Game Theory in Organized Crime

Game Theory in Organized Crime preview image

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Default-person Benedito Neto (Author)

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game theory in organized crime 

Tagged by Qian li over 9 years ago

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globals [endowment]

breed [criminals a-criminal]
breed [governmentagents a-governmentagent]
breed [criminals2 a-criminal2]
criminals-own [money]
criminals2-own [money]
governmentagents-own [money]
patches-own [countdown]

to setup
  clear-all
  ask patches [set pcolor green]
  if endowment? [ask patches
  [ set countdown random-normal 0 1   endowment-return                  
   set pcolor one-of [green red]                                          
  ]
  ]
set-default-shape criminals "criminals"                                        
create-criminals initial-number-criminals                                      
[
  set color black
  set size 2
                                           
  setxy random-xcor random-ycor                                           
  
]


set-default-shape criminals2 "criminals2"                                        
create-criminals2 initial-number-criminals2                                      
[  set color blue
  set size 2
                                       
  setxy random-xcor random-ycor                                           
] 

set-default-shape governmentagents "governmentagents"
create-governmentagents initial-number-governmentagents
[
  set color white
  set size 2
  set money initial-state-strength
 
  setxy random-xcor random-ycor
]


set endowment count patches with [pcolor = green]                                   
reset-ticks                                                                          
end 

to go
    if not any? turtles [ stop ]                                                 
  ask criminals [
    take-money               ; Should we not make a slider to adjust this threshold? So we can show that dependent on state-strengt you can get different equilibriums?               
    move                                        ; I think, according to the paper, that that can be of great value to look at different cases
    death 
    cheat
    multiply-criminals
    fight
    lie
    ] 
  ask criminals2 [
    take-money               ; Should we not make a slider to adjust this threshold? So we can show that dependent on state-strengt you can get different equilibriums?               
    move                                        ; I think, according to the paper, that that can be of great value to look at different cases
    death
    cheat
    multiply-criminals2
    fight2 
    lie
    ]
  
 ask governmentagents [
    move 
    cooperate 
    cooperate2
    catch-criminals 
    catch-criminals2                                    
    ]

  if endowment? [ ask patches [ endowment-return ] ]
  set endowment count patches with [pcolor = green]
 
 if benefit-cooperation < 0.5 [ask criminals [lie]]
 
 if benefit-cooperation < 0.5 [ask criminals2 [lie]]
 
  tick
end 

to take-money    
  if pcolor = green [
    set pcolor red
    set money money + 1 ]
end   

to move 
  rt random 50
  lt random 50
  fd 1
end 

to death 
  if money < 0 [die]
end 



;; to catch-storeowners
;;  let mafia-power sum ([money] of mafious in-radius 20) / 100  
;;  let ProbRefuse-myself sum ([money] of cops in-radius 20) / 100                     
;;  let prey one-of storeowners-here                   
;;  if prey != nobody                                                         
;;  [ask prey [ifelse (((ProbRefuse-myself  * ((storeowners-thrust-in-govs-ability-to-fight-mafia * police-power) / 2 ))) < mafia-power )
;;     [set money money - 3 ask patches in-radius 5 [endowment-return]] [set money money - 1 ask patches in-radius 2 [stop endowment-return]]]]
;;  ifelse (((ProbRefuse-myself * ((storeowners-thrust-in-govs-ability-to-fight-mafia * police-power) / 2 ))) < mafia-power )
;;   [set money money + 3] [set money money + 0]                   
;;  end                                                             


; to catch-criminals 
;  let market-profit sum [money] of criminals
;  let government-power sum [money] of governmentagents
;  let prey one-of criminals-here
;  if prey != nobody
;    [ask prey [ifelse market-profit > government-power and random-float 100 > 90   ;; According to paper
;      [set money money - (sum [money] of criminals-here)] [set money money + 0]]]     ; If true, criminals gets reduced money, if not there no change
;    ifelse market-profit > government-power [set money money + (sum [money] of criminals)] [set money money + 0]      
;   end                    ; If true the government gets the money of the criminals, if not, nothing happens

to cooperate 
  let market-profit sum [money] of criminals
  let government-power sum [money] of governmentagents
  let prey one-of criminals-here 
  if prey != nobody
    [ask prey [ifelse market-profit > government-power * ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) and ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) != 0
      [set money money + (sum [money] of criminals-here / 1000) * (1 + benefit-cooperation) ] [set money money + (sum [money] of criminals-here) / 1000 * benefit-cooperation / 2.5 ]]]   ; Funker ikke    ; If true, criminals gets reduced money, if not there no change
    ifelse market-profit > government-power * ( statepropensitytoCONTINUEtocooperatewithcriminals / ( 10 * statepropensitytoSTARTtocooperatewithcriminals) ) and ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) != 0
    [set money money + (sum [money] of criminals-here) * (1 + benefit-cooperation) * pi] [set money money + 0]         ; Funker
end           

to cooperate2 
  let market-profit2 sum [money] of criminals2
  let government-power sum [money] of governmentagents
  let prey one-of criminals2-here 
  if prey != nobody
    [ask prey [ifelse market-profit2 > government-power * ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) and ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) != 0
      [set money money + (sum [money] of criminals2-here / 1000) * (1 + benefit-cooperation) ] [set money money + (sum [money] of criminals2-here) / 1000 * benefit-cooperation / 2.5 ]]]   ; Funker ikke    ; If true, criminals gets reduced money, if not there no change
    ifelse market-profit2 > government-power * ( statepropensitytoCONTINUEtocooperatewithcriminals / ( 10 * statepropensitytoSTARTtocooperatewithcriminals) ) and ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) != 0
    [set money money + (sum [money] of criminals2-here) * (1 + benefit-cooperation) * pi] [set money money + 0]         ; Funker
end           

to catch-criminals 
  let prey one-of criminals-here
  if prey != nobody
    [ask prey [ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) = 0 and benefit-cooperation = 0 and random-float 100 > 90   ;; According to paper
      [set money money - (1 + benefit-cooperation) * (sum [money] of criminals-here)] [set money money + 0]]]
    ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) = 0 and benefit-cooperation = 0 and random-float 100 > 90 [set money money + (sum [money] of criminals-here)] [set money money + 0]
end 

to catch-criminals2 
  let prey one-of criminals2-here
  if prey != nobody
    [ask prey [ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) = 0 and random-float 100 > 90   ;; According to paper
      [set money money - (1 + benefit-cooperation) * (sum [money] of criminals2-here)] [set money money + 0]]]
    ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) = 0 and random-float 100 > 90 [set money money + (sum [money] of criminals2-here)] [set money money + 0]
end 

to cheat
  let prey one-of governmentagents-here
  if prey != nobody
    [ask prey [ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) = 0 and random-float 100 > 90 ;
     [set money money - (sum [money] of governmentagents-here)] [set money money + 0]]]                   ;always when they start to become more powerful
    ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) = 0 
    [set money money + (sum [money] of governmentagents-here)] [set money money + 0]
end 

to endowment-return                 
  if pcolor = red [                 
    ifelse countdown <= 0                        
    [set pcolor green
      set countdown endowment-rate ]           
   [set countdown countdown - 1 ]             
  ]
end 

to multiply-criminals
    
    let my-money sum [money] of criminals-here
    let enemy-money sum [money] of criminals2
    if my-money > 100 * (enemy-money / (benefit-cooperation + 0.01))    and  ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) <= (benefit-cooperation * 10) or count criminals < count criminals2  [hatch 1 rt random-float 360 fd 1 set money money - (sum [money] of criminals-here)] 
end                               

to multiply-criminals2
    
    let my-money sum [money] of criminals2-here
    let enemy-money sum [money] of criminals
    if my-money > 100 * (enemy-money / (benefit-cooperation + 0.01))    and ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) <= (benefit-cooperation * 10)   or count criminals2 < count criminals [hatch 1 rt random-float 360 fd 1 set money money - (sum [money] of criminals2-here)] 
end                               

to fight
  let my-profit sum [money] of criminals
  let enemy-profit sum [money] of criminals2
  let prey one-of criminals2-here
  if prey != nobody
    [ask prey [ifelse my-profit < enemy-profit and random-float 100 > 90   ;; According to paper
      [set money money - (sum [money] of criminals2-here)] [set money money + 0]]]
    ifelse my-profit < enemy-profit [set money money + (sum [money] of criminals2-here) ] [set money money + 0]
end 

to fight2
  let my-profit sum [money] of criminals2
  let enemy-profit sum [money] of criminals
  let prey one-of criminals-here
  if prey != nobody
    [ask prey [ifelse my-profit < enemy-profit and random-float 100 > 90   ;; According to paper
      [set money money - (sum [money] of criminals-here)] [set money money + 0]]]
    ifelse my-profit  < enemy-profit [set money money + (sum [money] of criminals-here) ] [set money money + 0]
end 

to lie
 
  let government-power sum [money] of governmentagents
  let enemy-profit sum [money] of criminals
  let enemy2-profit sum [money] of criminals2
  let prey one-of governmentagents-here
  if prey != nobody
    [ask prey [ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) != 0 and benefit-cooperation < 0.5 and (enemy-profit + enemy2-profit) * benefit-cooperation = initial-state-strength * government-power and random-float 100 > 90 ;
     [set money money - (sum [money] of governmentagents-here)] [set money money + 0]]]                   ;always when they start to become more powerful
    ifelse ( statepropensitytoCONTINUEtocooperatewithcriminals / 10 * statepropensitytoSTARTtocooperatewithcriminals ) != 0 and (enemy-profit + enemy2-profit) * benefit-cooperation = initial-state-strength * government-power and random-float 100 > 90
    [set money money + (sum [money] of governmentagents-here)] [set money money + 0]
end 

There is only one version of this model, created over 9 years ago by Benedito Neto.

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