SCR 4650
TASSCS
A computer simulation model
for simulating organizational behavior
Harko Verhagen
masters thesis
first supervisor: Michael Masuch
second supervisor: Bert Schijf
Department of Sociology
University of Amsterdam
Foreword
This thesis would not have seen the light, if it not were for several people
whom I wish to thank here. First of all, all the people who tried to educate me
and also my family for being there and backing me. Next I wish to thank my
wife Cindy for her belief in me and her patience with me. Several insightful
conversations with CCSOM members Maarten Marx, Zhisheng Huang, László
Pólos and Johan Henselmans helped me in my darker moments and kept me
from stumbling more than necessary. My stay in Pittsburgh was very
important for this thesis and I wish to thank Paul Fishbeck for his offer to
share his house. At Carnegie Mellon University, I was helped with my
problematic struggles with Soar and Lisp by Thomas McGinnis and Brian
Milnes. Apart from his help with these problems David Park also proved to be
a useful critic for my ideas. The intellectual help with both the work on the
model and on this thesis from Michael Masuch and Kathleen Carley, the
co-authors of the models on which my model is based, was indispensable for my
thesis. Special thanks for Dot Marsh, without whom my American adventure
would not have occurred.
Table of contents
Foreword
o J • • e o e c • • • • • o • • • • • • • • • • • • • • • • • e o o e o . o o • • • • • • • l.
Table of contents ...
11Introd uction ... " .... "' . . . 1
Chapter 1 The human problem solving paradigm. 3
1.1. The model of information processing systems . . . 3
1.2. The problem solving behavior of an information
processing system . . . 6
1.3. Human problem solving ... 7
1.4. Human problem solving in organizations . . . 8
Chapter 2 The AI-Revolution: Double AISS ... 11
2.1. The model of an actor in Double-AISS ... 11
2.2. The search space of an actor in Double-AISS . . . 12
2.3. The behavior of Double-AISS . . . 14
2.4. Critique on Double-AISS . . . 15
2.5. Conclusions on Double-AISS ... 16
Chapter 3 Using Soar: Plural Soar ... 18
3.1. The model of an actor in Plural Saar . . . 18
3.2. The search space of an actor in Plural Saar ... 19
3.3. The behavior of Plural Soar . . . 19
3.4. Critique on Plural Saar . . . 20
3.5. Conclusions on Plural Saar . . . 22
Chapter 4
'J~:/~X§~n~S ~~ -~~-~~~~ -~I-~~ -~~~ -~~~r~~
4.1. The model of an actor in TASCCS . . . 23
4.2. The search space of an actor in TASCCS ... 25
4.3. The behavior of TASCCS ... 32
Chapter 5 Results of TASCCS ... 33
Chapter 6 Conclusions ... 35
Appendix 1
What is Soar? ... 37
Appendix 2
The results of the sirnulations .... 38
2.1. Simulation results using the T ASCCS
with
organizational structure and communication ... 38
2.2. Simulation
results
us1ng
T ASCCS
without
organizational structure and communication ... 38
2.3. Simulation results
using
Plural Soar
with
communication . . . 38
2.4. Simulation results using Plural Soar without
communication . . . 39
Appendix 3
Appendix 4
The code of T ASCCS ... 40
The bugs repaired in PI ural Saar 113
Introduction
Organization theory has always used models to represent real world situations
and to predict what will happen when parameters change. This is less
problematic than experimenting in the real world. At first, these models
where mathematical. However, these mathematica! models became more and
more complex, causing great difficulties solving the complex equations. Once
the computer became available as a tool for organization theorists, it was used
to overcome these problems of tractability.
Italso overcame another problem,
which was not realized very often. Human intellectual capacity is limited (the
famous 'seven plus or minus two' concepts a person can at most focus on at
the same time (Miller 1956)). Since computers are less limited, they can be
used to examine more parameters at the same time, thereby making more
complex models possible.
Most initial models however still where on a very abstract level, mostly
ignoring almost entirely the human side of the organization, namely the
complex interaction of individuals which in the end make the organization
behave the way it does. The writing of computer code also proved to be hard
work and with only minor changes to the models, the gain was small.
Research on the nature and epistemology of model building made some
progress possible, but not enough to keep the interest high enough to pursue
this line of research.
A revolution changed all this, the revolution set on by Artificial
Intelligence (AI). AI showed three possible ways to improve the modelling of
organizations: first, AI showed that the modelling of human decision making
as numerical equations makes it impossible to study most of the nontrivial
aspects of the decision making process. The noncontinuity of the solution
space of real world problems defies the simplicity of numerical data structures
and equation solving algorithms. More likely, real world problems require
symbolic data structures and discontinuous solution spaces
1with alternatives
constituted by application of rules (Newell and Simon 1972). A second feature
propagated by AI is the use of object driven rather than procedure driven
programming techniques. The discontinuous search spaces ask for flexible
programming techniques, able to cope with ill-defined problems. Thirdly, AI
provides better view on the epistemological conditions of modelling.
