NetLogo User Community Models
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WHAT IS IT?
This is the Game of Knowledge, which demonstrates the knowledge culture of a company, in which six players or less interact with one aother. Based on:
HOW IT WORKS
SETUP - resets values to start the simulation
GO - Simulations is continuously putting the chosen strategies in interaction
SORTITION - Choose which players will play.
COOPERATE and DEFECT - Is the action that you can choose for each player drawn. Not nescessário push Sortition again, because if you press these buttons more than once it will automatically draw.
You can change the values of rated when both cooperate each earns 3 points, the company gains 6, because the work was very good. If one betrays the other, the betrayed WINS 0 points and who betrayed stays with 5, because he gets all the credit of the work, and the company earns 5 points, because the work was not as good as if the two work together. If both do not cooperate each earns 0 point, and the company earns 0, because the work was not completed.
HOW TO USE IT
First choose the number of players, after click Setup, it will appear the players and will put the standard punctuation.
You can change the score if you want.
Then you can use the manual mode "cooperate" or "defect" or automatic "go"
THINGS TO NOTICE
While the model runs, you can change the scores, change strategies and may even stop the automatic (Go) and go to the manual (Sortition) and return to automatic.
THINGS TO TRY
Modify the speed of interaction.
With the low speed, you can press Go and go changing strategies of the players as the game wheel, you can also merge, pressing Go and then unscrew the Go and go to "manuall" strategy pressing cooperate or defect, then you can again push the go. While the game wheel you can change the values of score and change the strategies of the players.
EXTENDING THE MODEL
Create new strategies, add noise, punishment for those who betrays. There is a previous game this model " Jogo do conhecimento 1" in this game there is a major player that interacts with the other players, but this was not published because it is easier to do than this.
The strategies do not take into account the score, they are considered only if the colleague cooperated or not, that is, if you change the values of the score, they won't change their strategies.
List of strategies.
Always cooperate: Always cooperates
Never cooperate: Never cooperate
GIM: Begins cooperating, once betrayed he'll never cooperate with who betrayed him
TFT: Tooth for a Tooth, start cooperating, if he is betrayed, the next interaction he won't cooperate, if he cooperates, the next interaction it will cooperate
TFTT: "tooth for two teeth" if he does not cooperate with him two times in a row, it will not cooperate with the colleague in the next interaction.
Random: makes random moves between cooperate and defect
NEG: is the opposite of TFT, if colleague defect, the next interaction it will cooperate, and if he cooperates, next he will defect.
STFT: is equal to TFT, but starts not cooperating.
"Company" is the work, or knowledge demonstrated by the company, namely explicit knowledge.
"The potential of the company" is the potential of the work or explicit knowledge by the organization
"Knowledge" is the explicit knowledge (work) plus the implicit knowledge (knowledge acquired by each employee)
"Potential of knowledge" corresponds to the potential of knowledge more explicit implicit
In NetLogo Models Library there are games about the prisoner's dilemma.
Related with Prisoner´s dilemma by claudio
CREDITS AND REFERENCES
bibliographic “The Complexity of Cooperation” autor: Robert Axelrod
Make by : Claudio Augusto Borges Pavani graduated in meteorology by USP
Oriented by: Dr. Antonio Carlos Barroso works in IPEN in the area of safety culture