22 research outputs found

    Using Computational Agents to Design Participatory Social Simulations

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    In social science, the role of stakeholders is increasing in the development and use of simulation models. Their participation in the design of agent-based models (ABMs) has widely been considered as an efficient solution to the validation of this particular type of model. Traditionally, "agents" (as basic model elements) have not been concerned with stakeholders directly but via designers or role-playing games (RPGs). In this paper, we intend to bridge this gap by introducing computational or software agents, implemented from an initial ABM, into a new kind of RPG, mediated by computers, so that these agents can interact with stakeholders. This interaction can help not only to elicit stakeholders' informal knowledge or unpredicted behaviours, but also to control stakeholders' focus during the games. We therefore formalize a general participatory design method using software agents, and illustrate it by describing our experience in a project aimed at developing agent-based social simulations in the field of air traffic management.Participatory Social Simulations, Agent-Based Social Simulations, Computational Agents, Role-Playing Games, Artificial Maieutics, User-Centered Design

    Agent-Based Participatory Simulations: Merging Multi-Agent Systems and Role-Playing Games

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    In 2001, Olivier Barreteau proposed to jointly use multi-agent systems and role-playing games for purposes of research, training and negotiation support in the field of renewable resource management. This joint use was later labeled the "MAS/RPG methodology" and this approach is one of the foundation stones of the ComMod movement. In this article, we present an alternative method called "agent-based participatory simulations". These simulations are multi-agent systems where human participants control some of the agents. The experiments we conducted prove that it is possible to successfully merge multi-agent systems and role-playing games. We argue that agent-based participatory simulations are also a significant improvement over the MAS/RPG approach, opening new perspectives and solving some of the problems generated by the joint use of role-playing games and multi-agent systems. The advantages are at least threefold. Because all interactions are computer mediated, they can be recorded and this record can be processed and used to improve the understanding of participants and organizers alike. Because of the merge, agent-based participatory simulations decrease the distance between the agent-based model and the behavior of participants. Agent-based participatory simulations allow for computer-based improvements such as the introduction of eliciting assistant agents with learning capabilities.Agent-Based Participatory Simulations, Multi-Agent Systems, Role-Playing Games, Validation, Negotiation Support Tool

    Systems Engineering

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    The book "Systems Engineering: Practice and Theory" is a collection of articles written by developers and researches from all around the globe. Mostly they present methodologies for separate Systems Engineering processes; others consider issues of adjacent knowledge areas and sub-areas that significantly contribute to systems development, operation, and maintenance. Case studies include aircraft, spacecrafts, and space systems development, post-analysis of data collected during operation of large systems etc. Important issues related to "bottlenecks" of Systems Engineering, such as complexity, reliability, and safety of different kinds of systems, creation, operation and maintenance of services, system-human communication, and management tasks done during system projects are addressed in the collection. This book is for people who are interested in the modern state of the Systems Engineering knowledge area and for systems engineers involved in different activities of the area. Some articles may be a valuable source for university lecturers and students; most of case studies can be directly used in Systems Engineering courses as illustrative materials

    An artificial maieutic approach for eliciting experts' knowledge in multi-agent simulations

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    Models of human behaviours used in multi-agent simulations are limited by the ability of introspection of the social actors: some of their knowledge (reflexes, habits, non-formalized expertise) cannot be extracted through interviews. The use of computer-mediated role playing games put these actors into a situated stance where the recording of their "live" behaviours is possible. But cognitive processes and motivations still have to be interpreted. In this paper, we propose an artificial maieutic approach to extract such pieces of knowledge, by helping the actors to better understand, and sometimes formulate, their own behaviours. The actors are playing their own roles in an agent-mediated simulation and interact with agents that question their behaviours. The actor's reactions and understanding are stimulated by these interactions, and this situation allows in many cases to reveal hidden knowledge. We present here the first results using two complementary works in social simulations, one in the domain of air traffic control and one in the domain of common-pool resources sharing

    Unmet goals of tracking: within-track heterogeneity of students' expectations for

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    Educational systems are often characterized by some form(s) of ability grouping, like tracking. Although substantial variation in the implementation of these practices exists, it is always the aim to improve teaching efficiency by creating homogeneous groups of students in terms of capabilities and performances as well as expected pathways. If students’ expected pathways (university, graduate school, or working) are in line with the goals of tracking, one might presume that these expectations are rather homogeneous within tracks and heterogeneous between tracks. In Flanders (the northern region of Belgium), the educational system consists of four tracks. Many students start out in the most prestigious, academic track. If they fail to gain the necessary credentials, they move to the less esteemed technical and vocational tracks. Therefore, the educational system has been called a 'cascade system'. We presume that this cascade system creates homogeneous expectations in the academic track, though heterogeneous expectations in the technical and vocational tracks. We use data from the International Study of City Youth (ISCY), gathered during the 2013-2014 school year from 2354 pupils of the tenth grade across 30 secondary schools in the city of Ghent, Flanders. Preliminary results suggest that the technical and vocational tracks show more heterogeneity in student’s expectations than the academic track. If tracking does not fulfill the desired goals in some tracks, tracking practices should be questioned as tracking occurs along social and ethnic lines, causing social inequality

    Can the design of Space alter the stress response?

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