Peace
Games with Open Modeling Network
In
the last few years the transformation of the communication network, which
started with launching of the first communication satellite in the mid 1960s,
culminated in establishment of globally interconnected packet switched Value
Added Networks (VANs).
Concurrently with this technological development we can observe growing
and unsolved difficulties in dealing with the problems caused by the population
explosion, depletion of natural resources and problems of global ecology
management.
On
the other hand, recent trend to automation, which is fueled by economic
competition in particular between the U.S. and Japan, development of expert
systems and the explosive growth of defense systems with shorter and shorter
reaction time are rapidly changing the global economic and political situation
in both developed and developing countries. The growing interdependence of national economies and the
complexity of the global issues require higher level of cooperation and
understanding between the highly diverse groups and nations which populate this
planet.
In
this article we will examine the application of the new development in the area
of distributed systems and Computer Aided Communication (CAC) to the analysis
of the global sociological and economical issues. Based on the review of the past attempts and experiences
with model acceptance and validation, we argue that meaningful and credible
simulation has to be implemented as a modeling network composed of a large
number of locally developed and verified models. No single model, developed by local group of experts has a
chance for universal acceptance when it is dealing with controversial and
confrontation prone area such as global resource allocation and economical
policies.
Yet,
a comprehensive model of global resources, ecology and economy is needed for
the rational management of ecology and for economic cooperation between nations
and economic blocks. As a solution
to the dilemma between the need for a unified model and a diversity of views
and the special interests of diverse groups, we consider a public Open Modeling
Network (OMN) which will consist of models developed by local experts
interconnected by global VANs.
New
problems of interfacing of models which utilize different methodologies and use
different computers and computer languages will require adoption of new
standards, allowing for translation of the content and meaning of the
information generated and needed by the individual models and development of
policies which would prevent manipulation of the data by special interest
groups. In the long run, it can be
expected that the benefits of participation in the public network will exceed
the problems caused by sharing some data and costs. The benefits will result from access to vast databases of
relevant and up-to-date economical information and improved communication on
the global scale.
The problem of managing the variety of heterogeneous models, each operating locally, yet affected from time to time by the results of similar runs at other locations, is compared to Scheduling Algorithm problem, which is required by all asynchronous distributed systems consisting of the distributed communicating processors. In particular we
consider the application of Time Warp algorithm.
The
GLObal Systems Analysis and Simulation (GLOSAS) Project proposes to utilize the
semantic benefits of gaming simulation on a global scale to aid decision makers
in appreciating the impact of their decisions on interwoven global problems,
i.e., the construction of Globally Distributed Decision Support System (GDDSS)
for plus sum, peace game.
The CAC, with cooperative executions of autonomously managed simulation sub-models at distributed locations in gaming mode, can provide a "meta-language" allowing improved communications among users of the sub-models.
Progress
in the study of distributed systems has yielded a new scheduling algorithm, the
Virtual Time concept, which allows organization of the information exchange
among dispersed, dissimilar computational resources with asynchronous and
parallel executions. These new developments are applied here to the Distributed Computer Simulation Systems (DCSS) of the GLOSAS Project, which deals with coordination of the distributed sub-models and their experts via the global VANs for global crisis and ecology management.
1.
INTRODUCTION: POWERFUL NEW TOOLS FOR COLLECTIVE INTELLIGENCE
Society needs much more sophisticated tools to deal with complex global problems, which so overwhelm the world's leaders that they are tempted to simplistic solutions. Nightingale (1985), writing about a playwright, spoke of Michael Frayn's concern for "the awesome complexity of the world, and our desperate attempts to reduce it to nice, neat shape." Gleick
(1985) reported how the mathematician, Benoit Mandelbrot, has expanded the work
of scholars who "missed a whole range of things" because they "simply
didn't have the tools" they needed to deal with "complexity (which)
has been developing slowly in many disciplines for nearly a
generation." Mandelbrot's
work, he said, is a part of the revolution in understanding chaos, the study of
turbulence and disorder in a whole range of phenomena.
Now,
however, powerful new computer-communication and simulation tools can make it
possible, as never before in history, for any intelligent citizen to have a
hand in developing new alternatives to war and other complex international
problems. Even the political
geniuses, and perhaps there are a few, have not been able to keep in mind all
they need to know and understand to deal with the whole complexity of global
inter-relation. But computers,
combined with other electronic technology, can now make possible mind-tools for
a powerful new "collective intelligence."
