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model_thinking.3
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Model Thinking
==============
https://www.coursera.org/modelthinking/class/
Section 3 - Aggregation
=======================
Aggregation can produce unexpected results
saw this in Schelling, where macro behavior was very different from micro motives
"More is different"
Emergent properties (macro phenomena)
wetness, from individual water molecules
consciousness, from neurons, axons and dendrites
complexity of adding things up
We will analyze aggregation of
Actions - central limit theorem
allows us to predict points, and understand data
Single Rule - game of life
allows us to understand patterns
Family of Rules - cellular automata
allows us to understand class of outcome
equilibria, patterns, complexity, complete randomness/chaos
Preferences - making collective choices
work through logic
Central Limit Theorem
---------------------
independent actions of individual actors
probability distribution
list of
all of the possible outcomes
the probabilities of each of those outcomes
e.g. # of people in a family that go to the beach
# P
---------
0 .10
1 .15
2 .40
3 .15
4 .20
sum(P) always equals 1.0
CLT tells us that
a whole bunch of individual, independent events will aggregate to a normal distribution (bell curve)
the most likely outcome is the one in the middle
CLT allows us to predict a lot of things
binomial distribution
a discrete probability distribution with just two possible outcomes
pass/fail, heads/tails, live/die
P - probability of outcome (heads, pass,live)
N - number of trials
mean of a curve
tells us the most likely outcome
mean = pN
15% probability of going to beach on a given day
(0.15) * 1000
if P = 0.5 - (outcomes are equally likely e.g. flipping a coin)
mean reduces to N/2
1000/2
Standard deviation of a curve
σ (sigma) - tells us how wide/spread out the curve is
it will always be the case that (just for a normal dist?)
68% of the population will be within 1 σ
95% of the population will be within 2 σ
99% of the population will be within 3 σ
σ +/-%
-------
1 34.1
2 13.6
3 2.1
4 0.1
if you know the mean and the standard deviation, you can determine the range of probable outcomes
e.g. mean = 100 persons show up at a meeting
σ = 2
68% probability between 98-102
95% probability between 96-104
σ = 15
68% probability between 85-115
95% probability between 70-130
σ = √P(1-P)N
if P = 0.5 - (outcomes are equally likely e.g. flipping a coin)
σ reduces to √N/2
Example Boeing 747
380 seats
400 tickets sold
90% ticketholders show up
mean = (0.9)400 = 360
σ = √(0.9)(0.1)400 = √36 = 6
68% probability between 354-366
95% probability between 348-372
99% probability between 342-378
CLT says that
when you add random variables
that are independent
with finite (bounded) variance
they sum to normal distribution
Bimodal distribution
Not all things follow a normal distribution
stock prices
not independent - people buy/sell when others buy/sell
Six Sigma
---------
3.4/1,000,000
Example - Banana sales
mean 500 lb/day
σ 10 lb/day
how many lbs needed to handle a 6σ surge?
500 + 6(10) = 560
Example - sheet metal
500-560mm required thickness
530mm avg
what must σ be to ensure that 6σ operation lies within the required thickness?
560-530 = 30
30/6 = 5
Game of Life
------------
one of a class of model called cellular automata
shows how things aggregate
practice our thinking
learn subtleties of aggregation
leads to some surprising conclusions
shows how hard it is to infer at the macro level from what's going on at the micro level
John Conway - Cambridge mathematician
center of tic-tac-toe grid
eight neighbors
iterations based on neighbors
if the cell is off
turn on if exactly three neighbors are on
if the cell is on
if <2 or >3 neighbors on, turn off
otherwise, stay on
patterns
beacon - two 2x2 squares connected at LR/TL corners
figure 8 - two 3x3 squares connected at LR/TL corners
f-pimento - XX
XX
X
produces gliders
almost seems like it's alive
compare to human brain
has neurons that follow very simple rules
that are connected in such a way
that they produce really novel patterns
memory, thought, cognition, personality,
simple things, following simple rules, can create incredibly elaborate patterns
emergent patterns
Understand class of outcome
1) fixed points (steady state)
2) alternation (blinking)
3) randomness
4) complexity (repeating patterns)
What GoL teaches us
self-organized patterns appear without a designer
gliders, blinkers, glider guns...
