By Hiroshi Deguchi (auth.), Kiyoshi Arai D.Eng., Hiroshi Deguchi D.Sc, D.Econ., Hiroyuki Matsui D.Eng. (eds.)
This number of very good papers cultivates a brand new viewpoint on agent-based social approach sciences, gaming simulation, and their hybridization. many of the papers incorporated the following have been awarded within the designated consultation titled Agent-Based Modeling Meets Gaming Simulation at ISAGA2003, the thirty fourth annual convention of the overseas Simulation and Gaming organization (ISAGA) at Kazusa Akademia Park in Kisarazu, Chiba, Japan, August 25–29, 2003. This post-proceedings used to be supported by means of the twenty-?rst century COE (Centers of Excellence) software construction of Agent-Based Social structures Sciences (ABSSS), confirmed on the Tokyo Institute of know-how in 2004. the current quantity contains papers submitted to the particular consultation of ISAGA2003 and gives a very good instance of the varied scope and traditional of analysis accomplished in simulation and gaming this present day. The topic of the precise consultation at ISAGA2003 was once Agent-Based Modeling Meets Gaming Simulation. these days, agent-based simulation is turning into extremely popular for modeling and fixing advanced social phenomena. it's also used to reach at sensible options to social difficulties. even as, besides the fact that, the validity of simulation doesn't exist within the magni?cence of the version. R. Axelrod stresses the simplicity of the agent-based simulation version in the course of the “Keep it easy, silly” (KISS) precept: As an excellent, uncomplicated modeling is essential.
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Additional info for Agent-Based Modeling Meets Gaming Simulation
On the contrary, in cases time difference c 20 15 10 5 0 hierarchy and tree hierarchy and tree flat and parallel hierarchy and tree flat and parallel hierarchy and layered hierarchy and specialized flat and coordinationcentered period a flat and parallel hierarchy and layered 25 hierarchy and layered 30 hierarchy and specialized 0 hierarchy and specialized b flat and coordinationcentered 0 flat and coordinationcentered satisfaction ratio 46 T. Kaneda and Y. 1 Fig. 5a–c. Comparison of simulation results.
In the case of a high attendance ratio, the ranking of time efﬁciency, with reference to parts of Fig. 4, is (a) > (e) >= (d) >= (c) >= (b), so that the most time-efﬁcient case is (a) ﬂat and coordination centered. In the case with a low attendance ratio, the ranking becomes (b) >= (d) >= (c) >= (e) >= (a). It would seem from these ﬁndings that the (b) hierarchy and specialized type is effective in cases with a low citizen attendance ratio, in other words, involving citizens of large cities with a low awareness.
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Agent-Based Modeling Meets Gaming Simulation by Hiroshi Deguchi (auth.), Kiyoshi Arai D.Eng., Hiroshi Deguchi D.Sc, D.Econ., Hiroyuki Matsui D.Eng. (eds.)