
Multi-Agent-Based Simulation XI
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Content
- Title
- Preface
- Organization
- Table of Contents
- Models and Frameworks for MAS Development
- Situational Programming: Agent Behavior Visual Programming for MABS Novices
- Introduction
- Visual Behavior Programming for MABS
- Motivations
- Examples of Visual Programming for MABS
- Limitations of Existing Approaches
- Situational Programming
- Objectives and Requirements
- Principle of the Approach
- Very High Level Perceptions and Actions
- Achieving Complex Behaviors without GUI Complexity
- Applying SP: The Warbot Video Game
- History and Objectives
- Warbot Domain-Oriented Percepts and Plans
- Warbot GUI
- First Feedbacks and Remaining Work
- Current Limitations of the Approach
- Related Works
- Conclusion
- References
- IRM4MLS: The Influence Reaction Model for Multi-Level Simulation
- Introduction
- The IRM4S Meta-Model
- The Influence Reaction Model for Multi-Level Simulation (IRM4MLS)
- Specification of the Levels and Their Interactions
- Agent Population and Environments
- Influence Production
- Reaction to Influences
- Simulation of IRM4MLS Models
- A Simple Simulation Model
- A Simulation Model with Level-Dependent Temporal Dynamics
- Discussion, Conclusion and Perspectives
- References
- Toward a Myers-Briggs Type Indicator Model of Agent Behavior in Multiagent Teams
- Introduction
- Approach
- Results
- Single Agent Results
- Multiagent Experimental Results, Homogeneous Teams
- Multiagent Experimental Results, Heterogeneous Teams
- Related Work
- Summary
- References
- Exploring MAS Behaviors
- Pheromones, Probabilities, and Multiple Futures
- Introduction
- The Problem of Multiple Futures
- Source of the Problem
- Multiple Futures in Conventional Modeling
- Pheromones and Probabilities
- The Polyagent Construct
- Pheromone Fields Are Probabilities
- Polyagents, Monte Carlo Tree Search, and Markov Decision Processes
- Counting Possible Futures
- Analyzing Multiple Futures
- Experimental Data
- Evaluating Distributions
- Conditional Distributions
- Conclusion
- References
- Finding Forms of Flocking: Evolutionary Search in ABM Parameter-Spaces
- Motivation
- Related Work
- Methods
- Flocking Models Overview
- Search Algorithms
- BehaviorSearch
- Explorations
- Investigation 1: Convergence
- Investigation 2: Non-convergence
- Investigation 3: Volatility
- Investigation 4: Vee Formations
- Conclusion and Future Work
- References
- Game Theory and Information Sharing
- On the Profitability of Incompetence
- Introduction
- Argumentation and Informedness
- Model
- Expenses, Turnover and Profit
- Consultancy Strategies
- Selection of Consultants
- Simulations
- Experiments
- Results
- Conclusions and Perspectives
- References
- Mechanisms for the Self-organization of Peer Groups in Agent Societies
- Introduction
- Background and Related Work
- Experimental Model
- Tag Groups
- Gossip Mechanism
- Social Ostracism
- Agent Attributes
- Experimental Setup
- Gossiping
- Leaving a Group
- Joining a Group
- Calculating the Entry Value
- Results and Comparison
- Adding Openness
- Results and Discussion
- Conclusion and Future Work
- References
- Multigame Dynamics: Structures and Strategies
- Introduction
- Multigame Requirements
- Characteristics
- Toward a Multidimensional Formalism
- Complex Multigames
- Strategies and Roles
- Strategies
- Roles and Relationships
- Illustrations of Multigame Interaction
- Conclusion
- References
- MAS in Economics and Negotiation
- Microstructure Dynamics and Agent-BasedFinancial Markets
- Introduction and Main Ideas
- Genetic Programming as a Rule-Inference Engine
- Self-organizing Maps as a Clustering Machine
- Genetic Programming
- An Illustration from the Taiwan Stock Market
- Short-Term Dynamics
- Long-Term Distribution
- Results from Multiple Runs
- Does the Number of Types Matter?
- Concluding Remarks
- References
- Computational Modeling of Culture's Consequences
- Introduction
- Modeling Method
- Integrated Computational Model
- Conclusion
- References
- Agent-Based Simulation Modelling of Housing Choice and Urban Regeneration Policy
- Introduction
- Urban Regeneration Policy and EASEL
- Social Simulations in the Housing Market
- The Model Defined
- Derivation of the Input Data
- Assignment of Households to Houses
- Time-Stepping
- Determination of Household Movers
- Selection of Destinations
- What Are the Environmental Variables?
- Results
- Brief Review and Discussion of Results
- Where to Next?
- Conclusion
- References
- Author Index
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