimacy describes the credibility and authority of political
power. In societies with high levels of political legitimacy, solutions
based on "policy" are likely to be respected, along with anything else seen
as deriving from the supposed foundation of the current system (be it the
divine right of kings, the consent of the people, natural law, or human
freedom). Cultures with low levels of political legitimacy may well be
unstable (though they don't have to be); in any case, the average person
will have little respect for whatever dictates the system provides.
- Concentration of Power
- Societies which exhibit high levels of concentration with respect to
power are sharply divided into the rulers and the governed. Those with
extremely low levels of concentration, however, (such as anarchies) allow
each person to be his or her own ruler. This will, nonetheless, still
interact with the median power level: homogenous societies with low median
power levels will seem "paralyzed," while those with very high power levels
(small direct democracies, perhaps) may be subject to nearly schizophrenic
policy shifts.
- Political Scope
- The political scope of a society determines the degree to which explicit
considerations of power and authority enter into daily life. In extremely
politicized societies, even small actions may have appreciable consequences
and intrigues abound. Societies with lower levels of political scope may
be less power-focused -- or persons in them may not be able to change
anything!
- Political Dynamism
- Like economic dynamism, political dynamism is concerned with the degree
to which a society is changing. Societies with high levels of political
dynamism exhibit massive power shifts (such as coups or revolutions) while
those which are less dynamic may remain politically static for long periods
of time.
Concept: Interaction Matrices
One important determinant of societal evolution can be found in the pattern
of relations between societies. Unfortunately, these patterns can be
extremely complex (consisting of (# relations)*(# societies)^2 elements);
to simplify this melange of data, we use structures known as interaction
matrices. An interaction matrix is composed of the set of ordered
pairs A,B expressing the strength of tie sent from society A to society B.
The interpretation of this tie strength depends on the relation being
examined; different relations may differ in numerous respects, including in
the range of admissible cell values. A complete description of the matrices
used by ARWG is given below.
Matrix Types
A few quick notes about the World Generator matrices: all values are
expressed as doubles, and no reflexive ties (A to A) are considered
meaningful. The latter may be changed in future revisions of the simulation,
but until then the entries on the diagonals of the interaction matrixes
should be ignored. In the following discussion, the syntax A to B or A,B
indicates the cell at row A, column B.
- Spatial Proximity
- One significant influence on societal interaction is space:
societies which are far apart are less likely to strongly influence one
another than societies which are close together. To capture this idea,
we include a spatial proximity matrix, whose entries express (on a 0 to 1
scale) the difficulty in reaching each society from each other society.
Because proximity is based on unchangeable physical space, it is not
updated as are the other interaction matrices; on the other hand, the
significance of proximity for attenuating influence does change
with median technology level -- as technology becomes more advanced,
proximity matters less.
- Trade
- An important aspect of the game world is the set of trade relationships
between societies. As trade affects not only the economic, but also the
social, cultural, and political environment, wise GMs will take trade
relationships seriously in seeking to accurately depict the game world. The
trade matrix describes these relations by expressing (on a 0 to 1 scale) the
value of trade with B for A (for the cell A,B); these values are not always
symmetric. It will be noted that, at present, there is no way for trade
to have a negative value. This relies on the somewhat controversial
assumption that trade, per se, consists of exchanges which are mutually
(though possibly asymmetrically) "desirable" on the societal level. The
negative relations described by, say, world systems theory, then, would
show up in ARWG output as positive trade relations linked with
negative political or social relations. In the opinion of the author,
this is more consistent with a resource dependency perspective on exchange
(that exchanges are needed, even if they are leveraged in some way),
but this might change in the future if a better rationale comes along.
- Socio-cultural Influence
- Many times throughout history, we have seen certain (usually powerful)
societies exert significant cultural pressure on their neighbors.
The influence of China on eastern Asia, for instance, or of the modern US
on eastern Europe, have had cultural as well as political ramifications.
To capture this idea, the World Generator incorporates an asymmetric
socio-cultural influence matrix, which expresses the degree of influence
of A on B with a number from -1 to 1. Negative influence values indicate
a sort of "cultural antipathy": the recipient of the tie is influenced
away from the sender! Positive values, by contrast, imply a diffusion
of culture and values from the sender to the receiver. Strong socio-cultural
ties can form the basis of other forms of cooperation (trade and political,
for instance), and tend to create homogeneous blocks. Strongly negative
ties, on the other hand, may precipitate a breakdown of trade and a movement
towards political hostilities.
- Political Interaction
- The final relation in our current set is likely to be familiar to most
users: political interaction. This asymmetric matrix contains values which
map the political attitude of A towards B onto a range from -1 to 1.
Negative values of this relation, obviously, indicate attitudes ranging from
mild hostility to total war; positive values, by contrast, express varying
degrees of alliance.
Suggestions and Cautions
Although it is naturally hoped that use of the World Generator will need
no further explanation, I'm not that out of touch with reality.
Given that this version is particularly rough around the edges both in
terms of documentation and implementation, I shall attempt to make amends
by presenting a few suggestions - and some cautions - which will hopefully
aid in the use and enjoyment of this product.
Known Bugs
Yes, Virginia, there are bugs in this program. Lots of 'em. This
is why we call it "alpha" ware...ah well. Please feel free to look for
cures to these, and to send new ones my way...
- Makeword occasionally produces greater than WLEN length names for
unknown reasons; this can cause the program to crash.
- Feedback loops can result in extreme attribute values. (I'm not sure
if this is a bug, or a feature...depends on how one interprets the
attributes. Given the time frame in which these things occur, however,
I do tend to think of this as a bug at present....)
