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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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MayaSim is an agent-based, cellular automata and network model of the ancient Maya. Biophysical and anthropogenic processes interact to grow a complex social ecological system.
We build a stylized model of a network of business angel investors and start-up entrepreneurs. Decisions are based on trust as a decision making tool under true uncertainty.
Interactions of players embedded in a closed square lattice are determined by distance and overall gains and they lead to shifts of reward payoff between temptation and punishment. A new winner balancing against threats is ultimately discovered.
In our model, individual agents are distributed over a two-dimensional square lattice. The agents play the prisoner’s dilemma game with their neighbors, imitate the highest strategy, and then migrate to empty sites based on their tag preference.
Agent-based version of the simple search and barter economy conceived by Peter Diamond in 1982. The model is also known as Coconut Model.
TRUE GRASP (Tree Recruitment Under Exotic GRAsses in a Savanna-Pineland)
is a socio-ecological agent-based model (ABM) and role playing game (RPG) for farmers and other stakeholders involved in rural landscape planning.
The purpose of this model is to allow actors to explore the individual and combined effects - as well as tradeoffs - of three methods of controlling exotic grasses in pine savannas: fire, weeding, and grazing cattle.
Design of TRUE GRASP is based on 3 years of socio-ecological fieldwork in a human-induced pine savanna in La Sepultura Biosphere Reserve (SBR) in the Mexican state of Chiapas. In this savanna, farmers harvest resin from Pinus oocarpa, which is used to produce turpentine and other products. However, long term persistence of this activity is jeopardized by low tree recruitment due to exotic tall grass cover in the forest understory (see Braasch et al., 2017). The TRUE GRASP model provides the user with different management strategies for controlling exotic grass cover and avoiding possible regime shifts, which in the case of the SBR would jeopardize resin harvesting.
Inspired by the European project called GLODERS that thoroughly analyzed the dynamics of extortive systems, Bottom-up Adaptive Macroeconomics with Extortion (BAMERS) is a model to study the effect of extortion on macroeconomic aggregates through simulation. This methodology is adequate to cope with the scarce data associated to the hidden nature of extortion, which difficults analytical approaches. As a first approximation, a generic economy with healthy macroeconomics signals is modeled and validated, i.e., moderate inflation, as well as a reasonable unemployment rate are warranteed. Such economy is used to study the effect of extortion in such signals. It is worth mentioning that, as far as is known, there is no work that analyzes the effects of extortion on macroeconomic indicators from an agent-based perspective. Our results show that there is significant effects on some macroeconomics indicators, in particular, propensity to consume has a direct linear relationship with extortion, indicating that people become poorer, which impacts both the Gini Index and inflation. The GDP shows a marked contraction with the slightest presence of extortion in the economic system.
In macroeconomics, an emerging discussion of alternative monetary systems addresses the dimensions of systemic risk in advanced financial systems. Monetary regime changes with the aim of achieving a more sustainable financial system have already been discussed in several European parliaments and were the subject of a referendum in Switzerland. However, their effectiveness and efficacy concerning macro-financial stability are not well-known. This paper introduces a macroeconomic agent-based model (MABM) in a novel simulation environment to simulate the current monetary system, which may serve as a basis to implement and analyze monetary regime shifts. In this context, the monetary system affects the lending potential of banks and might impact the dynamics of financial crises. MABMs are predestined to replicate emergent financial crisis dynamics, analyze institutional changes within a financial system, and thus measure macro-financial stability. The used simulation environment makes the model more accessible and facilitates exploring the impact of different hypotheses and mechanisms in a less complex way. The model replicates a wide range of stylized economic facts, including simplifying assumptions to reduce model complexity.
This research article presents an agent-based simulation hereinafter called COMMONSIM. It builds on COMMONISM, i.e. a large-scale commons-based vision for a utopian society. In this society, production and distribution of means are not coordinated via markets, exchange, and money, or a central polity, but via bottom-up signalling and polycentric networks, i.e. ex-ante coordination via needs. Heterogeneous agents care for each other in life groups and produce in different groups care, environmental as well as intermediate and final means to satisfy sensual-vital needs. Productive needs decide on the magnitude of activity in groups for a common interest, e.g. the production of means in a multi-sectoral artificial economy. Agents share cultural traits identified by different behaviour: a propensity for egoism, leisure, environmentalism, and productivity. The narrative of this utopian society follows principles of critical psychology and sociology, complexity and evolution, the theory of commons, and critical political economy. The article presents the utopia and an agent-based study of it, with emphasis on culture-dependent allocation mechanisms and their social and economic implications for agents and groups.
This is an original model of (sub)culture diffusion.
It features a set of agents (dubbed “partygoers”) organized initially in clusters, having properties such as age and a chromosome of opinions about 6 different topics. The partygoers interact with a set of cultures (also having a set of opinions subsuming those of its members), in the sense of refractory or unhappy members of each setting about to find a new culture and trading information encoded in the genetic string (originally encoded as -1, 0, and 1, resp. a negative, neutral, and positive opinion about each of the 6 traits/aspects, e.g. the use of recreational drugs). There are 5 subcultures that both influence (through the aforementioned genetic operations of mutation and recombination of chromosomes simulating exchange of opinions) and are influenced by its members (since a group is a weighted average of the opinions and actions of its constituents). The objective of this feedback loop is to investigate under which conditions certain subculture sizes emerge, but the model is open to many other kinds of explorations as well.
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