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The Carington model is designed to provide insights into the factors affecting informal health care for older adults. It encompasses older adults, caregivers, and factors affecting informal health care. The Carington model includes no submodels.
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.
An agent-based model of how public space conditions shape the collective formation of local sports communities in high-mobility cities. A small gathering is already exercising in an abstract, systematically configurable public space; the model asks how strangers join them and whether the loose gathering consolidates into a stable community. Three conditions are manipulated, each acting through exactly one channel: spatial legibility governs whether a passer-by notices the activity, routine compatibility governs whether a member attends in a given week, and social anchor availability governs how much one episode of co-presence builds a tie. Ties carry a continuous strength with two thresholds, so that relationships of differing strength cross their thresholds at different condition levels. Because the model does not represent the origin of an activity, dissolution is irreversible and survival is a clean binary outcome. Across 32,790 runs in eight experiments the model yields two well separated thresholds along routine compatibility — one for survival, one for consolidation — with a wide band between them in which a space is used continuously but no community forms. The tie submodel is adapted from Jin, Girvan and Newman (2001) and verified against it by docking. Robustness is established against the seeded gathering, the pre-existing social network, a joint ±20 per cent perturbation of the behavioural parameters, and the parameters of the tie machinery.
The provided source code is the result of our efforts in replicating Epstein’s Demographic Prisoner’s Dilemma. The simulation model is written in Repast/J 3.1.
The model is an extension of: Carley K. (1991) “A theory of group stability”, American Sociological Review, vol. 56, pp. 331-354.
The original model from Carley (1991) works as follows:
- Agents know or ignore a series of knowledge facts;
- At each time step, each agent i choose a partner j to interact with at random, with a probability of choice proportional to the degree of knowledge facts they have in common.
- Agents interact synchronously. As such, interaction happens only if the partnert j is not already busy interacting with someone else.
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Reconstruction of the original code M. Cohen, J. March, and J. Olsen garbage can model, realized by means of Microsoft Office Excel 2010
In the consumer advice network, users with connections can interact with each other, and the network topology will change during the opinion interaction. When the opinion distance from i to j is greater than the confidence threshold, the two consumers cannot exchange opinions, and the link between them will disconnect with probability DE. Then, a link from node i to node k is established with probability CE and node i learning opinion from node k.
Non-traditional tools and mediums can provide unique methodological and interpretive opportunities for archaeologists. In this case, the Unreal Engine (UE), which is typically used for games and media, has provided a powerful tool for non-programmers to engage with 3D visualization and programming as never before. UE has a low cost of entry for researchers as it is free to download and has user-friendly “blueprint” tools that are visual and easily extendable. Traditional maritime mobility in the Salish Sea is examined using an agent-based model developed in blueprints. Focusing on the sea canoe travel of the Straits Salish northwestern Washington State and southwest British Columbia. This simulation integrates GIS data to assess travel time between Coast Salish archaeological village locations and archaeologically represented resource gathering areas. Transportation speeds informed by ethnographic data were used to examine travel times for short forays and longer inter-village journeys. The results found that short forays tended to half day to full day trips when accounting for resource gathering activities. Similarly, many locations in the Salish Sea were accessible in long journeys within two to three days, assuming fair travel conditions. While overall transportation costs to reach sites may be low, models such as these highlight the variability in transport risk and cost. The integration of these types of tools, traditionally used for entertainment, can increase the accessibility of modeling approaches to researchers, be expanded to digital storytelling, including aiding in the teaching of traditional ecological knowledge and placenames, and can have wide applications beyond maritime archaeology.
This is v0.01 of a UE5.2.1 agent based model.
This is extended version of the MERCRUY model (Brughmans 2015) incorporates a ‘transport-cost’ variable, and is otherwise unchanged. This extended model is described in this publication: Brughmans, T., 2019. Evaluating the potential of computational modelling for informing debates on Roman economic integration, in: Verboven, K., Poblome, J. (Eds.), Structural Determinants in the Roman World.
Brughmans, T., 2015. MERCURY: an ABM of tableware trade in the Roman East. CoMSES Comput. Model Libr. URL https://www.comses.net/codebases/4347/releases/1.1.0/
RAGE models a stylized common property grazing system. Agents follow a certain behavioral type. The model allows analyzing how household behavior with respect to a social norm on pasture resting affects long-term social-ecological system dynamics.
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