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GeoGame analytics – A cyber-enabled petri dish for geographic modeling and simulation

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Abstract

As researchers start to conceptualize human-environmental interactions through coupled human and natural systems research, the non-linear, dynamic, heterogeneous, feedback loops that are characteristic of those systems challenges a long-standing Newtonian paradigm of systems reducible to component parts, deterministic behavior, and the existence of equilibrium. As an alternative, complex systems researchers often use agent-based models (ABM) or multi-agent systems (MAS) to model and simulate complexity in human-environmental interactions. This paper briefly reports on the development of a novel cyberinfrastructure portal solution called GeoGames. This computing environment integrates and leverages web-GIS and multiplayer online game technology to enable simulations of real-world scenarios of coupled human and natural systems applicable to anything from cities, urban regions to other human settlements. While there are some similarities between GeoGames and games like SimCity, and Civilization, a fundamental idea underlying the GeoGames approach is the focus on creating an on-line world that mirrors (c.f. Gelernter, 1991) authentic real-world geography, realized by a full range of GIS supported mapping and processing services (Ahlqvist, Loffing, Ramanathan, & Kocher, P). In the context of our prototype platform we present the emerging area of Spatial Game Analytics (Drachen & Schubert, 2013) that provides an uncharted area for data-intensive geospatial scenario analysis. Our example scenario is a game that models the relationships of land management on hydrology and water quality. Our presentation is illustrated with examples from our own prototype platform that has generated a significant amount of user data on game play decisions and behavior. Exploratory GeoGame analytics are used to mine the spatial behavior of hundreds of players in order to identify how variations in the rules (land use policies) and varying locations (spatial configurations) affect the simulation outcomes.

