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The evolution of social cohesion

From Santa Fe Institute Events Wiki

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.).