Computational Model Library

Displaying 10 of 304 results for "J Hall" clear search

This model implements a classic scenario used in Reinforcement Learning problem, the “Cliff Walking Problem”. Consider the gridworld shown below (SUTTON; BARTO, 2018). This is a standard undiscounted, episodic task, with start and goal states, and the usual actions causing movement up, down, right, and left. Reward is -1 on all transitions except those into the region marked “The Cliff.” Stepping into this region incurs a reward of -100 and sends the agent instantly back to the start (SUTTON; BARTO, 2018).

CliffWalking

The problem is solved in this model using the Q-Learning algorithm. The algorithm is implemented with the support of the NetLogo Q-Learning Extension

Human-in-the-loop Experiment of the Strategic Coalition Formation using the glove game

Andrew Collins | Published Monday, November 23, 2020 | Last modified Wednesday, June 22, 2022

The purpose of the model is to collect information on human decision-making in the context of coalition formation games. The model uses a human-in-the-loop approach, and a single human is involved in each trial. All other agents are controlled by the ABMSCORE algorithm (Vernon-Bido and Collins 2020), which is an extension of the algorithm created by Collins and Frydenlund (2018). The glove game, a standard cooperative game, is used as the model scenario.

The intent of the game is to collection information on the human players behavior and how that compares to the computerized agents behavior. The final coalition structure of the game is compared to an ideal output (the core of the games).

This model allows simulating the impacts of floods on a population. Floods are described by their intensity (flood height) and date of occurrence. Households are more or less severely hit by floods according to their geographical situation. Impacts are measured in terms of reductions in household wealth. Households may take up protection measures against floods, depending on their individual characteristics, a social network and information campaigns. If such measures are taken, flood impacts (wealth reduction) are less severe. Information campaigns increase the probability that households adopt protection measures. Two types of information campaigns are modeled: top-down policies which are the same for all households, people-centered policies, which adapt to the individual characteristics of each household.

Network Behaviour Diffusion

Jennifer Badham | Published Saturday, October 02, 2021

This model implements two types of network diffusion from an initial group of activated nodes. In complex contagion, a node is activated if the proportion of neighbour nodes that are already activated exceeds a given threshold. This is intended to represented the spread of health behaviours. In simple contagion, an activated node has a given probability of activating its inactive neighbours and re-tests each time step until all of the neighbours are activated. This is intended to represent information spread.

A range of networks are included with the model from secondary school friendship networks. The proportion of nodes initially activated and the method of selecting those nodes are controlled by the user.

A simple agent-based spatial model of the economy

Bernardo Alves Furtado Isaque Daniel Rocha Eberhardt | Published Thursday, March 10, 2016 | Last modified Tuesday, November 22, 2016

The modeling includes citizens, bounded into families; firms and governments; all of them interacting in markets for goods, labor and real estate. The model is spatial and dynamic.

It is very difficult to model a sustainable intergenerational biophysical/financial economy. ModEco NLG is one of a series of models exploring the dynamics of sustainable economics – PSoup, ModEco, EiLab, OamLab, MppLab, TpLab, CmLab.

This study simulates the evolution of artificial economies in order to understand the tax relevance of administrative boundaries in the quality of life of its citizens. The modeling involves the construction of a computational algorithm, which includes citizens, bounded into families; firms and governments; all of them interacting in markets for goods, labor and real estate. The real estate market allows families to move to dwellings with higher quality or lower price when the families capitalize property values. The goods market allows consumers to search on a flexible number of firms choosing by price and proximity. The labor market entails a matching process between firms (given its location) and candidates, according to their qualification. The government may be configured into one, four or seven distinct sub-national governments, which are all economically conurbated. The role of government is to collect taxes on the value added of firms in its territory and invest the taxes into higher levels of quality of life for residents. The results suggest that the configuration of administrative boundaries is relevant to the levels of quality of life arising from the reversal of taxes. The model with seven regions is more dynamic, but more unequal and heterogeneous across regions. The simulation with only one region is more homogeneously poor. The study seeks to contribute to a theoretical and methodological framework as well as to describe, operationalize and test computer models of public finance analysis, with explicitly spatial and dynamic emphasis. Several alternatives of expansion of the model for future research are described. Moreover, this study adds to the existing literature in the realm of simple microeconomic computational models, specifying structural relationships between local governments and firms, consumers and dwellings mediated by distance.

The Effect of Merger and Acquisitions on the IS Function: An Agent Based Simulation Model

Andrea Genovese | Published Tuesday, June 23, 2009 | Last modified Saturday, April 27, 2013

Merger and acquisition (M&A) activity has many strategic and operational objectives. One operational objective is to develop common and efficient information systems that maybe the source of creating

TRUE GRASP

Luis García-Barrios Marco Braasch | Published Tuesday, April 03, 2018

TRUE GRASP (Tree Recruitment Under Exotic GRAsses in a Savanna-Pineland)
is a socio-ecological agent-based model (ABM) and role playing game (RPG) for farmers and other stakeholders involved in rural landscape planning.

The purpose of this model is to allow actors to explore the individual and combined effects - as well as tradeoffs - of three methods of controlling exotic grasses in pine savannas: fire, weeding, and grazing cattle.

Design of TRUE GRASP is based on 3 years of socio-ecological fieldwork in a human-induced pine savanna in La Sepultura Biosphere Reserve (SBR) in the Mexican state of Chiapas. In this savanna, farmers harvest resin from Pinus oocarpa, which is used to produce turpentine and other products. However, long term persistence of this activity is jeopardized by low tree recruitment due to exotic tall grass cover in the forest understory (see Braasch et al., 2017). The TRUE GRASP model provides the user with different management strategies for controlling exotic grass cover and avoiding possible regime shifts, which in the case of the SBR would jeopardize resin harvesting.

We used our model to test how different combinations of dominance interactions present in H. saltator could result in linear, despotic, or shared hierarchies.

Displaying 10 of 304 results for "J Hall" clear search

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