Computational Model Library

Displaying 10 of 71 results for 'Ryan Long'

This paper presents an agent-based model to study the dynamics of city-state systems in a constrained environment with limited space and resources. The model comprises three types of agents: city-states, villages, and battalions, where city-states, the primary decision-makers, can build villages for food production and recruit battalions for defense and aggression. In this setting, simulation results, generated through a multi-parameter grid sampling, suggest that risk-seeking strategies are more effective in high-cost scenarios, provided that the production rate is sufficiently high. Also, the model highlights the role of output productivity in defining which strategic preferences are successful in a long-term scenario, with higher outputs supporting more aggressive expansion and military actions, while resource limitations compel more conservative strategies focused on survival and resource conservation. Finally, the results suggest the existence of a non-linear effect of diminishing returns in strategic investments on successful strategies, emphasizing the need for careful resource allocation in a competitive environment.

Sahelian transhumance is a type of socio-economic and environmental pastoral mobility. It involves the movement of herds from their terroir of origin (i.e., their original pastures) to one or more host terroirs, followed by a return to the terroir of origin.  According to certain pastoralists, the mobility of herds is planned to prevent environmental degradation, given the continuous dependence of these herds on their environment. However, these herds emit Greenhouse Gases (GHGs) in the spaces they traverse. Given that GHGs contribute to global warming, our long-term objective is to quantify the GHGs emitted by Sahelian herds. The determination of these herds’ GHG emissions requires: (1) the artificial replication of the transhumance, and (2) precise knowledge of the space used during their transhumance.
This article presents the design of an artificial replication of the transhumance through an agent-based model named MSTRANS. MSTRANS determines the space used by transhumant herds, based on the decision-making process of Sahelian transhumants.
MSTRANS integrates a constrained multi-objective optimization problem and algorithms into an agent-based model. The constrained multi-objective optimization problem encapsulates the rationality and adaptability of pastoral strategies. Interactions between a transhumant and its socio-economic network are modeled using algorithms, diffusion processes, and within the multi-objective optimization problem. The dynamics of pastoral resources are formalized at various spatio-temporal scales using equations that are integrated into the algorithms.
The results of MSTRANS are validated using GPS data collected from transhumant herds in Senegal. MSTRANS results highlight the relevance of integrated models and constrained multi-objective optimization for modeling and monitoring the movements of transhumant herds in the Sahel. Now specialists in calculating greenhouse gas emissions have a reproducible and reusable tool for determining the space occupied by transhumant herds in a Sahelian country. In addition, decision-makers, pastoralists, veterinarians and traders have a reproducible and reusable tool to help them make environmental and socio-economic decisions.

How do bots influence beliefs on social media? Why do beliefs propagated by social bots spread far and wide, yet does their direct influence appear to be limited?

This model extends Axelrod’s model for the dissemination of culture (1997), with a social bot agent–an agent who only sends information and cannot be influenced themselves. The basic network is a ring network with N agents connected to k nearest neighbors. The agents have a cultural profile with F features and Q traits per feature. When two agents interact, the sending agent sends the trait of a randomly chosen feature to the receiving agent, who adopts this trait with a probability equal to their similarity. To this network, we add a bot agents who is given a unique trait on the first feature and is connected to a proportion of the agents in the model equal to ‘bot-connectedness’. At each timestep, the bot is chosen to spread one of its traits to its neighbors with a probility equal to ‘bot-activity’.

The main finding in this model is that, generally, bot activity and bot connectedness are both negatively related to the success of the bot in spreading its unique message, in equilibrium. The mechanism is that very active and well connected bots quickly influence their direct contacts, who then grow too dissimilar from the bot’s indirect contacts to quickly, preventing indirect influence. A less active and less connected bot leaves more space for indirect influence to occur, and is therefore more successful in the long run.

A Picit Jeu is an agent-based model (ABM) developed as a supporting tool for a role-playing game of the same name. The game is intended for stakeholders involved in land management and fire prevention at a municipality level. It involves four different roles: farmers, forest technicians, municipal administrators and forest private owners. The model aims to show the long-term effects of their different choices about forest and pasture management on fire hazard, letting them test different management strategies in an economically constraining context. It also allows the players to explore different climatic and economic scenarios. A Picit Jeu ABM reproduces the ecological, social and economic characteristics and dynamics of an Alpine valley in north-west Italy. The model should reproduce a primary general pattern: the less players undertake landscape management actions, by thinning and cutting forests or grazing pastures, the higher the probability that a fire will burn a large area of land.

