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Jump to search filtersPromoting Solar Technology Diffusion Through Data-Driven Behavior Modeling
Abstract not provided.
Reducing diffusion time in attitude diffusion models through agenda setting
Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS
Attitude diffusion is when "attitudes" (general, relatively enduring evaluative responses to a topic) spread through a population. Attitudes play an incredibly important role in human decision making and are a critical part of social psychology. However, existing models of diffusion do not account for key differentiating aspects of attitudes. We develop the "Multi-Agent, Multi-Attitude" (MAMA) model which incorporates several of these key factors: (1) multiple, interacting attitudes; (2) social influence between individuals; and (3) media influence. All three components have strong support from the social science community. Using the MAMA model, we study influence maximization in a attitude diffusion setting where media influence is possible - we show that strategic manipulation of the media can lead to statistically significant decreases in diffusion of attitudes.
Promoting Solar Technology Diffusion Through Data-Driven Behavior Modeling
Abstract not provided.
A study of daily sample composition on amazon mechanical turk
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Amazon Mechanical Turk (AMT) has become a powerful tool for social scientists due to its inexpensiveness, ease of use, and ability to attract large numbers of workers. While the subject pool is diverse, there are numerous questions regarding the composition of the workers as a function of when the “Human Intelligence Task”(HIT) is posted. Given the “queue” nature of HITs and the disparity in geography of participants, it is natural to wonder whether HIT posting time/day can have an impact on the population that is sampled.We address this question using a panel survey on AMT and show (surprisingly) that except for gender, there is no statistically significant difference in terms of demographics characteristics as a function of HIT posting time.
The Controlled Large Online Social Experimentation Platform
Conflict and Communication in Massively-Multiplayer Online Games
Abstract not provided.
Synthetic Generators to Simulate Social Networks
Controlled Large Online Social Experiments (CLOSE) - CODE Conference Presentation
Improving Grid Resilience through Informed Decision-Making (IGRID)
Abstract not provided.
Validating agent based models through virtual worlds
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.
Reducing diffusion time through agenda setting in a multi-agent multi-attitude model
Abstract not provided.
Individual household modeling of photovoltaic adoption
AAAI Fall Symposium - Technical Report
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.
Developing a System for Testing Computational Social Models using Amazon Mechanical Turk
A comparison of two methods to reduce diffusion time in a multi-agent multi-attitude model
Abstract not provided.
Reducing diffusion time through agenda setting in a multi-agent multi-attitude model
Abstract not provided.
Analyzing effects of public communication on player behavior in massively multpilayer online game
Abstract not provided.
Group roles in Massively Multiplayer Online Games
Abstract not provided.
Do Public Interaction Networks Reflect Private Interaction Networks?
Abstract not provided.
Towards the development of richly communicative non-player characters
Abstract not provided.
Group Roles in Massively Multiplayer Online Games
Abstract not provided.
Do public interaction networks reflect private interaction?
Abstract not provided.
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)
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.
A Cognitive-Consistency Based Model of Population Wide Attitude Change
Abstract not provided.
Consensus Under Constraints: Modeling the Great English Vowel Shift
Abstract not provided.