Computational Model Library

Displaying 10 of 106 results interaction clear search

For deep decarbonisation, the design of climate policy needs to account for consumption choices being influenced not only by pricing but also by social learning. This involves changes that pertain to the whole spectrum of consumption, possibly involving shifts in lifestyles. In this regard, it is crucial to consider not just short-term social learning processes but also slower, longer-term, cultural change. Against this background, we analyse the interaction between climate policy and cultural change, focusing on carbon taxation. We extend the notion of “social multiplier” of environmental policy derived in an earlier study to the context of multiple consumer needs while allowing for behavioural spillovers between these, giving rise to a “cultural multiplier”. We develop a model to assess how this cultural multiplier contributes to the effectiveness of carbon taxation. Our results show that the cultural multiplier stimulates greater low-carbon consumption compared to fixed preferences. The model results are of particular relevance for policy acceptance due to the cultural multiplier being most effective at low-carbon tax values, relative to a counter-case of short-term social interactions. Notably, at high carbon tax levels, the distinction between social and cultural multiplier effects diminishes, as the strong price signal drives even resistant individuals toward low-carbon consumption. By varying socio-economic conditions, such as substitutability between low- and high-carbon goods, social network structure, proximity of like-minded individuals and the richness of consumption lifestyles, the model provides insight into how cultural change can be leveraged to induce maximum effectiveness of climate policy.

This model illustrates the processes underlying the social construction of reality through an agent-based genetic algorithm. By simulating the interactions of agents within a structured environment, we have demonstrated how shared information and popularity contribute to the formation of emergent social structures with diverse cultures. The model illustrates how agents balance environmentally valid information with socially reliable information. It also highlights how social interaction leads to the formation of stable, yet diverse, social groups.

SeaROOTS ABM is a quite generic agent-based modeling system, for simulating and evaluating potential terrestrial and maritime mobility of artificial hominin groups, configured by available archaeological data and hypotheses. Necessary bathymetric, geomorphological and paleoenvironmental data are combined in order to reconstruct paleoshorelines for the study area and produce an archaeologically significant agent environment. Paleoclimatic and archaeological data are incorporated in the ABM in order to simulate maritime crossings and assess the emergent patterns of interaction between human agency and the sea.

SeaROOTS agent-based system includes completely autonomous, utility-based agents (Chliaoutakis & Chalkiadakis 2016), representing artificial hominin groups, with partial knowledge of their environment, for simulating their evolution and potential maritime mobility, utilizing alternative Least Cost Path analysis modeling techniques (Gustas & Supernant 2017, Gravel-Miguel & Wren 2021). Two groups of hominins, Neanderthals and Homo sapiens, are chosen in order to study the challenges and actions employed as a response to the fluctuating sea-levels, as well as probability scenarios with respect to sea-crossings via buoyant vessels (rafting) or the human body itself (swimming). SeaROOTS ABM aims to simulate various scenarios and investigate the degree climatic fluctuations influenced such activities and interactions in the Middle Paleolithic period.

The model focuses on simulating potential terrestrial and maritime routes, explore the interactions and relations between autonomous agents and their environment, as well as to test specific research questions; for example, when and under what conditions would Middle Paleolithic hominins be more likely to attempt a crossing and successfully reach the islands? By which agent type (Sapiens or Neanderthals) and how (e.g. swimming or by sea-vessels) could such short sea crossings be (mostly) attempted, and which (sea) routes were usually considered by the agents? When does a sea-crossing become a choice and when is it a result of forced migration, i.e. disaster- or conflict-induced displacement? Results show that the dynamic marine environment of the Inner Ionian, our case study in this work, played an important role in their decision-making process.

Agent-based models of organizational search have long investigated how exploitative and exploratory behaviors shape and affect performance on complex landscapes. To explore this further, we build a series of models where agents have different levels of expertise and cognitive capabilities, so they must rely on each other’s knowledge to navigate the landscape. Model A investigates performance results for efficient and inefficient networks. Building on Model B, it adds individual-level cognitive diversity and interaction based on knowledge similarity. Model C then explores the performance implications of coordination spaces. Results show that totally connected networks outperform both hierarchical and clustered network structures when there are clear signals to detect neighbor performance. However, this pattern is reversed when agents must rely on experiential search and follow a path-dependent exploration pattern.

Digital Mobility Model (DMM)

njiang13 | Published Thursday, February 01, 2024 | Last modified Friday, February 02, 2024

The purpose of the Digital Mobility Model (DMM) is to explore how a society’s adoption of digital technologies can impact people’s mobilities and immobilities within an urban environment. Thus, the model contains dynamic agents with different levels of digital technology skills, which can affect their ability to access urban services using digital systems (e.g., healthcare or municipal public administration with online appointment systems). In addition, the dynamic agents move within the model and interact with static agents (i.e., places) that represent locations with different levels of digitalization, such as restaurants with online reservation systems that can be considered as a place with a high level of digitalization. This indicates that places with a higher level of digitalization are more digitally accessible and easier to reach by individuals with higher levels of digital skills. The model simulates the interaction between dynamic agents and static agents (i.e., places), which captures how the gap between an individual’s digital skills and a place’s digitalization level can lead to the mobility or immobility of people to access different locations and services.

