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Nonlinear Systems and Complexity
Series Editor: Albert C. J. Luo
Mohamed Nemiche
Mohammad Essaaidi Editors
Advances in
Complex Societal,
Environmental
and Engineered
Systems
Nonlinear Systems and Complexity
Volume 18
Series Editor
Albert C. J. Luo
Southern Illinois University
Edwardsville, IL, USA
Advances in Complex
Societal, Environmental
and Engineered Systems
123
Editors
Mohamed Nemiche Mohammad Essaaidi
Ibn Zohr University ENSIAS College of Engineering
Agadir, Morocco Mohamed V University of Rabat
Rabat, Morocco
This book addresses recent technological progress that has led to an increased
complexity in societal, ecological, and engineered systems. This complexity is
characterized by the emergence of new proprieties and structures resulting from
nonlinear interactions among system elements and between system and its envi-
ronment. This volume provides researchers and managers with qualitative and
quantitative methods, bottom-up and holistic approaches for handling many features
of the complex contemporary reality. This book is composed of three parts with
a total of 13 chapters: Part I (Chaps. 1–6) focuses on societal and ecological
systems, Part II (Chaps. 7–12) deals with approaches for understanding, modeling,
forecasting, and mastering complex systems, and Part III (Chap. 13) includes real-
life examples. Each chapter of this book has its own special features; it is a
self-contained contribution of researchers working in different fields of science
and technology relevant to the study of complex systems including Agent-Based
Modeling, General Systems Theory, and Mathematical Modeling.
In the chapter “ProtestLab: A Computational Laboratory for Studying Street
Protests,” Lemos, Coelho, and Lopes present an Agent-Based model for the
simulation of street protests, with multiple types of agents (protesters, police, and
“media”) and scenario features (attraction points, obstacles, and entrances/exits). In
this model agents can have multiple “personalities,” goals, and possible states. The
model includes quantitative measures of emergent crowd patterns, protest intensity,
police effectiveness, and potential “news impact,” which can be used to compare
simulation outputs with estimates from videos of real protests for parameterization
and validation. ProtestLab was applied to a scenario of policemen defending a
government building from protesters and reproduced many features observed in real
events, such as clustering of “active” and “violent” protesters, formation of moving
confrontation lines, occasional fights and arrests, “media” agents wiggling around
“hot spots,” and policemen with defensive or offensive behavior.
In the chapter “A Generic Agent Based Model of Historical Social Behavior
Change,” Ahmed M’hamdi et al. describe and discuss how human societies change
over time. The main objective of this work is to build a generic agent-based model
v
vi Preface
train railway systems. Meanwhile, the delineation of traffic impact areas could be
spatially targeted at priorities of traffic improvement for city planners.
In the chapter “Logic, Mathematics and Consistency in Literature: Searching for
Don Quixote’s Place,” Montero et al. combine fuzzy logic with other techniques
to analyze the consistency of the linguistic discourse about the village Miguel de
Cervantes (1547–1616) decided not to reveal in his classical Don Quixote’s novel.
In particular, the authors consider Cervantes linguistic description of Don Quixote’s
trips from and to that place in order to check if such information is consistent with
the map of La Mancha, and allowing a more or less constant walking speed march
per day. From this complex system of information, it is then concluded that there
is in fact a small region in the center of Campo de Montiel that meets all estimated
walking times per day, showing that Cervantes linguistic description of the trips
involving the hidden place is in this sense consistent.
In the chapter “Energy-Efficient Buildings as Socio-Technical Complex Systems:
Approaches and Challenges,” Lachhab et al. present important metrics that assess
performance and occupants’ comfort in energy-efficient buildings and study their
relationships with building physical properties, equipment control, outdoor envi-
ronment, and occupants’ behavior and activities. The authors analyze occupants’
actions and behaviors in context taking into account the complex interlinked entities,
situations, processes, and their dynamics. Lachhab et al. then review existing control
approaches and solutions for energy efficiency in complex buildings. They highlight
simulation tools that aim to study and analyze approaches for energy consumption,
occupants’ comfort, and CO2 emissions. They also introduce their ongoing work
related to modeling and control of these complex systems by highlighting the
necessity of the development of intelligent building management systems that could
include run-time processing techniques of large amount of data for deploying
context-aware event-triggered control techniques.
