Arai / Deguchi / Matsui | Agent-Based Modeling Meets Gaming Simulation | E-Book | www.sack.de
E-Book

E-Book, Englisch, Band 2, 180 Seiten

Reihe: Agent-Based Social Systems

Arai / Deguchi / Matsui Agent-Based Modeling Meets Gaming Simulation


1. Auflage 2006
ISBN: 978-4-431-29427-6
Verlag: Springer Japan
Format: PDF
Kopierschutz: 1 - PDF Watermark

E-Book, Englisch, Band 2, 180 Seiten

Reihe: Agent-Based Social Systems

ISBN: 978-4-431-29427-6
Verlag: Springer Japan
Format: PDF
Kopierschutz: 1 - PDF Watermark



This collection of excellent papers cultivates a new perspective on agent-based social system sciences, gaming simulation, and their hybridization. Most of the papers included here were presented in the special session titled Agent-Based Modeling Meets Gaming Simulation at ISAGA2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA) at Kazusa Akademia Park in Kisarazu, Chiba, Japan, August 25-29, 2003. This post-proceedings was supported by the twenty-?rst century COE (Centers of Excellence) program Creation of Agent-Based Social Systems Sciences (ABSSS), established at the Tokyo Institute of Technology in 2004. The present volume comprises papers submitted to the special session of ISAGA2003 and provides a good example of the diverse scope and standard of research achieved in simulation and gaming today. The theme of the special session at ISAGA2003 was Agent-Based Modeling Meets Gaming Simulation. Nowadays, agent-based simulation is becoming very popular for modeling and solving complex social phenomena. It is also used to arrive at practical solutions to social problems. At the same time, however, the validity of simulation does not exist in the magni?cence of the model. R. Axelrod stresses the simplicity of the agent-based simulation model through the 'Keep it simple, stupid' (KISS) principle: As an ideal, simple modeling is essential.

