Computational Model Library

Displaying 10 of 1034 results for "Bin-Tzong Chi" clear search

The model explores the emergence of inequality in cognitive and socio-emotional skills at the societal level within and across generations that results from differences in parental investment behavior during childhood and adolescence.

AMBAWA simulates the flows of biomass between crop and livestock systems at the field, farm, and village scales in order to showcase innovating management practices of soil fertility in West Africa.

In Western countries, the distribution of relative incomes within marriages tends to be skewed in a remarkable way. Husbands usually do not only earn more than their female partners, but there also is a striking discontinuity in their relative contributions to the household income at the 50/50 point: many wives contribute just a bit less than or as much as their husbands, but few contribute more. Our model makes it possible to study a social mechanism that might create this ‘cliff’: women and men differ in their incomes (even outside marriage) and this may differentially affect their abilities to find similar- or higher-income partners. This may ultimately contribute to inequalities within the households that form. The model and associated files make it possible to assess the merit of this mechanism in 27 European countries.

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 is a simulation model of communication between two groups of managers in the course of project implementation. The “world” of the model is a space of interaction between project participants, each of which belongs either to a group of work performers or to a group of customers. Information about the progress of the project is publicly available and represents the deviation Earned value (EV) from the planned project value (cost baseline).
The key elements of the model are 1) persons belonging to a group of customers or performers, 2) agents that are communication acts. The life cycle of persons is equal to the time of the simulation experiment, the life cycle of the communication act is 3 periods of model time (for the convenience of visualizing behavior during the experiment). The communication act occurs at a specific point in the model space, the coordinates of which are realized as random variables. During the experiment, persons randomly move in the model space. The communication act involves persons belonging to a group of customers and a group of performers, remote from the place of the communication act at a distance not exceeding the value of the communication radius (MaxCommRadius), while at least one representative from each of the groups must participate in the communication act. If none are found, the communication act is not carried out. The number of potential communication acts per unit of model time is a parameter of the model (CommPerTick).

The managerial sense of the feedback is the stimulating effect of the positive value of the accumulated communication complexity (positive background of the project implementation) on the productivity of the performers. Provided there is favorable communication (“trust”, “mutual understanding”) between the customer and the contractor, it is more likely that project operations will be performed with less lag behind the plan or ahead of it.
The behavior of agents in the world of the model (change of coordinates, visualization of agents’ belonging to a specific communicative act at a given time, etc.) is not informative. Content data are obtained in the form of time series of accumulated communicative complexity, the deviation of the earned value from the planned value, average indicators characterizing communication - the total number of communicative acts and the average number of their participants, etc. These data are displayed on graphs during the simulation experiment.
The control elements of the model allow seven independent values to be varied, which, even with a minimum number of varied values (three: minimum, maximum, optimum), gives 3^7 = 2187 different variants of initial conditions. In this case, the statistical processing of the results requires repeated calculation of the model indicators for each grid node. Thus, the set of varied parameters and the range of their variation is determined by the logic of a particular study and represents a significant narrowing of the full set of initial conditions for which the model allows simulation experiments.

This model aims to explore how gambling-like behavior can emerge in loot box spending within gaming communities. A loot box is a purchasable mystery box that randomly awards the player a series of in-game items. Since the contents of the box are largely up to chance, many players can fall into a compulsion loop of purchasing, as the fear of missing out and belief in the gambler’s fallacy allow one to rationalize repeated purchases, especially when one compares their own luck to others. To simulate this behavior, this model generates players in different network structures to observe how factors such as network connectivity, a player’s internal decision making strategy, or even common manipulations games use these days may influence a player’s transactions.

This BNE-informed ABM ultimately aims to provide a more realistic description of complicated pedestrian behaviours especially in high-density and life-threatening situations. Bayesian Nash Equilibrium (BNE) was adopted to reproduce interactive decision-making process among rational and game-playing agents. The implementations of 3 behavioural models, which are Shortest Route (SR) model, Random Follow (RF) model, and BNE model, make it possible to simulate emergent patterns of pedestrian behaviours (e.g. herding and self-organised queuing behaviours, etc.) in emergency situations.

According to the common features of previous mass trampling accidents, a series of simulation experiments were performed in space with 3 types of barriers, which are Horizontal Corridors, Vertical Corridors, and Random Squares, standing for corridors, bottlenecks and intersections respectively, to investigate emergent behaviours of evacuees in varied constricted spatial environments. The output of this ABM has been available at https://data.mendeley.com/datasets/9v4byyvgxh/1.

This model contains MATLAB code describing the virtual worlds framework used in the paper entitled “Polarization in Social Media: A Virtual Worlds-Based Approach.” The parent directory contains driver code for replicating results from the paper. Additionally, the source code is structured by three directories:

  • Data Structures: Contains classes and objects used in the code, such as the virtualWorlds.m
  • Metrics: Contains code which computes metrics, such as congruentLinks.m
  • Visualization: Contains code for generating pictures and plots, such as drawSystemState.m

Prior to COVID-19, female academics accounted for 45% of assistant professors, 37% of associate professors, and 21% of full professors in business schools (Morgan et al., 2021). The pandemic arguably widened this gender gap, but little systemic data exists to quantify it. Our study set out to answer two questions: (1) How much will the COVID-19 pandemic have impacted the gender gap in U.S. business school tenured and tenure-track faculty? and (2) How much will institutional policies designed to help faculty members during the pandemic have affected this gender gap? We used agent-based modeling coupled with archival data to develop a simulation of the tenure process in business schools in the U.S. and tested how institutional interventions would affect this gender gap. Our simulations demonstrated that the gender gap in U.S. business schools was on track to close but would need further interventions to reach equality (50% females). In the long-term picture, COVID-19 had a small impact on the gender gap, as did dependent care assistance and tenure extensions (unless only women received tenure extensions). Changing performance evaluation methods to better value teaching and service activities and increasing the proportion of female new hires would help close the gender gap faster.

Peer reviewed Emergence of Organizations out of Garbage Can Dynamics

Guido Fioretti | Published Monday, April 20, 2020 | Last modified Sunday, April 26, 2020

The Garbage Can Model of Organizational Choice (GCM) is a fundamental model of organizational decision-making originally propossed by J.D. Cohen, J.G. March and J.P. Olsen in 1972. In their model, decisions are made out of random meetings of decision-makers, opportunities, solutions and problems within an organization.
With this model, these very same agents are supposed to meet in society at large where they make decisions according to GCM rules. Furthermore, under certain additional conditions decision-makers, opportunities, solutions and problems form stable organizations. In this artificial ecology organizations are born, grow and eventually vanish with time.

Displaying 10 of 1034 results for "Bin-Tzong Chi" clear search

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