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2007

THE CRIME & PUNISHMENT


MODEL

Barış Ekdi
6/22/2007
Barış EKDi STPS 514 –Final Project

THE CRIME & PUNISHMENT MODEL

by

BARIŞ EKDĐ

Phd Candidate @ METU – STPS

FINAL PROJECT

• The Crime & Punishment Model

• The Features of the Program

• The Outcome of the Simulations

• Table of Outputs

Ankara – June 22, 2007

THE CRIME & PUNISHMENT MODEL

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By Barış EKDĐ

1. THE MODEL

THE CRIME & PUNISHMENT MODEL shares some characteristics of the Schelling’s
Segregation Model and the J.M. Dalle’s Model in terms of local interactions and heterogeneity;
but also has different characteristics, such as learning/ individual memory, two-way interaction,
individuality and transition of agents. The aim of the model is to show the different outcomes of
the different policies in a given time period (i.e. in t turns.) and explore the possibilities of
reaching a criminal-free world.

Those four groups of agents, namely Policemen, Criminals, Warners and Ignorers, have some
common properties, such as recording/knowing with how many agents from each group they
interact through the simulation and thus behave accordingly. And, if the certain conditions are
met, some of the agents from one group (i.e. a Criminal) transform into another group, (i.e.
Ignorer. or vice versa). The Policemen do not transform into another type; unless the
Policemen/Criminals ratio is set to specific percentage as a policy option.

At initial step there are n number of agents from those four groups are placed onto the matrix
randomly. The user sets the number of the agents from each group (or default by the program).

There are four policy options provided for the user; and the user must choose one of them at
initial step. She cannot change those options after the simulation is started:

(a) Fix POL/CRM Rate – (STRATEGY 1) Normally Policemen (POL) do not transform into
other agents throughout the simulation process. However, if this option is chosen, the
program adjusts the number of policemen to the ratio set; first by converting required
number of Warners (WRN) into Policemen, and if there are no Warners left Ignorers
(IGN) are converted into Policemen before the next turn.

(b) Increase Efficiency – (STRATEGY 2) By reducing CRMPOL parameter frequency of


correction of criminals is increased; because being merely punished once is not enough
for a Criminal to give up and become an Ignorer. Therefore effectiveness ratio sets the
ratio or the number of times (out of 100) to be punished to be corrected (=to become
Ignorer). Increasing effectiveness has some costs. (For example if we assume that in real
life deterrence of the punishment is directly related with the number of years served in

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jail, and as those numbers are increased the costs of the government increases…). This is
a kind of variable cost, and changes according to the number of Criminals punished. So,
it increases in line with the number of Criminals.

(c) Increase Public Awareness – (STRATEGY 3) : Increase public awareness – This option
aims at creating public awareness, and thus Ignorers are transformed into Warners
throughout the simulation. This is done by decreasing parameter IGNPOL (which will be
explained below in detail). In order to raise the public awareness, the executives must
also bear some costs, comparatively less then the costs of applying policies (a) and (b).
This cost occurs each turn, as long as there are criminals, but it is independent from the
number of agents of any type.

(d) Do Nothing – Which means the interactions will solely be conducted according to the
interaction table.

1.1. The Main Features of the Model:

 Heterogeneity: There are 4 groups of agents: Policemen, Criminals, Warners and Ignorers.

 Learning: Each group has some common characteristics, such as memory / ability to learn.

 Transition: An agent from one type can transform into another one.

 Local Interaction: There are rule based and two way local interactions for each type of
agent.

 Global Interaction: If POL/CRM ratio is fixed, the number of criminals affects the
transition of Policemen, and in addition costs are calculated globally.

 Individuality: Individuality matters, since agents learn, interact and transform on individual
basis.

 Countervailing Forces: Theoretically, a policeman may transform into a warner, than to an


ignorer and then to a criminal or vice versa. And in a certain policy option, increase in the
number of criminals is balanced with increase in the number of policemen.

1.2. The Basic Algorithm of the Model:

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(1) The parameters are set and initial costs are calculated.

(2) All agents are placed onto the matrix randomly. (The number of agents from each group is
set beforehand by the user).

(3) From the first cell to the last one, the agent occupying the cell interacts with its k neighbours.
(The neighbours are located on the surrounding cells and an agent has eight neighbours
typically).