Computer models can be seen as a special kind of theory, to which the same
criteria of validation can be applied as to other empirical theories. The
advantage over other theories, posed in natural language, is the reliability.
Complex deduction system can be applied, using more than seven plus or
minus two concepts.
Double-AISS (Masuch and LaPotin 1989) was the first completed effort to
build an AI-based model of organizational decision making.
Itwas intended as
a follow-up study of the garbage can model of organizational decision making
(Cohen, March and Olsen 1972). This theory was also implemented as a
computer model but based on a numeric model. In the Double-AISS model,
the influence of various parameters on both individual end organizational
level on the problem solving behavior of the individual actors and the
organization as a whole was studied. In 1990, yet another computer model was
developed at Carnegie Mellon University, called Plural Soar (Carley et al.
1991). This model tries to examine the influence of communication and
learning capabilities on the problem solving behavior of independent actors
working on a simple task. The model proposed in this thesis tries to
incorporate some of the features of Double AISS in the Plural SOAR model of
CMU. Added was a model of communication in organizations, replacing the
role taking idea in Double AISS. Some simulations were carried out and the
results were compared to the initial Plural Soar model's outcomes as well as
theoretica! predictions.
Chapter 1 The human problem solving paradigm
The theory of human problem solving, as developed by Newell and Simon in
"Human Problem Solving" (Newell and Simon 1972) is both the underlying
paradigm of Double-AISS and of Soar. Moreover, its information processing
theory, the use of production rules (Post 1943), constitutes one of the central
paradigms of AI (Rich 1983). Connecting cognitive psychology with computer
science, the theory describes problem solving behavior of information
processing systems (IPS) in generali the human brain is one instance of such
systems.
1.1.
The model of information processing systems
According to Newell and Simon, information processing is the creation of
new
information
by applying
operators
to information already known
concerning the task at hand. Operators are rules that specify what new
information can be deduced from information already known. They can be
seen as if-then rules, i.e. if certain information is given, then applying the
operators to this information yields new information.
state 1
Figure 1:
addition to state 1, generating state x+ 1, 1 addition to state 1, gene rating state x+ 1,2
operators produce new information based on information
alread y known.
The information already known makes up the state in which the information
processing system is. Information consists of
symbol structures,
referring to
objects in the task environment.
objects
task environment state 1
0
L.Mill1----z~...-o
L....Mm=;-,..rc-~--1-11~0
L...localF---::::;l;wil~o
symbol structures
Figure 2:
the relation between task environment and symbolic
structures making up the state.
Symbol structures consist of symbols and relations between them. All possible
states together are called the
problem space.
The problem space is defined
implicitly by the
initial state,
the
goal state
and the set of operators.
_s_ta_te_x+_1_,
1--~
lnitial state State x+ 1,2y
1
Goal state 02 State x+1,3 State x+ 1, iPS Environment Receptors Processor Effectors
~o
Figure 4:
the model of an IPS
The first type of memory contains the information about the current state.
This so-called
short-term memory
(STM) has a very limited capacity. For
instance, the human brain has a span of seven plus or minus two symbols
(Miller 1956). STM is accessed directly.
The
long-term memory
(LTM), whose size is virtually unlimited, contains
the operators which can be applied to transform the current state to a new
state. The IPS processes do not have direct access to the long-term memory,
here retrieval is necessary. This retrieval is associative.
Reception memory
is the third type of memory.
It
is a very short term
storage for information coming from the environment, such as sound, vision,
etc. For human problem solving behavior, this type of memory is not
important.
The fourth type of me1:1-ory is the
external memory.
This can take any
kind of form, e.g. a chessboard, a piece of paper, etc. The use of an external
memory can be seen as an enhancement of the short-term memory (e.g. when
using a piece of paper to multiply numbers as compared to multiplying them
without being able to write down the temporary results) or as a visual help
(such as a chessboard). The capacity of the external memory is virtually
infinite, just as the long-term memory (Newell and Simon 1972). The access
speed of both types of memory is also of the same order of magnitude, but the
access function for external memory can take any form, whereas long-term
memory is associatively accessed.
1.2.
The problem solving behavior of an information processing
system
A problem is a situation in which a goal is known
1but it is not known how to
achieve it. Using the operators found in the LTM, an IPS can try to create a
path from the initial state to the goal state. However, most of the time more
than one operator is applicable. Allowing the application of more than one
operator at the same time would make the IPS work in parallel mode rather
than in sequential mode. As humans work in sequentia! mode, Newell and
Simon's theory focusses upon this mode. Working sequentially means that
only one operator can be applied at a given point in time to a state. Therefore,
only one new state can be created at that specific point. So, the IPS has to
decide which operator to apply. This is done by the ordering of preferences.
