Wildlife Reserve
In this example we are going to use a fuzzy cognitive map to model
the behaviour of a wildlife reserve. This example builds upon the
Grazing Fields and the
Food, Prey and Predator
fuzzy cognitive maps. If you have not already done so, I suggest that
you have a look at them before going on with the Wildlife Reserve
case.
1. Description of the wildlife reserve
The wildlife reserve is a vast area of land, of which about half is
covered by grassland. However, the extension of the reserve occupied
by grassland varies, as it depends on the amount of rainfall. When the rain is
abundant the coverage of the grassland grows, and in droughts the
grassland area shrinks.
In the wildlife reserve there is a colony of
zebras that graze on the grassland. The zebras live happily in the
reserve, but only to the extent that the lions, which live also in
the reserve, leave them in peace. The lions do not leave the zebras
in peace because the main ingredient of a lion's diet is zebra meat.
In the outskirts of the wildlife reserve there are farms. The farmers
grow crops and, by and large, they do not interfere with the life in the
reserve. This is in periods of normal weather. In dry weather things
are different. When there is a drought many farmers lose their crops
and don't manage to get enough income. In those hard circumstances
many of them turn to the wildlife reserve and become poachers.
The poachers hunt both zebras and for lions. They sell the
zebra meat in the market and sell the lions, dead or alive, to smugglers
in the black market.
The number of poachers not only depends on how good or bad the harvest
is; it also depends on the population of zebras and lions. When there
are many zebras and lions, it is easier to hunt them, and the number of
poachers raise. On the other hand, when the population of wildlife is
low, the number of poachers decreases.
The wildlife reserve is certainly large, and it can support a small
number of poachers without important damage to the population of animals.
Nevertheless, to keep the number of poachers at bay the local authorities
have set up a small garrison of rangers in the reserve. The rangers
patrol the reserve and try to make life difficult for the poachers.
The number of rangers is small, and they cannot provide full and
continuous coverage of the reserve. However, they manage to prevent
the number of poachers raising.
A solution to the problem of illegal hunting would be to recruit the
unemployed farmers as rangers. However, the budget of the local authorities
is rather tight, so they cannot afford to recruit more rangers.
2. The fuzzy cognitive map for the wildlife reserve system
2.1. Factors in the system
From the description of the system it is quite clear what are the factors
involved. These factors are:
reserve are:
- The amount of rainfall
- The extension of grassland
- The zebra population
- The lion population
- The number of poachers
- The number of rangers
Therefore we select these six factors to draw the fuzzy cognitive map that
models the wildlife reserve.
Once the factors are selected, the next step is to find out how the
factors are related to one another.
2.2. The amount of rainfall
The amount of rainfall has an effect on the extension of grassland. The
effect is positive because an increase in the amount of rainfall causes
an increase in the extension of grassland. And viceversa, a dry period
causes a drop in the extension of grassland.
The amount of rainfall also affects the number of poachers. When the rain
is plentiful the number of poachers is low, because the harvest is good
and the farmers do not need to become poachers. When the rain is scarce
the number of poachers raise, out of unemployed farmers. The causality
relationship between the rain and the number of poachers is negative.
2.3. The extension of grassland
The extension of grassland only affects the population of zebras, which
feed on the grassland. When the extension of grassland is large the
zebra population is boosted, and when the grass is scarce the number of
zebras decreases. The causality relationship is positive.
2.4. The zebra population
The number of zebras affects the number of lions, because the lions
feed on the zebras. If the number of zebras is high the lions thrive,
and viceversa. The relationship is positive.
The extension of grassland is affected by the number of zebras. When
there are many zebras, they eat too much grass and the grassland
extension decreases. And when the number of zebras is low the grassland
grows in extension because the zebras do not manage to eat the grass.
The relationship is negative.
The number of zebras also affects the number of poachers. The relationship
is positive. A large number of zebras encourages the
poachers because the zebras are easier to hunt.
2.5. The lion population
The lion population affects the number of zebras because the lions eat
the zebras. The relationship is negative: more lions means fewer zebras.
The lion population affects the number of poachers, in the same way as the
zebra population does.
