# 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]]