It
is now possible to combine existing technologies to make sophisticated and more
holistic explorations of various scenarios for solving global social
problems. Many small computers in
different countries can be interconnected, through globally distributed network
processing and information processing, into modeling and simulation instruments
as powerful as those used by the Pentagon for war gaming. People-enhancing and mind- empowering
tools can thus be created by combining such technology as: Value Added Networks
(VANs), satellites, packet radio, video disk and expert systems, global data
banks, wireless portable terminals, and more.
Developing
experiences from modeling and gaming can also be combined in global systems and
data banks with a cascading effect, to empower explorations for new
international institutions, remodeling existing ones, new strategies by
official government agencies, universities, peace institutions, churches and
lay person groups. Before they are
put into effect, often at great cost and risk, new strategies can be explored
through gaming simulations by collective effort of people with different views
located at various parts of world, to see how they might prevent crises, deal
with crises, and make various efforts more effective in preventing war and
creating conditions for peace.
2.
COMPUTERS PLUS WHAT?
Rossman
(1985) describes various advanced tools that might be interconnected for
powerful explorations through and for collective intelligence. They are:
(1) The meshing
of phone and computer systems into a single mode, combined with expert systems
and data banks via satellites creates a new tool with breathtaking
possibilities. Computer expert systems, as intelligent assistants, can fuse the knowledge of many specialists into tools to deal with complex problems, as providing their users with diagnosis and hinted solutions, which often outsmart human experts who designed and built the systems.
(2) The work of one huge computer can be done by a distributed network of many interconnecting microcomputers, which make up a reasoning system, stocked with all necessary knowledge. Access to information
stored on optical video disks, with high-powered laser diode, can be obtained
within seconds, e.g., over one dozen volumes of encyclopedia can be packed into
a single shiny 5 1/4 inch disk - even including color illustration diagrams and
pictures, and very possibly with voice and music annotations in the future.
(3) A global
computer network can be a major new tool for coordinating resources - including
brainware of project participants.
Computer modeling and simulations to explore risks and possibilities
then become a powerful tool for calculating the consequences of experimental
change, by the people of different views and disciplines in various countries
who created those cooperative simulation models.
(4) Fifth
generation computer tools, instead of solving problems step-by-step, can break
complex projects up into thousands of units, each to work simultaneously by
different computers all over the world, the so-called distributed, asynchronous
parallel processing as resembling numerous neurons in our human brain. The fusing of expertise through networks
of minds can result as thousands of interconnected computers help people work
simultaneously on different aspects of the same problem or project,
particularly on the utmost crisis of human kinds, i.e., to prevent nuclear war
and holocaust. "No matter
where a nuclear conflict would begin on our planet and no matter who would
initiate the first strike, whether or not a retaliatory strike would follow,
the entire human race would share a common fate: no one can hope to survive a
nuclear catastrophe," as said by Moiseev (1984), Director of Research at
Computer Center of U.S.S.R. Academy of Science.
3.
MOTIVATION AND FIELD OF APPLICATION
The
topic of this paper is a technological fix for intractable global problems,
such as hunger, poverty or arms race, involving many diversified groups
covering a wide social and political spectrum. These different groups have different motivations and views
of the issues and use different techniques, terminologies and concepts. In such situations, communication
problems often prevent a smooth progress to solution of the issues. New techniques of the distributed
computer simulation can provide planning and management methods which can
overcome wide communication gaps.
3.1
Minus vs. Plus Sum Games
Not
all problems can be solved by improved communications alone. In some intractable problems, parties in the issues take a position, which they are able to maintain and defend within the existing socioeconomic power structures. Such problems resemble the situation of two armies, which dig in and wait for the outbreak of hostilities. Such situations can usually be represented mathematically as a game with negative sum, in which non-cooperative strategies are rewarded and tend to be chosen as an optimal strategy by at least some major players. Such situations are not amenable to our
technological solution and will not be discussed here.
In
this paper we address a class of the social situations which can be described
by a plus sum game, a game in which the optimal strategies require cooperation
and exchange of messages rather than exchange of artillery fire. These situations are often intractable
because of the large number of players having different views of the problem,
different special interest and conflicting approaches or belief systems.
