Computational Model Library

Displaying 10 of 174 results for "Nuno R Barros De Oliveira" clear search

Cultural Evolution of Sustainable Behaviours: Landscape of Affordances Model

Nikita Strelkovskii Roope Oskari Kaaronen | Published Wednesday, December 04, 2019 | Last modified Wednesday, December 04, 2019

This NetLogo model illustrates the cultural evolution of pro-environmental behaviour patterns. It illustrates how collective behaviour patterns evolve from interactions between agents and agents (in a social network) as well as agents and the affordances (action opportunities provided by the environment) within a niche. More specifically, the cultural evolution of behaviour patterns is understood in this model as a product of:

  1. The landscape of affordances provided by the material environment,
  2. Individual learning and habituation,
  3. Social learning and network structure,
  4. Personal states (such as habits and attitudes), and

Peer reviewed soslivestock model

Marco Janssen Irene Perez Ibarra Diego J. Soler-Navarro Alicia Tenza Peral | Published Wednesday, May 28, 2025 | Last modified Tuesday, June 10, 2025

The purpose of this model is to analyze how different management strategies affect the wellbeing, sustainability and resilience of an extensive livestock system under scenarios of climate change and landscape configurations. For this purpose, it simulates one cattle farming system, in which agents (cattle) move through the space using resources (grass). Three farmer profiles are considered: 1) a subsistence farmer that emphasizes self-sufficiency and low costs with limited attention to herd management practices, 2) a commercial farmer focused on profit maximization through efficient production methods, and 3) an environmental farmer that prioritizes conservation of natural resources and animal welfare over profit maximization. These three farmer profiles share the same management strategies to adapt to climate and resource conditions, but differ in their goals and decision-making criteria for when, how, and whether to implement those strategies. This model is based on the SequiaBasalto model (Dieguez Cameroni et al. 2012, 2014, Bommel et al. 2014 and Morales et al. 2015), replicated in NetLogo by Soler-Navarro et al. (2023).

One year is 368 days. Seasons change every 92 days. Each step begins with the growth of grass as a function of climate and season. This is followed by updating the live weight of animals according to the grass height of their patch, and grass consumption, which is determined based on the updated live weight. Animals can be supplemented by the farmer in case of severe drought. After consumption, cows grow and reproduce, and a new grass height is calculated. This updated grass height value becomes the starting grass height for the next day. Cows then move to the next area with the highest grass height. After that, cattle prices are updated and cattle sales are held on the first day of fall. In the event of a severe drought, special sales are held. Finally, at the end of the day, the farm balance and the farmer’s effort are calculated.

The Agent-Based Model for Multiple Team Membership (ABMMTM) simulates design teams searching for viable design solutions, for a large design project that requires multiple design teams that are working simultaneously, under different organizational structures; specifically, the impact of multiple team membership (MTM). The key mechanism under study is how individual agent-level decision-making impacts macro-level project performance, specifically, wage cost. Each agent follows a stochastic learning approach, akin to simulated annealing or reinforcement learning, where they iteratively explore potential design solutions. The agent evaluates new solutions based on a random-walk exploration, accepting improvements while rejecting inferior designs. This iterative process simulates real-world problem-solving dynamics where designers refine solutions based on feedback.

As a proof-of-concept demonstration of assessing the macro-level effects of MTM in organizational design, we developed this agent-based simulation model which was used in a simulation experiment. The scenario is a system design project involving multiple interdependent teams of engineering designers. In this scenario, the required system design is split into three separate but interdependent systems, e.g., the design of a satellite could (trivially) be split into three components: power source, control system, and communication systems; each of three design team is in charge of a design of one of these components. A design team is responsible for ensuring its proposed component’s design meets the design requirement; they are not responsible for the design requirements of the other components. If the design of a given component does not affect the design requirements of the other components, we call this the uncoupled scenario; otherwise, it is a coupled scenario.

Peer reviewed MOOvPOPsurveillance

Matthew Gompper Aniruddha Belsare Joshua J Millspaugh | Published Tuesday, April 04, 2017 | Last modified Tuesday, May 12, 2020

MOOvPOPsurveillance was developed as a tool for wildlife agencies to guide collection and analysis of disease surveillance data that relies on non-probabilistic methods like harvest-based sampling.