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... Spatial SGs are becoming popular in transportation science (Ahlqvist et al., 2018), where they continue the tradition of studying driver behavior with traffic simulators (Bonsall et al., 1997) by establishing the incentives for players behaviors. Studies that exploit SGs for establishing transportation-related ABM have also been recently published (Anand et al., 2016;Le Pira et al., 2017). ...
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This paper outlines the ways in which information technologies (ITs) were used in the Haiti relief effort, especially with respect to web-based mapping services. Although there were numerous ways in which this took place, this paper focuses on four in particular: CrisisCamp Haiti, OpenStreetMap, Ushahidi, and GeoCommons. This analysis demonstrates that ITs were a key means through which individuals could make a tangible difference in the work of relief and aid agencies without actually being physically present in Haiti. While not without problems, this effort nevertheless represents a remarkable example of the power and crowdsourced online mapping and the potential for new avenues of interaction between physically distant places that vary tremendously.
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This report documents a review of 48 empirical research articles on the effectiveness of instructional games. It also includes summaries of 26 other review articles and 31 theoretical articles on instructional gaming. Eased on this review the following 5 conclusions and 4 recommendations are provided. Conclusions: (1) The empirical research on the instructional effectiveness of games is fragmented, filled with ill defined terms, and plagued with methodological flaws. (2) Some games provide effective instruction for some tasks some of the time, but these results may not be generalizable to other games or instructional programs. (3) No evidence indicates that games are the preferred instructional method in all situations. (4) Instructional games are more effective if they are embedded in instructional programs that include debriefing and feedback. (5) Instructional support during play increases the effectiveness of instructional games. Recommendations: (1) The decision to use a game for instruction should be based on a detailed analysis of learning requirements and tradeoffs among alternate instructional approaches. (2) Program managers and procurement officials should insist that instructional game developers demonstrate how their game will support instructional objectives. (3) Games should be used as adjuncts and aids, not as stand-alone instruction. (4) Instructor-less a roaches (e.g., web-based instruction) must include all "instructor functions."
Article
The MODSIM river basin management model has been extended to GEO-MODSIM for integration with GIS for spatial data base management, analysis, and display. GEO-MODSIM is a custom ArcMap extension that provides the foundation for integrated river basin management. Numerous geodatabase layers are loaded and processed in GEO-MODSIM, including topography, political divisions, hydrography, irrigated fields, soil maps, land use, field measurements, and satellite imagery. Spatial-temporal data bases are also loaded such as NEXRAD precipitation data, water rights, gauging station records, diversions, pumping wells, and monitored surface water locations. These base GIS layers are processed to delineate watersheds, generate geometric networks, and create hydro-networks. Formatted data sets are created for executing external spatially distributed network flow optimization models, groundwater models and water quality models directly from the ArcMap interface. GEO-MODSIM is applied to the Lower Arkansas River basin, Colorado for salinity management and the Imperial Irrigation District, California for water conservation analysis.
Article
Little attention has been given to the psychological and sociological value of play despite its many advantages to guiding the design of interactive multimedia learning environments for children and adults. This paper provides a brief overview of the history, research, and theory related to play. Research from education, psychology, and anthropology suggests that play is a powerful mediator for learning throughout a person's life. The time has come to couple the ever increasing processing capabilities of computers with the advantages of play. The design of hybrid interactive learning environments is suggested based on the constructivist concept of a microworld and supported with elements of both games and simulations.
Article
Multi-agent systems (MAS) open new modelling and analysis perspectives in ecological and social sciences. An original characteristic of the companion modelling (ComMod) approach adopted in this case study is the co-construction and use of a MAS model with and for local stakeholders such as farmers and local administrators. Alternating iteratively field and modelling activities, this approach facilitates collective learning among local stakeholders and between them and the researchers. Combining the use of MAS models with role-playing games (RPG), the described experiment aimed to facilitate collective decision-making in a socially heterogeneous community of small farmers in mountainous Northern Thailand about the local rules for the allocation of rural credit to allow a more equitable and extensive process of expansion of non-erosive perennial crops in a watershed prone to erosion. This paper presents the MAS model and the results of a series of simulations exploring the ecological, social and economic effects of various rules for formal and informal credit suggested by the villagers-participants. Six scenarios considered as pertinent to further explore the participants' suggestions were defined based on different combinations among the following three variables: (i) Duration for the reimbursement of loans, (ii) Mode of allocation of formal credit among three different types of farms, (iii) Configuration of networks of acquaintances for access to informal credit.
Article
Complexity theory has captured the attention of the scientific community to the extent where its proponents tout it as a dominant scientific trend. Geographers, and environmental, human, and regional planners have applied complexity theory to topics ranging from cultural transmission and economic growth to the braiding of rivers. While such a wide array of applications is heartening because it speaks to the utility of complexity theory, it is necessary to move beyond the hyperbole and critically examine the nature of complexity research. The author therefore provides an overview of the evolution of complexity research, establishes a preliminary typology of complexity approaches with their advantages and drawbacks, and identifies areas of further research.
Article
System models in agriculture and natural resource management are usually developed by researchers to advise policy makers on the likely outcomes of alternative scenarios. Except for data collection, stakeholders—like farm households—are rarely involved in the research process. Companion modeling (ComMod) has been developed as a modeling approach to include various stakeholders in a continuous feedback loop between researchers and stakeholders. Whereas other ComMod approaches have used role playing games as an interface between researchers and stakeholders—assuming that stakeholders have difficulties understanding a computer model—this paper explores the potential of a participatory modeling approach in which stakeholders are directly confronted with the model by assessing its assumptions, interpreting simulation results, and suggesting scenarios.
Conference Paper
Evaluating DVE topology management and message propagation schemes requires avatar movement models. Most models are based on reasoned assumptions rather than measured data, potentially biasing evaluation. We measured player movement in World of Warcraft battlegrounds, and compared our observations against common assumptions about player avatar movement and navigation. We found that when modeling a highly interactive DVE such as a battleground, a waypoint model is not sufficient to describe most avatar movement. We were surprised to find that despite game incentives for grouping, the majority of avatar movement between objectives is individual, not grouped. Finally, we found that a hotspot-based model for avatar movement is consistent with our traces.
Article
The use of the related terms "agent-based", "multi-agent", "software agent" and "intelligent agent" have witnessed significant growth in the Geographic Information Science (GIScience) literature in the past decade. These terms usually refer to both artificial life agents that simulate human and animal behavior and software agents that support human-computer interactions. In this article we first comprehensively review both types of agents. Then we argue that both these categories of agents borrow from Artificial Intelligence (AI) research, requiring them to share the characteristics of and be similar to AI agents. We also argue that geospatial agents form a distinct category of AI agents because they are explicit about geography and geographic data models. Our overall goal is to first capture the diversity of, and then define and categorize GIScience agent research into geospatial agents, thereby capturing the diversity of agent-oriented architectures and applications that have been developed in the recent past to present a holistic review of geospatial agents.
Article
The practice of crowdsourcing is transforming the Web and giving rise to a new field.
Article
Agent-based simulation (ABS) is being increasingly used in environmental management. However, the efficient and effective use of ABS for environmental modelling is hindered by the fact that there is no fixed and clear definition of what an ABS is or even what an agent should be. Terminology has proliferated and definitions of agency have been drawn from an application area (Distributed Artificial Intelligence) which is not wholly relevant to the task of environmental simulation. This situation leaves modellers with little practical support for clearly identifying ABS techniques and how to implement them.This paper is intended to provide an overview of agent-based simulation in environmental modelling so that modellers can link their requirements to the current state of the art in the techniques that are currently used to satisfy them. Terminology is clarified and then simplified to two key existing terms, agent-based modelling and multi-agent simulation, which represent subtly different approaches to ABS, reflected in their respective artificial life (A-life) and distributed artificial intelligence roots. A representative set of case studies are reviewed, from which a classification scheme is developed as a stepping-stone to developing a taxonomy. The taxonomy can then be used by modellers to match ABS techniques to their requirements.
Green revolution: Curse or blessing?
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Rules of play: Game design fundamentals
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GAMA 1.6: Advancing the art of complex agent-based modeling and simulation. Principles and practice of multi-agent systems
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Grignard, A., Taillandier, P., Gaudou, B., Vo, D. -A., Huynh, N. Q., & Drougul, A. (2013). GAMA 1.6: Advancing the art of complex agent-based modeling and simulation. Principles and practice of multi-agent systems. PRIMA 2013. Vol. 8291. (pp. 117-131). Berlin Heidelberg: Springer.