TY - JOUR
T1 - Building a city in vitro
T2 - The experiment and the simulation model
AU - Hatna, Erez
AU - Benenson, Itzhak
PY - 2007/7
Y1 - 2007/7
N2 - All current urban models accept the 'first-order recursion' view, namely, that the state of an urban system at time t is sufficient for predicting its state at t + 1. This assumption is not at all evident in the case of urban development, where the behavior of developers and planners is defined by the complex interaction between long-term and short-term plan guidelines, local spatial and temporal conditions, and individual entrepreneurial activity and cognition. In this paper we validate the first-order recursion approach in an artificial game environment: thirty geography students were asked to construct a 'city' on the floor of a large room, with each student using the same set of fifty-two building mock-ups. Based on the analysis of game outcomes, the first-order recursive set of behavioral rules shared by all the participants is estimated and further employed for computer generation of artificial cities. Comparison between the human-built and model patterns reveals that the constructed set of rules is sufficient for representing the dynamics of the majority of experimental patterns; however, the behavior of some participants differs and we analyze these differences. We consider this experiment as a preliminary yet important step towards the adequate modeling of decision-making behavior among real developers and planners.
AB - All current urban models accept the 'first-order recursion' view, namely, that the state of an urban system at time t is sufficient for predicting its state at t + 1. This assumption is not at all evident in the case of urban development, where the behavior of developers and planners is defined by the complex interaction between long-term and short-term plan guidelines, local spatial and temporal conditions, and individual entrepreneurial activity and cognition. In this paper we validate the first-order recursion approach in an artificial game environment: thirty geography students were asked to construct a 'city' on the floor of a large room, with each student using the same set of fifty-two building mock-ups. Based on the analysis of game outcomes, the first-order recursive set of behavioral rules shared by all the participants is estimated and further employed for computer generation of artificial cities. Comparison between the human-built and model patterns reveals that the constructed set of rules is sufficient for representing the dynamics of the majority of experimental patterns; however, the behavior of some participants differs and we analyze these differences. We consider this experiment as a preliminary yet important step towards the adequate modeling of decision-making behavior among real developers and planners.
UR - http://www.scopus.com/inward/record.url?scp=34547191167&partnerID=8YFLogxK
U2 - 10.1068/b32150
DO - 10.1068/b32150
M3 - מאמר
AN - SCOPUS:34547191167
VL - 34
SP - 687
EP - 707
JO - Environment and Planning B: Planning and Design
JF - Environment and Planning B: Planning and Design
SN - 0265-8135
IS - 4
ER -