2.6. The number of poachers
The number of poachers affects the populations of zebras and lions with
negative causality. Poachers kill the animals, so more poachers means
fewer animals, and fewer poachers means more animals.
2.7. The number of rangers
The job of the rangers is to chase the poachers, so more rangers
implies that there are fewer poachers. This is a negative relationship.
The number of rangers is not affected by any factor in the system.
As we said above, the local authorities cannot afford to employ
ex-farmers as rangers. The number of rangers is, in principle, constant.
2.8. The fuzzy cognitive map
The fuzzy cognitive map for the system is depicted in the figure below:
Causality relationships are indicated with arrows, from the cause to
the effect, and the type of relationship (positive or negative) is
indicated with a "+" or "-" simbol next to the arrow.
The fuzzy cognitive map for the wildlife reserve is stored in the
applet. To load it click the Load System button in the main
window of the application. In the popup dialog box select the Wildlife
Reserve system and click the Load button.
The factors of the system will appear listed in the main window of the application.
The factors can be edited and removed using the appropriate buttons in the
main window.
3. Levels of factors
Once we have the fuzzy cognitive map loaded in the applet, the next thing to
do is to set the parameters for the factors.
Let's suppose that the local authorities have determined that, under normal
circumstances, the average rainfall is 700 mm/year, the grassland covers half
of the area of the reserve, the population of zebras is 10 zebras per square
kilometer of grassland and the ratio of lions and zebras is 20:1.
There are four rangers in the reserve, and the number of poachers is estimated
to be six. These poachers are endemic: they are a permanent fixture
of the park, and their presence is not due to poor crop harvest. Nevertheless, the
park can bear the activities of the poachers and the the four rangers manage to
keep the number of poachers down to about six.
Therefore, it is expected that under normal circumstances and if the rainfall is
as expected, the state of the system is steady and the extension of grassland,
number of animals and number of poachers remains pretty much constant.
In our fuzzy cognitive map we can represent the expected average levels of
the factors with a value of 50 out of 100. Therefore, the levels are as follows:
| Factor | Actual level | Fuzzy cog. map level |
| Rainfall | 700 mm/year | 50 |
| Grassland | half of the reserve area | 50 |
| Zebra population | 10 animals/km2 | 50 |
| Lion population | 0.5 animals/km2 | 50 |
| Poachers | 6 | 50 |
| Rangers | 4 | 50 |
Each causality relationship in the fuzzy cognitive map has an associated
intensity of effect, that may take any value between 0 and 100. For the moment
we leave all the intensities of effect at 50. We may modify these values
later on if we want to fine-tune the model.
4. Running the simulation
To run the simulation, select Run until convergence and then
click the Run simulation button in the main window of the
applet.
In the popup window that shows the results of the simulation we can
see that the system is stable. After a few iterations there is no
change in the levels of the system and the simulation stops.
This is what we expected, as we said that the levels of 50 for the
factors represent a sustainable state of the system.
5. Effect of the amount of rainfall
Now we can start exploring the effect of variations of the levels
of the factors on the global balance of the system. The first
factor that we are going to alter is the amount of rainfall.
We can try and see the effect of setting the rainfall level at
values of 40, 30, 20, 10 and 0. That is, from lower than average
rainfall down to extreme drought. The levels of all the other
factor remain at 50.
For rainfall levels of 40, 30 and 20 we see that the simulation
runs to the maximum number of cycles allowed (5000) without
reaching convergence. Initially, the extension of grassland
and the population of zebras decreases. This causes a drop
in the number of lions, but an increase of the number of
poachers. Then the system oscillates, as high and low factors
tend to compensate one another.
The conclusion is that the low rainfall certainly disrupts the
balance of the system, but is not enough to make it collapse.
For a rainfall level of 10 the simulation reaches convergence
after 66 iterations. The final levels in the final steady
state are:
| Factor | Fuzzy cog. map level |
| Rainfall | 10 |
| Grassland | 29 |
| Zebra population | 9 |
| Lion population | 27 |
| Poachers | 9 |
| Rangers | 50 |
The levels of rangers and rainfall are of course the same as
in the initial situation, as these factors are not affected
by other factors in the system.
