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  1. Web-based interactions enable agents to coordinate and generate collective action. Coordination can facilitate the spread of contagion to large groups within networked populations. In game theoretic contexts, coordination requires that agents share common knowledge about each other. Common knowledge emerges within a group when each member knows the states and the thresholds (preferences) of the other members, and critically, each member knows that everyone else has this information. Hence, these models of common knowledge and coordination on communication networks are fundamentally different from influence-based unilateral contagion models, such as those devised by Granovetter and Centola. Moreover, these models utilize different mechanisms for driving contagion. We evaluate three mechanisms of a common knowledge model that can represent web-based communication among groups of people on Facebook, using nine social (media) networks. We provide theoretical results indicating the intractability in identifying all node-maximal bicliques in a network, which is the characterizing network structure that produces common knowledge. Bicliques are required for model execution. We also show that one of the mechanisms (named PD2) dominates another mechanism (named ND2). Using simulations, we compute the spread of contagion on these networks in the Facebook model and demonstrate that different mechanisms can produce widely varying behaviors in terms of the extent of the spread and the speed of contagion transmission. We also quantify, through the fraction of nodes acquiring contagion, differences in the effects of the ND2 and PD2 mechanisms, which depend on network structure and other simulation inputs. 
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  2. null (Ed.)
    Web-based interactions enable agents to coordinate and generate collective action. Coordination can facilitate the spread of contagion to large groups within networked populations. In game theoretic contexts, coordination requires that agents share common knowledge about each other. Common knowledge emerges within a group when each member knows the states and the thresholds (preferences) of the other members, and critically, each member knows that everyone else has this information. Hence, these models of common knowledge and coordination on communication networks are fundamentally di fferent from influence-based unilateral contagion models, such as those devised by Granovetter and Centola. Moreover, these models utilize different mechanisms for driving contagion. We evaluate three mechanisms of a common knowledge model that can represent web-based communication among groups of people on Facebook, using nine social (media) networks. We provide theoretical results indicating the intractability in identifying all node-maximal bicliques in a network, which is the characterizing network structure that produces common knowledge. Bicliques are required for model execution. We also show that one of the mechanisms (named PD2) dominates another mechanism (named ND2). Using simulations, we compute the spread of contagion on these networks in the Facebook model and demonstrate that di fferent mechanisms can produce widely varying behaviors in terms of the extent of the spread and the speed of contagion transmission. We also quantify, through the fraction of nodes acquiring contagion, di erences in the eff ects of the ND2 and PD2 mechanisms, which depend on network structure and other simulation inputs. 
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  3. null (Ed.)
    Protest is a collective action problem and can be modeled as a coordination game in which people take an action with the potential to achieve shared mutual benefits. In game-theoretic contexts, successful coordination requires that people know each others' willingness to participate, and that this information is common knowledge among a sufficient number of people. We develop an agent-based model of collective action that was the first to combine social structure and individual incentives. Another novel aspect of the model is that a social network increases in density (i.e., new graph edges are formed) over time. The model studies the formation of common knowledge through local interactions and the characterizing social network structures. We use four real-world, data-mined social networks (Facebook, Wikipedia, email, and peer-to-peer networks) and one scale-free network, and conduct computational experiments to study contagion dynamics under different conditions. 
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  4. null (Ed.)
    This workshop report tackles one of the most significant barriers to progress in making research data publicly accessible: the hurdles faced by researchers in producing and reusing publicly accessible research data, both in their research practice and in the surrounding ecosystem shaped by external stakeholders. The central challenge in high quality data sharing is to understand how researchers can increase the downstream value of shared data while reducing burden for both data producers and reusers. The report summarizes recommendations and actions from an NSF-sponsored virtual workshop series on Fostering Data Reusability: Increasing Impact and Ease in Data Sharing and Reuse held in June 2021. The series explored what context data reusers need to evaluate and appropriately reuse the data, identified practices that will improve data reusability and reduce the burden in producing and sharing research data, and used a stakeholder alignment approach to identify actions stakeholders could take to foster progress in reducing burden and increasing impact in data sharing and reuse. 
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  5. Bae, K-H ; Feng, B ; Kim, S ; Lazarova-Molnar, S ; Zheng, Z ; Roeder, T ; Thiesing, R. (Ed.)
    Protest is a collective action problem and can be modeled as a coordination game in which people take an action with the potential to achieve shared mutual benefits. In game-theoretic contexts, successful coordination requires that people know each others’ willingness to participate, and that this information is common knowledge among a sufficient number of people. We develop an agent-based model of collective action that was the first to combine social structure and individual incentives. Another novel aspect of the model is that a social network increases in density (i.e., new graph edges are formed) over time. The model studies the formation of common knowledge through local interactions and the characterizing social network structures. We use four real-world, data-mined social networks (Facebook, Wikipedia, email, and peer-to-peer networks) and one scale-free network, and conduct computational experiments to study contagion dynamics under different conditions. 
