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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.
This is a model of organizational behavior in the hierarchy in which personnel decisions are made.
The idea of the model is that the hierarchy, busy with operations, is described by such characteristics as structure (number and interrelation of positions) and material, filling these positions (persons with their individual performance). A particular hierarchy is under certain external pressure (performance level requirement) and is characterized by the internal state of the material (the distribution of the perceptions of others over the ensemble of persons).
The World of the model is a four-level hierarchical structure, consisting of shuff positions of the top manager (zero level of the hierarchy), first-level managers who are subordinate to the top manager, second-level managers (subordinate to the first-level managers) and positions of employees (the third level of the hierarchy). ) subordinated to the second-level managers. Such a hierarchy is a tree, i.e. each position, with the exception of the position of top manager, has a single boss.
Agents in the model are persons occupying the specified positions, the number of persons is set by the slider (HumansQty). Personas have some operational performance (harisma, an unfortunate attribute name left over from the first edition of the model)) and a sense of other personas’ own perceptions. Performance values are distributed over the ensemble of persons according to the normal law with some mean value and variance.
The value of perception by agents of each other is positive or negative (implemented in the model as numerical values equal to +1 and -1). The distribution of perceptions over an ensemble of persons is implemented as a random variable specified by the probability of negative perception, the value of which is set by the control elements of the model interface. The numerical value of the probability equal to 0 corresponds to the case in which all persons positively perceive each other (the numerical value of the random variable is equal to 1, which corresponds to the positive perception of the other person by the individual).
The hierarchy is occupied with operational activity, the degree of intensity of which is set by the external parameter Difficulty. The level of productivity of each manager OAIndex is equal to the level of productivity of the department he leads and is the ratio of the sum of productivity of employees subordinate to the head to the level of complexity of the work Difficulty. An increase in the numerical value of Difficulty leads to a decrease in the OAIndex for all subdivisions of the hierarchy. The managerial meaning of the OAIndex indicator is the percentage of completion of the load specified for the hierarchy as a whole, i.e. the ratio of the actual performance of the structural subdivisions of the hierarchy to the required performance, the level of which is specified by the value of the Difficulty parameter.
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The computer model simulates the development of a social network (i.e. formation of friendships and cliques), the (dyadic) interactions between pupils and the development of similarities and differences in their behavioral profiles.
The model represents an archetypical fishery in a co-evolutionary social-ecological environment, capturing different dimensions of trust between fishers and fish buyers for the establishment and persistence of self-governance arrangements.
Model explains both the final state and the dynamics of the development process of the wine sector in the Małopolska region in Poland. Model admits heterogeneous agents (regular farms,large and small vineyards).
To our knowledge, this is the first agent-based simulation of continuous-time PGGs (where participants can change contributions at any time) which are much harder to realise within both laboratory and simulation environments.
Work related to this simulation has been published in the following journal article:
Vu, Tuong Manh, Wagner, Christian and Siebers, Peer-Olaf (2019) ‘ABOOMS: Overcoming the Hurdles of Continuous-Time Public Goods Games with a Simulation-Based Approach’ Journal of Artificial Societies and Social Simulation 22 (2) 7 http://jasss.soc.surrey.ac.uk/22/2/7.html. doi: 10.18564/jasss.3995
Abstract:
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Substitution of food products will be key to realising widespread adoption of sustainable diets. We present an agent-based model of decision-making and influences on food choice, and apply it to historically observed trends of British whole and skimmed (including semi) milk consumption from 1974 to 2005. We aim to give a plausible representation of milk choice substitution, and test different mechanisms of choice consideration. Agents are consumers that perceive information regarding the two milk choices, and hold values that inform their position on the health and environmental impact of those choices. Habit, social influence and post-decision evaluation are modelled. Representative survey data on human values and long-running public concerns empirically inform the model. An experiment was run to compare two model variants by how they perform in reproducing these trends. This was measured by recording mean weekly milk consumption per person. The variants differed in how agents became disposed to consider alternative milk choices. One followed a threshold approach, the other was probability based. All other model aspects remained unchanged. An optimisation exercise via an evolutionary algorithm was used to calibrate the model variants independently to observed data. Following calibration, uncertainty and global variance-based temporal sensitivity analysis were conducted. Both model variants were able to reproduce the general pattern of historical milk consumption, however, the probability-based approach gave a closer fit to the observed data, but over a wider range of uncertainty. This responds to, and further highlights, the need for research that looks at, and compares, different models of human decision-making in agent-based and simulation models. This study is the first to present an agent-based modelling of food choice substitution in the context of British milk consumption. It can serve as a valuable pre-curser to the modelling of dietary shift and sustainable product substitution to plant-based alternatives in Britain.
On July 20th, James Holmes committed a mass shooting in a midnight showing of The Dark Knight Rises. The Aurora Colorado shooting was used as a test case to validate this framework for modeling mass shootings.
PSoup is an educational program in which evolution is demonstrated, on the desk-top, as you watch. Blind bugs evolve sophisticated heuristic search algorithms to be the best at finding food fast.
In CmLab we explore the implications of the phenomenon of Conservation of Money in a modern economy. This is one of a series of models exploring the dynamics of sustainable economics – PSoup, ModEco, EiLab, OamLab, MppLab, TpLab, CmLab.
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