Computational Model Library

Displaying 10 of 243 results for "Armin Haas" clear search

This ABM aims to introduce a new individual decision-making model, BNE into the ABM of pedestrian evacuation to properly model individual behaviours and motions in emergency situations. Three types of behavioural models has been developed, which are Shortest Route (SR) model, Random Follow (RF) model, and BNE model, to better reproduce evacuation dynamics in a tunnel space. A series of simulation experiments were conducted to evaluate the simulating performance of the proposed ABM.

Adoption of conservation practices

Irem Daloglu | Published Monday, October 21, 2013

This model is designed to investigate the impact of alternative policy approaches and changing land tenure dynamics on farmer adoption of conservation practices intended to increase the water quality.

Load shedding enjoys increasing popularity as a way to reduce power consumption in buildings during hours of peak demand on the electricity grid. This practice has well known cost saving and reliability benefits for the grid, and the contracts utilities sign with their “interruptible” customers often pass on substantial electricity cost savings to participants. Less well-studied are the impacts of load shedding on building occupants, hence this study investigates those impacts on occupant comfort and adaptive behaviors. It documents experience in two office buildings located near Philadelphia (USA) that vary in terms of controllability and the set of adaptive actions available to occupants. An agent-based model (ABM) framework generalizes the case-study insights in a “what-if” format to support operational decision making by building managers and tenants. The framework, implemented in EnergyPlus and NetLogo, simulates occupants that have heterogeneous
thermal and lighting preferences. The simulated occupants pursue local adaptive actions such as adjusting clothing or using portable fans when central building controls are not responsive, and experience organizational constraints, including a corporate dress code and miscommunication with building managers. The model predicts occupant decisions to act fairly well but has limited ability to predict which specific adaptive actions occupants will select.

Friendship Games Rev 1.0

David Dixon | Published Friday, October 07, 2011 | Last modified Saturday, April 27, 2013

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.

Objective of our model is to simulate the emergence and operation of a technological niches (TN) in terms of actors’ interaction. A TN can be conceived as protected socio-economic space where radical innovations are developed and tested

The agent-based model WEEM (Woodlot Establishment and Expansion Model) as described in the journal article, has been designed to make use of household socio-demographics (household status, birth, and death events of households), to better understand the temporal dynamics of woodlot in the buffer zones of Budongo protected forest reserve, Masindi district, Uganda. The results contribute to a mechanistic understanding of what determines the current gap between intention and actual behavior in forest land restoration at farm level.

An agent-based model simulates emergence of in-group favoritism. Agents adopt friend selection strategies using an invariable tag and reputations meaning how cooperative others are to a group. The reputation can be seen as a kind of public opinion.

Model of Context Switching with Segregation

Davide Nunes | Published Thursday, August 02, 2012 | Last modified Saturday, April 27, 2013

In the context switching model, a society of agents embedded in multiple social relations, engages in a simple abstract game: the consensus game. Each agent has to choose towards one of two possible choices which are basically arbitrary. The objective of the game is to reach a global consensus, but the particular choice that gets collectively selected is irrelevant.

The purpose of the model is to generate coalition structures of different glove games, using a specially designed algorithm. The coalition structures can be are later analyzed by comparing them to core partitions of the game used. Core partitions are coalition structures where no subset of players has an incentive to form a new coalition.

The algorithm used in this model is an advancement of the algorithm found in Collins & Frydenlund (2018). It was used used to generate the results in Vernon-Bido & Collins (2021).

Peer reviewed Behavior changes through influence

Daria Soboleva | Published Friday, August 30, 2024

The model is designed to simulate the behavior and decision-making processes of individuals (agents) in a social network. It aims to represent the changes in individual probability to take any action based on changes in attributes. The action is anything that can be reasonably influenced by the three influencing methods implemented in this model: peer pressure, social media, and state campaigns, and for which the user has a decision-making model. The model is implemented in the multi-agent programmable environment NetLogo 6.3.0.

Displaying 10 of 243 results for "Armin Haas" clear search

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