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SeaROOTS ABM is a quite generic agent-based modeling system, for simulating and evaluating potential terrestrial and maritime mobility of artificial hominin groups, configured by available archaeological data and hypotheses. Necessary bathymetric, geomorphological and paleoenvironmental data are combined in order to reconstruct paleoshorelines for the study area and produce an archaeologically significant agent environment. Paleoclimatic and archaeological data are incorporated in the ABM in order to simulate maritime crossings and assess the emergent patterns of interaction between human agency and the sea.

SeaROOTS agent-based system includes completely autonomous, utility-based agents (Chliaoutakis & Chalkiadakis 2016), representing artificial hominin groups, with partial knowledge of their environment, for simulating their evolution and potential maritime mobility, utilizing alternative Least Cost Path analysis modeling techniques (Gustas & Supernant 2017, Gravel-Miguel & Wren 2021). Two groups of hominins, Neanderthals and Homo sapiens, are chosen in order to study the challenges and actions employed as a response to the fluctuating sea-levels, as well as probability scenarios with respect to sea-crossings via buoyant vessels (rafting) or the human body itself (swimming). SeaROOTS ABM aims to simulate various scenarios and investigate the degree climatic fluctuations influenced such activities and interactions in the Middle Paleolithic period.

The model focuses on simulating potential terrestrial and maritime routes, explore the interactions and relations between autonomous agents and their environment, as well as to test specific research questions; for example, when and under what conditions would Middle Paleolithic hominins be more likely to attempt a crossing and successfully reach the islands? By which agent type (Sapiens or Neanderthals) and how (e.g. swimming or by sea-vessels) could such short sea crossings be (mostly) attempted, and which (sea) routes were usually considered by the agents? When does a sea-crossing become a choice and when is it a result of forced migration, i.e. disaster- or conflict-induced displacement? Results show that the dynamic marine environment of the Inner Ionian, our case study in this work, played an important role in their decision-making process.

Non-traditional tools and mediums can provide unique methodological and interpretive opportunities for archaeologists. In this case, the Unreal Engine (UE), which is typically used for games and media, has provided a powerful tool for non-programmers to engage with 3D visualization and programming as never before. UE has a low cost of entry for researchers as it is free to download and has user-friendly “blueprint” tools that are visual and easily extendable. Traditional maritime mobility in the Salish Sea is examined using an agent-based model developed in blueprints. Focusing on the sea canoe travel of the Straits Salish northwestern Washington State and southwest British Columbia. This simulation integrates GIS data to assess travel time between Coast Salish archaeological village locations and archaeologically represented resource gathering areas. Transportation speeds informed by ethnographic data were used to examine travel times for short forays and longer inter-village journeys. The results found that short forays tended to half day to full day trips when accounting for resource gathering activities. Similarly, many locations in the Salish Sea were accessible in long journeys within two to three days, assuming fair travel conditions. While overall transportation costs to reach sites may be low, models such as these highlight the variability in transport risk and cost. The integration of these types of tools, traditionally used for entertainment, can increase the accessibility of modeling approaches to researchers, be expanded to digital storytelling, including aiding in the teaching of traditional ecological knowledge and placenames, and can have wide applications beyond maritime archaeology.

This is v0.01 of a UE5.2.1 agent based model.

This agent-based model examines the impact of seasonal aggregation, dispersion, and learning opportunities on the richness and evenness of artifact styles under random social learning (unbiased transmission).

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