In the chapter “Modeling Space-Time-Action Modularity and Evolution of
Living Systems,” Pierre Bricage develops a new paradigm of “the gauge invariance
of living systems” which allows him to define functionally and dynamically the
hierarchical fractal organization of all living systems, from the quantum of Planck to
the whole universe. The ontogeny of interactions and the interaction of ontogenies
are topologically related through a power law of exponent 3/2, which is basically
related to the Brownian motion. His work was motivated by the need to understand
why all living systems are emerging through juxtaposition and embedment of
previous ones in a new blueprint that is always an Association for the Reciprocal
and Mutual Sharing of Advantages and Disadvantages: “interaction is construction
and construction is interaction” both for the spaces and times, which are juxtaposed
and embedded simultaneously into limited spatial and temporal networks, within
an “independent of mass-entropy relationship inter-active optimal surface flow of
flows” organizing control.
Preface ix
The editors would like to thank all the authors who contributed to this book.
Special thanks also go to Mr. Christopher Coughlin and Mr. Abdeljalil Haib for
their collaboration in this book project.
xi
xii Contents
Editors
xiii
xiv List of Editors and Contributors
Contributors
1 Introduction
Street protests and riots are manifestations of social conflict, which results from
feelings of frustration due to relative deprivation (RD) and cleavages within the
society (Gurr 1968). They may be large or small, peaceful of violent, organized or
– How do the features of the protest space and the crowd size, composition and
initial placement affect the crowd formation patterns (wandering, clustering and
fighting) and protest intensity?
– How does violent confrontation arise? Once initiated, does it spread to the bulk
of the crowd or remains confined to specific types and clusters of protesters?
– How can different police actions influence the intensity of violent confrontation
and the ability for defending a perimeter?
The novel features of ProtestLab with respect to other ABM are: (i) multiple
types of agents (‘protesters’, ‘cops’ and ‘media’), with multiple behaviours repre-
sented by agent subtypes; (ii) several types of scenario features (attraction points,
obstacles, entrances and exits); (iii) a simple but efficient reactive agent architecture
which allows all agents to have multiple goals and spatially oriented interactions;
and (iv) quantitative measures of emergent crowd patterns, protest intensity, police
vs protesters effectiveness and potential “media” coverage.
Three subtypes of ‘protester’ agents were considered, ‘hardcore’, ‘hanger-
on’ and ‘bystander’, which broadly correspond to typical protester behaviours
well characterized in micro-situational theories of violence (Collins 2008, 2009;
Wikström and Treiber 2009), ABM of clustering and fighting (Jager et al. 2001), and
also easily identified in many videos of real protests. Four subtypes of ‘cop’ agents
were included, namely ‘command’, ‘offensive’, ‘defensive’ and ‘multi role’, which
correspond to different mission profiles and assigned tasks in a police force. All
agents can be one of four states, ‘quiet’, ‘active’ (waving, shouting, etc.), ‘violent’
(ripe for confrontation) or ‘fighting’. Fights only occur when ‘violent’ protesters
and cops are in contact, such as in body fighting (fights with weapons such as stones
and tear gas are not considered in the present version of the model).
The advantage of ProtestLab with respect to existing ABM of crowd dynamics
and violent confrontation is the capability of running realistic simulations of street
protests with several hundred agents using small computers. The present version of
ProtestLab is not intended for modelling fights between two groups (e.g. supporters
of rival parties or football teams) mediated by a police force or events of collective
violence that are not politically motivated, although the model can be extended to
treat these cases. Consequently, the theories and models related to pedestrian flow,
panic evacuation, ethnic violence or violence in two-party crowds (e.g. in football
stadiums) will be mentioned only in the aspects relevant for the issues considered in
ProtestLab.
