Computational Model Library

Displaying 10 of 523 results for "Mark Orr" clear search

This project is an interactive agent-based model simulating consumption of a shared, renewable resource using a game-theoretic framework with environmental feedback. The primary function of this model was to test how resource-use among AI and human agents degrades the environment, and to explore the socio-environmental feedback loops that lead to complex emergent system dynamics. We implemented a classic game theoretic matrix which decides agents´ strategies, and added a feedback loop which switches between strategies in pristine vs degraded environments. This leads to cooperation in bad environments, and defection in good ones.

Despite this use, it can be applicable for a variety of other scenarios including simulating climate disasters, environmental sensitivity to resource consumption, or influence of environmental degradation to agent behaviour.
The ABM was inspired by the Weitz et. al. (2016, https://pubmed.ncbi.nlm.nih.gov/27830651/) use of environmental feedback in their paper, as well as the Demographic Prisoner’s Dilemma on a Grid model (https://mesa.readthedocs.io/stable/examples/advanced/pd_grid.html#demographic-prisoner-s-dilemma-on-a-grid). The main innovation is the added environmental feedback with local resource replenishment.

Beyond its theoretical insights into coevolutionary dynamics, it serves as a versatile tool with several practical applications. For urban planners and policymakers, the model can function as a ”digital sandbox” for testing the impacts of locating high-consumption industrial agents, such as data centers, in proximity to residential communities. It allows for the exploration of different urban densities, and the evaluation of policy interventions—such as taxes on defection or subsidies for cooperation—by directly modifying the agents’ resource consumptions to observe effects on resource health. Furthermore, the model provides a framework for assessing the resilience of such socio-environmental systems to external shocks.

Diffusion dynamics in small-world networks with heterogeneous consumers

Sebastiano Delre | Published Saturday, September 10, 2011 | Last modified Saturday, April 27, 2013

This model simulates diffusion curves and it allows to test how social influence, network structure and consumer heterogeneity affect their spreads and their speeds.

This code simulates the WiFi user tracking system described in: Thron et al., “Design and Simulation of Sensor Networks for Tracking Wifi Users in Outdoor Urban Environments”. Testbenches used to create the figures in the paper are included.

The purpose of the model is to investigate how different factors affect the ability of researchers to reconstruct prehistoric social networks from artifact stylistic similarities, as well as the overall diversity of cultural traits observed in archaeological assemblages. Given that cultural transmission and evolution is affected by multiple interacting phenomena, our model allows to simultaneously explore six sets of factors that may condition how social networks relate to shared culture between individuals and groups:

  1. Factors relating to the structure of social groups
  2. Factors relating to the cultural traits in question
  3. Factors relating to individual learning strategies
  4. Factors relating to the environment

Stylized agricultural land-use model for resilience exploration

Patrick Bitterman | Published Tuesday, June 14, 2016 | Last modified Monday, April 08, 2019

This model is a highly stylized land use model in the Clear Creek Watershed in Eastern Iowa, designed to illustrate the construction of stability landscapes within resilience theory.

Peer reviewed Multilevel Group Selection I

Wayne W. Wakeland Thaddeus Shannon Garry Sotnik | Published Tuesday, April 21, 2020 | Last modified Saturday, July 03, 2021

New theoretical agent-based model of population-wide adoption of prosocial common-pool behavior with four parameters (initial percent of adopters, pressure to change behavior, synergy from behavior, and population density); dynamics in behavior, movement, freeriding, and group composition and size; and emergence of multilevel group selection. Theoretical analysis of model’s dynamics identified six regions in model’s parameter space, in which pressure-synergy combinations lead to different outcomes: extinction, persistence, and full adoption. Simulation results verified the theoretical analysis and demonstrated that increases in density reduce number of pressure-synergy combinations leading to population-wide adoption; initial percent of contributors affects underlying behavior and final outcomes, but not size of regions or transition zones between them; and random movement assists adoption of prosocial common-pool behavior.

This agent-based simulation model for group interaction is rooted in social psychological theory. The
model integrates affect control theory with networked interaction structures and sequential behavior protocols as they are often encountered in task groups. By expressing status hierarchy through network structure we build a bridge between expectation states theory and affect control theory, and are able to reproduce central results from the expectation states research program in sociological social psychology. Furthermore, we demonstrate how the model can be applied to analyze specialized task groups or sub-cultural domains by combining it with empirical data sources. As an example, we simulate groups of open-source software developers and analyze how cultural expectations influence the occupancy of high status positions in these groups.

Peer reviewed A Macroeconomic Model of a Closed Economy

Ian Stuart | Published Saturday, May 08, 2021 | Last modified Wednesday, June 23, 2021

This model/program presents a “three industry model” that may be particularly useful for macroeconomic simulations. The main purpose of this program is to demonstrate a mechanism in which the relative share of labor shifts between industries.

Care has been taken so that it is written in a self-documenting way so that it may be useful to anyone that might build from it or use it as an example.

This model is not intended to match a specific economy (and is not calibrated to do so) but its particular minimalist implementation may be useful for future research/development.

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 present model is an abstract ABM designed for theoretical exploration and hypotheses generation. Its main aim is to explore the relationship between disagreement over the diagnostic value of evidence and the formation of polarization in scientific communities.
The model represents a scientific community in which scientists aim to determine whether hypothesis H is true, and we assume that agents are in a world in which H is indeed true. To this end, scientists perform experiments, interpret data and exchange their views on how diagnostic of H the obtained evidence is. Based on how the scientists conduct the inquiry, the community may reach a correct consensus (i.e. a situation in which every scientist agrees that H is correct) or not.

Displaying 10 of 523 results for "Mark Orr" clear search

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