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A series of studies show the applicability of the NK model in the crowdsourcing research, but it also exposes a problem that the application of the NK model is not tightly integrated with crowdsourcing process, which leads to lack of a basic crowdsourcing simulation model. Accordingly, by introducing interaction relationship among task decisions to define three tasks of different structure: local task, small-world task and random task, and introducing bounded rationality and its two dimensions are taken into account: bounded rationality level that used to distinguish industry types and bounded rationality bias that used to differentiate professional users and ordinary users, an agent-based model that simulates the problem-solving process of tournament-based crowdsourcing is constructed by combining the NK fitness landscapes and the crowdsourcing framework of “Task-Crowd-Process-Evaluation”.
A series of studies show the applicability of the NK model in the crowdsourcing research, but it also exposes a problem that the application of the NK model is not tightly integrated with crowdsourcing process, which leads to lack of a basic crowdsourcing simulation model. Accordingly, by introducing interaction relationship among task decisions to define three tasks of different structure: local task, small-world task and random task, and introducing bounded rationality and its two dimensions are taken into account: bounded rationality level that used to distinguish industry types and bounded rationality bias that used to differentiate professional users and ordinary users, an agent-based model that simulates the problem-solving process of tournament-based crowdsourcing is constructed by combining the NK fitness landscapes and the crowdsourcing framework of “Task-Crowd-Process-Evaluation”.
Crowd dynamics have important applications in evacuation management systems relevant to organizing safer large scale gatherings. For crowd safety, it is very important to study the evolution of potential crowd behaviours by simulating the crowd evacuation process. Planning crowd control tasks by studying the impact of crowd behaviour evolution towards evacuation could mitigate the possibility of crowd disasters. During a typical emergency evacuation scenario, conflict among agents occurs when agents intend to move to the same location as a result of the interaction with their nearest neighbours. The effect of the agent response towards their neighbourhood is vital in order to understand the effect of variation of crowd behaviour on the whole environment. In this work, we model crowd motion subject to exit congestion under uncertainty conditions in a continuous space via computer simulations. We model best-response, risk-seeking, risk-averse and risk-neutral behaviours of agents via certain game theoretic notions. We perform computer simulations with heterogeneous populations in order to study the effect of the evolution of agent behaviours towards egress flow under threat conditions. Our simulation results show the relation between the local crowd pressure and the number of injured agents. We observe that when the proportion of agents in a population of risk-seeking agents is increased, the average crowd pressure, average local density and the number of injured agents increases. Besides that, based on our simulation results, we can infer that crowd disasters could be prevented if the agent population consists entirely of risk-averse and risk-neutral agents despite circumstances that lead to threats.
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.
The aim of our model is to investigate the team dynamics through two types of task allocation strategies, with a focus on the dynamic interplay between individual needs and group performance. To achieve this goal, we have formulated an agent-based model (ABM) to formalize Deci & Ryan’s self-determination theory (SDT) and explore the social dynamics that govern the relationship between individual and group levels of team performance.
The simulation model LAMDA investigates the influences of varying cognitive abilities of the decision maker on the truth-inducing effect of the Groves mechanism. Bounded rationality concepts are represented by information states and learning models.
In order to test how prosocial strategies (compassionate altruism vs. reciprocity) grow over time, we developed an evolutionary simulation model where artificial agents are equipped with different emotionally-based drivers that vary in strength. Evolutionary algorithms mimic the evolutionary selection process by letting the chances of agents conceiving offspring depend on their fitness. Equipping the agents with heritable prosocial strategies allows for a selection of those strategies that result in the highest fitness. Since some prosocial attributes may be more successful than others, an initially heterogeneous population can specialize towards altruism or reciprocity. The success of particular prosocial strategies is also expected to depend on the cultural norms and environmental conditions the agents live in.
This model is designed to show the effects of personality types and student organizations have on ones chance to making friendships in a university setting. As known from psychology studies, those that are extroverted have an easier chance making friendships in comparison to those that are introverted.
Once every tick a pair of students (nodes) will be randomly selected they will then have the chance to either be come friends or not (create an edge or not) based on their personality type (you are able to change what the effect of each personality is) and whether or not they are in the same club (you can change this value) then the model triggers the next tick cycle to begin.
EiLab - Model I - is a capital exchange model. That is a type of economic model used to study the dynamics of modern money which, strangely, is very similar to the dynamics of energetic systems. It is a variation on the BDY models first described in the paper by Dragulescu and Yakovenko, published in 2000, entitled “Statistical Mechanics of Money”. This model demonstrates the ability of capital exchange models to produce a distribution of wealth that does not have a preponderance of poor agents and a small number of exceedingly wealthy agents.
This is a re-implementation of a model first built in the C++ application called Entropic Index Laboratory, or EiLab. The first eight models in that application were labeled A through H, and are the BDY models. The BDY models all have a single constraint - a limit on how poor agents can be. That is to say that the wealth distribution is bounded on the left. This ninth model is a variation on the BDY models that has an added constraint that limits how wealthy an agent can be? It is bounded on both the left and right.
EiLab demonstrates the inevitable role of entropy in such capital exchange models, and can be used to examine the connections between changing entropy and changes in wealth distributions at a very minute level.
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Genetic algorithms try to solve a computational problem following some principles of organic evolution. This model has educational purposes; it can give us an answer to the simple arithmetic problem on how to find the highest natural number composed by a given number of digits. We approach the task using a genetic algorithm, where the candidate solutions to the problem are represented by agents, that in logo programming environment are usually known as “turtles”.
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