<social_ecosystem>
<name> United
States </name>
<trust_infrastructure>
<name> Declaration of Independence
</name>
<social_ecosystem>
<trust_infrastructure>
Constitution </trust_infrastructure>
<policy_infrastructure>
Laws
<social_ecosystem>
<name>
Texas
</name>
<trust_infrastructure> Constitution </trust_infrastructure>
<policy_infrastructure>
Laws </trust_infrastructure>
</social_ecosystem>
</policy_infrastructure>
</social_ecosystem>
</trust_infrastructure>
</social_ecosystem>
At this point,
we’ll reiterate how much we’ve simplified the model, but we certainly hope that
the reader will have seen how an actual conceptualization can be carried out
embodying complex concepts such as trust and policy infrastructures, their
embedding into religious systems, their applicability at different scales, all
in a form which is palatable to computer understanding. While an actual model
of computer networks anywhere close to the complexity of human activity will
take time to emerge, we may now turn to a form that is germane to computers;
synthetic social ecosystems.
In considering
the environments in which members of various species interact, we have
considered first the physical ecosystem and then the social ecosystems that
exist within it. The rules that govern interactions within the physical
ecosystem are, or derive from, physical laws and the rules that govern
interactions within social ecosystems are defined in the context of trust and
policy infrastructures. Now, for completeness given developments within wide
area computer networks, we should briefly consider yet a third form of
ecosystem, the synthetic social ecosystem. Consider an essay provided to us by
Scott Guthery, a colleague of ours author of multiple books, some with one of
us (Tim). This is printed with his authorization.
Synthetic Social Ecosystems
The
first widely-used multi-player, computer-mediated virtual world was a
Multi-User Dungeon (MUD) written in MACRO-10 assembly language for a
DecSystem-10 mainframe computer at Essex University in England. This first virtual world
went on-line and began enrolling inhabitants in the fall of 1978. The MUD was
the creation of and was written by Rob Trubshaw, an undergraduate computer
science major at Essex. [1, 2]
The
first MUD exactly like the 100’s of MUDs, MOOs, MUCKs and MUSHes that have come
on-line over the next thirty years [3] was purely text-based. You typed in what
you wanted to say to somebody else in the virtual world and you read on your
screen or your Teletype printout what they said to you. All at 1,200 bits per
second. Not megabits. Not kilobits. Bits.
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