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Displaying 10 of 389 results for "Noé Guiraud" clear search
This model looks at implications of author/referee interaction for quality and efficiency of peer review. It allows to investigate the importance of various reciprocity motives to ensure cooperation. Peer review is modelled as a process based on knowledge asymmetries and subject to evaluation bias. The model includes various simulation scenarios to test different interaction conditions and author and referee behaviour and various indexes that measure quality and efficiency of evaluation […]
Simulation to replicate and extend an analytical model (Konrad & Skaperdas, 2010) of the provision of security as a collective good. We simulate bandits preying upon peasants in an anarchy condition.
Objective is to simulate policy interventions in an integrated demand-supply model. The underlying demand function links both sides. Diffusion proceeds if interactions distribute awareness (Epidemic effect) and rivalry reduces the market price (Probit effect). Endogeneity is given due to the fact that consumer awareness as well as their willingness-to-pay drives supply-side rivalry. Firm´s entry and exit decisions as well as quantity and price settings are driven by Cournot competition.
We develop an IBM that predicts how interactions between elephants, poachers, and law enforcement affect poaching levels within a virtual protected area. The model is theoretical at this stage and is not meant to provide a realistic depiction of poaching, but instead to demonstrate how IBMs can expand upon the existing modelling work done in this field, and to provide a framework for future research. The model could be further developed into a useful management support tool to predict the outcomes of various poaching mitigation strategies at real-world locations. The model was implemented in NetLogo version 6.1.0.
We first compared a scenario in which poachers have prescribed, non-adaptive decision-making and move randomly across the landscape, to one in which poachers adaptively respond to their memories of elephant locations and where other poachers have been caught by law enforcement. We then compare a situation in which ranger effort is distributed unevenly across the protected area to one in which rangers patrol by adaptively following elephant matriarchal herds.
ForagerNet3_Demography_V2 is a non-spatial ABM for exploring hunter-gatherer demography. This version (developed from FN3D_V1) contains code for calculating the ratio of old to young adults (the “OY ratio”) in the living and dead populations.
The mode implements a variant of Ant Colony Optimization to explore routing on infrastructures through a landscape with forbidden zones, connecting multiple sinks to one source.
The purpose of this model is to better understand the dynamics of a multihost pathogen in two host system comprising of high densities of domestic hosts and sympatric wildlife hosts susceptible to the pathogen.
HOSS(-5) is an exploratory agent-based prototype of a small artificial society, written in Python. Each agent is a “ph” (punto humano, “human point”) that is born, is educated, works, consumes and dies. Its yearly decisions depend on a psychological profile (archetype × character), its economic status and its intentionality. Agents interact indirectly through families, firms in 10 sectors, a labour market with about 200 job categories, and a State that provides public services, employment and a Universal Basic Income, adjusting taxes and UBI each year to seek fiscal balance.
The model simulates a few thousand agents over decades of virtual time and records yearly aggregates (population, GDP, income, Gini index, HDI). A separate analysis script explores the results and fits Gamma distributions to individual incomes, comparing the shape parameter with Gini and HDI.
HOSS does not aim to predict real societies or claim empirical validation. It is a sandbox for comparing scenarios and thinking about the organizational design of society from an engineering perspective. Known limitations: no direct social relations between agents, prices and production follow simple rules rather than supply-demand dynamics, and organizations are black boxes.
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AncientS-ABM is an agent-based model for simulating and evaluating the potential social organization of an artificial past society, configured by available archaeological data. Unlike most existing agent-based models used in archaeology, our ABM framework includes completely autonomous, utility-based agents. It also incorporates different social organization paradigms, different decision-making processes, and also different cultivation technologies used in ancient societies. Equipped with such paradigms, the model allows us to explore the transition from a simple to a more complex society by focusing on the historical social dynamics; and to assess the influence of social organization on agents’ population growth, agent community numbers, sizes and distribution.
AncientS-ABM also blends ideas from evolutionary game theory with multi-agent systems’ self-organization. We model the evolution of social behaviours in a population of strategically interacting agents in repeated games where they exchange resources (utility) with others. The results of the games contribute to both the continuous re-organization of the social structure, and the progressive adoption of the most successful agent strategies. Agent population is not fixed, but fluctuates over time, while agents in stage games also receive non-static payoffs, in contrast to most games studied in the literature. To tackle this, we defined a novel formulation of the evolutionary dynamics via assessing agents’ rather than strategies’ fitness.
As a case study, we employ AncientS-ABM to evaluate the impact of the implemented social organization paradigms on an artificial Bronze Age “Minoan” society, located at different geographical parts of the island of Crete, Greece. Model parameter choices are based on archaeological evidence and studies, but are not biased towards any specific assumption. Results over a number of different simulation scenarios demonstrate better sustainability for settlements consisting of and adopting a socio-economic organization model based on self-organization, where a “heterarchical” social structure emerges. Results also demonstrate that successful agent societies adopt an evolutionary approach where cooperation is an emergent strategic behaviour. In simulation scenarios where the natural disaster module was enabled, we observe noticeable changes in the settlements’ distribution, relating to significantly higher migration rates immediately after the modeled Theran eruption. In addition, the initially cooperative behaviour is transformed to a non-cooperative one, thus providing support for archaeological theories suggesting that the volcanic eruption led to a clear breakdown of the Minoan socio-economic system.
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This version of the accumulated copying error (ACE) model is designed to address the following research question: how does finite population size (N) affect the coefficient of variation (CV) of a continuous cultural trait under the assumptions that the only source of copying error is visual perception error and that the continuous trait can take any positive value (i.e., it has no upper bound)? The model allows one to address this question while assuming the continuous trait is transmitted via vertical transmission, unbiased transmission, prestige biased transmission, mean conformist transmission, or median conformist transmission. By varying the parameter, p, one can also investigate the effect of population size under a mix of vertical and non-vertical transmission, whereby on average (1-p)N individuals learn via vertical transmission and pN individuals learn via either unbiased transmission, prestige biased transmission, mean conformist transmission, or median conformist transmission.
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