Some operators are preferred to others, because they yield higher results for
the problem solver.
If
this does not solve the decision problem, search can be
conducted. Search can be conducted basically in two modes. In the first mode,
all possible operators are applied sequentially and their results are evaluated.
If
the goal state is not reached, all possible operators are tried for all possible
new states. When the goal state is not reached, again all possible new states are
developed, etc .. This search technique is called breadth-first search. The other
search mode is called depth-first search. Here
1one of the possible new states is
chosen as the new state and this procedure is repeated until no more operators
can be applied or the goal state has been reached. When there are no more
Figure 5:
breadth-first search and depth-first search. Every circle
represents a state, and every line represents an operator. The
numbers show the sequence in which all states are visited.
The left-hand diagram is searched in breadth-first mode, the
right-hand one in depth-first mode.
1.3.
Human problem solving
If
the human brain is indeed an instance of an IPS, Newell and Simon's
paradigm of Information Processing does apply to human brains. According to
Simon, human beings are characterized by limitations on their rationality
(Simon 1955). Simon's theory challenges to the model of economie or
omniscient man. Economie man is supposed to know all the possible
outcomes of all available alternatives, has a complete preference ordering and
can therefore choose the most profitable alternative. Simon's
bou nded
rationality
model outlines the limits of man's rationality. These limits
include:
- a preference ordering which is not complete, e.g. partial
- limits on the ability to predict all consequences of all alternatives
- a satisficing rather than an optimizing search for alternatives
- adaptation of the aspiration level
These limitations interact, but they all stem from one central idea: man's
cognitive capacities are limited. Since this is so, he cannot predict all possible
consequences. Because not all consequences can be foreseen, he cannot
maximize his outcomes but has to settle for a satisficing alternative. Once an
alternative is found that meets his
aspiration level,
search comes to a halt.
Past experience guides the adaptation of the aspiration level.
If
the aspiration
level can easily be met, aspiration increases; conversely, if it is too difficult to
meet the aspiration level, aspiration decreases. The period of time over which
experience is taken into account is called the
adaption period.
1.4.
Human problem solving in organizations
When making decisions in an organization, humans have other
considerations as opposed to when they are on their own (Baron 1983). As in
all groups, the members of the organization interact.
Interaction
consists of
cooperation
and
communication.
Cooperation is the use of other members of
the organization during the problem solving process. Communication is the
transfer of information.
Cooperation can take two forms,
(1)problems can either be moved to
other actors or (2) problems can be attracted from other actors. Members of the
organization may be called to help in solving the problem (the moving of a
problem), or one can offer one's help to other members of the organization
(the attraction of a problem). This is known as task allocation i.e., who should
do which task? In order to make use of cooperation, transfer of information
about the task to be performed by someone else is necessary. Communication
between the members of the organization makes transfer of work possible, so,
coordination and communication go hand in hand.
In organizations, every member is in a power relationship with every
other member of the organization. This relationship may influence the
communication between members. The power relationship of the set of all
request
and
command
respectively.
The question is: when do actors try to cooperate and when do they try to
solve the problem individually, by themselves? A subfield of AI called
Distributed Artificial Intelligence (or DAI for short) is concerned with
cooperation of AI systems in solving a problem together. Task allocation is
one of the subfields of DAL Several mechanisms for task allocation are
proposed by researchers. Same authors try to use a bidding scenario to decide
who solves a certain subproblem (Smith 1980), other authors use
organizational roles as a guidance to decide which actor has to solve a certain
subproblem (Cammarata et al. 1983) and still others try to concentrate upon
skills to find out who should solve a certain subproblem (Smith and David
1981). Fox (Fox 1981) states that these different solutions for the problem of
task allocation are related to the size of the organization. A small group can
coordinate among themselves and use skills as a task allocation guide. Larger
organizations do not have enough time for the communication this costs and
instead use organizational roles to solve the task allocation problem. As the
organizations size increases, different organization structures are being used.
Still larger organizations can use a contracting or bidding scheme,
subproblems are given to the best contractor. One useful sociological theory in
this area is symbolic interactionism, the theory established by the Chicago
School and more specifically by George Herbert Mead (Mead 1934).
Itstates that
people make decisions about what do in a social context based on the image
they have of the possible decisions of the other people in that context, given
that they choose a specific decision. This model of other people's behavior is
internalized by using a so-called 'generalized other'. Models of different
roles
are learned by playing different roles in, for instance, childplay. The
role-models are translated to a model of the general behavior of whoever occupies
that specific role. Expectations of role behavior are shared by members of a
group. An actor can act upon his image of the other actor's image of himself.
So we could postulate that people try to cooperate when they think that other
people think they would cooperate and vice versa. The model an actor has of
the other actors serves to determine with whom to cooperate.