emergence - functionalities appear
patterns that have, or seem to have functions
gliders, glider guns, counters, computers
consciousness and cognition are emergent phenomena in the brain
help us get the logic right
simple rules produce incredible phenomena
Cellular Automata
-----------------
one dimensional array along the X axis
each cell only has two neighbors - left, right
allows the Y axis to represent time
following a cell downward let's you see its state at each iteration
8 possible states
000
001
010
011
100
101
110
111
each of these states can result in one of two outcomes - on or off
thus, there are 2**8 (256) possible rule sets, or universes
exhaustively studied by Wolfram in ANKoS
rule sets numbered 0-255
4 classes of behavior
1) fixed points (steady state)
2) alternation (blinking)
3) randomness
4) complexity (repeating patterns)
Rule 30 produces perfect randomness
rule 110 produces complex patterns
"It from bit"
anything and everything in be universe can be generated by a series of yes/no questions
thus represented by a string of binary digits
Langton's λ
tells us what these outcomes look like
simpler approach than Wolfram
number or percentage of things that are on (e.g. 3 or 3/8)
0/8 - everything dies
1/8 - alternation, blinking
4/8 - (rule 30) chaotic, random
5/8 - (rule 110) complex
λ sets CIII CIV
0 1 0 0
1 8 0 0
2 28 2 0
3 56 4 1
4 70 20 4
5 56 4 1
6 28 2 0
7 8 0 0
8 1 0 0
chaos (class 3) can only occur when λ is 2-6
complexity (class 4) can only occur when λ is 3-5
thus chaos and complexity may arise when there are intermediate levels of interdependence
complexity in stock markets, due to interdependence of individual actors
Summary
simple rules can combine to form anything
"it from bit"
complexity and randomness require interdependency
Preference Aggregation
----------------------
need a different mathematical structure than that used for aggregating actions/numbers
preferences
revealed actions - give people a choice and askwhat they prefer
preference ordering
complete, ranked listing of someone's preferences within a category/class
transitive, rational - cannot be a conflict/inconsistency in the ordering
preference aggregation methods
tally method - tally votes at each position (1st, 2nd...)
pairwise method - for each unique pair, tally preferences
Condorcet's paradox
individual preferences are consistent, but aggregate preferences may not be
severe implications
when we think about voting, we could get a random outcome
people might want to vote strategically
creates incentives, opportunities, conditions to manipulate the system
========================================
Statistics
----------
population - The total set of observations that can be made
sample - a set of observations drawn from a population
parameter - a measurable characteristic of a population, such as a mean or standard deviation.
statistic - a measurable characteristic of a sample, such as a mean or standard deviation.
sampling method - a procedure for selecting sample elements from a population.
random number - a number determined totally by chance, with no predictable relationship to any other number.
random number table - a list of numbers
Measures of Central Tendency - mean, median, mode
Proportions and Percentages - degree to which a population possesses a particular attribute
N - a population
n - a sample
_
X - the population mean
μ - the population mean
_
x - the sample mean
P - The proportion of elements in the population that has a particular attribute.
p - The proportion of elements in the sample that has a particular attribute.
Q - The proportion of elements in the population that does not have a specified attribute. Note that Q = 1 - P.
q - The proportion of elements in the sample that does not have a specified attribute. Note that q = 1 - p.
Measures of Variability - range, variance, standard deviation
σ² - The variance of the population.
σ - The standard deviation of the population.
s² - The variance of the sample.
s - The standard deviation of the sample.
Range = Maximum value - Minimum value
Variance of a random variable
σ² = Σ ( Xi - μ )² / N
_
s² = Σ ( xi - x )² / ( n - 1 )
Variance of proportions
σ² = PQ / n
s² = pq / ( n - 1 )
Standard deviation
σ = √σ²
s = √s²
Sampling Distribution of the Mean
_
μx = μ
_
σx = σ * sqrt( 1/n - 1/N )
= σ / sqrt(n) for large N