Understanding Agent-Based Model Behavior through Virtual Reality

Agent-based simulation models can capture complex systems through bottom-up representation of individual system components. Such models’ behavior is often depicted with spatially located and animated dots in a two-dimensional flat grid representing the simulated environment. We argue that the simplistic visualization approach makes it challenging for the inexperienced user to grasp what the model does and how agents operate. To address this challenge, we created virtual reality (VR) versions of two well-known agent-based models. We used Unity’s game engine and XR toolkit to set up necessary functions like locomotion and user interactions. Running on Meta’s Quest headset, our implementation allows the user to change model parameters and lock the view on a specific agent to see the world from the agent’s eye. All in all, these VR-based models have the potential to generate immersive visual and interactive representations of agent-based models, making it easy to grasp how the agency concept works. Such models also pave the way for measuring the efficacy of virtual reality on agent-based models. This paper provides initial steps for a broader use of VR for agent-based modeling and simulation.

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Publication Details

Published
2025-05-02
DOI
https://doi.org/10.1109/sieds65500.2025.11021193
Primary Topic
Multi-Agent Systems and Negotiation
Type
article
Field-Weighted Citation Impact
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article

Understanding Agent-Based Model Behavior through Virtual Reality

Hamdi Kavak, William G. Kennedy, Burhan Yasakci
Multi-Agent Systems and Negotiation
article

Understanding Agent-Based Model Behavior through Virtual Reality

Hamdi Kavak, William G. Kennedy, Burhan Yasakci
article en

Abstract

Agent-based simulation models can capture complex systems through bottom-up representation of individual system components. Such models’ behavior is often depicted with spatially located and animated dots in a two-dimensional flat grid representing the simulated environment. We argue that the simplistic visualization approach makes it challenging for the inexperienced user to grasp what the model does and how agents operate. To address this challenge, we created virtual reality (VR) versions of two well-known agent-based models. We used Unity’s game engine and XR toolkit to set up necessary functions like locomotion and user interactions. Running on Meta’s Quest headset, our implementation allows the user to change model parameters and lock the view on a specific agent to see the world from the agent’s eye. All in all, these VR-based models have the potential to generate immersive visual and interactive representations of agent-based models, making it easy to grasp how the agency concept works. Such models also pave the way for measuring the efficacy of virtual reality on agent-based models. This paper provides initial steps for a broader use of VR for agent-based modeling and simulation.

George Mason University (US)
Openalex Percentile: Top 94%
Multi-Agent Systems and Negotiation
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