ترغب بنشر مسار تعليمي؟ اضغط هنا

Variance in System Dynamics and Agent Based Modelling Using the SIR Model of Infectious Disease

160   0   0.0 ( 0 )
 نشر من قبل Uwe Aickelin
 تاريخ النشر 2013
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Classical deterministic simulations of epidemiological processes, such as those based on System Dynamics, produce a single result based on a fixed set of input parameters with no variance between simulations. Input parameters are subsequently modified on these simulations using Monte-Carlo methods, to understand how changes in the input parameters affect the spread of results for the simulation. Agent Based simulations are able to produce different output results on each run based on knowledge of the local interactions of the underlying agents and without making any changes to the input parameters. In this paper we compare the influence and effect of variation within these two distinct simulation paradigms and show that the Agent Based simulation of the epidemiological SIR (Susceptible, Infectious, and Recovered) model is more effective at capturing the natural variation within SIR compared to an equivalent model using System Dynamics with Monte-Carlo simulation. To demonstrate this effect, the SIR model is implemented using both System Dynamics (with Monte-Carlo simulation) and Agent Based Modelling based on previously published empirical data.



قيم البحث

اقرأ أيضاً

Advances in healthcare and in the quality of life significantly increase human life expectancy. With the ageing of populations, new un-faced challenges are brought to science. The human body is naturally selected to be well-functioning until the age of reproduction to keep the species alive. However, as the lifespan extends, unseen problems due to the body deterioration emerge. There are several age-related diseases with no appropriate treatment; therefore, the complex ageing phenomena needs further understanding. Immunosenescence, the ageing of the immune system, is highly correlated to the negative effects of ageing, such as the increase of auto-inflammatory diseases and decrease in responsiveness to new diseases. Besides clinical and mathematical tools, we believe there is opportunity to further exploit simulation tools to understand immunosenescence. Compared to real-world experimentation, benefits include time and cost effectiveness due to the laborious, resource-intensiveness of the biological environment and the possibility of conducting experiments without ethic restrictions. Contrasted with mathematical models, simulation modelling is more suitable for representing complex systems and emergence. In addition, there is the belief that simulation models are easier to communicate in interdisciplinary contexts. Our work investigates the usefulness of simulations to understand immunosenescence by employing two different simulation methods, agent-based and system dynamics simulation, to a case study of immune cells depletion with age.
We review research papers which use game theory to model the decision making of individuals during an epidemic, attempting to classify the literature and identify the emerging trends in this field. We show that the literature can be classified based on (i) type of population modelling (compartmental or network-based), (ii) frequency of the game (non-iterative or iterative), and (iii) type of strategy adoption (self-evaluation or imitation). We highlight that the choice of model depends on many factors such as the type of immunity the disease confers, the type of immunity the vaccine confers, and size of population and level of mixing therein. We show that while early studies used compartmental modelling with self-evaluation based strategy adoption, the recent trend is to use network-based modelling with imitation-based strategy adoption. Our review indicates that game theory continues to be an effective tool to model intervention (vaccination or social distancing) decision-making by individuals.
It is known that individual opinions on different policy issues often align to a dominant ideological dimension (e.g. left vs. right) and become increasingly polarized. We provide an agent-based model that reproduces these two stylized facts as emerg ent properties of an opinion dynamics in a multi-dimensional space of continuous opinions. The mechanisms for the change of agents opinions in this multi-dimensional space are derived from cognitive dissonance theory and structural balance theory. We test assumptions from proximity voting and from directional voting regarding their ability to reproduce the expected emerging properties. We further study how the emotional involvement of agents, i.e. their individual resistance to change opinions, impacts the dynamics. We identify two regimes for the global and the individual alignment of opinions. If the affective involvement is high and shows a large variance across agents, this fosters the emergence of a dominant ideological dimension. Agents align their opinions along this dimension in opposite directions, i.e. create a state of polarization.
Dense human flow has been a concern for the safety of public events for a long time. Macroscopic pedestrian models, which are mainly based on fluid dynamics, are often used to simulate huge crowds due to their low computational costs. Similar approac hes are used in the field of traffic simulations. A combined macroscopic simulation of vehicles and pedestrians is extremely helpful for all-encompassing traffic control. Therefore, we developed a hybrid model that contains networks for vehicular traffic and human flow. This comprehensive model supports concurrent multi-modal simulations of traffic and pedestrians.
We describe three independent implementations of a new agent-based model (ABM) that simulates a contemporary sports-betting exchange, such as those offered commercially by companies including Betfair, Smarkets, and Betdaq. The motivation for construc ting this ABM, which is known as the Bristol Betting Exchange (BBE), is so that it can serve as a synthetic data generator, producing large volumes of data that can be used to develop and test new betting strategies via advanced data analytics and machine learning techniques. Betting exchanges act as online platforms on which bettors can find willing counterparties to a bet, and they do this in a way that is directly comparable to the manner in which electronic financial exchanges, such as major stock markets, act as platforms that allow traders to find willing counterparties to buy from or sell to: the platform aggregates and anonymises orders from multiple participants, showing a summary of the market that is updated in real-time. In the first instance, BBE is aimed primarily at producing synthetic data for in-play betting (also known as in-race or in-game betting) where bettors can place bets on the outcome of a track-race event, such as a horse race, after the race has started and for as long as the race is underway, with betting only ceasing when the race ends. The rationale for, and design of, BBE has been described in detail in a previous paper that we summarise here, before discussing our comparative results which contrast a single-threaded implementation in Python, a multi-threaded implementation in Python, and an implementation where Python header-code calls simulations of the track-racing events written in OpenCL that execute on a 640-core GPU -- this runs approximately 1000 times faster than the single-threaded Python. Our source-code for BBE is freely available on GitHub.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا