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Creators/Authors contains: "Deng, Xinwei"

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  1. Free, publicly-accessible full text available December 1, 2026
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  5. Agent-based models (ABMs) are used to simulate human-subject experiments. A comprehensive understanding of these human systems often requires executing large numbers of simulations, but these requirements are constrained by computational and other resources. In this work, we build a framework of digital twins for modeling human-subject experiments. The framework has three modules: ABMs of player behaviors built from game data; extensions of these models to represent virtual assistants (agents that are exogenously manipulated to create controlled environments for human agents); and an uncertainty quantification module composed of functional ANOVA and a Gaussian process-based emulator. The emulator is built from the extended ABM; we focus on emulator validation. By incorporating experimental data and agent-based simulation data, our proposed framework enhances the virtual representation of the dynamics in human-subject word formation experiments, which we consider a digital twin. Networked anagram experiments are used as an exemplar to demonstrate the methods. 
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    Free, publicly-accessible full text available December 18, 2025
  6. Common knowledge (CK) is a phenomenon where a group of individuals each knows some collection of information, and, in essence, everyone knows that everyone knows the information. There are many applications involving CK, including business decision making, protests and rebellions, and online advertising. CK can lead to contagion and collective action but in ways that are fundamentally different from classic (e.g., Granovetter) threshold models used in the social sciences. Researchers developed CK models to enable the computation of contagion in networked populations. But these models have largely not been investigated using experiments with human subjects. In this work, we conduct a successive analysis of online CK experiments. We devise a flexible and interpretable statistical method to investigate the effects of significant factors, such as network structure and communication type. Among our findings, we demonstrate a phase change in group payout in the games that is caused by prohibiting player communication. 
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  7. In a networked anagram game, players are provided letters with possible actions of requesting letters from their neighbours, replying to letter requests, or forming words. The objective is to form as many words as possible as a team. The experimental data show that behaviours among players can vary significantly. However, simulations using agent-based models (ABM) in the literature often have not incorporated proper uncertainty quantification methods to characterise diverse behaviours of players. In this work, we propose an uncertainty quantification framework to build, exercise, and evaluate agent behaviour models and simulations for networked group anagram games. Specifically, using the data of game experiments, the proposed framework considers the clustering of game players based on their performance to reflect players’ heterogeneity. Moreover, we also quantify uncertainty within each cluster through statistical modelling and inference. Numerical studies of networked game configurations are conducted to demonstrate the merits of the proposed framework. 
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  8. Corlu, C. G.; Hunter, S. R.; Lam, H.; Onggo, B. S.; Shortle, J.; Biller, B. (Ed.)
    Experiments that are games played among a network of players are widely used to study human behavior. Furthermore, bots or intelligent systems can be used in these games to produce contexts that elicit particular types of human responses. Bot behaviors could be specified solely based on experimental data. In this work, we take a different perspective, called the Probability Calibration (PC) approach, to simulate networked group anagram games with certain players having bot-like behaviors. The proposed method starts with data-driven models and calibrates in principled ways the parameters that alter player behaviors. It can alter the performance of each type of agent (e.g., bot) in group anagram games. Further, statistical methods are used to test whether the PC models produce results that are statistically different from those of the original models. Case studies demonstrate the merits of the proposed method. 
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  9. Common knowledge (CK) is a phenomenon where each individual within a group knows the same information and everyone knows that everyone knows the information, infinitely recursively. CK spreads information as a contagion through social networks in ways different from other models like susceptible-infectious-recovered (SIR) model. In a model of CK on Facebook, the biclique serves as the characterizing graph substructure for generating CK, as all nodes within a biclique share CK through their walls. To understand the effects of network structure on CK-based contagion, it is necessary to control the numbers and sizes of bicliques in networks. Thus, learning how to generate these CK networks (CKNs) is important. Consequently, we develop an exponential random graph model (ERGM) that constructs networks while controlling for bicliques. Our method offers powerful prediction and inference, reduces computational costs significantly, and has proven its merit in contagion dynamics through numerical experiments. 
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