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 model is an implementation of a predator-prey simulation using NetLogo programming language. It simulates the interaction between fish, lionfish, and zooplankton. Fish and lionfish are both represented as turtles, and they have their own energy level. In this simulation, lionfish eat fish, and fish eat zooplankton. Zooplankton are represented as green patches on the NetLogo world. Lionfish and fish can reproduce and gain energy by eating other turtles or zooplankton.
This model was created to help undergraduate students understand how simulation models might be helpful in addressing complex environmental problems. In this case, students were asked to use this model to make predictions about how the introduction of lionfish (considered an invasive species in some places) might alter the ecosystem.
The model explores the informational causes of polarization and bi-polarization of opinions in groups. To this end it expands the model of the Argument Communication Theory of Bi-polarization. The latter is an argument-based multi-agent model of opinion dynamics inspired by Persuasive Argument Theory. The original model can account for polarization as an outcome of pure informational influence, and reproduces bi-polarization effects by postulating an additional mechanism of homophilous selection of communication partners. The expanded model adds two dimensions: argument strength and more sophisticated protocols of informational influence (argument communication and opinion update).
Urban greenery such as vertical greenery systems (VGS) can effectively absorb air pollutants emitted by different agents, such as vehicles and manufacturing enterprises. The main challenge is how to protect socially important objects, such as kindergartens, from the influence if air pollution with the minimum of expenditure. There is proposed the hybrid individual- and particle-based model of interactions between vertical greenery systems and air pollutants to identify optimal locations of tree clusters and high-rise buildings where horizontal greenery systems and VGS should be implemented, respectively. The model is implemented in the AnyLogic simulation tool.
This paper builds on a basic ABM for a revolution and adds a combination of behaviors to its agents such as military benefits, citizen’s grievances, geographic vision, empathy, personality type and media impact.
3spire is an ABM where farming households make management decisions aimed at satisficing along the aspirational dimensions: food self-sufficiency, income, and leisure. Households decision outcomes depend on their social networks, knowledge, assets, household needs, past management, and climate/market trends
This is an agent-based model that allows to test alternative designs for three model components. The model was built using the LUDAS design strategy, while each alternative is in line with the strategy. Using the model, it can be shown that alternative designs, though built on the same strategy, lead to different land-use patterns over time.
This is a model of organizational behavior in the hierarchy in which personnel decisions are made.
The idea of the model is that the hierarchy, busy with operations, is described by such characteristics as structure (number and interrelation of positions) and material, filling these positions (persons with their individual performance). A particular hierarchy is under certain external pressure (performance level requirement) and is characterized by the internal state of the material (the distribution of the perceptions of others over the ensemble of persons).
The World of the model is a four-level hierarchical structure, consisting of shuff positions of the top manager (zero level of the hierarchy), first-level managers who are subordinate to the top manager, second-level managers (subordinate to the first-level managers) and positions of employees (the third level of the hierarchy). ) subordinated to the second-level managers. Such a hierarchy is a tree, i.e. each position, with the exception of the position of top manager, has a single boss.
Agents in the model are persons occupying the specified positions, the number of persons is set by the slider (HumansQty). Personas have some operational performance (harisma, an unfortunate attribute name left over from the first edition of the model)) and a sense of other personas’ own perceptions. Performance values are distributed over the ensemble of persons according to the normal law with some mean value and variance.
The value of perception by agents of each other is positive or negative (implemented in the model as numerical values equal to +1 and -1). The distribution of perceptions over an ensemble of persons is implemented as a random variable specified by the probability of negative perception, the value of which is set by the control elements of the model interface. The numerical value of the probability equal to 0 corresponds to the case in which all persons positively perceive each other (the numerical value of the random variable is equal to 1, which corresponds to the positive perception of the other person by the individual).
The hierarchy is occupied with operational activity, the degree of intensity of which is set by the external parameter Difficulty. The level of productivity of each manager OAIndex is equal to the level of productivity of the department he leads and is the ratio of the sum of productivity of employees subordinate to the head to the level of complexity of the work Difficulty. An increase in the numerical value of Difficulty leads to a decrease in the OAIndex for all subdivisions of the hierarchy. The managerial meaning of the OAIndex indicator is the percentage of completion of the load specified for the hierarchy as a whole, i.e. the ratio of the actual performance of the structural subdivisions of the hierarchy to the required performance, the level of which is specified by the value of the Difficulty parameter.
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Original model of chiefdom modeled in terms of a hierarchical, scale-free network
CHALMS simulates housing and land market interactions between housing consumers, developers, and farmers in a growing ex-urban area.
Cultural group selection model of agents playing public good games and who are able to punish and punish back.
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