Updated on 2024/04/26

写真a

 
TAKAHASHI, Shingo
 
Affiliation
Faculty of Science and Engineering, School of Creative Science and Engineering
Job title
Professor
Degree
理学博士 ( 東京工業大学 )

Professional Memberships

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    日本オペレーションズリサーチ学会

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    情報処理学会

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    経済・社会システム学会

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    進化経済学会

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    研究イノベーション学会

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    計測自動制御学会

  •  
     
     

    Pacific Asian Association for Agent-based Approach in Social Systems Sciences

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    経営情報学会

▼display all

Research Areas

  • Safety engineering / Social systems engineering

Research Interests

  • Systems Theory, Agent-based Simulation, Soft Systems Approach

 

Papers

  • Game-Based Situation Prototyping for Collaborative Social Modeling

    Masashi Mura, Haruhiko Maenami, Shingo Takahashi

    5th International Conference on Computational Social Science IC2S2    2019  [Refereed]

  • Systematic Analysis of Micro Dynamics in Agent Based Simulation

    Shohei Yamane, Hiroaki Yamada, Kotaro Ohori, Hirokazu Anai, Shuntaro Sakai, Kugo Takahashi, Jumpei Ouchi, Shingo Takahashi

    Proceedings of the 2018 Winter Simulation Conference    2018.12  [Refereed]

  • Characterization of Consumers’ Behavior in Medical Insurance Market: Agent Parameters’ Estimation Using Bayesian Network

    Ren Suzuki, Yoko Ishino, Shingo Takahashi

    JSAI-isAI AI-Biz2017 post-proceedings    2018  [Refereed]

  • Agent-Based Simulation for Evaluating Signage System in Large Public Facility Focusing on Information Message and Location Arrangement

    Eriko Shimada, Shohei Yamane, Kotaro Ohori, Hiroaki Yamada, Shingo Takahashi

    JSAI-isAI AI-Biz2017 post-proceedings     67 - 82  2018  [Refereed]

  • Agent Based Simulation for Evaluation of Signage System Considering Expression Form in Airport Passenger Terminals and Other Large Facilities

    Eriko Shimada, Shohei Yamane, Kotaro Ohori, Hiroaki Yamada, Shingo Takahashi

    PRIMA 2018, LNAI 11224     621 - 629  2018  [Refereed]

  • A Powerful and Efficient Algorithm for Analysis and Optimization the Inventory Problem

    Sang Haixia, Takahashi Shingo

    Abstracts of Annual Conference of Japan Society for Management Information   2017   345 - 348  2017

     View Summary

    Inventory management is considered as one of the most important factor in Supply Chain Management. However, the real-world inventory systems are complexly intertwined with related elements, it is recognized that identify the determining factor that influences the change of inventory is a complex problem. In this paper, we proposed a simulation-based combination algorithm for optimizing inventory systems. The objective is to minimize the inventory quantities while reducing opportunity loss. The inventory system is modeled and simulated, which returns the performance functions. The expectations of these functions are then estimated by an algorithm and optimal combination result is obtained. Based on the sensitivity analysis, the determining factor that influences the change of inventory is identified. The results show that proposed algorithm is powerful and effective.

    DOI CiNii

  • Modeling recognition of leadership by followers in organization

    Matsushita Naohiro, Takahashi Shingo

    Abstracts of Annual Conference of Japan Society for Management Information   2017   119 - 122  2017

     View Summary

    Researches on leadership for corporate organizations have been not found and others, but measures to make leadership perceive to followers are not mentioned. <br> The purpose of this research is to create a model that can evaluate the recognition of leadership to build measures to recognize leadership. There are four types of leadership: instruction, empower, exchange, transformation. Of these, the transformation type and the exchange type are formalized in the Principal Agency model that generally shows the relationship between the leader and the follower of the conventional research, while the indication type and the empower type are not formalized. Modeling those two types of leadership is required to comprehensively evaluate leadership. Our final goal is to create a unified model that integrates four types of models.

    DOI CiNii

  • Method for Getting Parameters of Agent-based Modeling using Bayesian Network: A Case of Medical Insurance Market

    Osamu Matsumoto, Masashi Miyazaki, Yoko Ishino, Shingo Takahashi

    Postproceedings of AESCS2015    2017  [Refereed]

  • Q workshop: An application of Q methodology for visualizing, deliberating and learning contrasting perspectives

    Yoshizawa, Go, Iwase, Mineyo, Okumoto, Motoko, Tahara, Keiichiro, Takahashi, Shingo

    International Journal of Environmental and Science Education   11 ( 13 ) 6277 - 6302  2016.08

     View Summary

    © 2016 The Author.A value-centered approach to science, technology and society (STS) education illuminates the need of reflexive and relational learning through communication and public engagement. Visualization is a key to represent and compare mental models such as assumptions, background theories and value systems that tacitly shape our own understanding, interests and interactions. Yet conventional approaches including concept mapping and multi-criteria value elicitation methods often have little suggestion or implication as to how participants themselves can address and deliberate the incompatibility of their perceptions, preferences and perspectives. This study proposes Q workshop as a legitimate eliciting and deliberation technique that can be employed in pluralistic discourse, exploring systematic divergences of perspective by constructing the participant‘s self in a formative, emergent and contingent manner. For this it introduces Q mapping as a novel visualization tool for the hybridity of qualitative and quantitative methods derived from Q methodology. Q mapping is a two-factor solution that transforms the similarities in participants’ individual Q scores into distances represented in two-dimensional space, for the sake of illustrating the relative positioning and partitioning of perspectives in a schematic figure. A case study on STS education for postgraduate students demonstrates that Q workshop can play a heuristic and abductive role in providing independent illumination of distinguishable perspectives and facilitating individual and collective learning among participants, suggesting a schematic two-dimensional basis for resolving the key differences.

  • Toward Modeling Learning Behavior from Micro-Macro Link Perspective

    TAKAHASHI Shingo

    Journal of The Society of Instrument and Control Engineers   55 ( 8 ) 686 - 691  2016

    CiNii

  • Modeling Organization System and Analysis of Organizational Learning

    TAKAHASHI Shingo

    Journal of The Society of Instrument and Control Engineers   55 ( 1 ) 22 - 28  2016

    DOI CiNii

  • Q Workshop: An Application of Q Methodology for Visualizing, Deliberating and Learning Contrasting Perspectives

    Go Yoshizawaa, Mineyo Iwaseb, Motoko Okumotoc, Keiichiro Taharad, Shingo Takahashi

      11 ( 13 ) 6277 - 6302  2016  [Refereed]

  • AGENT-BASED SIMULATION ANALYSIS FOR SECURITY PLANNING BASED ON STRUCTURES OF URBAN ROAD NETWORKS

    Akinobu Gotol, Shingo Takahashi, Kotaro Ohori, Shohei Yamane, Hiroaki Iwashita, Hirokazu Anai

    2016 WINTER SIMULATION CONFERENCE (WSC)     3720 - 3721  2016  [Refereed]

     View Summary

    This paper proposes an agent-based simulation to analyze the effective resource allocation strategies for patrolling and inspection in consideration of urban network structures. A model of attackers and defenders is first formulated as "security game for urban networks." Then optimal security plans are calculated as Nash equilibria, supposing complete rationality of attackers behaviors. The "rational" security plans should be evaluated under more realistic conditions. So we provide an agent-based attacker model by addressing bounded rationality of human behaviors to support decision making under complexity and uncertainty. In particular, this paper mainly evaluates the effectiveness of security plans from the viewpoint of the structural characteristics of urban network, which can affect the route constrains for attackers. Our simulation shows the success rates of security with two types of urban networks and explains the reason why the results are generated through the investigation of attacker agents' micro behaviors in detail.

    DOI

    Scopus

  • 2F02 新たな産学連携モデルの開発と検証(2) : シーズとニーズの新結合のためのアプローチ(<ホットイシュー>大学・公的研究機関におけるイノベーションに向けた研究開発戦略(2),一般講演)

    島岡 未来子, 高橋 真吾, 白井 明子, 田原 敬一郎

    年次学術大会講演要旨集   30   714 - 717  2015.10

    CiNii

  • 2F01 新たな産学連携モデルの開発と検証(1) : SSMに基づくモデルの構想と実装(<ホットイシュー>大学・公的研究機関におけるイノベーションに向けた研究開発戦略(2),一般講演)

    高橋 真吾, 田原 敬一郎

    年次学術大会講演要旨集   30   710 - 713  2015.10

    CiNii

  • Organizational Learning and Agent-Based Approach

    Takahashi Shingo

    journal of the Japanese Society for Artificial Intelligence   30 ( 4 ) 429 - 436  2015.07

    CiNii

  • 都市道路ネットワークにおける警備計画のシナリオ分析

    大堀耕太郎, 穴井 宏和, 蜂谷悠希, 高橋真吾

       2015.03  [Refereed]

  • Effects of Word-of-Mouth Communication on Product Diffusion: A Case of Medical Insurance Product

    Masashi Miyazaki, Yoko Ishino, Shingo Takahashi

    Postproceedings of AESCS2013    2015  [Refereed]

