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MUSA is an ABM that simulates the commuting sector in USA. A multilevel validation was implemented. Social network with a social-circle structure included. Two types of policies have been tested: market-based and preference-change.
We compare three model estimates for the time and treatment requirements to eliminate HCV among HIV-positive MSM in Victoria, Australia: a compartmental model; an ABM parametrized by surveillance data; and an ABM with a more heterogeneous population.
Non-traditional tools and mediums can provide unique methodological and interpretive opportunities for archaeologists. In this case, the Unreal Engine (UE), which is typically used for games and media, has provided a powerful tool for non-programmers to engage with 3D visualization and programming as never before. UE has a low cost of entry for researchers as it is free to download and has user-friendly “blueprint” tools that are visual and easily extendable. Traditional maritime mobility in the Salish Sea is examined using an agent-based model developed in blueprints. Focusing on the sea canoe travel of the Straits Salish northwestern Washington State and southwest British Columbia. This simulation integrates GIS data to assess travel time between Coast Salish archaeological village locations and archaeologically represented resource gathering areas. Transportation speeds informed by ethnographic data were used to examine travel times for short forays and longer inter-village journeys. The results found that short forays tended to half day to full day trips when accounting for resource gathering activities. Similarly, many locations in the Salish Sea were accessible in long journeys within two to three days, assuming fair travel conditions. While overall transportation costs to reach sites may be low, models such as these highlight the variability in transport risk and cost. The integration of these types of tools, traditionally used for entertainment, can increase the accessibility of modeling approaches to researchers, be expanded to digital storytelling, including aiding in the teaching of traditional ecological knowledge and placenames, and can have wide applications beyond maritime archaeology.
This is v0.01 of a UE5.2.1 agent based model.
STiMUS-HAI (Stigmergic–Mutualistic IMOI Model, Human-AI extension) is an agent-based model of teamwork in socio-technical systems where human and AI contributors collaborate through shared digital artefacts — wiki pages, code files, issue tickets, project cards, Scratch projects — represented as patches in a NetLogo world. It extends the human-only base model STiMUS v2.2, which established that two coordination mechanisms — stigmergy (indirect coordination through traces left in the environment) and mutualism (mutual benefit between contributors and the artefacts they tend) — can be decoupled: stigmergy decides where a contributor works, mutualism decides with what effort. STiMUS-HAI preserves this decoupling unchanged and adds two further theoretical questions: whether mixing AI agents into a human team distorts human coordination in ways that aggregate indicators hide, and whether AI’s cost to team outcomes depends on the type of work AI performs, not only on how much of it is present.
Two breeds of turtle — humans and ai-agents — follow identical target-selection, pheromone, and mutualism rules, so that any behavioural difference is attributable to team composition rather than a built-in advantage. The one designed asymmetry: AI agents never accumulate shared-mental-model and their motivation is fixed rather than adaptive. On top of this v3.0 baseline, v3.1 adds a task-type dimension to artefacts (“prediction” versus “judgment”, set via a judgment-share slider) that scales down AI edit-power specifically on judgment-requiring artefacts, and an ai-trust mechanic: humans build or lose trust in AI contributions based on the population-relative percentile rank of observed AI work quality (bottom-quartile work counts as an observed “error”), and that trust gates how much mutualistic benefit a human derives from continuing an AI’s work. Trust erodes quickly on a single error and recovers only after a streak of confirmed successes — an intentional asymmetry.
Migration or other long-distance movement into other regions is a common strategy of fishers and fishworkers living and working on the coast to adapt to environmental change. This model attempts to understand the general dynamics of fisher mobility for over larger spatial scales. The model can be used for investigating the complex interplay that exists between mobility and fish stock heterogeneity across regions, and the associated outcomes of mobility at the system level.
The model design informed by the example of small-scale fisheries in the Gulf of California, Mexico but implements theoretical and stylized facts and can as such be used for different archetypical cases. Our methodological approach for designing the model aims to account for the complex causation, emergence and interdependencies in small-scale fisheries to explain the phenomenon of sequential overexploitation, i.e., overexploiting one resource after another. The model is intended to be used as a virtual laboratory to investigate when and how different levels of mobile fishers affect exploitation patterns of fisheries resources.
An agent-based model of species interaction on fragmented landscape is developed to address the question, how do population levels of predators and prey react with respect to changes in the patch connectivity as well as changes in the sharpness of threshold dispersal?
This agent-based simulation model for group interaction is rooted in social psychological theory. The
model integrates affect control theory with networked interaction structures and sequential behavior protocols as they are often encountered in task groups. By expressing status hierarchy through network structure we build a bridge between expectation states theory and affect control theory, and are able to reproduce central results from the expectation states research program in sociological social psychology. Furthermore, we demonstrate how the model can be applied to analyze specialized task groups or sub-cultural domains by combining it with empirical data sources. As an example, we simulate groups of open-source software developers and analyze how cultural expectations influence the occupancy of high status positions in these groups.
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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Many archaeological assemblages from the Iberian Peninsula dated to the Last Glacial Maximum contain large quantities of European rabbit (Oryctolagus cuniculus) remains with an anthropic origin. Ethnographic and historic studies report that rabbits may be mass-collected through warren-based harvesting involving the collaborative participation of several persons.
We propose and implement an Agent-Based Model grounded in the Optimal Foraging Theory and the Diet Breadth Model to examine how different warren-based hunting strategies influence the resulting human diets.
Particularly, this model is developed to test the following hypothesis: What if an age and/or gender-based division of labor was adopted, in which adult men focus on large prey hunting, and women, elders and children exploit warrens?
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Many archaeological assemblages from the Iberian Peninsula dated to the Last Glacial Maximum contain large quantities of European rabbit (Oryctolagus cuniculus) remains with an anthropic origin. Ethnographic and historic studies report that rabbits may be mass-collected through warren-based harvesting involving the collaborative participation of several persons.
We propose and implement an Agent-Based Model grounded in the Optimal Foraging Theory and the Diet Breadth Model to examine how different warren-based hunting strategies influence the resulting human diets.
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