# M3b — Sociological & population dynamics sims ## 1. Component Sociological simulation: **evolutionary game theory, bounded rationality, sentiment cascades, and population dynamics** among market participants. Pops here are **behavioral archetypes** — retail herd followers, contrarian whales, MEV searchers, passive LPs — whose strategies evolve under selection pressure. Grounded in evolutionary consensus game models [8,9] and bounded-rationality coordination frameworks. ## 2. Status / certainty DESIGN-FIRST · ABSENT. Evolutionary game-theory foundations C4 (Cornell blockchain cooperation literature [8]); pop behavioral models C1. ## 3. Language & location TBD · `src/economy/sims/sociological/`. Agent-based modeling frameworks (Mesa/Python, NetLogo, or custom). Needs efficient population iteration and strategy mutation. ## 4. Does / does-not - **Does:** simulate populations of behavioral archetypes competing in a market; apply evolutionary dynamics (replicator equation, mutation, selection) to strategy distributions; model sentiment cascades (fear/greed contagion across pop clusters); model bounded rationality (pops satisfice, not optimize — they follow heuristics, not perfect strategies); produce bounded predictions on market sentiment, herd behavior thresholds, and coordination breakdowns. - **Does-not:** model protocol mechanics (M3c–M3f); compute statistical forecasts (M3a); represent real individuals (pops are archetypes, not profiles). ## 5. Interface contract - Implements `query(PredictionQuery) -> BoundedPrediction` per M3 hub. - **Output bounds:** population-fraction ranges and sentiment scales. Example: `{ value: 7.3, lower_bound: 5.0, upper_bound: 9.1, confidence: 0.68, time_horizon: "12h", sim_type: "sociological" }` — herd-panic index on a 0–10 scale. Example: `{ value: 0.42, lower_bound: 0.31, upper_bound: 0.55, confidence: 0.72, time_horizon: "1w", sim_type: "sociological" }` — fraction of pops in "contrarian" strategy. - **Prediction types:** `sentiment_index`, `herd_threshold`, `strategy_distribution`, `cascade_probability`, `coordination_stability`. - Calibration: ingests `rss_news` (sentiment signal) and `price_tick` (realized behavior) from M2. ## 6. Dependencies & stubs - M2 Data Feeds — sentiment and price data for calibration; *stub:* canned sentiment series. - M3 Sims hub — lifecycle management; *stub:* manual init. ## 7. Invariants / laws - **L1 (C4):** pops are **archetypes, not individuals** — no attempt to model or track real market participants. The sim models emergent behavior from strategy populations. - **L2 (C4):** strategies **evolve** — the population distribution shifts over time via replicator dynamics. No fixed strategy ratios. - **L3 (C3):** bounded rationality is the **default** — pops satisfice with heuristics, not optimize with perfect information. Rational-agent models are a special case, not the baseline. ## 8. Build steps 1. Define pop archetypes and their heuristic strategies. 2. Implement replicator dynamics (strategy evolution over generations). 3. Implement sentiment contagion model (network-based cascade). 4. Wire M2 news/price data → calibration of pop parameters. 5. Implement `BoundedPrediction` output with population-fraction CIs. ## 9. Tests Evolution: dominant strategy shifts when payoff landscape changes. Cascade: sentiment shock propagates through pop network above threshold, not below. Bounded rationality: satisficing pop underperforms optimizer in simple games but outperforms in noisy environments. Bounds: all outputs include upper/lower. ## 10. Open items - Pop archetype catalog (which behavioral types? how many?). - Network topology for sentiment contagion (small-world? scale-free?). - Calibration from real market data — how to infer pop distribution from observable price action. - Cross-sim interaction: do sociological predictions feed into M3c (AMM) or M3d (MEV)?