  • AGENT-BASED ANALYSIS FOR DESIGN OF SIGNAGE SYSTEMS IN LARGE-SCALE FACILITIES

    Shintaro Utsumi, Shingo Takahashi, Kotaro Ohori, Hirokazu Anai

    2015 WINTER SIMULATION CONFERENCE (WSC)   2016-February   3134 - 3135  2015  [Refereed]

     View Summary

    Designing a signage system in complex and large-scale facilities such as airport passenger terminals, stations or shopping malls has a significant impact on usability of the facilities. Facility managers would like to provide appropriate guidance information to facility users by using a signage system. It is difficult, however, to create the signage system designed to provide the right information to various types of users in the right place at the right timing. This paper focuses on an airport terminal and develops an agent-based model that represents the behavioral characteristics of passengers and the essential features of signs. The simulation with the model can show possible passenger behaviors and congestion situations in the facility under many different types of signage systems. As the results, we can support the managers' decision to build the signage system before it is actually implemented.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Role of community in user innovation generation and diffusion-Focusing on non-brand communities in the mountain climbing market

    Daichi Yoshida, Jun-ichi Miyazawa, Shingo Takahashi

    TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE   88 ( 88 ) 1 - 15  2014.10  [Refereed]

     View Summary

    It is generally understood that manufacturers should exploit the innovation generated by users (UI: user innovation) to develop new products. UI has been observed in real world markets and the typical features of innovating users have been identified. The roles of the various communities in consumer product markets are explored as an important factor in UI. While communities foster the generation of UI and assist the diffusion of UI to the markets, it is still unclear what kind of communities managers in manufacturing firms should approach to obtain information for UI exploitation. In addition, the mechanism of UI in terms of community is also still unclear.
    This paper focuses on the mechanism of UI generation and diffusion in communities by applying agent-based simulation. Based on the simulation results, we are able to recommend to managers the most appropriate communities for UI exploitation. (C) 2014 Elsevier Inc. All rights reserved.

    DOI

    Scopus

    11
    Citation
    (Scopus)
  • ゲーミングを活用した複雑なエージェントベースモデル理解促進の方法論

    後藤裕介, 杉本陽拓, 滝沢洋介, 高橋真吾

    システム制御情報学会論文誌   27 ( 7 ) 290 - 298  2014.07  [Refereed]

  • Agent-Based Social Simulation as an Aid to Communication Between Stakeholders

    Kotaro Ohori, Shohei Yamane, Noriyuki Kobayashi, Akihiko Obata, Shingo Takahashi

    Advances in Computational Social Science     265 - 277  2014  [Refereed]

  • Hybrid Approach of Agent-Based and Gaming Simulations for Stakeholder Accreditation

    Yusuke Goto, Yosuke Takizawa, Shingo Takahashi

    Advances in Comutational Social Science Agent-Based Social Systems   11   279 - 293  2014  [Refereed]

    DOI

  • Agent-based analysis for managing front office operations by knowledge acquisition system

    Kotaro Ohori, Chikatoshi Aoshima, Shingo Takahashi

    IEEJ Transactions on Electronics, Information and Systems   133 ( 9 ) 9 - 1708  2013  [Refereed]

     View Summary

    The purposes of this paper are to build an agent-based model to explain knowledge dynamics in front office and conduct a scenario analysis for evaluating several functions of knowledge acquisition system as one of knowledge management instruments. Conventional agent-based analyses have tackled to some knowledge management problems in organizations. However they did not considered service characteristics when building their model. So we expressly model the characteristics of service co-creation processes between customers and service agents based on some findings in the field of service research. Finally our simulation with the model shows the possible changes of organizational productivity and customer satisfaction by using some scenarios, and then clarifies the reason that why the changes occurred by investigating agents' micro behaviors. © 2013 The Institute of Electrical Engineers of Japan.

    DOI CiNii J-GLOBAL

    Scopus

  • Agent-Based Modeling and Simulation Validation by Scenario Analysis

    Yusuke Goto, Shingo Takahashi

    Agent-Based Approaches in Economic and Social Complex Systems VII     3 - 16  2013  [Refereed]

  • Virtual Grounding for Facsimile Model Construction where Real Data is not Available

    Kotaro Ohori, Mariko Iida, Shingo Takahashi

    SICE Journal of Control, Measurement, and System Integration   6 ( 2 ) 108 - 116  2013  [Refereed]

     View Summary

    Recently, a need has arisen for facsimile model construction with close correspondence to the real world for use in evaluating the effectiveness of specific policies. When constructing facsimile models requiring a large amount of data, however, parameter estimation using data fitting becomes problematic. Furthermore, there are often problems where, owing to the limitations of field research, it becomes impossible for analysts to obtain the data necessary for model construction. The paper proposes a solution to this data collection problem by using "virtual grounding" as a method for creating valid agent models. The proposed method constructs an agent model by isolating qualitative features of the real world situation that are targets for modeling at a stage where the complete dataset is not yet available, and uses standard models for which utility has been previously demonstrated. Following this construction, a number of sample participants modeled as agents repeatedly make hypothetical decision-making actions within the model environment, and the model parameters are estimated based on the results of these decisions. This paper demonstrates the utility of the virtual grounding method by using an example of modeling visitor agents to Tokyo Disney Sea.

    DOI CiNii

  • 日本企業における業績管理システムの実態調査

    横田絵理, 妹尾剛好, 高橋真吾, 後藤裕介

    三田商学研究   55 ( 6 ) 3 - 16  2013  [Refereed]

  • Agent-Based Simulation Analysis of Performance Measurement Systems Considering Uncertainties of a Learning Model

    Y. Goto, S. Takahashi

    The 25th European Conference on Operational Research, Vilnius, Lithuania    2012.07

  • Market design for standardization problems with agent-based social simulation

    Kotaro Ohori, Shingo Takahashi

    JOURNAL OF EVOLUTIONARY ECONOMICS   22 ( 1 ) 49 - 77  2012.01  [Refereed]

     View Summary

    This paper provides a computational market model with technological competitions among standards and presents simulations of various scenarios concerning standardization problems. The market model has three features: (1) economic entities such as consumers and firms are regarded as autonomous agents; (2) micro interactions among consumer agents or firm agents have essential mechanisms interpretable in real markets; and (3) consumers' preferences and firms' technologies co-affect their evolutionary behavior. In recent years, consumers have experienced various inconveniences from de facto competition based on a market mechanism. Standardization communities or committees such as the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC) need to design a compatible standard or a de jure standard in a market. However, it is difficult for market designers to decide a method or timing for the standardization. Here, by introducing a novel technique used in agent-based social simulation (ABSS), which we call "scenario analysis," we aim to support such decision making. Scenario analysis provides the possible market changes that can occur following implementation of a design policy under a specific market situation and the market mechanisms that generate these market changes.

    DOI

    Scopus

    15
    Citation
    (Scopus)
  • Decision support for management of agents' knowledge and skills with job rotation in service-oriented organization

    Kotaro Ohori, Noriyuki Kobayashi, Akihiko Obata, Atsuki Takahashi, Shingo Takahashi

    Proceedings of the Annual Hawaii International Conference on System Sciences     1492 - 1501  2012  [Refereed]

     View Summary

    Service-oriented organizations have the properties that their main resources are the knowledge and skills of service agents, and they produce intangible outputs, while those of manufacturing organizations are tangible products. So managers in the service-oriented organizations have taken "seat-of-the-pants" approaches to evaluate their new policies for preventing productivity slump. The purpose of this paper is to model service agents and tasks in a specific service-oriented organization through a field research, and to provide helpful information from the viewpoint of creating multi-skilled agents for the managers, who wish to make an accurate policy relevant to job rotation, through agent-based social simulation (ABSS) with the model. © 2012 IEEE.

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • How Scenario Analysis Can Contribute to ABMS Validation

    Y. Goto, S. Takahashi

    Proceedings of the 7th International Workshop on Agent-based Approaches in Economic and Social Complex Systems     116 - 127  2012.01  [Refereed]

  • Characteristics of Innovating Users: A Case Study of the Mountain Climbing Product Market in Japan

    Ohori Kotaro, Tokusa Junichi, Takahashi Shingo

    Japanese Journal of Administrative Science   24 ( 3 ) 181 - 196  2011  [Refereed]

     View Summary

    The purposes of this paper are to find users&#039;innovations in the mountain climbing product market in Japan, then to identify the attributive and structural characteristics of innovating users who develop the users&#039;innovations. It has been pointed out that manufacturers should utilize the users&#039;innovations in their new product development processes. However there have been few cases that a manufacturer actually utilized users&#039;innovations to develop a new product. This is partly because the manufacturer could not recognize the importance of utilizing the users&#039;innovations or could not find users&#039;innovations in the market. This paper shows mainly two results based on statistical analysis. First this paper shows that there exists a certain number of innovating users in the mountain climbing product market in Japan and some lead users who developed commercially successful products even though experts familiar with the market observed few innovating users. Second this paper identifies a formula to distinguish between innovating and non-innovating users. The results given in this paper provide manufactures with incentives to find and utilize users&#039;innovations in their new product development processes.

