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Agents co-operate or defect towards other agents in a prisoner’s dilemma, with strategy choice depending on whether agents share tags or are kin in different social structures.
This BNE-informed ABM ultimately aims to provide a more realistic description of complicated pedestrian behaviours especially in high-density and life-threatening situations. Bayesian Nash Equilibrium (BNE) was adopted to reproduce interactive decision-making process among rational and game-playing agents. The implementations of 3 behavioural models, which are Shortest Route (SR) model, Random Follow (RF) model, and BNE model, make it possible to simulate emergent patterns of pedestrian behaviours (e.g. herding and self-organised queuing behaviours, etc.) in emergency situations.
According to the common features of previous mass trampling accidents, a series of simulation experiments were performed in space with 3 types of barriers, which are Horizontal Corridors, Vertical Corridors, and Random Squares, standing for corridors, bottlenecks and intersections respectively, to investigate emergent behaviours of evacuees in varied constricted spatial environments. The output of this ABM has been available at https://data.mendeley.com/datasets/9v4byyvgxh/1.
This agent-based model (ABM), developed in NetLogo and available on the COMSES repository, simulates a stylized, competitive electricity market to explore the effects of carbon pricing policies under conditions of technological innovation. Unlike traditional models that treat innovation as exogenous, this ABM incorporates endogenous innovation dynamics, allowing clean technology costs to evolve based on cumulative deployment (Wright’s Law) or time (Moore’s Law). Electricity generation companies act as agents, making investment decisions across coal, gas, wind, and solar PV technologies based on expected returns and market conditions. The model evaluates three policy scenarios—No Policy, Emissions Trading System (ETS), and Carbon Tax—within a merit-order market framework. It is partially empirically grounded, using real-world data for technology costs and emissions caps. By capturing emergent system behavior, this model offers a flexible and transparent tool for analyzing the transition to low-carbon electricity systems.
The model represents a set of social actors engaged into a collegiate (composed of representants of civil society and public sector) to manage the Southern Rural Territory of Sergipe (SRTS), created by two territorial public policies, the National Program for the Sustainable Development of Rural Territories (PRONAT) and the Program Territories of Citizenship (PTC) which aim at balancing power relations between social actors of Rural Territories. The main gola of these public policies is to empower the civil society engaged in the territory to enable them to negotiate with the traditional power (mainly majors). It was designed two models of the SRTS, one that represents the situation in 2012, and other that represents the social interdependencies in 2017. For each period it is possible to measure the capability and power of each modeled social actor and see whether it is observed the empowerment of the civil society or not.
This agent-based model investigates group longevity in a population in a foundational way, using theory on social relations and culture. It is the first application of the GRASP meta-model for social agents, containing elements of Groups, Rituals, Affiliation, Status, and Power. It can be considered an exercise in artificial sociality: a culture-general, content-free base-line trust model from which to engage in more specific studies. Depending on cultural settings for individualism and power distance, as well as settings for xenophobia and for the increase of trust over group life, the GRASP world model generates a variety of patters. Number of groups ranges from one to many, composition from random to segregated, and pattern genesis from rapid to many hundreds of time steps. This makes GRASP world an instrument that plausibly models some basic elements of social structure in different societies.
The SMASH model is an agent-based model of rural smallholder households. It models households’ evolving income and wealth, which they earn through crop sales. Wealth is carried in the form of livestock, which are grazed on an external rangeland (exogenous) and can be bought/sold as investment/coping mechanisms. The model includes a stylized representation of soil nutrient dynamics, modeling the inflows and outflows of organic and inorganic nitrogen from each household’s field.
The model has been applied to assess the resilience-enhancing effects of two different farm-level adaptation strategies: legume cover cropping and crop insurance. These two strategies interact with the model through different mechanims - legume cover cropping through ecological mechanisms and crop insurance through financial mechanisms. The model can be used to investigate the short- and long-term effects of these strategies, as well as how they may differently benefit different types of household.
The purpose of the model is to explore the influence of the design of circular business models (CBMs) on CBM viability. The model represents an Industrial Symbiosis Network (ISN) in which a processor uses the organic waste from suppliers to produce biogas and nutrient rich digestate for local reuse. CBM viability is expressed as value captured (e.g., cash flow/tonne waste/agent) and the survival of the network over time (shown in the interface).
In the model, the value captured is calculated relative to the initial state, using incineration costs as a benchmark. Moderating variables are interactions with the waste incinerator and actor behaviour factors. Actors may leave the network when the waste supply for local production is too low, or when personal economic benefits are too low. When the processor decides to leave, the network fails. Theory of planned behaviour can be used to include agent behaviour in the simulations.
This project combines game theory and genetic algorithms in a simulation model for evolutionary learning and strategic behavior. It is often observed in the real world that strategic scenarios change over time, and deciding agents need to adapt to new information and environmental structures. Yet, game theory models often focus on static games, even for dynamic and temporal analyses. This simulation model introduces a heuristic procedure that enables these changes in strategic scenarios with Genetic Algorithms. Using normalized 2x2 strategic-form games as input, computational agents can interact and make decisions using three pre-defined decision rules: Nash Equilibrium, Hurwicz Rule, and Random. The games then are allowed to change over time as a function of the agent’s behavior through crossover and mutation. As a result, strategic behavior can be modeled in several simulated scenarios, and their impacts and outcomes can be analyzed, potentially transforming conflictual situations into harmony.
Plastics and the pollution caused by their waste have always been a menace to both nature and humans. With the continual increase in plastic waste, the contamination due to plastic has stretched to the oceans. Many plastics are being drained into the oceans and rose to accumulate in the oceans. These plastics have seemed to form large patches of debris that keep floating in the oceans over the years. Identification of the plastic debris in the ocean is challenging and it is essential to clean plastic debris from the ocean. We propose a simple tool built using the agent-based modeling framework NetLogo. The tool uses ocean currents data and plastic data both being loaded using GIS (Geographic Information System) to simulate and visualize the movement of floatable plastic and debris in the oceans. The tool can be used to identify the plastic debris that has been piled up in the oceans. The tool can also be used as a teaching aid in classrooms to bring awareness about the impact of plastic pollution. This tool could additionally assist people to realize how a small plastic chunk discarded can end up as large debris drifting in the oceans. The same tool might help us narrow down the search area while looking out for missing cargo and wreckage parts of ships or flights. Though the tool does not pinpoint the location, it might help in reducing the search area and might be a rudimentary alternative for more computationally expensive models.
We provide a full description of the model following the ODD protocol (Grimm et al. 2010) in the attached document. The model is developed in NetLogo 5.0 (Wilenski 1999).
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