Cooperation is not always helpful when solving problems. A distinction
can be made between well-structured problems and poorl y structured
problems (also called programmed versus non-programmed decisions by
Simon (Simon 1977)). Well-structured problems are routine and common to
the decision maker, solutions are specified in advance by organizational
policies and procedures. They are typically problems solved by lower-level
personnel and in organizations whose market and technology are relatively
stable. Poorly structured problems on the other hand, are unique and novel,
its solutions are creatively determined after the definition of the problem.
They are typically solved by higher-level personnel and are common for
organizations with poorly structured situations. Solving well-structured
problems without specialization of labor does not improve the problem
solving process, on the contrary, since group mernbers become dependant
upon each other, the time needed to solve the problem will increase.
Chapter 2 The AI-Revolution: Double AISS
Double-AISS (Masuch and Lapotin 1989) is a model of the
garbage can theory
(Cohen, March and Olsen 1972). The garbage can theory is a metaphor used to
characterize organized anarchies. Organized anarchies differ from 'normal'
organizations (i.e. organizations as they are viewed in most organization
theories: highly structured, with clear technology and clear preferences), in
the following ways: there are no clear preferences, the technology is unclear
and participation is fluid. In the garbage can model, a decision is an outcome
or interpretation of several relatively independent streams within an
organization. These streams are: problems, solutions, participants and choice
opportunities. Problems, solutions and participants move between choice
opportunities in such a way that the nature of the choice, the time it takes to
make that choice and the problems it solves are all dependant on a relatively
complex intermeshing of several elements, such as the mix of choices
available at that time, the mix of problems that have access to the
organization, the mix of solutions looking for problems, and the outside
demand on the decision maker.
Double-AISS tries to overcome the drawbacks of other models (Padgett
1980; Anderson and Fischer 1986; Carley 1986) of the garbage can theory by
using AI-techniques rather than numerical equations in order to make it
more realistic in the sense that non-continuous problem spaces could be used.
The core of the model is formed by the
actors.
They make the decisions in the
model. They are embedded in an organizational
structure,
which maps the
communication possibilities onto the actors. The content of the
communication is an
issue.
What actors can do with issues is defined by their
skills
and
actions.
The acronym Double-AISS is derived from these five
building blocks.
2.1.
The model of an actor in Double-AISS
In Double-AISS, the actors do not know all alternatives in advance, do not
anticipate all consequences of their actions, do not try to optimize but rather to
satisfice (that is, try to meet some aspiration level, which is dependent on
prior experience), do not have full y ordered preferences and their
commitment to each other or the organization may be limited. In short, their
rationality is bounded.
The structure of the organization in Double-AISS is implemented as a
communication network, it defines which actor can reach which other
actor(s). The content of the communication is an issue. Issues are
multidimensional sets of interrelated subtasks. In Double-AISS, the categorical
task is the production of a memo. This consists of six subtasks: writing,
drafting, typing, editing, approving and copying. Every subtask is a dimension
of the memo -task. Issues belong to one actor.
Skills are the qualifications of an actor. They can be applied to problems, so
if
an actor can draft a memo and has an issue which contains the need for
drafting, then his skill can be applied to that issue, thereby reducing the
number of dimensions of the issue. An actor can choose between several
strategies to solve the memo-task. The possible actions are: reducing an issue,
moving an issue to another actor, attracting an issue from another actor,
combining two issues to one new issue (which has less dimensions than the
two old issues has together), splitting one issue into two new issues (who
have more dimensions together than the old one had) or do nothing.
2.2.
The search space of an actor in Double-AISS
The organization consists of ten actors. These individual decision makers
search through their own problem space depending on seven factors:
1
the search strategy
2
cognitive capacity
foresee the future by conceiving trees of alternatives. In this process,
the actor may think about what another actor would do, given that
the alternative under consideration is chosen. In breadth-first
search, an actor tries all possible alternatives in turn. Both search
modes search until either a satisficing alternative is reached, or
until the cognitive capacity of an actor is exhausted. The choice fora
search alternative is made according to a preference for one of the
search modes.
If
the preferred search strategy gives no result, the
other strategy is given a try.
If
no satisficing alternative is found,
then the last found tolerable alternative is chosen.
If
there also is no
tolerable alternative, then the action "do nothing" is chosen.
2.
the cognitive capacity of an actor is the number of search steps an
actor can make per decision cycle.
3.
The aspiration level of an actor is the number of tasks an actor
wants to reduce in one decision cycle. An actor also has a tolerance
level.
If
the aspiration level is not met when the time has come to
make a decision, but tolerance level is met, the corresponding
action is chosen.
4.
The preferences an actor has concern various parts of the decision
process. There are preferences for subtasks, skills, actions, other
actors, search strategy and decision outcome (whether or not to
reduce one's own workload at the expense of other actors'
workload). They are implemented as a "strength", which is the
probability with which an alternative is chosen (by tossing a
multiple loaded die).
