globals [population wealth life-all pdefense-all stopped] ;the initial population, the wealth of society, the initial life of all the breeds, the probability to avoid attack, if world has to be stopped breed [h1s h1] ;helpless people POM breed [h2s h2] ;helpless people under POM breed [intels intel] ;intelligent people breed [stupids stupid] ;stupid people breed [b1s b1] ;bandits over POM breed [b2s b2] ;bandits under POM breed [thieves thief] ;thieves, bandits on POM turtles-own [life pdefense] ;the life of each turtle stupids-own [pattack] ;the probability of a stupid to attack. It is equal to 0 or 1. to setup ca ;clear-all set population get-population ;the total population when starting set pdefense-all 0.2 ;set the probability to avoid attack set life-all 60 ;set the initial life value ; breeds creation: numbers of breeds created are taken from sliders, position is set, label defined create-h1s number-h1s [setxy -5 10 set label "H1"] create-h2s number-h2s [setxy -10 5 set label "H2"] create-intels number-intels [setxy 10 10 set label "I"] create-stupids number-stupids + random (population / 10) [setxy -10 -10 set label "S"] ;stupids' number is increased because of first law (sigma = number-stupids + random number between 0 and population/10) create-b1s number-b1s [setxy 5 -10 set label "B1"] create-b2s number-b2s [setxy 10 -5 set label "B2"] create-thieves number-thieves [setxy 5 -5 set label "T"] ;set turtles' life value and probability to avoid attack ask turtles [set life life-all] ask turtles [set pdefense pdefense-all] set-pattack ;it set the pattack of stupids ; set breeds' shape set-default-shape h1s "square" set-default-shape h2s "square 2" set-default-shape intels "star" set-default-shape stupids "x" set-default-shape b1s "circle" set-default-shape b2s "circle 2" set-default-shape thieves "dot" set-wealth ;calculate initial wealth set stopped false set population get-population reset-ticks ;restart the ticks end to-report get-population report count h1s + count h2s + count intels + count stupids + count b1s + count b2s + count thieves end to set-wealth set wealth sum [life] of turtles ;life sum of all agents alive end to set-pattack ask stupids [set pattack random-float 1] ;set the pattack to be between 0 or 1 end to go if stopped = true [stop] if count turtles with [breed != stupids ] = 0 [ ;if only stupids are alive "goes to Hell" set wealth "HELL" stop ] attack ;procedure to decide who attack who stupid-closeness ;non-stupids on the same patch of stupids will be killed check-death ;kill people with no life set-wealth ;update the wealth after attack set population get-population ;update the population alive set-pattack ;set pattack of stupid move-turtles ; moves turtles random. It does not affect the attack tick end to stupid-closeness ask stupids [ ask neighbors [ ask turtles-here with [breed != stupids] [die] ] ] end to attack stupid-attack ;everyone attack with values chosen with slider within a fixed range of ticks carefully [ ;h1s attack every 2 ticks etc.. if ticks mod 2 = 0 [ ask h1s [ ask one-of other turtles [set life life + helpless-level ] set life life - helpless-level + 2 ] ] if ticks mod 3 = 0 [ ask h2s [ ask one-of other turtles [set life life + helpless-level ] set life life - helpless-level - 2 ]] if ticks mod 10 = 0 [ ask intels [ ask one-of other turtles [set life life + intels-level ] set life life + intels-level ]] if ticks mod 7 = 0 [ask b1s [ ask one-of other turtles [set life life - bandit-level] set life life + bandit-level + 2 ]] if ticks mod 4 = 0 [ask b2s [ ask one-of other turtles [set life life - bandit-level] set life life + bandit-level - 2 ]] if ticks mod 5 = 0 [ask thieves [ask one-of other turtles [set life life - bandit-level] set life life + bandit-level ]] ] [print "You are alone, turtle!" set stopped true] end to stupid-attack ;stupid attack with 0.5 probability. They hurt themselves with a fixed probability when attacking. ask stupids [ if pattack > 0.50 [ ask one-of other turtles [ set life life - stupidity-level] ; stupid attack another turtle if pattack > 0.90 [ set life life - stupidity-level - 3 ]] ;stupid also attack himself ] end to check-death ;only stupid people can have negative life ask h1s [ if life <= 0 [ die ] ] ask h2s [ if life <= 0 [ die ] ] ask intels [ if life <= 0 [ die ] ] ask stupids [ if life <= -50 [ die ] ] ask b1s [ if life <= 0 [ die ] ] ask b2s [ if life <= 0 [ die ] ] ask thieves [ if life <= 0 [ die ] ] end to move-turtles ask turtles [right random 360 fd 2] end @#$#@#$#@ GRAPHICS-WINDOW 7 10 485 509 16 16 14.2 1 10 1 1 1 0 1 1 1 -16 16 -16 16 0 0 1 ticks 30.0 BUTTON 525 23 669 77 Setup setup NIL 1 T OBSERVER NIL S NIL NIL 1 SLIDER 523 94 695 127 number-intels number-intels 0 30 8 1 1 NIL HORIZONTAL SLIDER 713 95 885 128 number-stupids number-stupids 0 50 31 1 1 NIL HORIZONTAL SLIDER 529 244 701 277 number-thieves number-thieves 0 10 2 1 1 NIL HORIZONTAL SLIDER 