ABSTRACT
We develop a methodology for comparing agent-based models that are developed for the same domain, but may differ in the data sets (e.g., geographical regions) to which they are applied, and in the structure of the model. Our approach is to learn a response surface in the common parameter space of the models and compare the regions corresponding to qualitatively different behaviors in the models. As an example, we develop an active learning algorithm to learn phase shift boundaries in contagion processes in order to compare two agent-based models of rooftop solar panel adoption developed for different regions. We present results for 2D and 3D subspaces of the parameter space, though the approach scales to higher dimensions as well.
ABSTRACT
It is widely believed that one's peers influence product adoption behaviors. This relationship has been linked to the number of signals a decision-maker receives in a social network. But it is unclear if these same principles hold when the "pattern" by which it receives these signals vary and when peer influence is directed towards choices which are not optimal. To investigate that, we manipulate social signal exposure in an online controlled experiment using a game with human participants. Each participant in the game decides among choices with differing utilities. We observe the following: (1) even in the presence of monetary risks and previously acquired knowledge of the choices, decision-makers tend to deviate from the obvious optimal decision when their peers make a similar decision which we call the influence decision, (2) when the quantity of social signals vary over time, the forwarding probability of the influence decision and therefore being responsive to social influence does not necessarily correlate proportionally to the absolute quantity of signals. To better understand how these rules of peer influence could be used in modeling applications of real world diffusion and in networked environments, we use our behavioral findings to simulate spreading dynamics in real world case studies. We specifically try to see how cumulative influence plays out in the presence of user uncertainty and measure its outcome on rumor diffusion, which we model as an example of sub-optimal choice diffusion. Together, our simulation results indicate that sequential peer effects from the influence decision overcomes individual uncertainty to guide faster rumor diffusion over time. However, when the rate of diffusion is slow in the beginning, user uncertainty can have a substantial role compared to peer influence in deciding the adoption trajectory of a piece of questionable information.
Subject(s)
Decision Making/physiology , Peer Influence , Adult , Choice Behavior/physiology , Computer Simulation , Female , Humans , Male , Peer Group , Probability , Uncertainty , Video GamesABSTRACT
We develop a methodology for comparing two or more agent-based models that are developed for the same domain, but may differ in the particular data sets (e.g., geographical regions) to which they are applied, and in the structure of the model. Our approach is to learn a response surface in the common parameter space of the models and compare the regions corresponding to qualitatively different behaviors in the models. As an example, we develop an active learning algorithm to learn phase transition boundaries in contagion processes in order to compare two agent-based models of rooftop solar panel adoption.
ABSTRACT
The wealth of information available on seemingly every topic creates a considerable challenge both for information providers trying to rise above the noise and discerning individuals trying to find relevant, trustworthy information. We approach this information problem by investigating how passive versus interactive information interventions can impact the antecedents of behavior change using the context of solar energy adoption, where persistent information gaps are known to reduce market potential. We use two experiments to investigate the impact of both passive and interactive approaches to information delivery on the antecedents (attitudes, subjective norms, and perceived behavioral control in the Theory of Planned Behavior) of intentions and behavior, as well as their effect on intentions and behavior directly. The passive information randomized control trial delivered via Amazon Mechanical Turk tests the effectiveness of delivering the same content in a single message versus multiple shorter messages. The interactive information delivery uses an online (mobile and PC) trivia-style gamification platform. Both experiments use the same content and are carried out over a two-week time period. Our findings suggest that interactive, gamified information has greater impact than passive information, and that shorter multiple messages of passive information are more effective than a single passive message.