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Displaying 10 of 132 results for "Abraham Mawere Ndlovu" clear search
SeaROOTS ABM is a quite generic agent-based modeling system, for simulating and evaluating potential terrestrial and maritime mobility of artificial hominin groups, configured by available archaeological data and hypotheses. Necessary bathymetric, geomorphological and paleoenvironmental data are combined in order to reconstruct paleoshorelines for the study area and produce an archaeologically significant agent environment. Paleoclimatic and archaeological data are incorporated in the ABM in order to simulate maritime crossings and assess the emergent patterns of interaction between human agency and the sea.
SeaROOTS agent-based system includes completely autonomous, utility-based agents (Chliaoutakis & Chalkiadakis 2016), representing artificial hominin groups, with partial knowledge of their environment, for simulating their evolution and potential maritime mobility, utilizing alternative Least Cost Path analysis modeling techniques (Gustas & Supernant 2017, Gravel-Miguel & Wren 2021). Two groups of hominins, Neanderthals and Homo sapiens, are chosen in order to study the challenges and actions employed as a response to the fluctuating sea-levels, as well as probability scenarios with respect to sea-crossings via buoyant vessels (rafting) or the human body itself (swimming). SeaROOTS ABM aims to simulate various scenarios and investigate the degree climatic fluctuations influenced such activities and interactions in the Middle Paleolithic period.
The model focuses on simulating potential terrestrial and maritime routes, explore the interactions and relations between autonomous agents and their environment, as well as to test specific research questions; for example, when and under what conditions would Middle Paleolithic hominins be more likely to attempt a crossing and successfully reach the islands? By which agent type (Sapiens or Neanderthals) and how (e.g. swimming or by sea-vessels) could such short sea crossings be (mostly) attempted, and which (sea) routes were usually considered by the agents? When does a sea-crossing become a choice and when is it a result of forced migration, i.e. disaster- or conflict-induced displacement? Results show that the dynamic marine environment of the Inner Ionian, our case study in this work, played an important role in their decision-making process.
This is an agent-based model that allows to test alternative designs for three model components. The model was built using the LUDAS design strategy, while each alternative is in line with the strategy. Using the model, it can be shown that alternative designs, though built on the same strategy, lead to different land-use patterns over time.
This model aims to simulate Competition and Displacement of Online Interpersonal Communication Platforms process from a bottom-up angle. Individual interpersonal communication platform adoption and abandonment serve as the micro-foundation of the simulation model. The evolution mode of platform user online communication network determines how present platform users adjust their communication relationships as well as how new users join that network. This evolution mode together with innovations proposed by individual interpersonal communication platforms would also have impacts on the platform competition and displacement process and result by influencing individual platform adoption and abandonment behaviors. Three scenes were designed to simulate some common competition situations occurred in the past and current time, that two homogeneous interpersonal communication platforms competed with each other when this kind of platforms first came into the public eye, that a late entrant platform with a major innovation competed with the leading incumbent platform during the following days, as well as that both the leading incumbent and the late entrant continued to propose many small innovations to compete in recent days, respectively.
Initial parameters are as follows: n(Nmax in the paper), denotes the final node number of the online communication network node. mi (m in the paper), denotes the initial degree of those initial network nodes and new added nodes. pc(Pc in the paper), denotes the proportion of links to be removed and added in each epoch. pst(Pv in the paper), denotes the proportion of nodes with a viscosity to some platforms. comeintime(Ti in the paper), denotes the epoch when Platform 2 joins the market. pit(Pi in the paper), denotes the proportion of nodes adopting Platform 2 immediately at epoch comeintime(Ti). ct(Ct in the paper), denotes the Innovation Effective Period length. In Scene 2, There is only one major platform proposed by Platform 2, and ct describes that length. However, in Scene 3, Platform 2 and 1 will propose innovations alternately. And so, we set ct=10000 in simulation program, and every jtt epochs, we alter the innovation proposer from one platform to the other. Hence in this scene, jtt actually denotes the Innovation Effective Period length instead of ct.
