4 research outputs found

    Multiobjective Design and Innovization of Robust Stormwater Management Plans

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    In the United States, states are federally mandated to develop watershed management plans to mitigate pollution from increased impervious surfaces due to land development such as buildings, roadways, and parking lots. These plans require a major investment in water retention infrastructure, known as structural Best Management Practices (BMPs). However, the discovery of BMP configurations that simultaneously minimize implementation cost and pollutant load is a complex problem. While not required by law, an additional challenge is to find plans that not only meet current pollutant load targets, but also take into consideration anticipated changes in future precipitation patterns due to climate change. In this dissertation, a multi-scale, multiobjective optimization method is presented to tackle these three objectives. The method is demonstrated on the Bartlett Brook mixed-used impaired watershed in South Burlington, VT. New contributions of this work include: (A) A method for encouraging uniformity of spacing along the non-dominated front in multiobjective evolutionary optimization. This method is implemented in multiobjective differential evolution, is validated on standard benchmark biobjective problems, and is shown to outperform existing methods. (B) A procedure to use GIS data to estimate maximum feasible BMP locations and sizes in subwatersheds. (C) A multi-scale decomposition of the watershed management problem that precalculates the optimal cost BMP configuration across the entire range of possible treatment levels within each subwatershed. This one-time pre-computation greatly reduces computation during the evolutionary optimization and enables formulation of the problem as real-valued biobjective global optimization, thus permitting use of multiobjective differential evolution. (D) Discovery of a computationally efficient surrogate for sediment load. This surrogate is validated on nine real watersheds with different characteristics and is used in the initial stages of the evolutionary optimization to further reduce the computational burden. (E) A lexicographic approach for incorporating the third objective of finding non-dominated solutions that are also robust to climate change. (F) New visualization methods for discovering design principles from dominated solutions. These visualization methods are first demonstrated on simple truss and beam design problems and then used to provide insights into the design of complex watershed management plans. It is shown how applying these visualization methods to sensitivity data can help one discover solutions that are robust to uncertain forcing conditions. In particular, the visualization method is applied to discover new design principles that may make watershed management plans more robust to climate change

    Behavioral Implications in COVID-19 Spread and Vaccinations

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    COVID-19 vaccinations have been administered quickly in the USA. However, a surprisingly large number of Americans are unwilling to get vaccinated. Without enough people getting vaccinated, the pandemic will not end. The longer the pandemic persists, the more opportunities exist for more virulent strains to emerge. This model looks at the effects of people’s behavior in containing and ending the COVID-19 pandemic in the USA. Human behavior adds several feedback loops to the standard SEIR model. Comparisons are made between cases with and without behavior loops, with reduced adherence to the recommended or mandated masks and social distancing, with and without the vaccine, and the effects of an early mask mandate termination. The results suggest human behavior must be accounted for in epidemiology models and that removing masks before enough vaccine are administered not only puts those vaccinated at risk, but allows the disease to readily spread again

    Latent Errors and Visible Earned Value: How the Evolutionary Model Integrates Earned Value Metrics with Project System Dynamics

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    A project model is presented that weaves together ideas from earned value project management and systems dynamics. It is able to adjust to increasingly unhealthy actual project behaviors in ways that preserve the signature pattern of the staffing histograms observed in the real world and provide a tool for managers to correct projects that are not meeting the plan. Starting from the planned staffing histogram and the project performance baseline, the model captures the delay and cost of experience dilution, includes the unplanned-for effort that is revealed in the typical pattern of the Cost Performance Index, assesses progress using the actual cost to date and the earned value to date, and adjusts staffing, scope, or both, to complete the project on schedule. A new method of approximating work remaining, called project-to-date, is shown to track the planned staffing histogram better than the commonly used fraction-complete method

    Simulation games that integrate research, entertainment, and learning around ecosystem services

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    Humans currently spend over 3 billion person-hours per week playing computer games. Most of these games are purely for entertainment, but use of computer games for education has also expanded dramatically. At the same time, experimental games have become a staple of social science research but have depended on relatively small sample sizes and simple, abstract situations, limiting their range and applicability. If only a fraction of the time spent playing computer games could be harnessed for research, it would open up a huge range of new opportunities. We review the use of games in research, education, and entertainment and develop ideas for integrating these three functions around the idea of ecosystem services valuation. This approach to valuation can be seen as a version of choice modeling that allows players to generate their own scenarios taking account of the trade-offs embedded in the game, rather than simply ranking pre-formed scenarios. We outline a prototype game called “Lagom Island” to test the proposition that gaming can be used to reveal the value of ecosystem services. Our prototype provides a potential pathway and functional building blocks for approaching the relatively untapped potential of games in the context of ecosystem services research
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