5.
The workload of the organizations is the number of issues that
come into the organization at one decision cycle multiplied with
the number of tasks per issue. The workload of an actor is his part of
the total workload of the organization, the total number of issues
present in the organization multiplied with the number of tasks the
issues consist of.
6.
The commitment of an actor to the organization can be one of the
following two alternatives: the actor is concerned with only his own
workload or he is concerned with the workload of the organization
as a whole (also called individualistic versus cooperative actors
(Baron 1983)). The commitment of an actor determines the ordering
of the strategie alternatives. E.g., an egoistic actor (concerned only
with his own workload) thinks of the moving of an issue to
another actor as a solution, since his own workload decreases.
Attracting an issue from another actor is a non-solution according
to an egoistic actor, since his own workload increases. Altruistic
actors think of moving as a non-solution since the overall
workload is not reduced, the same goes for attracting.
7.
2.3.
The structure of the organization determines the communication
possibilities of an actor.
The behavior of Double-AISS
The behavior of the organization in Double-AISS is the interactive effect of
the decisions made by the individual actors. The order in which rules and data
are accessed is individualized and dependent on the factors described in
section 2.2.
In the simulation, various parameters were varied in order to study their
effect upon several measures. The variation was done in a blocking design
with two variables per block. The independent variables were: cognitive
capacity, workload, structure, aspiration level, adaptation period, the strength
of various preferences and the maximum depth of the search. The dependent
2.4.
Critique on Double-AISS
Some critical points can be raised with respect to Double-AISS. These include:
1.
the implementation of subtasks and skills in Double-AISS
2. the reduce-calculus in Double-AISS
3. the communication structure in Double AISS
4. the thinking-ahead in Double-AISS
5. the authority relations in Double-AISS
1.
The subtasks in Double-AISS are implemented as characters, which
are abbreviations of the task itself. E.g. 'a' stands for 'approve'. The
skills use the same notation. This is not very insightful. When one
uses AI-techniques in order to prevent the sloppiness of numerical
equations, one should avoid the situation that it becomes obscure
what character stands for what subtask or skill, this should be done
more appropriate. Also, subtasks are not related to a subject, i.e. one
cannot know
if
'a' stands for 'approve memo X' or 'approve memo
Y'. Therefor, it is not possible to keep an eye on the order in which
subtasks are carried out for a specific memo, but only in an abstract
sense, which is not always necessary. Approving memo X and
typing memo Y do not have to be carried out in a specific order, but
approving and typing memo X do.
2.
The "reduce" calculus used in Double-AISS is very peculiar indeed.
The garbage can theory states that whether something is a problem
or a solution is dependent upon the point of view taken. This is
implemented in Double-AISS as the use of a minus-sign in front of
a subtask to indicate that it is a solution and a subtask without the
minus-sign indicates a problem. Both skills and issues consist of a
mixture of solutions and problems, but it is difficult
(if
not
impossible) to grasp what it means to have the skill 'a' (which
stands for a memo that needs approving). The reduce-calculus
consists of the meeting of a problem and a solution for the same
task, so '-a' as a skill and 'a' in an issue can reduce each other, but
the same goes of course for 'a' as a skill and '-a' in an issue.
problems and solutions) could for example be conceptualized as the
influence of the preferences. The preference to 'approve',
ifstrong
enough, puts strain on the decision making process, leaving other
tasks 'on hold'. In this way, skills could consist of solutions and
issues of problems, but the preference for a skill or action can create
problems at the decision making level.
3.
The communication in Double-AISS is no communication in the
ordinary sense. Normally, comrnunication consists of the flow of
information. In Double-AISS, the communication consists of the
flow of issues.
4.
The thinking-ahead in Double-AISS is one-sided. The actor who is
trying to find an alternative does all the thinking, including the
thinking-ahead, alone. This includes the thinking-ahead which
involves thinking what another actor would do if the alternative
being studied is indeed chosen. This seerns consistent with Mead's
role-playing theory, but
it
is not. In Double-AISS, the thinking like
another actor is implernented as being that other actor temporarily.
There is no model of the other actor used, so there is no distortion
of the view of the other actor possible. This is hard to rnaintain
if
we look at the real world, where perfect models do not exist.
5.
The authority relations in Double-AISS are promised by the
authors, but are not implemented. Instead, if an actor can reach
another actor, he can choose to move or attract whether the other
actor likes it or not. The only constraint is the availability of an
issue to move or attract.
Itseems to me that this means that
if
one
2.5.
Conclusions on Double-AISS
The drawbacks of Double-AISS are: the unclear notation used to represent
subtasks and skills, the "reduce" calculus used to implement the viewpoint
dependency of the garbage can theory as to whether something is a problem or
a solution, the lack of flow of information, the one-sidedness of both the
thinking-ahead procedure and the flow of subtasks. The pros of the
Double-AISS model include: the use of bounded rationality, the use of authority
relations, the coupling of skills and subtasks, the use of different problem
solving strategies (i.e. moving, attracting or reducing issues) and the use of
different commitment modes.
