24,829 research outputs found
Agent-Based Participatory Simulations: Merging Multi-Agent Systems and Role-Playing Games
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
MANAGING THE INCONCEIVABLE: PARTICIPATORY ASSESSMENTS OF IMPACTS AND RESPONSES TO EXTREME CLIMATE CHANGE
A comprehensive understanding of the implications of extreme climate change requires an in-depth exploration of the perceptions and reactions of the affected stakeholder groups and the lay public. The project on âAtlantic sea level rise: Adaptation to imaginable worst-case climate changeâ (Atlantis) has studied one such case, the collapse of the West Antarctic Ice Sheet and a subsequent 5-6 meter sea-level rise. Possible methods are presented for assessing the societal consequences of impacts and adaptation options in selected European regions by involving representatives of pertinent stakeholders. Results of a comprehensive review of participatory integrated assessment methods with a view to their applicability in climate impact studies are summarized including Simulation-Gaming techniques, the Policy Exercise method, and the Focus Group technique. Succinct presentations of these three methods are provided together with short summaries of relevant earlier applications to gain insights into the possible design options. Building on these insights, four basic versions of design procedures suitable for use in the Atlantis project are presented. They draw on design elements of several methods and combine them to fit the characteristics and fulfill the needs of addressing the problem of extreme sea-level rise. The selected participatory techniques and the procedure designs might well be useful in other studies assessing climate change impacts and exploring adaptation options.sea level rise, West Antarctic ice sheet, climate change
Using simulation gaming to validate a mathematical modeling platform for resource allocation in disasters
The extraordinary conditions of a disaster require the mobilisation of all available resources, inducing the rush of
humanitarian partners into the affected area This phenomenon called the proliferation of actors, causes serious
problems during the disaster response phase including the oversupply, duplicated efforts, lack of planning In an
attempt to reduce the partner proliferation problem a framework called PREDIS (PREdictive model for DISaster
response partner selection) is put forward to configure the humanitarian network within early hours after disaster strike
when the information is scarce To verify this model a simulation game is designed using two sets of real decision
makers (experts and non-experts) in the disaster Haiyan scenario The result shows that using the PREDIS framework
100% of the experts could make the same decisions less than six hours comparing to 72 hours Also between 71% and
86% of the times experts and non-experts decide similarly using the PREDIS framewor
Using Computational Agents to Design Participatory Social Simulations
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
Games for a new climate: experiencing the complexity of future risks
This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to âexplore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.â
Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders â including subsistence farmers, humanitarian workers, scientists, policymakers, and donors â to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr
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