    DOI CiNii J-GLOBAL

  • 新製品開発時におけるユーザーイノベーション活用支援のための状況ベースアプローチ

    大堀耕太郎, 高橋真吾

    経営情報学会誌   19 ( 4 ) 317 - 340  2011  [Refereed]

  • Analysis of Knowledge Retrieval Heuristics Considering Member's Load Balancing

    S. Sakuma, Y. Goto, S. Takahashi

    Proceedings of the 3rd World Congress on Social Simulation    2010.09  [Refereed]

  • Analysis of Knowledge Retrieval Heuristics in Concurrent Software Development Teams

    Shinsuke Sakuma, Yusuke Goto, Shingo Takahashi

    SIMULATING INTERACTING AGENTS AND SOCIAL PHENOMENA: THE SECOND WORLD CONGRESS   7   151 - +  2010  [Refereed]

     View Summary

    This paper examines effective knowledge-retrieval heuristics in terms of transactive memory in concurrent software development teams. We propose six knowledge-retrieval heuristics and evaluate their effectiveness in four typical situations encountered by concurrent software development teams. Agent-based social simulation suggests the following findings about effective heuristics in each situation: (1) in large teams, if team members have incomplete information about their teammates' expertise, both the minimum effort type and the risk aversion type are effective; (2) in small teams, if team members have incomplete information about their teammates' expertise, the broad retrieval type is effective; (3) in small teams with a heavy work-load, if team members have sufficient information about their teammates' expertise, the minimum effort type is effective; (4) in small teams with a light work-load, if team members have sufficient information about their teammates' expertise, both the minimum effort type and the "ask others" type are effective.

    DOI

  • Landscape Analysis of Possible Outcomes

    Yusuke Goto, Shingo Takahashi

    Postproceedings of Pacific Asia Association for Agent-Based Approaches to Complex Social Sytems Sciences     87 - 98  2010  [Refereed]

    CiNii

  • Contingency Analysis of Evaluation System in Sales Organizations Using Agent-Based Social Simulation

    HIRASAWA Masahiro, GOTO Yusuke, TAKAHASHI Shingo

    Abstracts of Annual Conference of Japan Society for Management Information   2009   50 - 50  2009

     View Summary

    Evaluation systems for team-members have an effect on organization behavior, and their effect depends on external environmental factors and organizational characteristics. Therefore a contingency analysis of the evaluation systems under the classified situations has importance. Flaherty et al. (2007) classified into three types of sales situations. In this paper, we examine the effective evaluation systems under these three types of sales situations by agent-based social simulation. The result leads two findings: (1) the effective evaluation systems of sales organizations varies according to their respective sales situations; (2) organizational behavior under an evaluation system varies according to their respective sales situations.

    DOI CiNii

  • Agent-based Analysis of Lead User Innovation in Consumer Product Market

    Kotaro Ohori, Shingo Takahashi

    AGENT-BASED APPROACHES IN ECONOMIC AND SOCIAL COMPLEX SYSTEMS V     267 - 278  2009  [Refereed]

     View Summary

    In this paper we focus on some phenomena generated by lead user innovation and build a market model based on the lead user&apos;s features that are derived from the conventional studies. Then we consider market mechanism and dynamics of the market with the lead user innovation. The innovation changes a conventional market concept that consumers and firms are entities that respectively demand and supply products. It is hard for marketers and managers to comprehend the market dynamics and mechanism generated by the change of market invoked by the innovation. Our simulations with the market model show two propositions: 1) If firms take the conventional strategies based only on conventional marketing strategies and technology management, lead user innovation takes the high market share from firms&apos; products. 2) If firms focus on an innovation community as a new strategy, they can manage lead user innovation.

  • Analysis of performance measurement system for knowledge sharing under intraorganizational competition

    Journal of the Japan Society for Management Information   18 ( 1 ) 15 - 49  2009  [Refereed]

    CiNii

  • Analysis of Knowledge Retrieval Processes in Concurrent Software Development Teams

    S. Sakuma, M. Hirasawa, Y. Goto, S. Takahashi

    S. Sakuma, M. Hirasawa, Y. Goto, and S. Takahashi    2008.07  [Refereed]

  • Requirements for Simulation Analysis to Support the Design of Individual KPIs for an Organization Strategy Realization:An Example of Sales-Organizations

    HIRASAWA Masahiro, TAKAHASHI Shingo

    Abstracts of Annual Conference of Japan Society for Management Information   2008   37 - 37  2008

     View Summary

    Balanced Score Card (BSC) is proposed as a method to translate an organization strategy into Key Performance Indicators (KPIs). How many KPIs are required for each perspective is an important research issue. It is hard to design appropriate KPIs to satisfy the required perspectives. Agent-based simulation can be an effective tool for managers' decision support about the KPIs design. In this paper, we clarify requirements for agent-based modeling for the design of KPIs. The requirements consist of defining the type and the characteristics of an organization, specifying assumptions, designing the parameters, and analyzing scenarios. The simulation satisfying the requirements can analyze effects of how KPIs are weighted in an organization under strategic questions.

    DOI CiNii

  • The Role of Scenario Analysis in Social Simulation:An Example of Theme Park Problem

    GOTO Yusuke, SAITO Yosuke, OHORI Kotaro, TAKAHASHI Shingo

    Abstracts of Annual Conference of Japan Society for Management Information   2008   7 - 7  2008

     View Summary

    Many academic people and practitioners point out that it is hard to be supported by scenario analysis methods about actual problem situations, because the identification of an agent's decision making model representing plausible behaviors is very difficult The primary purpose of this paper is to propose a method of model building for making scenario analysis methods effective options. This proposed method starts from minimum model elements, and examines whether an additional element should be introduced in terms of plausible behaviors. We give a case study of introducing visitor's preference in the theme park problem. The result of this case study suggests that the visitor's preference has a strong relationship to the phenomena which could be observed at an actual theme park.

    DOI CiNii

  • Agent-based Model for Analysis of Standardization Problems

    OHORI Kotaro, TAKAHASHI Shingo

    Social and economic systems studies   28 ( 28 ) 17 - 24  2007.10  [Refereed]

     View Summary

    The primary purpose of this paper is to propose a new framework for supporting market design, and to analyze standardization problems. The main features of the framework are as follows: 1) economic units such as firms or consumers are regarded as autonomous agents, 2) essential interactions among these agents in a market are considered, 3) consumers&#039; preferences and firms&#039; technologies coevolute in choices of products. We call this CAMCaT (Coevolutionary Agent-based Model for Consumers and Technologies) framework. The main target problems of this paper are standardization in market design. In recent years, a technological progress and a globalization have been intensifying competitions between standards in many markets. In these competitions, firms tend to pursuit short-term profits acquisition, and winners can get more profits than losers. Moreover a firm strains on its own standard in the competitions. As a result, many stakeholders suffer various types of inconvenience from these competitions based on a market mechanism. Therefore some problems about the standardization are noticed in many markets. It is a difficult problem how we should specify a standard. Then we would like to provide a new approach unlike conventional studies of a market structure and market dynamics. This paper builds an agent-based model using CAMCaT framework to examine some essential problems about the standardization and conducts a simulation on some scenarios that show some propositions of the standardization to verify the effectiveness and validity of the model. The result shows that this model has a high potential to support market design process.

    DOI CiNii

  • Agent-based Organizational Cybernetics for Organizational Learning

    Y. Goto, S. Takahashi

    Proceedings of the 4th Conference of European Social Simulation Association     659 - 670  2007.09  [Refereed]

  • Robustness Analysis of Effective Guidelines in Organizational Learning

    Y. Goto, S. Takahashi

    Proceedings of the 5th International Workshop on Agent-based Approaches in Economic and Social Complex Systems     1 - 12  2007.08  [Refereed]

  • Systems Structure

    TAKAHASHI Shingo

    Journal of The Society of Instrument and Control Engineers   46 ( 4 ) 240 - 247  2007.04

    DOI CiNii

  • Marketing System for Extraction of Target Customers' Features

    NAMIKI Kazunori, Ohori Kotaro, Hasegawa Takashi, Takahashi Shingo

    Abstracts of Annual Conference of Japan Society for Management Information   2007s   57 - 57  2007

     View Summary

    The purpose of this paper is to provide a marketing system for supporting decision making of firms in target marketing. It is hard for firms' marketing departments to decide the target customers, since they have no past purchase data of customers when developing or launching new products. The marketing system is helpful for them to extract customers who give a higher evaluation to a product developed by them. This paper conducts some demonstrations as an example of simulations in the mobile phone market by using the system. The result shows that the system is valid and effective, since the system developed can extract customers' features based on a system user's cognition to the market.

    DOI CiNii

  • Agent-based organizational cybernetics: effective guidelines in organizational learning

    Goto Yusuke, Takahashi Shingo

    Abstracts of Annual Conference of Japan Society for Management Information   2007   46 - 46  2007

     View Summary

    This paper proposes guidelines to evaluate agent's internal model effectively in organizational learning. We developed an approach named Agent-based Organizational Cybernetics to describe problems in organizational learning with an agent-based model and to design some prescriptions for them. This paper focuses on four typical evaluation problems of internal model in organizational learning: (1) environmental scanning, (2) policy making, (3) coordination, and (4) task resolution. We design some guidelines for each problem, run simulations in various settings, and test the effectiveness of the guidelines.

    DOI CiNii

  • Agent-based Organization Cybernetic Approach to Organizational Learning

    TAKAHASHI Shingo

    Social and Economic Systems Studies: The Journal of the Japan Association for Social and Economic Systems Studies   28   9 - 15  2007

     View Summary

    This paper proposes Agent-based Organizational Cybernetics (AOC), which combines organizational cybernetic framework and computational organization theoretic approach, especially agent-based computational learning model. Organizational cybernetics provides a basic framework in which every organization is comprehensively described to be composed of 4 functional layers: process, coordination, adaptation and self-organization. In organizational cybernetics the difference between the overall purpose of an organization and each function of it plays an essential role especially to provide diagnosis for the organization of keeping viable. In this usage of the organizational cybernetic framework no micro-macro problem between learning of each member and that of the whole system can be seen. On the other hand, computational organization theoretic approach focuses on agents' task resolutions and bottom-up description of organizational activities. Organizational learning process described in computational organization theory mainly consists of error correcting activities by each agent and organization itself based on the agents' decision rules. Computational organization theory describes explicitly models to define detail dynamics on learning in process levels by agents. It is, however, not straightforward to describe double-loop learning as sharing internal models among agents. Though organizational cybernetic approach and computational organization theoretic one have considerably different aspects: on micro-level and on macro-level, we can combine them and build newly emergent model. Our proposed model describes the two loops of organizational learning by representing both processes of learning of internal models and resolving tasks by agents. The model can describe essentially different levels of individual learning and organizational one so as to distinguish effectively the two loops of organizational learning.

