Computational Model Library

Displaying 10 of 66 results for 'N Wäckerlin'

Peer reviewed B3GET

Kristin Crouse | Published Thursday, November 14, 2019 | Last modified Tuesday, September 20, 2022

B3GET simulates populations of virtual organisms evolving over generations, whose evolutionary outcomes reflect the selection pressures of their environment. The model simulates several factors considered important in biology, including life history trade-offs, investment in fighting ability and aggression, sperm competition, infanticide, and competition over access to food and mates. Downloaded materials include starting genotype and population files. Edit the these files and see what changes occur in the behavior of virtual populations!

View the B3GET user manual here.

This project was developed during the Santa Fe course Introduction to Agent-Based Modeling 2022. The origin is a Cellular Automata (CA) model to simulate human interactions that happen in the real world, from Rubens and Oliveira (2009). These authors used a market research with real people in two different times: one at time zero and the second at time zero plus 4 months (longitudinal market research). They developed an agent-based model whose initial condition was inherited from the results of the first market research response values and evolve it to simulate human interactions with Agent-Based Modeling that led to the values of the second market research, without explicitly imposing rules. Then, compared results of the model with the second market research. The model reached 73.80% accuracy.
In the same way, this project is an Exploratory ABM project that models individuals in a closed society whose behavior depends upon the result of interaction with two neighbors within a radius of interaction, one on the relative “right” and other one on the relative “left”. According to the states (colors) of neighbors, a given cellular automata rule is applied, according to the value set in Chooser. Five states were used here and are defined as levels of quality perception, where red (states 0 and 1) means unhappy, state 3 is neutral and green (states 3 and 4) means happy.
There is also a message passing algorithm in the social network, to analyze the flow and spread of information among nodes. Both the cellular automaton and the message passing algorithms were developed using the Python extension. The model also uses extensions csv and arduino.

FIBE represents a simple fishery model. Fish that reproduce and fisher with different fishing styles that fish as their main source of income. The aim of the model is to reflect the different fishing behaviours as described and observed in the (Swedish) Baltic Sea fishery and explore the consequences of different approximations of human/fisher behaviour in under different environmental and managerial scenarios.

The overarching aim is to advance the incorporation and understanding of human behaviour (diversity) in fisheries research and management. In particular focusing on insights from social (fishery) science of fisher behaviour.

This model aims to explore how gambling-like behavior can emerge in loot box spending within gaming communities. A loot box is a purchasable mystery box that randomly awards the player a series of in-game items. Since the contents of the box are largely up to chance, many players can fall into a compulsion loop of purchasing, as the fear of missing out and belief in the gambler’s fallacy allow one to rationalize repeated purchases, especially when one compares their own luck to others. To simulate this behavior, this model generates players in different network structures to observe how factors such as network connectivity, a player’s internal decision making strategy, or even common manipulations games use these days may influence a player’s transactions.

Both models simulate n-person prisoner dilemma in groups (left figure) where agents decide to C/D – using a stochastic threshold algorithm with reinforcement learning components. We model fixed (single group ABM) and dynamic groups (bad-barrels ABM). The purpose of the bad-barrels model is to assess the impact of information during meritocratic matching. In the bad-barrels model, we incorporated a multidimensional structure in which agents are also embedded in a social network (2-person PD). We modeled a random and homophilous network via a random spatial graph algorithm (right figure).

Space colonization

allagonne | Published Wednesday, January 05, 2022

Agent-Based-Modeling - space colonization
ask me for the .nlogo model
WHAT IS IT?
The goal of this project is to simulate with NetLogo (v6.2) a space colonization of humans, starting from Earth, into the Milky Way.

HOW IT WORKS

This model simulations social and childcare provision in the UK. Agents within simulated households can decide to provide for informal care, or pay for private care, for their loved ones after they have provided for childcare needs. Agents base these decisions on factors including their own health, employment status, financial resources, relationship to the individual in need and geographical location. This model extends our previous simulations of social care by simulating the impact of childcare demand on social care availability within households, which is known to be a significant constraint on informal care provision.

Results show that our model replicates realistic patterns of social and child care provision, suggesting that this framework can be a valuable aid to policy-making in this area.

CINCH1 (Covid-19 INfection Control in Hospitals), is a prototype model of physical distancing for infection control among staff in University College London Hospital during the Covid-19 pandemic, developed at the University of Leeds, School of Geography. It models the movement of collections of agents in simple spaces under conflicting motivations of reaching their destination, maintaining physical distance from each other, and walking together with a companion. The model incorporates aspects of the Capability, Opportunity and Motivation of Behaviour (COM-B) Behaviour Change Framework developed at University College London Centre for Behaviour Change, and is aimed at informing decisions about behavioural interventions in hospital and other workplace settings during this and possible future outbreaks of highly contagious diseases. CINCH1 was developed as part of the SAFER (SARS-CoV-2 Acquisition in Frontline Health Care Workers – Evaluation to Inform Response) project
(https://www.ucl.ac.uk/behaviour-change/research/safer-sars-cov-2-acquisition-frontline-health-care-workers-evaluation-inform-response), funded by the UK Medical Research Council. It is written in Python 3.8, and built upon Mesa version 0.8.7 (copyright 2020 Project Mesa Team).

Peer reviewed AgentEx

Nanda Wijermans Caroline Schill Therese Lindahl Maja Schlüter | Published Sunday, November 13, 2016

AgentEx aims to advance understanding of group processes for sustainable management of a common pool resource (CPR). By supporting the development and test explanations of cooperation and sustainable exploitation.

The Netlogo model is a conceptualization of the Moria refugee camp, capturing the household demographics of refugees in the camp, a theoretical friendship network based on values, and an abstraction of their daily activities. The model then simulates how Covid-19 could spread through the camp if one refugee is exposed to the virus, utilizing transmission probabilities and the stages of disease progression of Covid-19 from susceptible to exposed to asymptomatic / symptomatic to mild / severe to recovered from literature. The model also incorporates various interventions - PPE, lockdown, isolation of symptomatic refugees - to analyze how they could mitigate the spread of the virus through the camp.

Displaying 10 of 66 results for 'N Wäckerlin'

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