Computational Model Library

Displaying 10 of 146 results for 'Nuno R Barros De Oliveira'

Our aim is to demonstrate how conversational AI systems, exemplified by ChatGPT, can support the conceptualisation of Agent-Based Social Simulation (ABSS) models, leading to a full ABSS model design document. Through advanced prompt engineering and adherence to the Engineering ABSS framework (Siebers and Klügl 2017), we have constructed a comprehensive script that is easy to use and that supports the design of ABSS models with or even by AI. The performance of the script is demonstrated through an illustrative case study related to the use of adaptive architecture in museums. The repository contains (1) the comprehensive script in a format that allows copying and pasting prompts for use with ChatGPT, (2) the results of the illustrative case study in the form of two conceptual ABSS models, the ground truth and the autogenerated version.

Shellmound Trade

Henrique de Sena Kozlowski | Published Saturday, June 15, 2024

This model simulates different trade dynamics in shellmound (sambaqui) builder communities in coastal Southern Brazil. It features two simulation scenarios, one in which every site is the same and another one testing different rates of cooperation. The purpose of the model is to analyze the networks created by the trade dynamics and explore the different ways in which sambaqui communities were articulated in the past.

How it Works?
There are a few rules operating in this model. In either mode of simulation, each tick the agents will produce an amount of resources based on the suitability of the patches inside their occupation-radius, after that the procedures depend on the trade dynamic selected. For BRN? the agents will then repay their owed resources, update their reputation value and then trade again if they need to. For GRN? the agents will just trade with a connected agent if they need to. After that the agents will then consume a random amount of resources that they own and based on that they will grow (split) into a new site or be removed from the simulation. The simulation runs for 1000 ticks. Each patch correspond to a 300x300m square of land in the southern coast of Santa Catarina State in Brazil. Each agent represents a shellmound (sambaqui) builder community. The data for the world were made from a SRTM raster image (1 arc-second) in ArcMap. The sites can be exported into a shapefile (.shp) vector to display in ArcMap. It uses a UTM Sirgas 2000 22S projection system.

Shellmound Mobility

Henrique de Sena Kozlowski | Published Saturday, June 15, 2024

Least Cost Path (LCP) analysis is a recurrent theme in spatial archaeology. Based on a cost of movement image, the user can interpret how difficult it is to travel around in a landscape. This kind of analysis frequently uses GIS tools to assess different landscapes. This model incorporates some aspects of the LCP analysis based on GIS with the capabilities of agent-based modeling, such as the possibility to simulate random behavior when moving. In this model the agent will travel around the coastal landscape of Southern Brazil, assessing its path based on the different cost of travel through the patches. The agents represent shellmound builders (sambaquieiros), who will travel mainly through the use of canoes around the lagoons.

How it works?
When the simulation starts the hiker agent moves around the world, a representation of the lagoon landscape of the Santa Catarina state in Southern Brazil. The agent movement is based on the travel cost of each patch. This travel cost is taken from a cost surface raster created in ArcMap to represent the different cost of movement around the landscape. Each tick the agent will have a chance to select the best possible patch to move in its Field of View (FOV) that will take it towards its target destination. If it doesn’t select the best possible patch, it will randomly choose one of the patches to move in its FOV. The simulation stops when the hiker agent reaches the target destination. The elevation raster file and the cost surface map are based on a 1 Arc-second (30m) resolution SRTM image, scaled down 5 times. Each patch represents a square of 150m, with an area of 0,0225km². The dataset uses a UTM Sirgas 2000 22S projection system. There are four different cost functions available to use. They change the cost surface used by the hikers to navigate around the world.

Peer reviewed AgentEx-Meta

Nanda Wijermans Helen Fischer | Published Friday, October 28, 2022

The purpose of the study is to unpack and explore a potentially beneficial role of sharing metacognitive information within a group when making repeated decisions about common pool resource (CPR) use.

We explore the explanatory power of sharing metacognition by varying (a) the individual errors in judgement (myside-bias); (b) the ways of reaching a collective judgement (metacognition-dependent), (c) individual knowledge updating (metacognition- dependent) and d) the decision making context.

The model (AgentEx-Meta) represents an extension to an existing and validated model reflecting behavioural CPR laboratory experiments (Schill, Lindahl & Crépin, 2015; Lindahl, Crépin & Schill, 2016). AgentEx-Meta allows us to systematically vary the extent to which metacognitive information is available to agents, and to explore the boundary conditions of group benefits of metacognitive information.

SeaROOTS ABM is a quite generic agent-based modeling system, for simulating and evaluating potential terrestrial and maritime mobility of artificial hominin groups, configured by available archaeological data and hypotheses. Necessary bathymetric, geomorphological and paleoenvironmental data are combined in order to reconstruct paleoshorelines for the study area and produce an archaeologically significant agent environment. Paleoclimatic and archaeological data are incorporated in the ABM in order to simulate maritime crossings and assess the emergent patterns of interaction between human agency and the sea.

