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Validating agent based models through virtual worlds

Lakkaraju, Kiran L.; Lee, Jina L.; Naugle, Asmeret B.

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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Individual household modeling of photovoltaic adoption

AAAI Fall Symposium - Technical Report

Letchford, Joshua L.; Lakkaraju, Kiran L.; Vorobeychik, Yevgeniy

We consider the question of predicting solar adoption using demographic, economic, peer effect and predicted system characteristic features. We use data from San Diego county to evaluate both discrete and continuous models. Additionally, we consider three types of sensitivity analysis to identify which features seem to have the greatest effect on prediction accuracy.

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The impact of attitude resolve on population wide attitude change

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Vineyard, Craig M.; Lakkaraju, Kiran L.; Collard, Joseph; Verzi, Stephen J.

Attitudes play a critical role in informing resulting behavior. Extending previous work, we have developed a model of population wide attitude change that captures social factors through a social network, cognitive factors through a cognitive network and individual differences in influence. All three of these factors are supported by literature as playing a role in attitude and behavior change. In this paper we present a new computational model of attitude resolve which incorporates the affects of player interaction dynamics that uses game theory in an integrated model of socio-cognitive strategy-based individual interaction and provide preliminary experiments. © 2012 Springer-Verlag.

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A cognitive-consistency based model of population wide attitude change

Lakkaraju, Kiran L.; Speed, Ann S.

Attitudes play a significant role in determining how individuals process information and behave. In this paper we have developed a new computational model of population wide attitude change that captures the social level: how individuals interact and communicate information, and the cognitive level: how attitudes and concept interact with each other. The model captures the cognitive aspect by representing each individuals as a parallel constraint satisfaction network. The dynamics of this model are explored through a simple attitude change experiment where we vary the social network and distribution of attitudes in a population.

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Results 51–75 of 75
Results 51–75 of 75