Related papers: Sparse game changers restore collective motion in …
We perform a numerical analysis of a recent introduced model for describing collective movement in alarmed animals groups. This model, derived from a position-based interaction and a limited attention field, displays a non-equilibrium phase…
We introduce a modified model of random walk, and then develop two novel clustering algorithms based on it. In the algorithms, each data point in a dataset is considered as a particle which can move at random in space according to the…
Epidemic spreading often occurs in spatially heterogeneous environments, yet how quenched heterogeneity reshapes its onset and critical dynamics remains poorly understood. The diffusive epidemic process, a minimal reaction-diffusion model…
Cooperative behavior among unrelated individuals in human and animal societies represents a most intriguing puzzle to scientists in various disciplines. Here we present a simple yet effective mechanism promoting cooperation under full…
Motivated by game-theoretic models of crowd motion dynamics, this paper analyzes a broad class of distributed games with jump diffusions within the recently developed $\alpha$-potential game framework. We demonstrate that analyzing the…
We have considered a variation of the Vicsek model with vectorial noise where each one of the agents have their own noise amplitude normally distributed around a mean value, $\mu$, with standard deviation $\sigma$. First-order phase…
Security plays a crucial role when it comes to planning large events such as concerts, sporting tournaments, pilgrims, or demonstrations. Monitoring and controlling pedestrian dynamics can prevent dangerous situations from occurring.…
In a static environment, optional participation and a local agglomeration of cooperators are found to be beneficial for the occurrence and maintenance of cooperation. In the optional public goods game, the rock-scissors-paper cycles of…
We propose a game-theoretic dynamics of a population of replicating individuals. It consists of two parts: the standard replicator one and a migration between two different habitats. We consider symmetric two-player games with two…
In order to investigate collective effects of interactions between pedestrians and attractions, this study extends the social force model. Such interactions lead pedestrians to form stable clusters around attractions, or even to rush into…
The aim of this paper is to develop a crowd motion model designed to handle highly packed situations. The model we propose rests on two principles: We first define a spontaneous velocity which corresponds to the velocity each individual…
A recent study [D. Helbing, A. Johansson and H. Z. Al-Abideen, {\it Phys. Rev. E} 75, 046109 (2007)] has revealed a "turbulent" state of pedestrian flows, which is characterized by sudden displacements and causes the falling and trampling…
Recent extensions to dynamic games of the well-known fictitious play learning procedure in static games were proved to globally converge to stationary Nash equilibria in two important classes of dynamic games (zero-sum and…
We have carried out a Monte Carlo simulation of a modified version of Vicsek model for the motion of self-propelled particles in two dimensions. In this model the neighborhood of interaction of a particle is a sector of the circle with the…
Given a large number of homogeneous players that are distributed across three possible states, we consider the problem in which these players have to control their transition rates, while minimizing a cost. The optimal transition rates are…
Nonreciprocal interaction crowd systems, such as human-human, human-vehicle, and human-robot systems, often have serious impacts on pedestrian safety and social order. A more comprehensive understanding of these systems is needed to…
To well understand crowd behavior, microscopic models have been developed in recent decades, in which an individual's behavioral/psychological status can be modeled and simulated. A well-known model is the social-force model innovated by…
Lurking is a complex user-behavioral phenomenon that occurs in all large-scale online communities and social networks. It generally refers to the behavior characterizing users that benefit from the information produced by others in the…
The Stag-hunt game is a prototype for social contracts. Adopting a new and better social contract is usually challenging because the current one is already widely adopted and stable due to deviants' sanctions. Thus, how does a population…
We investigate the long-run behavior of a stochastic replicator process, which describes game dynamics for a symmetric two-player game under aggregate shocks. We establish an averaging principle that relates time averages of the process and…