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An Enchantment of Digital Archaeology : Raising the Dead with Agent-Based Models, Archaeogaming and Artificial Intelligence / Shawn Graham.

By: Material type: TextTextSeries: Digital Archaeology: Documenting the Anthropocene ; 1Publisher: New York ; Oxford : Berghahn Books, [2020]Copyright date: ©2020Description: 1 online resource (210 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9781789207866
  • 9781789207873
Subject(s): DDC classification:
  • 930.1/0285 23
Other classification:
  • online - DeGruyter
Online resources:
Contents:
Frontmatter -- Contents -- Tables -- Acknowledgements -- Introduction -- CHAPTER 1 Imagine a Network -- CHAPTER 2 Reanimating Networks -- CHAPTER 3 Add Agents and Stir -- CHAPTER 4 Archaeogaming -- CHAPTER 5 The Fun Is in the Building -- CHAPTER 6 Artificial Intelligence -- Conclusion: Enchantment Is a Remembering -- Afterword: Guidelines for Developing Your Own Digital Archaeology -- Appendices -- Appendix A Tasks for Golems – Building an ABM -- Appendix B Pot Trade Model Code -- Appendix C Information Diffusion on a Network -- Appendix D Golems in the City -- References -- Index
Summary: The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the ‘just-so’ stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9781789207873

Frontmatter -- Contents -- Tables -- Acknowledgements -- Introduction -- CHAPTER 1 Imagine a Network -- CHAPTER 2 Reanimating Networks -- CHAPTER 3 Add Agents and Stir -- CHAPTER 4 Archaeogaming -- CHAPTER 5 The Fun Is in the Building -- CHAPTER 6 Artificial Intelligence -- Conclusion: Enchantment Is a Remembering -- Afterword: Guidelines for Developing Your Own Digital Archaeology -- Appendices -- Appendix A Tasks for Golems – Building an ABM -- Appendix B Pot Trade Model Code -- Appendix C Information Diffusion on a Network -- Appendix D Golems in the City -- References -- Index

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

The use of computation in archaeology is a kind of magic, a way of heightening the archaeological imagination. Agent-based modelling allows archaeologists to test the ‘just-so’ stories they tell about the past. It requires a formalization of the story so that it can be represented as a simulation; researchers are then able to explore the unintended consequences or emergent outcomes of stories about the past. Agent-based models are one end of a spectrum that, at the opposite side, ends with video games. This volume explores this spectrum in the context of Roman archaeology, addressing the strengths, weaknesses, and opportunities of a formalized approach to computation and archaeogaming.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 25. Jun 2024)