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Displaying 10 of 396 results for "Huw Vasey" clear search
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.
An agent-based model of urban travel behaviour in Dublin, Ireland, built in NetLogo and empirically grounded in 2016 travel survey data. Each agent represents a Dublin resident initialised with real socio-demographic attributes — including age, gender, household size and car ownership, income, driving licence status, and access to local amenities — alongside observed trip characteristics such as distance, travel time, and trip type (work, shopping, leisure).
At each time step, agents choose between four transport modes (car, public transport, cycling, and walking) across short, medium, and long trips. Mode choice is governed by a preference vector that weighs personal need satisfaction against social influence from neighbouring agents reflecting consumat framework. Satisfaction evolves dynamically based on cost (incorporating Irish motor tax bands and per-km operating rates), travel time, and trip-type suitability, with an uncertainty parameter capturing variability in perceived utility over time.
The model tracks aggregate modal shares and total CO2 emission at each tick, enabling exploration of how policy interventions — such as fuel taxation, public transport pricing, or active travel incentives — might shift the city’s travel demand profile over 100 simulated days.
This model is a minimal agent-based model (ABM) of green consumption and market tipping dynamics in a stylised two-firm economy. It is designed as an existence proof to illustrate how weak individual preferences, when combined with habit formation, social influence, and firm price adaptation, can generate non-linear transitions (tipping points) in market outcomes.
The economy consists of:
1) Two firms, each supplying a differentiated consumption bundle that differs in its fixed green share (one relatively greener, one less green).
2) Many households, each consuming a unit mass per period and allocating consumption between the two firms.
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A friendship game is a kind of network game: a game theory model on a network. This is a NetLogo model of an agent-based adaptation of “‘Friendship-based’ Games” by PJ Lamberson. The agents reach an equilibrium that depends on the strategy played and the topology of the network.
Signaling chains are a special case of Lewis’ signaling games on networks. In a signaling chain, a sender tries to send a single unit of information to a receiver through a chain of players that do not share a common signaling system.
This theoretical model includes forested polygons and three types of agents: forest landowners, foresters, and peer leaders. Agent rules and characteristics were parameterized from existing literature and an empirical survey of forest landowners.
This model is intended to study the way information is collectively managed (i.e. shared, collected, processed, and stored) in a system and how it performs during a crisis or disaster. Performance is assessed in terms of the system’s ability to provide the information needed to the actors who need it when they need it. There are two main types of actors in the simulation, namely communities and professional responders. Their ability to exchange information is crucial to improve the system’s performance as each of them has direct access to only part of the information they need.
In a nutshell, the following occurs during a simulation. Due to a disaster, a series of randomly occurring disruptive events takes place. The actors in the simulation need to keep track of such events. Specifically, each event generates information needs for the different actors, which increases the information gaps (i.e. the “piles” of unaddressed information needs). In order to reduce the information gaps, the actors need to “discover” the pieces of information they need. The desired behavior or performance of the system is to keep the information gaps as low as possible, which is to address as many information needs as possible as they occur.
Many archaeological assemblages from the Iberian Peninsula dated to the Last Glacial Maximum contain large quantities of European rabbit (Oryctolagus cuniculus) remains with an anthropic origin. Ethnographic and historic studies report that rabbits may be mass-collected through warren-based harvesting involving the collaborative participation of several persons.
We propose and implement an Agent-Based Model grounded in the Optimal Foraging Theory and the Diet Breadth Model to examine how different warren-based hunting strategies influence the resulting human diets.
Particularly, this model is developed to test the following hypothesis: What if an age and/or gender-based division of labor was adopted, in which adult men focus on large prey hunting, and women, elders and children exploit warrens?
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This documentation provides an overview and explanation of the NetLogo simulation code for modeling skilled workers’ migration in Iran. The simulation aims to explore the dynamics of skilled workers’ migration and their transition through various states, including training, employment, and immigration.
The flow of elite and talent migration, or “brain drain,” is a complex issue with far-reaching implications for developing countries. The decision to migrate is made due to various factors including economic opportunities, political stability, social factors and personal circumstances.
Measuring individual interests in the field of immigration is a complex task that requires careful consideration of various factors. The agent-based model is a useful tool for understanding the complex factors that are involved in talent migration. By considering the various social, economic, and personal factors that influence migration decisions, policymakers can provide more effective strategies to retain skilled and talented labor and promote sustainable growth in developing countries. One of the main challenges in studying the flow of elite migration is the complexity of the decision-making process and a set of factors that lead to migration decisions. Agent-based modeling is a useful tool for understanding how individual decisions can lead to large-scale migration patterns.
Many archaeological assemblages from the Iberian Peninsula dated to the Last Glacial Maximum contain large quantities of European rabbit (Oryctolagus cuniculus) remains with an anthropic origin. Ethnographic and historic studies report that rabbits may be mass-collected through warren-based harvesting involving the collaborative participation of several persons.
We propose and implement an Agent-Based Model grounded in the Optimal Foraging Theory and the Diet Breadth Model to examine how different warren-based hunting strategies influence the resulting human diets.
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Displaying 10 of 396 results for "Huw Vasey" clear search