Agent-Based Modeling Meets Gaming Simulation
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- One thought on “Agent-based modelling meets R”.
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If you do not have to customize your Internet security settings, click Default Level. Then go to step 5. Click OK to close the Internet Options popup. Chrome On the Control button top right of browser , select Settings from dropdown. Future simulations will include more autonomous interaction and eventually artificial intelligence-designed environments.
Results were massive restrictions in the European and intercontinental air traffic. Even after canceling the aircraft grounding, airport operators, airlines, air traffic controllers, and ground handlers had to deal with the situation that the aircraft and crews were not in the places where they should have been for the correct execution of the flight plan.
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To be able to guarantee the most efficient air traffic, the relevant stakeholders had to cooperate. Divergent goals and interests can significantly affect a solution. Therefore this cooperative coordination is difficult. It is visible that the process of decision-making, especially in the context of air traffic management ATM , must be investigated. Human interactions during negotiations and human performance in planning activities should be analyzed. These aspects are difficult to measure with conventional methods of real- or fast-time simulations. Serious gaming is a new method in this research field to validate complex operational concepts in the ATM field.
For this a paper-based multiplayer serious game, called Total Airport Management Simulation , was developed. The aim of this paper is to illustrate the further development of this paper-based version.
In the first section, the paper-based serious game with its main ideas is presented. Based on conducted tests of the serious game, requirements for the digital prototype were deduced.
In the later part of this paper, the digital prototype with some new elements will be introduced. In summary using serious games is one possibility to analyze complex interaction processes in ATM.
Innovation processes in the railway domain are highly chaotic due to the reciprocal influences of technological, social, and institutional dynamics over time. The ways by which gaming simulation can contribute to these processes is therefore highly context, time, and history dependent. Using three case studies, we explore basic recurrent patterns in these innovation processes and how the employment of gaming simulation has alleviated or attenuated these patterns.
For different product architectures that characterize the innovation artifact, different patterns arise in different sequences for the process. In addition, this impact is again highly moderated by the specific constellation of these spaces when a game is designed, executed, and analyzed. Broadly we see that in stable times, gaming simulation is able to decrease stability and thereby front-load much of the volatility otherwise found at later stages of the innovation process. This paper outlines and analyzes key issues regarding the feasibility study of land readjustment LR in Afghanistan by developing a gaming simulation GS.
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First of all, LR, its definition, its background, and application around the world is discussed, following which, the eminent domain, which is the current process in Afghanistan, is compared with LR, in order to highlight the efficiency and feasibility of LR in the current Afghan context. This paper, explores an Afghan model of LR in the case study area, by developing a GS tool, in order to improve stakeholder participation in different stages of a LR project. Game objectives, descriptions, roles, rules and timing, as well as results and findings will be discussed in this paper.
At the conclusion of the paper, the following questions will be answered:. Is LR a feasible method to provide efficient basic infrastructure to urban Afghanistan? The unpredictable and widespread calamity made staffs of the evacuation center run into difficulty in assisting evacuees.
Hence, the use of individual expertise and collective experiences in emergency management played an important role to keep the evacuation center functioning efficiently and effectively. As a result, this game can be regarded as a training-for-trainer tool. According to Sendai Framework for Disaster Risk Reduction DRR —, understanding disaster risk not only in hazards but also in impacts of economic growth is considered as an important process of DRR activities and disaster preventions. There are several previous researches on proposing estimation methods of disaster damage, and the models in these researches are of great value to predict the damage of Nankai Trough earthquake.
However, they have not considered about the effects of population change on economic damage and recovery. This study expends previous estimation models of the abovementioned and develops a simulation model of economic recovery process that incorporates the population variation amount. Specifically, focusing on the damage of private sector enterprises and population outflow from the disaster-stricken areas, it proposes the time-series recovery process model of regional economy and applies to a coastal city Shima in Mie Prefecture, Japan, and examines the economic recovery process and the damage and losses by using the Nankai Trough earthquake in as a hypothesis.