The levels of lion population and grassland extension are
low and the levels of zebra population and poachers are
very low.
We might try to guess correspondences between these fuzzy
cognitive map levels and actual levels in the wildlife
reserve system. We could assume that the results mean
a grassland extension of about 1/3 of the area of the
reserve, a zebra population of about 2 animals/km2,
a lion population of about 0.25 animals/km2 and
1 or 2 poachers.
For a rainfall level of 0 (extreme drought) the simulation
reaches convergence as well, but the results are different.
The extension of grassland decreases quickly. This is
followed by a decrease in the number of zebras and, in
turn, by a decrease in the number of lions.
The number of poachers initially raises, because the drought
forces the farmers to become poachers. The higher number
of poachers taxes the animal population further. Eventually
the grassland disappear, the zebras become extint, the
lions die and, finally, the poachers go. Only the rangers
remain (rather bored, I guess).
5.2. High level of rainfall
In order to see the effect of a high level of rainfall we
run simulations with rain levels of 60, 70, 80, 90 and 100.
The levels of other factors are kept at 50.
For levels of rainfall of 60, 70 and 80 the simulation does not
reach convergence. It seems that the abundant rainfall disrupts
the balance in such a way that it can not settle in an steady
state. The system oscillates between different states. It would
be interesting to plot the results and see if the oscillations
are periodic or random. Unfortunately the applet does not allow
to plot the results (yet!).
For the rainfall level of 90 the simulation reaches convergence. The
final levels are:
| Factor | Fuzzy cog. map level |
| Rainfall | 90 |
| Grassland | 74 |
| Zebra population | 92 |
| Lion population | 76 |
| Poachers | 93 |
| Rangers | 50 |
That is, the grassland abound and zebra population grows
as much as poachers do. Lions thrive
after the zebras, but not as much. We might expect that the rainfall would keep the
number of poachers down, because the farmers do not need to become poachers, but it seems
that despite the abundant rainfall the number of poachers raised pulled by the
high number of animals in the reserve. As we did before, we might try to convert the
fuzzy cognitive map levels into actual levels of factors in the real system.
The results of a simulation run with a rainfall level of 100 shows that the
grassland extension raises quickly, and with it the populations of zebras and
lions. The number of poachers initially drops quite low, but then raises due
to the high levels of the animal population. Eventually, the levels of all
factors raise as much as possible (except for the number of rangers, which
is fixed). The abundant rainfall is not enough to keep the number of poachers
low when the animal population is high.
6. Effect of changes in the ranger recruitment policy
In the description of the wildlife reserve above we said that the
local authories could not afford to recruit unemployed farmers and
train them as rangers. Nevertheless, with the fuzzy cognitive map
we can explore what would happen if the local authorities decide
to change this recruitment policy.
There are two ways of modelling a change in the recruitment
policy for the rangers. The first way is to modify the levels of
rainfall and rangers simultaneously. The second way is to add
a causal link from the rainfall factor to the ranger factor and
modify the level of rainfall. Each way models a different kind
of recruitment policy.
6.1. Simultaneous variation of rainfall and rangers factor levels
In the description of the wildlife reserve we said that, under
normal circumstances, there are four rangers in the reserve. This is
represented with a factor level of 50 in the fuzzy cognitive map.
We may suppose that the local authorities are ready to recruit
unemployed farmers as rangers in periods of dry wheather, but that
they do not intend to reduce the number of rangers below their
usual number of four when the rainfall is abundant and the crop
harvest is good. In the fuzzy cognitive map we can mimic this
policy by modifying simultaneously the initial levels of rainfall
and rangers.
We are interested to see what happens when the wheather is dry
and the local authorities are forced to recruit more rangers.
Therefore we run five simulations using the following initial
values for the levels of rainfall and rangers, where the rainfall
level is lower than the average and the number of rangers is
higher than the average.
| Rainfall level | Rangers level |
| 40 | 60 |
| 30 | 70 |
| 20 | 80 |
| 10 | 90 |
| 0 | 100 |
In the simulations for the three first situations -values of (40, 60),
(30, 70) and (20, 80)- convergence is not reached. The system alternates
between states. A plot of the results would show if the oscillations
are periodic or not, and whether the system oscillates in the same
way for the three initial conditions.
