By Gabriel Wurzer, Kerstin Kowarik, Hans Reschreiter
Archaeology has been traditionally reluctant to include the topic of agent-based simulation, because it was once visible as getting used to "re-enact" and "visualize" attainable situations for a much wider (generally non-scientific) viewers, in accordance with scarce and fuzzy information. moreover, modeling "in special phrases" and programming as a method for generating agent-based simulations have been easily past the sector of the social sciences.
This scenario has replaced particularly vastly with the arrival of the net age: info, it sort of feels, is now ubiquitous. Researchers have switched from easily gathering info to filtering, deciding on and deriving insights in a cybernetic demeanour. Agent-based simulation is without doubt one of the instruments used to glean info from hugely complicated excavation websites in keeping with formalized versions, shooting crucial houses in a hugely summary and but spatial demeanour. As such, the aim of this e-book is to give an outline of concepts used and paintings carried out in that box, drawing at the event of practitioners.
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Extra resources for Agent-based Modeling and Simulation in Archaeology (Advances in Geographic Information Science)
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Furthermore, there remain questions about what ontological baggage, if any, comes with the adoption of agent-based modelling. Many, if not most, archaeological agent-based models adopt a fairly strong methodological individualism and concomitantly weak notion of emergence. Is this why, or because, most archaeological agent-based models deal with small-scale societies? Is it just sensible scientific scepticism of mysterious downward causal forces, or is it a narrow-minded and premature closing down of the possibility of a scientific account of long-term social change?
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