    DOI CiNii

  • 情報システムの組織学習の観点による定性的評価の試み

    山本卓史, 高橋真吾

    経営情報学会誌   16 ( 3 ) 83 - 98  2007  [Refereed]

  • Effective Guidelines for Organizational Learning in the Organizational Cybernetic Framework

    Y. Goto, S. Takahashi

    Proceedings of the 1st World Congress on Social Simulation     359 - 366  2006.08  [Refereed]

  • エージェントベースモデリングによる優良顧客の特徴分析

    高島大輔, 高橋真吾, 大野高裕

    経営情報学会誌   15 ( 1 ) 1 - 13  2006  [Refereed]

    CiNii

  • Agent-based simulation of adaptive organizational structures to environmental change

    S Takahashi, Y Goto

    Agent-Based Simulation: From Modeling Methodologies to Real-World Applications   1   99 - 110  2005  [Refereed]

     View Summary

    This paper proposes an agent-based simulation model for analyzing adaptive processes of organizational structures to environmental changes. The model is based on a framework of computational organization theory (COT) and performed using the method of inverse simulation with genetic algorithm. The model specifies an activity process in organization that is composed of tasks, agents and environments. The roles of agents: normal and leader, are defined based on some basic tasks of agents: recognizing tasks from environment, sharing knowledge required for processing tasks, and coordinating tasks among agents. Organizational structures are distinguished according to the configuration of the roles of agents resolving the tasks recognized. Adaptation process is represented as learning process of agents' internal models of environments. Environments are expressed as task generators and fall into 5 types. This paper shows some fundamental relationships between organizational structures and dynamically changing environments.

  • 書評「金子勝,児玉龍彦著,逆システム学-市場と生命のしくみを解き明かす-」

    高橋真吾

    計測と制御   44 ( 3 ) 232  2005

  • 一般化されたハイパーゲーム的状況での組織学習の進化的シミュレーション

    高橋真吾, 本泉俊一

    計測自動制御学会第35回システム工学部会研究会資料     1 - 6  2005

  • エージェントベースアプローチによる循環型社会での環境配慮行動の分析

    高橋真吾, 篠原章宏

    LiMEシンポジウム研究発表論文集     27 - 30  2005

  • 企業技術と消費者選好の共進化プロセスのエージェントベースモデル

    高橋真吾, 大堀耕太郎

    進化経済学会論集第8集    2005

  • 高次誤認識を考慮したハイパーゲーム的状況における状況認知の学習分析

    高橋真吾, 金丸大佑

    経営情報学会2005年度秋季全国研究発表大会予稿集     6 - 9  2005

  • エージェントベースモデリングを用いた企業によるオープンソースコミュニティ利用とサポートビジネスモデル分析

    高橋真吾, 山田伸一

    経営情報学会2005年度秋季全国研究発表大会予稿集     200 - 203  2005

  • ソフトウェアのシステム仕様要求の獲得のためのSSMに基づく方法論の開発

    高橋真吾, 中村浩人

    経営情報学会2005年度秋季全国研究発表大会予稿集     372 - 375  2005

  • Agent-based Model of Coevolutionary Processes of Firms Technologies and Consumers Preferences -Simulation of Lock-in Behavior-

    S.Takahashi, K.Ohori

    NAACSOS Conference    2005

  • Organizational Learning Oriented Model of Organizational Adaptation

    Yusuke Goto, Shingo Takahashi

    The First World Congress of the International Federation for Systems Research     138 - 140  2005

  • 逆シミュレーション手法を用いた組織構造の環境適応の分析,

    高橋真吾, 後藤祐介

    計測自動制御学会第32回システム工学部会研究会資料     13 - 18  2004

  • ランドスケープ理論によるDVD規格のアライアンス分析,

    高橋真吾, 田岡佑一郎

    日本オペレーションズリサーチ学会2004年春季研究発表会アブストラクト集   2004   284 - 285  2004

    CiNii

  • エージェントベースアプローチによる優良顧客の特徴抽出のための分析枠組み

    高島大輔, 高橋真吾, 大野高裕

    経営情報学会2004年度春季全国研究発表大会予稿集     212 - 215  2004

  • ソフトシステム方法論からみたシナリオワークショップの方法論としての妥当性

    高橋真吾, 水主川嘉範

    研究・技術計画学会第19回年次学術大会講演要旨集     202 - 205  2004

  • SSMに基づくシナリオワークショップ方法論の開発

    水主川嘉範, 高橋真吾

    経営情報学会2004年度秋季全国研究発表大会予稿集     486 - 489  2004

  • エージェントベースモデリングによる優良顧客の特徴分析

    高島大輔, 高橋真吾, 大野高裕

    計測自動制御学会システム・情報部門学術講演会講演論文集     11 - 14  2004

  • Agent-based Simulation of Adaptive Organizational Structures to Environmental Changes

    S.Takahashi, Y.Goto

    Proceedings of the Third International Workshop on Agent-based Approaches in Economic and Social Complex Systems(AESCS'04)     89 - 96  2004

  • Agent-Based Simulation of Adaption Process of Organizational Structures in Environmental Changes

    S.Takahashi, Y.Goto

    Proceedings of the 2004 NAACSOS Conference    2004

  • Agent-based Approach to Target Marketing

    G.Kim, D.Takashima, T.Ohno, S.Takahashi

    Marketing Science Conference    2004

  • Evolutionary Agent-Based Model for Double-Loop Learning,

    S.Takahashi

    Applied General Systems Research on Organizations,     81 - 96  2004

  • 消費者選好の進化のエージェントベースシミュレーション

    高橋真吾

    計測自動制御学会システム工学部会論文集     23 - 28  2003

  • 消費者選好の進化過程のエージェントアプローチによる分析,

    高橋真吾

    経営情報学会2003年度春季全国研究発表大会予稿集     340 - 343  2003

  • Agent-based Simulation of Evolution of Consumers' Preferences

    S.Takahashi

    NAACSOS Conference    2003

  • 組織学習の基本問題とシステムアプローチの関連

    高橋真吾

    経営情報学会2002年度春季全国研究発表大会予稿集     276 - 279  2002

  • ハイパーゲーム分析

    高橋真吾

    オペレーションズリサーチ     73 - 78  2001

  • 組織のダブルループ学習のための学習レベルを考慮した分配モデルによる基本的考察

    高橋真吾

    『社会組織のマルチエージェントシステム分析〜数理とシミュレーションからのアプローチ〜』システム工学部会・能工学部会共催研究会資料01PG0004     121 - 126  2001

  • 進化的アプローチを構成する遺伝オペレータの組織システムへの解釈

    高橋真吾

    経営情報学会2001年度春季全国研究発表大会予稿集     349 - 352  2001

  • 相互認識を考慮した一般モデルによる組織学習レベルの考察

    高橋真吾

    計測自動制御学会システム・情報部門学術講演会講演論文集     121 - 126  2001

  • An Evolutionary Model of the Double-loop Learning as a Module of Organizational Learning

    S.Takahashi

    CASOS 2001 International Conference     76 - 77  2001

  • Credibility of information in 'soft' games with interperception of emotions

    T Inohara, S Takahashi, B Nakano

    APPLIED MATHEMATICS AND COMPUTATION   115 ( 1 ) 23 - 41  2000.10  [Refereed]

     View Summary

    A formal and strict framework to deal with 'soft' games with misperception of emotions by actors is provided. The concepts of credibility and complete credibility of information are defined to examine the relations between emotions of actors and the credibility of information about behavior of the actors. The equivalence of credibility and complete credibility under inside commonality of perceptions of emotions is verified. (C) 2000 Elsevier Science Inc. Ail rights reserved.

  • Adaptive learning of hypergame situations using a genetic algorithm

    US Putro, K Kijima, S Takahashi

    IEEE TRANSACTIONS ON SYSTEMS MAN AND CYBERNETICS PART A-SYSTEMS AND HUMANS   30 ( 5 ) 562 - 572  2000.09  [Refereed]

     View Summary

    In this paper, we propose and examine adaptive learning procedures for supporting a group of decision makers with a common set of strategies and preferences who face uncertain behaviors of "nature." First, we describe the decision situation as a hypergame situation, where each decision maker is explicitly assumed to have misperceptions about the nature's set of strategies and preferences. Then. we propose three learning procedures about the nature, each of,which consists of several activities. One of the activities is to choose "rational"' actions based on current perceptions and rationality adopted by the decision makers, while the other activities are represented by the elements of a genetic algorithm (GA) to improve current perceptions. The three learning procedures are different from each other with respect to at least one of such activities as fitness evaluation, modified crossover, and action choice, though they use the same definition for the other GA elements. Finally; we point out that examining the simulation results how to employ preference- and strategy-oriented information is critical to obtaining good performance in clarifying the nature's set of strategies and the outcomes most preferred by the nature.

