Description

Book Synopsis

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.



Trade Review

“I urge you not to dismiss this book as a niche or specialist treatise. While Graham may at times use a technical term or make a reference that is missed by the nondigital archaeologist, the overall message comes through clearly. Graham presents a strong case that active, playful, and enchanting approaches are good for archaeology. And while I assume that he would not expect everyone to be enchanted by the same methods or tools, his general approach to engagement with the past is one that can be applied to all aspects of archaeology.” • American Journal of Archaeology

“The aim and personable, essayistic, almost diary-style kind of writing is simultaneously avant-garde (for academic works) and fitting for our (post-)digital times and the digital field it covers. This combination is what makes it a very worthwhile and refreshing read.” • Angus Mol, Leiden University Centre for Digital Humanities

“Many readers of this book…will find in this book inspiration and encouragement to pursue those ideas they previously discarded as wacky, frivolous or “not academic”; they are allowed to play, fail and be enchanted. There is huge value in this message.” • Tom Brughmans, University of Barcelona



Table of Contents

List of 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 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

An Enchantment of Digital Archaeology: Raising

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    A Hardback by Shawn Graham

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      View other formats and editions of An Enchantment of Digital Archaeology: Raising by Shawn Graham

      Publisher: Berghahn Books
      Publication Date: 01/07/2020
      ISBN13: 9781789207866, 978-1789207866
      ISBN10: 178920786X

      Description

      Book Synopsis

      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.



      Trade Review

      “I urge you not to dismiss this book as a niche or specialist treatise. While Graham may at times use a technical term or make a reference that is missed by the nondigital archaeologist, the overall message comes through clearly. Graham presents a strong case that active, playful, and enchanting approaches are good for archaeology. And while I assume that he would not expect everyone to be enchanted by the same methods or tools, his general approach to engagement with the past is one that can be applied to all aspects of archaeology.” • American Journal of Archaeology

      “The aim and personable, essayistic, almost diary-style kind of writing is simultaneously avant-garde (for academic works) and fitting for our (post-)digital times and the digital field it covers. This combination is what makes it a very worthwhile and refreshing read.” • Angus Mol, Leiden University Centre for Digital Humanities

      “Many readers of this book…will find in this book inspiration and encouragement to pursue those ideas they previously discarded as wacky, frivolous or “not academic”; they are allowed to play, fail and be enchanted. There is huge value in this message.” • Tom Brughmans, University of Barcelona



      Table of Contents

      List of 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 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

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