220,784 research outputs found

    The organization of transactions research with the Trust and Tracing Game

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    This paper presents empirical results of research on the influence of social aspects on the organization of transactions in the domain of chains and networks. The research method used was a gaming simulation called the Trust and Tracing game in which participants trade commodity goods with a hidden quality attribute. Previous sessions of this gaming simulation identified a list of variables for further investigation (Meijer et al., 2006). The use of gaming simulation as data gathering tool for quantitative research in supply chains and networks is a proof-of-principle. This paper shows results from 27 newly conducted sessions and previously unused data from 3 older sessions. Tests confirmed the use of network and market modes of organization. Pre-existing social relations influenced the course of the action in the sessions. Being socially embedded was not beneficial for the score on the performance indicators money and points. The hypothesized reduction in measurable transaction costs when there was high trust between the participants could not be found. Further analysis revealed that participants are able to suspect cheats in a session based on other factors than tracing. Testing hypotheses with data gathered in a gaming simulation proved feasible. Experiences with the methodology used are discusse

    A New Analysis Method for Simulations Using Node Categorizations

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    Most research concerning the influence of network structure on phenomena taking place on the network focus on relationships between global statistics of the network structure and characteristic properties of those phenomena, even though local structure has a significant effect on the dynamics of some phenomena. In the present paper, we propose a new analysis method for phenomena on networks based on a categorization of nodes. First, local statistics such as the average path length and the clustering coefficient for a node are calculated and assigned to the respective node. Then, the nodes are categorized using the self-organizing map (SOM) algorithm. Characteristic properties of the phenomena of interest are visualized for each category of nodes. The validity of our method is demonstrated using the results of two simulation models. The proposed method is useful as a research tool to understand the behavior of networks, in particular, for the large-scale networks that existing visualization techniques cannot work well.Comment: 9 pages, 8 figures. This paper will be published in Social Network Analysis and Mining(www.springerlink.com

    A matrix product algorithm for stochastic dynamics on networks, applied to non-equilibrium Glauber dynamics

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    We introduce and apply a novel efficient method for the precise simulation of stochastic dynamical processes on locally tree-like graphs. Networks with cycles are treated in the framework of the cavity method. Such models correspond, for example, to spin-glass systems, Boolean networks, neural networks, or other technological, biological, and social networks. Building upon ideas from quantum many-body theory, the new approach is based on a matrix product approximation of the so-called edge messages -- conditional probabilities of vertex variable trajectories. Computation costs and accuracy can be tuned by controlling the matrix dimensions of the matrix product edge messages (MPEM) in truncations. In contrast to Monte Carlo simulations, the algorithm has a better error scaling and works for both, single instances as well as the thermodynamic limit. We employ it to examine prototypical non-equilibrium Glauber dynamics in the kinetic Ising model. Because of the absence of cancellation effects, observables with small expectation values can be evaluated accurately, allowing for the study of decay processes and temporal correlations.Comment: 5 pages, 3 figures; minor improvements, published versio

    Information dynamics algorithm for detecting communities in networks

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    The problem of community detection is relevant in many scientific disciplines, from social science to statistical physics. Given the impact of community detection in many areas, such as psychology and social sciences, we have addressed the issue of modifying existing well performing algorithms by incorporating elements of the domain application fields, i.e. domain-inspired. We have focused on a psychology and social network - inspired approach which may be useful for further strengthening the link between social network studies and mathematics of community detection. Here we introduce a community-detection algorithm derived from the van Dongen's Markov Cluster algorithm (MCL) method by considering networks' nodes as agents capable to take decisions. In this framework we have introduced a memory factor to mimic a typical human behavior such as the oblivion effect. The method is based on information diffusion and it includes a non-linear processing phase. We test our method on two classical community benchmark and on computer generated networks with known community structure. Our approach has three important features: the capacity of detecting overlapping communities, the capability of identifying communities from an individual point of view and the fine tuning the community detectability with respect to prior knowledge of the data. Finally we discuss how to use a Shannon entropy measure for parameter estimation in complex networks.Comment: Submitted to "Communication in Nonlinear Science and Numerical Simulation

    Peer effects identified through social networks. Evidence from Uruguayan schools

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    This paper provides evidence on peer effects in educational achievement exploiting for the first time a unique data set on social networks within primary schools in Uruguay. The relevance of peer effects in education is still largely debated due to the identification challenges that the study of social interactions poses. I adopt a recently developed identification method that exploits detailed information on social networks, i.e. individual-specific peer groups. This method enables me to disentangle endogenous effects from contextual effects via instrumental variables that emerge naturally from the network structure. Correlated effects are controlled, to some extent, by classroom fixed effects. I find significant endogenous effects in standardized tests for reading and math. A one standard deviation increase in peers’ test score increases the individual’s test score by 40% of a standard deviation. This magnitude is comparable to the effect of having a mother that completed college. By means of a simulation I illustrate that when schools are stratified by socioeconomic status peer effects may operate as amplifiers of educational inequalities.

    Stochastic Sampling Simulation for Pedestrian Trajectory Prediction

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    Urban environments pose a significant challenge for autonomous vehicles (AVs) as they must safely navigate while in close proximity to many pedestrians. It is crucial for the AV to correctly understand and predict the future trajectories of pedestrians to avoid collision and plan a safe path. Deep neural networks (DNNs) have shown promising results in accurately predicting pedestrian trajectories, relying on large amounts of annotated real-world data to learn pedestrian behavior. However, collecting and annotating these large real-world pedestrian datasets is costly in both time and labor. This paper describes a novel method using a stochastic sampling-based simulation to train DNNs for pedestrian trajectory prediction with social interaction. Our novel simulation method can generate vast amounts of automatically-annotated, realistic, and naturalistic synthetic pedestrian trajectories based on small amounts of real annotation. We then use such synthetic trajectories to train an off-the-shelf state-of-the-art deep learning approach Social GAN (Generative Adversarial Network) to perform pedestrian trajectory prediction. Our proposed architecture, trained only using synthetic trajectories, achieves better prediction results compared to those trained on human-annotated real-world data using the same network. Our work demonstrates the effectiveness and potential of using simulation as a substitution for human annotation efforts to train high-performing prediction algorithms such as the DNNs.Comment: 8 pages, 6 figures and 2 table

    Stochastic Sampling Simulation for Pedestrian Trajectory Prediction

    Get PDF
    Urban environments pose a significant challenge for autonomous vehicles (AVs) as they must safely navigate while in close proximity to many pedestrians. It is crucial for the AV to correctly understand and predict the future trajectories of pedestrians to avoid collision and plan a safe path. Deep neural networks (DNNs) have shown promising results in accurately predicting pedestrian trajectories, relying on large amounts of annotated real-world data to learn pedestrian behavior. However, collecting and annotating these large real-world pedestrian datasets is costly in both time and labor. This paper describes a novel method using a stochastic sampling-based simulation to train DNNs for pedestrian trajectory prediction with social interaction. Our novel simulation method can generate vast amounts of automatically-annotated, realistic, and naturalistic synthetic pedestrian trajectories based on small amounts of real annotation. We then use such synthetic trajectories to train an off-the-shelf state-of-the-art deep learning approach Social GAN (Generative Adversarial Network) to perform pedestrian trajectory prediction. Our proposed architecture, trained only using synthetic trajectories, achieves better prediction results compared to those trained on human-annotated real-world data using the same network. Our work demonstrates the effectiveness and potential of using simulation as a substitution for human annotation efforts to train high-performing prediction algorithms such as the DNNs.Comment: 8 pages, 6 figures and 2 table
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