The simulation for the initial conditions (10, 90) reaches convergence
after 66 iterations. The final levels of the factors are shown in the
following table.
| Factor | Fuzzy cog. map level |
| Rainfall | 10 |
| Grassland | 29 |
| Zebra population | 9 |
| Lion population | 27 |
| Poachers | 9 |
| Rangers | 90 |
Surprinsingly, the results are the same as those shown in
Section 5.1 above, where we ran a simulation for very dry
weather (level 10) but there was no additional recruitment
of rangers. The conclusion is that, when the weather is
dry, it does not matter if the local authorities recruit
more rangers or not. The effect on the grassland extension
and the population of animals is the same. Recruiting more
rangers may relieve the families of the unemployed farmers,
but will not affect life in the wildlife reserve.
The result of the last simulation, with initial levels
of 0 and 100 for rainfall and rangers, also finishes in
a steady state: the grassland and wildlife disappears
and only the rangers are left.
6.2. Causal relationship between rainfall and rangers
In the previous section we have assumed that the local
authorities would recruit unemployed farmers as rangers
in dry weather, but they would not dismiss the core of
four rangers of the reserve when the rainfall is above
the average level.
Now we assume that the number of rangers is strictly dependent
on the amount of the rainfall: when the weather is dry
the authorities will recruit more rangers, but when the
weather is wet the number of rangers will fall below the
average (maybe because the rangers resign and become farmers).
To represent this situation we need to add a negative
causal relationship between the fainfall factor and the
number of rangers factor. The fuzzy cognitive map that
results is shown in the figure below.
To add this new causal relationship in the fuzzy
cognitive map applet we click in the Rangers
factor to select it in the main window of the applet.
Then we click the Edit button.
In the popup Factor Editor window, we select
the Rain factor in the list of possible
causes. We set the effect on factor as Negative
and the intensity of effect at level 50. Finally,
we click OK to accept the changes.
We can run simulations for dry weather (for example,
with leves 40, 30, 20, 10 and 0) and for wet weather
(levels 60, 70, 80, 90 and 100). The levels of the
remaining factors, including the rangers, should be
all at 50 initially.
The simulation for initial level of rainfall at 0
shows that there is extintion of animals and
grassland and no poachers. The number of rangers
is maximum, though.
The simulation for initial levels of rainfall at 10 and
20 reach convergence. The final results are shown in
the table below:
| Factor | Intit. rainfall level = 10 | Intit. rainfall level = 20 |
| Rainfall | 10 | 20 |
| Grassland | 29 | 59 |
| Zebra population | 9 | 19 |
| Lion population | 27 | 57 |
| Poachers | 9 | 19 |
| Rangers | 100 | 100 |
The simulation for rainfall level at 10
shows the same final results as we saw above, when
there was no causal link between rainfall and
rangers and the level of rangers was kept at 50.
This seems to indicate that there is no much point
in recruiting more rangers: at the end the result is
the same. On the other hand, the simulation for
rainfall level at 20 suggest that by recruiting
more rangers when the weather is rather dry (but not too
dry) it is possible to maintain the reserve in
relative good health -only the zebra population
is below the average level.
The simulations for initial levels of rainfall at
30, 40, 60 and 70 do not converge, so we cannot
say much if we do not plot the results.
The simulations for initial levels of rainfall at
80 and 90 the simulations converge to the following levels:
| Factor | Intit. rainfall level = 80 | Intit. rainfall level = 90 |
| Rainfall | 80 | 90 |
| Grassland | 43 | 73 |
| Zebra population | 82 | 92 |
| Lion population | 46 | 76 |
| Poachers | 82 | 92 |
| Rangers | 0 | 0 |
The results show that, without rangers, the poachers thrive. However,
thanks to the abundant rainfall the levels of grassland and animal
life are next or well above the average level. Again, this suggest
that there is not much need of recruiting rangers.
