Agent-based Model
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Agent-based Model
An agent-based model (ABM) is a computational model for simulating the actions and interactions of autonomous agents (both individual or collective entities such as organizations or groups) in order to understand the behavior of a system and what governs its outcomes. It combines elements of game theory, complex systems, emergence, computational sociology, multi-agent systems, and evolutionary programming. Monte Carlo methods are used to understand the stochasticity of these models. Particularly within ecology, ABMs are also called individual-based models (IBMs). A review of recent literature on individual-based models, agent-based models, and multiagent systems shows that ABMs are used in many scientific domains including biology, ecology and social science. Agent-based modeling is related to, but distinct from, the concept of multi-agent systems or multi-agent simulation in that the goal of ABM is to search for explanatory insight into the collective behavior of agents obeying ...
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Computational Models
A computational model uses computer programs to simulate and study complex systems using an algorithmic or mechanistic approach and is widely used in a diverse range of fields spanning from physics, chemistry and biology to economics, psychology, cognitive science and computer science. The system under study is often a complex nonlinear system for which simple, intuitive analytical solutions are not readily available. Rather than deriving a mathematical analytical solution to the problem, experimentation with the model is done by adjusting the parameters of the system in the computer, and studying the differences in the outcome of the experiments. Operation theories of the model can be derived/deduced from these computational experiments. Examples of common computational models are weather forecasting models, earth simulator models, flight simulator models, molecular protein folding models, and neural network models. See also * Computational cognition *Reversible computing ...
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John Von Neumann
John von Neumann (; hu, Neumann János Lajos, ; December 28, 1903 – February 8, 1957) was a Hungarian-American mathematician, physicist, computer scientist, engineer and polymath. He was regarded as having perhaps the widest coverage of any mathematician of his time and was said to have been "the last representative of the great mathematicians who were equally at home in both pure and applied mathematics". He integrated pure and applied sciences. Von Neumann made major contributions to many fields, including mathematics (foundations of mathematics, measure theory, functional analysis, ergodic theory, group theory, lattice theory, representation theory, operator algebras, matrix theory, geometry, and numerical analysis), physics (quantum mechanics, hydrodynamics, ballistics, nuclear physics and quantum statistical mechanics), economics ( game theory and general equilibrium theory), computing ( Von Neumann architecture, linear programming, numerical meteo ...
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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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Flocking Behavior
Flocking is the behaviour exhibited when a group of birds, called a flock, are foraging or in flight. Computer simulations and mathematical models that have been developed to emulate the flocking behaviours of birds can also generally be applied to the "flocking" behaviour of other species. As a result, the term "flocking" is sometimes applied, in computer science, to species other than birds. This article is about the modelling of flocking behaviour. From the perspective of the mathematical modeller, "flocking" is the collective motion by a group of self-propelled entities and is a collective animal behaviour exhibited by many living beings such as birds, fish, bacteria, and insects. It is considered an emergent behaviour arising from simple rules that are followed by individuals and does not involve any central coordination. In nature There are parallels with the shoaling behaviour of fish, the swarming behaviour of insects, and herd behaviour of land animals. During the ...
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Craig Reynolds (computer Graphics)
Craig W. Reynolds (born March 15, 1953), is an artificial life and computer graphics expert, who created the Boids artificial life simulation in 1986. Reynolds worked on the film ''Tron'' (1982) as a scene programmer, and on ''Batman Returns'' (1992) as part of the video image crew. Reynolds won the 1998 Academy Scientific and Technical Award The Scientific and Technical Awards are three different Honorary Awards that are given by the Academy of Motion Picture Arts and Sciences (AMPAS) during the annual Academy Awards season. The Awards have been presented since the 4th Academy Awards ... in recognition of "his pioneering contributions to the development of three-dimensional computer animation for motion picture production." He is the author of the '' OpenSteer'' library. References External linksCraig Reynolds' home pageOpenSteer
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Ethnocentrism
Ethnocentrism in social science and anthropology—as well as in colloquial English discourse—means to apply one's own culture or ethnicity as a frame of reference to judge other cultures, practices, behaviors, beliefs, and people, instead of using the standards of the particular culture involved. Since this judgment is often negative, some people also use the term to refer to the belief that one's culture is superior to, or more correct or normal than, all others—especially regarding the distinctions that define each ethnicity's cultural identity, such as language, behavior, customs, and religion. In common usage, it can also simply mean any culturally biased judgment. For example, ethnocentrism can be seen in the common portrayals of the Global South and the Global North. Ethnocentrism is sometimes related to racism, stereotyping, discrimination, or xenophobia. However, the term "ethnocentrism" does not necessarily involve a negative view of the others' race or indicate a ...
