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Agent-based Social Simulation
Agent-based social simulation (or ABSS) consists of social simulations that are based on agent-based modeling, and implemented using artificial agent technologies. Agent-based social simulation is a scientific discipline concerned with simulation of social phenomena, using computer-based multiagent models. In these simulations, persons or group of persons are represented by agents. MABSS is a combination of social science, multiagent simulation and computer simulation. ABSS models the different elements of the social systems using artificial agents, (varying on scale) and placing them in a computer simulated society to observe the behaviors of the agents. From this data it is possible to learn about the reactions of the artificial agents and translate them into the results of non-artificial agents and simulations. Three main fields in ABSS are agent-based computing, social science, and computer simulation. Agent-based computing is the design of the model and agents, while the c ...
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Social Simulation
Social simulation is a research field that applies computational methods to study issues in the social sciences. The issues explored include problems in computational law, psychology, organizational behavior, sociology, political science, economics, anthropology, geography, engineering, archaeology and linguistics . Social simulation aims to cross the gap between the descriptive approach used in the social sciences and the formal approach used in the natural sciences, by moving the focus on the processes/mechanisms/behaviors that build the social reality. In social simulation, computers support human reasoning activities by executing these mechanisms. This field explores the simulation of societies as complex non-linear systems, which are difficult to study with classical mathematical equation-based models. Robert Axelrod regards social simulation as a third way of doing science, differing from both the deductive and inductive approach; generating data that can be analysed indu ...
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Repast (Modelling Toolkit)
The Recursive Porous Agent Simulation Toolkit (Repast) is a widely used free and open-source, cross-platform, agent-based modeling and simulation toolkit. Repast has multiple implementations in several languages and built-in adaptive features, such as genetic algorithms and regression. Repast was originally developed by David Sallach, Nick Collier, Tom Howe, Michael North and others at the University of Chicago. Features * variety of agents and examples * fully object oriented * fully concurrent discrete event scheduler * built-in simulation results logging and graphing tools * allows users to dynamically access and modify agents and model at run time * libraries for genetic algorithms, neural networks, etc. * built-in systems dynamics modeling * social network modeling tools * integrated geographical information systems (GIS) support * implemented in Java, C#, etc. * supports Java, C#, Managed C++, Visual Basic.Net, Managed Lisp, Managed Prolog, and Python scripting, etc. ...
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MIT Press
The MIT Press is a university press affiliated with the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts (United States). It was established in 1962. History The MIT Press traces its origins back to 1926 when MIT published under its own name a lecture series entitled ''Problems of Atomic Dynamics'' given by the visiting German physicist and later Nobel Prize winner, Max Born. Six years later, MIT's publishing operations were first formally instituted by the creation of an imprint called Technology Press in 1932. This imprint was founded by James R. Killian, Jr., at the time editor of MIT's alumni magazine and later to become MIT president. Technology Press published eight titles independently, then in 1937 entered into an arrangement with John Wiley & Sons in which Wiley took over marketing and editorial responsibilities. In 1962 the association with Wiley came to an end after a further 125 titles had been published. The press acquired its modern name af ...
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Journal Of Artificial Societies And Social Simulation
The ''Journal of Artificial Societies and Social Simulation'' (JASSS) is a quarterly peer-reviewed academic journal created by Nigel Gilbert (University of Surrey). The current editor is Flaminio Squazzoni. The journal publishes articles in computational sociology, social simulation, complexity science, and artificial societies. Its approach is multi-disciplinary, integrating sociology, economy, computer science, or physics. The journal is published open access Open access (OA) is a set of principles and a range of practices through which research outputs are distributed online, free of access charges or other barriers. With open access strictly defined (according to the 2001 definition), or libre op .... References External links * Open access journals Sociology journals Publications established in 1998 Quarterly journals English-language journals {{social-science-journal-stub ...
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Social Simulation
Social simulation is a research field that applies computational methods to study issues in the social sciences. The issues explored include problems in computational law, psychology, organizational behavior, sociology, political science, economics, anthropology, geography, engineering, archaeology and linguistics . Social simulation aims to cross the gap between the descriptive approach used in the social sciences and the formal approach used in the natural sciences, by moving the focus on the processes/mechanisms/behaviors that build the social reality. In social simulation, computers support human reasoning activities by executing these mechanisms. This field explores the simulation of societies as complex non-linear systems, which are difficult to study with classical mathematical equation-based models. Robert Axelrod regards social simulation as a third way of doing science, differing from both the deductive and inductive approach; generating data that can be analysed indu ...
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Simulated Reality
The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality, which is easily distinguished from the experience of actuality. Simulated reality, by contrast, would be hard or impossible to separate from "true" reality. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing. Arguments Simulation argument A version of the simulation hypothesis was first theorized as a part of a philosophical argument on the part of René Descartes, and later by Hans Moravec. The philosopher Nick Bostrom developed an expanded argument examining the probability of our reality being a simulation. His argument states that at least one of t ...
