Computational Model Library

Displaying 10 of 101 results for "Sharona T Levy" clear search

The model is based on the influence function of the Leviathan model (Deffuant, Carletti, Huet 2013 and Huet and Deffuant 2017) with the addition of group idenetity. We aim at better explaining some patterns generated by this model, using a derived mathematical approximation of the evolution of the opinions averaged.

We consider agents having an opinion/esteem about each other and about themselves. During dyadic meetings, agents change their respective opinion about each other, and possibly about other agents they gossip about, with a noisy perception of the opinions of their interlocutor. Highly valued agents are more influential in such encounters. Moreover, each agent belongs to a single group and the opinions within the group are attracted to their average.

We show that a group hierarchy can emerges from this model, and that the inequality of reputations among groups have a negative effect on the opinions about the groups of low status. The mathematical analysis of the opinion dynamic shows that the lower the status of the group, the more detrimental the interactions with the agents of other groups are for the opinions about this group, especially when gossip is activated. However, the interactions between agents of the same group tend to have a positive effect on the opinions about this group.

The Agent-Based Model for Multiple Team Membership (ABMMTM) simulates design teams searching for viable design solutions, for a large design project that requires multiple design teams that are working simultaneously, under different organizational structures; specifically, the impact of multiple team membership (MTM). The key mechanism under study is how individual agent-level decision-making impacts macro-level project performance, specifically, wage cost. Each agent follows a stochastic learning approach, akin to simulated annealing or reinforcement learning, where they iteratively explore potential design solutions. The agent evaluates new solutions based on a random-walk exploration, accepting improvements while rejecting inferior designs. This iterative process simulates real-world problem-solving dynamics where designers refine solutions based on feedback.

As a proof-of-concept demonstration of assessing the macro-level effects of MTM in organizational design, we developed this agent-based simulation model which was used in a simulation experiment. The scenario is a system design project involving multiple interdependent teams of engineering designers. In this scenario, the required system design is split into three separate but interdependent systems, e.g., the design of a satellite could (trivially) be split into three components: power source, control system, and communication systems; each of three design team is in charge of a design of one of these components. A design team is responsible for ensuring its proposed component’s design meets the design requirement; they are not responsible for the design requirements of the other components. If the design of a given component does not affect the design requirements of the other components, we call this the uncoupled scenario; otherwise, it is a coupled scenario.

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.

The purpose of the model is to better understand, how different factors for human residential choices affect the city’s segregation pattern. Therefore, a Schelling (1971) model was extended to include ethnicity, income, and affordability and applied to the city of Salzburg. So far, only a few studies have tried to explore the effect of multiple factors on the residential pattern (Sahasranaman & Jensen, 2016, 2018; Yin, 2009). Thereby, models using multiple factors can produce more realistic results (Benenson et al., 2002). This model and the corresponding thesis aim to fill that gap.

Universal Darwinism in Dutch Greenhouses

Julia Kasmire | Published Wednesday, May 09, 2012 | Last modified Saturday, April 27, 2013

An ABM, derived from a case study and a series of surveys with greenhouse growers in the Westland, Netherlands. Experiments using this model showshow that the greenhouse horticulture industry displays diversity, adaptive complexity and an uneven distribution, which all suggest that the industry is an evolving system.

Peer reviewed Avian pest control: Yield outcome due to insectivorous birds, falconry, and integration of nest boxes.

David Jung | Published Monday, November 13, 2023 | Last modified Sunday, November 19, 2023

The model aims to simulate predator-prey relationships in an agricultural setting. The focus lies on avian communities and their effect on different pest organisms (here: pest birds, rodents, and arthropod pests). Since most case studies focused on the impact on arthropod pests (AP) alone, this model attempts to include effects on yield outcome. By incorporating three treatments with different factor levels (insectivorous bird species, falconry, nest box density) an experimental setup is given that allows for further statistical analysis to identify an optimal combination of the treatments.
In light of a global decline of birds, insects, and many other groups of organisms, alternative practices of pest management are heavily needed to reduce the input of pesticides. Avian pest control therefore poses an opportunity to bridge the disconnect between humans and nature by realizing ecosystem services and emphasizing sustainable social ecological systems.