The
term "player" is used here in the abstract sense of the game theory
and may include agencies, organizations, corporations or industries as well as
individuals. The players are
characterized by their needs, goals and means of manipulating their
environment. The players may be
geographically scattered, use different (natural as well as computer
programming) languages and have a wide range of physical and technological
tools.
3.2
Computer Simulation of Social and Managerial Problems
Determination
of an optimal strategy for complex social problems would be difficult, even if
the issue were well described and agreed upon by the parties of the game. Moreover, in social problems the
concepts are usually fuzzy, ill defined and often changing their meaning during
the game. We will discuss tools, which enable the players to reach consensus and interactively find, maintain and coordinate the optimal strategy.
The new technological developments, which we will describe below, do not address any of the social problems directly.
The problems can only be solved by the consensus or battle of the
players. The techniques address
the cause of the intractability, namely the management problems related to the
languages and communications.
"Management"
is the activity enabling human groups to achieve their collective goals. Many techniques have been developed and
refined ranging from art to scientific discipline (Boettinger, 1975). Management science, as it implies, is
the scientific approach to the analysis of management of enterprises or systems
and their behavior whether for individual, communal, national or for global.
In
contrast to physical and nonliving systems, social and living systems are
hardly ever amenable to testing and "management science" has an
inherent contradiction between the nature of "management art" and its
"scientific" approach.
The remedy to this is to create models, which simulate the system behavior, much as it is done by an airplane model in a wind tunnel. Computer simulation, which utilizes software rather than a hardware model, is therefore the essential tool of management science.
3.3
Importance of Modeling
Schank
(1984) of the Yale Artificial Intelligence Lab points out that from now on it
will be essential to use computer modeling for making important decisions,
models which incorporate more and more knowledge about people and
institutions. Until recently, he
says, it has not been possible to make large conceptual computer models of
governments, of the work of politicians and other complex systems. Now, however, such models can be
increasingly complex, integrated, and can be more and more useful and
trustworthy for testing ideas, theories and possible actions. Computers will not make good decisions
but can be used to help human beings make better ones.
Licklider
(1983) says that computer modeling and simulations are already beginning to
play an important role in government research and planning, as these expand and
multiply beyond space and military projects to other national planning efforts. The Soviet Union, he reports, is planning to create a 3,000-computer nationwide network with databases for planning. (Russians were, after
all, the first who attempted to apply linear programming optimization to their
national economic planning, albeit premature at that time.) Moiseev (1984) proposed that
"further advances in the instruments of global analysis ... should be
widely applied in arriving at quantitative characteristics of global processes
and in evaluating the capacity of alternative development strategies to
influence the course of human civilization."
Gilpin
(1983), in discussing war games, says that the economic and military changes
which result from the use of computers and other advanced technologies are
bringing human society into an age wherein more is to be gained through
cooperation and an international division of labor than through strife and
conflict. For in the electronic
global village all people will either lose or win together. To survive in a global society, Shubik
(1983) suggests, we must develop tools to control pollution, fight inflation,
provide justice and welfare, and to warn of new dangers and threats, such as
acid rain or greenhouse effect to name but a few. This requires the building of more and more sophisticated
models of an emerging global system in which computers and communication
networks are to the twenty-first century what roads were to the first century's
Roman empire.
3.4
Solution of Social Problems
Moiseev
(1984) says that "past efforts in modeling the socio-economic sphere were
largely concerned with the evolution of economic factors. The studies of the Club of Rome offer
an example. Yet a purely economic
analysis can offer little help in what is in fact most important, namely, the
search for ways to resolve the contradictions that are tearing human societies
today. The problem of identifying
contradictions together with procedures for resolving them through compromises
defines the most important branch of research activities today. Methods for finding not merely
acceptable compromises but also mutually advantageous compromises may one day
exert a decisive influence on the further development of human societies. The theory of compromises is currently
one of the rapidly developing branches of science. New approaches and methods have been identified in recent
years that make it possible to find mutually advantageous variants of
compromises in complex contradictory situations."
The
complexity and interrelatedness of the global issues requires technical expertise
combined with effective public forum, which is accessible and understandable to
a wide spectrum of groups and organizations. The builders and users of models for global issues are
geographically scattered, use different languages, reside in different time
zones and have different levels of expertise and need for technical details.