Agent-based models of organizational search have long investigated how exploitative and exploratory behaviors shape and affect performance on complex landscapes. To explore this further, we build a series of models where agents have different levels of expertise and cognitive capabilities, so they must rely on each other’s knowledge to navigate the landscape. Model A investigates performance results for efficient and inefficient networks. Building on Model B, it adds individual-level cognitive diversity and interaction based on knowledge similarity. Model C then explores the performance implications of coordination spaces. Results show that totally connected networks outperform both hierarchical and clustered network structures when there are clear signals to detect neighbor performance. However, this pattern is reversed when agents must rely on experiential search and follow a path-dependent exploration pattern.

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.

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.

The ABM model is designed to model the adaptability of farmers in DTIM. This model includes two groups of farmers and local government admins agents. Farmers with different levels, with low WP of DTIM, are looking for economic benefits and reduced irrigation and production costs. Meanwhile, the government is looking for strategic goals to maintain water resources’ sustainability. The local government admins employ incentives (subsidies in this study) to encourage farmers to DTIM. In addition, it is used as a tool for supervision and training farmers’ performance. Farmers are currently harvesting water resources with irrigation systems and different levels of technology, and they intend to provide short-term benefits. Farmers adjust the existing approach based on their knowledge of the importance of DTIM and propensity to increase WP and cost-benefit evaluation. DTIM has an initial implementation fee. Every farmer can increase WP by using government subsidies. If none of the farmers create optimal use of water resources, access to water resources will be threatened in the long term. This is considered a hypothetical cost for farmers who do not participate in DTIM. With DTIM, considering that local government admins’ facilities cover an essential part of implementation costs, farmers may think of profiting from local government admins’ facilities by selling that equipment, especially if the farmers in the following conditions may consider selling their developed irrigation equipment. In this case, the technology of their irrigation system will return to the state before development.
- When the threshold of farmers’ propensity to DTIM is low (for example, in the conditions of scarcity of access to sufficient training about the new irrigation system or its role in reducing the cost and sustainability of water resources)
- When the share of government subsidy is high, and as a result, the profit from the sale of equipment is attractive, especially in conditions of inflation.
- Finally, farmers’ honesty threshold should be reduced based on the positive experience of profit-seeking and deception among neighbors.
Increasing the share of government subsidies can encourage farmers to earn profits. Therefore, the government can help increase farmers’ profits by considering the assessment teams at different levels with DTIM training . local government admins evaluations monitor the behavior of farmers. If farmers sell their improved irrigation system for profit, they may be deprived of some local government admins’ services and the possibility of receiving subsidies again. Assessments The local government admins can increase farmers’ honesty. Next, the ABM model evaluates local government admins policies to achieve a suitable framework for water resources management in the Miandoab region.

Criminal organizations operate in complex changing environments. Being flexible and dynamic allows criminal networks not only to exploit new illicit opportunities but also to react to law enforcement attempts at disruption, enhancing the persistence of these networks over time. Most studies investigating network disruption have examined organizational structures before and after the arrests of some actors but have disregarded groups’ adaptation strategies.
MADTOR simulates drug trafficking and dealing activities by organized criminal groups and their reactions to law enforcement attempts at disruption. The simulation relied on information retrieved from a detailed court order against a large-scale Italian drug trafficking organization (DTO) and from the literature.
The results showed that the higher the proportion of members arrested, the greater the challenges for DTOs, with higher rates of disrupted organizations and long-term consequences for surviving DTOs. Second, targeting members performing specific tasks had different impacts on DTO resilience: targeting traffickers resulted in the highest rates of DTO disruption, while targeting actors in charge of more redundant tasks (e.g., retailers) had smaller but significant impacts. Third, the model examined the resistance and resilience of DTOs adopting different strategies in the security/efficiency trade-off. Efficient DTOs were more resilient, outperforming secure DTOs in terms of reactions to a single, equal attempt at disruption. Conversely, secure DTOs were more resistant, displaying higher survival rates than efficient DTOs when considering the differentiated frequency and effectiveness of law enforcement interventions on DTOs having different focuses in the security/efficiency trade-off.
Overall, the model demonstrated that law enforcement interventions are often critical events for DTOs, with high rates of both first intention (i.e., DTOs directly disrupted by the intervention) and second intention (i.e., DTOs terminating their activities due to the unsustainability of the intervention’s short-term consequences) culminating in dismantlement. However, surviving DTOs always displayed a high level of resilience, with effective strategies in place to react to threatening events and to continue drug trafficking and dealing.

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.

Displaying 10 of 71 results for 'Ryan Long'

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