(4) Each interaction with a neighbour occurs according to the Interaction Table given below.
The type and other characteristics of the neighbour is recorded mutually, and calculations for
the next move is based on them (–i.e. if the agent focused is a Criminal and the neighbour
being interacted with is a Policeman; the Criminal is punished. New properties of agents
(whether the type of the agent will change, the number of interactions according to the
groups etc.) are set for the next turn.

(5) Benefits provided (i.e. decrease in the number of Criminals, increase in the number of
Warners) and Costs occurred in that turn is calculated.

(6) Steps from (2) to (5) are run until the number of turns set by the user is reached; or there are
no criminals left.

1.3. The Transformation Table of the Agents:

Criminal  Ignorer : A Criminal becomes Ignorer, after Correction. Correction occurs after
CRMPOL times of Punishment (Since Punishment is a result of an interaction
with a Policeman; a Criminal becomes an Ignorer after certain number of
interaction with a Policeman) or CRMWRN times of Warning (interaction
with a Warner).

Ignorer  Criminal : An Ignorer becomes a Criminal after IGNCRM times of interaction with
a Criminal.

Warner  Ignorer : Warners may become tired and lose their incentives after WRNCRM times
of interaction with Criminals.

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Ignorer  Warner : Ignorers become Warners after IGNPOL times of interaction with
Policemen.

Warner  Policeman: Warners become Policemen only if there is a POL/CRM ratio set and new
Policemen are required due to the increase in the number of Criminals.

Policemen Warner: Policemen become Warners only if there is a POL/CRM ratio set and there
is excess number of Policemen on the matrix.

Criminal  Warner: There is no direct transformation from being a Criminal to a Warner or


vice versa.

Transformation Table Police Criminal Warner Ignorer

If POL/CRM ratio is
If POL/CRM ratio
Police  N/A NEVER (directly) fixed and there are no
is fixed.
Warners Left.

After CRMPOL
first it must
times with Police,
Criminal  NEVER (directly) N/A become an
Ignorer or CRMWRN times
with Warners

If POL/CRM ratio is After WRNCRM


fixed and there is first it must become
Warner 
excess number of an Ignorer
N/A times with
Policemen Criminals
If POL/CRM ratio is
fixed and there is IGNPOL times
IGNCRM times of
excess number of
Ignorer 
Policemen and
interaction with of interaction N/A
Criminals. with Policemen
there are not
enough Warners.

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1.4. The Interaction Table of the Agents:

In this world, there are bi-directional local interactions with cumulative effects. Interactions are
bi-directional, because when two agents come across they affect each other in a different way.
For example, when a Criminal interacts with a Warner, it becomes a little bit closer to
correction, and thus being an Ignorer. Meanwhile, the Warner is affected, too; and it becomes
closer to transforming into an Ignorer.

The complete table of the effects of interactions among the agents is given below. At each
interaction two cells of the table is used. (i.e. when Police interacts with a Criminal, both
PoliceCriminal and CriminalPolice cells are used.)

Interaction Table Police Criminal Warner Ignorer

Police  (1) N/A Nothing Nothing Nothing

Punish
Increase vCRM Increase VCRM
ed(Increase
Criminal  N/A of the Warner of the Warner
vPol of the
(3) (4)
CRM) (2)
Increase
Warner  Nothing vWRN of the N/A Nothing
Criminal(5)

Increase VPol
Ignorer  of the ignorer. Nothing Nothing N/A
(6)
(1) Policemen are not affected from the interaction with other agents.
(2) Criminal is affected; and becomes one-step closer to being an Ignorer.
(3) Criminal is affected; and becomes one-step closer to being an Ignorer.
(4) Ignorer is affected; and becomes one-step closer to being a Criminal.
(5) Warner is affected; and becomes one-step closer to being an Ignorer.
(6) Ignorer is affected; and becomes one-step closer to being a Warner.

1.5. Properties of the Agents:

Each agent defined as an object, with certain properties listed below. Agent No does not change
through the simulation, but the AgentType (thus the Colour) changes at some points, provided
that the agent is not a Policeman, and transition for that agent occurs. Likewise, Position of the
Agent changes randomly at each turn, and the other four properties (i.e. memories of interaction)
changes each turn, according to the interactions took place. Lastly if the agent is due a transition
on the next turn, NextType defines the type of the agent to be placed onto the matrix.

