Simulating Smoking Behaviors Based on Cognition-Determined Opinion-Based System Dynamics
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Developing nations incur a greater risk to climate change than the developed world due to poorly managed human/natural resources, unreliable infrastructure and brittle governing/economic institutions. These vulnerabilities often give rise to a climate induced “domino effect” of reduced natural resource production-leading to economic hardship, social unrest, and humanitarian crises. Integral to this cascading set of events is increased human migration, leading to the “spillover” of impacts to adjoining areas with even broader impact on global markets and security. Given the complexity of factors influencing human migration and the resultant spill-over effect, quantitative tools are needed to aid policy analysis. Toward this need, a series of migration models were developed along with a system dynamics model of the spillover effect. The migration decision models were structured according to two interacting paths, one that captured long-term “chronic” impacts related to protracted deteriorating quality of life and a second focused on short-term “acute” impacts of disaster and/or conflict. Chronic migration dynamics were modeled for two different cases; one that looked only at emigration but at a national level for the entire world; and a second that looked at both emigration and immigration but focused on a single nation. Model parameterization for each of the migration models was accomplished through regression analysis using decadal data spanning the period 1960-2010. A similar approach was taken with acute migration dynamics except regression analysis utilized annual data sets limited to a shorter time horizon (2001-2013). The system dynamics spillover model was organized around two broad modules, one simulating the decision dynamics of migration and a second module that treats the changing environmental conditions that influence the migration decision. The environmental module informs the migration decision, endogenously simulating interactions/changes in the economy, labor, population, conflict, water, and food. A regional model focused on Mali in western Africa was used as a test case to demonstrate the efficacy of the model.
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This project evaluates the effectiveness of moving target defense (MTD) techniques using a new game we have designed, called PLADD, inspired by the game FlipIt [28]. PLADD extends FlipIt by incorporating what we believe are key MTD concepts. We have analyzed PLADD and proven the existence of a defender strategy that pushes a rational attacker out of the game, demonstrated how limited the strategies available to an attacker are in PLADD, and derived analytic expressions for the expected utility of the game’s players in multiple game variants. We have created an algorithm for finding a defender’s optimal PLADD strategy. We show that in the special case of achieving deterrence in PLADD, MTD is not always cost effective and that its optimal deployment may shift abruptly from not using MTD at all to using it as aggressively as possible. We believe our effort provides basic, fundamental insights into the use of MTD, but conclude that a truly practical analysis requires model selection and calibration based on real scenarios and empirical data. We propose several avenues for further inquiry, including (1) agents with adaptive capabilities more reflective of real world adversaries, (2) the presence of multiple, heterogeneous adversaries, (3) computational game theory-based approaches such as coevolution to allow scaling to the real world beyond the limitations of analytical analysis and classical game theory, (4) mapping the game to real-world scenarios, (5) taking player risk into account when designing a strategy (in addition to expected payoff), (6) improving our understanding of the dynamic nature of MTD-inspired games by using a martingale representation, defensive forecasting, and techniques from signal processing, and (7) using adversarial games to develop inherently resilient cyber systems.
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System Dynamics Review
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Cyber attacks pose a major threat to modern organizations. Little is known about the social aspects of decision making among organizations that face cyber threats, nor do we have empirically-grounded models of the dynamics of cooperative behavior among vulnerable organizations. The effectiveness of cyber defense can likely be enhanced if information and resources are shared among organizations that face similar threats. Three models were created to begin to understand the cognitive and social aspects of cyber cooperation. The first simulated a cooperative cyber security program between two organizations. The second focused on a cyber security training program in which participants interact (and potentially cooperate) to solve problems. The third built upon the first two models and simulates cooperation between organizations in an information-sharing program.
As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative source of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior. Results from our work indicate that virtual worlds have the potential for serving as a proxy in allocating and populating behaviors that would be used within further agent-based modeling studies.
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