  • Adaptation of Genetic Algorithm to Analyzing Learning Process in Hypergame Situation,

    U.S.Putro, K.Kijima, S.Takahashi

    Proceedings of Asia Pacific Conference on Operations Research Society    2000

  • Simulation of Adaptation Process in Hypergame Situation by Genetic Algorithm,

    U.S.Putro, K.Kijima, S.Takahashi

    Systems Analysis Modeling Simulation   40 ( 1 ) 15 - 37  2000

  • エージェントベースモデリングのための数理的システム理論の課題,

    高橋真吾

    社会・経済システム   19   46 - 54  2000

     View Summary

    Agent-based modeling shows a fruitful approach to understanding self-organizing behavior in complex social systems. The problems on self-organization have been the primary concern of systems theory. Although there have been a lot of researches studying self-organization, we would need some new way to describe a model for emergent properties and learning process. Agent-based modeling can be expected to provide some novel concept and method on learning process in complex social systems. The essential features of agent-based modeling include a learning process of the rules based on which each agent makes a decision for his next action. Genetic algorithm is a powerful tool to implement the learning process in an evolutionary manner. This paper first provides the meaning and role of system models to describe the learning process in self-organization layer. Then the essential difficulties to develop such system models are discussed. The core step in the learning process in agent-based modeling is to produce a new rule set from an old one in the previous learning phase. This correspondence is very hard to describe as some "function" between the rule sets. We should develop more effective mathematical device and concept to build system models of the learning process.

    DOI CiNii

  • 組織の進化的学習のためのエージェント間インタラクションの一考察

    高橋真吾

    経営情報学会1998年度春季全国研究発表大会予稿集    1999

  • エージェントベースシステムのための数理的システム理論の課題

    高橋真吾

    社会経済システム学会第8回大会予稿集    1999

  • Evolutionary Approach to Three-person Hypergame Situation,

    S.Takahashi, N.Hinago, T.Inohara, B.Nakano

    IEEE Systems, Man and Cybernetics Conference Proceedings IV     254 - 259  1999

  • Simulation Approach to Learning Problem in Hypergame Situation by Genetic Algorithm,

    U.S. Putro, K. Kijima, S. Takahashi

    IEEE Systems, Man and Cybernetics Conference Proceedings IV     260 - 265  1999

  • 複数の目的をもった労働者に対するインセンティブ・システムの設計問題に関する分析,

    松村良平, 中野文平, 猪原健弘, 高橋真吾

    オペレーションズ・リサーチ(論文・研究レポート)   44 ( 11 ) 621 - 626  1999

    CiNii

  • On conditions for a meeting not to reach a deadlock

    T Inohara, S Takahashi, B Nakano

    APPLIED MATHEMATICS AND COMPUTATION   90 ( 1 ) 1 - 9  1998.03  [Refereed]

     View Summary

    A formal model for describing the interaction stage in a meeting, particularly, persuasion and compromise by the members in a meeting, is proposed. Using the model, a sufficient condition for a meeting not to reach a deadlock is provided. The condition implies that stable emotion of members of a meeting is essential for the meeting not to reach a deadlock. (C) Elsevier Science Inc., 1998.

  • Complete stability and inside commonality of perceptions

    T Inohara, S Takahashi, B Nakano

    APPLIED MATHEMATICS AND COMPUTATION   90 ( 1 ) 11 - 25  1998.03  [Refereed]

     View Summary

    To give a realistic structure of perceptions that satisfies inside commonality, the concepts of stability of perceptions and complete stability of perceptions are proposed. A framework for interperception of emotions by subjects is provided to deal with the concepts. The equivalence between stability and complete stability under inside commonality of perceptions is proven. (C) Elsevier Science Inc., 1998.

  • ハイパーゲーム型社会状況における状況認知の学習

    高橋真吾

    計測自動制御学会第10回自律分散システムシンポジウム資料     65 - 70  1998

  • ハイパーゲーム型社会状況における学習:コミュニケーションによる情報生成

    高橋真吾

    進化経済学会論集第2集   2   314 - 322  1998

  • コミュニケーションによる情報生成とシステム進化

    高橋真吾

    経営情報学会1998年度春季全国研究発表大会予稿集     157 - 160  1998

  • ハイパーゲーム的状況での学習における必要情報のタイプと使用方法に関する研究

    日名子直崇, 高橋真吾, 猪原健弘, 中野文平

    経営情報学会1998年度春季全国研究発表大会予稿集     345 - 348  1998

  • Effective Learning Process in Poly-Agent Type Hypergame,

    S.Takahashi

    Proceedings of The 3rd Workshop of International Institute for General Systems Studies     118 - 123  1998

  • How to Design Incentive Systems Considering Intrinsic Motivation,

    R.Matsumura, B.Nakano, T.Inohara, S.Takahashi

    Proceedings of The 3rd Workshop of International Institute for General Systems Studies     124 - 127  1998

  • 職務の性質に応じたインセンティブ・システムの設計方法についての分析

    松村良平, 中野文平, 猪原健弘, 高橋真吾

    経営情報学会誌   7 ( 3 ) 65 - 78  1998

    CiNii

  • Integration of games and hypergames generated from a class of games

    T Inohara, S Takahashi, B Nakano

    JOURNAL OF THE OPERATIONAL RESEARCH SOCIETY   48 ( 4 ) 423 - 432  1997.04  [Refereed]

     View Summary

    We propose a method to integrate many games into one in order to analyse effectively a complex situation in which various types of games which are mutually interactive can be perceived. Applying the concept of integration of games into the theory of hypergames, we obtain the concepts of integration of hypergames and hypergames generated from a class of games. Simple examples of competitive situations are given and analysed to clarify the concepts.

  • Impossibility of deception in a conflict among subjects with interdependent preference

    T Inohara, S Takahashi, B Nakano

    APPLIED MATHEMATICS AND COMPUTATION   81 ( 2-3 ) 221 - 244  1997.02  [Refereed]

     View Summary

    In this paper, we treat strategic information exchange among subjects in a conflict that involves incompleteness of information in terms of subjects' preference and their interdependence. Then, we give two theorems that indicate senselessness of deceit. One of the theorems implies that any attempt of a subject to change another subject's preference by deceit will end in failure. The other theorem implies that deceit of a subject causes changes of preference of the subject, thus strategic information exchange cannot be effective. (C) Elsevier Science Inc., 1997

  • 集団意思決定における非合理的な行動の数理的な扱いについて

    猪原建弘, 高橋真吾, 中野文平

    経営情報学会1997年度春季全国研究発表大会予稿集     141 - 144  1997

  • 多主体系における内部モデルの学習

    高橋真吾

    経営情報学会1997年度春季全国研究発表大会予稿集     61 - 64  1997

  • Irrational Actions in Group Decision Making,

    T. Inohara, S. Takahashi, B. Nakano

    The Fourth Conference of the Association of Asian-Pacific Operational Research,IFORS    1997

  • General Morphism for Modeling Relations in Multimodeling

    S.Takahashi

    Transactions of the Society for Computer Simulation International,   13 ( 4 ) 169 - 178  1997

  • Logical Approach to Systems Theory for Intelligent Systems ? A Unifying Approach to Multiformalism -,

    S.Takahashi

    Advances in Systems Science and Applications, Special Issue, pp.483-488,1997     483 - 488  1997

  • 集団討議の活性化におけるシステムアプローチの役割

    猪原建弘, 高橋真吾, 中野文平

    経営情報学会誌,Vol.6,No.3,pp.41-60,1997   6 ( 3 ) 41 - 60  1997

  • 社会情報システムを取り扱うための数理的な枠組みについて

    猪原建弘, 高橋真吾, 中野文平

    社会情報システム学シンポジウム    1996

  • 組織の意思決定と主体の相互評価・相互認識

    猪原建弘, 高橋真吾, 中野文平

    経営情報学会研究発表大会予稿集     33 - 36  1996

  • 主体間の相互認識の学習が可能となるための情報の特徴

    高橋真吾

    経営情報学会研究発表大会予稿集     209 - 212  1996

  • ハイパーゲーム的状況における相互認識の学習過程に関する基本的枠組み

    五十嵐幸雄, 高橋真吾, 中野文平

    第22回計測自動制御学会システムシンポジウム講演論文集     75 - 80  1996

  • General Morphism Concept for Multimodeling,

    S.Takahashi

    Proceedings of Sixth Annual Conference on Artificial Intelligence, Simulation and Planning in high Autonomy Systems   96   275 - 280  1996

  • Emotional and Interperceptional Aspects of Persons in a Complex Situations,

    T. Inohara, S. Takahashi, B. Nakano

    The International Federation of Operational Research Societies 14th Triennial Conference    1996

  • 組織的DSSの枠組とその実現-モデル統合メカニズムを持つDSSの実施理論

    中野文平, 高橋真吾, 田中宏和

    経営情報学会誌, Vol.4, No.4,pp.19-43,1996   4 ( 4 ) 19 - 43  1996

  • ソフト対ハードの対立を超えて

    高橋真吾

    経営情報学会ソフトシステム研究部会研究報告書    1995

  • ハイパーゲーム的社会状況における認知の学習への遺伝的アルゴリズムの応用

    高橋真吾, 中野文平, 荒瀬雅子

    経営情報学会誌   4 ( 1 ) 43 - 56  1995

  • Self-Referential Systems Representation with Modality in Structure Change

    S.Takahashi

    Advances in Systems Science and Applications, Special Issue     19 - 24  1995

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Books and Other Publications

