I used the "disease dynamics" tutorial to help me construct this ABM, in which the individual agents are students and the states in which they can find themselves (with regard to learning a new skill/concept) include "confusion," "familiarity," and "mastery." I modeled the transitions from one state
I used the "disease dynamics" tutorial to help me construct this ABM, in which the individual agents are students and the states in which they can find themselves (with regard to learning a new skill/concept) include "confusion," "familiarity," and "mastery." I modeled the transitions from one state to the next under the assumption that a student cannot transition from "mastery" of a particular concept back to "confusion." This model also operates under the assumption that the more students who become familiar with a skill, the more likely it is that other students will, too (presumably, students help each other). 

The skill I imagined being taught to these students is something like Argumentative Writing, as most students can become "familiar" with this skill (or perform "satisfactorily" in it), while only some students are likely to "master" this skill in a given school year. 

I labeled the transitions "exposure" and "practice" to signify that exposing students to a new skill/concept tends to lead to their becoming familiar with it, while students taking on the task of practicing is the only way for them to transition to mastery. 

I complicated this model by adding a teacher to the mix. I also changed the number of states that students can exhibit in order to make it such that there is a 50/50 chance that once a student has learned a skill, he/she will enter a state of confusion as opposed to familiarity with the new skill/concept. The states that teachers can enter include "helpful" and "overwhelmed." The "overwhelmed" state depends on the number of students who are in a state of confusion (asking too many questions). As students transition to the states of familiarity or mastery, the teacher becomes less overwhelmed and moves back into the state of simply being "helpful."  
From Schluter et al 2017  article  A framework for mapping and comparing behavioural theories in models of social-ecological systems COMSeS2017  video .   See also Balke and Gilbert 2014 JASSS  article  How do agents make decisions? (recommended by Kurt Kreuger U of S)
From Schluter et al 2017 article A framework for mapping and comparing behavioural theories in models of social-ecological systems COMSeS2017 video. See also Balke and Gilbert 2014 JASSS article How do agents make decisions? (recommended by Kurt Kreuger U of S)
 A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).

A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).

A random walk demonstration using an ABM. As individuals drink more they become more intoxicated and their walk becomes more random. And when they drink to much it finally kills them.
A random walk demonstration using an ABM. As individuals drink more they become more intoxicated and their walk becomes more random. And when they drink to much it finally kills them.
 An implementation of the classic Game of Life using agent based modeling. Rules:   A live cell with less than two alive neighbors dies.  A live cell with more than three alive neighbors dies.  A dead cell with three neighbors becomes alive.

An implementation of the classic Game of Life using agent based modeling.

Rules:
  • A live cell with less than two alive neighbors dies.
  • A live cell with more than three alive neighbors dies.
  • A dead cell with three neighbors becomes alive.
A random walk demonstration using an ABM. As individuals drink more they become more intoxicated and their walk becomes more random. And when they drink to much it finally kills them.
A random walk demonstration using an ABM. As individuals drink more they become more intoxicated and their walk becomes more random. And when they drink to much it finally kills them.
 This model is a classic instance of an Erlang Queuing Process.     We have the entities:  - A population of cars which start off in a "crusing" state;  - At each cycle, according to a Poisson distribution defined by "Arrival Rate" (which can be a constant, a function of time, or a Converter to simu
This model is a classic instance of an Erlang Queuing Process.

We have the entities:
- A population of cars which start off in a "crusing" state;
- At each cycle, according to a Poisson distribution defined by "Arrival Rate" (which can be a constant, a function of time, or a Converter to simulate peak hours), some cars transition to a "looking" for an empty space state.
- If a empty space is available (Parking Capacity  > Count(FindState([cars population],[parked]))) then the State transitions to "Parked."
-The Cars stay "parked" according to a Normal distribution with Mean = Duration and SD = Duration / 4
- If the Car is in the state "Looking" for a period longer than "Willingness to Wait" then the state timeouts and transitions to impatient and immediately transitions to "Crusing" again.

The model is set to run for 24 hours and all times are given in hours (or fraction thereof)

WIP:
- Calculate the average waiting time;
- Calculate the servicing level, i.e., 1- (# of cars impatient)/(#cars looking)

A big THANK YOU to Scott Fortmann-Roe for helping setup the model's framework.
 This model is a classic instance of an Erlang Queuing Process.     We have the entities:  - A population of cars which start off in a "cruising" state;  - At each cycle, according to a Poisson distribution defined by "Arrival Rate" (which can be a constant, a function of time, or a Converter to sim
This model is a classic instance of an Erlang Queuing Process.