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Table of Properties of
Police Criminal Warner Ignorer
the Agents

Type Police Criminal Warner Ignorer

AgentNo n N n n

Colour Blue Red Yellow Green

Cell Cell Cell Cell


Position
Occupied Occupied Occupied Occupied

# of # of # of
# of
Interactions Interactions Interactions
Interactions
vPolice with with with
with
Policemen – Policemen – Policemen –
Policemen
No effects RCORT RPAW
# of # of # of # of
Interactions Interactions Interactions Interactions
vCrim with with with with
Criminals - Criminals – Criminals – Criminals -
RCORP No effects RGIVEUP No effects
# of
# of # of # of
Interactions
Interactions Interactions Interactions
vWarn with
with Warners with Warners with Warners
Warners
- No effects - RCORT No effects
No effects
# of # of # of # of
Interactions Interactions Interactions Interactions
vIgn
with Ignorers with Ignorers with Ignorers with Ignorers
No effects No effects No effects No effects
Type to be Type to be Type to be
transformed transformed transformed
NextType N/A into at next into at next into at next
turn; if turn; if turn; if
necessary necessary necessary

1.6. Parameters Used in the Model:

There are numerous parameters used in the model, however it is expected that only one of them
will be chosen to compare the outcomes of the simulations with different values. Those
parameters are:

Number of Agents is total number of agents subject to simulation. This is also equal to the
number of cell in the matrix. (i.e. a 30x30 world there will be 900 agents
available.). It is the sum of all four types of agents.

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Number of Policemen is a percentage of the whole population (number of agents) and do not
change during the simulation – unless a POL/CRM ratio is set.

Number of Criminals is a percentage of the whole population, and do change through the
interactions during the simulation:

Number of Warners is a percentage of the whole population, and change through the
interactions during the simulation:

Number of Ignorers is a percentage of the whole population, and change through the
interactions during the simulation:

CRMPOL the parameter defines the required number of interactions of a Criminal with
Policemen in order to convert the Criminal to Ignorer.

CRMWRN the parameter defines the required number of interactions of a Criminal with
Warners in order to convert the Criminal to Ignorer.

WRNCRM the parameter defines the required number of interactions of a Warner with
Criminals in order to convert the Warner to Ignorer.

IGNPOL the parameter defines the required number of interactions of an Ignorer with
Policemen in order to convert the Ignorer to a Warner.

IGNCRM the parameter defines the required number of interactions of an Ignorer with
Criminals in order to convert the Ignorer to a Criminal.

CostPolUnit the parameter defines the unit cost of increasing the number of Policemen.
This cost depends on the number of Policemen; and occurs at each turn of the
simulation.

CostPawUnit the parameter defines the unit cost of increasing Public Awareness. This cost
applies at each interaction of an Ignorer with a Policeman.

CostEffUnit the parameter defines the unit cost of punishing a Criminal. This cost
increases at each interaction of Criminal with a Policeman.

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2. THE PROGRAM

2.1. Main Features of the Program

The Program is written using Microsoft Visual Basic 6.0. The startup screenshot of the program
is as follows:

Settings Frame: A graphical user interface (GUI) is used for getting the required parameters
from the user, in order to run the simulation. As the program starts, default parameter are loaded
and a matrix drawn according to those values, and re-drawn whenever the user changes the size
of the matrix.

World Size & Agents: Combo box used to get the size of the matrix and the number of the
agents; and percentages of the agents living in the population are set using the text boxes
available.

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Interaction Parameters Frame:

CRM v POL -> IGN @: Sets CRMPOL parameter, which is used to define after how many
times of interaction with a policeman (POL) a criminal (CRM) will be
transformed into an ignorer (IGN).

CRM v WRN -> IGN @: Sets CRMWRN parameter, which is used to define after how many
times of interaction with a warner (WRN) a criminal (CRM) will be
transformed into an ignorer (IGN).

WRN v CRM -> IGN @: Sets WRNCRM parameter, which is used to define after how many
times of interaction with a criminal (CRM) a warner (WRN) will be
transformed into an ignorer (IGN).

IGN v POL -> WRN @: Sets IGNPOL parameter, which is used to define after how many times
of interaction with a policeman (POL) an ignorer (IGN) will be transformed
into an warner (WRN).

IGN v CRM -> CRM @: Sets IGNCRM parameter, which is used to define after how many
times of interaction with a criminal (CRM) an ignorer (IGN) will be
transformed into a criminal (CRM).

