RETURN
edited 4/20/14
update link to NetLogo*
POINT OF SIMULATION: to investigate the relationship between macro and microbehavior, e,g. policy effects vs. individual motive.
NEEDED: A checkerboard with two sets of checkers.(or multiples thereof.)
BASIC DEFINITIONS:
neighborhood (of a square)  any immediately adjacent square, whether vertically, horizontally or diagonally.BASIC RULES:
happy  located or distributed in accord with the rules.
1. Minimal travel: move your "unhappy pieces" to the closest location that makes them "happy."GENERAL PROCEDURE: Apply a rule. Mark the "unhappy" pieces.2. Egalitarianism: do not move a piece to where it makes another of equal or higher rank "unhappy."
3. Benevolence: minimize "unhappiness."
In case of unresolvable conflicts lower numbered rules take priority.


Change 1: Apply the Cultural Difference Rule.
Change 2: Make five checkers of each color "wealthy." Add in another set of "poor" checkers. Apply the Cultural Difference rule and the Wealth rule at the same time. Change 3: Apply the Social Class Rule. Do not violate the Wealth Rule or the Cultural Difference Rule. Change 4: Apply the Ethnicity Rule. Adjust your population so that the Social Class Rule, the Wealth Rule, and the Cultural Difference Rule are not violated. 
The Cultural Difference Rule: the black checkers can "tolerate" no more than 2 neighbors; the other checkers can "tolerate" no more than 6 neighbors.
The Wealth Rule: Wealthy individuals must be made "happy" even if unwealthy ones are made or left "unhappy." The Social Class Rule: Each wealthy individual must have at least one other wealthy individual in its neighborhood. The Ethnicity Rule: Each individual must be in a neighborhood that has at least one individual of its ethnic group. 
EXPERIMENTS: vary the toleration ratios, or raise or lower the numbers for other rules, e.g. the Ethnicity Rule.
*NOTE: Download free software to run this simulation and others by going to the NetLogo homepage.