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Prisoner's Dilemma
The Prisoner's Dilemma is an example of a game analyzed in game theory. It is also a thought experiment that challenges two completely rational agents to a dilemma: cooperate with their partner for mutual reward, or betray their partner ("defect") for individual reward. This dilemma was originally framed by Merrill Flood and Melvin Dresher while working at RAND in 1950. Albert W. Tucker appropriated the game and formalized it by structuring the rewards in terms of prison sentences and named it "prisoner's dilemma". William Poundstone in his 1993 book ''Prisoner's Dilemma'' writes the following version:Two members of a criminal gang are arrested and imprisoned. Each prisoner is in solitary confinement with no means of speaking to or exchanging messages with the other. The police admit they don't have enough evidence to convict the pair on the principal charge. They plan to sentence both to two years in prison on a lesser charge. Simultaneously, the police offer each prisoner a ...
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Robert Axelrod
Robert Marshall Axelrod (born May 27, 1943) is an American political scientist. He is Professor of Political Science and Public Policy at the University of Michigan where he has been since 1974. He is best known for his interdisciplinary work on the evolution of cooperation. His current research interests include complexity theory (especially agent-based modeling), international security, and cyber security. His research includes innovative approaches to explaining conflict of interest, the emergence of norms, how game theory is used to study cooperation, and cross-disciplinary studies on evolutionary processes. Biography Axelrod received his B.A. in mathematics from the University of Chicago in 1964. In 1969, he received his Ph.D. in political science from Yale University for a thesis entitled ''Conflict of interest: a theory of divergent goals with applications to politics''. He taught at the University of California, Berkeley, from 1968 until 1974. Among his honors and awa ...
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Thomas Schelling
Thomas Crombie Schelling (April 14, 1921 – December 13, 2016) was an American economist and professor of foreign policy, national security, nuclear strategy, and arms control at the School of Public Policy at University of Maryland, College Park. He was also co-faculty at the New England Complex Systems Institute. He was awarded the 2005 Nobel Memorial Prize in Economic Sciences (shared with Robert Aumann) for "having enhanced our understanding of conflict and cooperation through game-theory analysis." Biography Early years Schelling was born on April 14, 1921 in Oakland, California. Schelling graduated from San Diego High. He received his bachelor's degree in economics from the University of California, Berkeley in 1944. He received his PhD in economics from Harvard University in 1951. Career Schelling served with the Marshall Plan in Europe, the White House, and the Executive Office of the President from 1948 to 1953. He wrote most of his dissertation on national income ...
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Simula
Simula is the name of two simulation programming languages, Simula I and Simula 67, developed in the 1960s at the Norwegian Computing Center in Oslo, by Ole-Johan Dahl and Kristen Nygaard. Syntactically, it is an approximate superset of ALGOL 60, and was also influenced by the design of Simscript. Simula 67 introduced objects, classes, inheritance and subclasses, virtual procedures, coroutines, and discrete event simulation, and featured garbage collection. Other forms of subtyping (besides inheriting subclasses) were introduced in Simula derivatives. Simula is considered the first object-oriented programming language. As its name suggests, the first Simula version by 1962 was designed for doing simulations; Simula 67 though was designed to be a general-purpose programming language and provided the framework for many of the features of object-oriented languages today. Simula has been used in a wide range of applications such as simulating very-large-scale integration (VLS ...
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Checkerboard
A checkerboard (American English) or chequerboard (British English; see spelling differences) is a board of checkered pattern on which checkers (also known as English draughts) is played. Most commonly, it consists of 64 squares (8×8) of alternating dark and light color, typically green and buff (official tournaments), black and red (consumer commercial), or black and white (printed diagrams). An 8×8 checkerboard is used to play many other games, including chess, whereby it is known as a chessboard. Other rectangular square-tiled boards are also often called checkerboards. Games and puzzles using checkerboards Martin Gardner featured puzzles based on checkerboards in his November 1962 Mathematical Games column in Scientific American. A square checkerboard with an alternating pattern is used for games including: * Amazons * Chapayev * Chess and some of its variants (see chessboard) * Czech draughts * Draughts, also known as checkers * Fox games * Frisian draughts * Gounki * In ...
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Conway's Game Of Life
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine. Rules The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square ''cells'', each of which is in one of two possible states, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). Every cell interacts with its eight '' neighbours'', which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: # Any live cell with fewer than two live neighbours dies, as if by underpopulation. # Any live cell with two or three live neig ...
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