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An Agent-based Simulation of the Effectiveness of Creative Leadership - eScholarship

2010· article· en· W2767120360 sur OpenAlexaboutno aff
Stefan Leijnen, Liane Gabora

Notice bibliographique

RevueProceedings of the Annual Meeting of the Cognitive Science Society · 2010
Typearticle
Langueen
DomaineComputer Science
ThématiqueCognitive Science and Mapping
Établissements canadiensnon disponible
Organismes subventionnairesnon disponible
Mots-clésCreativityDiversity (politics)Creative problem-solvingConvergence (economics)ManagementEngineeringOperations researchPsychologySociologySocial psychologyAnthropology
DOInon disponible

Résumé

récupéré en direct d'OpenAlex

Reference: Leijnen, S. & Gabora, L. (2010). An agent-based simulation of the effectiveness of creative leadership. Proceedings of the Annual Meeting of the Cognitive Science Society, August 11-14, 2010, Portland, Oregon. An Agent-based Simulation of the Effectiveness of Creative Leadership Stefan Leijnen (stefan.leijnen@ubc.ca) Liane Gabora (liane.gabora@ubc.ca) Department of Psychology University of British Columbia Okanagan campus, 3333 University Way Kelowna BC, V1V 1V7, Canada Department of Psychology University of British Columbia Okanagan campus, 3333 University Way Kelowna BC, V1V 1V7, Canada Abstract artificial society is highest when creators dedicate themselves fully to invention. However, as the proportion of creators increases, for optimal results, creators should spend more time imitating. Creative agents amounted to ‘puncture points’ in the fabric of society that interfered with the dissemination of proven effective ideas. In the current investigation we focused exclusively on the extent to which creativity is desirable in a leader, where leadership is equated with having substantial influence over others. Previous results indicated that the presence of a leader accelerates convergence on optimal ideas, but does so at the cost of consistently reducing the diversity of ideas (Gabora, 2008b,c). In these previous simulations, the leader was no more nor less creative than the rest of the agents, referred to here as followers. The goal of the work reported here was to investigate how creative versus uncreative leadership affects the group as a whole. This paper investigates the effectiveness of creative versus uncreative leadership using EVOC, an agent-based model of cultural evolution. Each iteration, each agent in the artificial society invents a new action, or imitates a neighbor’s action. Only the leader’s actions can be imitated by all other agents, referred to as followers. Two measures of creativity were used: (1) invention-to-imitation ratio, i Leader , which measures how often an agent invents, and (2) rate of conceptual change, c Leader , which measures how creative an invention is. High i Leader increased mean fitness of ideas, but only when creativity of followers was low. High i Leader was associated with greater diversity of ideas in the early stage of idea generation only. High c Leader increased mean fitness of ideas in the early stage of idea generation; in the later stage it decreased idea fitness. Reasons for these findings and tentative implications for creative leadership in human society are discussed. Keywords: agent based modeling; broadcasting; creativity; culture; cultural evolution; imitation; leadership. The Modeling Platform Our investigation was carried out using an agent-based simulation referred to as ‘EVOlution of Culture’, abbreviated EVOC (Gabora, 2008b, 2008c). EVOC is an elaboration of Meme and Variations, or MAV (Gabora, 1994, 1995), the earliest computer program to model culture as an evolutionary process in its own right (as opposed to modeling the interplay of cultural and biological evolution). The approach was inspired by Holland’s (1975) genetic algorithm, or GA. The GA is a search technique that finds solutions to complex problems by generating a ‘population’ of candidate solutions through processes akin to mutation and recombination, selecting the best, and repeating until a satisfactory solution is found. The goal here was to distil the underlying logic of not biological evolution but cultural evolution, i.e. the process by which ideas adapt and build on one another in the minds of interacting individuals. EVOC (as did MAV) uses neural network based agents that could (1) invent new ideas by modifying previously learned ones, (2) evaluate ideas, (3) implement ideas as actions, and (4) imitate ideas implemented by neighbors. Agents do not evolve in a biological sense—they neither die nor have offspring—but do in a cultural sense, by generating and sharing ideas for actions. EVOC (like MAV) successfully models how ‘descent with modification’ occurs in a cultural context. The approach can thus be contrasted with computer Introduction It is widely assumed that effective leaders are creative (Basadur, 2004; Bellows, 1959; Puccio, Murdock, & Mance, 2006; Simon, 1988; Sternberg, Kaufman & Pretz, 2003). Creativity, however, has drawbacks (Cropley, Cropley, Kaufman, & Runco, 2010). For example, a creative solution to one problem may generate other problems, and similarly, a creative solution to one element of a situation may have unexpected negative consequences with respect to other elements. Moreover, time spent creatively finding a solution for oneself is time not spent imitating and passing on solutions already found by others. Previous investigations of the pros and cons of creativity using an agent-based simulation approach addressed the question: in an ideal society, what proportion of individuals should be ‘creative types’ (Leijnen & Gabora, 2009; Gabora, Leijnen & Ghyczy, in press)? The rationale was that in a group of interacting individuals only a fraction of them need be creative for the benefits of creativity to be felt throughout the group. The rest can reap the benefits of the creator’s ideas by simply copying, using, or admiring them. After all, few of us know how to build a computer, or write a symphony or novel, but they are nonetheless ours to use and enjoy. Numerical simulations showed that if the proportion of creators is low, the mean fitness of ideas in the

Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.

Comment cette classification a été obtenuedéplier

Prédiction distillée sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.

score de la tête « metaresearch » (Codex)0,009
score de la tête « metaresearch » (Gemma)0,008
Version: codex-gemma-dda1882f352aStatut de validation: machine_predicted_unvalidated
Catégories candidatesMétarecherche, Études des sciences et des technologies
Catégories consensuellesaucune
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Expérimental (laboratoire) · Signal consensuel: Expérimental (laboratoire)
GenreSignal candidat: Empirique · Signal consensuel: Empirique
Score de désaccord entre enseignants0,175
Score d'incertitude au seuil1,000

Scores Codex et Gemma par catégorie

CatégorieCodexGemma
Métarecherche0,0090,008
Méta-épidémiologie (sens strict)0,0000,000
Méta-épidémiologie (sens large)0,0000,000
Bibliométrie0,0000,003
Études des sciences et des technologies0,0010,005
Communication savante0,0000,002
Science ouverte0,0040,001
Intégrité de la recherche0,0000,000
Charge utile insuffisante (le modèle a refusé de juger)0,0000,000

Scores machine (provisoires)

Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.

Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.

Tête enseignante Opus0,033
Tête enseignante GPT0,296
Écart entre enseignants0,262 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle

Classification

machine, non validée

Prédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.

Devis d'étudeExpérimental (laboratoire)
Domainenon disponible
GenreEmpirique

Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».

En bref

Citations0
Publié2010
Routes d'admission1
Résumé présentoui

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Même revueProceedings of the Annual Meeting of the Cognitive Science SocietyMême sujetCognitive Science and MappingTravaux en français237 207