Computational Model Library

Displaying 10 of 1041 results for "Elena A. Pearce" clear search

Reducing packaging waste is a critical challenge that requires organizations to collaborate within circular ecosystems, considering social, economic, and technical variables like decision-making behavior, material prices, and available technologies. Agent-Based Modeling (ABM) offers a valuable methodology for understanding these complex dynamics. In our research, we have developed an ABM to explore circular ecosystems’ potential in reducing packaging waste, using a case study of the Dutch food packaging ecosystem. The model incorporates three types of agents—beverage producers, packaging producers, and waste treaters—who can form closed-loop recycling systems.

Beverage Producer Agents: These agents represent the beverage company divided into five types based on packaging formats: cans, PET bottles, glass bottles, cartons, and bag-in-boxes. Each producer has specific packaging demands based on product volume, type, weight, and reuse potential. They select packaging suppliers annually, guided by deterministic decision styles: bargaining (seeking the lowest price) or problem-solving (prioritizing high recycled content).

Packaging Producer Agents: These agents are responsible for creating packaging using either recycled or virgin materials. The model assumes a mix of monopolistic and competitive market situations, with agents calculating annual material needs. Decision styles influence their choices: bargaining agents compare recycled and virgin material costs, while problem-solving agents prioritize maximum recycled content. They calculate recycled content in packaging and set prices accordingly, ensuring all produced packaging is sold within or outside the model.

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.

In this model, the spread of a virus disease in a network consisting of school pupils, employed, and umemployed people is simulated. The special feature in this model is the distinction between different types of links: family-, friends-, school-, or work-links. In this way, different governmental measures can be implemented in order to decelerate or stop the transmission.

Confirmation Bias is usually seen as a flaw of the human mind. However, in some tasks, it may also increase performance. Here, agents are confronted with a number of binary Signals (A, or B). They have a base detection rate, e.g. 50%, and after they detected one signal, they get biased towards this type of signal. This means, that they observe that kind of signal a bit better, and the other signal a bit worse. This is moderated by a variable called “bias_effect”, e.g. 10%. So an agent who detects A first, gets biased towards A and then improves its chance to detect A-signals by 10%. Thus, this agent detects A-Signals with the probability of 50%+10% = 60% and detects B-Signals with the probability of 50%-10% = 40%.
Given such a framework, agents that have the ability to be biased have better results in most of the scenarios.

A simple model is constructed using C# in order to to capture key features of market dynamics, while also producing reasonable results for the individual insurers. A replication of Taylor’s model is also constructed in order to compare results with the new premium setting mechanism. To enable the comparison of the two premium mechanisms, the rest of the model set-up is maintained as in the Taylor model. As in the Taylor example, homogeneous customers represented as a total market exposure which is allocated amongst the insurers.

In each time period, the model undergoes the following steps:
1. Insurers set competitive premiums per exposure unit
2. Losses are generated based on each insurer’s share of the market exposure
3. Accounting results are calculated for each insurer

The MML is a hybrid modeling environment that couples an agent-based model of small-holder agropastoral households and a cellular landscape evolution model that simulates changes in erosion/deposition, soils, and vegetation.

This work aims at describing and simulating the (social) game around the production of potato seeds in Venezuela. It shows the effect of the identification of some actors with the production of native potato seeds (e.g., Venezuelan State´s low ident)

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).

This study investigates a possible nexus between inter-group competition and intra-group cooperation, which may be called “tribalism.” Building upon previous studies demonstrating a relationship between the environment and social relations, the present research incorporates a social-ecological model as a mediating factor connecting both individuals and communities to the environment. Cyclical and non-cyclical fluctuation in a simple, two-resource ecology drive agents to adopt either “go-it-alone” or group-based survival strategies via evolutionary selection. Novelly, this simulation employs a multilevel selection model allowing group-level dynamics to exert downward selective pressures on individuals’ propensity to cooperate within groups. Results suggest that cooperation and inter-group conflict are co-evolved in a triadic relationship with the environment. Resource scarcity increases inter-group competition, especially when resources are clustered as opposed to widely distributed. Moreover, the tactical advantage of cooperation in the securing of clustered resources enhanced selective pressure on cooperation, even if that implies increased individual mortality for the most altruistic warriors. Troubling, these results suggest that extreme weather, possibly as a result of climate change, could exacerbate conflict in sensitive, weather-dependent social-ecologies—especially places like the Horn of Africa where ecologically sensitive economic modalities overlap with high-levels of diversity and the wide-availability of small arms. As well, global development and foreign aid strategists should consider how plans may increase the value of particular locations where community resources are built or aid is distributed, potentially instigating tribal conflict. In sum, these factors, interacting with pre-existing social dynamics dynamics, may heighten inter-ethnic or tribal conflict in pluralistic but otherwise peaceful communities.

For special issue submission in JASSS.

This work is a java implementation of a study of the viability of a population submitted to floods. The population derives some benefit from living in a certain environment. However, in this environment, floods can occur and cause damage. An individual protection measure can be adopted by those who wish and have the means to do so. The protection measure reduces the damage in case of a flood. However, the effectiveness of this measure deteriorates over time. Individual motivation to adopt this measure is boosted by the occurrence of a flood. Moreover, the public authorities can encourage the population to adopt this measure by carrying out information campaigns, but this comes at a cost. People’s decisions are modelled based on the Protection Motivation Theory (Rogers1975, Rogers 1997, Maddux1983) arguing that the motivation to protect themselves depends on their perception of risk, their capacity to cope with risk and their socio-demographic characteristics.
While the control designing proper informations campaigns to remain viable every time is computed in the work presented in https://www.comses.net/codebases/e5c17b1f-0121-4461-9ae2-919b6fe27cc4/releases/1.0.0/, the aim of the present work is to produce maps of probable viability in case the serie of upcoming floods is unknown as well as much of the parameters for the population dynamics. These maps are bi-dimensional, based on the value of known parameters: the current average wealth of the population and their actual or possible future annual revenues.

Displaying 10 of 1041 results for "Elena A. Pearce" clear search

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