The evolution of social cohesion: Difference between revisions
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* Andrew introduced Ostrom's typology of institutional | * Andrew introduced Ostrom's typology of institutional norms--mays, musts, and must nots--where each directive is accompanied by a promise of reward or punishment for compliance or non-compliance. 'Good' institutions presumably alter the fitness landscape of individual players to be more compatable with socially desirable outcomes (contribute to the public good, don't shirk, engage in low-cost or pro-social rather than disruptive forms of status competition, etc.). |
Revision as of 14:04, 5 June 2007
People Involved
- Andrew Bell
- Simon Angus
- Will Ludington
- Paul Hooper
- Alenjandro Balbin
Concept
We often study the effect of certain social institutions, and sometimes look at transitions, but what effect does passed-on cultural institutions play in the evolution and formation of cohesive social institutions?
Proposition
Suppose that a set of agents have choices over the following
- within an institutional period: how to behave towards each other
- between institutional periods: which institution to have (and pass on?) to the next generation
Of interest is whether memory (cultural, historical, heritage) affects agents' long-term decisions about social institutions?
Research Questions follow:
- is there a stable (long-run) social institution that is selected?
- does this institutional structure have a path-dependance (i.e. must institutaion A then B then C preceed the selection and stabilisation of institution X)?
- do agents operate heterogeneosly within a period (e.g. old agents who have cultural knnowledge prefer institution X, but young agents, with shorter memories, or trust in passed-on heritage select institution Y?
- what scaling? do small vs. large population affect these decisions?
- what about a two-population model? do we see group selection occuring to promote a certain institution in both camps? or is there a stable complimentary institutional framework (e.g. E. vs. W. Germany)?
Approach
- Keep things simple
- construct a simple interaction game for the agents, causing the institutions to be also simple
- (leave out voting methodologies, political interest etc.)
A possible model:
- a standard hunter-gatherer scenario under scarcity
- agents face a decision problem whether to cooperate the hunt or to act individually (stag-hunt style)
- for the coalitions: the success of any grouping is proportional to the number in the coalition (due to division of labour within the coalition, trust-based hunting methods)
- for the individuals: a minority game design (we are hunting) could lead to preferable outcomes (I didn't hunt where the large, noisy group hunted?)
- institutions:
- a 'good' institution for cooperation: a transfer system (public good provision?) to all members of society, supports free-riders in the short-term, but does this survive in the long-run (over successive generations, since some agents remember when everyone had lack)
- a targeted (progressive) taxation system: a transfer system specifically from the well-off top half to the bottom half (ranked in terms of reward from expended gathering effort)
- no transfer system: you get (only) what you work for, no other transfers or public good provision
- a consumption taxation regime: distribution based on discretionary welfare (so we would need a metabolism system for basic needs, and then a discretionary part for 'leisure')
- public good provision through taxation: but only to the 'cultural memory fund' -- i.e. for libraries, books, plays, histories, langauge etc. that capture things about how times were in previous set-ups
Parameters:
- memory of each individual (how many previous instutional arrangements they remember)
- birth/death rates (how fast we turn over the population ('physical' memory)
Notes and thoughts
From Paul:
- Andrew introduced Ostrom's typology of institutional norms--mays, musts, and must nots--where each directive is accompanied by a promise of reward or punishment for compliance or non-compliance. 'Good' institutions presumably alter the fitness landscape of individual players to be more compatable with socially desirable outcomes (contribute to the public good, don't shirk, engage in low-cost or pro-social rather than disruptive forms of status competition, etc.).