The remainder of this paper is organized as follows. In Sect. 2 we present the
theoretical background for ProtestLab. In Sect. 3 we describe the model entities,
design concepts, quantitative measures of the emergent properties and issues
related to parametrization and validation. In Sect. 4 we present the results of a
set of simulations for a scenario of a police force defending the entrance of a
government building from protesters, for different crowd densities and compositions
(proportions of subtypes of ‘protester’ agents), average aggressiveness, and police
‘personality’ or mission profile and the action of a police “command” agent.
Section 5 contains the discussion of the model results with emphasis on the model’s
6 C.M. Lemos et al.
Several ABM have been proposed for the simulation of conflict phenomena of
different types and scales. Epstein et al. (2001) introduced an ‘abstract’ ABM of
large-scale rebellion against a central authority (Model I) or ethnic violence between
two rival groups (Model II) with two types of agents, population and cops in a
torus space environment. Population agents can be in three states (‘quiet’, ‘active’
or ‘jailed’). Both types of agents have one movement rule M (move to a random
empty cell within the agent’s vision radius) and one action rule. Population agents
that are not ‘jailed’ become ‘active’ according to the following threshold (action)
rule:
P D 1 exp.k.C=A/v / (2)
as a function of deprivation and the attractiveness of the sites for rioting. The choice
of the rioting site is modelled via an utility function which takes into account
the distance from the rioter’s present position, the attractiveness and the level of
deterrence expected at each site. As rioters interact with police they may be arrested
with probability described by a function similar to that in Eq. (2). Although models
of this type (e.g. Davies et al. 2013, Parunak et al. 2014) provide a representation
of rioting events and include context-specific information for their parametrization
and validation, they do not describe the micro-scale features of the interactions
between protesters and the police forces (such as clustering of violent, active and
quiet protesters, the formation of confrontation lines with fights and arrests, etc.).
Modelling micro-scale processes in crowd dynamics is a problem of great
theoretical and practical importance. There are two types of crowd models relevant
for the present work: models of pedestrian flow and crowd density, and models
of riotous crowds. The study of pedestrian flow and the formation of spots with
dangerous crowd density in panic evacuation has been intensely studied using meth-
ods from fluid dynamics (Helbing and Molnár 1995), cellular automata (Klüpfel
2003) and particle dynamics (Leggett 2004). Several well developed models are
available for such applications (see Still 2000, and TSO 2010a,b for a review of
existing models), which use a continuous space and time description of the motion
of pedestrians as self-propelled particles subject to a force with three components
(Social Force Model, Helbing and Molnár 1995) that express individual tendencies
to (i) maintain a desired speed towards a wanted destination point; (ii) keep
clear from other pedestrians or obstacles (repulsion force, decaying exponentially);
and (iii) approach attractive features (such as other persons or displays) (Helbing
and Molnár 1995; Helbing et al. 2001). The main difficulties are the need for
algorithms for collision avoidance, description of the contact interactions between
pedestrians and obstacles, and the need for integrating the equations of motion for
each pedestrian (Pelechano et al. 2007). Discrete space and time models, in which
pedestrians move in discrete steps and only occupy empty cells within their move
range are simpler, because integration of the equations of motion for each pedestrian
is not necessary (Klüpfel 2003). If the grid cell size is large enough for the repulsion
forces to be negligible and only one agent per grid cell is allowed, then the agents’
movement can be modelled in a very simple way. This latter approach was used in
ProtestLab due to its simplicity and advantage for handling large numbers of agents.
