Kees Zoethout, Wander Jager and Eric Molleman (2006)
Simulating the Emergence of Task Rotation
Journal of Artificial Societies and Social Simulation
vol. 9, no. 1
<https://www.jasss.org/9/1/5.html>
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Received: 18-Apr-2005 Accepted: 13-Oct-2005 Published: 31-Jan-2006
Figure 1a. The system and its environment |
The model is a simple input-process-output model (see Figure 1a). The input is a task. As we stated above, a task consists of a number of actions and a number of cycles. Some organisations offer a higher degree of freedom in the self-organising allocation process than others. For instance, in some organisations the agents are allowed to rotate tasks whenever they want, in others only once a day, or not at all. In the model this is represented as rotation frequency, i.e. the number of possible rotations of one task. The output of the system is the task that has been performed. The performance of the system, which is one of the dependent variables, indicates how well the agents have performed the task. The performance is based on expertise and motivation, the other two dependent variables, and the way in which the task has been allocated. It is expressed as the total time that the system needs to perform the task.
Figure 1b. The System |
IF Expertise > ExpertiseThreshold AND Motivation > MotivationThreshold THEN I DO ELSE YOU DO
Figure 2. Excitation (+) and inhibition (-) of two agents |
With every action, the I-node of one agent inhibits the I-node of the other(s) and excitates the You-node of the other(s). The You-node of one agent inhibits the You-node of the other(s) and excitates the I-node of the other(s). If the I-node of an agent is bigger than the You-node, the choice of the agent is 'I Do', otherwise it is 'You-do'.
(1a) | I2 := I2 - I1I2DiffII | :I1 inhibits I2 |
(1b) | You2 := You2 - You1You2DiffYouYou | : You1 inhibits You2 |
(1c) | You2 := You2 + (1 - You2)I1DiffII | : I1 excitates You2 |
(1d) | I2 := I2 + You1(1 - I2)DiffYouYou | : You1 excitates I2 |
(2a) |
λ represents a parameter that determines the balance between expertise and motivation (0.5 in all of our experiments). In the present study, the agents perform the actions simultaneously. This means that the time it takes to perform the total task, tperf., is determined by the slowest agent.
(3a) |
Forgetting is the inverse of learning, therefore:
(3b) |
whereby ν[0,1] determines the forget speed.
IF (Iagentiskillk - You agentiskillk) > (Iagentjskillk - You agentjskillk) THEN agenti performs skillk | (4) |
Table 1: Experimental design | ||
Organisation type | Boredom/Recovery | Rotation Frequency |
No Self-organisation | High (100/100) | NONE |
Moderate (50/50) | ||
Low (29/29) | ||
Semi Self-organisation | High | 1/5, 1/25, 1/50, 1/75 |
Moderate | 1/5, 1/25, 1/50, 1/75 | |
Low | 1/5, 1/25, 1/50, 1/75 | |
Self-Organisation | High | NOT MANIPULATED |
Moderate | ||
Low | ||
Table 2: Initial setting of the agents in all experiments | |||||
Agent 1 | Agent 2 | Agent 3 | Agent 4 | Agent 5 | |
Skill 1 | 11 | 12 | 13 | 14 | 15 |
Skill 2 | 12 | 13 | 14 | 15 | 11 |
Skill 3 | 13 | 14 | 15 | 11 | 12 |
Skill 4 | 14 | 15 | 11 | 12 | 13 |
Skill 5 | 15 | 11 | 12 | 13 | 14 |
Table 3. An example of task allocation |
Figure 4.1a. Expertise in case of self-organisation |
Figure 4.1b. Motivation in case of semi self-organisation |
Figure 4.1c. Performance time in case of semi-self-organisation |
Figure 4.2a. Expertise development in a situation with a low degree of boredom |
Here we see that, initially, the agents seem to specialise in one skill. However, at the 77th cycle, they develop expertise in the second skill. This is 'right on time', because the expertise in the second best skill has almost dropped below its threshold of 10. This explains why a boredom-recovery rate less than 29 will not result in a task rotation process.
Figure 4.2b. Motivation in the situation with a low boredom rate |
After the first rotation at the 77th cycle, we see that the motivation for the skill that was initially performed the best increases again, whereas the motivation of the second best skill decreases.
Figure 4.2c. Performance time in a situation with a low boredom rate |
Figure 4.3a. Expertise development at a rotation frequency of 25 |
Figure 4.3b. Expertise development at a rotation frequency of 75 |
Figure 4.3b shows a process comparable to the one depicted in Figure 4.2a. The decrease in the rotation frequency results in the same effect as the decrease in boredom/recovery does: because the first moment of task rotation occurs quite late, either because of a low boredom rate or a low rotation frequency, the agents have more time to specialise in one skill and forget the second. This implies that if we would lower the rotation frequency even further, the agents forget their second best skill at a level below the threshold of 10, and as a result end up specialising in only one skill. As Figure 4.2a indicates, a setting with a rotation frequency lower than 1/77 would actually lead to this outcome.
Figure 4.3c. Motivation at a rotation frequency of 25 |
We see that the skill with the highest motivation rate (green) starts decreasing, reaches zero at the 22nd cycle and maintains this level until the next rotation at the 26th cycle. Then, the motivation increases again until it reaches its original value at the 47th cycle. Simultaneously, the agent uses its second best skill (brown), following the same periodicity as the highest skill.
Figure 4.3d. Performance time at a rotation frequency of once every 25 cycles |
During the first period of 25 cycles, expertise is build up in the best skill, but boredom will nevertheless cause an increase in the performance time. After the task rotation at the 25th cycle, the performance time starts at a lower level because now the agent uses its second best skill. During the first 25 cycles the expertise in this skill dropped resulting in a higher initial start level of the performance time and a higher level at the end of the second period at the 50th cycle (see also Figure 4.3a). Nevertheless, the expertise in both skills has increased over 20, causing the performance time in each period to start from value 14 from the 51st cycle, after which as a result of boredom it increases until it reaches the value of 21. Then the agents rotate, the performance time shifts back to its lowest level and the same process starts all over again. The differences in performance time at the start of every period (1st, 26th, 51st, etc,) decrease because the differences of the best and the second best skill will decrease once they have both reached their maxima (see also Figure 4.3a).
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