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Peakoil.com :: View topic - Play the Population Growth and Crash game
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Play the Population Growth and Crash game

 
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coyote
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PostPosted: Sun Jan 15, 2006 4:33 am    Post subject: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

Go here and click on the "Run Applet" button. Then select the "View Graph" tab and play with different Birth rates and Carrying capacities. Try changing the carrying capacity (a la Peak Oil) partway through the curve to simulate a dieoff -- even an extinction. I feel tremendously guilty... but it's kind of fun...
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TorrKing
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PostPosted: Sun Jan 15, 2006 4:57 am    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

Cool

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Eddie_lomax
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PostPosted: Sun Jan 15, 2006 9:01 am    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

coyote wrote:
Go here and click on the "Run Applet" button. Then select the "View Graph" tab and play with different Birth rates and Carrying capacities. Try changing the carrying capacity (a la Peak Oil) partway through the curve to simulate a dieoff -- even an extinction. I feel tremendously guilty... but it's kind of fun...


Nice find cheers, if only we could have a carry capacity store, that would model the oil-gas-coal and enviroment nicely.
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Novus
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PostPosted: Sun Jan 15, 2006 9:54 am    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

To model PO start with a low carring capacity and a high birth rate. Then up the carring capacity to represent the discovery of oil. Then lower the carring capacity and drop the birth rate to less then 1.0.
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Eddie_lomax
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PostPosted: Sun Jan 15, 2006 10:58 am    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

Novus wrote:
To model PO start with a low carring capacity and a high birth rate. Then up the carring capacity to represent the discovery of oil. Then lower the carring capacity and drop the birth rate to less then 1.0.


I gave it a try (didn't realise you could change values mid graph, bit slow here..), however it seems to have a bug with birth rate less than 1.0 and in overshoot - my population went ballistic, or maybe those flat earth people are right ? Very Happy

It does show a nice way of how quickly die off happens, although unlike easter island fortunately we have warfare, nuclear, biological and chemical weapons which all should hopefully (and ironically) prevent a resource limited dieoff! As I believe in the worst case scenario of dieoff it has got to be better for most of the population to be dead before the last tree is cut down.
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gego
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PostPosted: Sun Jan 15, 2006 11:11 am    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

Compare the actual human population growth to this cool aplet, and then try to tell me that we are not in for a catastrophic dieoff whether or not you consider peak oil. Add in the concept of peak oil, and only denial will keep you from seeing the obvious future.

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RonMN
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PostPosted: Sun Jan 15, 2006 11:16 am    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

Interesting. A birth rate of 3.9 went on & on but change it to 4.0 and it crashed in 26 generations.
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JustinFrankl
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PostPosted: Sun Jan 15, 2006 12:51 pm    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

Uh-oh.

So, looking at the posted graph, I tried to visually match the curve in the applet by playing with the numbers.

I let the applet run 60 generations with a carrying capacity of 2000 (for 2 billion people) and birth rate of 1.05, then I clicked on Stop. The population was 36.

To simulate the introduction of oil into our society, as it happened 5 generations ago, I increased the carrying capacity to 7000.

The next few generations, I used the Step button, the first time increasing the birth rate to 1.25, and then 0.25 thereafter. So I put in 1.25, Step, 1.5, Step, 1.75, etc. I made it up to 3.0, and the curve still resembles the population graph above (although I understand the year/generation scales don't match). The population stood at 6490 (6.49 billion people).

Then I kept the birth rate the same, at 3.0, and dropped the carrying capacity to 3500, to simulate the loss of oil.

Step.

And the population dropped to zero. Shocked

And, yet, I felt a guilty little pleasure. Embarassed
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coyote
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PostPosted: Sun Jan 15, 2006 1:05 pm    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

JustinFrankl wrote:
Uh-oh.

So, looking at the posted graph, I tried to visually match the curve in the applet by playing with the numbers.

I'm not a mathematician, but isn't the visual size of the vertical units on the graph arbitrary? I don't think human population growth has ever been up to 3% -- that would give us a doubling rate of only 23 years... Shocked
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JustinFrankl
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PostPosted: Sun Jan 15, 2006 2:39 pm    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

coyote wrote:
JustinFrankl wrote:
Uh-oh.

So, looking at the posted graph, I tried to visually match the curve in the applet by playing with the numbers.

I'm not a mathematician, but isn't the visual size of the vertical units on the graph arbitrary? I don't think human population growth has ever been up to 3% -- that would give us a doubling rate of only 23 years... Shocked

Yes, I know, I did say something about the year/generation scales not matching. This was not at all an attempt (yet) to simulate what we're going through.

Our last planetary population doubling occurred in 35 or so years, the previous doubling took 70 or so, and the doubling before that took over 150. I smell a die-off.
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bobcousins
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PostPosted: Sun Jan 15, 2006 3:50 pm    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

This applet shows something very interesting, but not what you think. The application of the model is way too simplistic, and real life is much more complicated and subtle. The logistic equation has chaotic behaviour.

Graph

(From Wikipedia)

With r below around 3, the curve is smooth and predictable. However, much above 3 the behaviour becomes chaotic. Before chaos theory was developed, ecologists would dismiss wildy varying populations as "abnormal", as they didn't fit the ideal of a approaching a harmonious equilibrum. In fact we now understand that wildly varying population level is a natural phenomenon, and some species even exploit it.

The fact the model goes to zero when you juggle with the parameters is quite meaningless. I think it is just an artefact of the way it was coded. It just demonstrates naive modelling ability. When people make simple predictions using a model where the fundamental behaviour is chaotic, you have to treat the predictions with a healthy degree of caution.

If you like to play around there is a fun applet here. If you want to delve into the math, look here!
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grabby
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PostPosted: Thu Jan 26, 2006 11:13 pm    Post subject: Re: Play the Population Growth and Crash game Add User to Ignore List Reply with quote

coyote wrote:
Go here and click on the "Run Applet" button. Then select the "View Graph" tab and play with different Birth rates and Carrying capacities. Try changing the carrying capacity (a la Peak Oil) partway through the curve to simulate a dieoff -- even an extinction. I feel tremendously guilty... but it's kind of fun...


Very interesting. a birth rate of 3.9 is quasi stable, but a birthrate of 4 is totally extinction causing in the end.

A birth rate of 2 is smooth and stable. I never would have guessed that.
thank you for the nice teaching aid.
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