Fix POL/CRM Rat@ % : If the strategy (STRATEGY=1) to fix the number of POL in the matrix
in proportion to the number of CRMs, this option button and text box is used to
set the strategy and parameters.

Inc/Dec. Effectiveness: If the strategy (STRATEGY=2) to increase the effectiveness through


decreasing CRMPOL parameter this option is used; and also the textbox is
used to set the cost (CEff) associated with the policy option.

Inc/Dec Pub. Awareness: If the strategy (STRATEGY=3) to increase the effectiveness through
decreasing IGNPOL parameter this option is used; and also the textbox is used
to set the cost (CPaw) associated with the policy option.

Do Nothing: If the strategy Do Nothing (STRATEGY=0) is chosen, POL/CRM ratio is not fixed;
and no public awareness is available.

Number of Turns to Run: Textbox is used to set the number of times the simulation will run.

Early Stop Available: Check box is used to make early termination available.

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Buttons:

RUN SIM : Gets the parameters, starts the simulation and draws the new matrix.

BACK to INIT : Draws the initial matrix –i.e. positioning of the agents.

GRAPH : Shows the transformation of the agents graphically for each turn.

SEE COSTS : Shows the detailed costs of the strategies occurred at each turn

SAVE FILES : Saves the output of the simulation to “C:\” in 4 files: A TXT file is used
for detailed process and output; and another one for the costs. The World
(Matrix) and the Agent Transition Graphs are saved as BMP files.

RESTART : Restarts the simulation after initializing all of the values and parameters.

QUIT PROGRAM : Quits the program.

Windows:

World Window: The agents placed onto the matrix are shown graphically.

Detailed Process and Output Window: This window is used in order to inform the user about
almost each step of the process the program is executing. Therefore the user
can check the calculations and save it for further use.

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2.2. How It Works? Pseudo-Algorithm of the Program

A simple pseudo-algorithm is given below in order to explain how the program runs:

(1) At startup, default parameters and a random matrix are loaded. and user input is waited.

(2) After the user sets default parameters, starting from the first cell, for each cell on the matrix;

• the program gets the relevant data (previous interaction values i.e. “memory”) about the
agent “k” occupying the cell; and defines the neighbours ( three for the ones at the
corners, five for the edges and eight for the ones in the middle) ;

• agent “k” interacts with its neighbours according to the interaction table (See previous
sections for the table). For example, if the agent is criminal (CRM) and if it is third
encounter with a police (POL) (and if CRMPOL parameter =3) the agent will be
“corrected” before next turn and become an ignorer (IGN). [thus the information that it
will change its type (Agt().NextType property is registered as IGN ].

• At each interaction relavant costs are also calculated and registered.

(3) After all cells are processed; the program sets the relevant values of agents (value of the
NextType variable of the Agent copied to its Type variable etc.) and the number of agents is
adjusted (if POL/CRM ratio is set). [Agents are differentiated in this stage, since each of them
has its own history of interaction and processed according to that].

(4) Agents are placed onto the matrix randomly for the next turn.

(5) Steps from (2) to (4) are run until the number of turns set by the user is reached; or there are
no criminals left (if EARLYSTOP option is checked).

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3. THE OUTPUT & ANALYSIS

The simulation program is run for 70 times with different parameters and strategy options; in
order to compare the effects of differences in those parameters.(Before starting it must be
underlined that; there are 7 sizes of matrix, (so 7 different population options); 104 ways of
placing the agents initially with different percentages onto the matrix; 5 different parameters
(which can accept any positive integer as value) for interaction; 4 strategy options and 3 cost
options. Therefore, there are limitless numbers of compositions practically available for
assessment. )

3.1. Analysis of Transformation of the Agents

So, the framework of the analysis is limited to one size of matrix; runtime is limited to 100 and
cost options are changed only in a few instances; in order to focus on the interaction process of
the agents.

As seen in Annex-I; first three runs are like test runs, and only the value of CRMPOL parameter
increased; runs numbered 4-18 show the different outcomes of CRMPOL and IGNCRM
parameters; while runs 19-27 deal with the interaction of CRMPOL, IGNCRM and CRMWRN.
In runs 1-27 the STRATEGY chosen is 2 (i.e. increase the efficiency; thus change interaction
effectiveness of CRMPOL).

On the other hand, in runs 28-33 STRATEGY 3 (i.e. increase public awareness by changing
IGNPOL) is employed; and parameters changed slightly.