7. Effect of variations in the number of rangers
Some of the simulations that we have tried in the sections above
suggest that there is not much difference between having or
not having rangers in the reserve. To ascertain what the effect
of not having rangers is, we can run simulations with different
levels for the ranger factor.
First, we remove the causal relationship between the rain factor
and the rangers factor. To do this, we edit the ranger factor.
In the Factor Editor window for the ranger factor we
select the Rain cause and then set the effect on
factor as None.
If we run simulations with initial levels of rangers of
0, 10, 20, 30 and 40, leaving all other levels at 50, we
see that the simulations do not reach convergence. This means
that the reduction or absence of rangers causes a perturbation
in the system, but does not lead it to a collapse. The wildlife
reserve is able to survive without rangers, providing that the
amount of rainfall is at least at the average.
8. Intensities of effect
In all the simulations we have run so far for the wildlife reserve
system all the intensities of effect were set at 50. This may
not be very realistic. We could adjust the intensities of effect
to reflect better the causality relationships in the real system.
The population of a species is usually more dependent on the
availability of food than on the presence of predators. Too many
predators are bad, but too little food is worse. We can express
this in the fuzzy cognitive map by assigning an intensity of
effect of 60 to the dependency on food and an intensity of 40 to
the presence of predators. For the zebras the predators are the
lions, and for the grassland the predators are the zebras.
We could argue that the presence of zebras or lions does not encourage
the poacher to go hunting in the same way. The poachers hunt zebras
to sell the meat, but it turns out that the meat of zebra is not
very good and they have to sell it cheap. Hunting zebras is not
very profitable for poachers. On the other hand, hunting lions
is a very profitable business. Lions are expensive and are in
high demand. Therefore, the zebra population and the lion population
do not have the same effect on the number of poachers. We can then
assign an intensity of effect at 20 between zebra population and
poachers, and an intensity of effect of 70 between lion population
and poachers.
The local authorities have found that the presence of poachers does
not cause the same damage to the zebra population as to the lion
population. The effect of poachers on the zebra population is, apparently,
moderate, so we assign an intensity of effect of 30 to it. On the
other hand, the poachers cause great damage to the lion population
because they always tend to hunt for the best animals, which
taxes the ability of the lion population to breed. We assign
an intensity of effect higher than for the zebras, say 50.
The simulations that we run in the previous sections seemed to
indicate that the effect of the number of rangers on the wildlife
reserve is moderate. Also, we could assume that the effect of
the lack or abundance of rainfall has a moderate effect on the
number of poachers, because only part of the unemployed farmers
become poachers. We assign intensities of effect of 30 to these
two relationships.
After setting the new intensities of effect the
fuzzy cognitive map is as shown in the figure below:
The intensities of effect are shown between brackets next
to the arrows that indicate the causality relationships.
To edit the intensities of effect in the applet, select one
or more factors in the main window of the applet and then click
the Edit button. In the popup Factor Editor
window select the causes in turn and modify the intensity of
effect using the scroll bar. Finally, click OK to
accept the changes.
9. Validity of the model
We have used a fuzzy cognitive map to model the effect of
rainfall in a wildlife reserve. Our fuzzy cognitive map for
the reserve is a very simple one, with only six factors.
Nevertheless, the simulations we have run have shown some
interesting trends and the results we have obtained seem
to be reasonable.
To ascertain the validity of our fuzzy cognitive map
we would have to compare the outcome of the simulations
with the actual effects of rainfall in the reserve.
If the fuzzy cognitive map, as it is, does not prove
good enough to predict the behaviour of the actual system
then it would be necessary to refine the model. The refinement of the fuzzy
map can be done by adding more factors, by rearranging
the causality relationships or by modifying the intensities
of effect.
10. Feedback
If you have comments, good or bad, about the wildlife
reserve fuzzy cognitive map, or you have suggestions
on how to improve it, feel free to
contact me.
If you have a fuzzy cognitive map that models an ecosystem
similar, or not so similar, to the wildlife reserve, please
let me know about your experience. What did you use your
fuzzy map for? Was your fuzzy map able to model the real system?
If you wish, I can add your fuzzy map to the applet (and add
your name to the credits too!).
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