Their
work to resolve the conflicts based on the quantitative facts and figures of
computer simulation requires an asynchronous communication mechanism and can be
facilitated by interactive gaming simulation. Consequently, the asynchronous scheduling among dispersed,
dissimilar models via global data communication networks becomes a vital tool. The CAC approach allows integrated
management of all communication modes: man-to-man, man-machine and
machine-to-machine.
3.5
Methodology
The
technique described in this paper is a result of the synergism of several
recent developments, such as the trend to distributed computing, particularly
in the area of databases and knowledge based systems, spread of telecomputing,
the developments in computer modeling and simulation and some recent
theoretical developments of the scheduling algorithms. We will describe qualitatively a new
application of these developments, specially the asynchronous scheduling
algorithms, an application of distributed computer simulation system (DCSS) to
the field of communication. We
call this new area of application of computer simulation technology "Computer
Aided Communication" or CAC.
In
reference to the International Standards Organization's (ISO)/Open System
Interconnection (OSI) reference model, our discussion is confined to the
Application Layer (Utsumi, 1982).
To outline CAC, we will trace its sources in the recent development of
the relevant disciplines.
4.
HISTORICAL ROOTS OF CAC AND RELATED FIELDS
The
art of model building is ancient and predates the advent of computers. Computer hardware, however, was the
first totally "plastic medium" which permitted to model dynamically
wide variety of the real processes.
4.1
Interactive Gaming Simulation
Computer
models are increasingly used as an advanced design tool. The systems represented by data
structures are "animated" and the (simulated) performances of the
virtual system are "measured" and evaluated. It is often the "measurement"
part of the computer experiment which yields major benefits of the
exercise. The variables which are
inaccessible or buried in noise tend to stand out clearly and augment the
designer's and/or user's understanding of the relevant process performances.
The
computer model, when compared to a hardware test bed or prototype, offers a
unique advantage as it allows one to develop meaningful statistics of ill
defined, stochastic or chaotic systems.
The real systems which operate with uncertainty, for example, social
systems, can be effectively characterized by this technique. Computer models also aid visualization
of the mechanism of the processes which cannot be observed directly and are too
complex for unaided imagination.
The
interactive mode of computer simulation, which uses animated graphics to feed
in the "real time" the effect of players choices, becomes further
enhanced in the gaming mode, when several players interact simultaneously with
the same simulation model and obtain an immediate feedback not only about
simulated part of the system but also about the tactical choices of other
players.
4.2
Distributed, Parallel Simulation
The
need for more memory, larger processing speed and utilization of other computational,
communication and display resources is increasingly more often solved by
recourse to the distributed processing.
This trend has a specific significance in the field of the real time
computer simulation, which is used as a part of controllers which regulate the
course of the actual real processes.
This is the application in which the computer is indeed operating in
analogy with human brain.
4.3
Distributed Modeling
We
have explained above why the trend to the distributed processing is particularly
urgent in the field of simulation.
The motivation is the same as in other areas - the need for faster
computing. There is another
motivation for the distributed approach to models of social systems which is
one of the key concepts behind the CAC technique. To notice the other motivation we must view the phenomenon
of the distributed modeling along the whole hardware to software dimension and
shift our attention from the computational machines to the methodology of
developing models.
The
RAND Strategy Assessment Center (Davis, 1983) can serve as an example of the
centrally developed distributed model.
The hardware is distributed for speed and power, but the software is
developed from the unified point of view.
The unified systematic approach to the aspect of the reality, which is
to be captured by the model, is indeed essential part of the traditional
approach to the modeling methodology.
The major part of developing computer simulation models deals with the
concepts, terminology and selection of the proper sets of equations or
non-numerical algorithms. It is
this initial phase of the model development, in which the originally
diversified views of the contributors are unified into the coherent view of the
problem, which is critical for eventual credibility and acceptance of the
model.
In
this early stage of modeling, "relevant" aspects are being included
into the model and some other variables and processes are
"neglected." Modeler
absorbs the partial views of the assembled teams of experts and must often
reconcile conflicting terminologies and conventions of different
disciplines. The success of the
later model is critically dependent on this early stage, as it determines the
acceptance of the model results by the users.