  • Introduction to Information Systems Development: Beginning System Life Cycle

    2008

  • Foundation of Systems

    Shingo Takahashi

    2007

  • Agent-based simulation of adaptive organizational structures to environmental change

    S.Takahsahi, Y.Goto

    Agent-based Simulation, Springer  2005

  • Applied General Systems Research on Organizations

    Eds. S.Takahashi, K.Kijima, R.Sato

    Springer  2004

  • Evolutionary Learning in Agent-based Modeling,

    S.Takahashi

    Discrete Event Modeling and Simulation Technologies(H.S.Sarjoughian and R.E.Celler Ed.)  2001

  • マルチメディア社会システムの諸相(第6章「多主体系における認知の表現と学習」)

    尾川丈一, 白川初美, 永田守男, 國領二郎, 横田絵里, 中野文平, 猪原健弘, 高橋真吾, 田中健次

    日科技連  1997

  • システム知の探究2(第7章「システムを公理の窓から眺める」)

    飯島淳一, 斎藤敏雄, 松本敏民, 佐藤 亮, 池庄司英臣, 旭 貴朗, 高橋真吾, 下川拓平, 高原康彦

    日科技連  1997

  • システム仕様の分析学:ソフトシステム方法論(第4章「問題解決と方法論」)

    訳者, 柴直樹, 佐藤亮, 妹尾堅一郎, 高橋真吾, 田中健二, 根来龍之, 松本敏民, 堀内 正博, 本村秀樹

    共立出版  1996

  • Logical Approach to Systems Theory

    S.Takahashi, Y.Takahara

    Springer Verlag  1995

▼display all

Research Projects

  • 社会シミュレーションにおけるビッグデータに頼らないモデリング方法の研究

    Project Year :

    2020.04
    -
    2024.03
     

     View Summary

    本研究では,量的データが入手困難な事象に注目する.すなわち,エージェントの適切な内部モデル構造推定のための,質的データに着目した新たな方法論を確立し,医療介護や教育の分野における実際の問題で,提案手法の有効性を実証する.最終的には,データ量の多寡の問題を吸収できる枠組みを構築し,ABMの一般的なモデリングの定式化を目指す

  • Study on Agent Modeling Method Based on Consumer Survey Data for Social Simulation

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2014.04
    -
    2018.03
     

    Ishino Yoko

     View Summary

    To date, agent-based social simulation (ABSS) is a popular method to study the behavior of a social system and the interaction of the constituent members of the system. With the development of information technologies, many ABSS approaches have been proposed with wide application. However, the definitive methodology for modeling of the agent’s behavior in ABSS has not been established yet. This study proposed a new methodology of modeling of the agent’s behavior in ABSS using Bayesian network based on the questionnaire survey. This method enables us to simultaneously perform the construction of the agent's behavior model and the estimation of the internal parameters within the model. This study took Japanese medical insurance market as an example, since this complicated market deserves detailed consideration. We verified the effectiveness of the proposed methodology by applying the scenario analysis to this case

  • Analysis of Information Diffusion of User Innovation and its Application to Management Starategy

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2013.04
    -
    2017.03
     

    TAKAHASHI SHINGO, OHORI kotaro

     View Summary

    It is generally understood that manufacturers should exploit the innovation generated by users (UI: user innovation) to develop new products. UI has been observed in real world markets and the typical features of innovating users have been identified. The roles of the various communities in consumer product markets are explored as an important factor in UI.While communities foster the generation of UI and assist the diffusion of UI to the markets, it is still unclear what kind of communities managers in manufacturing firms should approach to obtain information for UI exploitation. In addition, the mechanism of UI in terms of community is also still unclear.This research focuses on the mechanism of UI generation and diffusion in communities by applying agent-based simulation. Based on the simulation results, we are able to recommend to managers the most appropriate communities for UI exploitation

  • ユーザーイノベーションにおける情報伝播の分析とその企業戦略への活用研究

    科学研究費助成事業(早稲田大学)  科学研究費助成事業(基盤研究(B))

    Project Year :

    2013
    -
    2016
     

     View Summary

    本研究では,従来の市場調査の方法では実態が把握しがたいユーザーイノベーション現象のうち,とくに消費財のユーザーイノベーション現象に焦点をあて,ユーザーのコミュニティに着目したネットワーク構造をもつエージェントベースモデルを構築し,イノベーション現象にとって本質的なユーザー間の情報伝播を分析する。モデル構築にあたっては,これまでの研究成果を基礎にさらにそれを発展させて,実際の不確実性の高い消費財市場の状況を扱うことができ,ユーザーイノベーション現象解明に適するモデル構造およびパラメータの同定方法を提案する。とくに解像度の異なる複数のモデルによるシナリオ分析の方法により,ユーザーイノベーションを起こすリードユーザーの行動を分析することで,財の提供者側である企業の戦略に活用する方法を構築する。
    本年度は,これまで消費者行動と企業の技術開発行動との進化的相互作用モデルを洗練させて,活動形態に着目してイノベーションの伝播を促進させるコミュニティの特性について分析を行った。
    モデル化は登山用品市場を対象とし。登山経験1年以上で登山コミュニティに所属する4277名を対象にVirtual Groundingの方法により行動モデルのパラメータを抽出した。これにより,従来の研究では取得できなかった行動モデルのパラメータのうち,UI発生確率,ニーズの共感確率,製品の解決情報を受け入れる確率,ユーザーイノベーションの解決情報を受け入れる確率を取得できた。
    以上のモデルとパラメータを用いて,イノベーション伝播を促進するコミュニティ特性についてシミュレーションを行った。その結果コミュニティタイプごとのマスニーズの普及と解決の特徴が明らかとなった。

  • Development of Systems Methodology for Decision Support of Design of Performance Evaluation System

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2009.04
    -
    2013.03
     

    TAKAHASHI Shingo, YOKOTA Eri, GOTO Yuusuke

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    Paying attention to the uncertainty of the factor about the characteristic of each member of the organization, we developed the method of the social simulation using the agent-based model that represents the influence of uncertainty to the organization, the member characteristic structure and its mechanism. We suggested in particular the analysis technique using "the landscape of the possible outcomes" that could overlook the influence that uncertainty gave for each job performance evaluation system effect. In addition, being focused on the essential uncertainty that the model could not express completely, we developed a transformation protocol for the conversion of the agent-based model to a gaming model which took in uncertainty from the agent-based model, the protocol which can plays a participative methodology to promote the acceptance to managers involved in problematic situations

  • Development of Systems Methodology for Decision Support of Design of Performance Evaluation System

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2009
    -
    2012
     

    TAKAHASHI Shingo, YOKOTA Eri, GOTO Yuusuke

     View Summary

    Paying attention to the uncertainty of the factor about the characteristic of each member of the organization, we developed the method of the social simulation using the agent-based model that represents the influence of uncertainty to the organization, the member characteristic structure and its mechanism. We suggested in particular the analysis technique using "the landscape of the possible outcomes" that could overlook the influence that uncertainty gave for each job performance evaluation system effect. In addition, being focused on the essential uncertainty that the model could not express completely, we developed a transformation protocol for the conversion of the agent-based model to a gaming model which took in uncertainty from the agent-based model, the protocol which can plays a participative methodology to promote the acceptance to managers involved in problematic situations.

  • Study on Support System for User Innovation Exploitation Strategy of Firm

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2009
    -
    2011
     

    TAKAHASHI Singo, OOHORI Kohtaro

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    Based on mainly questionnaire survey of mountain climbing product market and mountain bike product market, general characteristic of innovating users are explored. Using the survey results, coevolutionary Agent-based Model for Consumers and Technologies are developed, by which consumer behavior in user innovation or diffusion of user innovation between users can be observed. To support firm's UI exploitation strategy, two product-developing-strategy scenarios are examined

  • Study on Support System for User Innovation Exploitation Strategy of Firm

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2009
    -
    2011
     

    TAKAHASHI Singo, OOHORI Kohtaro

     View Summary

    Based on mainly questionnaire survey of mountain climbing product market and mountain bike product market, general characteristic of innovating users are explored. Using the survey results, coevolutionary Agent-based Model for Consumers and Technologies are developed, by which consumer behavior in user innovation or diffusion of user innovation between users can be observed. To support firm's UI exploitation strategy, two product-developing-strategy scenarios are examined.

  • サービス業務における意思決定支援のための社会シミュレーション研究

    Project Year :

    2010
    -
     
     

  • Agent-based approach analysis of coevolutionary adaptive process of consumers behavior and technology innovation

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2005
    -
    2007
     

    TAKAHASHI Singo

     View Summary

    A generic framework, railed CAMCaT(Coevolutionary Agent-Based Model for Consumers and Technologies), is developed, which can reveal interaction processes of consumer behavior and firm behavior especially on technology development. The research problems focused mainly on 1) consumer behavior for target marketing in the market where no actual data of consumers are available ; 2) analysis of rock-in effect and band-wagon effect of technology ; 3) analysis for dilemma of innovation in competitive situation ; 4) developing support system for analysis of technology trend.A simulator that supports to analyze characteristics of target customers is developed. This system can be applied to various fields such as road mapping of technologies other than marketing areas, by give new interpretations to the variables constituting the system.As a series of academic activities, PAAA(Pacific Asia Association for Agent-Based Approach in Social Systems Sciences) hosted together with NAACSOS(North American Association for Computational Social and Organization Sciences) and ESSA(the European Social Simulation Association), the first world congress on social simulation(WCSS08) at Kyoto, Japan

  • Agent-based approach analysis of coevolutionary adaptive process of consumers behavior and technology innovation

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2005
    -
    2007
     

    TAKAHASHI Singo

     View Summary

    A generic framework, railed CAMCaT(Coevolutionary Agent-Based Model for Consumers and Technologies), is developed, which can reveal interaction processes of consumer behavior and firm behavior especially on technology development. The research problems focused mainly on 1) consumer behavior for target marketing in the market where no actual data of consumers are available ; 2) analysis of rock-in effect and band-wagon effect of technology ; 3) analysis for dilemma of innovation in competitive situation ; 4) developing support system for analysis of technology trend.
    A simulator that supports to analyze characteristics of target customers is developed. This system can be applied to various fields such as road mapping of technologies other than marketing areas, by give new interpretations to the variables constituting the system.
    As a series of academic activities, PAAA(Pacific Asia Association for Agent-Based Approach in Social Systems Sciences) hosted together with NAACSOS(North American Association for Computational Social and Organization Sciences) and ESSA(the European Social Simulation Association), the first world congress on social simulation(WCSS08) at Kyoto, Japan.

