Collective or group intelligence is manifested in the fact that a team of cooperating agents can solve problems more efficiently than when those agents work in isolation. Although cooperation is, in general, a successful problem solving strategy, it is not clear whether it merely speeds up the time to find the solution, or whether it alters qualitatively the statistical signature of the search for the solution. Here we review and offer insights on two agent-based models of distributed cooperative problem-solving systems, whose task is to solve a cryptarithmetic puzzle. The first model is the imitative learning search in which the agents exchange information on the quality of their partial solutions to the puzzle and imitate the most successful agent in the group. This scenario predicts a very poor performance in the case imitation is too frequent or the group is too large, a phenomenon akin to Groupthink of social psychology. The second model is the blackboard organization in which agents read and post hints on a public blackboard. This brainstorming scenario performs the best when there is a stringent limit to the amount of information that is exhibited on the board. Both cooperative scenarios produce a substantial speed up of the time to solve the puzzle as compared with the situation where the agents work in isolation. The statistical signature of the search, however, is the same as that of the independent search.
Conway's cellular automaton Game of LIFE has been conjectured to be a critical (or quasicritical) dynamical system. This criticality is generally seen as a continuous order-disorder transition in cellular automata (CA) rule space. LIFE's mean-field return map predicts an absorbing vacuum phase (ρ = 0) and an active phase density, with ρ = 0.37, which contrasts with LIFE's absorbing states in a square lattice, which have a stationary density ρ 2D ≈ 0.03. Here, we study and classify mean-field maps for 6144 outer-totalistic CA and compare them with the corresponding behavior found in the square lattice. We show that the single-site mean-field approach gives qualitative (and even quantitative) predictions for most of them. The transition region in rule space seems to correspond to a nonequilibrium discontinuous absorbing phase transition instead of a continuous order-disorder one. We claim that LIFE is a quasicritical nucleation process where vacuum phase domains invade the alive phase. Therefore, LIFE is not at the "border of chaos," but thrives on the "border of extinction."
Groupthink occurs when everyone in a group starts thinking alike, as when people put unlimited faith in a leader. Avoiding this phenomenon is a ubiquitous challenge to problem-solving enterprises and typical countermeasures involve the mobility of group members. Here we use an agent-based model of imitative learning to study the influence of the mobility of the agents on the time they require to find the global maxima of NK-fitness landscapes. The agents cooperate by exchanging information on their fitness and use this information to copy the fittest agent in their influence neighborhoods, which are determined by face-to-face interaction networks. The influence neighborhoods are variable since the agents perform random walks in a two-dimensional space. We find that mobility is slightly harmful for solving easy problems, i.e. problems that do not exhibit suboptimal solutions or local maxima. For difficult problems, however, mobility can prevent the imitative search being trapped in suboptimal solutions and guarantees a better performance than the independent search for any system size.
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