525 141 697 174 number-h1s number-h1s 0 30 8 1 1 NIL HORIZONTAL SLIDER 715 141 887 174 number-h2s number-h2s 0 30 15 1 1 NIL HORIZONTAL SLIDER 525 191 697 224 number-b1s number-b1s 0 30 9 1 1 NIL HORIZONTAL SLIDER 715 191 887 224 number-b2s number-b2s 0 30 19 1 1 NIL HORIZONTAL BUTTON 715 23 872 80 Go go T 1 T OBSERVER NIL G NIL NIL 1 SLIDER 954 95 1126 128 stupidity-level stupidity-level 1 10 9 1 1 NIL HORIZONTAL SLIDER 955 145 1127 178 helpless-level helpless-level 1 10 5 1 1 NIL HORIZONTAL SLIDER 955 197 1127 230 intels-level intels-level 1 10 4 1 1 NIL HORIZONTAL SLIDER 956 251 1128 284 bandit-level bandit-level 1 10 5 1 1 NIL HORIZONTAL MONITOR 953 22 1094 71 Wealth of society wealth 0 1 12 PLOT 520 298 1138 537 People alive time people alive 0.0 10.0 0.0 10.0 true true "" "" PENS "Helpless" 1.0 0 -14439633 true "" "plot (count h1s + count h2s)" "Intelligent" 1.0 0 -14070903 true "" "plot count intels" "Stupid" 1.0 0 -2674135 true "" "plot count stupids" "Bandits" 1.0 0 -4079321 true "" "plot (count b1s + count b2s + count thieves)" MONITOR 1110 24 1228 69 Total Population population 0 1 11 BUTTON 1145 94 1315 166 go-once go NIL 1 T OBSERVER NIL F NIL NIL 1 TEXTBOX 1151 179 1314 329 intels = intelligent\nh1 = helpless a bit intel\nh2 = helpless a bit stupid\nb1 = bandit a little intel\nb2 = bandit a little stupid\n\nx-level = damage of x in society 12 0.0 1 @#$#@#$#@ ## WHAT IS IT? This model is based on the Carlo M. Cipolla paper "The basic Laws of Human Stupidity". The model creates the society described by Cipolla, with various types of individual behaving according to certain rules. The society "goes to Hell" if stupid people (and stupid-like people) prevail the intelligent people (and intelligent-like people) and become richer and richer viceversa. In the paper 4 areas are described: every areas belong to a category of people: intelligent in the upper right corner, helpless in the upper left, stupid in the bottom left and bandit in the bottom right. From top to bottom (y-axis) increase the damage that a person cause to the others. From right to left (x-axis) increase the damage that a persone cause to himself. So intelligents' actions have positive effects on the society and also on the intelligent. Helpless cause a damage to themselves while enriching the others. Stupid cause losses to the others while deriving no gain for themselves or even incurring in losses. Bandits gain advantages for themselves damaging the others. Thieves are a special type of bandits: they do not change the total amount of wealth because they gain for themselves the same amount they steal to the others. ## HOW IT WORKS There are 7 different types of agents: intels, stupids, h1, h2, b1, b2, thieves. h = helpless b = bandits Agents with 1 are more intelligent, agents with 2 are more stupid. Sliders permit to set the initial population and the damage of each breed. Every tick the agents attack. Stupid attack with 0.5 probability. The attack rules reflect the Cipolla's paper. Every breed has his own life. When life goes to 0 the agent dies. Every agents next to (neighbors of) a stupid will die. ## HOW TO USE IT Choose initial values from the slider then click SETUP. GO ONCE advance 1 tick. GO will loop the simulation until only one agents (or only stupids) is alive. The graph plot the current number of agents per breed alive. The reports (in the upper side) show the current population alive and the wealth of the society. ## EXTENDING THE MODEL Every extension has to be carried out reflecting the Cipolla's paper. * Cipolla says that people don't belong always to the same category, but on average their behaviour do. How this can be implemented? An agent can change his breed depending on his position in the world. * How can simulation varies if an agent next to a stupid isn't killed but only damaged? ## CREDITS AND REFERENCES Carlo M. Cipolla http://advanced.jhu.edu/wp-content/uploads/2013/07/The-Basic-Laws-of-Human-Stupidity.pdf @#$#@#$#@ default true 0 Polygon -7500403 true true 150 5 40 250 150 205 260 250 airplane true 0 Polygon -7500403 true true 150 0 135 15 120 60 120 105 15 165 15 195 120 180 135 240 105 270 120 285 150 270 180 285 210 270 165 240 180 180 285 195 285 165 180 105 180 60 165 15 arrow true 0 Polygon -7500403 true true 150 0 0 150 105 150 105 293 195 293 195 150 300 150 box false 0 Polygon -7500403 true true 150 285 285 225 285 75 150 135 Polygon -7500403 true true 150 135 15 75 150 15 285 75 Polygon -7500403 true true 15 75 15 225 150 285 150 135 Line -16777216 false 150 285 150 135 Line -16777216 false 150 135 15 75 Line -16777216 false 150 135 285 75 bug true 0 Circle -7500403 true true 96 182 108 Circle -7500403 true true 110 127 80 Circle -7500403 true true 110 75 80 Line -7500403 true 150 100 80 30 Line -7500403 true 150 100 220 30 butterfly true 0 Polygon -7500403 true true 150 165 209 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