  • Modeling and Simulation of Evolutionary Learning Processes of Organizations

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2002
    -
    2004
     

    TAKAHASHI Shingo

     View Summary

    Formulations of evolutionary learning models have been done from the viewpoint of agent-based modeling. In particular two aspects for modeling have been employed : hypergame type model and distributive model.
    In the hypergame type model, using tree-person network-type dynamic hypergame, the effectiveness of the proposed learning process model for more general settings of payoffs were systematically investigated.
    In the distributive model, a new type of distributive models were proposed, which are based on the levels of single-loop learning and double-loop learning as the basic organizational learning. The proposed model is substantially extended from the former model and a generalization of hypergame situation. The learning of agents' situation perceptions in the double-loop learning process of this model was successfully performed in all of the logically identifiable situations.
    As an application of the proposed learning model of organizational learning, the evolutionary and learning process of preference functions in a consumer population was modeled, and analyzed in simulation using genetic algorithm. The model provides a framework of analyzing the adaptation process of the consumer population. As one of the most remarkable results, the characteristics of potentially excellent consumers could be obtained.
    The research results were presented at some internal and domestic academic conferences such as North America Association for Computational Social and Organizational Science, Pacific Asia Association for Agent-based Approach in Social Systems Science, Japan Society for Instrument and Control Systems and so on.

  • Modeling and Simulation of Evolutionary Learning Processes of Organizations

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2002
    -
    2004
     

    TAKAHASHI Shingo

     View Summary

    Formulations of evolutionary learning models have been done from the viewpoint of agent-based modeling. In particular two aspects for modeling have been employed : hypergame type model and distributive model.
    In the hypergame type model, using tree-person network-type dynamic hypergame, the effectiveness of the proposed learning process model for more general settings of payoffs were systematically investigated.
    In the distributive model, a new type of distributive models were proposed, which are based on the levels of single-loop learning and double-loop learning as the basic organizational learning. The proposed model is substantially extended from the former model and a generalization of hypergame situation. The learning of agents' situation perceptions in the double-loop learning process of this model was successfully performed in all of the logically identifiable situations.
    As an application of the proposed learning model of organizational learning, the evolutionary and learning process of preference functions in a consumer population was modeled, and analyzed in simulation using genetic algorithm. The model provides a framework of analyzing the adaptation process of the consumer population. As one of the most remarkable results, the characteristics of potentially excellent consumers could be obtained.
    The research results were presented at some internal and domestic academic conferences such as North America Association for Computational Social and Organizational Science, Pacific Asia Association for Agent-based Approach in Social Systems Science, Japan Society for Instrument and Control Systems and so on.

  • Simulation on Process of Knowledge Creation and Evolutionary Learning of Organizations with Shared Information

    Japan Society for the Promotion of Science  Grants-in-Aid for Scientific Research

    Project Year :

    2000
    -
    2001
     

    TAKAHASHI Shingo

     View Summary

    Based on network-type dynamic hypergames introduced in this research, we formulated several types of models that can deal with the learning processes on game form and its elements: payoff matrix and the set of strategies. In each model, learning processes were analyzed with genetic algorithm. Based on these simulation results, general distributed model, which represents comprehensively hypergame situations along with agent-based approach, were introduced. Using the newly developed general model, learning processes of agents were investigated with genetic algorithm under some restricted conditions.The main results of this research are as follows.1) From the modeling and simulation results on network-type dynamic hypergame, we could, at the description level of models, make clear distinction between two levels representing two types of organizational learning.2) We formulated a basic model of organization based on distributive models, which are obtained as generalized and extended ones of hypergame models developed so far. This formulation can make clear the distinction between the two types of learning levels in organizations.3) We describes an intrinsic relationship of this research results with agent-based modeling applied to organizations.4) The basic models developed in this research can give fundamental learning modules playing central roles in a whole model of organizational learning

  • 抽象化に基づく類推を用いた複数領域からの知識獲得

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    今年度は,これまでに得られた成果を基にして,抽象化に基づく類推を用いた複数領域からの知識獲得の実現に向けて研究を進めてきた.知識は論理プログラムによって表現されると仮定し,定義が完結している論理プログラムを一つの領域とした.複数領域からの知識獲得を実現するために,複数の領域の一部分から対象領域の知識を類推する方法についてモデル化を行い,実験システムを計算機上に実現した.類推を実現するために,抽象化過程を二つの過程,プログラム変換と制約の汎化に分解した.プログラム変換は,プログラムの意味を変更することなく,プログラム中の制約を抽出する過程である.抽出した制約を汎化することによって,抽象化図式と呼ばれる抽象知識が構成される.抽象化図式が構成されれば,対象領域の制約の同定と制約の汎化によって,対象領域の知識が獲得される.対象領域の制約の同定は,仮説推論の手法を用いることになるが,プログラムの停止性が仮説推論の制御に必要となるので,線形被覆プログラムと呼ばれる停止性の証明されているクラスに対象を限定した.この限定によって,証明のベースとすべき事実集合が有限となるので,すべての可能な仮説を求めることができる.一つの仮説を選択し,最小汎化することによって,一般的な制約を求める.これらの制約はプログラム変換によって埋め込むため,得られる知識の中には中間仮説は現われない.この基本枠組に従い,領域全体を抽象化するのではなく,領域の一部から抽象化を行い,抽象化された知識の組合せを具体化することによって,複数領域からの知識獲得が実現される.以上の知識獲得モデルに基づいて,計算機上に実験システムを構築し,類推によってプログラムが学習されることを確かめた

  • 抽象化に基づく類推を用いた複数領域からの知識獲得

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    今年度は抽象化に基づく類推を用いた複数領域からの知識獲得の実現に向けて,様々な観点から研究を進めてきた。システム理論的な観点からは,複数領域からの類推に適した表現形式を決定するために,問題解決に適した表現形式について理論的考察を試みた。これにより,連続的な類推として複数領域からの知識獲得を捉えた,複数領域からの知識獲得への拡張が期待される。認知科学的な観点からは,人間のプログラミング過程の観察の分析を行ってきた。人間の問題解決においては,複数のソースからの情報を利用して,複雑な問題を解決できる場合がある。このような場合は,単独のヒントでは理解できないが,複数のヒントが与えられれば,目標概念が認識されるような場合に相当していると考えられる。したがって,各ヒントを抽象化図式として捉えれば,新しい図式が合成でき,合成された抽象化図式を用いて新しい問題が解決できることがわかり,複数領域からの情報の合成,具体的には抽象化図式の合成を行う方法についての考察及び実験を行ってきた。抽象化図式とは,過去の経験を抽象化して記憶しておく図式であり,高階の論理式で表現される。抽象化図式の合成には,高階単一化技法を用いることによって,説明に基づいて抽象化図式の合成を行うことができた。高階単一化技法を推論に直接利用するのは,適当な制約がなければ,非効率的となる。効率化を図るには,相違性を利用することが考えられる。抽象化図式を扱う場合,例えば抽象化図式の合成には,いかに相違性を効率良く扱うかと言うことが重要であり,相違点が明確に記述されていなければ抽象化図式の利用が困難になる。逆に,相違点が容易に認識できれば,共通性を写像することは比較的容易であるとも言えるであろう。相違点を特定のクラスに限定することによって,複雑なプログラム間の類推が可能となることがわかり,相違点を限定した抽象化に基づく類推に関しての部分的な検討を試みた

  • 遺伝アルゴリズム的手法を用いたゲーム論的社会状況における協調戦略生成過程の分析

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    本研究では「繰り返し二人ハイパーゲーム」の枠組みを定式化し、不完全情報下の社会状況を記述した。この枠組みにより、問題状況に関与する各主体の認知の相違と、そこから生じるコンフリクトを表現することができる。またゲームを繰り返すことにより、コンフリクトの解消に焦点をあてたモデル化が可能となった。上述の定式化された枠組みを用いて、各主体の状況に対する認知の学習に遺伝的アルゴリズムを適用し、計算機を用いて実験を行った。ハイパーゲーム的社会状況に対し遺伝的アルゴリズムが使われた例はこれまでになく、本研究の特色である。本研究では、プレーヤの認知を改善し、正しい認知になるように学習を行わせることに成功した。本研究の結果により、目標となる相手の利得行列が未知であるとき、自己の持つ相手への認知をどのように評価すれば認知を状況に適応する方向へ改善できるのかという、ハイパーゲームの学習過程に関する規範的知見を得ることができた。具体的には、利得行列を学習するためには、状況に適応している行列ならば得られるであろう利得と実際に得られた利得との差だけではなく、ナッシュ解の個数などの行列の形に関する性質も必要である。本研究の結果は計測自動制御学会のシンポジウムで発表され、日本経営情報学会の論文誌に投稿され、掲載予定である