- Attributes can grow larger than the maximum value for a double, causing
a math error. (See also above.)
- Specification of a mean attribute value of 0 on the command line
sometimes seems to cause program failure; I'm not sure why.
- In a hopefully unrelated note, I haven't checked to be sure that
the normal routine is really giving me normally distributed random
variables. It seems to produce values that are reasonable, but I'm
not certain that the variance requirements are being met adequately....
- The program is very touchy about memory, and will sometimes run out
of it for odd reasons. (E.g., specifying a large value for NORM.)
- The language updating routine (minus the cities update) is not activated
at present, due to bug problems; hence, societal languages do not currently
evolve.
- There are few "sanity checks" on inputs or variables. Putting strange
things into the system is likely to produce strange behavior.
- The code is ugly and slow. (But hey, it runs! Mostly.)
Handy Hints
With the above in mind, here are a few hints on getting ARWG to do your
bidding:
- At the moment, scales for time and attribute values are somewhat
up in the air. Is 100 points a great deal of change to see over, say,
a 150 year interval? Damned if I know. Until we get the scale hammered
out, it may be prudent to stick to comparisons between societies (in the
simulation), and/or to make your own. Suggestions for ways to go about
setting base lines are always appreciated (hint hint).
- For long simulation periods (&greater50 years), start out with low
(&less-50.0) attribute levels. This will slow things down In The Beginning,
due to low dynamism values.
- Another method of getting longer histories out of shorter runs (useful
if the historical record includes a lot more information than you really
want) is to consider each simulation "year" to be worth several (say, 5)
game "years". Alas, you'll have to do the editing by hand, but it may
produce results more to your liking.
- If your simulation is not to your liking, run it again! (Dozens of
times, if need be.) Otherwise, take the results and edit out anything
which doesn't fit with your story. Remember, the World Generator is a
tool which is intended to help you fashion a fictional
history - nothing it produces is in any way "sacred."
- When interpreting snapshots, focus on comparisons (across
attributes, societies, and time). Ask what makes a given society, at
a given point in time, distinct from other societies at other times.
Consider how this could tie in with that society's interactions, and with
important events (as recorded in the history log). These actions will
enable you to pare down the melange of numbers into something around
which you can build a narrative.
- Another way of making sense out of the interactive data is to try
drawing "maps" of the game world, with (for instance) the closest (or
most friendly, etc.) societies being nearest on paper. This technique
(called multidimensional scaling in "the business") is most helpful
for translating big, confusing matrices into grokkable form.
- If you want to shake things up a little, try using very high variance
levels. Do this over several executions, and look for interesting
results.
- If you really want a custom experience, try making changes to
some of the declarations within the program. By altering some key
constants (such as the thresholds for wars and alliances), you can produce
decidedly different narratives.
- When you come up with techniques of your own, tell others! Mail me, or the AR mailing list with your
innovations, ideas, and suggestions for future revisions of the Alternate
Realities world generator!
References to Additional Sources of Information
Although this program is intended as a support for role playing activities,
it has been inspired by scholarly work in a number of fields. Players and
GMs who are interested in extending the Alternate Realities social
description system (or who simply desire more information regarding the
underlying rationale of the World Generator) are encouraged to turn to the
following sources:
- Alternate Realities
- Butts, Carter, Nassar, Karim, and Rayburn, Brian. (1996) The
Alternate Realities Primary Reality Guide, v1.0.
- The Alternate Realities mailing list (ar-list@delfax.net)
- The Alternate
Realities web site (http://www.etymon.org/AR)
- Computational Social Theory
- Carley, Kathleen, and Prietula, Michael (eds.). (1994) Computational
Organization Theory. Lawrence Erlbaum Associates: Hillsdale, NJ.
- Journal of Mathematical Sociology (Journal)
- Diffusion Theory
- Burt, Ronald. (1987) "Social Contagion and Innovation: Cohesion versus
Structural Equivalence." American Journal of Sociology, 92,
1287-1335.
- Galaskiewicz, Joseph, and Burt, Ronald. (1991) "Interorganization
Contagion in Corporate Philanthropy." Administrative Science
Quarterly, 36, 88-105.
- Homophily Theory
- Carley, Kathleen. (1991) "A Theory of Group Stability." American
Sociological Review, 56, 331-354.
- Collins, Randall. (1988) Theoretical Sociology. Harcourt Brace
Jovanovich: Orlando, Fl.
- Friedkin, N.E. (1984) "Structural Cohesion and Equivalence
Explanations of Social Homogeneity." Sociological Methods and
Research, 12, 235-261.
- Industrial Organization
- Scherer, F.M. and Ross, David. (1990) Industrial Market Structure
and Economic Performance. Houghton Mifflin: Boston.
- Tirole, Jean. (1992) The Theory of Industrial Organization.
MIT Press: Cambridge, Mass.
- Social Network Analysis
- Wasserman, Stanley, and Faust, Katherine. (1994) Social Network
Analysis: Methods and Applications. Cambridge University Press:
Cambridge.
- Scott, John. (1991) Social Network Analysis: A Handbook. Sage
Publications: London.
- Social Networks (Journal)
- Statistical Methods
- DeGroot, Morris. (1989) Probability and Statistics, second
edition. Addison-Wesley: Reading, Mass.
- Structural/Functional Analysis
- Parsons, Talcott. (1951) The Social System. Free Press: Glencoe,
Il.
- Collins, Randall. (1988) Theoretical Sociology. Harcourt Brace
Jovanovich: Orlando, Fl.
- Merton, Robert K. (1968) Social Theory and Social Structure.
Free Press: Glencoe, Il.
Carter Butts,
ctb@andrew.cmu.edu