Virtual Arrowhead Task
This is a standalone version of the Virtual Arrowhead Task, used in the above study to simulate prehistoric cultural transmission dynamics. The player initially copies the arrowhead design of one of six previous participants, then uses individual trial-and-error learning to improve his/her arrowhead design over a series of hunts. The first phase simulates indirect (or success) bias, given that most players choose to copy the most successful model, and consequently results in low arrowhead diversity across participants. The subsequent individual learning phase simulates guided variation, and results in higher diversity across participants. This represents a test of Bettinger and Eerkens' (1999) hypothesis that the unusually low arrowhead diversity observed in prehistoric Nevada resulted from indirect bias, and the unusually high diversity observed in prehistoric California resulted from guided variation.
Copycat suicide model
This agent-based model simulates various cultural processes that are thought to influence the phenomenon of copycat suicide. Parameters control the strength of social learning, prestige bias, one-to-many transmission, homophily and individual differences in suicide risk (see published paper for details). The coloured grid indicates the spatial distribution of suicides over successive time periods.
Random copying model
This program generates log-log plots of cultural trait distributions assuming different individual-level cultural learning biases, including random copying and various forms of frequency-dependent biases (e.g. conformity, anti-conformity). While random copying generates scale-free (straight line) power-law distributions (see also Bentley, Hahn & Shennan, 2004), different frequency-dependent biases produce interesting deviations from the power-law distribution.