Our mission is to help computational modelers at all levels engage in the establishment and adoption of community standards and good practices for developing and sharing computational models. Model authors can freely publish their model source code in the Computational Model Library alongside narrative documentation, open science metadata, and other emerging open science norms that facilitate software citation, reproducibility, interoperability, and reuse. Model authors can also request peer review of their computational models to receive a DOI.
All users of models published in the library must cite model authors when they use and benefit from their code.
Please check out our model publishing tutorial and contact us if you have any questions or concerns about publishing your model(s) in the Computational Model Library.
We also maintain a curated database of over 7500 publications of agent-based and individual based models with additional detailed metadata on availability of code and bibliometric information on the landscape of ABM/IBM publications that we welcome you to explore.
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This is a model of plant communities in urban and suburban residential neighborhoods. These plant communities are of interest because they provide many benefits to human residents and also provide habitat for wildlife such as birds and pollinators. The model was designed to explore the social factors that create spatial patterns in biodiversity in yards and gardens. In particular, the model was originally developed to determine whether mimicry behaviors–-or neighbors copying each other’s yard design–-could produce observed spatial patterns in vegetation. Plant nurseries and socio-economic constraints were also added to the model as other potential sources of spatial patterns in plant communities.
The idea for the model was inspired by empirical patterns of spatial autocorrelation that have been observed in yard vegetation in Chicago, Illinois (USA), and other cities, where yards that are closer together are more similar than yards that are farther apart. The idea is further supported by literature that shows that people want their yards to fit into their neighborhood. Currently, the yard attribute of interest is the number of plant species, or species richness. Residents compare the richness of their yards to the richness of their neighbors’ yards. If a resident’s yard is too different from their neighbors, the resident will be unhappy and change their yard to make it more similar.
The model outputs information about the diversity and identity of plant species in each yard. This can be analyzed to look for spatial autocorrelation patterns in yard diversity and to explore relationships between mimicry behaviors, yard diversity, and larger scale diversity.
This project is based on a Jupyter Notebook that describes the stepwise implementation of the EWA model in bi-matrix ( 2×2 ) strategic-form games for the simulation of economic learning processes. The output is a dataset with the simulated values of Attractions, Experience, selected strategies, and payoffs gained for the desired number of rounds and periods. The notebook also includes exploratory data analysis over the simulated output based on equilibrium, strategy frequencies, and payoffs.
The Non-Deterministic model of affordable housing Negotiations (NoD-Neg) is designed for generating hypotheses about the possible outcomes of negotiating affordable housing obligations in new developments in England. By outcomes we mean, the probabilities of failing the negotiation and/or the different possibilities of agreement.
The model focuses on two negotiations which are key in the provision of affordable housing. The first is between a developer (DEV) who is submitting a planning application for approval and the relevant Local Planning Authority (LPA) who is responsible for reviewing the application and enforcing the affordable housing obligations. The second negotiation is between the developer and a Registered Social Landlord (RSL) who buys the affordable units from the developer and rents them out. They can negotiate the price of selling the affordable units to the RSL.
The model runs the two negotiations on the same development project several times to enable agents representing stakeholders to apply different negotiation tactics (different agendas and concession-making tactics), hence, explore the different possibilities of outcomes.
The model produces three types of outputs: (i) histograms showing the distribution of the negotiation outcomes in all the simulation runs and the probability of each outcome; (ii) a data file with the exact values shown in the histograms; and (iii) a conversation log detailing the exchange of messages between agents in each simulation run.
This model has been developed together with the publication ‘Modelling Value Change - An Exploratory Approach’
Value change and moral change have increasingly become topics of interest in the philosophical literature. Several theoretical accounts have been proposed. Such accounts are usually based on certain theoretical and conceptual assumptions and their strengths and weaknesses are often hard to determine and compare, also because they are based on limited empirical evidence.
We propose that a step forward can be made with the help of agent-based modelling (ABM). ABM can be used to investigate whether a simulation model based on a specific account of value change can reproduce relevant phenomena. To illustrate this approach, we built a model based on the pragmatist account of value change proposed in van de Poel and Kudina (2022). We show that this model can reproduce four relevant phenomena, namely 1) the inevitability and stability of values, 2) how different societies may react differently to external shocks, 3) moral revolutions, and 4) lock-in.