We present a socio-epistemic model of science inspired by the existing literature on opinion dynamics. In this model, we embed the agents (or scientists) into social networks - e.g., we link those who work in the same institutions. And we place them into a regular lattice - each representing a unique mental model. Thus, the global environment describes networks of concepts connected based on their similarity. For instance, we may interpret the neighbor lattices as two equivalent models, except one does not include a causal path between two variables.

Agents interact with one another and move across the epistemic lattices. In other words, we allow the agents to explore or travel across the mental models. However, we constrain their movements based on absorptive capacity and cognitive coherence. Namely, in each round, an agent picks a focal point - e.g., one of their colleagues - and will move towards it. But the agents’ ability to move and speed depends on how far apart they are from the focal point - and if their new position is cognitive/logic consistent.

Therefore, we propose an analytical model that examines the connection between agents’ accumulated knowledge, social learning, and the span of attitudes towards mental models in an artificial society. While we rely on the example from the General Theory of Relativity renaissance, our goal is to observe what determines the creation and diffusion of mental models. We offer quantitative and inductive research, which collects data from an artificial environment to elaborate generalized theories about the evolution of science.

The Hawk-Dove Game

Kristin Crouse | Published Tuesday, November 05, 2019

This model simulates the Hawk-Dove game as first described by John Maynard Smith, and further elaborated by Richard Dawkins in “The Selfish Gene”. In the game, two strategies, Hawks and Doves, compete against each other, and themselves, for reproductive benefits. A third strategy can be introduced, Retaliators, which act like either Hawks or Doves, depending on the context.

Prisoner's Tournament

Kristin Crouse | Published Wednesday, November 06, 2019 | Last modified Wednesday, December 15, 2021

This model replicates the Axelrod prisoner’s dilemma tournaments. The model takes as input a file of strategies and pits them against each other to see who achieves the best payoff in the end. Change the payoff structure to see how it changes the tournament outcome!

Peer reviewed Dawkins Weasel

Kristin Crouse | Published Thursday, February 08, 2018 | Last modified Tuesday, February 04, 2020

Dawkins’ Weasel is a NetLogo model that illustrates the principle of evolution by natural selection. It is inspired by a thought experiment presented by Richard Dawkins in his book The Blind Watchmaker (1996).

At the heart of a study of Social-Ecological Systems, this model is built by coupling together two independently developed models of social and ecological phenomena. The social component of the model is an abstract model of interactions of a governing agent and several user agents, where the governing agent aims to promote a particular behavior among the user agents. The ecological model is a spatial model of spread of the Mountain Pine Beetle in the forests of British Columbia, Canada. The coupled model allowed us to simulate various hypothetical management scenarios in a context of forest insect infestations. The social and ecological components of this model are developed in two different environments. In order to establish the connection between those components, this model is equipped with a ‘FlipFlop’ - a structure of storage directories and communication protocols which allows each of the models to process its inputs, send an output message to the other, and/or wait for an input message from the other, when necessary. To see the publications associated with the social and ecological components of this coupled model please see the References section.

The purpose of this model is the simulation of social care provision in the UK, in which individual agents can decide to provide informal care, or pay for private care, for their loved ones. Agents base these decisions on factors including their own health, employment status, financial resources, relationship to the individual in need and geographical location. The model simulates care provision as a negotiation process conducted between agents across their kinship networks, with agents with stronger familial relationships to the recipient being more likely to attempt to allocate time to care provision. The model also simulates demographic change, the impact of socioeconomic status, and allows agents to relocate and change jobs or reduce working hours in order to provide care.
Despite the relative lack of empirical data in this model, the model is able to reproduce plausible patterns of social care provision. The inclusion of detailed economic and behavioural mechanisms allows this model to serve as a useful policy development tool; complex behavioural interventions can be implemented in simulation and tested on a virtual population before applying them in real-world contexts.

Displaying 10 of 174 results for "Nuno R Barros De Oliveira" clear search

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