The use of computation in archaeology is a kind of magic, a way of
heightening the archaeological imagination. Agent-based modelling allows
archaeologists to test the 'just-so' stories they tell about the past.
It requires a formalization of the story so that it can be represented
as a simulation; researchers are then able to explore the unintended
consequences or emergent outcomes of stories about the past. Agent-based
models are one end of a spectrum that, at the opposite side, ends with
video games. This volume explores this spectrum in the context of Roman
archaeology, addressing the strengths, weaknesses, and opportunities of
a formalized approach to computation and archaeogaming.