Socio-Quantum Behavioral Synthesis Visualizer

Socio-Quantum Behavioral Synthesis Visualizer

LOW $J$ (1-5) $\rightarrow$ **High Instability/Noise:** Rapid State Change.
HIGH $J$ (15-20) $\rightarrow$ **High Stability/Order:** Cohesive movement.

Red: 150 Blue: 150

Here is a brief explanation of how the visualizer relates to the Socio-Quantum Behavioral Synthesis (SQBS) Theory.

The Socio-Quantum Behavioral Visualizer is a simplified Boids (flocking) model designed to illustrate the core principles of SQBS theory, which posits that social behavior is non-linear and operates under quantum-like rules of interference and emergent order.

Individuals and State Vectors

The red and blue agents represent individuals whose behavioral state is modeled as a simple, binary “social vector” (conformity vs. non-conformity, or red vs. blue). In the SQBS framework, this state is constantly challenged by neighboring influences. The agent’s decision to change color (state) is based on a probabilistic rule: it flips its state if it encounters a critical threshold (defined by MIN_CONTACTS_FOR_CHANGE) of opposing-state neighbors, reflecting the theory’s concept of interference and non-linear response to social pressure.

Human Social Equivalents

  • Separation (Repulsion): Personal Space, Boundary Maintenance, and Conflict Avoidance.
    • Social Equivalent: This rule is the force that keeps individuals from physically or socially crowding each other, preventing immediate conflict or overwhelming proximity. It ensures that individuals maintain their integrity and avoid destructive overlaps (e.g., pushback against spam or aggressive behavior).
  • Cohesion (Attraction): Group Identity, Belonging, and Collective Goal Seeking.
    • Social Equivalent: This represents the desire for belonging and the drive toward a shared purpose. This could be moving to a popular area (clustering), or collaborating on a shared project to reach a common endpoint. Cohesion is what creates the “mass” or identity of a social group.
  • Alignment (Orientation): Conformity, Consensus, and Social Momentum.
    • Social Equivalent: This is the tendency to conform to the local social norm. If everyone around you starts slowing down or changing direction (e.g., following a new trend, or agreeing on a strategy), you adjust your own behavior to match the surrounding group’s momentum. It facilitates smooth, coordinated action without the need for a central leader.
  • Social Horizon Scale (Space)
    • Social Equivalent: This slider scales the perception and separation radii of the agents, giving you dynamic control over how “crowded” the environment feels to the boids, effectively simulating zooming in or out on their social network.
    • Note on Scale: Conditions of change are much more volatile in the confines of the small visualization window than they are in the larger phase space of the full-screen mode (not available on smart phones). This illustrates the accelerating effect of limited resources on social change.

Emergent Order and Bifurcation Control ($J$)

The key connection is the Order Parameter ($J$). In physics, this parameter measures the degree of order in a system. In the visualizer, $J$ directly acts as the Stability Control. When $J$ is high (15-20), the system exhibits high cohesion and stability, corresponding to the SQBS concept of a strong “social momentum” or dominant Paradigm (Kuhn’s influence). When $J$ is low (1-5), the individual velocities and perception radii become chaotic and noisy, leading to rapid state changes and dissolution of order. This illustrates T.R. Young’s non-linear socio-dynamics, where a system can bifurcate from predictable, collective alignment into social Chaos based on the level of internal instability or noise.

The classic flocking rules (Separation, Cohesion, Alignment, Social Horizon) then serve as the physical analogs for the fundamental forces of social interaction that drive the collective behavior within these chaotic limits.

The Dominance Reversal Threshold (DRT): Negative Feedback and Social Backlash (Parameter 7)

The DRT (set by parameter 7, default 0.80) introduces a critical mechanism for Negative Feedback, preventing the system from locking into a single, absolute, dominant state. When one color (Red or Blue) crosses this threshold (e.g., 80% dominance), the model initiates a Reversal Bias (a form of social fatigue) by internally lowering the number of opposing-color contacts required for a dominant agent to switch its state.

This mechanism models three key human sociological phenomena that restore dynamic equilibrium:

  1. The Threshold of Saturation: Absolute dominance leads to a loss of novelty and intrinsic value in the majority identity, creating a Cultural or Political Monopoly that feels stale.
  2. Internal Instability (Social Fatigue): The dominant group, lacking serious external challenge, becomes internally brittle. Its members are easier targets for conversion.
  3. The Power of the Niche: The smaller, opposing group gains a disproportionate influence, often leading to a Political Pendulum Swing where the system corrects itself by breaking the monopoly and restoring dynamic competition.

Kao