The purpose of this study was to investigate the validity of the Industrial Waste Game as a tool for environmental education in both developed and developing countries. Players are expected to understand first-order dilemmas in illegal dumping: the individual benefits and the total costs of environmental pollution.
They are also expected to consider second-order social dilemmas and solutions: these relate to effective measures, such as monitoring, as well as understanding that these measures require cooperation. We conducted the game in three countries in , with 46 Chinese, 54 Japanese, and 33 Korean university students. In addition, a control group of 26 Korean nonplayers answered the questionnaire. The questionnaire consisted of four indices: degree of interest in the industrial waste problem, effectiveness of the social solutions for illegal dumping, effectiveness of the individual solutions for illegal dumping, and necessity of cooperation.
The Chinese players came to think that the social solutions were more effective. The Japanese players showed a greater degree of interest, as well as a more positive attitude toward the effectiveness of both the social and individual solutions after the game. The Japanese and Korean players demonstrated a more positive attitude toward the effectiveness of both the social and individual solutions than did the Chinese players. We confirmed these environmental educational effects not only in Japan but also in other Asian countries.
This study explores whether information disclosure can cause cooperation in a social dilemma, even when people can disseminate false information. In the past, illegal dumping increased in Japan despite the strengthening of penalties and surveillance laws, due to practical limitations in monitoring and surveillance. To resolve this, the tracking sheet used to trace the trading and processing of the waste must be traceable, in order to detect illegal dumping.
This means that manifests must be written precisely in order to be effective, but if maintaining a tracking log has some function other than surveillance, this may not be the case. Simure-syon ando geimingu Stud Simul Gaming 17 1 :5—16, which simulates the disposal of industrial waste and is structured as a social dilemma with asymmetry of information.
In this study we utilized two conditions: a disclosure and a control need not disclose condition. Under the disclosure condition, players had to enter the amount of commission or disposal in the landfill but did not have to fill in the correct amount. Although other players could read the report, they did not know who performed illegal dumping or how much they contributed.
PAAA : Related Pacific & Asian Domestic Associations for Agent Based Social Systems Sciences
Therefore, this disclosure did not have an effective surveillance function and could not help detect noncooperation. However, the results showed that the amount of illegal dumping was reduced, and information about payoffs was actually shared more in the disclosure condition than in the control condition. Moreover, players collected and shared their information more in the disclosure condition than in the control condition.
The study thus indicates that the function of disclosure is not surveillance, but information sharing which is essential for voluntary cooperation. This chapter presents the new functionalities of Cormas, a generic agent-based modeling ABM platform dedicated to common-pool resource management. As free software, Cormas is used by an international community of researchers willing to understand the relationships between societies and their environment. It is intended to facilitate the design of ABM as well as the monitoring and analysis of simulation scenarios.
Cormas has taken an innovative direction oriented toward the collective design of models and interactive simulation. Between these two extremes, a range of intermediate situations exists where some decisions are human and others are computer specified. The term hybrid agent simulation covers these intermediary situations. The main idea is to enable the stakeholders to interact with the execution of a simulation by modifying the behavior of the agents and the way they use the resources.
Thus, it is possible to collectively explore scenarios to better understand how a desired situation may be reached. This may feed back into the collective design of the model. As our intention is to involve more deeply the stakeholders into the modeling process, it is necessary to have an easily changeable tool to act on the simulation and to modify the conceptual model on the fly. After having explained the purpose and the philosophy of the companion modeling, this chatper presents how the Cormas functionalities asymmetry of information, agent manipulation, modification of behavior, stepping back, and distributed simulation are put into practice through three experiments with stakeholders facing actual environmental challenges.
Fab labs, maker spaces, hacker spaces, repair cafes, etc. What stands out in many fab labs, maker spaces, etc.
A mix of amateurs and professionals, young and old, and paid staff and volunteers are setting up, running, and using machinery and tools. Lieberman, M. Language Log. Lorenz, J. International Journal of Modern Physics 18 — McCall, J.