Computational Model Library

Displaying 10 of 165 results for "Nuno R Barros De Oliveira" clear search

The Non-Deterministic model of affordable housing Negotiations (NoD-Neg) is designed for generating hypotheses about the possible outcomes of negotiating affordable housing obligations in new developments in England. By outcomes we mean, the probabilities of failing the negotiation and/or the different possibilities of agreement.
The model focuses on two negotiations which are key in the provision of affordable housing. The first is between a developer (DEV) who is submitting a planning application for approval and the relevant Local Planning Authority (LPA) who is responsible for reviewing the application and enforcing the affordable housing obligations. The second negotiation is between the developer and a Registered Social Landlord (RSL) who buys the affordable units from the developer and rents them out. They can negotiate the price of selling the affordable units to the RSL.
The model runs the two negotiations on the same development project several times to enable agents representing stakeholders to apply different negotiation tactics (different agendas and concession-making tactics), hence, explore the different possibilities of outcomes.
The model produces three types of outputs: (i) histograms showing the distribution of the negotiation outcomes in all the simulation runs and the probability of each outcome; (ii) a data file with the exact values shown in the histograms; and (iii) a conversation log detailing the exchange of messages between agents in each simulation run.

Shellmound Mobility

Henrique de Sena Kozlowski | Published Saturday, June 15, 2024

Least Cost Path (LCP) analysis is a recurrent theme in spatial archaeology. Based on a cost of movement image, the user can interpret how difficult it is to travel around in a landscape. This kind of analysis frequently uses GIS tools to assess different landscapes. This model incorporates some aspects of the LCP analysis based on GIS with the capabilities of agent-based modeling, such as the possibility to simulate random behavior when moving. In this model the agent will travel around the coastal landscape of Southern Brazil, assessing its path based on the different cost of travel through the patches. The agents represent shellmound builders (sambaquieiros), who will travel mainly through the use of canoes around the lagoons.

How it works?
When the simulation starts the hiker agent moves around the world, a representation of the lagoon landscape of the Santa Catarina state in Southern Brazil. The agent movement is based on the travel cost of each patch. This travel cost is taken from a cost surface raster created in ArcMap to represent the different cost of movement around the landscape. Each tick the agent will have a chance to select the best possible patch to move in its Field of View (FOV) that will take it towards its target destination. If it doesn’t select the best possible patch, it will randomly choose one of the patches to move in its FOV. The simulation stops when the hiker agent reaches the target destination. The elevation raster file and the cost surface map are based on a 1 Arc-second (30m) resolution SRTM image, scaled down 5 times. Each patch represents a square of 150m, with an area of 0,0225km². The dataset uses a UTM Sirgas 2000 22S projection system. There are four different cost functions available to use. They change the cost surface used by the hikers to navigate around the world.

Shellmound Trade

Henrique de Sena Kozlowski | Published Saturday, June 15, 2024

This model simulates different trade dynamics in shellmound (sambaqui) builder communities in coastal Southern Brazil. It features two simulation scenarios, one in which every site is the same and another one testing different rates of cooperation. The purpose of the model is to analyze the networks created by the trade dynamics and explore the different ways in which sambaqui communities were articulated in the past.

How it Works?
There are a few rules operating in this model. In either mode of simulation, each tick the agents will produce an amount of resources based on the suitability of the patches inside their occupation-radius, after that the procedures depend on the trade dynamic selected. For BRN? the agents will then repay their owed resources, update their reputation value and then trade again if they need to. For GRN? the agents will just trade with a connected agent if they need to. After that the agents will then consume a random amount of resources that they own and based on that they will grow (split) into a new site or be removed from the simulation. The simulation runs for 1000 ticks. Each patch correspond to a 300x300m square of land in the southern coast of Santa Catarina State in Brazil. Each agent represents a shellmound (sambaqui) builder community. The data for the world were made from a SRTM raster image (1 arc-second) in ArcMap. The sites can be exported into a shapefile (.shp) vector to display in ArcMap. It uses a UTM Sirgas 2000 22S projection system.

Peer reviewed Vigilant sharing in a small-scale society

MARCOS PINHEIRO | Published Wednesday, July 22, 2020 | Last modified Wednesday, July 29, 2020

The model explores food distribution patterns that emerge in a small-scale non-agricultural group when sharing individuals engage in intentional consumption leveling with a given probability.

Peer reviewed Egalitarian sharing

MARCOS PINHEIRO | Published Friday, January 27, 2023

The model explores food distribution patterns that emerge in artificial small-scale human groups when agents follow a set of spatially explicit sharing interaction rules derived from a theory on the evolution of the egalitarian social instinct.

Social distancing is a strategy to mitigate the spread of contagious disease, but it bears negative impacts on people’s social well-being, resulting in non-compliance. This paper uses an integrated behavioral simulation model, called HUMAT, to identify a sweet spot
that balances strictness of and obedience to social distancing rules.

A novel agent-based model was developed that aims to explore social interaction while it is constrained by visitor limitations (due to Dutch COVID measures). Specifically, the model aims to capture the interaction between the need for social contact and the support for the visitors measure. The model was developed using the HUMAT integrated framework, which offered a psychological and sociological foundation for the behavior of the agents.

Linear Threshold

Kaushik Sarkar | Published Saturday, November 03, 2012 | Last modified Saturday, April 27, 2013

NetLogo implementation of Linear Threshold model of influence propagation.

A modified model of breeding synchrony in colonial birds

James Millington | Published Tuesday, June 26, 2012 | Last modified Saturday, April 27, 2013

This generic individual-based model of a bird colony shows how the influence neighbour’s stress levels synchronize the laying date of neighbours and also of large colonies. The model has been used to demonstrate how this form of simulation model can be recognised as being ‘event-driven’, retaining a history in the patterns produced via simulated events and interactions.

Peer reviewed CHIME ABM of Hurricane Evacuation

Sean Bergin C Michael Barton Joshua Watts Joshua Alland Rebecca Morss | Published Monday, October 18, 2021 | Last modified Tuesday, January 04, 2022

The Communicating Hazard Information in the Modern Environment (CHIME) agent-based model (ABM) is a Netlogo program that facilitates the analysis of information flow and protective decisions across space and time during hazardous weather events. CHIME ABM provides a platform for testing hypotheses about collective human responses to weather forecasts and information flow, using empirical data from historical hurricanes. The model uses real world geographical and hurricane data to set the boundaries of the simulation, and it uses historical hurricane forecast information from the National Hurricane Center to initiate forecast information flow to citizen agents in the model.

A simple emulation-based computational model

Carlos Fernández-Márquez Francisco J Vázquez | Published Tuesday, May 21, 2013 | Last modified Tuesday, February 05, 2019

Emulation is one of the simplest and most common mechanisms of social interaction. In this paper we introduce a descriptive computational model that attempts to capture the underlying dynamics of social processes led by emulation.

Displaying 10 of 165 results for "Nuno R Barros De Oliveira" clear search

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