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Displaying 10 of 226 results for "Marcel Hurtado" clear search
This research article presents an agent-based simulation hereinafter called COMMONSIM. It builds on COMMONISM, i.e. a large-scale commons-based vision for a utopian society. In this society, production and distribution of means are not coordinated via markets, exchange, and money, or a central polity, but via bottom-up signalling and polycentric networks, i.e. ex-ante coordination via needs. Heterogeneous agents care for each other in life groups and produce in different groups care, environmental as well as intermediate and final means to satisfy sensual-vital needs. Productive needs decide on the magnitude of activity in groups for a common interest, e.g. the production of means in a multi-sectoral artificial economy. Agents share cultural traits identified by different behaviour: a propensity for egoism, leisure, environmentalism, and productivity. The narrative of this utopian society follows principles of critical psychology and sociology, complexity and evolution, the theory of commons, and critical political economy. The article presents the utopia and an agent-based study of it, with emphasis on culture-dependent allocation mechanisms and their social and economic implications for agents and groups.
The HUMan impact on LANDscapes (HUMLAND) model has been developed to track and quantify the intensity of different impacts on landscapes at the continental level. This agent-based model focuses on determining the most influential factors in the transformation of interglacial vegetation with a specific emphasis on burning organized by hunter-gatherers. HUMLAND integrates various spatial datasets as input and target for the agent-based model results. Additionally, the simulation incorporates recently obtained continental-scale estimations of fire return intervals and the speed of vegetation regrowth. The obtained results include maps of possible scenarios of modified landscapes in the past and quantification of the impact of each agent, including climate, humans, megafauna, and natural fires.
This is a replication of the SequiaBasalto model, originally built in Cormas by Dieguez Cameroni et al. (2012, 2014, Bommel et al. 2014 and Morales et al. 2015). The model aimed to test various adaptations of livestock producers to the drought phenomenon provoked by climate change. For that purpose, it simulates the behavior of one livestock farm in the Basaltic Region of Uruguay. The model incorporates the price of livestock, fodder and paddocks, as well as the growth of grass as a function of climate and seasons (environmental submodel), the life cycle of animals feeding on the pasture (livestock submodel), and the different strategies used by farmers to manage their livestock (management submodel). The purpose of the model is to analyze to what degree the common management practices used by farmers (i.e., proactive and reactive) to cope with seasonal and interannual climate variations allow to maintain a sustainable livestock production without depleting the natural resources (i.e., pasture). Here, we replicate the environmental and livestock submodel using NetLogo.
One year is 368 days. Seasons change every 92 days. Each day begins with the growth of grass as a function of climate and season. This is followed by updating the live weight of cows according to the grass height of their patch, and grass consumption, which is determined based on the updated live weight. After consumption, cows grow and reproduce, and a new grass height is calculated. Cows then move to the patch with less cows and with the highest grass height. This updated grass height value will be the initial grass height for the next day.
We present here MEGADAPT_SESMO model. A hybrid, dynamic, spatially explicit, integrated model to simulate the vulnerability of urban coupled socio-ecological systems – in our case, the vulnerability of Mexico City to socio-hydrological risk.
AncientS-ABM is an agent-based model for simulating and evaluating the potential social organization of an artificial past society, configured by available archaeological data. Unlike most existing agent-based models used in archaeology, our ABM framework includes completely autonomous, utility-based agents. It also incorporates different social organization paradigms, different decision-making processes, and also different cultivation technologies used in ancient societies. Equipped with such paradigms, the model allows us to explore the transition from a simple to a more complex society by focusing on the historical social dynamics; and to assess the influence of social organization on agents’ population growth, agent community numbers, sizes and distribution.
AncientS-ABM also blends ideas from evolutionary game theory with multi-agent systems’ self-organization. We model the evolution of social behaviours in a population of strategically interacting agents in repeated games where they exchange resources (utility) with others. The results of the games contribute to both the continuous re-organization of the social structure, and the progressive adoption of the most successful agent strategies. Agent population is not fixed, but fluctuates over time, while agents in stage games also receive non-static payoffs, in contrast to most games studied in the literature. To tackle this, we defined a novel formulation of the evolutionary dynamics via assessing agents’ rather than strategies’ fitness.
As a case study, we employ AncientS-ABM to evaluate the impact of the implemented social organization paradigms on an artificial Bronze Age “Minoan” society, located at different geographical parts of the island of Crete, Greece. Model parameter choices are based on archaeological evidence and studies, but are not biased towards any specific assumption. Results over a number of different simulation scenarios demonstrate better sustainability for settlements consisting of and adopting a socio-economic organization model based on self-organization, where a “heterarchical” social structure emerges. Results also demonstrate that successful agent societies adopt an evolutionary approach where cooperation is an emergent strategic behaviour. In simulation scenarios where the natural disaster module was enabled, we observe noticeable changes in the settlements’ distribution, relating to significantly higher migration rates immediately after the modeled Theran eruption. In addition, the initially cooperative behaviour is transformed to a non-cooperative one, thus providing support for archaeological theories suggesting that the volcanic eruption led to a clear breakdown of the Minoan socio-economic system.
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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.
In the face of the COVID-19 pandemic, public health authorities around the world have experimented, in a short period of time, with various combinations of interventions at different scales. However, as the pandemic continues to progress, there is a growing need for tools and methodologies to quickly analyze the impact of these interventions and answer concrete questions regarding their effectiveness, range and temporality.
COMOKIT, the COVID-19 modeling kit, is such a tool. It is a computer model that allows intervention strategies to be explored in silico before their possible implementation phase. It can take into account important dimensions of policy actions, such as the heterogeneity of individual responses or the spatial aspect of containment strategies.
In COMOKIT, built using the agent-based modeling and simulation platform GAMA, the profiles, activities and interactions of people, person-to-person and environmental transmissions, individual clinical statuses, public health policies and interventions are explicitly represented and they all serve as a basis for describing the dynamics of the epidemic in a detailed and realistic representation of space.
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This model was designed to study resilience in organizations. Inspired by ethnographic work, it follows the simple goal to understand whether team structure affects the way in which tasks are performed. In so doing, it compares the ‘hybrid’ data-inspired structure with three more traditional structures (i.e. hierarchy, flexible/relaxed hierarchy, and anarchy/disorganization).
This model extends the original Artifical Anasazi (AA) model to include individual agents, who vary in age and sex, and are aggregated into households. This allows more realistic simulations of population dynamics within the Long House Valley of Arizona from AD 800 to 1350 than are possible in the original model. The parts of this model that are directly derived from the AA model are based on Janssen’s 1999 Netlogo implementation of the model; the code for all extensions and adaptations in the model described here (the Artificial Long House Valley (ALHV) model) have been written by the authors. The AA model included only ideal and homogeneous “individuals” who do not participate in the population processes (e.g., birth and death)–these processes were assumed to act on entire households only. The ALHV model incorporates actual individual agents and all demographic processes affect these individuals. Individuals are aggregated into households that participate in annual agricultural and demographic cycles. Thus, the ALHV model is a combination of individual processes (birth and death) and household-level processes (e.g., finding suitable agriculture plots).
As is the case for the AA model, the ALHV model makes use of detailed archaeological and paleoenvironmental data from the Long House Valley and the adjacent areas in Arizona. It also uses the same methods as the original model (from Janssen’s Netlogo implementation) to estimate annual maize productivity of various agricultural zones within the valley. These estimates are used to determine suitable locations for households and farms during each year of the simulation.
The purpose of the model presented by Glance et al is to study the ‘contribute vs. free-ride’ dilemma present in organizations.
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