The
sensitivity of the model credibility and acceptance to the environment is
increasing as we move from hard to soft sciences and is one of the major
obstacles to the application of modeling methodology to the solution of social
problems, particularly in the situations which include confrontations. The reasons for this barrier are well
known, yet persistent.
The
CAC aims to circumvent or even, in somewhat paradoxical manner, to exploit this
feature of the model building. The
CAC techniques can manage and organize communications not only among models but
also modelers and users (policy makers), and also among users of different
views. The communications include
not only text, but also voice (analog or digital) store-and-forward
(asynchronous) message exchange, graphics and various video formats, which are
used to convey and interpret results of distributed simulation models.
4.4 Need
for Interconnections of Dissimilar Models
The
computer models are rarely neutral.
In the situations where players are to gain or loose, the acceptance of
a particular computer model tends to favor one party, usually the one who has
developed the model. This is true
even in the situation of plus sum game, in which both parties benefit from the adoption
of the common strategy. Models
utilize certain concepts, certain point of view and good models often contain a
philosophy of possible solutions.
The negotiation is half won, once one can make the opponent to "see
the things our way." An acceptance of our computer model aids a way of
achieving that. By the same token,
the art of propaganda consists of implanting concepts, slogans and labels,
i.e., imposing acceptance of a certain model of reality and of forces affecting
it.
These
examples illustrate a mechanism which in a less extreme form is present in the
development of every computer model, and prevents a development of a large
"master model" which could be used to solve social and economical
problems. The uneasy feeling,
caused by the overtones of an Orwellian society, controlled by an impersonal
elite, operating and perhaps controlling a huge supercomputer containing vast
databases concerning public and perhaps even private affairs, is another
example of the same mechanism which operates in building, propagation and use
of the models in the social arena.
We all, being players in the public affair games, are concerned about
the model which may be accepted or imposed on us and may be used to allocate
the winnings and losses and in selection of the common policies and strategies.
This
non-neutrality of the model and language, which operates generally in human
affairs, can be seen as an analogy or perhaps a complement of Heisenberg's
Uncertainty Principle: by observing the system, we affect and change it. Here, merely by describing the system,
we change our perception of that system.
While
this mechanism operates on all levels, it becomes particularly apparent in the
building of computer models based on soft rather than hard sciences, applied to
social problems and involving resource allocation issues. It is in the marginal cases, where
these effects may be weak and unsuspected, that neglect of this mechanism is
likely to cause problems. These
problems are often manifested merely by nonacceptance of the model, sometime
dubbed as NIH (=Not Invented Here) syndrome and not always recognized as major
obstacle to application of simulation to the social issues.
4.5
Interconnection of Distributed Databases
The
same mechanism operates on the databases, again both computerized or not. The databases are more widespread than
computer models and so the operation of this "Uncertainty Principle for
application software" is better known; it is centered around the concept
of the "access." As the
technology is supplying the computational resources in ever increasing
quantities, hardware aspect is becoming less important. The other motivation for the move to
distributed database is not hardware driven but related to the application and
use of the data. The users of the
databases are scattered geographically and those who generate, collect or
create the data may need to exercise a measure of control on their data (e.g.,
restrictions of trans-national data flow recently emerged in European countries
(Utsumi, (1978), Norman, (1981)).
To
accommodate this need for local control of the data and some transactions,
database programs allow some users, "owners of the data," to issue
specific permits. Resulting set of
"permits," which gives different privileges to different users,
reflects and modifies the power structure of the organization which is
developing the database. As with
computer models, when the mechanism of the extended Uncertainty Principle is
ignored, the resulting database is abandoned as inflexible, impractical or
irrelevant.
Distributed
databases exhibit new complexity which is directly related to the fact that
multiple users or players with different payoffs in the game are using the same
set of data. This new complexity
includes the traditional aspects, such as issues of integrity, concurrency,
location and duplication of the data.
However, the aspect of access, and control of data are becoming dominant
issues.
Next
generation of the databases combined with simulation models will expand
considerably the ability of game players to assign dynamically wide variety of
constraints and permits, which will allow information to flow freely through
the network, be modified as needed, accounted for, edited as needed, delivered
to proper audiences, protected, rewarded, etc.
The
aspects of merging dissimilar databases and the social or political concerns,
such as concerns about the inevitably creeping motion to interconnecting
databases developed by governmental agencies, all those aspects closely
parallel the concerns and problems which we have discussed in connection with
computer models.
