This model represents a number of hunter-gatherer bands in an environment that represents forest and plains areas.
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WHAT IS IT?
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This model represents a number of hunter-gatherer bands in an
environment that represents forest and plains areas.
HOW IT WORKS
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Turtles (hunter-gatherer bands) burn energy every turn and they try to
eat every turn to gain energy. When they eat, they degrade the
environment which then recovers at a slower rate. Turtles have a
maximum energy limit, above which they stop growing.
The amount of foliage in the environment is color-coded. The more green
a patch is, the more foliage (energy) is has. Forest areas start very
green and Plains start much less green, by default. Each type of
environment has a maximum energy limit, above which it stops growing.
Similarly, each type of environment has a recovery rate. If a forest is
degraded below a certain threshold level, it will change to a plains
environment type and therefore not recover as much.
Each turtle tries to find a place to go on the next turn by choosing a
semi-cardinal patch from their current patch. Turtles will randomly
choose one of the patches with the most energy (food). Turtles leave
tracks, which expire after a while. Turtles are xenophobic in that they
will avoid other turtles' tracks, which can override the search for
high-energy patches. If no food can be found elsewhere, hunger
overrides xenophobia.
HOW TO USE IT
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Click the "Setup" button to randomly place some turtles in the
environment. Click the "Go" button to run the model continuously and
the "Step" button to run it one turn at a time.
The number of turtles in the model is set with the numberOfTurtles
slider (4 by default). Four turtles is a stable population for the
default environment size and variable settings.
The remainder of the variables are closely interrelated! Please play
with them, but do not be surprised if the model varies wildly once they
are changed. It is the relative proportions of these variables more
than their individual amplitudes that matters.
The maximum amount of energy that a turtle may have is set with the
maxTurtleEnergy slider.
THINGS TO NOTICE
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Turtles will degrade the environment and the environment will (more
slowly) recover. The total energy of the environment will drop until it
finds a new equilibrium energy level.
Turtles that start on the plains will (by default) not be able to
extract enough energy to live. Therefore, their search for food will
either end in death by starvation or in a move to the forest.
Note that turtles in the forest will tend to stay in the forest. They
will appear to "bounce off" of the forest-plain boundary due to the
search for patches with available food.
If the amountTurtlesEat/Burn are the same, they can't make up for lost
energy. Therefore, turtle populations are unstable and will always
eventually die.
THINGS TO TRY
-------------
Increase the number of turtles and run the simulation. If too many
turtles try to share the environment, some (or all) of them will die.
If the simulation starts with more turtles than the equilibrium level,
the environment will degrade rapidly, causing the death of many
turtles. Once the excess turtle population has been removed, the
environment will recover to a new equilibrium state, defined by a
stable energy level over time. That energy level will be proportional
to the number of remaining turtles.
If the number of turtles is increased drastically (try 100), the
environment will degrade so rapidly as to kill all turtles. The
environment will eventually recover, although some parts of the forest
may have been damaged and only recover to the energy level of plains.
Try starting the simulation with turtles on the plains vs in the
forest. What happens to the turtles on the plains? By default, turtles
cannot live on the plains for long so their search for food either ends
in starvation or in a move to the forest.
EXTENDING THE MODEL
-------------------
Turtles all represent hunter-gatherer bands of the same size population
(and have the same maximum energy level). The model could be extended
by allowing turtles (bands) to have different population levels (and
hence energy requirements).
Turtles do not currently have individual members that are "born" or
"die". It has yet to be shown whether modeling "generations" will be
necessary or useful.
Turtles do not currently learn in any way. The model could be extended
by allowing turtles (bands) to learn more about their environment over
time, which could result in a greater capacity for exploitation. Better
exploitation capability could allow, for example, a band to extract
more energy from an environment without degrading it as fast.
Bands may only be able to exploit a patch if other turtles are not also
using it (e.g. "farming" by one turtle may allow other turtles to
"steal" from the patch, but not to also "farm").
Turtles may be able to learn about adjacent environments (e.g. forest
turtles living near plains) through exposure. This has precidence in
the detailed environmental knowledge held by extant hunter-gatherer
bands.
Turtles may "forget" what they have learned about an environment if
they are not exposed to it for a long time. This may be modeled by
direct forgetfullness or by losing "institutional memory", as
generations pass.
Can it be shown that learning through environmental exposure is
sufficient to model the dynamics between agricultural and
hunter-gatherer societies.
NETLOGO FEATURES
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This model uses the construct "random-one-of neighbors with ..." to
find semi-cardinal patches near the current turtle with various
properties. This construct is used in a cascade of loosening
restrictions on turtle movement to implement a turtle's preferences in
the hunt for food.
Each patch has a variable which determines its environment type.
RELATED MODELS
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This model was partially inspired by the Schelling's famous Segegration
model and should evolve to become a superset of the Cooperation and
Wealth Distribution models in order to account for those behaviors.
CREDITS AND REFERENCES
----------------------
To refer to this model in academic publications, please use:
Hyland-Wood, D. (2004). NetLogo HunterGatherer model.
http://www.itee.uq.edu.au/~dwood/NetLogoModels/HunterGatherers. School
of Information Technology and Electrical Engineering, University of
Queensland, Brisbane, Australia.
In other publications, please use: Copyright 2004 by David P.
Hyland-Wood. All rights reserved. See
http://www.itee.uq.edu.au/~dwood/models/HunterGatherers.html for
terms of use.
This model is built in the NetLogo environment: Wilensky, U. 1999.
NetLogo. http://ccl.northwestern.edu/netlogo/. Center for Connected
Learning and Computer-Based Modeling, Northwestern University.
Evanston, IL.