The Friendship Field

Eva Timmer Chrisja van de Kieft | Published Thursday, May 26, 2022 | Last modified Tuesday, August 30, 2022

The Friendship Field model aims at modelling friendship formation based on three factors: Extraversion, Resemblance and Status, where social interaction is motivated by the Social Battery. Social Battery is one’s energy and motivation to engage in social contact. Since social contact is crucial for friendship formation, the model included Social Battery to affect social interactions. To our best knowledge, Social Battery is a yet unintroduced concept in research while it is a dynamic factor influencing the social interaction besides one’s characteristics. Extraverts’ Social Batteries charge while interacting and exhaust while being alone. Introverts’ Social Batteries charge while being alone and exhaust while interacting. The aim of the model is to illustrate the concept of Social Battery. Moreover, the Friendship Field shows patterns regarding Extraversion, Resemblance and Status including the mere-exposure effect and friendship by similarity. For the implementation of Status, Kemper’s status-power theory is used. The concept of Social Battery is also linked to Kemper’s theory on the organism as reference group. By running the model for a year (3 interactions moments per day), the friendship dynamics over time can be studied.

We presented the model at the Social Simulation Conference 2022.

Social distancing is a strategy to mitigate the spread of contagious disease, but it bears negative impacts on people’s social well-being, resulting in non-compliance. This paper uses an integrated behavioral simulation model, called HUMAT, to identify a sweet spot
that balances strictness of and obedience to social distancing rules.

A novel agent-based model was developed that aims to explore social interaction while it is constrained by visitor limitations (due to Dutch COVID measures). Specifically, the model aims to capture the interaction between the need for social contact and the support for the visitors measure. The model was developed using the HUMAT integrated framework, which offered a psychological and sociological foundation for the behavior of the agents.

Agent-based model of team decision-making in hidden profile situations

Jonas Stein Andreas Flache Vincenz Frey | Published Thursday, April 20, 2023 | Last modified Friday, November 17, 2023

The model presented here is extensively described in the paper ‘Talk less to strangers: How homophily can improve collective decision-making in diverse teams’ (forthcoming at JASSS). A full replication package reproducing all results presented in the paper is accessible at https://osf.io/76hfm/.

Narrative documentation includes a detailed description of the model, including a schematic figure and an extensive representation of the model in pseudocode.

The model develops a formal representation of a diverse work team facing a decision problem as implemented in the experimental setup of the hidden-profile paradigm. We implement a setup where a group seeks to identify the best out of a set of possible decision options. Individuals are equipped with different pieces of information that need to be combined to identify the best option. To this end, we assume a team of N agents. Each agent belongs to one of M groups where each group consists of agents who share a common identity.
The virtual teams in our model face a decision problem, in that the best option out of a set of J discrete options needs to be identified. Every team member forms her own belief about which decision option is best but is open to influence by other team members. Influence is implemented as a sequence of communication events. Agents choose an interaction partner according to homophily h and take turns in sharing an argument with an interaction partner. Every time an argument is emitted, the recipient updates her beliefs and tells her team what option she currently believes to be best. This influence process continues until all agents prefer the same option. This option is the team’s decision.

Peer reviewed ABM Overtourism Santa Marta

Janwar Moreno | Published Monday, October 23, 2023

This model presents the simulation model of a city in the context of overtourism. The study area is the city of Santa Marta in Colombia. The purpose is to illustrate the spatial and temporal distribution of population and tourists in the city. The simulation analyzes emerging patterns that result from the interaction between critical components in the touristic urban system: residents, urban space, touristic sites, and tourists. The model is an Agent-Based Model (ABM) with the GAMA software. Also, it used public input data from statistical centers, geographical information systems, tourist websites, reports, and academic articles. The ABM includes assessing some measures used to address overtourism. This is a field of research with a low level of analysis for destinations with overtourism, but the ABM model allows it. The results indicate that the city has a high risk of overtourism, with spatial and temporal differences in the population distribution, and it illustrates the effects of two management measures of the phenomenon on different scales. Another interesting result is the proposed tourism intensity indicator (OVsm), taking into account that the tourism intensity indicators used by the literature on overtourism have an overestimation of tourism pressures.

The Communication-Based Model of Perceived Descriptive Norm Dynamics in Digital Networks (COMM-PDND) is an agent-based model specifically created to examine the dynamics of perceived descriptive norms in the context of digital network structures. The model, developed as part of a master’s thesis titled “The Dynamics of Perceived Descriptive Norms in Digital Network Publics: An Agent-Based Simulation,” emphasizes the critical role of communication processes in norm formation. It focuses on the role of communicative interactions in shaping perceived descriptive norms.

The COMM-PDND is tuned to explore the effects of normative deviance in digital social networks. It provides functionalities for manipulating agents according to their network position, and has a versatile set of customizable parameters, making it adaptable to a wide range of research contexts.

Displaying 10 of 106 results interaction clear search

This website uses cookies and Google Analytics to help us track user engagement and improve our site. If you'd like to know more information about what data we collect and why, please see our data privacy policy. If you continue to use this site, you consent to our use of cookies.
Accept