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Artificial Life
Artificial life (often abbreviated ALife or A-Life) is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry. The discipline was named by Christopher Langton, an American theoretical biologist, in 1986. In 1987 Langton organized the first conference on the field, in Los Alamos, New Mexico. There are three main kinds of alife, named for their approaches: ''soft'', from software; ''hard'', from hardware; and '' wet'', from biochemistry. Artificial life researchers study traditional biology by trying to recreate aspects of biological phenomena. Overview Artificial life studies the fundamental processes of living systems in artificial environments in order to gain a deeper understanding of the complex information processing that define such systems. These topics are broad, but often include evolutionary dynamics, emergent properties of colle ...
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MASON (Java)
MASON is a Agent-based model, multi-agent simulation environment developed in Java (programming language), Java. Development MASON is developed at George Mason University's Evolutionary Computation Laboratory in conjunction with the GMU Center for Social Complexity. First released in 2003, the environment continues to be maintained and kept up to date. The name, as well as referring to the parent institution, derives from the Acronym and initialism, acronym Multi-Agent Simulator Of Neighborhoods (or Networks). MASON development started within the Java.net environment, then moved to Google Code and is now at GitHub. Whilst MASON is less extensive than other similar libraries it is designed with simplicity and execution speed as a priority. Applets Applets developed using MASON include Craig Reynolds (computer graphics), Craig Reynolds' Boids algorithm, ''Balls and Bands'', a simulation of Hooke's law, Hooke's Law, an L-system generator, Conway's Game of Life, Sugarscape and au ...
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NetLogo
NetLogo is a programming language and integrated development environment (IDE) for agent-based modeling. About NetLogo was designed by Uri Wilensky, in the spirit of the programming language Logo, to be "low threshold and no ceiling". It teaches programming concepts using agents in the form of ''turtles'', ''patches'', ''links'' and the ''observer''. NetLogo was designed with multiple audiences in mind, in particular: teaching children in the education community, and for domain experts without a programming background to model related phenomena. Many scientific articles have been published using NetLogo. The NetLogo environment enables exploration of emergent phenomena. It comes with an extensive models library including models in a variety of domains, such as economics, biology, physics, chemistry, psychology, system dynamics. NetLogo allows exploration by modifying switches, sliders, choosers, inputs, and other interface elements. Beyond exploring, NetLogo allows authoring n ...
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Sugarscape
Sugarscape is a model for artificially intelligent agent-based social simulation following some or all rules presented by Joshua M. Epstein & Robert Axtell in their book ''Growing Artificial Societies''. Origin Fundaments of Sugarscape models can be traced back to the University of Maryland where economist Thomas Schelling presented his paper titled '' Models of Segregation''. Written in 1969, Schelling and the rest of the social environment modelling fraternity had their options limited by a lack of adequate computing power and an applicable programming mechanism to fully develop the potential of their model. John Conway's agent-based simulation " Game of Life" was enhanced and applied to Schelling's original idea by Joshua M. Epstein and Robert Axtell in their book ''Growing Artificial Societies''. To demonstrate their findings on the field of agent-based simulation, a model was created and distributed with their book on CD-ROM. The concept of this model has come to be known as ...
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Open Source Software
Open-source software (OSS) is computer software that is released under a license in which the copyright holder grants users the rights to use, study, change, and distribute the software and its source code to anyone and for any purpose. Open-source software may be developed in a collaborative public manner. Open-source software is a prominent example of open collaboration, meaning any capable user is able to participate online in development, making the number of possible contributors indefinite. The ability to examine the code facilitates public trust in the software. Open-source software development can bring in diverse perspectives beyond those of a single company. A 2008 report by the Standish Group stated that adoption of open-source software models has resulted in savings of about $60 billion per year for consumers. Open source code can be used for studying and allows capable end users to adapt software to their personal needs in a similar way user scripts a ...
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Swarm (simulation)
Swarm is the name of an open-source agent-based modeling simulation package, useful for simulating the interaction of agents (social or biological) and their emergent collective behaviour. Swarm was initially developed at the Santa Fe Institute in the mid-1990s, and since 1999 has been maintained by the non-profit Swarm Development Group. Also known as the Swarm Simulation System, it is available for free and use, covered by the GNU General Public License. Early development work on Swarm was completed by Chris Langton (SFI), Roger Burkhart (John Deere), Nelson Minar (SFI), Manor Askenazi (SFI), Glen Ropella (SFI), Marcus Daniels (SFI), and Alex Lancaster (SFI). Since that time, many hundreds of people around the world have contributed to the continued open source development of the suite of Swarm ABM tools. Applications Scientific applications Agent-based modeling seeks to replicate these complexities and adaptations in computational environments where these interactive ...
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