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  6. null (Ed.)
    Web-based interactions allow agents to coordinate and to take actions (change state) jointly, i.e., to participate in collective ac- tion such as a protest, facilitating spread of contagion to large groups within networked populations. In game theoretic contexts, coordination requires that agents share common knowledge about each other. Common knowledge emerges within a group when each member knows the states and the types (preferences) of the other members, and critically, each member knows that everyone else has this information. Hence, these models of common knowledge and coordination on communication networks are fundamentally different from influence-based unilateral contagion models, such as those devised by Granovetter and Centola. Common knowledge arises in many settings in practice, yet there are few operational models that can be used to compute contagion dynamics. Moreover, these models utilize different mechanisms for driving contagion. We evaluate the three mechanisms of a common knowledge model that can represent web-based communication among groups of people on Facebook. We evaluate these mechanisms on ve social (media) networks with wide-ranging properties.We demonstrate that di erent mechanisms can produce widely varying behaviors in terms of the extent of contagion spreading and the speed of contagion transmission. 
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  7. null (Ed.)
    There is large interest in networked social science experiments for understanding human behavior at-scale. Significant effort is required to perform data analytics on experimental outputs and for computational modeling of custom experiments. Moreover, experiments and modeling are often performed in a cycle, enabling iterative experimental refinement and data modeling to uncover interesting insights and to generate/refute hypotheses about social behaviors. The current practice for social analysts is to develop tailor-made computer programs and analytical scripts for experiments and modeling. This often leads to inefficiencies and duplication of effort. In this work, we propose a pipeline framework to take a significant step towards overcoming these challenges. Our contribution is to describe the design and implementation of a software system to automate many of the steps involved in analyzing social science experimental data, building models to capture the behavior of human subjects, and providing data to test hypotheses. The proposed pipeline framework consists of formal models, formal algorithms, and theoretical models as the basis for the design and implementation. We propose a formal data model, such that if an experiment can be described in terms of this model, then our pipeline software can be used to analyze data efficiently. The merits of the proposed pipeline framework is elaborated by several case studies of networked social science experiments. 
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  8. null (Ed.)
    Group or collective identity is an individual’s cognitive, moral, and emotional connection with a broader community, category, practice, or institution. There are many different contexts in which collective identity operates, and a host of application domains where collective identity is important. Collective identity is studied across myriad academic disciplines. Consequently, there is interest in understanding the collective identity formation process. In laboratory and other settings, collective identity is fostered through priming a group of human subjects. However, there have been no works in developing agent-based models for simulating collective identity formation processes. Our focus is understanding a game that is designed to produce collective identity within a group. To study this process, we build an online game platform; perform and analyze controlled laboratory experiments involving teams; build, exercise, and evaluate network-based agent-based models; and form and evaluate hypotheses about collective identity. We conduct these steps in multiple abductive iterations of experiments and modeling to improve our understanding of collective identity as this looping process unfolds. Our work serves as an exemplar of using abductive looping in the social sciences. Findings on collective identity include the observation that increased team performance in the game, resulting in increased monetary earnings for all players, did not produce a measured increase in collective identity among them. 
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  9. Anagram games (i.e., word construction games in which players use letters to form words) have been researched for some 60 years. Games with individual players are the subject of over 20 published investigations. Moreover, there are many popular commercial anagram games such as Scrabble. Recently, cooperative team play of anagram games has been studied experimentally. With all of the experimental work and the popularity of such games, it is somewhat surprising that very little modeling of anagram games has been done to predict player behavior/actions in them. We devise a cooperative group anagram game and develop an agent-based modeling and simulation framework to capture player interactions of sharing letters and forming words. Our primary goals are to understand, quantitatively predict, and explain individual and aggregate group behavior, through simulations, to inform the design of a group anagram game experimental platform. 
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  10. null (Ed.)
    In anagram games, players are provided with letters for forming as many words as possible over a specified time duration. Anagram games have been used in controlled experiments to study problems such as collective identity, effects of goal setting, internal-external attributions, test anxiety, and others. The majority of work on anagram games involves individual players. Recently, work has expanded to group anagram games where players cooperate by sharing letters. In this work, we analyze experimental data from online social networked experiments of group anagram games. We develop mechanistic and data driven models of human decision-making to predict detailed game player actions (e.g., what word to form next). With these results, we develop a composite agent-based modeling and simulation platform that incorporates the models from data analysis. We compare model predictions against experimental data, which enables us to provide explanations of human decision-making and behavior. Finally, we provide illustrative case studies using agent-based simulations to demonstrate the efficacy of models to provide insights that are beyond those from experiments alone. 
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