The model is designed to simulate the behavior and decision-making processes of individuals (agents) in a social network. It aims to represent the changes in individual probability to take any action based on changes in attributes. The action is anything that can be reasonably influenced by the three influencing methods implemented in this model: peer pressure, social media, and state campaigns, and for which the user has a decision-making model. The model is implemented in the multi-agent programmable environment NetLogo 6.3.0.
A Picit Jeu is an agent-based model (ABM) developed as a supporting tool for a role-playing game of the same name. The game is intended for stakeholders involved in land management and fire prevention at a municipality level. It involves four different roles: farmers, forest technicians, municipal administrators and forest private owners. The model aims to show the long-term effects of their different choices about forest and pasture management on fire hazard, letting them test different management strategies in an economically constraining context. It also allows the players to explore different climatic and economic scenarios. A Picit Jeu ABM reproduces the ecological, social and economic characteristics and dynamics of an Alpine valley in north-west Italy. The model should reproduce a primary general pattern: the less players undertake landscape management actions, by thinning and cutting forests or grazing pastures, the higher the probability that a fire will burn a large area of land.
A letter sending model with historically informed initial positions to reconstruct communication and archiving processes in the Republic of Letters, the 15th to 17th century form of scholarship.
The model is aimed at historians, willing to formalize historical assumptions about the letter sending process itself and allows in principle to set heterogeneous social roles, e.g. to evaluate the role of gender or social status in the formation of letter exchange networks. The model furthermore includes a pruning process to simulate the loss of letters to critically asses the role of biases e.g. in relation to gender, geographical regions, or power structures, in the creation of empirical letter archives.
Each agent has an initial random topic vector, expressed as a RGB value. The initial positions of the agents are based on a weighted random draw based on data from [2]. In each step, agents generate two neighbourhoods for sending letters and potential targets to move towards. The probability to send letters is a self-reinforcing process. After each sending the internal topic of the receiver is updated as a movement in abstract space by a random amount towards the letters topic.
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A fisher directed management system was describeded by Hart (2021). It was proposed that fishers should only be allowed to exploit a resource if they collaborated in a resource management system for which they would own and be collectively responsible for. As part of the system fishers would need to follow the rules of exploitation set by the group and provide a central unit with data with which to monitor the fishery. Any fisher not following the rules would at first be fined but eventually expelled from the fishery if he/she continued to act selfishly. This version of the model establishes the dynamics of a fleet of vessels and controls overfishing by imposing fines on fishers whose income is low and who are tempted to keep fishing beyond the set quota which is established each year depending on the abundance of the fish stock. This version will later be elaborated to have interactions between the fishers including pressure to comply with the norms set by the group and which could lead to a stable management system.
The model simulates the diffusion of four low-carbon energy technologies among households: photovoltaic (PV) solar panels, electric vehicles (EVs), heat pumps, and home batteries. We model household decision making as the decision marking of one person, the agent. The agent decides whether to adopt these technologies. Hereby, the model can be used to study co-adoption behaviour, thereby going beyond traditional diffusion models that focus on the adop-tion of single technologies. The combination of these technologies is of particular interest be-cause (1) using the energy generated by PV solar panels for EVs and heat pumps can reduce emissions associated with transport and heating, respectively, and (2) EVs, heat pumps, and home batteries can help to integrate PV solar panels in local electricity grids by offering flexible demand (EVs and heat pumps) and energy storage (home batteries and EVs), thereby reducing grid impacts and associated upgrading costs.
The purpose of the model is to represent realistic adoption and co-adoption behaviour. This is achieved by grounding the decision model on the risks-as-feelings model (Loewenstein et al., 2001), theory from environmental and social psychology, and empirically informing agent be-haviour by survey-data among 1469 people in the Swiss region Romandie.
The model can be used to construct scenarios for the diffusion of the four low-carbon energy technologies depending on different contexts, and as a virtual experimentation environment for ex ante evaluation of policy interventions to stimulate adoption and co-adoption.
The Megafaunal Hunting Pressure Model (MHPM) is an interactive, agent-based model designed to conduct experiments to test megaherbivore extinction hypotheses. The MHPM is a model of large-bodied ungulate population dynamics with human predation in a simplified, but dynamic grassland environment. The overall purpose of the model is to understand how environmental dynamics and human predation preferences interact with ungulate life history characteristics to affect ungulate population dynamics over time. The model considers patterns in environmental change, human hunting behavior, prey profitability, herd demography, herd movement, and animal life history as relevant to this main purpose. The model is constructed in the NetLogo modeling platform (Version 6.3.0; Wilensky, 1999).
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