Computational Model Library

Displaying 10 of 181 results behavior clear

This is an Agent Based Model of a generic food chain network consisting of stylized individuals representing producers, traders, and consumers. It is developed to: 1/ to describe the dynamically changing disaggregated flows of crop items between these agents, and 2/ to be able to explicitly consider agent behavior. The agents have implicit personal objectives for trading. Resilience and efficiency are quantified using the ascendency concept by linking these to the fraction of fulfillment of the overall explicit objective to have all consumers meet their food requirement. Different types of network structures in combination with different agent interaction types under different types of stylized shocks can be simulated.

RAGE models a stylized common property grazing system. Agents follow a certain behavioral type. The model allows analyzing how household behavior with respect to a social norm on pasture resting affects long-term social-ecological system dynamics.

Human Resource Management Parameter Experimentation Tool

Carmen Iasiello | Published Thursday, May 07, 2020 | Last modified Thursday, February 25, 2021

The agent based model presented here is an explicit instantiation of the Two-Factor Theory (Herzberg et al., 1959) of worker satisfaction and dissatisfaction. By utilizing agent-based modeling, it allows users to test the empirically found variations on the Two-Factor Theory to test its application to specific industries or organizations.

Iasiello, C., Crooks, A.T. and Wittman, S. (2020), The Human Resource Management Parameter Experimentation Tool, 2020 International Conference on Social Computing, Behavioral-Cultural Modeling & Prediction and Behavior Representation in Modeling and Simulation, Washington DC.

In recent years we have seen multiple incidents with a large number of people injured and killed by one or more armed attackers. Since this type of violence is difficult to predict, detecting threats as early as possible allows to generate early warnings and reduce response time. In this context, any tool to check and compare different action protocols can be a further step in the direction of saving lives. Our proposal combines features from continuous and discrete models to obtain the best of both worlds in order to simulate large and crowded spaces where complex behavior individuals interact. With this proposal we aim to provide a tool for testing different security protocols under several emergency scenarios, where spaces, hazards, and population can be customized. Finally, we use a proof of concept implementation of this model to test specific security protocols under emergency situations for real spaces. Specifically, we test how providing some users of a university college with an app that informs about the type and characteristics of the ongoing hazard, affects in the safety performance.

TunaFisher ABM

Guus Ten Broeke | Published Wednesday, January 13, 2021

TunaFisher ABM simulates the decisions of fishing companies and fishing vessels of the Philippine tuna purse seinery operating in the Celebes and Sulu Seas.

High fishing effort remains in many of the world’s fisheries, including the Philippine tuna purse seinery, despite a variety of policies that have been implemented to reduce it. These policies have predominantly focused on models of cause and effect which ignore the possibility that the intended outcomes are altered by social behavior of autonomous agents at lower scales.

This model is a spatially explicit Agent-based Model (ABM) for the Philippine tuna purse seine fishery, specifically designed to include social behavior and to study its effects on fishing effort, fish stock and industry profit. The model includes economic and social factors of decision making by companies and fishing vessels that have been informed by interviews.

This is a simulation model of communication between two groups of managers in the course of project implementation. The “world” of the model is a space of interaction between project participants, each of which belongs either to a group of work performers or to a group of customers. Information about the progress of the project is publicly available and represents the deviation Earned value (EV) from the planned project value (cost baseline).
The key elements of the model are 1) persons belonging to a group of customers or performers, 2) agents that are communication acts. The life cycle of persons is equal to the time of the simulation experiment, the life cycle of the communication act is 3 periods of model time (for the convenience of visualizing behavior during the experiment). The communication act occurs at a specific point in the model space, the coordinates of which are realized as random variables. During the experiment, persons randomly move in the model space. The communication act involves persons belonging to a group of customers and a group of performers, remote from the place of the communication act at a distance not exceeding the value of the communication radius (MaxCommRadius), while at least one representative from each of the groups must participate in the communication act. If none are found, the communication act is not carried out. The number of potential communication acts per unit of model time is a parameter of the model (CommPerTick).

The managerial sense of the feedback is the stimulating effect of the positive value of the accumulated communication complexity (positive background of the project implementation) on the productivity of the performers. Provided there is favorable communication (“trust”, “mutual understanding”) between the customer and the contractor, it is more likely that project operations will be performed with less lag behind the plan or ahead of it.
The behavior of agents in the world of the model (change of coordinates, visualization of agents’ belonging to a specific communicative act at a given time, etc.) is not informative. Content data are obtained in the form of time series of accumulated communicative complexity, the deviation of the earned value from the planned value, average indicators characterizing communication - the total number of communicative acts and the average number of their participants, etc. These data are displayed on graphs during the simulation experiment.
The control elements of the model allow seven independent values to be varied, which, even with a minimum number of varied values (three: minimum, maximum, optimum), gives 3^7 = 2187 different variants of initial conditions. In this case, the statistical processing of the results requires repeated calculation of the model indicators for each grid node. Thus, the set of varied parameters and the range of their variation is determined by the logic of a particular study and represents a significant narrowing of the full set of initial conditions for which the model allows simulation experiments.

HomininSpace

Fulco Scherjon | Published Friday, November 25, 2016 | Last modified Tuesday, October 06, 2020

A modelling system to simulate Neanderthal demography and distribution in a reconstructed Western Europe for the late Middle Paleolithic.

The uFUNK Model

Davide Secchi | Published Monday, August 31, 2020

The agent-based simulation is set to work on information that is either (a) functional, (b) pseudo-functional, (c) dysfunctional, or (d) irrelevant. The idea is that a judgment on whether information falls into one of the four categories is based on the agent and its network. In other words, it is the agents who interprets a particular information as being (a), (b), (c), or (d). It is a decision based on an exchange with co-workers. This makes the judgment a socially-grounded cognitive exercise. The uFUNK 1.0.2 Model is set on an organization where agent-employee work on agent-tasks.

Peer reviewed BAM: The Bottom-up Adaptive Macroeconomics Model

Alejandro Platas López Alejandro Guerra-Hernández | Published Tuesday, January 14, 2020 | Last modified Sunday, July 26, 2020

Overview

Purpose

Modeling an economy with stable macro signals, that works as a benchmark for studying the effects of the agent activities, e.g. extortion, at the service of the elaboration of public policies..

Peer reviewed MIOvCWD

Aniruddha Belsare | Published Friday, December 13, 2019

MIOvCWD is a spatially-explicit, agent-based model designed to simulate the spread of chronic wasting disease (CWD) in Michigan’s white-tailed deer populations. CWD is an emerging prion disease of North American cervids (white-tailed deer Odocoileus virginianus, mule deer Odocoileus hemionus, and elk Cervus elaphus) that is being actively managed by wildlife agencies in most states and provinces in North America, including Michigan. MIOvCWD incorporates features like deer population structure, social organization and behavior that are particularly useful to simulate CWD dynamics in regional deer populations.

Displaying 10 of 181 results behavior clear

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