4.6
Integration of Simulation Model and Database
This
similarity between the two fields of telecomputing is not surprising when
viewed in the light of the latest developments in the techniques of the simulation. The area of simulation, databases and
of artificial intelligence are converging. Large scale state-of-the-art simulation projects are heavily
database based and often use commercial relational databases, such as ORACLE or
INGRES. The database is used to
store initial data and parameters as results of the simulation. Manifestation of the same trend are
commercial simulation packages, such as TESS by Pritsker & Associates,
which combine graphics and database with simulation.
As
the speed of computation will increase, the relational databases will be used
concurrently with the simulation.
The database will be able to display any object or particular attributes
of an object or entity and a model running in the background which will be able
to animate the object, and so convey the data and change of the data/objects
with a particular scenario or parameters of the simulation run.
4.7
Advanced Programming Languages
One
of the outstanding fifth generation programming languages is MODEL developed by
Prywes and others at University of Pennsylvania (Cheng, et al (1984), Prywes,
et al (No Date and 1985) and Tseng, et al (No Date)). MODEL is a powerful, non-procedural computer language which
generates programs automatically, using as input a description of the problem
rather than a description of the solution. It allows sequential or parallel processing on dispersed,
dissimilar mainframe computers (currently IBM and DEC/VAX). The detailed design of communications
and synchronization is performed by the automatic programming system.
With
MODEL, novices can solve problems that once could tax even the most skilled
programmer. To communicate a
problem to MODEL, it is only need to specify the problem mathematically,
without regard to how it will be implemented. Because only a basic knowledge of mathematics is required,
any nonprogrammer still feel comfortable using the system. Compared with COBOL, MODEL uses only
one-fifth as many statements.
MODEL
can support bottom-up approach to building a large scale system from existing
subsystems, as well as the conventional top-down approach. The MODEL language specification is
easy to modify. It is incremental,
in the sense that variables or equations can be added at the end or in any
place, since order of statements is arbitrary.
Multiple
designs are examined automatically.
The computer chooses the most efficient. Operations are sequenced automatically, and MODEL
automatically checks for consistency and completeness. Job control language to set up and
execute concurrent processing is also generated automatically. It generates command language programs
that schedule the execution of modules, maximize parallelism, and set up the
communications among modules which will be executed in parallel. A component graph is constructed which
serves as a basis for scheduling.
This graph consists of nodes representing parallel components and edges
indicating sequential or arbitrary order of initiation of these components.
Entire
independently developed systems may be easily connected. Thus, the creation of a new system that
encompasses old system would not require design of a new system, only at most
additions of modules to convert data.
In the cooperative computation mode, individuals or groups develop
systems independently, motivated by their own interests. They may later discover that by joining
their systems they can have even greater capabilities than the total of the
separate systems. All that is
required then is to develop modules that convert the data to a common format
and form a new interconÄnected system.
The
MODEL language has been used to make possible the distributed processing of
Project LINK which is an econometric forecasting simulation of world economy
with individual country's economic model.
Project LINK was originated and developed by Nobel Laureate Professor
Lawrence Klein of University of Pennsylvania. Professor Prywes plans to locate the distributed processors
in Japan and West Germany which will be interconnected by global VANs. We are assisting him to realize his
plan with the use of the extended line of the U.S. CSNET to Japan.
Another
relevant trend is the use of the object oriented programming languages (Cox,
1984), such as SMALLTALK or PROLOG, which work with sophisticated data structures. Objects can be data entities describing
the real, physical objects, they may correspond to files or data sets, tables
in the database or they may represent executable programs.
When
we view this modern trend to object oriented programming in the above sketched
environment of the distributed computer simulation systems (DCSS) communicating
over the global data networks, we see the objects being sent from one location
to another, executed and animated as a part of a simulation run, used as data
envelopes and equipped with a set of attributes which define their access
status, sensitivity of the data and so on.
The
collection of the object traveling on loosely connected networks of the
dissimilar computers forms a meta-language which is able to transcend the
barrier to the application of the computer models to the social problems
described above. The language,
which is formed from independently defined object/concepts which the players
can adopt or bypass, does not impose the specific world view of a language
designer on the players. In this
dynamic aspect which allows the different groups to adopt, drop and modify the
objects used for mutual communication, the meta-language composed of the
objects resembles the natural languages and shares some of their
efficiencies. However, it differs
from the natural languages as it consists of the objects which conform to
certain rules of the formal syntax and can be directly executed or read by all
component computer models in the system.
