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Revising price coordination in the classical and neoclassical economics based on elementary cellular automata

This paper utilizes elementary cellular automata, Shannon entropy, and Monte Carlo simulations to argue that classical economics offers a consistent, interaction-based framework for price coordination, whereas the neoclassical approach fails to provide a mechanism for such coordination, portraying individuals as passive spectators.

Original authors: Igor Lugo, Martha G. Alatriste-Contreras

Published 2026-07-02
📖 5 min read🧠 Deep dive

Original authors: Igor Lugo, Martha G. Alatriste-Contreras

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine the economy as a giant, bustling marketplace where millions of people are constantly buying and selling things. The big mystery economists have tried to solve for centuries is: How do all these prices magically line up so that everyone gets what they need without chaos?

This paper suggests that the old ways of explaining this (using complex math equations) might be missing the point. Instead, the authors propose using a simple computer game called Elementary Cellular Automata (ECA) to understand how prices actually coordinate.

Here is the breakdown of their ideas using simple analogies:

1. The Game Board: A Row of Light Switches

Think of the economy as a long row of light switches.

  • The Switches: Each switch represents the price of a specific item.
  • The States: A switch is either ON (1) meaning the price went up, or OFF (0) meaning the price went down.
  • The Neighbors: Just like in real life, a price doesn't exist in a vacuum. It reacts to the items next to it.
    • The neighbor on the Left is a "Complementary Good" (like a hot dog bun). If the price of buns goes up, the price of hot dogs might change.
    • The neighbor on the Right is a "Substitute Good" (like a burger). If burgers get expensive, people might buy more hot dogs, changing the price.

The computer runs this game step-by-step. It looks at a switch and its two neighbors, applies a simple rule, and decides what the switch will be in the next moment.

2. The Two Schools of Thought: The Architect vs. The Spectator

The authors used this game to test two famous ways of thinking about economics: Classical and Neoclassical.

The Classical Approach: The Active Architect

  • The Metaphor: Imagine a group of people building a wall together. They talk, they look at the bricks, and they make logical choices based on what they see. If a brick is too heavy, they adjust.
  • In the Paper: This approach assumes people are active participants. They use logic and real data (like how much labor it took to make a product) to decide prices.
  • The Result in the Game: When the authors programmed the computer to act like this "logical" person, the prices settled into stable, repeating patterns (like a neat, rhythmic wave). The system found a balance because the "architects" were actively coordinating.
  • The Takeaway: The Classical view is consistent. It shows that when people make logical choices based on facts, prices naturally find a stable order.

The Neoclassical Approach: The Passive Spectator

  • The Metaphor: Imagine a person standing on the sidelines watching a storm. They can't stop the rain or change the wind; they just see the rain falling and say, "Oh, it's raining now." They don't know why the rain started, they just react to it.
  • In the Paper: This approach assumes the "market" is a mysterious force that magically balances itself. The individual is just a spectator who sees the final price and reacts to it. They don't know the rules of how the price got there.
  • The Result in the Game: When the authors programmed the computer to act like this "spectator," the system only looked for simple, repetitive patterns (like a solid block of color or a simple repeating stripe).
  • The Takeaway: The Neoclassical view is limited. It ignores the complex, messy, and chaotic ways prices actually interact. It assumes the market is always in a perfect, simple balance, ignoring the fact that real life is often messy and unpredictable.

3. The "Classes" of Chaos

The paper mentions that these computer games can produce four types of results (Classes):

  • Class 1 & 2 (Simple/Stable): Everything settles down quickly. (This is what Neoclassical economics likes to see).
  • Class 3 & 4 (Complex/Chaotic): The patterns are wild, messy, and unpredictable, like snowflakes or traffic jams. (This is what the Classical approach actually describes when you let people interact logically).

The authors argue that because old computers were too slow to handle the "messy" Class 3 and 4 patterns, early economists were forced to only look at the "neat" Class 1 and 2 patterns. They built their theories on the idea that the world is simple and orderly, just because they couldn't compute the complex stuff.

4. The Big Conclusion

The paper concludes that:

  1. Classical Economics is closer to the truth because it acknowledges that people interact, make choices, and create order out of chaos.
  2. Neoclassical Economics is a bit of a fantasy. It treats people as if they are just watching a magic show, assuming the prices will magically balance themselves without anyone actually doing the work of coordinating them.

In short: The authors used a simple computer game to show that the economy isn't a perfectly tuned machine (as Neoclassical theory suggests); it's more like a complex dance where people are actively leading and following each other (as Classical theory suggests). By using these simple rules, we can finally see the "facts" behind the "beliefs" of economic theory.

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