Simulations 34-73 are occupied with STRATEGY 1; which fixes the number of POL to CRM in
a given ratio: The number of CRM increases, so does the number of POL; and while number of
CRM decreases the number of POL decreases as well…

The results and analysis of those simulations are explained in detail below:

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Runs 1-3 : Changes in CRMPOL; STRATEGY=2

In those first three runs CRMPOL value is applied as


5, 3, 1; and the program stopped at 16th, 12th and 9th
turns, since there were no criminals left. As
CRMPOL decreased, punishment and correction
probabilities are increased accordingly (– as
predicted), since there was no counterbalancing
interaction effect. In addition, the total costs are
decreased from 85.000 to 65.000 and 50.000, in line
with the CRMPOL. Transition of the agents
occurred almost the same in all those simulations; so
only one transformation graphic will be presented here.

Runs 4-18 : Changes in CRMPOL & IGNCRM; STRATEGY=2

In order to see the interaction of CRMPOL with IGNCRM the simulation is run with different
values regarding those parameters. Therefore, it is anticipated that IGNCRM parameter will
have a counterbalancing effect on the CRMPOL value; as such while CRMPOL converts
CRMs to IGNs; IGNCRM parameter converts IGNs to CRMs.

This prediction came true, since none of the runs stopped before the programmed number of
turns (=100) due to the termination of CRMs; on the contrary number of CRMs increased as
IGNCRM increased: ıt is also thought that the speed of increase in the number of CRMs is as a
result of having more IGNs and CRMs in the system compared to POLs.

It is also observed that smaller the number of IGNCRM greater the number of CRMs in the
world; and the system reaches a kind of equilibrium by swapping the CRMs and IGNs
asymmetrically:

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Run-4 : CRMPOL=5; IGNCRM=5 Run-7: CRMPOL=5; IGNCRM=1

Run-11 : CRMPOL=3; IGNCRM=3 Run-17 : CRMPOL=1; IGNCRM=5

Runs 19-27 : Changes in CRMPOL, IGNCRM and CRMWRN; STRATEGY=2

In run 19, the value for all three parameters (CRMPOL, IGNCRM and CRMWRN) is set to 5;
and it is seen that the program terminates at 22nd run.

On the other hand, decrease in CRMWRN(3) supports CRMPOL(5); while providing the
program stop at 8th turn. However, when the parameters CRMPOL and CRMWRN set to 3, and
5 respectively the speed of terminating CRMs slows down, probably due to the small number
POLs compared to WRNs.

When parameter IGNCRM is less more than 5, CRMs loose their chance of surviving (Runs 24-
25) chance to survive; and introducing CRMWRN parameter (at Run 23) which increases the
number of IGNs is not enough for this termination. However, when four parameters at equal
values (which is 5) the system finds a balance among those agents at least up to 200 turns (Run
27).

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Barış EKDi STPS 514 –Final Project

Run 19: CRMPOL= IGNCRM =CRMWRN=5 Run 22: CRMPOL=3; IGNCRM =5; CRMWRN=3

Run 24: CRMPOL=3; IGNCRM =9; CRMWRN=6 Run 27: CRMPOL=5; IGNCRM =5; CRMWRN=5; CRMIGN=5

Runs 28-32 : Changes in IGNPOL; STRATEGY=3

Strategy 3 involves introducing IGNPOL parameter; which converts IGNs to WRNs; therefore
lessens the survival chance of CRMs. If all four parameters are equal at 5; then the program
stops at 9th turn with 1949 IGNs and 301 warns (Run – 28).

However, when CRMWRN parameter increases to 10 (which means %100 decrease in support
to POL); CRMs increase in number and WRNs exit the system – in other words; the menace
prevails… (Run – 29).

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Barış EKDi STPS 514 –Final Project

Run 28 - CRMPOL=5; IGNCRM =5; CRMWRN=5; Run 29 - CRMPOL=5; CRMWRN=10; CRMIGN=5;


CRMIGN=5; IGNPOL=5 IGNPOL=5 ; IGNCRM =5

Runs 33-73 : Changes in 4 Interaction Parameters with STRATEGY=1

Runs 34-73 employ completely different strategy (1) which allows the number of POL change in
proportion to the number of CRMs.