SeaROOTS agent-based system includes completely autonomous, utility-based agents (Chliaoutakis & Chalkiadakis 2016), representing artificial hominin groups, with partial knowledge of their environment, for simulating their evolution and potential maritime mobility, utilizing alternative Least Cost Path analysis modeling techniques (Gustas & Supernant 2017, Gravel-Miguel & Wren 2021). Two groups of hominins, Neanderthals and Homo sapiens, are chosen in order to study the challenges and actions employed as a response to the fluctuating sea-levels, as well as probability scenarios with respect to sea-crossings via buoyant vessels (rafting) or the human body itself (swimming). SeaROOTS ABM aims to simulate various scenarios and investigate the degree climatic fluctuations influenced such activities and interactions in the Middle Paleolithic period.

The model focuses on simulating potential terrestrial and maritime routes, explore the interactions and relations between autonomous agents and their environment, as well as to test specific research questions; for example, when and under what conditions would Middle Paleolithic hominins be more likely to attempt a crossing and successfully reach the islands? By which agent type (Sapiens or Neanderthals) and how (e.g. swimming or by sea-vessels) could such short sea crossings be (mostly) attempted, and which (sea) routes were usually considered by the agents? When does a sea-crossing become a choice and when is it a result of forced migration, i.e. disaster- or conflict-induced displacement? Results show that the dynamic marine environment of the Inner Ionian, our case study in this work, played an important role in their decision-making process.

The purpose of the model is to investigate how different factors affect the ability of researchers to reconstruct prehistoric social networks from artifact stylistic similarities, as well as the overall diversity of cultural traits observed in archaeological assemblages. Given that cultural transmission and evolution is affected by multiple interacting phenomena, our model allows to simultaneously explore six sets of factors that may condition how social networks relate to shared culture between individuals and groups:

  1. Factors relating to the structure of social groups
  2. Factors relating to the cultural traits in question
  3. Factors relating to individual learning strategies
  4. Factors relating to the environment

Abstract: The notion of physical space has long been central in geographical theories. However, the widespread adoption of information and communication technologies (ICTs) has freed human dynamics from purely physical to also relational and cyber spaces. While researchers increasingly recognize such shifts, rarely have studies examined how the information propagates in these hybrid spaces (i.e., physical, relational, and cyber). By exploring the vaccine opinion dynamics through agent-based modeling, this study is the first that combines all hybrid spaces and explores their distinct impacts on human dynamics from an individual’s perspective. Our model captures the temporal dynamics of vaccination progress with small errors (MAE=2.45). Our results suggest that all hybrid spaces are indispensable in vaccination decision making. However, in our model, most of the agents tend to give more emphasis to the information that is spread in the physical instead of other hybrid spaces. Our study not only sheds light on human dynamics research but also offers a new lens to identifying vaccinated individuals which has long been challenging in disease-spread models. Furthermore, our study also provides responses for practitioners to develop vaccination outreach policies and plan for future outbreaks.

The HUMan impact on LANDscapes (HUMLAND) model has been developed to track and quantify the intensity of different impacts on landscapes at the continental level. This agent-based model focuses on determining the most influential factors in the transformation of interglacial vegetation with a specific emphasis on burning organized by hunter-gatherers. HUMLAND integrates various spatial datasets as input and target for the agent-based model results. Additionally, the simulation incorporates recently obtained continental-scale estimations of fire return intervals and the speed of vegetation regrowth. The obtained results include maps of possible scenarios of modified landscapes in the past and quantification of the impact of each agent, including climate, humans, megafauna, and natural fires.

Viable North Sea (ViNoS) is an Agent-based Model of the German North Sea Small-scale Fisheries in a Social-Ecological Systems framework focussing on the adaptive behaviour of fishers facing regulatory, economic, and resource changes. Small-scale fisheries are an important part both of the cultural perception of the German North Sea coast and of its fishing industry. These fisheries are typically family-run operations that use smaller boats and traditional fishing methods to catch a variety of bottom-dwelling species, including plaice, sole, and brown shrimp. Fisheries in the North Sea face area competition with other uses of the sea – long practiced ones like shipping, gas exploration and sand extractions, and currently increasing ones like marine protection and offshore wind farming. German authorities have just released a new maritime spatial plan implementing the need for 30% of protection areas demanded by the United Nations High Seas Treaty and aiming at up to 70 GW of offshore wind power generation by 2045. Fisheries in the North Sea also have to adjust to the northward migration of their established resources following the climate heating of the water. And they have to re-evaluate their economic balance by figuring in the foreseeable rise in oil price and the need for re-investing into their aged fleet.

Displaying 10 of 146 results for 'Nuno R Barros De Oliveira'

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