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Displaying 10 of 64 results for "Anne Dray" clear search
REHAB has been designed as an ice-breaker in courses dealing with ecosystem management and participatory modelling. It helps introducing the two main tools used by the Companion Modelling approach, namely role-playing games and agent-based models.
This model is a part of an ongoing research project on Multiagent Reinforcement Learning (MARL). The ODD protocol is included in the model. In this version of the model, Proximal Policy Optimization (PPO) is designed in the agent behaviors. It also includes a designed experiment in its Behavior Space which is used in the Response Surface Methodology and training of an Artificial Neural Network (ANN) based Recommender System.
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.
The model analyzes the economic and ecological effects of a provision of livestock drought insurance for dryland pastoralists. More precisely, it yields qualitative insights into how long-term herd and pasture dynamics change through insurance.
This research article presents an agent-based simulation hereinafter called COMMONSIM. It builds on COMMONISM, i.e. a large-scale commons-based vision for a utopian society. In this society, production and distribution of means are not coordinated via markets, exchange, and money, or a central polity, but via bottom-up signalling and polycentric networks, i.e. ex-ante coordination via needs. Heterogeneous agents care for each other in life groups and produce in different groups care, environmental as well as intermediate and final means to satisfy sensual-vital needs. Productive needs decide on the magnitude of activity in groups for a common interest, e.g. the production of means in a multi-sectoral artificial economy. Agents share cultural traits identified by different behaviour: a propensity for egoism, leisure, environmentalism, and productivity. The narrative of this utopian society follows principles of critical psychology and sociology, complexity and evolution, the theory of commons, and critical political economy. The article presents the utopia and an agent-based study of it, with emphasis on culture-dependent allocation mechanisms and their social and economic implications for agents and groups.
Organisms, Individuals and Organizations face the dilemma of exploration vs. exploitation
Identifying the optimal trade-off between the two is a challenge
Too much exploration (e.g. gaining new knowledge) can be detrimental to day-to-day survival and too much exploitation (applying existing knowledge) could be detrimental to long term survival esp. if conditions change over time
The purpose of the model is to investigate how the amount of resources acquired (wealth/success) is related to persistence with the strategy of local exploration under different resource distributions, availability of resources over time and cost of relocation
Agers and non-agers agent compete over a spatial landscape. When two agents occupy the same grid, who will survive is decided by a random draw where chances of survival are proportional to fitness. Agents have offspring each time step who are born at a distance b from the parent agent and the offpring inherits their genetic fitness plus a random term. Genetic fitness decreases with time, representing environmental change but effective non-inheritable fitness can increase as animals learn and get bigger.
An agent-based model built in NetLogo that simulates a closed-loop recirculating aquaponics and integrated multitrophic aquaculture (IMTA) ecosystem, modeling the complex dynamics between aquatic species, vermaculture, and hydroponic plant beds. This model captures the operational mechanics of a complex, sustainable production network. It tracks nutrient flows, water recirculation pathways, biological growth stages, and environmental feedback penalties (such as nutrient toxicity or starvation) across multiple specialized tanks and grow beds. Model Architecture & HabitatsAquatic Subsystem: Duckweed Tank, Breeding Tank, Fry Tank, Fingerling Tank, Adult Tank, and a Holding Tank for harvested fish. Benthic & Waste Management: Crawdad Tank 1 & 2 for bottom-feeding and waste processing, alongside a Vermaculture node populated by composting worms. Hydroponic Subsystem: Five sequential Grow Beds and a recirculating loop feeding back into the system. Key Agent DynamicsWater Flow Visualization: Active links between tanks spawn animated droplet agents that visually simulate recirculating water dynamics across the network. Biological Growth & Aging: Fish and plants progress through age-based development thresholds governed by species-specific parameters. Feedback Loops:Toxicity Penalty: Excess nutrients (nutrient-per-day > 80) slow fish growth rates by 50%. Starvation Penalty: Insufficient nutrient levels (nutrient-per-day < 30) delay plant maturation by 50%. Interface Controlsfish-type Chooser: Selects the primary aquatic species (Tilapia, Channel Catfish, Trout, Goldfish), altering base growth thresholds. plant-type Chooser: Selects the cultivated crop (Lettuce, Basil, Tomatoes, Mint). nutrient-per-day Slider: Manages daily nutrient input to balance system load and avoid toxicity or starvation thresholds. Dashboard Plot: Real-time tracking of total-fish-harvested and total-plants-harvested.
The current rate of production and consumption of meat poses a problem both to peoples’ health and to the environment. This work aims to develop a simulation of peoples’ meat consumption behaviour in Britain using agent-based modelling. The agents represent individual consumers. The key variables that characterise agents include sex, age, monthly income, perception of the living cost, and concerns about the impact of meat on the environment, health, and animal welfare. A process of peer influence is modelled with respect to the agents’ concerns. Influence spreads across two eating networks (i.e. co-workers and household members) depending on the time of day, day of the week, and agents’ employment status. Data from a representative sample of British consumers is used to empirically ground the model. Different experiments are run simulating interventions of application of social marketing campaigns and a rise in price of meat. The main outcome is the average weekly consumption of meat per consumer. A secondary outcome is the likelihood of eating meat.
The model simulates the diffusion of four low-carbon energy technologies among households: photovoltaic (PV) solar panels, electric vehicles (EVs), heat pumps, and home batteries. We model household decision making as the decision marking of one person, the agent. The agent decides whether to adopt these technologies. Hereby, the model can be used to study co-adoption behaviour, thereby going beyond traditional diffusion models that focus on the adop-tion of single technologies. The combination of these technologies is of particular interest be-cause (1) using the energy generated by PV solar panels for EVs and heat pumps can reduce emissions associated with transport and heating, respectively, and (2) EVs, heat pumps, and home batteries can help to integrate PV solar panels in local electricity grids by offering flexible demand (EVs and heat pumps) and energy storage (home batteries and EVs), thereby reducing grid impacts and associated upgrading costs.
The purpose of the model is to represent realistic adoption and co-adoption behaviour. This is achieved by grounding the decision model on the risks-as-feelings model (Loewenstein et al., 2001), theory from environmental and social psychology, and empirically informing agent be-haviour by survey-data among 1469 people in the Swiss region Romandie.
The model can be used to construct scenarios for the diffusion of the four low-carbon energy technologies depending on different contexts, and as a virtual experimentation environment for ex ante evaluation of policy interventions to stimulate adoption and co-adoption.
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