# Idea A model of how cultures arise and why boundaries exist between cultures. Assume the following: - features cultures vary along: ${1, 2, ..., N}$ - e.g., side of road we drive on, take off or not, where to store eggs/ketchup - traits: $a_i$ in ${1, 2, 3, 4, 5, 6, 7}$ - which action we take on a given feature - store ketchup in cupboard - person is represented by a vector of traits for all features: $[a_1, a_2,... a_{N-1}, a_n]$ Put people in social space. ![[Pasted image 20210609223759.png]] Then, do the following ([[culture arises through multiple consistent and coordination games]]): - assign vector element values to each person - pick a person - for that person, pick a neighbor - probabilistically determine whether to interact with neighbor based on similarity - if similar enough, interact with neighbor and match neighbor's traits Assume this model: - 5 features - 10 values - 4 neighbors (up, down, left, right) Before interacting - leader: 53211 - follower: 51331 - probability of interaction: 2/5 - after meeting: follower changes one of the five coordination "games" to match leader - match on second game: 53331 Results ([[agent-based modeling]]) - Thick boundaries arise to prevent people in different cultures to interact across boundaries. - [[Axelrod's culture model shows how people near each other will either be exactly the same of differ by a lot]] ![[Pasted image 20210609224540.png]] # References - https://www.coursera.org/learn/model-thinking/lecture/SRx2n/emergence-of-culture - [[20210609_223007 thick boundaries in social media virtual networks or cultures - how they lead to echo chambers]]