By Kiyoshi Arai, Hiroshi Deguchi, Hiroyuki Matsui
This choice of first-class papers cultivates a brand new standpoint on agent-based social method sciences, gaming simulation, and their hybridization. many of the papers integrated the following have been awarded within the unique consultation titled Agent-Based Modeling Meets Gaming Simulation at ISAGA2003, the thirty fourth annual convention of the foreign Simulation and Gaming organization (ISAGA) at Kazusa Akademia Park in Kisarazu, Chiba, Japan, August 25–29, 2003.
Nowadays, agent-based simulation is changing into very hot for modeling and fixing advanced social phenomena. it's also used to reach at useful recommendations to social difficulties. whilst, despite the fact that, the validity of simulation doesn't exist within the beauty of the version. R. Axelrod stresses the simplicity of the agent-based simulation version during the “Keep it basic, stupid” (KISS) precept: As an excellent, easy modeling is essential.
Many genuine social phenomena are extra complicated than could be defined by way of the easy modeling precept, besides the fact that. we have to build a version of complicated phenomena as a reproduction of a true scenario. it really is tough to mix truth and sim- plicity in a version, in particular while the phenomena contain many brokers as determination makers. How will we make the 2 diverse modeling ideas compatible?
Gaming and simulation deals a solution. If a human participant can perform a simulation version as a player–agent, then he can simply realize the truth of the version. Hybrid simulation makes attainable the hybridization of gaming simulation and agent-based simulation in a version. In a hybrid simulation, version human gamers and computer brokers simulate (play) the version even as.
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Extra info for Agent-Based Modeling Meets Gaming Simulation (Agent-Based Social Systems, Volume 2)
Accordingly, human experiments in college education are not only expected to produce educational effects but also to occupy an important position in the U-Mart project. We are therefore eager to collect expertise in performing the experiment and to develop it as Graduate School of Economics/Faculty of Economics Kyoto University, Yoshidahommachi, Sakyo-ku, Kyoto 606-8501, Japan 23 24 H. Matsui et al. courseware. This chapter reports the basic idea and principles of the U-mart project along with some experiments and a case study of education.
To be more specific, we are trying to establish methods of market manipulation by circuit breakers such as commission rate and price movement limits, as well as by controlling the degree and scope of information release, such as the existence of market makers, calculation methods for the indicative price, and change of update intervals. For this purpose, we are conducting basic research to evaluate the price of information and trade-offs to information, such as liquidity and stability, to use the timing and scope to release information as operation parameters.
For example, there are many conventional gaming simulators in the literature that may be used to attain specific goals [1–4]. Moreover, gaming simulators such as “Internet forum” have been developed into computer-based games to act as decisionmaking tools for business on the Internet . In this chapter, we advance the use of computers in such applications. Our new aproach is characterized by both human participation and software participation in the gaming environment. Our school, the Graduate School of Systems Management (GSSM), University of Tsukuba, is a good place to apply the new approach.