Models for describing processes specific to riotous crowds, such as the formation
of confrontation lines between protesters and police cordons, patterns of clustering,
simple provocation or physical fights and arrests, are comparatively less developed
than models of pedestrian flow and panic evacuation. Jager et al. (2001) presented
an ABM of clustering and fighting between two parties (e.g. hooligans supporting
two different football teams) with three kinds of agents, ‘hardcore’, ‘hangers-on’
and ‘bystanders’. These subtypes are consistent with typical behaviours identified
in micro-situational theories of violence (e.g. Collins 2008, 2009, Wikström and
Treiber 2009) and can be confirmed in many videos of real protests. The agents’
internal state is characterized by an ‘aggression motivation’ that increases/decreases
depending on the difference between the number of visible agents of own and
8 C.M. Lemos et al.
opposing groups. Agents approach members of own group with preference for their
‘acquaintances’ and, depending on their ‘aggression motivation’, may approach and
start fighting with agents of the other group. The simulated results showed that
fighting occurs when there are large asymmetric groups with significant proportions
of ‘hardcore’, and that ‘bystanders’ are victimised. This model has the advantages
of including aggression as a state variable, memory effects in the ‘aggression
motivation’, and purposeful movement to simulate the collective behaviour of get-
ting support before engaging in violence. However, it does not include connection
between aggressiveness and social context variables and deterrence effects (there
are no ‘cop’ agents).
Durupınar (2010) presented a sophisticated ABM for different types of crowds
with psychological factors (personality, mood and emotions), based on a more
sophisticated agent architecture which allows representation of emotion contagion.
This model includes several types of agent personalities (protesters, agitators, and
police agents) and events (such as fires and explosions), and has important features
such as emotion contagion, multiple actors and multiple actions (waving, kicking
and punching). Although the model is computationally demanding, Durupınar
presents simulations with several hundreds of agents, including protesters marching
in a street watched by policemen at the sides. However, it is not clear how the
model would represent clustering, moving confrontation lines, fights and arrests in
a realistic way over many time steps, and also lacks quantitative measures of these
emergent features.
Torrens and McDaniel (2013) proposed an ABM for simulation of riotous crowds
with four types of agents, ‘Civil’, ‘Rebel’, ‘Jailed’ and ‘Police’1 and the model space
is a 2D torus in which sites can be blocked to represent obstacles. The attributes
of the first three types of agents are the same as in Epstein’s model (H, G, Pa , N
and T) and the transition from ‘Civil’ to ‘Rebel’ is done using Eqs. (1)–(2). The
geographic behaviour is implemented with three modules: spatial cognition, loco-
motion and steering. The spatial strategy (goal-driven approach/avoid movement)
is implemented by defining weights for ‘Rebel’ and ‘Police’ agents to approach or
avoid the other ‘Police’ and ‘Rebel’ agents. Although this model has sophisticated
locomotion and steering modules and is able to represent both low and high density
crowds, it falls short in other aspects critical for simulation of street protests.
For instance, the set of agent types and their states is the same as in Epstein’s
‘abstract’ ABM. Also, the approach/avoid weights are constant, whereas in reality
they depend on local superiority or inferiority of protesters and police agents. The
results reported in Torrens and McDaniel (2013) do not show the crowd patterns
typical of street protests with violent confrontation, and for a simulation scenario
of mass protest with 5000 citizens 42 % of the crowd ends up arrested, which is
obviously unrealistic.
1
In fact there are only two types of agents. ‘Civil’, ‘Rebel’ and ‘Jailed’ are different states of a
single agent type, as in Epstein’s ABM (Epstein 2002; Epstein et al. 2001).
A Computational Laboratory for Studying Street Protests 9
Lacko et al. (2013) proposed an ABM for the simulation of urban riots, with
police, protesters and a remotely operated vehicle (called “BOŽENA RIOT”)
designed for riot control, which considers cognitive modelling of agents, collision
avoidance and crowd pressure calculations. The authors claim to have implemented
the PECS (Physical Conditions, Emotional State, Cognitive Capabilities and Social
Status) agent architecture (Schmidt 2002), and model fear in terms of the number of
other persons within an agent’s “intimate zone”. Pressure calculations are performed
by dividing the crowd in groups, then defining a group direction which is used to
compute the pressure for individual agents in a virtual grid. However, these authors
do not give details of their PECS implementation and do not report any results
in Lacko et al. (2013). Thus, it is not possible to know whether or not the model
reproduces realistic patterns of confrontation, how it handles variable density and
pressure within the crowd, or how many agents can be included in one simulation.