Chapter 3 Using Soar: Plural Soar
Soar (Laird, Newell and Rosenbloom 1987) is an implementation of the
human problem solving paradigm.
Itis a system capable of general intelligent
behavior and can perform the full range of cognitive tasks, employ the full
range of problem solving methods and learn about all aspects of the tasks and
its performance on them. Plural-Soar (Carley et al. 1991) is a model of a small
organization implemented in Soar. Here also, the core of the model is formed
by the actors (or agents as they are called by the authors). The organization
structure is flat, there are no hierarchical levels. Communication does exist,
consisting of the moving of a subtask to other actors. Every actor can perform
the whole task, i.e. all actors have the same skills. There are no strategy
alternatives for the actors. The name Plural-Soar is derived from the
contraction of plural agents and Soar.
3.1.
The model of an actor in Plural Soar
In Plural Soar, there are no strategy alternatives among which the actor has to
choose. The organization structure is flat, all actors are on the same
hierarchical level. Not all actors can communicate. Those who can, can pose
questions to all other actors. Only those who can listen, hear the question. The
original actor tries to find the answer himself at the same time as the others
try to answer his question, so one could say this particular problem is solved
in parallel mode by the organization. Once the answer is found, it is
communicated to the original actor.
4
move item to right stack
5
move item to conveyer belt
6
ask order
7
ask question
8
answer question
9
wait
The choice for one of these actions is dependent upon the state in which the
actor is. E.g., in order to move an item on the conveyer belt, the actor must be
immediately in front of a stack, the top item of the stack must be the item
which is ordered. After this action, the order is taken to be filled.
If
there can
be more than one action applied, preferences govern the choice in this
impasse.
The physical properties of the warehouse sometimes cause actors to wait
for their turn. Only one actor can look at a particular stack at the same time, so
if more than one actor is in front of a stack, the actors not immediately in
front of it have to wait for their turn.
3.2.
The search space of an actor in Plural Soar
The organization consists of (at most) five actors. Every actor is implemented
as a separate Soar program and is autonomous in his choice of action. Every
actor has an idea of the warehouse, he knows the number of stacks, their
location and the location of the conveyer belt. The search through the
problem space is only influenced by the behavior of other actors when they
have to wait or when there is a question answered or a question to be
answered. When an actor has filled his order, he goes to the order stack to get
a new one. Every item is unique, it is only once ordered and is only once
available in the warehouse. The warehouse itself contains ten item stacks each
containing 3 items and one order stack, as well as a conveyer belt in front of all
the stacks and a walkway between the conveyer belt and the stacks to move
through the warehouse.
3.3.
The behavior of Plural Soar
The simulation model (Carley et al. 1991) studied the influence of two
cognitive capabilities. The ability to memorize a stack, thereby extending the
model the actor has of the warehouse, and the ability to communicate. The
influence of the number of actors was also studied.
More actors did not always mean quicker results for the organization.
However, more actors does mean less working time per actor.
Communication also lowered the working time per actor, provided that there
were enough actors who could communicate. Waiting time increased when
the number of actors was increased, and this effect was reduced a bit by adding
communication and memory skills. Because communication was preferred
over search, communicating actors waited more than non-communicating
actors. A side-effect was noted, once an actor with communication skills took
an order, he first asked his question before moving away from the front of the
order stack, thereby obstructing the view on the order stack for the other
actors. Too much actors also reduced the number of answers given, because
the waiting time increased.
3.4.
Critique on Plural Soar
There is also some critique possible on Plural Soar, albeit of a somewhat
different kind than the critique on Double-AISS. These critical points include:
1
the cooperation in Plural Soar
2
the autonomy of the actors in Plural Soar
3
the unbounded rationality of the actors in Plural Soar
4
the implementation of the warehouse task
unrealistic. Every actor can perform the whole task
by
himself, the
only help sometimes asked (but not needed) is to help locate the
item. A more realistic model would be one where there is a flow of
subtasks; actors should not be perfect, their skills should be limited.
3.
Although humans are thought to be bounded rational (Simon
1955), in Plural Soar the rationality of the actors is unbounded.
Every alternative is evaluated, and the optimal alternative is
chosen. Because of the order in which the warehouse task has to be
performed, no optimal solutions are possible. The only
non-optimal choice would be to move away from an item instead of
closer to it. But this is also impossible, because the movement is
always directed towards an item. This follows from the fact that
searching for an item starts when the order is taken, and all item
stacks are in one row on the same side of the order stack. This is
illustrated in figure 6.
item i item 4 item3 item 2 item 1~ ~
---· §
order stack stack 1 stack 2 stack 1 O
actor X
conveyterbelt
Figure 6:
layout of the warehouse
walkway
The moving of subtasks to actors in another location than the order
stack can make non-optimal alternatives possible. The addition of
other strategies would also make non-optimal alternatives possible.