  • ハイパーゲーム型社会状況における認知の学習過程の遺伝アルゴリズムによる分析

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    本研究では、社会状況に含まれる各主体の状況に対する認知が異なることから生じるコンフリクトをハイパーゲームの枠組みで記述し、そのゲームを繰り返すことで各主体が持つ認知を学習していく過程を遺伝アルゴリズムを用いて分析した。特に本研究で明らかにしたかった点は、ゲームを繰り返す中で以前のゲームの結果をどのように評価し次のゲームにおける利得行列に反映させたらよいかを探ることであった。本研究ではゲームの結果を評価するための適応度関数として2種類を設定し、実験を行った。その結果、学習に成功した適応度関数では、個々のゲームで選られた利得だけを利用する他の適応度に比べて、ナッシュ解(今回仮定したゲームのプレーヤが取る戦略を決定するための基準)の個数を相手の利得行列に対し予想している。その予想は、利得行列の形に依存した確率に基づいて与えられるが、それはゲームが行われる状況に関する情報であると考えられる。これらはまたゲームを行う「場」に関する情報とも考えられ、認知の学習における場の情報の有効性を示している。これは本研究における知見である。本研究ではその他に、ゲームを行う初期集団に学習結果がどのように依存するか、また適応度関数のさまざまなパラメータに関する感度分析などについての知見が得られた。これらの知見をまとめ、経営情報学会において論文にして発表を行った

  • 状況認知の異なる複数の主体からなる社会集団における認知の学習過程の分析

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    複雑な社会状況に含まれる各主体の状況に対する認知が異なることから生じるコンフリクトをハイパーゲームの枠組みで記述し,そのゲームを繰り返すことで各主体が持つ認知を学習していく過程を遺伝的アルゴリズムを用いて分析した.これまでの研究では二人ハイパーゲームにおいて一方のみが認知を学習し,他方は「自然」であるという仮定のもとに学習しない場合が扱われていた.本研究では,社会集団に含まれる各主体が同時に並列的に状況認知を表す自己の利得行列を改善する方法を明らかにした.具体的には,利得行列を学習するプレーヤは集団を構成し,各自のゲームの結果の情報を交換する「ネットワーク型意思決定」を行うと仮定し,ゲームの結果をもとに二つの集団の各プレーヤは同時並列的な情報交換を行い,各自の利得行列を変更する.各自の利得行列は遺伝的アルゴリズムにおける適応度関数によって評価されるが,適応度関数の設定に依存して交換される情報の有効性が決定される.本研究では特に,自律的主体の状況認知の学習のためには,ゲームの直接的な結果だけでなく,それらを集団内で交換することにより,状況に対する大域的な情報として解釈することが必要なことを主に明らかにすることができた.本研究の結果は,自律的主体からなる多主体系における状況認知の学習過程のモデルの構築に貢献することができる

  • 情報が分散共有された社会状況における多様な認知の学習過程の分析とその基礎理論

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    本研究ではまず、社会状況に含まれる各主体の状況に対する認知が異なることによる情報の分散共有の状態を記述するための数理的モデルとして、二人ハイパーゲームを本質的に拡張した動的ネットワーク型ハイパーゲームを定式化した。これによりゲームを繰り返すことで各主体が持つ認知を学習していく過程を記述することが可能となった。次に、学習過程を分析するために、遺伝アルゴリズムを動的ネットワーク型ハイパーゲームに適用して、相互認識の学習過程における情報のタイプについて知見を得た。本研究では、社会集団に含まれる各主体が同時に並列的に状況認知を表す自己の利得行列を改善する方法、特にゲームを繰り返す中で以前のゲームの結果をどのように評価し次のゲームにおける利得行列に反映させたらよいのかを探ることが主な目的であった。本研究により、利得が(0,1,2)の限られた場合における利得行列の並列的学習に成功した。実験の結果を基づいて、認知の学習理論のための基礎枠組みを構築することも試みた。基本的には動的ネットワーク型ハイパーゲームであるが、そこにおける認知の進化的学習の問題を定式化した。これにより、従来型の漸近的な学習プロセスによる取り扱いでは本研究におけるハイパーゲーム型状況の学習に接近することが困難であることが明かとなった。これらの研究成果は、システム関連の国際会議、経営情報学会、進化経済学会において発表された。特に進化経済学会における発表では、進化ゲーム等との関連も明らかにした

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Overseas Activities

  • 社会シミュレーションにおけるモデリング方法論の研究

    2009.02
    -
    2010.02

    オーストリア   ウィーン経済大学

Sub-affiliation

  • Faculty of Science and Engineering   Graduate School of Creative Science and Engineering

Research Institute

  • 2023
    -
    2024

    Center for Data Science   Concurrent Researcher

  • 2022
    -
    2024

    Waseda Research Institute for Science and Engineering   Concurrent Researcher

Internal Special Research Projects

  • 社会的問題解決における妥当な行動モデル構築のための共創的なモデリング手法の開発

    2021  

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     本研究では,社会的問題解決のためのエージェントベース社会シミュレーションにおけるエージェントの行動モデルの構造の決定,およびエージェントの行動代替案の意思決定にかかわるパラメータの同定について,とくに行動変容モデルとゲーム的モデルをプロトタイプとして,問題状況の関与者と共に行うモデリング方法論の基本的な実行可能性を探ることを目的としている.そのためのモデリング技術として,共創的なモデリング方法論(Co-Creative Modeling)を提唱した.また,具体的な社会シミュレーションの行動モデルとして,行動変容ためのナッジモデルとリバース・イノベーションのモデル化を行い,事例に適用して有効性を確認した.

  • 共創的なモデリングとシミュレーションに基づく地域政策デザイン方法論の開発

    2019  

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     本研究の目的は,先端技術を利用した革新的な製品やサービスを地域に導入して地域社会の問題解決を行う場合を想定し,問題の可視化・共有・構造化,実行可能な政策代替案の生成と将来的な影響評価に至る地域問題解決全体のプロセスを統合するマルチステークホルダーによる共創的デザインのための対話方法論をゲーミングと社会シミュレーションの手法を融合して構築することである。  基礎となる対話方法論であるGBSP(Game-Based Situation Prototyping)による関して国際会議にて発表した。また鳥取地域における交通政策に対して対話方法論を試行し,エージェントベースモデルで表現することを試みた。

  • 状況的アプローチにおける学習行動の組織学習概念に基づく学習評価方法の構築

    2018  

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    本研究の目的は、学習主体の能動的な学習であるアクティブ・ラーニング(AL)を状況的アプローチにおける学習としてとらえ、状況的学習における学習行動のモデルを組織学習概念に基づいて構築することである。ALの学術的課題のひとつは、学習の評価と、それをプログラム改善につなげる方法論が確立していないことである。本研究で構築を目指すモデルでは、各学習者を個別に状況づけられた自律的なエージェントとして表現する。本年度は反転授業の評価モデルを構築した。その結果グループ人数は内部状態の変化のしやすさによる影響を大幅に上回る影響を及ぼしており,特に不安の関わる状況では6 人または4 人が有効であることがわかった。

  • マネジメントコントロールシステムの実証的研究を融合した社会シミュレーション研究

    2008  

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    本研究の目的は,社会シミュレーションをマネジメントの意思決定支援に役立てるために実証研究と融合した方法論を開発するための基礎的試みを行うことである。本年は主に次のようなテーマに関する研究を実行した。1.業績評価システムにおける内発的動機付けモデルと情報共有化の分析2.非財務指標を考慮した業績評価システムの設計3.組織学習を促進する情報システムの評価と設計 まず,社会シミュレーションの方法が未だ確立していないことから,特に検証と妥当性評価および意思決定支援のためのツールの開発に集中して研究を行った。前者については業績[大堀他,2008]等により発表を行った。後者については,シナリオ分析の方法を意思決定支援に利用できるツールとして開発を試みて,それを業績評価制度の分析に応用した[後藤他,2009]。 また,概念的モデルに基づく分析[Sakuma et.al, 2008;佐久間他,2008]や,営業組織におけるバランストスコアカードの作成プロセスにおけるKPI指標の設計指針のモデルの開発とシミュレーション分析を行った[平澤他,2008]。 本研究の目的を達成するためには,社会シミュレーションの妥当なモデルの開発方法として,実証研究との融合をいかに行うかという課題も考えなくてはならない。そのため,実際にインタビューによる聞き取り調査やアンケート調査を行い,エージェントベースのモデルの構築に必要なパラメータの同定と各エージェントのタイプの同定を行い,実施にエージェントベースモデル開発して社会シミュレーションにより,代替案の不確実性下での有効性を検証する試みを行った[山本他,2008]。業績リストには掲載されていないが,新潟県庁における情報システムの導入に関わる問題点を実際に新潟県庁への聞き取り調査から明らかに,地方公共団体における情報システム導入時,実施時の問題を表現できるエージェントベースモデルを開発し,実際の問題状況を再現するとともに,これまで研究室で開発した組織学習の観点からの情報システムの導入指針に関する枠組みを利用して,再現した問題に有効な代替案を作成し,社会シミュレーションによりその効果を比較した。これにより,情報システムの導入を評価したい管理層に対する意思決定支援の具体的方法の全体を示したものである。