In summary, existing ABM of riotous crowds have limited ability for modelling
the variety of actors, states and micro-interactions in typical street protests. It would
be desirable to integrate in one model different types of actors (protesters and
policemen with differentiated behaviour), interactions (fights and arrests), scenario
features, and quantitative measures of crowd patterns and protest intensity, for more
realistic simulations. Thus, the purpose of ProtestLab is to overcome some of these
drawbacks.
3 Model Description
ProtestLab was implemented in NetLogo and has the following entities: observer
(world, global variables), turtles (agents) and patches (space cells in the
model space). Three types of agents were implemented, ‘cops’, ‘protesters’ and
‘media’. The first two types correspond to the main interacting players and the latter
is necessary for describing potential ‘news impact’ of protest events. The presence
of “media” agents also changes the microscopic context by attracting curious
protesters. Three subtypes of ‘protesters’ were considered, ‘hardcore’, ‘hanger-on’
and ‘bystanders’ which broadly correspond to characteristic behaviours observed
in protests and reported in the literature (Collins 2008; Jager et al. 2001), and four
subtypes of ‘cop’ agents, ‘defensive’, ‘offensive’, ‘multi-role’ and ‘command’, to
reflect mission profile differentiation and allow a combination of command-oriented
10 C.M. Lemos et al.
Fig. 1 Simplified class diagram for the agents and scenario features considered in ProtestLab
ProtestLab is based on the following design concepts: (i) agents are reactive and
rule-based, move in discrete time and space increments (at most one agent per grid
cell) and change their behavioural state and position depending on the local context;
(ii) the agents’ goal-directed movement is implemented by minimizing a penalty
function that involves weights for avoiding or approaching other agents and scenario
features (as in Ilachinsky 2004); and (iii) agents are activated in random order with a
2
However, if the global variable move-radius is increased from its default value of 1 a velocity
varying in steps of 1/move-radius can be introduced.
A Computational Laboratory for Studying Street Protests 11
frequency that depends on their type (as explained in Sect. 3.3) and behavioural state
and perform a scan-plan-behave sequence. Upon activation agents scan the
environment to form their percept PrAi (other agents and scenario features in sight),
plan actions by updating their internal state, and behave by moving and doing an
action that depends on their type and state, such as “taking pictures” of fights in the
case of ‘media’ agents, or starting fights in the case of ‘cops’ or ‘protester’ agents.
The agent attributes common to all agents are their vision radius and angle (which
define the vision cone for detecting nearby agents and scenario features) and move
radius (distance an agent can travel in one time step measured in units of patch
length), which are defined as input variables. The internal state IAi of Ai consists
of the agent’s behavioural state SAi 2 {quiet,active,violent,fighting},
personality vector !Ai (described below), current position x D .x; y/, intended
(planned) position x , and if SAi D fighting the number of time steps to the
end of fight, stored in one of two variables, attacking or defending (to
differentiate fights initiated by ‘cops’ from those initiated by ‘protesters’). ‘Cops’
also have a waypoint variable for storing an eventual patch that the ‘command
cop’ ordered to defend. Figure 2 shows the agents’ architecture used in ProtestLab
and helps understanding the workings of the scan-plan-behave sequence of the
agent cycle. In this figure A is the set of all agents, E is the set of environment
features, SAi is the agent’s behavioural state, !0;Ai .IAi ; PrAi / and !Ai .IAi ; PrAi / are
the default and context-adjusted personality vectors of agent Ai respectively (as
explained below), Ac is the agent’s action and f .x; SAi ; !Ai .IAi ; PrAi // is the agent’s
function (see e.g. Wooldridge 2009 for the terminology).
Agents move to the centre of the empty patch .Ox; yO / within their move range that
minimizes the penalty function
where
0 1
NFk
X X
SD.x; y/ D @ D.x;y/ Fk;j A (4)
Fk 2PrAi jD1
is a double summation, in which the outer sum is taken over the feature sets Fk
and the inner sum involves the distances from entity k (say one fighting ‘cop’)
belonging to a feature set Fk (in this case the agent set of visible fighting ‘cops’)
to point .x; y/, and .x0 ; y0 / is the current position of agent Ai .3 Table 1 shows the
components of the default personality vector !0;Ai for all agent types and subtypes.
