36,497 research outputs found

    Application of Fuzzy Cognitive Mapping in Livelihood Vulnerability Analysis

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    Feedback mechanisms are important in the analysis of vulnerability and resilience of social-ecological systems, as well as in the analysis of livelihoods, but how to evaluate systems with direct feedbacks has been a great challenge. We applied fuzzy cognitive mapping, a tool that allows analysis of both direct and indirect feedbacks and can be used to explore the vulnerabilities of livelihoods to identified hazards. We studied characteristics and drivers of rural livelihoods in the Great Limpopo Transfrontier Conservation Area in southern Africa to assess the vulnerability of inhabitants to the different hazards they face. The process involved four steps: (1) surveys and interviews to identify the major livelihood types; (2) description of specific livelihood types in a system format using fuzzy cognitive maps (FCMs), a semi-quantitative tool that models systems based on people’s knowledge; (3) linking variables and drivers in FCMs by attaching weights; and (4) defining and applying scenarios to visualize the effects of drought and changing park boundaries on cash and household food security. FCMs successfully gave information concerning the nature (increase or decrease) and magnitude by which a livelihood system changed under different scenarios. However, they did not explain the recovery path in relation to time and pattern (e.g., how long it takes for cattle to return to desired numbers after a drought). Using FCMs revealed that issues of policy, such as changing situations at borders, can strongly aggravate effects of climate change such as drought. FCMs revealed hidden knowledge and gave insights that improved the understanding of the complexity of livelihood systems in a way that is better appreciated by stakeholders

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Learning the Structure and Parameters of Large-Population Graphical Games from Behavioral Data

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    We consider learning, from strictly behavioral data, the structure and parameters of linear influence games (LIGs), a class of parametric graphical games introduced by Irfan and Ortiz (2014). LIGs facilitate causal strategic inference (CSI): Making inferences from causal interventions on stable behavior in strategic settings. Applications include the identification of the most influential individuals in large (social) networks. Such tasks can also support policy-making analysis. Motivated by the computational work on LIGs, we cast the learning problem as maximum-likelihood estimation (MLE) of a generative model defined by pure-strategy Nash equilibria (PSNE). Our simple formulation uncovers the fundamental interplay between goodness-of-fit and model complexity: good models capture equilibrium behavior within the data while controlling the true number of equilibria, including those unobserved. We provide a generalization bound establishing the sample complexity for MLE in our framework. We propose several algorithms including convex loss minimization (CLM) and sigmoidal approximations. We prove that the number of exact PSNE in LIGs is small, with high probability; thus, CLM is sound. We illustrate our approach on synthetic data and real-world U.S. congressional voting records. We briefly discuss our learning framework's generality and potential applicability to general graphical games.Comment: Journal of Machine Learning Research. (accepted, pending publication.) Last conference version: submitted March 30, 2012 to UAI 2012. First conference version: entitled, Learning Influence Games, initially submitted on June 1, 2010 to NIPS 201

    Visualising Discourse Coherence in Non-Linear Documents

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    To produce coherent linear documents, Natural Language Generation systems have traditionally exploited the structuring role of textual discourse markers such as relational and referential phrases. These coherence markers of the traditional notion of text, however, do not work in non-linear documents: a new set of graphical devices is needed together with formation rules to govern their usage, supported by sound theoretical frameworks. If in linear documents graphical devices such as layout and formatting complement textual devices in the expression of discourse coherence, in non-linear documents they play a more important role. In this paper, we present our theoretical and empirical work in progress, which explores new possibilities for expressing coherence in the generation of hypertext documents

    A teacher's guide to evolution, behavior, and sustainability science

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