In runs 33-35 POL/CRM ratio is set to %50 and IGNCRM is set to 0 (which means IGNs are not
allowed to transform into CRMs). Unlike anticipated the simulation did not stop due to the
termination of the CRMS! However, the CRMs fade away slowly from 500 (initial number) to
11, 7 and 5 (so do the POLs from 250 to 5,3 and 2 ) at turns 0, 100, 200 and 300, respectively.

On the other hand, when the CRMs are given chance to convert IGNs, they increased their
numbers even though the IGNCRM is not so small (Runs 36-39).

Run 35 - Run 38

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Barış EKDi STPS 514 –Final Project

In runs 41 and 42, where the CRMPOL, CRMWRN and IGNCRM parameters are increased to
6,12,6 the simulation terminated at 13th turn; however another increase in those parameters to
8,16,8 resulted in driving the WRNs away.

Run 41 Run 42

In Runs 45 to 70 the POL/CRM proportion is increased from %10 to %150 gradually while
keeping all other parameters equal to 4. At this stage it is observed that;

- while the POL/CRM ratio is less than %55 with the parameters above, the CRMs have
chance to survive although this chance decreases in line with the increase in the
proportion (Runs 45-54);

- while the POL/CRM ratio >=% 60, the CRMs exit at a speed parallel to the increase
(Runs 55-68).

Run 48 : PL/CRM=25% Run 51 : POL/CRM= 40%

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Run 54 : POL/CRM=55% Run 59 : POL/CRM=80%

3.2. Analysis of Costs and Strategies

The relationship of costs with strategies is another aspect explored in this simulation: All of the
results are listed in detail in Annex – I; and further details are available at CP***_Costs.TXT
files.

At first sight it may be concluded that as the number of turns increased the costs are increased,
too. Therefore, options that result in Early Termination of the simulation by driving the criminals
out should be more profitable.

Although this hypothesis true to a certain extent, the results do not support the statement that
“earlier the program terminates lesser the costs”: For example, the least costly simulation was
Run 25 among those of 70; and it stopped at the 16th turn with a cost of 8.920 units. On the
contrary, Runs 3, 20 and 28 terminates at turns 9,8 and 9 with costs of 50.000, 54.323 and
70.112, respectively rank far beyond the Run 25.

However, it is also true that most of the runs that cost less are of those that terminate earlier than
set. On the other hand, it is also surprising to see that Run 35, which lasts at least 300 turns, costs
less than most of the runs with 100 turns. Another peculiarity with the Run 35 is that, only one
parameter CRMPOL is set to 5, while others are set to 0; and POL/CRM ratio is set to %50 the
CRMs managed to survive at least until the 300th turn.

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The least costly run (25) was with parameters CRMPOL=3, CRMWRN=9, WRNCRM=9,
IGNPOL=0, IGNCRM=6; STRATEGY=2; (CRM/POL is not set ); UPolCost=20, UEffCost=10
and UPawCost=0; and the simulation stopped at 16th turn with a cost of 8.920.

Another observation is that, as parameters come close to each other, the struggle among the
agents lasts longer and the cost increase; and yet another misconception may be related to the
POL/CRM ratio. It may be thought that as the POL/CRM ratio increases, it would be easier to
drive the criminals away, and thus less costly. This assumption holds true especially it is seen
that with POL/CRM ratio above %60 and all interaction parameters are set to 4 (See Runs 60 –
65). However, the runs with POL/CRM ratio below %60 yields most costly results; since CRMs
are not driven away effectively and having certain number of POLs in the system is costly (See.
Runs 47-51).

3.3.Conclusion

In this paper, a world with heterogeneous agents interacting with and transforming into each
other according to certain rules is explored. The rules and number of interaction times for
transformation determines the number of agents in the system; and increasing number of
policemen neither guarantees that the criminals will be driven out quickly nor (or so) it will be
the cheapest way to terminate the criminals. In certain cases, maintaining a sound public
awareness and using warners (as conscious citizens) can be accepted as more effective and less
costly solution. Albeit, it should also be noted that, all those assumptions are only valid within
the given world with pre-set parameters whose selection may seem arbitrary; so any change in
those parameters may likely give different outcomes.

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ANNEX – I
Initial Population and Number of Agents: Population : 2500; POL = 250 ; CRM = 500; WRN= 875; IGN= 875
Sign “>>>” refers to the process that may run further; otherwise it means the process is ended at nth turn due to the termination of CRMs.

