We do not offer a perfect simulation of social behavior. Instead we offer a digital sandtable where users can experiment with new ideas. Radically different interfaces meet the needs of radically different users. The system can be engaged at any of four levels, At the outermost level, it is a videogame. The player accepts mission instructions and confronts the challenges. His skill and ingenuity are matched against his opponents, human or synthetic. The layer below belongs to the Scenario Designer. Using a special editor, he establishes the Players missions, sets up obstacles, adversaries and allies. At the third level inward are the simulation formulae. Modeling experts and subject matter experts have access to these and can change parameters and proportions to revise the behavior of the synthesized populations. At the core lies the simulation logic itself. It inevitably embodies certain assumed principles. Fortunately, the logic can be unplugged and replaced with a completely different AI engine. A change to the behavior logic, to the simulation parameters or to the current scenario will affect the players experience and the game outcome. But the integrity of game itself its mechanisms of display and interface and network play will remain unaltered.
Keywords: Human Behavior, Group Behavior, Cultural Behavior, Social Behavior, Ootw, Dime, Pmesii, Asymmetric