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Displaying 10 of 77 results values clear search
This model investigates how anti-conformist intentions could be related to some biases on the perception of attitudes. It starts from two case studies, related to the adoption of organic farming, that show anti-conformist intentions. It proposes an agent-based model which computes an intention based on the Theory of Reasoned Action and assumes some biases in the perception of others’ attitudes according to the Social Judgement Theory.
It investigates the conditions on the model parameter values for which the simulations reproduce the features observed in the case studies. The results suggest that perception biases are indeed likely to contribute to anti-conformist intentions.
Studies of colonization processes in past human societies often use a standard population model in which population is represented as a single quantity. Real populations in these processes, however, are structured with internal classes or stages, and classes are sometimes created based on social differentiation. In this present work, information about the colonization of old Providence Island was used to create an agent-based model of the colonization process in a heterogeneous environment for a population with social differentiation. Agents were socially divided into two classes and modeled with dissimilar spatial clustering preferences. The model and simulations assessed the importance of gregarious behavior for colonization processes conducted in heterogeneous environments by socially-differentiated populations. Results suggest that in these conditions, the colonization process starts with an agent cluster in the largest and most suitable area. The spatial distribution of agents maintained a tendency toward randomness as simulation time increased, even when gregariousness values increased. The most conspicuous effects in agent clustering were produced by the initial conditions and behavioral adaptations that increased the agent capacity to access more resources and the likelihood of gregariousness. The approach presented here could be used to analyze past human colonization events or support long-term conceptual design of future human colonization processes with small social formations into unfamiliar and uninhabited environments.
NetLogo model that allows scenarios concerning general social distancing, shielding of high-risk individuals, and informing contacts when symptomatic. Documentation includes a user manual with some simple scenarios, and technical information including descriptions of key procedures and parameter values.
The NIER model is intended to add qualitative variables of building owner types and peer group scales to existing energy efficiency retrofit adoption models. The model was developed through a combined methodology with qualitative research, which included interviews with key stakeholders in Cleveland, Ohio and Detroit and Grand Rapids, Michigan. The concepts that the NIER model adds to traditional economic feasibility studies of energy retrofit decision-making are differences in building owner types (reflecting strategies for managing buildings) and peer group scale (neighborhoods of various sizes and large-scale Districts). Insights from the NIER model include: large peer group comparisons can quickly raise the average energy efficiency values of Leader and Conformist building owner types, but leave Stigma-avoider owner types as unmotivated to retrofit; policy interventions such as upgrading buildings to energy-related codes at the point of sale can motivate retrofits among the lowest efficient buildings, which are predominantly represented by the Stigma-avoider type of owner; small neighborhood peer groups can successfully amplify normal retrofit incentives.
I added a discounting rate to the equation for expected values of defective / collaborative strategies.
The discounting rate was set to 0.956, the annual average from 1980 to 2015, using the Consumer Price Index (CPI) of Statistics Korea.
This model explores different aspects of the formation of urban neighbourhoods where residents believe in values distant from those dominant in society. Or, at least, this is what the Danish government beliefs when they discuss their politics about parallel societies. This simulation is set to understand (a) whether these alternative values areas form and what determines their formation, (b) if they are linked to low or no income residents, and (c) what happens if they disappear from the map. All these three points are part of the Danish government policy. This agent-based model is set to understand the boundaries and effects of this policy.
This is an extended replication of Abelson’s and Bernstein’s early computer simulation model of community referendum controversies which was originally published in 1963 and often cited, but seldom analysed in detail. This replication is in NetLogo 6.3.0, accompanied with an ODD+D protocol and class and sequence diagrams.
This replication replaces the original scales for attitude position and interest in the referendum issue which were distributed between 0 and 1 with values that are initialised according to a normal distribution with mean 0 and variance 1 to make simulation results easier compatible with scales derived from empirical data collected in surveys such as the European Value Study which often are derived via factor analysis or principal component analysis from the answers to sets of questions.
Another difference is that this model is not only run for Abelson’s and Bernstein’s ten week referendum campaign but for an arbitrary time in order that one can find out whether the distributions of attitude position and interest in the (still one-dimensional) issue stabilise in the long run.
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 model accompanies a paper looking at the role and limits of values and norms for modeling realistic social agents. Based on literature we synthesize a theory on norms and a theory that combines both values and norms. In contrast to previous work, these theories are checked against data on human behavior obtained from a psychological experiment on dividing money: the ultimatum game. We found that agents that act according to a theory that combines both values and norms, produce behavior quite similar to that of humans. Furthermore, we found that this theory is more realistic than theories solely concerned with norms or theories solely concerned with values. However, to explain the amount of money people accept in this ultimatum game we will eventually need an even more realistic theory. We propose that a theory that explains when people exactly choose to use norms instead of values could provide this realism.
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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Displaying 10 of 77 results values clear search