4.8
Summary
It
is the hardware aspect of the "distributed" system which makes for
the quantum leap in the use of the computer systems to the social issues - as
it allows them to tailor the systems to the existing relationships and power
structure of the society. As the
society is not a monolith, controlled and manipulated form one center, a single
large supercomputer operated by an elite team of experts does not satisfy
criteria enumerated above, for an environment to be able to produce a
successful computer model and simulation.
Below, we will describe the methodology for building of the large scale
models of the social systems which extend the benefits of the distributed
simulation into the software aspect of the problem.
5.
DEVELOPMENT OF ASYNCHRONOUS MODELING
On
the boundaries of recent developments of various disciplines described in the
preceding sections, one can discern a new application of the computer
simulation technology, which will be the communication intensive discipline. Affected fields are education, large scale
industrial and scientific projects and management of multinational
corporations. However, the
application which appears to have the most potential to benefit from this new
technology is the global resource allocation, and environmental and ecological
management.
These
applications represent the "social order" which is a prerequisite to
development of any new technology.
Modeling of energy and other global resources was discussed under the
key word of GLOSAS Project, which stands for GLObal Systems Analysis and
Simulation (Utsumi, 1972 to 1985), to which readers are referred for further
details. A comprehensive and
coherent model of the global resources is a prerequisite to consensus on proper
resource allocation and ecologically sound policies.
Allocation
of natural resources on merely a national scale is a complex problem, requiring
skillful blending of the technical expertise, political consensus and complex
administrative and financial systems.
On the global scale, the communication problems so far prevented all but
the most rudimentary manifestation of the emerging consensus - that something
more than business as usual is to be done soon, to counteract and reverse
destabilizing effects of the increasing population to the natural resources ratio
and attendant increase in international tension.
We
have summarized above the obstacles which prevent the successful development of
the large scale, comprehensive computer models in those areas. We not only do not have consensus, but
we do not even have a common picture of what the problem is. The simulation is the tool for the
development of all that; first - of the common picture of the problem, then of
the common terminology and gamut of possible strategies and finally the
development of the consensus on global strategies. The interactive gaming simulation tests the mutual
interaction of strategies of the players in the game and allows assessment of
future consequences of the individual local strategies.
The
first step in the evolution of the distributed gaming simulation, which
may be the implementation test bed for Computer Aided Communication, is the
development of the isolated, individual models of the reality. Many such models already exist, ranging
from economical models, e.g., Meadows' "Limit to Growth" (Meadows,
1972 and 1974) and Onishi's FUGI model (1983 to 1984) to purely technical ones
- models allowing engineers to design a car engine or allowing meteorologist to
predict weather.
Incidentally,
Onishi's FUGI model with economic and resource/energy forecasting submodels of
over 125 individual countries was once used by economists of India, New
Zealand, Australia and the United States with the HUB computer conferencing
system of the Institute For The Future (IFTF) in Menlo Park, CA, over global
VANs when East-West Center in Honolulu conducted an international economic
affair gaming simulation, though the FUGI model was processed by a central
mainframe computer at that time (Lipinski, 1982). The GLOSAS Project will attempt to distribute FUGI's
national economic and resource models to as many countries as possible,
starting between the U.S. and Japan with the use of the extended line of the
U.S. CSNET to Japan.
Each
such model represents an aspect of the multi-faceted reality, and moreover it
tends to contain a bias of the model authors. The bias tends to be more important for the models dealing
with the soft sciences and issues and may be decisive feature for models
dealing with the natural resource allocation. Each such model is developed freely, without a need for a
common world view, or even a same methodology, simulation language or similar
hardware.
The
conventional approach to the modeling is to obtain and consolidate common views
and concepts. In contrast to that,
GLOSAS Project and CAC admit and acknowledge persistence of conflicting
opinions existing in the real world, and hence concentrate on the
interconnection of dissimilar models.
The
second step is to create the globally distributed computer simulation
system (DCSS) by the interconnection of independently created and verified
individual self-standing models.
