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Group-based reinforcement can induce discontinuous transitions from inactive to active phases in higher-order contagion models. However, these results are typically obtained on static interaction structures or within mean-field…
The mathematical modeling of crowds is complicated by the fact that crowds possess the behavioral ability to develop and adapt moving strategies in response to the context. For example, in emergency situations, people tend to alter their…
We study analytically and by computer simulations a complex system of adaptive agents with finite memory. Borrowing the framework of the Minority Game and using the replica formalism we show the existence of an equilibrium phase transition…
We analyze the performance of the best-response dynamic across all normal-form games using a random games approach. The playing sequence -- the order in which players update their actions -- is essentially irrelevant in determining whether…
In this paper we are concerned with the simulation of crowds in built environments, where obstacles play a role in the dynamics and in the interactions among pedestrians. First of all, we review the state-of-the-art of the techniques for…
Emerging applications in engineering such as crowd-sourcing and (mis)information propagation involve a large population of heterogeneous users or agents in a complex network who strategically make dynamic decisions. In this work, we…
This contribution describes efforts to model the behavior of individual pedestrians and their interactions in crowds, which generate certain kinds of self-organized patterns of motion. Moreover, this article focusses on the dynamics of…
In this paper, we investigate disparities in pedestrian crossing behaviors within static and dynamic crowds through experimental analysis. First, qualitative trajectory observations revealed significant behavioral differences in static and…
Experiments on the ultimatum game have revealed that humans are remarkably fond of fair play. When asked to share an amount of money, unfair offers are rare and their acceptance rate small. While empathy and spatiality may lead to the…
Organisms may respond to local stimuli that benefit or threaten their fitness. The adaptive movement behaviour may allow individuals to adjust their speed to maximise the chances of being in comfort zones, where death risk is minimal. We…
We study dynamic self-organisation and order-disorder transitions in a two-dimensional system of self-propelled particles. Our model is a variation of the Vicsek model, where particles align the motion to their neighbours but repel each…
We provide a theoretical description of the Minority Game in terms of crowd effects. The size of the fluctuations arising in the game is controlled by the interplay between crowds of like-minded agents and their anti-correlated partners…
A partially parallel dynamical noisy binary choice (Ising) game in discrete time of $N$ players on complete graphs with $k$ players having a possibility of changing their strategies at each time moment called $k$-flip Ising game is…
From a mathematical point of view self-organization can be described as patterns to which certain dynamical systems modeling social dynamics tend spontaneously to be attracted. In this paper we explore situations beyond self-organization,…
We introduce a simple extension of the minority game in which the market rewards contrarian (resp. trend-following) strategies when it is far from (resp. close to) efficiency. The model displays a smooth crossover from a regime where…
The paper "Simulating dynamical features of escape panic" by Helbing, Farkas, and Vicsek, published over two decades ago in Nature, has left an indelible mark on the field of crowd dynamics. With nearly 3,000 citations to date, according to…
We derive a hierarchy of kinetic and macroscopic models from a noisy variant of the heuristic behavioral Individual-Based Model of Moussaid et al, PNAS 2011, where the pedestrians are supposed to have constant speeds. This IBM supposes that…
In this paper we deal with pedestrian modeling, aiming at simulating crowd behavior in normal and emergency scenarios, including highly congested mass events. We are specifically concerned with a new agent-based, continuous-in-space,…
In multi-agent environments in which coordination is desirable, the history of play often causes lock-in at sub-optimal outcomes. Notoriously, technologies with a significant environmental footprint or high social cost persist despite the…
Animal motion and flocking are ubiquitous nonequilibrium phenomena that are often studied within active matter. In examples such as insect swarms, macroscopic quantities exhibit power laws with measurable critical exponents and ideas from…