Interaction Parameters , Costs, Strategies and Number


Output as Number of Agents and Total Cost
of Turns to Run
Main Changes

Sim No

Pol/Crm %
SimStamp

# of WRN
# of CRM

# of IGN
# of POL
SimTurn
Strategy
WrnCrm
CrmWrn
CrmPol

IgnCrm

UPawC
IgnPol

UPolC

EStop
UEffC
TotCost

1 CP220609391 5 0 0 0 0 0 20 10 0 2 100 15 250 0 875 1375 85000

2 CP220609392 3 0 0 0 0 0 20 10 0 2 100 12 250 0 875 1375 65000

3 CP220609393 1 0 0 0 0 0 20 10 0 2 100 9 250 0 875 1375 50000

4 CP220609394 5 0 0 0 5 0 20 10 0 2 100 >>> 250 1029 875 346 713170

5 CP220609395 5 0 0 0 4 0 20 10 0 2 100 >>> 250 1123 875 252 713370

6 CP220609396 5 0 0 0 3 0 20 10 0 2 100 >>> 250 1158 875 217 714520

7 CP220609397 5 0 0 0 1 0 20 10 0 2 100 >>> 250 1160 875 215 714810

8 CP220609398 4 0 0 0 4 0 20 10 0 2 100 >>> 250 1033 875 342 764470

9 CP220609399 4 0 0 0 2 0 20 10 0 2 100 >>> 250 1095 875 280 769500

10 CP2206093910 4 0 0 0 1 0 20 10 0 2 100 >>> 250 1111 875 264 769850

22
Barış EKDi STPS 514 –Final Project

11 CP2206093911 3 0 0 0 3 0 20 10 0 2 100 >>> 250 1005 875 370 845200

12 CP2206093912 3 0 0 0 1 0 20 10 0 2 100 >>> 250 1003 875 372 850140

13 CP2206093913 2 0 0 0 2 0 20 10 0 2 100 >>> 250 860 875 511 947460

14 CP2206093914 2 0 0 0 1 0 20 10 0 2 100 >>> 250 869 875 506 953440

15 CP2206093915 1 0 0 0 1 0 20 10 0 2 100 >>> 250 859 875 516 1010320

16 CP2206093916 1 0 0 0 3 0 20 10 0 2 100 >>> 250 758 875 617 946440

17 CP2206093917 1 0 0 0 5 0 20 10 0 2 100 >>> 250 380 875 995 696620

18 CP2206093918 3 0 0 0 5 0 20 10 0 2 100 >>> 250 665 875 710 780660

19 CP240614361 5 5 0 0 5 0 20 10 0 2 100 22 250 0 875 1375 139485

20 CP240614362 5 3 0 0 5 0 20 10 0 2 100 8 250 0 875 1375 54323

21 CP240614362 3 5 0 0 5 0 20 10 0 2 100 15 250 0 875 1375 93089

22 CP240614363 3 5 0 0 3 0 20 10 0 2 100 >>> 250 413 875 962 671875

23 CP240614365 3 9 0 0 3 0 20 10 0 2 100 >>> 250 488 875 887 727941

24 CP2206093924 3 9 0 0 6 0 20 10 0 2 100 16 250 0 875 1375 89140

25 CP2206093923 3 9 9 0 6 0 20 10 0 2 100 16 250 0 623 1627 8920

26 CP2206093927 5 5 5 0 5 0 20 10 0 2 100 >>> 250 1894 0 356 829920

23
Barış EKDi STPS 514 –Final Project

27 CP2206093928 5 5 5 0 5 0 20 10 0 2 200 >>> 250 1923 0 327 1690020

*
28 CP2206093929 5 5 5 5 5 0 20 10 3 3 100 9 250 0 1949 301 70112

29 CP2206093930 5 10 5 5 5 0 20 10 3 3 100 >>> 250 1880 0 370 944895

30 CP2206093931 5 10 10 5 5 0 20 10 3 3 100 11 250 0 2021 229 79458

31 CP2206093932 5 10 10 10 5 0 20 10 3 3 100 >>> 250 1888 0 362 949073

32 CP2206093933 5 10 10 10 10 0 20 10 3 3 100 9 250 0 988 1262 949073

* 33 CP220613181 5 0 0 0 0 50 20 10 3 1 100 >>> 5 11 1120 1364 81612

