No Arabic abstract
Simulation with agent-based models is increasingly used in the study of complex socio-technical systems and in social simulation in general. This paradigm offers a number of attractive features, namely the possibility of modeling emergent phenomena within large populations. As a consequence, often the quantity in need of calibration may be a distribution over the population whose relation with the parameters of the model is analytically intractable. Nevertheless, we can simulate. In this paper we present a simulation-based framework for the calibration of agent-based models with distributional output based on indirect inference. We illustrate our method step by step on a model of norm emergence in an online community of peer production, using data from three large Wikipedia communities. Model fit and diagnostics are discussed.
In the Internet era, online social media emerged as the main tool for sharing opinions and information among individuals. In this work we study an adaptive model of a social network where directed links connect users with similar tastes, and over which information propagates through social recommendation. Agent-based simulations of two different artificial settings for modeling user tastes are compared with patterns seen in real data, suggesting that users differing in their scope of interests is a more realistic assumption than users differing only in their particular interests. We further introduce an extensive set of similarity metrics based on users past assessments, and evaluate their use in the given social recommendation model with both artificial simulations and real data. Superior recommendation performance is observed for similarity metrics that give preference to users with small scope---who thus act as selective filters in social recommendation.
With the availability of cell phones, internet, social media etc. the interconnectedness of people within most societies has increased drastically over the past three decades. Across the same timespan, we are observing the phenomenon of increasing levels of fragmentation in society into relatively small and isolated groups that have been termed filter bubbles, or echo chambers. These pose a number of threats to open societies, in particular, a radicalisation in political, social or cultural issues, and a limited access to facts. In this paper we show that these two phenomena might be tightly related. We study a simple stochastic co-evolutionary model of a society of interacting people. People are not only able to update their opinions within their social context, but can also update their social links from collaborative to hostile, and vice versa. The latter is implemented such that social balance is realised. We find that there exists a critical level of interconnectedness, above which society fragments into small sub-communities that are positively linked within and hostile towards other groups. We argue that the existence of a critical communication density is a universal phenomenon in all societies that exhibit social balance. The necessity arises from the underlying mathematical structure of a phase transition phenomenon that is known from the theory of a kind of disordered magnets called spin glasses. We discuss the consequences of this phase transition for social fragmentation in society.
We quantify a social organizations potentiality, that is its ability to attain different configurations. The organization is represented as a network in which nodes correspond to individuals and (multi-)edges to their multiple interactions. Attainable configurations are treated as realizations from a network ensemble. To encode interaction preferences between individuals, we choose the generalized hypergeometric ensemble of random graphs, which is described by a closed-form probability distribution. From this distribution we calculate Shannon entropy as a measure of potentiality. This allows us to compare different organizations as well different stages in the development of a given organization. The feasibility of the approach is demonstrated using data from 3 empirical and 2 synthetic systems.
Advancing our understanding of human behavior hinges on the ability of theories to unveil the mechanisms underlying such behaviors. Measuring the ability of theories and models to predict unobserved behaviors provides a principled method to evaluate their merit and, thus, to help establish which mechanisms are most plausible. Here, we propose models and develop rigorous inference approaches to predict strategic decisions in dyadic social dilemmas. In particular, we use bipartite stochastic block models that incorporate information about the dilemmas faced by individuals. We show, combining these models with empirical data on strategic decisions in dyadic social dilemmas, that individual strategic decisions are to a large extent predictable, despite not being rational. The analysis of these models also allows us to conclude that: (i) individuals do not perceive games according their game-theoretical structure; (ii) individuals make decisions using combinations of multiple simple strategies, which our approach reveals naturally.
The recently proposed generalized epidemic modeling framework (GEMF) cite{sahneh2013generalized} lays the groundwork for systematically constructing a broad spectrum of stochastic spreading processes over complex networks. This article builds an algorithm for exact, continuous-time numerical simulation of GEMF-based processes. Moreover the implementation of this algorithm, GEMFsim, is available in popular scientific programming platforms such as MATLAB, R, Python, and C; GEMFsim facilitates simulating stochastic spreading models that fit in GEMF framework. Using these simulations one can examine the accuracy of mean-field-type approximations that are commonly used for analytical study of spreading processes on complex networks.