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Weitere Infos & Material


1;Preface;6
2;Contents;8
3;Agent-Based Modeling Meets Gaming Simulation: Perspective on Future Collaborations;10
3.1;Introduction;10
3.2;What Is Gaming?;11
3.3;Environment Management Gaming Gaming Simulation of Common Pastureland;13
3.4;Agent-Based Simulation;15
3.5;Human Gaming Simulation;16
3.6;Hybrid Gaming Simulations;18
3.7;Toward the Creation of a Hybrid ABM Method;19
3.8;References;22
4;A Horizon of Simulation and Gaming: Difficulties and Expectations of Facilitating Science, Technology, and Practice;23
4.1;What Lies Behind the Problems of Gaming Simulation?;23
4.2;The Limitations of Natural Science Methodology;23
4.3;Power and Authority in Education;25
4.4;Structure and Flow: The Negative Dynamics of Decision Making;26
4.5;Expectations for Gaming Simulation;27
4.6;Harmony Between Research and Education;27
4.7;Communication Among Researchers;28
4.8;The Relation Between Researchers and Their Subjects;28
4.9;Collaboration with Agent-Based Modeling: A Breakthrough?;28
5;The U-Mart Project: New Research and Education Program for Market Mechanism;30
5.1;Introduction;30
5.2;What Is the U-Mart Project?;31
5.3;Three Activity Areas of the U-Mart Project;32
5.4;Research;32
5.5;Hosting Open Experiments (Events);33
5.6;Education;33
5.7;Interrelationship;34
5.8;Use of the U-Mart in Education;34
5.9;Characteristics of Education Using the U-Mart System;35
5.10;Example of Use of the U-Mart System for Educational Purpose;35
5.11;Conclusions;36
5.12;References;36
6;The Gaming of Firm Strategy in High- Tech Industry: Human Agents and Artifi cial Intelligence Agents Intermingled in a Simulation Model;38
6.1;Introduction;38
6.2;A Model Assumptions;39
6.3;Formulations;39
6.4;Artificial Intelligence Agents;40
6.5;A Hybrid-Gaming Simulation;41
6.6;Summary;45
6.7;References;45
7;Simulation Analysis Using the Garbage Can Model for Designing a Citizen Participation System for Comprehensive Municipal Planning;46
7.1;Introduction;46
7.2;Design Problems of a Citizen Participation System;47
7.3;Garbage Can Model Revisited;48
7.4;Formulation of the Garbage Can Model by Using Colored Petri Nets;49
7.5;A Simulation Model of a Citizen Participation System;50
7.6;Simulation Analysis;51
7.7;Concluding Remarks;54
7.8;References;54
8;Exploring Business Gaming Strategies by Learning Agents;55
8.1;Introduction;55
8.2;System Architecture BMDL/ BMDS;57
8.3;Implementation of Learning Functions;58
8.4;Experiments Experimental Setup;58
8.5;Experimental Results;60
8.6;Concluding Remarks;63
8.7;References;64
9;Business Simulator Development Cycle with Both Human and Computer Players;65
9.1;Introduction;65
9.2;BMDL/BMDS System Architecture;66
9.3;Description of the Target Game;67
9.4;Outline of the Game;67
9.5;Incentive System for the Game;68
9.6;Game Evaluation Criteria;69
9.7;Experiments Gaming Simulation by Human Players;69
9.8;Gaming Simulation by Computer Players;70
9.9;Concluding Remarks;72
9.10;References;73
10;Analyzing Barnga Gaming Simulation Using an Agent- Based Model;74
10.1;Introduction;74
10.2;Barnga;75
10.3;Agent-Based Model Implementation;76
10.4;Knowledge;76
10.5;Mechanisms;77
10.6;TABLE;77
10.7;Simulation Setting;78
10.8;Results;79
10.9;Discussions Adaptation of the Game Rules (Learning);80
10.10;Cross-Cultural Diversity;80
10.11;Conclusions;82
10.12;References;82
11;User Type Identification in Virtual Worlds;83
11.1;Introduction;83
11.2;MMOG Simulator and Agent Modeling;84
11.3;User Identification;85
11.4;Feature Selection;85
11.5;Classifier Selection;88
11.6;Experiments;90
11.7;Conclusions;91
11.8;References;91
12;A Model for Collusive Tendering Based on a Multiagent Approach;93
12.1;Introduction;93
12.2;Model;94
12.3;The Bidding Process;94
12.4;Winner in the Bidding and the Profit;94
12.5;Horse-Training Mode (HT Mode);95
12.6;Divine Revelation Mode (DR Mode);95
12.7;Environmental Information Mode (EI Mode);97
12.8;Numerical Experiment;97
12.9;Results and Discussion;97
12.10;Implications;103
12.11;Conclusions;103
12.12;References;104
13;An Agent-Based Simulation Model of Disruptive Technologies;105
13.1;Introduction;105
13.2;Model;108
13.3;Technology;108
13.4;Market;109
13.5;Firm’s Decision;110
13.6;Simulation Setup and Experimental Design;112
13.7;Results;114
13.8;Conclusions;118
13.9;References;120
14;Agent-Based Simulation on the Diffusion of Research and Development for Environmentally Conscious Products;122
14.1;Introduction;122
14.2;The Basic Model Society;123
14.3;Market;123
14.4;Firm Behavior;124
14.5;Consumer Behavior;127
14.6;Simulation Results of the Basic Model Parameters and Initial Conditions;130
14.7;Results;131
14.8;Features of the Basic Model;131
14.9;Applied Models and Results Requirement of Continuous Improvement;134
14.10;Future Intensification of Environmental Regulations;136
14.11;Participation to Diffuse Environmentally Conscious Behavior;136
14.12;Conceptual Model for Gaming Simulation;139
14.13;Conclusion;139
14.14;References;141
15;Evaluation of the Dealings Form in an Artificial Fruit and Vegetable Market II;142
15.1;Introduction;142
15.2;Fruit and Vegetable Market;142
15.3;Dealing Forms;143
15.4;Features of the Presentation Model;143
15.5;Strategy Determination Step;143
15.6;Participation Rate for Each Dealing Form;145
15.7;Suggested Dealing Price;146
15.8;Early Dealing Step;146
15.9;Direct Dealing Step;147
15.10;Auction Dealings Step;147
15.11;Study Step;147
15.12;Selection;147
15.13;Crossover;148
15.14;Mutation;148
15.15;Method of Simulation and the Evaluation of This Model;148
15.16;The Evaluation Market by Market Price;149
15.17;Evaluation of Dealing Forms;149
15.18;Conclusions;150
15.19;Reference;150
16;Index;151



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