34 CP220613182 5 0 0 0 0 50 20 10 3 1 200 >>> 3 7 1122 1368 90551

35 CP220613183 5 0 0 0 0 50 20 10 3 1 300 >>> 2 5 1123 1370 93194

36 CP220613394 3 0 0 0 9 50 20 10 0 1 100 >>> 250 1001 875 374 851540

37 CP220613391 3 0 0 0 3 50 20 10 3 1 100 >>> 250 964 875 411 845680

38 CP220613392 3 0 0 0 6 50 20 10 3 1 100 >>> 206 581 919 794 649200

39 CP220613393 3 0 0 0 9 50 20 10 3 1 100 >>> 131 646 994 729 411120

* 40 CP220613393 4 8 0 0 4 50 20 10 3 1 100 >>> 24 54 1101 1321 90860

41 CP220613396 6 12 0 0 6 50 20 10 3 1 100 13 0 0 1125 1375 28600

42 CP220613397 8 16 0 0 8 50 20 10 0 1 100 >>> 256 1783 0 461 957460

24
Barış EKDi STPS 514 –Final Project

43 CP220613399 4 8 4 8 4 50 20 10 0 1 100 >>> 74 149 711 1566 177900

44 CP2206133910 4 4 4 4 4 55 20 10 0 1 100 >>> 9 17 796 1678 70290

* 45 CP2206133911 4 4 4 4 4 10 20 10 3 1 100 >>> 80 2275 0 145 306533

>>>
46 CP2206133912 4 4 4 4 4 15 20 10 3 1 100 174 1981 0 345 662978

>>>
47 CP2206133913 4 4 4 4 4 20 20 10 3 1 100 191 1982 0 327 1416707

>>>
48 CP2206133914 4 4 4 4 4 25 20 10 3 1 100 369 1477 18 636 1445408

>>>
49 CP2206133915 4 4 4 4 4 30 20 10 3 1 100 388 1295 56 761 1536824

50 CP2206133916 4 4 4 4 4 35 20 10 3 1 100 >>> 417 1194 83 806 1557296

>>>
51 CP2206133917 4 4 4 4 4 40 20 10 3 1 100 379 948 191 982 1383170

>>>
52 CP2206133918 4 4 4 4 4 45 20 10 3 1 100 231 514 478 1277 761378

>>>
53 CP2206133919 4 4 4 4 4 50 20 10 3 1 100 82 165 714 1539 282090

>>>
54 CP2206133920 4 4 4 4 4 55 20 10 3 1 100 17 32 809 1642 108030

55 CP2206133921 4 4 4 4 4 60 20 10 3 1 100 22 0 0 940 1560 51957

56 CP2206133922 4 4 4 4 4 65 20 10 3 1 100 20 0 0 958 1542 49326

57 CP2206133923 4 4 4 4 4 70 20 10 3 1 100 22 0 0 993 1507 47002

58 CP2206133924 4 4 4 4 4 75 20 10 3 1 100 16 0 0 1086 1414 45126

25
Barış EKDi STPS 514 –Final Project

59 CP2206133925 4 4 4 4 4 80 20 10 3 1 100 19 0 0 1091 1409 44277

60 CP2206133926 4 4 4 4 4 85 20 10 3 1 100 17 0 0 1130 1370 42085

61 CP2206133927 4 4 4 4 4 90 20 10 3 1 100 14 0 0 1187 1313 41209

62 CP2206133929 4 4 4 4 4 95 20 10 3 1 100 14 0 0 1262 1238 45521

63 CP2206133928 4 4 4 4 4 100 20 10 3 1 100 12 0 0 1226 1274 40641

64 CP2206133930 4 4 4 4 4 110 20 10 3 1 100 14 0 0 1356 1144 44718

65 CP2206133931 4 4 4 4 4 120 20 10 3 1 100 12 0 0 1344 1156 44175

66 CP2206133932 4 4 4 4 4 130 20 10 3 1 100 10 0 0 1428 1072 47075

67 CP2206133933 4 4 4 4 4 140 20 10 3 1 100 10 0 0 1405 1095 46764

68 CP2206133934 4 4 4 4 4 150 20 10 3 1 100 10 0 0 1477 1023 47377

69 CP2206133935 4 12 4 12 8 50 20 10 3 1 100 10 242 1546 0 712 107180

70 CP2206133936 4 12 4 12 8 60 20 10 3 1 100 10 262 1409 0 829 1172734

26

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