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From Mind to Matter: Patterns of Innovation in the Archaeological Record and the Ecology of Social Learning

Published online by Cambridge University Press:  12 December 2023

Kathryn Demps*
Affiliation:
Department of Anthropology, Boise State University, Boise, ID, USA
Nicole M. Herzog
Affiliation:
Department of Anthropology, University of Denver, Denver, CO, USA
Matt Clark
Affiliation:
Ecology, Evolution, and Behavior Program, Boise State University, Boise, ID, USA
*
Corresponding author: Kathryn Demps; Email: kathryndemps@boisestate.edu
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Abstract

Archaeology and cultural evolution theory both predict that environmental variation and population size drive the likelihood of inventions (via individual learning) and their conversion to population-wide innovations (via social uptake). We use the case study of the adoption of the bow and arrow in the Great Basin to infer how patterns of cultural variation, invention, and innovation affect investment in new technologies over time and the conditions under which we could predict cultural innovation to occur. Using an agent-based simulation to investigate the conditions that manifest in the innovation of technology, we find the following: (1) increasing ecological variation results in a greater reliance on individual learning, even when this decreases average fitness due to the costs of learning; (2) decreasing population size increases variability in the types of learning strategies that individuals use; among smaller populations drift-like processes may contribute to randomization in interpopulation cultural diffusion; (3) increasing the mutation rate affects the variability in learning patterns at different rates of environmental variation; and (4) increasing selection pressure increases the reliance on social learning. We provide an open-source R script for the model and encourage others to use it to test additional hypotheses.

Resume

Resume

Tanto la arqueología como la teoría de la evolución cultural pronostican que la variación ambiental y el tamaño de la población impulsan la probabilidad de invención (a través del aprendizaje individual) y su conversión en innovaciones para toda la población (a través de la aceptación social). Utilizamos el estudio de caso de la adopción del arco y la flecha en la Gran Cuenca para inferir cómo los patrones de variación, invención e innovación culturales afectan la inversión en nuevas tecnologías a lo largo del tiempo y las condiciones bajo las cuales podríamos pronosticar que ocurrirá innovación cultural. Exploramos este estudio de caso con una simulación basada en agentes para investigar las condiciones que se manifiestan en la innovación tecnológica. Encontramos que (1) Un incremento en la variación ecológica da como resultado una mayor dependencia del aprendizaje individual, incluso cuando esto disminuye la aptitud promedio debido a los costos del aprendizaje, (2) La disminución del tamaño de la población aumenta la variabilidad en los tipos de estrategias de aprendizaje que usan los individuos; entre poblaciones más pequeñas, los procesos tipo deriva pueden contribuir a la aleatorización en la difusión cultural entre poblaciones, (3) Un incremento en la tasa de mutación afecta la variabilidad en los patrones de aprendizaje en diferentes tasas de variación ambiental, y (4) Un incremento en la presión de selección aumenta la dependencia del aprendizaje social. Proporcionamos un script R de código abierto para el modelo y animamos a otros a utilizarlo para probar hipótesis adicionales.

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Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - SA
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike licence (https://creativecommons.org/licenses/by-nc-sa/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the same Creative Commons licence is included and the original work is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use.
Copyright
Copyright © The Author(s), 2023. Published by Cambridge University Press on behalf of the Society for American Archaeology
Figure 0

Figure 1. One run of the agent-based simulation. Colored lines show the proportion of the population employing each learning bias in the final 200 generations of 5,000 total. Mean population fitness across all types of learners is included along with the proportions of individual learners. The simulation parameter settings for Figure 1 are as follows: Population size = 1,000; Mutation rate = 0.005; Success rate of individual learning = 50%; Cost of evaluating content = 50%; Cost of success biased learning = 50%; Cost of random copying = 50%; Cost of kin-biased learning = 50%; Probability that success-biased learning leads to the appropriate cultural variant = 50%; Sample size of observable individuals for content-biased learning = 3; and the starting proportion of individual learners in the first generation is 0.5. (Color online)

Figure 1

Figure 2. Ten runs of the simulation at each rate of environmental variation across a range of population sizes from 10 to 1,000 individuals. Simulation parameters are the same as for Figure 1, with the exception of population size. Dashed lines show median trends in proportion of different learning strategies. (Color online)

Figure 2

Figure 3. Ten runs of the agent-based simulation for each of three mutation rates. Colored lines show the proportion of the population employing each learning bias in the final 200 generations of 5,000 total for each of the 10 runs. Dashed lines show the median proportion of the population employing each learning bias across the 10 runs. The simulation parameter settings are identical to those shown in Figure 1, with the exception of the mutation rate. (Color online)

Figure 3

Figure 4. Locations of source assemblages examined in Bettinger and Eerkens (1999); central Nevada including Monitor Valley and eastern California including Owens Valley, California.

Figure 4

Figure 5. Heat maps of 10 runs of the simulation across different combinations of rates of environmental variation and population sizes, for three selection pressures: (A) 20% selection pressure, as was used for previous results; (B) 40% selection pressure; and (C) 60% selection pressure. Darker cells indicate a higher proportion of all types of social learners; lighter cells indicate higher proportions of individual learners. (Color online)