Title: Participatory simulations for developing scenarios in environmental resource management
1Participatory simulations for developing
scenarios in environmental resource management
The FIRMA Project is supported by European
Union's Framework 5 Programme for Research and
Development, and by the European Commission as
part of its Key Action on Sustainable Management
and Quality of Water programme (contract
EVK1-CT1999-00016)
- Nigel Gilbert, Sarah Maltby
- Tasia Asakawa
- University of Surrey
2Policy and applied research
- Inform
- Inspire
- Influence
- Develop
- Encourage
Decision-makers (policymakers)
Communities
3Academic social science context
- Scepticism about the possibility of prediction
- Theoretical abstraction important but application
difficult - Increased demands for relevance and application
4A new(ish) approach
- Since the 1960s
- Interactive social science
- Participatory methods
- Action research
- In all these
- Stakeholders learn from their peers as well as
from social scientists - Academics are also stakeholders
- Praxis
- Tacit as well as formalised knowledge about
action and its consequences
5Interactive or participatory social science
- Users and beneficiaries in collaboration with
academics - Participatory methods have been advocated as a
way of - Empowering the disadvantaged
- Involving the powerful
- Reducing the distance between academic and lay
discourse
6Advantages
- Brings different perspectives
- Brings different kinds of knowledge
- Lay knowledge
- Expert knowledge
- Academic knowledge
- Identifies crucial problems
- Stakeholders have some ownership of results
7Problems
- Representation of distributed stakeholders
- E.g. the public
- Dealing with conflict between stakeholders
- Confidentiality and privacy
- Maintaining the motivation of participants
8Agent-based social simulation
- Stakeholders are represented in the model as
agents - The agents have the goals, beliefs, and
capabilities of the real stakeholders (or some
simplified version of these) - Then let the model run to see what happens
- In order to develop scenarios, spot recurrent
patterns of action, identify unanticipated
consequences
9But
- At best, stakeholders can have a Gods eye view
of the model, observing its outputs, while what
they want is to understand the setting from their
own perspective - Hence stakeholders either have to do some
translation or (perhaps more likely) they just
ignore the model because the translation is too
difficult. - The model doesnt give them much help with an
intuitive understanding of the dynamics
10Putting the user in the model
- An alternative is to replace some or even all of
the agents by real stakeholders (or their
representatives) - The model becomes a multi-user strategy
simulation - Analogous to single person vs. multi-player
computer games
11Advantages
- More engaging for the users
- More realistic
- Instead of looking down on the model, the
player participates in a virtual setting - Users can treat the simulation like a flight
simulator - Practice in circumstances that would be dangerous
if carried out in real life - Scenarios can be established in the simulation as
starting points and then users see what happens
from there
12More advantages
- Conflict between stakeholders can be observed
and/or modelled - Can provide data for researchers on what people
would do - Elicits tacit knowledge
- Not just what they say they would do
- And on how they react to others actions that are
in response to their actions (etc.)
13Distributed multi-user models
- Participants can be anywhere, provided that they
have internet access - E.g. in their office
- No duration restrictions
- Can be involved while doing their ordinary work
- But
- Less motivation without face-to-face interaction
- Technical difficulties less easy to solve
- Requires internet access
14Implementation options
- Client-side
- Needs to run on many differently configured PCs
- Java, Javascript
- Inter-player communication hard to implement and
control - OR
- Server side
- All software runs on a central server
- Server generates HTML pages dynamically
- Client only needs a standard web browser
- Inter-player communication is simple to implement
15Server side implementation
- Apache web server
- Standard web server
- PHP
- Scripting language
- All normal programming constructs
- Basic object orientated features
- Good interfaces to other software and libraries
- Relational database
- PostgreSQL
- MySQL
- TCP/IP or other inter-process communication to
other models - All this is open source, free and available under
the GNU licence
16The server
Program
Apache Web Server
PHP module
Page request
HTML
Data Read/write
Web page
PostgreSQL database
17Sample PHP
PHP programming language similar to C
lt?php function show_scale(val) / display a
bar to show value of val / valround(val)
if (val gt 10) val 10 if (val lt 0 ) val
0 colour (val gt 5 ? 'grn'
'red') echo "lttdgtltimg SRC\"images/bar-colour-
val.jpg\" ALT\"Valueval\" width104
height14gtlt/tdgt\n" ?gt
Embedded HTML
18Interface between PHP and the database
n_msgs 3 / get the last 3 public
messages / query new query("SELECT id,
sender, recipient, to_char(timesent,
'HH24MI on DD Mon') as senttime,
timeread, msg
FROM msgs WHERE
(recipient 'All')
ORDER BY timesent DESC LIMIT n_msgs")
display_msgs(query)
SQL statement sent to database
19The context
- Drought in summer 1976 led to shock to Zurichs
water supply system - Capacity increased to guarantee a secure supply
- But over-supply leads to risk of stagnant water
- Water demand has since fallen as a result of
water saving technology and changing business
behaviour - Water utility regarded as inefficient due to high
fixed costs - Demand management through pricing would allow
parts of the system to be closed - But tariffs ultimately controlled by public
through referenda
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23Playing the game design choices
- Roles
- Stakeholder representatives play their own roles
- They bring their own knowledge to game
- Stakeholders play other roles
- Not tied to prior positions and strategies
- Time
- Real-time
- Too slow!
- Game time
- Player events drive time forwards
- Simulated Clock time
24Computational agents
- The model can include computational agents as
well as real players (people) - When real players are absent (on holiday, away
from the office,) - When real players have not or cannot be recruited
- Test of modelling adequacy Can they be
distinguished by their actions from real players? - If all players are agents, game reverts to being
a conventional multi-agent simulation
25Evaluating the model
- Robustness
- Yields policy advice that applies in a range of
scenarios - Transparency
- Model is understandable to stakeholders
- Evaluating the process
- Is it used?
- Is effect lasting?
- Has learning occurred?
26Summary
- Computational models can be used for discovery or
for policy - And possibly for both at the same time
- If they are to be used for policy, their use must
be carefully designed with an understanding of
the policy context - That context consists of people with many
different pressures, goals, experiences and
interests - And often situations of deep-rooted conflict and
power differences
27Participatory methods and simulation
- Multi-agent simulations can profitably be used as
a component of participatory methods, with some
agents being computational and others human - The design of the simulation will help to recover
and formalise the knowledge of the participants - The use of the simulation will help to educate
the participants about options and consequences
of action - The method recognises (as many participatory
methods do not) the inherent conflict in many
settings
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