4.
In order to be able to move subtasks, these have to be identified and
the program has to be rewritten. In the Plural Soar model, some of
the actions are implicit. E.g.
if
one is immediately in front of the
stack, one sees all of its contents in one glance. Also,
if
one is
immediately in front of the stack in where one has located the
ordered item, one moves items around until the ordered item is on
top.
If
it is on top, it is immediately moved to the conveyer belt.
3.5.
Conclusions on Plural Soar
The drawbacks of Plural Soar are: the minimality of the communication, the
total autonomy of the actors and their skills, the unbounded rationality, the
absence of clear defined subtasks and skills and the lack of strategical choices.
The pros of plural Soar include: the use of clear notation for subtasks
(operators) and the use of a cognitively based view on actors.
Chapter 4 The merging of Double AISS and Plural
Soar: T ASCCS
The new model is intended to use the strong points of both Double-AISS and
Plural Soar and at the same time to overcome their weaknesses. The starting
point was the Plural Soar code, to which several additions were made. Skills
were added, with their corresponding subtasks and completion markers,
problem solving strategies were added and organizational structure was
added, implemented as a communication network. Evaluation of cooperation
requests depends upon the commitment of the receiving actor, another
addition to the Plural Soar model. The preference ordering for one of the
three strategies is set by the commitment of the actor. However, these
preferences are absolute and bounded rationality implemented as in
Double-AISS (using aspiration and tolerance level combined with an adaption period)
is not implemented in this model. Also there are no models of other actors
used to guide communication. All actors that can be reached by an actor are
alike to that actor. Currently, the evaluation of commands or requests is very
shallow, in future models other evaluation criteria should be developed. The
acronym TASCCS stands for: tasks, actors, structure, commitment,
communication and skills.
4.1.
The model of an actor in T ASCCS
In TASCCS, the problem solving is conducted by actors. Every actor is
implemented as a separate Soar program. The actors are characterized by the
skills they have, their place in the organizational hierarchy (implemented as a
communication network) and their commitment to the organization. A skill
is the ability to perform a (sub)task. The place in the organizational hierarchy
is implemented as the place in a communication network.
Two
communication modes are possible: command and request. Organizational
levels correspond to communication modes, communication within an
organizational level is implemented as making use of 'request' as the
communication mode. Communication from one level towards a level below
the actor is implemented as making use of 'command' as the communication
mode. Cooperation requests or commands to alevel in the organization above
the actor are not possible in the model. Every actor has a list of actors that can
be reached with requests and who can be reached with commands. The list can
of course be empty. The actor' s commitment is either altruistic or egoistic. The
commitment of an actor is decisive for the ordering of the strategy alternatives
and for the evaluation of received requests. Three strategy alternatives (or
problem solving strategies) exist: reduce (that is, solve) subtasks, move
subtasks to another actor or attract subtasks from another actor. Altruistic
actors look at the workload of the whole organization in order to decide which
problem solving strategy they prefer. I.e. they prefer the reduce strategy over
the move and attract strategy since these do not solve a subproblem. Egoistic
actors try to reduce their own workload, therefor they prefer the move strategy
over the reduce strategy.
The communication modes and problem solving strategies can be
combined to five different alternatives: reduce, a request to move, a command
to move, a request to attract and a command to attract. A request to move can
be read as: "Can you do (subtask) for me concerning item (item)?" and a
command to attract like "I want to do (subtask) for you!". In general,
commands are not negotiable, the only prerequisite for a command to be
obeyed is the possibility of the action, a command to attract to an actor without
the asked subtask would result in a negative answer. Requests on the other
hand have to be evaluated by the receiving actor. Here also the possession of
the subtask is a prerequisite, but even if the attraction of a subtask is possible,
the commitment of an actor decides the evaluation. Since altruistic actors are
concerned with the organization as a whole, they will answer yes to a move
request. Egoistic actors on the other hand will answer no, for otherwise their
workload would increase. Attract requests will be answered positively by the
egoistic actors because they are glad to get rid of a subtask and negatively by
by doing as much work as possible themselves. 'Command' is chosen when a
negative answer is not wanted, 'request' is chosen when a negative answer is
hoped for. Thus, an egoistic actor tries to move a subtask, at first using
'command' and if that' s not possible, using 'request' as the communication
mode, before trying to reduce it, and
if
that's not possible, to attract with the
hope of a negative answer and
if
that's not possible too, attract using the
'command' communication mode. Altruistic actors prefer to reduce, then to
attract an item, preferring 'command' over 'request' to increase the chance of
a successful attraction and then to move with a preference for a negative
answer, so 'request' is preferred over 'command'.