Weights have absolute value between 5 (very high) and 0 (neutral, meaning that
the agent is indifferent to entities of the corresponding feature). Positive weights
result in attraction and negative weights in repulsion relative to the corresponding
feature. The method of minimizing a penalty function allows the implementation
of multi-goal driven movement with a single rule, without the complications of
the “combinatorial explosion problem” that would arise with a rule-based IF
<context> THEN <action> formulation (Ilachinsky 2004).
The penalty-minimizing method of inducing goal-driven movement weights
perceived entities with context-dependent motivations or tendencies, but the for-
mulation in Eqs. (3)–(4) is not suitable for targeted movement towards a particular
position or agent. For example, a ‘cop’ Ai may have a motivation to go to a way-
point .xwpi ; ywpi / to defend that position, support other ‘cops’ or engage a protester.
‘Cops’ may also be ordered by a command agent to go to a specific way-point
.xwpc ; ywpc / (e.g. site to be protected or violent protester to be engaged). Denoting
by .Oxwp ; yO wp / the position of the patch centre within the agent’s move range nearest
to the way-point, the next position will be .Ox; yO /
where ˛i is the weight for moving towards an individually selected target and ˛c is
the command weight (or “obedience level”) to go to .xwpc ; ywpc /. Depending on the
P
N
3
The L1 norm kxk1 D jxi j in Eq. (3) was introduced as a normalization factor, so that
iD1
personality vectors of different agents can be inspected and compared if required.
Table 1 Components of the default personality vector for all agent types and subtypes
Fighting Violent Active Quiet Fighting Violent Active Quiet Fighting Quiet
protester protester protester protester cop cop cop cop media media Flag Obstacle Entrance/exit
!0 !1 !2 !3 !4 !5 !6 !7 !8 !9 !10 !11 !12
‘Hardcore’ protester 2 2 1 0 5 4 3 2 0 0 5 1 0
‘Hanger-on’ protester 2 1 0 0 2 1 1 1 2 3 1 1 0
‘Bystander’ protester 5 3 1 0 5 3 1 0 5 1 0 1 1
‘Command’ cop 0 0 0 0 0 0 0 0 0 0 0 0 0
‘Defensive’ cop 0 0 0 0 5 5 5 5 0 0 5 5 0
A Computational Laboratory for Studying Street Protests
‘Offensive’ cop 5 5 1 0 5 5 3 1 0 0 1 1 0
‘Multi-role’ cop 3 3 1 0 3 3 1 1 0 0 3 3 0
‘Media’ 3 1 0 1 3 1 1 0 1 1 1 1 0
A positive sign means attraction and a negative sign means repulsion
13
14 C.M. Lemos et al.
internal state IAi and percept PAi the components of the personality vector of agent
Ai may change by the application of context rules that provide adaptation to the local
context (as in Ilachinsky 2004). These context rules are different for each agent type
and subtype.
Table 2 shows the names of the context rules and the components of the
personality vector that change by their application for all agent types and subtypes
in the model. The ‘hardcore’ cluster rule decreases attraction to flags when less then
ten ‘violent’ or ‘fighting’ protesters are visible by setting !10 D 1; the ‘pursue
cops’ rule increases attraction towards cops when protesters have a superiority of
four to one, by setting !5;6;7 D 5; and the ‘avoid cops’ rule reverses the signs of
!47 when protesters are outnumbered in a proportion equal or greater then two
to one. Notice that the conditions that activate the avoid/approach context rules are
mutually exclusive. The context rules for all other agent types and subtypes follow
the simple principles illustrated for the ‘hardcore’ context rules.
‘Offensive’ cop On-station !012 Pursue protesters !2 !6;7;10;11 Retreat !1 !6;7;10;11 Support !012
‘Multi-role’ cop On-station !1011
‘Media’ Keep-distance !07
15
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