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Learning about a Moving Target in Resource Management: Optimal Bayesian Disease Control
Resource managers must often make difficult choices in the face of imperfectly observed and dynamically changing systems (e.g., livestock, fisheries, water, and invasive species). A rich set of techniques exists for identifying optimal choices when that uncertainty is assumed to be understood and irreducible. Standard optimization approaches, however, cannot address situations in which reducible uncertainty applies to either system behavior or environmental states. The adaptive management literature overcomes this limitation with tools for optimal learning, but has been limited to highly simplified models with state and action spaces that are discrete and small. We overcome this problem by using a recently developed extension of the Partially Observable Markov Decision Process (POMDP) framework to allow for learning about a continuous state. We illustrate this methodology by exploring optimal control of bovine tuberculosis in New Zealand cattle. Disease testing—the control variable—serves to identify herds for treatment and provides information on prevalence, which is both imperfectly observed and subject to change due to controllable and uncontrollable factors. We find substantial efficiency losses from both ignoring learning (standard stochastic optimization) and from simplifying system dynamics (to facilitate a typical, simple learning model), though the latter effect dominates in our setting. We also find that under an adaptive management approach, simplifying dynamics can lead to a belief trap in which information gathering ceases, beliefs become increasingly inaccurate, and losses abound
EUROMOD: the European Union tax-benefit microsimulation model
This paper aims to provide an introduction to the current state of the art of EUROMOD, the European Union tax-benefit microsimulation model. It explains the original motivations for building a multi-country EU-wide model and summarises its current organisation. It provides an overview of EUROMOD components, covering its policy scope, the input data, the validation process and some technical aspects such as the tax-benefit programming language and the user interface. The paper also reviews some recent applications of EUROMOD and, finally, considers future developments
Fashion, Cooperation, and Social Interactions
Fashion plays such a crucial rule in the evolution of culture and society
that it is regarded as a second nature to the human being. Also, its impact on
economy is quite nontrivial. On what is fashionable, interestingly, there are
two viewpoints that are both extremely widespread but almost opposite:
conformists think that what is popular is fashionable, while rebels believe
that being different is the essence. Fashion color is fashionable in the first
sense, and Lady Gaga in the second. We investigate a model where the population
consists of the afore-mentioned two groups of people that are located on social
networks (a spatial cellular automata network and small-world networks). This
model captures two fundamental kinds of social interactions (coordination and
anti-coordination) simultaneously, and also has its own interest to game
theory: it is a hybrid model of pure competition and pure cooperation. This is
true because when a conformist meets a rebel, they play the zero sum matching
pennies game, which is pure competition. When two conformists (rebels) meet,
they play the (anti-) coordination game, which is pure cooperation. Simulation
shows that simple social interactions greatly promote cooperation: in most
cases people can reach an extraordinarily high level of cooperation, through a
selfish, myopic, naive, and local interacting dynamic (the best response
dynamic). We find that degree of synchronization also plays a critical role,
but mostly on the negative side. Four indices, namely cooperation degree,
average satisfaction degree, equilibrium ratio and complete ratio, are defined
and applied to measure people's cooperation levels from various angles. Phase
transition, as well as emergence of many interesting geographic patterns in the
cellular automata network, is also observed.Comment: 21 pages, 12 figure
Learning from Neighbors about a Changing State
Agents learn about a changing state using private signals and past actions of
neighbors in a network. We characterize equilibrium learning and social
influence in this setting. We then examine when agents can aggregate
information well, responding quickly to recent changes. A key sufficient
condition for good aggregation is that each individual's neighbors have
sufficiently different types of private information. In contrast, when signals
are homogeneous, aggregation is suboptimal on any network. We also examine
behavioral versions of the model, and show that achieving good aggregation
requires a sophisticated understanding of correlations in neighbors' actions.
The model provides a Bayesian foundation for a tractable learning dynamic in
networks, closely related to the DeGroot model, and offers new tools for
counterfactual and welfare analyses.Comment: minor revision tweaking exposition relative to v5 - which added new
Section 3.2.2, new Theorem 2, new Section 7.1, many local revision
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