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.
Displaying 10 of 157 results for "Bennett Holman" clear search
This model explores the effects of agent interaction, information feedback, and adaptive learning in repeated auctions for farmland. It gathers information for three types of sealed-bid auctions, and one English auction and compares the auctions on the basis of several measures, including efficiency, price information revelation, and ability to handle repeated bidding and agent learning.
The HUMan impact on LANDscapes (HUMLAND) model has been developed to track and quantify the intensity of different impacts on landscapes at the continental level. This agent-based model focuses on determining the most influential factors in the transformation of interglacial vegetation with a specific emphasis on burning organized by hunter-gatherers. HUMLAND integrates various spatial datasets as input and target for the agent-based model results. Additionally, the simulation incorporates recently obtained continental-scale estimations of fire return intervals and the speed of vegetation regrowth. The obtained results include maps of possible scenarios of modified landscapes in the past and quantification of the impact of each agent, including climate, humans, megafauna, and natural fires.
FIsheries Simulation with Human COmplex DEcision-making (FISHCODE) is an agent-based model to depict and analyze current and future spatio-temporal dynamics of three German fishing fleets in the southern North Sea. Every agent (fishing vessel) makes daily decisions about if, what, and how long to fish. Weather, fuel and fish prices, as well as the actions of their colleagues influence agents’ decisions. To combine behavioral theories and enable agents to make dynamic decision, we implemented the Consumat approach, a framework in which agents’ decisions vary in complexity and social engagement depending on their satisfaction and uncertainty. Every agent has three satisfactions and two uncertainties representing different behavioral aspects, i.e. habitual behavior, profit maximization, competition, conformism, and planning insecurity. Availability of extensive information on fishing trips allowed us to parameterize many model parameters directly from data, while others were calibrated using pattern oriented modelling. Model validation showed that spatial and temporal aggregated ABM outputs were in realistic ranges when compared to observed data. Our ABM hence represents a tool to assess the impact of the ever growing challenges to North Sea fisheries and provides insight into fisher behavior beyond profit maximization.
The HUMan Impact on LANDscapes (HUMLAND) 2.0.0 is an enhanced version of HUMLAND 1.0.0, developed to track and quantify the intensity of various impacts on landscapes at a continental scale. The model is designed to identify the most influential factors in the transformation of interglacial vegetation, with a particular focus on the burning practices of hunter-gatherers. HUMLAND 2.0.0 incorporates a wide range of spatial datasets as both inputs and targets (expected modelling results) for simulations across Last Interglacial (~130,000–116,000 BP) and Early Holocene (~11,700–8,000 BP).
Machine learning technologies have changed the paradigm of knowledge discovery in organizations and transformed traditional organizational learning to human-machine hybrid intelligent organizational learning. However, it remains unclear how human-machine trust, which is an important factor that influences human-machine knowledge exchange, affects the effectiveness of human-machine hybrid intelligent organizational learning. To explore this issue, we used multi-agent simulation to construct a knowledge learning model of a human-machine hybrid intelligent organization with human-machine trust.
A simulated approach for Personal Carbon Trading, for figuring out what effects it might have if it will be implemented in the real world. We use an artificial population with some empirical data from international literature and basic assumptions about heterogeneous energy demand. The model is not to be used as simulating the actual behavior of real populations, but a toy model to test the effects of differences in various factors such as number of agents, energy price, price of allowances, etc. It is important to adapt the model for specific countries as carbon footprint and energy demand determines the relative success of PCT.
This model is a highly stylized land use model in the Clear Creek Watershed in Eastern Iowa, designed to illustrate the construction of stability landscapes within resilience theory.
This model simulates the heterogeneity of preferences in a PG game and how the interaction between them affects the dynamics of voluntary contributions. Model is based on the results of a human-based experiment.
The purpose of the model is to collect information on human decision-making in the context of coalition formation games. The model uses a human-in-the-loop approach, and a single human is involved in each trial. All other agents are controlled by the ABMSCORE algorithm (Vernon-Bido and Collins 2020), which is an extension of the algorithm created by Collins and Frydenlund (2018). The glove game, a standard cooperative game, is used as the model scenario.
The intent of the game is to collection information on the human players behavior and how that compares to the computerized agents behavior. The final coalition structure of the game is compared to an ideal output (the core of the games).
NetLogo model of patch choice model from optimal foraging theory (human behavioral ecology).
Displaying 10 of 157 results for "Bennett Holman" clear search