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This model is an extension of the Artificial Long House Valley (ALHV) model developed by the authors (Swedlund et al. 2016; Warren and Sattenspiel 2020). The ALHV model simulates the population dynamics of individuals within the Long House Valley of Arizona from AD 800 to 1350. Individuals are aggregated into households that participate in annual agricultural and demographic cycles. The present version of the model incorporates features of the ALHV model including realistic age-specific fertility and mortality and, in addition, it adds the Black Mesa environment and population, as well as additional methods to allow migration between the two regions.
As is the case for previous versions of the ALHV model as well as the Artificial Anasazi (AA) model from which the ALHV model was derived (Axtell et al. 2002; Janssen 2009), this version makes use of detailed archaeological and paleoenvironmental data from the Long House Valley and the adjacent areas in Arizona. It also uses the same methods as the original AA model to estimate annual maize productivity of various agricultural zones within the Long House Valley. A new environment and associated methods have been developed for Black Mesa. Productivity estimates from both regions are used to determine suitable locations for households and farms during each year of the simulation.
This model aims to understand the interaction between particulate matter and leaves of trees. The particles collide with the leaf and can either be absorbed with a certain probability, otherwise they bounce off it. The absorptions are detected in a counter.
The movement of the particles depends mainly on the strength and direction of the wind and the air temperature. They also show a certain random movement, but the proportion is negligible.
In a collision with the leaf, the particles are absorbed with a certain probability (absorption-probability), otherwise repelled.
What is stable: the large but coordinated change during a diffusion or the small but constant and uncoordinated changes during a dynamic equilibrium? This agent-based model of a diffusion creates output that reveal insights for system stability.
This is an agent-based model, simulating wolf (Canis Lupus) reappearance in the Netherlands. The model’s purpose is to allow researchers to investigate the reappearance of wolves in the Netherlands and the possible effect of human interference. Wolf behaviour is modelled according to the literature. The suitability of the Dutch landscape for wolf settlement has been determined by Lelieveld (2012) [1] and is transformed into a colour-coded map of the Netherlands. The colour-coding is the main determinant of wolf settlement. Human involvement is modelled through the public opinion, which varies according to the size, composition and behaviour of the wolf population.
[1] Lelieveld, G.: Room for wolf comeback in the Netherlands, (2012).
An Agent-Based Model to simulate agent reactions to threatening information based on the anxiety-to-approach framework of Jonas et al. (2014).
The model showcases the framework of BIS/BAS (inhibitory and approach motivated behavior) for the case of climate information, including parameters for anxiety, environmental awareness, climate scepticism and pro-environmental behavior intention.
Agents receive external information according to threat-level and information frequency. The population dynamic is based on the learning from that information as well as social contagion mechanisms through a scale-free network topology.
The model uses Netlogo 6.2 and the network extension.
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The ABM looks at how the performance of Water Service Delivery is affected by the relation between management practices and integrity in terms of transparency, accountability and participation
The various technologies used inside a Dutch greenhouse interact in combination with an external climate, resulting in an emergent internal climate, which contributes to the final productivity of the greenhouse. This model examines how differing technology development styles affects the overall ability of a community of growers to approach the theoretical maximum yield.
The computer model simulates the development of a social network (i.e. formation of friendships and cliques), the (dyadic) interactions between pupils and the development of similarities and differences in their behavioral profiles.
Scholars have written extensively about hierarchical international order, on the one hand, and war on the other, but surprisingly little work systematically explores the connection between the two. This disconnect is all the more striking given that empirical studies have found a strong relationship between the two. We provide a generative computational network model that explains hierarchy and war as two elements of a larger recursive process: The threat of war drives the formation of hierarchy, which in turn shapes states’ incentives for war. Grounded in canonical theories of hierarchy and war, the model explains an array of known regularities about hierarchical order and conflict. Surprisingly, we also find that many traditional results of the IR literature—including institutional persistence, balancing behavior, and systemic self-regulation—emerge from the interplay between hierarchy and war.
The Friendship Field model aims at modelling friendship formation based on three factors: Extraversion, Resemblance and Status, where social interaction is motivated by the Social Battery. Social Battery is one’s energy and motivation to engage in social contact. Since social contact is crucial for friendship formation, the model included Social Battery to affect social interactions. To our best knowledge, Social Battery is a yet unintroduced concept in research while it is a dynamic factor influencing the social interaction besides one’s characteristics. Extraverts’ Social Batteries charge while interacting and exhaust while being alone. Introverts’ Social Batteries charge while being alone and exhaust while interacting. The aim of the model is to illustrate the concept of Social Battery. Moreover, the Friendship Field shows patterns regarding Extraversion, Resemblance and Status including the mere-exposure effect and friendship by similarity. For the implementation of Status, Kemper’s status-power theory is used. The concept of Social Battery is also linked to Kemper’s theory on the organism as reference group. By running the model for a year (3 interactions moments per day), the friendship dynamics over time can be studied.
We presented the model at the Social Simulation Conference 2022.
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