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We also maintain a curated database of over 7500 publications of agent-based and individual based models with additional detailed metadata on availability of code and bibliometric information on the landscape of ABM/IBM publications that we welcome you to explore.
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Risk assessments are designed to measure cumulative risk and promotive factors for delinquency and recidivism, and are used by criminal and juvenile justice systems to inform sanctions and interventions. Yet, these risk assessments tend to focus on individual risk and often fail to capture each individual’s environmental risk. This agent-based model (ABM) explores the interaction of individual and environmental risk on the youth. The ABM is based on an interactional theory of delinquency and moves beyond more traditional statistical approaches used to study delinquency that tend to rely on point-in-time measures, and to focus on exploring the dynamics and processes that evolve from interactions between agents (i.e., youths) and their environments. Our ABM simulates a youth’s day, where they spend time in schools, their neighborhoods, and families. The youth has proclivities for engaging in prosocial or antisocial behaviors, and their environments have likelihoods of presenting prosocial or antisocial opportunities.
The model explores food distribution patterns that emerge in artificial small-scale human groups when agents follow a set of spatially explicit sharing interaction rules derived from a theory on the evolution of the egalitarian social instinct.
This project is based on a Jupyter Notebook that describes the stepwise implementation of the EWA model in bi-matrix ( 2×2 ) strategic-form games for the simulation of economic learning processes. The output is a dataset with the simulated values of Attractions, Experience, selected strategies, and payoffs gained for the desired number of rounds and periods. The notebook also includes exploratory data analysis over the simulated output based on equilibrium, strategy frequencies, and payoffs.
This is an original model of (sub)culture diffusion.
It features a set of agents (dubbed “partygoers”) organized initially in clusters, having properties such as age and a chromosome of opinions about 6 different topics. The partygoers interact with a set of cultures (also having a set of opinions subsuming those of its members), in the sense of refractory or unhappy members of each setting about to find a new culture and trading information encoded in the genetic string (originally encoded as -1, 0, and 1, resp. a negative, neutral, and positive opinion about each of the 6 traits/aspects, e.g. the use of recreational drugs). There are 5 subcultures that both influence (through the aforementioned genetic operations of mutation and recombination of chromosomes simulating exchange of opinions) and are influenced by its members (since a group is a weighted average of the opinions and actions of its constituents). The objective of this feedback loop is to investigate under which conditions certain subculture sizes emerge, but the model is open to many other kinds of explorations as well.
The purpose of the model is to study the dynamical relationship between individual needs and group performance when focusing on self-organizing task allocation. For this, we develop a model that formalizes Deci & Ryan’s self-determination theory (SDT) theory into an ABM creating a framework to study the social dynamics that pertain to the mutual relations between the individual and group level of team performance. Specifically, it aims to answer how the three individual motivations of autonomy, competence, and belonging affect team performance.
Using data from the British Social Attitude Survey, we develop an agent-based model to study the effect of social influence on the spread of meat-eating behaviour in the British population.
This project was developed during the Santa Fe course Introduction to Agent-Based Modeling 2022. The origin is a Cellular Automata (CA) model to simulate human interactions that happen in the real world, from Rubens and Oliveira (2009). These authors used a market research with real people in two different times: one at time zero and the second at time zero plus 4 months (longitudinal market research). They developed an agent-based model whose initial condition was inherited from the results of the first market research response values and evolve it to simulate human interactions with Agent-Based Modeling that led to the values of the second market research, without explicitly imposing rules. Then, compared results of the model with the second market research. The model reached 73.80% accuracy.
In the same way, this project is an Exploratory ABM project that models individuals in a closed society whose behavior depends upon the result of interaction with two neighbors within a radius of interaction, one on the relative “right” and other one on the relative “left”. According to the states (colors) of neighbors, a given cellular automata rule is applied, according to the value set in Chooser. Five states were used here and are defined as levels of quality perception, where red (states 0 and 1) means unhappy, state 3 is neutral and green (states 3 and 4) means happy.
There is also a message passing algorithm in the social network, to analyze the flow and spread of information among nodes. Both the cellular automaton and the message passing algorithms were developed using the Python extension. The model also uses extensions csv and arduino.
The model is based on the influence function of the Leviathan model (Deffuant, Carletti, Huet 2013 and Huet and Deffuant 2017) with the addition of group idenetity. We aim at better explaining some patterns generated by this model, using a derived mathematical approximation of the evolution of the opinions averaged.
We consider agents having an opinion/esteem about each other and about themselves. During dyadic meetings, agents change their respective opinion about each other, and possibly about other agents they gossip about, with a noisy perception of the opinions of their interlocutor. Highly valued agents are more influential in such encounters. Moreover, each agent belongs to a single group and the opinions within the group are attracted to their average.
We show that a group hierarchy can emerges from this model, and that the inequality of reputations among groups have a negative effect on the opinions about the groups of low status. The mathematical analysis of the opinion dynamic shows that the lower the status of the group, the more detrimental the interactions with the agents of other groups are for the opinions about this group, especially when gossip is activated. However, the interactions between agents of the same group tend to have a positive effect on the opinions about this group.
The model is based on the influence function of the Leviathan model (Deffuant, Carletti, Huet 2013 and Huet and Deffuant 2017). We aim at better explaining some patterns generated by this model, using a derived mathematical approximation of the evolution of the opinions averaged.
We consider agents having an opinion/esteem about each other and about themselves. During dyadic meetings, agents change their respective opinion about each other, and possibly about other agents they gossip about, with a noisy perception of the opinions of their interlocutor. Highly valued agents are more influential in such encounters.
We show that the inequality of reputations among agents have a negative effect on the opinions about the agents of low status.The mathematical analysis of the opinion dynamic shows that the lower the status of the agent, the more detrimental the interactions are for the opinions about this agent, especially when gossip is activated, while the interactions always tend to increase the opinions about agents of high status.
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).
Displaying 10 of 108 results social simulation clear search