Computational Model Library

Displaying 10 of 437 results social clear search

The present model was created and used for the study titled ``Agent-Based Insight into Eco-Choices: Simulating the Fast Fashion Shift.” The model is implemented in the multi-agent programmable environment NetLogo 6.3.0. The model is designed to simulate the behavior and decision-making processes of individuals (agents) in a social network. It focuses on how agents interact with their peers, social media, and government campaigns, specifically regarding their likelihood to purchase fast fashion.

This model was designed to study resilience in organizations. Inspired by ethnographic work, it follows the simple goal to understand whether team structure affects the way in which tasks are performed. In so doing, it compares the ‘hybrid’ data-inspired structure with three more traditional structures (i.e. hierarchy, flexible/relaxed hierarchy, and anarchy/disorganization).

FIsheries Simulation with Human COmplex DEcision-making (FISHCODE) is an agent-based model to depict and analyze current and future spatio-temporal dynamics of three German fishing fleets in the southern North Sea. Every agent (fishing vessel) makes daily decisions about if, what, and how long to fish. Weather, fuel and fish prices, as well as the actions of their colleagues influence agents’ decisions. To combine behavioral theories and enable agents to make dynamic decision, we implemented the Consumat approach, a framework in which agents’ decisions vary in complexity and social engagement depending on their satisfaction and uncertainty. Every agent has three satisfactions and two uncertainties representing different behavioral aspects, i.e. habitual behavior, profit maximization, competition, conformism, and planning insecurity. Availability of extensive information on fishing trips allowed us to parameterize many model parameters directly from data, while others were calibrated using pattern oriented modelling. Model validation showed that spatial and temporal aggregated ABM outputs were in realistic ranges when compared to observed data. Our ABM hence represents a tool to assess the impact of the ever growing challenges to North Sea fisheries and provides insight into fisher behavior beyond profit maximization.

Due to the role of education in promoting social status and facilitating upward social mobility, individuals and their families spare no effort to pursue better educational opportunities, especially in countries where education is highly competitive.

In China, the enrollment of senior high schools and universities mainly follows a ranking system based on students’ scores in national entrance exams (Zhongkao and Gaokao). Typically, students with higher scores have priority in choosing schools and endeavor to get into better senior high schools to increase their chances of entering a prestigious university.

However, students can only select “better” senior high schools based on their average Gaokao grades, which are strongly influenced by the initial performance (Zhongkao grades) of enrolled students. The true quality indicator of school education (schooling effect, defined as the grade improvement achieved through education at the senior high school) is unknowable. This raises the first question: will school rankings reflect the real educational quality of schools over decades of educational competition, or merely the initial quality of the students they enroll?

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.

The goal of the paper is to propose an abstract but formalised model of how Schwartz higher order values may influence individual decisions on sharing an individual effort among alternative economic activities. Subsequently, individual decisions are aggregated into the total (collective) economic output, taking into account interactions between the agents. In particular, we explore the relationship between individual higher order values: Self–Enhancement, Self–Transcendence, Openness to Change, and Conservation – measured according to Schwartz’s universal human values theory – and individual and collective economic performance, by means of a theoretical agent based model. Furthermore, based on empirical observations, Openness to Change (measured by the population average in the case of collective output) is positively associated with individual and collective output. These relations are negative for Conservation. Self-Enhancement is positively associated with individual output but negatively with collective output. In case of Self–Transcendence, this effect is opposite. The model provides the potential explanations, in terms of individual and population differences in: propensity for management, willingness to change, and skills (measured by an educational level) for the empirically observed relations between Schwartz higher order values and individual and collective output. We directly calibrate the micro–level of the model using data from the ninth round of the European Social Survey (ESS9) and present the results of numerical simulations.

Our aim is to demonstrate how conversational AI systems, exemplified by ChatGPT, can support the conceptualisation of Agent-Based Social Simulation (ABSS) models, leading to a full ABSS model design document. Through advanced prompt engineering and adherence to the Engineering ABSS framework (Siebers and Klügl 2017), we have constructed a comprehensive script that is easy to use and that supports the design of ABSS models with or even by AI. The performance of the script is demonstrated through an illustrative case study related to the use of adaptive architecture in museums. The repository contains (1) the comprehensive script in a format that allows copying and pasting prompts for use with ChatGPT, (2) the results of the illustrative case study in the form of two conceptual ABSS models, the ground truth and the autogenerated version.

Shellmound Trade

Henrique de Sena Kozlowski | Published Saturday, June 15, 2024

This model simulates different trade dynamics in shellmound (sambaqui) builder communities in coastal Southern Brazil. It features two simulation scenarios, one in which every site is the same and another one testing different rates of cooperation. The purpose of the model is to analyze the networks created by the trade dynamics and explore the different ways in which sambaqui communities were articulated in the past.

How it Works?
There are a few rules operating in this model. In either mode of simulation, each tick the agents will produce an amount of resources based on the suitability of the patches inside their occupation-radius, after that the procedures depend on the trade dynamic selected. For BRN? the agents will then repay their owed resources, update their reputation value and then trade again if they need to. For GRN? the agents will just trade with a connected agent if they need to. After that the agents will then consume a random amount of resources that they own and based on that they will grow (split) into a new site or be removed from the simulation. The simulation runs for 1000 ticks. Each patch correspond to a 300x300m square of land in the southern coast of Santa Catarina State in Brazil. Each agent represents a shellmound (sambaqui) builder community. The data for the world were made from a SRTM raster image (1 arc-second) in ArcMap. The sites can be exported into a shapefile (.shp) vector to display in ArcMap. It uses a UTM Sirgas 2000 22S projection system.

How do bots influence beliefs on social media? Why do beliefs propagated by social bots spread far and wide, yet does their direct influence appear to be limited?

This model extends Axelrod’s model for the dissemination of culture (1997), with a social bot agent–an agent who only sends information and cannot be influenced themselves. The basic network is a ring network with N agents connected to k nearest neighbors. The agents have a cultural profile with F features and Q traits per feature. When two agents interact, the sending agent sends the trait of a randomly chosen feature to the receiving agent, who adopts this trait with a probability equal to their similarity. To this network, we add a bot agents who is given a unique trait on the first feature and is connected to a proportion of the agents in the model equal to ‘bot-connectedness’. At each timestep, the bot is chosen to spread one of its traits to its neighbors with a probility equal to ‘bot-activity’.

The main finding in this model is that, generally, bot activity and bot connectedness are both negatively related to the success of the bot in spreading its unique message, in equilibrium. The mechanism is that very active and well connected bots quickly influence their direct contacts, who then grow too dissimilar from the bot’s indirect contacts to quickly, preventing indirect influence. A less active and less connected bot leaves more space for indirect influence to occur, and is therefore more successful in the long run.

The model is based on Swann and Buhrmester’s Identity Fusion behavioural theory, which seeks to explain why an individual puts the group’s priorities above their personal expectations. In order to observe the theory and validate group behaviour, a case study was carried out focusing on scenarios of group violence in football stadiums in Brazil. For the modelling, each agent has a distribution of levels of identification with the group to which they belong, with their level of fusion varying between 1 and 5. According to behavioural theory, an individual’s degree of fusion with the group directly interferes with their behaviour of replicating actions and absorbing group beliefs.

Displaying 10 of 437 results social clear search

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