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This model simulates the form and function of an idealised estuary with associated barrier-spit complex on the north east coast of New Zealand’s North Island (from Bream Bay to central Bay of Plenty) during the years 2010 - 2050 CE. It combines variables from social, ecological and geomorphic systems to simulate potential directions of change in shallow coastal systems in response to external forcing from land use, climate, pollution, population density, demographics, values and beliefs. The estuary is over 1000Ha, making it a large estuary according to Hume et al. (2007) - there are 12 large estuaries in the Auckland region alone (Suyadi et al., 2019). The model was developed as part of Andrew Allison’s PhD Thesis in Geography from the School of Environment and Institute of Marine Science, University of Auckland, New Zealand. The model setup allows for alteration of geomorphic, ecological and social variables to suit the specific conditions found in various estuaries along the north east coast of New Zealand’s North Island.
This model is not a predictive or forecasting model. It is designed to investigate potential directions of change in complex shallow coastal systems. This model must not be used for any purpose other than as a heuristic to facilitate researcher and stakeholder learning and for developing system understanding (as per Allison et al., 2018).
This project was developed during the Santa Fe course Introduction to Agent-Based Modeling 2022. The origin is a Cellular Automata (CA) model to simulate human interactions that happen in the real world, from Rubens and Oliveira (2009). These authors used a market research with real people in two different times: one at time zero and the second at time zero plus 4 months (longitudinal market research). They developed an agent-based model whose initial condition was inherited from the results of the first market research response values and evolve it to simulate human interactions with Agent-Based Modeling that led to the values of the second market research, without explicitly imposing rules. Then, compared results of the model with the second market research. The model reached 73.80% accuracy.
In the same way, this project is an Exploratory ABM project that models individuals in a closed society whose behavior depends upon the result of interaction with two neighbors within a radius of interaction, one on the relative “right” and other one on the relative “left”. According to the states (colors) of neighbors, a given cellular automata rule is applied, according to the value set in Chooser. Five states were used here and are defined as levels of quality perception, where red (states 0 and 1) means unhappy, state 3 is neutral and green (states 3 and 4) means happy.
There is also a message passing algorithm in the social network, to analyze the flow and spread of information among nodes. Both the cellular automaton and the message passing algorithms were developed using the Python extension. The model also uses extensions csv and arduino.
This version 2.1.0 of the uFunk model is about setting a business strategy (the S in the name) for an organization. A team of managers (or executives) meet and discuss various options on the strategy for the firm. There are three aspects that they have to agree on to set the strategic positioning of the organization.
The discussion is on market, stakeholders, and resources. The team (it could be a business strategy task force) considers various aspects of these three elements. The resources they use to develop the discussion can come from a traditional approach to strategy or from non-traditional means (e.g., so-called serious play, creativity and imagination techniques).
The S-uFunk 2.1.0 Model wants to understand to which extent cognitive means triggered by traditional and non-traditional resources affect the making of the strategy process.
A simplified Arthur & Polak logic circuit model of combinatory technology build-out via incremental development. Only some inventions trigger radical effects, suggesting they depend on whole interdependent systems rather than specific innovations.
This model introduces individual bias to the model of exploration and exploitation, simulates knowledge diffusion within organizations, aiming to investigate the effect of individual bias and other related factors on organizational objectivity.
PSoup is an educational program in which evolution is demonstrated, on the desk-top, as you watch. Blind bugs evolve sophisticated heuristic search algorithms to be the best at finding food fast.
Violence against women occurs predominantly in the family and domestic context. The COVID-19 pandemic led Brazil to recommend and, at times, impose social distancing, with the partial closure of economic activities, schools, and restrictions on events and public services. Preliminary evidence shows that intense co- existence increases domestic violence, while social distancing measures may have prevented access to public services and networks, information, and help. We propose an agent-based model (ABM), called VIDA, to illustrate and examine multi-causal factors that influence events that generate violence. A central part of the model is the multi-causal stress indicator, created as a probability trigger of domestic violence occurring within the family environment. Two experimental design tests were performed: (a) absence or presence of the deterrence system of domestic violence against women and measures to increase social distancing. VIDA presents comparative results for metropolitan regions and neighbourhoods considered in the experiments. Results suggest that social distancing measures, particularly those encouraging staying at home, may have increased domestic violence against women by about 10%. VIDA suggests further that more populated areas have comparatively fewer cases per hundred thousand women than less populous capitals or rural areas of urban concentrations. This paper contributes to the literature by formalising, to the best of our knowledge, the first model of domestic violence through agent-based modelling, using empirical detailed socioeconomic, demographic, educational, gender, and race data at the intraurban level (census sectors).
The Agent-Based Wildfire Simulation Environment (ABWiSE) translates the concept of a moving fire front as a set of mobile fire agents that respond to, and interact with, vegetation, wind, and terrain. Presently, the purpose of ABWiSE is to explore how ABM, using simple interactions between agents and a simple atmospheric feedback model, can simulate emergent fire spread patterns.
This agent-based model explores the dynamics between human behavior and vaccination strategies during COVID-19 pandemics. It examines how individual risk perceptions influence behaviors and subsequently affect epidemic outcomes in a simulated metropolitan area resembling New York City from December 2020 to May 2021.
Agents modify their daily activities—deciding whether to travel to densely populated urban centers or stay in less crowded neighborhoods—based on their risk perception. This perception is influenced by factors such as risk perception threshold, risk tolerance personality, mortality rate, disease prevalence, and the average number of contacts per agent in crowded settings. Agent characteristics are carefully calibrated to reflect New York City demographics, including age distribution and variations in infection probability and mortality rates across these groups. The agents can experience six distinct health statuses: susceptible, exposed, infectious, recovered from infection, dead, and vaccinated (SEIRDV). The simulation focuses on the Iota and Alpha variants, the dominant strains in New York City during the period.
We simulate six scenarios divided into three main categories:
1. A baseline model without vaccinations where agents exhibit no risk perception and are indifferent to virus transmission and disease prevalence.
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The model is an experimental ground to study the impact of network structure on diffusion. It allows to construct a social network that already has some measurable level of homophily, and simulate a diffusion process over this social network.
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