Computational Model Library

Human-in-the-loop Experiment of the Strategic Coalition Formation using the glove game

Andrew Collins | Published Mon Nov 23 15:55:48 2020 | Last modified Wed Jun 22 18:13:58 2022

The purpose of the model is to collect information on human decision-making in the context of coalition formation games. The model uses a human-in-the-loop approach, and a single human is involved in each trial. All other agents are controlled by the ABMSCORE algorithm (Vernon-Bido and Collins 2020), which is an extension of the algorithm created by Collins and Frydenlund (2018). The glove game, a standard cooperative game, is used as the model scenario.

The intent of the game is to collection information on the human players behavior and how that compares to the computerized agents behavior. The final coalition structure of the game is compared to an ideal output (the core of the games).

Resilience of humans in the Upper Paleolithic could provide insights in how to defend against today’s environmental threats. Approximately 13,000 years ago, the Laacher See volcano located in present-day western Germany erupted cataclysmically. Archaeological evidence suggests that this is eruption – potentially against the background of a prolonged cold spell – led to considerable culture change, especially at some distance from the eruption (Riede, 2017). Spatially differentiated and ecologically mediated effects on contemporary social networks as well as social transmission effects mediated by demographic changes in the eruption’s wake have been proposed as factors that together may have led to, in particular, the loss of complex technologies such as the bow-and-arrow (Riede, 2014; Riede, 2009).

This model looks at the impact of the interaction between climate change trajectory and an extreme event, such as the Laacher See eruption, on the generational development of hunter-gatherer bands. Historic data is used to model the distribution and population dynamics of hunter-gatherer bands during these circumstances.

This model simulates economic and epidemiological interaction between citrus production and the disease Huanglongbing (HLB), which is vectored by the Asian citrus psyllid. The model is used to evaluate area-wide coordinated spraying when free-riding is possible given individuals’ beliefs in other grower participation in area-wide spraying and in the information provided by extension on the threat as HLB spread.

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.

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

zhuo zhang | Published Fri May 27 09:10:22 2022 | Last modified Sun May 29 16:24:00 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.

The Friendship Field

Eva Timmer Chrisja van de Kieft | Published Thu May 26 18:07:06 2022

The Friendship Field model aims at modelling friendship formation based on three factors: Extraversion, Resemblance and Status, where social interaction is motivated by the Social Battery. Social Battery is one’s energy and motivation to engage in social contact. Since social contact is crucial for friendship formation, the model included Social Battery to affect social interactions. To our best knowledge, Social Battery is a yet unintroduced concept in research while it is a dynamic factor influencing the social interaction besides one’s characteristics. Extraverts’ Social Batteries charge while interacting and exhaust while being alone. Introverts’ Social Batteries charge while being alone and exhaust while interacting. The aim of the model is to illustrate the concept of Social Battery. Moreover, the Friendship Field shows patterns regarding Extraversion, Resemblance and Status including the mere-exposure effect and friendship by similarity. For the implementation of Status, Kemper’s status-power theory is used. The concept of Social Battery is also linked to Kemper’s theory on the organism as reference group. By running the model for a year (3 interactions moments per day), the friendship dynamics over time can be studied.

Evolution of Conditional Cooperation

Marco Janssen Miles Manning Oyita Udiani | Published Thu Aug 1 04:03:07 2013 | Last modified Fri May 13 22:07:23 2022

Cultural group selection model used to evaluate the conditions for agents to evolve who have other-regarding preferences in making decisions in public good games.

This proof-of-concept model explores the effects of how social and natural factors are incorporated (factor configuration) in environmentally induced migration. It is built in a conceptual environment where five regions are located in a row.

Studies of colonization processes in past human societies often use a standard population model in which population is represented as a single quantity. Real populations in these processes, however, are structured with internal classes or stages, and classes are sometimes created based on social differentiation. In this present work, information about the colonization of old Providence Island was used to create an agent-based model of the colonization process in a heterogeneous environment for a population with social differentiation. Agents were socially divided into two classes and modeled with dissimilar spatial clustering preferences. The model and simulations assessed the importance of gregarious behavior for colonization processes conducted in heterogeneous environments by socially-differentiated populations. Results suggest that in these conditions, the colonization process starts with an agent cluster in the largest and most suitable area. The spatial distribution of agents maintained a tendency toward randomness as simulation time increased, even when gregariousness values increased. The most conspicuous effects in agent clustering were produced by the initial conditions and behavioral adaptations that increased the agent capacity to access more resources and the likelihood of gregariousness. The approach presented here could be used to analyze past human colonization events or support long-term conceptual design of future human colonization processes with small social formations into unfamiliar and uninhabited environments.

ThomondSim

Vinicius Marino Carvalho | Published Mon Apr 25 18:42:03 2022

ThomondSim is a simulation of the political and economic landscape of the medieval kingdom of Thomond, southwestern Ireland, between 1276 and 1318.

Its goal is to analyze how deteriorating environmental and economic conditions caused by the Little Ice Age (LIA), the Great European Famine of 1315-1322, and wars between England and Scotland affected the outcomes of a local war involving Gaelic and English aristocratic lineages.
This ABM attempts to model both the effects of devastation on the human environment and the modus operandi of late-medieval war and diplomacy.

The model is the digital counterpart of the science discovery board game The Triumphs of Turlough. Its procedures closely correspond to the game’s mechanics, to the point that ToT can be considered an interactive, analog version of this ABM.

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