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TRUE GRASP (Tree Recruitment Under Exotic GRAsses in a Savanna-Pineland)
is a socio-ecological agent-based model (ABM) and role playing game (RPG) for farmers and other stakeholders involved in rural landscape planning.
The purpose of this model is to allow actors to explore the individual and combined effects - as well as tradeoffs - of three methods of controlling exotic grasses in pine savannas: fire, weeding, and grazing cattle.
Design of TRUE GRASP is based on 3 years of socio-ecological fieldwork in a human-induced pine savanna in La Sepultura Biosphere Reserve (SBR) in the Mexican state of Chiapas. In this savanna, farmers harvest resin from Pinus oocarpa, which is used to produce turpentine and other products. However, long term persistence of this activity is jeopardized by low tree recruitment due to exotic tall grass cover in the forest understory (see Braasch et al., 2017). The TRUE GRASP model provides the user with different management strategies for controlling exotic grass cover and avoiding possible regime shifts, which in the case of the SBR would jeopardize resin harvesting.
The purpose of the presented ABM is to explore how system resilience is affected by external disturbances and internal dynamics by using the stylized model of an agricultural land use system.
We explore land system resilience with a stylized land use model in which agents’ land use activities are affected by external shocks, agent interactions, and endogenous feedbacks. External shocks are designed as yield loss in crops, which is ubiquitous in almost every land use system where perturbations can occur due to e.g. extreme weather conditions or diseases. Agent interactions are designed as the transfer of buffer capacity from farmers who can and are willing to provide help to other farmers within their social network. For endogenous feedbacks, we consider land use as an economic activity which is regulated by markets — an increase in crop production results in lower price (a negative feedback) and an agglomeration of a land use results in lower production costs for the land use type (a positive feedback).
We extend the Flache-Mäs model to incorporate the location and dyadic communication regime of the agents in the opinion formation process. We make spatially proximate agents more likely to interact with each other in a pairwise communication regime.
A proof-of-concept agent-based model ‘SimDrink’, which simulates a population of 18-25 year old heavy alcohol drinkers on a night out in Melbourne to provide a means for conducting policy experiments to inform policy decisions.
This model represents informal information transmission networks among medieval Genoese investors used to inform each other about cheating merchants they employed as part of long-distance trade operations.
We used a computer simulation to measure how well different network structures (fully connected, small world, lattice, and random) find and exploit resource peaks in a variable environment.
The model includes different formulations how agents make decisions in irrigation games and this is compared with empirical data. The aim is to test different theoretical models, especially explaining effect of communication.
The purpose of this model is to help understand how prehistoric societies adapted to the prehistoric American southwest landscape. In the American southwest there is a high degree of environmental var
This is a simple model replicating Hardin’s Tragedy of the Commons using reactive agents that have psychological behavioral and social preferences.
The SWE models firms search behaviour as the performance landscape shifts. The shift represents society’s pricing of negative externalities, and the performance landscape is an NK structure. The model is written in NetLogo.
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