We have the entities:
- A population of cars which start off in a "cruising" state;
- At each cycle, according to a Poisson distribution defined by "Arrival Rate" (which can be a constant, a function of time, or a Converter to simulate peak hours), some cars transition to a "looking" for an empty space state.
- If a empty space is available (Parking Capacity  > Count(FindState([cars population],[parked]))) then the State transitions to "Parked."
-The Cars stay "parked" according to a Normal distribution with Mean = Duration and SD = Duration / 4
- If the Car is in the state "Looking" for a period longer than "Willingness to Wait" then the state timeouts and transitions to impatient and immediately transitions to "Crusing" again.

The model is set to run for 24 hours and all times are given in hours (or fraction thereof)

WIP:
- Calculate the average waiting time;
- Calculate the servicing level, i.e., 1- (# of cars impatient)/(#cars looking)

A big THANK YOU to Scott Fortmann-Roe for helping setup the model's framework.
当处在春节时期,疫情来临时,外来人口较多的S市的疫情传染仿真模型。 人群的状态可分为S/E/I/R/D的五个状态,S为易感染者(即S市所在人群),E为潜伏期患者(人群不会对他远离,但是会传染他人),I为感染者(为医院确诊人群,他人会远离该患者),R为康复人群,D为死亡人群。
当处在春节时期,疫情来临时,外来人口较多的S市的疫情传染仿真模型。
人群的状态可分为S/E/I/R/D的五个状态,S为易感染者(即S市所在人群),E为潜伏期患者(人群不会对他远离,但是会传染他人),I为感染者(为医院确诊人群,他人会远离该患者),R为康复人群,D为死亡人群。
This is my first attempt at creating a simple Agent Based Simulation Model. Nothing fancy, just something that works.
This is my first attempt at creating a simple Agent Based Simulation Model. Nothing fancy, just something that works.
 A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).

A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).

 An implementation of the classic Game of Life using agent based modeling. Rules:   A live cell with less than two alive neighbors dies.  A live cell with more than three alive neighbors dies.  A dead cell with three neighbors becomes alive.

An implementation of the classic Game of Life using agent based modeling.

Rules:
  • A live cell with less than two alive neighbors dies.
  • A live cell with more than three alive neighbors dies.
  • A dead cell with three neighbors becomes alive.
This is my first attempt at creating a simple Agent Based Simulation Model. Nothing fancy, just something that works.
This is my first attempt at creating a simple Agent Based Simulation Model. Nothing fancy, just something that works.
 This model is a classic instance of an Erlang Queuing Process.     We have the entities:  - A population of cars which start off in a "cruising" state;  - At each cycle, according to a Poisson distribution defined by "Arrival Rate" (which can be a constant, a function of time, or a Converter to sim
This model is a classic instance of an Erlang Queuing Process.

We have the entities:
- A population of cars which start off in a "cruising" state;
- At each cycle, according to a Poisson distribution defined by "Arrival Rate" (which can be a constant, a function of time, or a Converter to simulate peak hours), some cars transition to a "looking" for an empty space state.
- If a empty space is available (Parking Capacity  > Count(FindState([cars population],[parked]))) then the State transitions to "Parked."
-The Cars stay "parked" according to a Normal distribution with Mean = Duration and SD = Duration / 4
- If the Car is in the state "Looking" for a period longer than "Willingness to Wait" then the state timeouts and transitions to impatient and immediately transitions to "Crusing" again.

The model is set to run for 24 hours and all times are given in hours (or fraction thereof)

WIP:
- Calculate the average waiting time;
- Calculate the servicing level, i.e., 1- (# of cars impatient)/(#cars looking)

A big THANK YOU to Scott Fortmann-Roe for helping setup the model's framework.
 A simple agent based foraging model. Consumer agents will move between fertile patches consuming them.

A simple agent based foraging model. Consumer agents will move between fertile patches consuming them.

 An implementation of the classic Game of Life using agent based modeling. Rules:   A live cell with less than two alive neighbors dies.  A live cell with more than three alive neighbors dies.  A dead cell with three neighbors becomes alive.

An implementation of the classic Game of Life using agent based modeling.

Rules:
  • A live cell with less than two alive neighbors dies.
  • A live cell with more than three alive neighbors dies.
  • A dead cell with three neighbors becomes alive.
 A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).

A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).

This is my first attempt at creating a simple Agent Based Simulation Model. Nothing fancy, just something that works.
This is my first attempt at creating a simple Agent Based Simulation Model. Nothing fancy, just something that works.
 A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).

A spatially aware, agent based model of disease spread. There are three classes of people: susceptible (healthy), infected (sick and infectious), and recovered (healthy and temporarily immune).