In 1985 Dr Michael Palmiter, a high school teacher, first built a very innovative agent-based model called “Simulated Evolution” which he used for teaching the dynamics of evolution. In his model, students can see the visual effects of evolution as it proceeds right in front of their eyes. Using his schema, small linear changes in the agent’s genotype have an exponential effect on the agent’s phenotype. Natural selection therefore happens quickly and effectively. I have used his approach to managing the evolution of competing agents in a variety of models that I have used to study the fundamental dynamics of sustainable economic systems. For example, here is a brief list of some of my models that use “Palmiter Genes”:
- ModEco - Palmiter genes are used to encode negotiation strategies for setting prices;
- PSoup - Palmiter genes are used to control both motion and metabolic evolution;
- TpLab - Palmiter genes are used to study the evolution of belief systems;
- EffLab - Palmiter genes are used to study Jevon’s Paradox, EROI and other things.
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In a two-level hierarchical structure (consisting of the positions of managers and operators), persons holding these positions have a certain performance and the value of their own (personal perception in this, simplified, version of the model) perception of each other. The value of the perception of each other by agents is defined as a random variable that has a normal distribution (distribution parameters are set by the control elements of the interface).
In the world of the model, which is the space of perceptions, agents implement two strategies: rapprochement with agents that perceive positively and distance from agents that perceive negatively (both can be implemented, one of these strategies, or neither, the other strategy, which makes the agent stationary). Strategies are implemented in relation to those agents that are in the radius of perception (PerRadius).
The manager (Head) forms a team of agents. The performance of the group (the sum of the individual productivities of subordinates, weighted by the distance from the leader) varies depending on the position of the agents in space and the values of their individual productivities. Individual productivities, in the current version of the model, are set as a random variable distributed evenly on a numerical segment from 0 to 100. The manager forms the team 1) from agents that are in (organizational) radius (Op_Radius), 2) among agents that the manager perceives positively and / or negatively (both can be implemented, one of the specified rules, or neither, which means the refusal of the command formation).
Agents can (with a certain probability, given by the variable PrbltyOfDecisn%), in case of a negative perception of the manager, leave his group permanently.
It is possible in the model to change on the fly radii values, update the perception value across the entire population and the perception of an individual agent by its neighbors within the perception radius, and the probability values for a subordinate to make a decision about leaving the group.
You can also change the set of strategies for moving agents and strategies for recruiting a team manager. It is possible to add a randomness factor to the movement of agents (Stoch_Motion_Speed, the default is set to 0, that is, there are no random movements).
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This is a relatively simple foraging-radius model, as described first by Robert Kelly, that allows one to quantify the effect of increased logistical mobility (as represented by increased effective foraging radius, r_e) on the likelihood that 2 randomly placed central place foragers will encounter one another within 5000 time steps.
This a phenomenon-based model plan. Classroom in school are places when students are supposed to learn and the most often do. But things can go awry, the students can play up and that can result in an unruly class and learning can suffer. This model aims to look at how much students learn according to how good the teacher is a classroom control and how good he or she is at teaching per se.
This model is an extended version of the original MERCURY model (https://www.comses.net/codebases/4347/releases/1.1.0/ ) . It allows for experiments to be performed in which empirically informed population sizes of sites are included, that allow for the scaling of the number of tableware traders with the population of settlements, and for hypothesised production centres of four tablewares to be used in experiments.
Experiments performed with this population extension and substantive interpretations derived from them are published in:
Hanson, J.W. & T. Brughmans. In press. Settlement scale and economic networks in the Roman Empire, in T. Brughmans & A.I. Wilson (ed.) Simulating Roman Economies. Theories, Methods and Computational Models. Oxford: Oxford University Press.
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An ABM, derived from a case study and a series of surveys with greenhouse growers in the Westland, Netherlands. Experiments using this model showshow that the greenhouse horticulture industry displays diversity, adaptive complexity and an uneven distribution, which all suggest that the industry is an evolving system.
Reconstruction of the original code M. Cohen, J. March, and J. Olsen garbage can model, realized by means of Microsoft Office Excel 2010
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