This second task is being addressed by the standards for the
communication technology manifested by the current ISO/OSI standard and
concurrent growth and spread of the computer networks. Additional standards, subdividing the
7th OSI layer for application programs, will cover the specifics of the Open
Model Interconnection (OMI) and allow exchange of the model specific messages
and objects.
The
third step is the most interesting: What have we achieved if we interconnect dissimilar computer models, developed by experts of different disciplines located at different sites, using different methodologies, financed by different institutions, which themselves are tied to opposing power structures with conflicting interests? Imagine that we have done that: We have a public database of the existing computer models which are conditionally
available for concurrent asynchronous execution. The database lists the assumptions of the models, their
inputs and output variables, network addresses, mode of access, etc. Let us call the resulting Tower of
Babel of inconsistent and contradictory models an Incoherent Modeling Network.
The
interconnection of the heterogeneous models into one communication network
creates a distributed virtual process, which can serve as semantic laboratory,
a test bed for development of the computer tools for interpreting meaning of
the I/O files of one model in terms of another model. In the process of such interpretation/translation, the
meaningless incoherent messages, some of them at any rate, have a chance of
becoming information.
The
meaning of the message depends on two complementary structures: the physical
structure of the message itself, the sequence of the symbols, of letters and
words. The meaning also depends on
the model of the world which the recipient of the message is running. If the recipient, be it man,
organization or machine, is not running a model of the world which can interpret
the message, then there is no meaning, hence no information transfer. (The former corresponds to our
different natural languages and the latter to cultures.) The completion of the third step will
not in itself create any new meaning, consensus or understanding on the
"airwaves" - it will merely put the incoherent messages into a
computer-readable form, so to speak.
The
fourth step is devoted to the task of translation and correlation. There is a large selection of
techniques available, which allow one to find and extract relevant information
from the usually vast number of irrelevant messages which we call noise. These techniques range from the mundane
regression analysis which calculates the positive or negative correlation
between two variables, to the sophisticated techniques, such as the Cluster
Analysis used in the Mathematical Taxonomy.
The
task of the translation in our CAC is not accomplished by mechanical search for
the statistical correlations between the parameters and outputs of the various
models, even though, in some cases, the techniques of the artificial
intelligence can be used to detect unsuspected relationships in classes of
corresponding models. An example
of such models may be classes of the economical models which simulate national
economies, industries and various technical aspects, such as material or
financial management, transportation, etc.
Prerequisite
for interfacing the content of models is interpretation of elementary
dimensions of the models. In our
example of the economical models, the dimensions would include the virtual time
in the simulated universe and the geography which defines the boundaries of the
different economies, etc.; Dimensions facilitate the interpretation of the
results of one model in terms of the inputs of the other models. These meta-models, or translating
models, can be seen as new abstract concepts, which can only emerge in a
meaningful fashion after the more concrete concepts are well anchored in the
actual proxies.
The
building of the interconnecting and interpreting models will be analogous to
the creative capability which can suddenly see, in an intuitive flash, a
connection of previously unrelated thought processes. This specialized, high-level translation process will be
complemented by the process more akin to the usual, present day
translation. In the process of
executing the individual models, it will become possible to build dictionaries
which can relate the concepts of some models to those of the other Ämodels.
In
contrast to the usual dictionaries of common languages, these dictionaries can
be quantitative, dynamic and will have full benefit arising from the semantic
clarity which the concepts used as basis of a computer model tend to acquire. This clarity of concepts, which the
users of good computer models tend to acquire, represents the semantic benefit
of the simulation.
6.
MECHANISM OF THE ASYNCHRONOUS, DISTRIBUTED SIMULATION
In
the rest of this text we draw a loose, yet exact analogy between the simulation
runs of the global modeling network and the transactions of a conventional
Discrete Event (DE) simulation run.
The most familiar form of the computer simulation is the Continuous
System (CS) modeling. CS models
essentially solve a system of the differential equations, which use time as the
independent variable. Essential
feature of the CS models is the time loop, which increment the time variable in
the small steps and updates the state variables in the model. In the DE model, time is a dependent
variable. The model is represented
as a series of events which have specific causal and temporal relationship.
The
essential feature of the DE simulation is the Scheduling Algorithm, which
increments the time in finite chunks and schedules the events in proper
sequence. The computational load
of the DE simulation thus consists of the isolated sets of the operations,
i.e., transactions which can in many cases be carried over in parallel.