The content of 'move' and 'attract' is a subtask for a certain item.
When moving a subtask to another actor, the sending actor decides which
subtask concerning what item is moved. E.g. the actor sends the message "Can
you FIND item A for me?". When attracting the sending actor chooses the
subtask, but the receiving actor chooses the item. The message being send
looks like this "Can I FIND an item for you?".
The warehouse task is split into different subtasks: take order and fill
order. The filling of the order is again split into subtasks. These are the
subtasks that can be communicated and which concern the skills of the actors.
They are: finding an item in the warehouse, getting the item from the stack
and putting the item on the conveyer belt. In the current model, the skills of
the actor are not ordered by preferences, so no skill is preferred over other
skills. Subtasks can be handled in two ways: subtasks can be reduced or
moved. The attraction of a subtask is an alternative for the taking of an order.
take order
reduce subtask
warehouse task
attract subtask
move subtask
In order to implement this new model of the warehouse task, looking at a
stack was made explicit, as well as putting an item on the conveyer belt.
Finding an item consists of moving through the warehouse and examining
the stacks. When an item is found, it's location is remembered. Getting hold
of an item consists of going to the item location, manipulating the stack and
taking the item from the stack. This is signalled by the completion marker 'in
possession'. An item can be put on the conveyer belt by an actor when it is in
possession of that actor. The item location has to be communicated when the
'get' subtask is moved to or attracted from another actor. Also, once the
subtask 'get' is reduced by another actor, the item has to be handed over to the
original subtask owner. The same goes for the moving or attracting of the
'put' subtask. Once again, communication is needed.
4.2. The search space of an actor in TASCCS
The search space of an actor in TASCCS consists of several layers. The top
layer is the main decision cycle, illustrated in figure 8.
Figure 8:
no yes no yes endcontinu search through problem space
take order
wait
the main cycle of the new model
end
First, the actor tries to obtain an order. This is the first action of every actor.
Then, the actor tries to decide on whether to reduce the first subtask or to
move it. This of course depends on his commitment. When reduce is chosen,
the skill to perform that subtask is needed in order to be able complete the
reduction of the subtask, see figure 9 a, b and c.
move to next stack yes remember item location end
Figure 9a:
yes no end remember item locationthe find problem space
yes
yes take the item from the stack
end
Figure 9b:
no no no endgoto the item location
move the top item to another stack
yes
put the item on the conveyer belt and remove it from the working on list
end
no
no
end
goto the location where the item owner is and receive the item
Figure 9c:
the put problem space
When move is chosen, the actor to move the subtask to has to be decided on.
This is illustrated in figure 10.
whether to try to attract a subtask from another actor or take an order.
An actor receiving a subtask move or attract message has to evaluate
that message (see figure 11).
end
Figure 11:
end answer end evaluate request send answer end yes send no as an answer endthe problem space for communication receival
Once the actor agrees on the move or attract, dependent on the subtask
involved the item location has to be exchanged or the item has to be handed
whether to try to attract a subtask from another actor or take an order.
An actor receiving a subtask move or attract message has to evaluate
that message (see figure 11).
end end answer end evaluate request send answer yes send no as an answer end
over. After this, the actor receiving the subtask has to go through the same
cycle himself. Shall I reduce it or move it?
If
an actor has reduced a received
subtask, the necessary information has to be fed back to the actor who send the
subtask.
4.3. The behavior of TASCCS
Due to limitations in the computer facilities and the time needed to finish the
model, the organization consisted of only two actors, with one actor
hierarchial above the other actor in the organization. The top level actor is
egoistic and the bottom level actor altruistic. This was chosen because the
attract problem space could not be finished in time. In this particular
organization, attract is not an alternative which is viable. Using this
organization in TASCCS, the influence of communication on the problem
solving process of the organization was studied. The dependent variables
studied are the amount of cycles waited by an actor, the times an actor moves
to another stack and the number of items that is moved to another stack. The
outcomes of the new model are compared to the results of the old Plural Soar
model. The results will be given in full detail in appendix 2 and discussed in
chapter 5, the conclusions will be drawn in chapter 6.
Chapter 5
H.esults of
TASCCS
The results of TASCCS are given in full detail in appendices 2.1 and and are
summarized in table 1.
model using communication model without communication
actor 1 actor 2
actor 1 actor 2
I
actor moves
0
158
158
88
70
158
item moves
0
50
50
26
19
45
waited cydes 1621
577
2198
10
62
72
Table 1:
summary of the results of TASCCS
The results for the same model using Plural Soar are given in full detail in
appendices 2.3 and 2.4 and are summarized in table 2.
model with communication model without communication
actor 1 actor 2
I
actor 1 actor 2
I
actor moves
746
82
158
79
81
160
item moves
20
15
35
17
19
36
waited cydes
1118
29
5
32
37
Table 2:
summary of the results of Plural Soar
It