Computational Model Library

Displaying 10 of 49 results complexity clear

Direct versus Connect

Steven Kimbrough | Published Sunday, January 15, 2023

This NetLogo model is an implementation of the mostly verbal (and graphic) model in Jarret Walker’s Human Transit: How Clearer Thinking about Public Transit Can Enrich Our Communities and Our Lives (2011). Walker’s discussion is in the chapter “Connections or Complexity?”. See especially figure 12-2, which is on page 151.

In “Connections or Complexity?”, Walker frames the matter as involving a choice between two conflicting goals. The first goal is to minimize connections, the need to make transfers, in a transit system. People naturally prefer direct routes. The second goal is to minimize complexity. Why? Well, read the chapter, but as a general proposition we want to avoid unnecessary complexity with its attendant operating characteristics (confusing route plans in the case of transit) and management and maintenance challenges. With complexity general comes degraded robustness and resilience.

How do we, how can we, choose between these conflicting goals? The grand suggestion here is that we only choose indirectly, implicitly. In the present example of connections versus complexity we model various alternatives and compare them on measures of performance (MoP) other than complexity or connections per se. The suggestion is that connections and complexity are indicators of, heuristics for, other MoPs that are more fundamental, such as cost, robustness, energy use, etc., and it is these that we at bottom care most about. (Alternatively, and not inconsistently, we can view connections and complexity as two of many MoPs, with the larger issue to be resolve in light of many MoPs, including but not limited to complexity and connections.) We employ modeling to get a handle on these MoPs. Typically, there will be several, taking us thus to a multiple criteria decision making (MCDM) situation. That’s the big picture.

The Price Evolution with Expectations model provides the opportunity to explore the question of non-equilibrium market dynamics, and how and under which conditions an economic system converges to the classically defined economic equilibrium. To accomplish this, we bring together two points of view of the economy; the classical perspective of general equilibrium theory and an evolutionary perspective, in which the current development of the economic system determines the possibilities for further evolution.

The Price Evolution with Expectations model consists of a representative firm producing no profit but producing a single good, which we call sugar, and a representative household which provides labour to the firm and purchases sugar.The model explores the evolutionary dynamics whereby the firm does not initially know the household demand but eventually this demand and thus the correct price for sugar given the household’s optimal labour.

The model can be run in one of two ways; the first does not include money and the second uses money such that the firm and/or the household have an endowment that can be spent or saved. In either case, the household has preferences for leisure and consumption and a demand function relating sugar and price, and the firm has a production function and learns the household demand over a set number of time steps using either an endogenous or exogenous learning algorithm. The resulting equilibria, or fixed points of the system, may or may not match the classical economic equilibrium.

Peer reviewed Personnel decisions in the hierarchy

Smarzhevskiy Ivan | Published Friday, August 19, 2022

This is a model of organizational behavior in the hierarchy in which personnel decisions are made.
The idea of the model is that the hierarchy, busy with operations, is described by such characteristics as structure (number and interrelation of positions) and material, filling these positions (persons with their individual performance). A particular hierarchy is under certain external pressure (performance level requirement) and is characterized by the internal state of the material (the distribution of the perceptions of others over the ensemble of persons).
The World of the model is a four-level hierarchical structure, consisting of shuff positions of the top manager (zero level of the hierarchy), first-level managers who are subordinate to the top manager, second-level managers (subordinate to the first-level managers) and positions of employees (the third level of the hierarchy). ) subordinated to the second-level managers. Such a hierarchy is a tree, i.e. each position, with the exception of the position of top manager, has a single boss.
Agents in the model are persons occupying the specified positions, the number of persons is set by the slider (HumansQty). Personas have some operational performance (harisma, an unfortunate attribute name left over from the first edition of the model)) and a sense of other personas’ own perceptions. Performance values are distributed over the ensemble of persons according to the normal law with some mean value and variance.
The value of perception by agents of each other is positive or negative (implemented in the model as numerical values equal to +1 and -1). The distribution of perceptions over an ensemble of persons is implemented as a random variable specified by the probability of negative perception, the value of which is set by the control elements of the model interface. The numerical value of the probability equal to 0 corresponds to the case in which all persons positively perceive each other (the numerical value of the random variable is equal to 1, which corresponds to the positive perception of the other person by the individual).
The hierarchy is occupied with operational activity, the degree of intensity of which is set by the external parameter Difficulty. The level of productivity of each manager OAIndex is equal to the level of productivity of the department he leads and is the ratio of the sum of productivity of employees subordinate to the head to the level of complexity of the work Difficulty. An increase in the numerical value of Difficulty leads to a decrease in the OAIndex for all subdivisions of the hierarchy. The managerial meaning of the OAIndex indicator is the percentage of completion of the load specified for the hierarchy as a whole, i.e. the ratio of the actual performance of the structural subdivisions of the hierarchy to the required performance, the level of which is specified by the value of the Difficulty parameter.

Peer reviewed Routes & Rumours 0.1.1

Martin Hinsch Jakub Bijak Oliver Reinhardt | Published Tuesday, July 12, 2022

Routes & Rumours is an agent-based model of (forced) human migration. We model the formation of migration routes under the assumption that migrants have limited geographical knowledge concerning the transit area and rely to a large degree on information obtained from other migrants.

If you have any questions about the model run, please send me an email and I will respond as soon as possible.
Under complex system perspectives, we build the multi-agent system to back-calculate this unification process of the Warring State period, from 32 states in 475 BC to 1 state (Qin) in 221 BC.

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.

HOW IT WORKS

This model consists of three agents, and each agent type operates per business theories as below.
a. New technologies(Tech): It evolves per sustaining or disruptive technology trajectory with the constraint of project management triangle (Scope, Time, Quality, and Cost).
b. Entrepreneurs(Entre): It builds up the solution by combining Tech components per its own strategy (Exploration, Exploitation, or Ambidex).
c. Consumer(Consumer): It selects the solution per its own preference due to Diffusion of innovation theory (Innovators, Early Adopters, Early Majority, Late Majority, Laggards)

The Urban Traffic Simulator is an agent-based model developed in the Unity platform. The model allows the user to simulate several autonomous vehicles (AVs) and tune granular parameters such as vehicle downforce, adherence to speed limits, top speed in mph and mass. The model allows researchers to tune these parameters, run the simulator for a given period and export data from the model for analysis (an example is provided in Jupyter Notebook).

The data the model is currently able to output are the following:

Unification-Conditions-of-Civilization-Patterns-Multi-Agent-Modeling-of-Human-History

zhuo zhang | Published Friday, May 27, 2022 | Last modified Sunday, May 29, 2022

The model of Chinese and Western civilization patterns can help understand how civilizations formed, how they evolved by themselves, and the difference between the unity of China and the disunity of the Western. The previous research had examined historical phenomena about civilization patterns with subjective, static, local, and inductive methods. Therefore, we propose a general model of history dynamics for civilizations pattern, which contains both China and the West, to improve our understanding of civilization formation and the factors influencing the pattern of civilization. And at the same time, the model is used to find the boundary conditions of two different patterns.

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.

Displaying 10 of 49 results complexity clear

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