Peer reviewed Neighbor Influenced Energy Retrofit (NIER) agent-based model

Eric Boria | Published Friday, April 03, 2020

The NIER model is intended to add qualitative variables of building owner types and peer group scales to existing energy efficiency retrofit adoption models. The model was developed through a combined methodology with qualitative research, which included interviews with key stakeholders in Cleveland, Ohio and Detroit and Grand Rapids, Michigan. The concepts that the NIER model adds to traditional economic feasibility studies of energy retrofit decision-making are differences in building owner types (reflecting strategies for managing buildings) and peer group scale (neighborhoods of various sizes and large-scale Districts). Insights from the NIER model include: large peer group comparisons can quickly raise the average energy efficiency values of Leader and Conformist building owner types, but leave Stigma-avoider owner types as unmotivated to retrofit; policy interventions such as upgrading buildings to energy-related codes at the point of sale can motivate retrofits among the lowest efficient buildings, which are predominantly represented by the Stigma-avoider type of owner; small neighborhood peer groups can successfully amplify normal retrofit incentives.

Peer reviewed Dynamic Value-based Cognitive Architectures

Bart de Bruin | Published Tuesday, November 30, 2021

The intention of this model is to create an universal basis on how to model change in value prioritizations within social simulation. This model illustrates the designing of heterogeneous populations within agent-based social simulations by equipping agents with Dynamic Value-based Cognitive Architectures (DVCA-model). The DVCA-model uses the psychological theories on values by Schwartz (2012) and character traits by McCrae and Costa (2008) to create an unique trait- and value prioritization system for each individual. Furthermore, the DVCA-model simulates the impact of both social persuasion and life-events (e.g. information, experience) on the value systems of individuals by introducing the innovative concept of perception thermometers. Perception thermometers, controlled by the character traits, operate as buffers between the internal value prioritizations of agents and their external interactions. By introducing the concept of perception thermometers, the DVCA-model allows to study the dynamics of individual value prioritizations under a variety of internal and external perturbations over extensive time periods. Possible applications are the use of the DVCA-model within artificial sociality, opinion dynamics, social learning modelling, behavior selection algorithms and social-economic modelling.

ViSA simulates the decision behaviors of different stakeholders showing demands for ecosystem services (ESS) in agricultural landscape. The lack of sufficient supply of ESSs triggers stakeholders to apply different management options to increase their supply. However, while attempting to reduce the supply-demand gap, conflicts arise among stakeholders due to the tradeoff nature of some ESS. ViSA investigates conditions and scenarios that can minimize such supply-demand gap while reducing the risk of conflicts by suggesting different mixes of management options and decision rules.

This project was developed during the Santa Fe course Introduction to Agent-Based Modeling 2022. The origin is a Cellular Automata (CA) model to simulate human interactions that happen in the real world, from Rubens and Oliveira (2009). These authors used a market research with real people in two different times: one at time zero and the second at time zero plus 4 months (longitudinal market research). They developed an agent-based model whose initial condition was inherited from the results of the first market research response values and evolve it to simulate human interactions with Agent-Based Modeling that led to the values of the second market research, without explicitly imposing rules. Then, compared results of the model with the second market research. The model reached 73.80% accuracy.
In the same way, this project is an Exploratory ABM project that models individuals in a closed society whose behavior depends upon the result of interaction with two neighbors within a radius of interaction, one on the relative “right” and other one on the relative “left”. According to the states (colors) of neighbors, a given cellular automata rule is applied, according to the value set in Chooser. Five states were used here and are defined as levels of quality perception, where red (states 0 and 1) means unhappy, state 3 is neutral and green (states 3 and 4) means happy.
There is also a message passing algorithm in the social network, to analyze the flow and spread of information among nodes. Both the cellular automaton and the message passing algorithms were developed using the Python extension. The model also uses extensions csv and arduino.

Displaying 10 of 101 results for "Sharona T Levy" clear search

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