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.
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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.
Displaying 10 of 271 results for "Aaron C Fisher" clear search
Reducing packaging waste is a critical challenge that requires organizations to collaborate within circular ecosystems, considering social, economic, and technical variables like decision-making behavior, material prices, and available technologies. Agent-Based Modeling (ABM) offers a valuable methodology for understanding these complex dynamics. In our research, we have developed an ABM to explore circular ecosystems’ potential in reducing packaging waste, using a case study of the Dutch food packaging ecosystem. The model incorporates three types of agents—beverage producers, packaging producers, and waste treaters—who can form closed-loop recycling systems.
Beverage Producer Agents: These agents represent the beverage company divided into five types based on packaging formats: cans, PET bottles, glass bottles, cartons, and bag-in-boxes. Each producer has specific packaging demands based on product volume, type, weight, and reuse potential. They select packaging suppliers annually, guided by deterministic decision styles: bargaining (seeking the lowest price) or problem-solving (prioritizing high recycled content).
Packaging Producer Agents: These agents are responsible for creating packaging using either recycled or virgin materials. The model assumes a mix of monopolistic and competitive market situations, with agents calculating annual material needs. Decision styles influence their choices: bargaining agents compare recycled and virgin material costs, while problem-solving agents prioritize maximum recycled content. They calculate recycled content in packaging and set prices accordingly, ensuring all produced packaging is sold within or outside the model.
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The model demonstrates how non-instantaneous sampling techniques produce bias by overestimating the number of counted animals, when they move relative to the person counting them.
Scilab version of an agent-based model of societal well-being, based on the factors of: overvaluation of conspicuous prosperity; tradeoff rate between inconspicuous/conspicuous well-being factors; turnover probability; and individual variation.
The model presented here was created as part of my dissertation. It aims to study the impacts of topography and climate change on prehistoric networks, with a focus on the Magdalenian, which is dated to between 20 and 14,000 years ago.
This model builds on the Armature distribution within the PaleoscapeABM model, which is itself a variant of the PaleoscapeABM available here written by Wren and Janssen, and.
This model aims to explore where and how much shellfish is discarded at coastal and non-coastal locations by daily coastal foraging. We use this model’s output to test the idea that we can confidently use the archaeological record to evaluate the importance of shellfish in prehistoric people’s diets.
The recognition that aquatic adaptations likely had significant impacts on human evolution triggered an explosion of research on that topic. Recognizing coastal foraging in the past relies on the archaeological signature of that behavior. We use this model to explore why some coastal sites are very intensely occupied and see if it is due to the shellfish productivity of the coast.
Knowledge Based Economy (KBE) is an artificial economy where firms placed in geographical space develop original knowledge, imitate one another and eventually recombine pieces of knowledge. In KBE, consumer value arises from the capability of certain pieces of knowledge to bridge between existing items (e.g., Steve Jobs illustrated the first smartphone explaining that you could make a call with it, but also listen to music and navigate the Internet). Since KBE includes a mechanism for the generation of value, it works without utility functions and does not need to model market exchanges.
Cultural group selection model of agents playing public good games and who are able to punish and punish back.
AncientS-ABM is an agent-based model for simulating and evaluating the potential social organization of an artificial past society, configured by available archaeological data. Unlike most existing agent-based models used in archaeology, our ABM framework includes completely autonomous, utility-based agents. It also incorporates different social organization paradigms, different decision-making processes, and also different cultivation technologies used in ancient societies. Equipped with such paradigms, the model allows us to explore the transition from a simple to a more complex society by focusing on the historical social dynamics; and to assess the influence of social organization on agents’ population growth, agent community numbers, sizes and distribution.
AncientS-ABM also blends ideas from evolutionary game theory with multi-agent systems’ self-organization. We model the evolution of social behaviours in a population of strategically interacting agents in repeated games where they exchange resources (utility) with others. The results of the games contribute to both the continuous re-organization of the social structure, and the progressive adoption of the most successful agent strategies. Agent population is not fixed, but fluctuates over time, while agents in stage games also receive non-static payoffs, in contrast to most games studied in the literature. To tackle this, we defined a novel formulation of the evolutionary dynamics via assessing agents’ rather than strategies’ fitness.
As a case study, we employ AncientS-ABM to evaluate the impact of the implemented social organization paradigms on an artificial Bronze Age “Minoan” society, located at different geographical parts of the island of Crete, Greece. Model parameter choices are based on archaeological evidence and studies, but are not biased towards any specific assumption. Results over a number of different simulation scenarios demonstrate better sustainability for settlements consisting of and adopting a socio-economic organization model based on self-organization, where a “heterarchical” social structure emerges. Results also demonstrate that successful agent societies adopt an evolutionary approach where cooperation is an emergent strategic behaviour. In simulation scenarios where the natural disaster module was enabled, we observe noticeable changes in the settlements’ distribution, relating to significantly higher migration rates immediately after the modeled Theran eruption. In addition, the initially cooperative behaviour is transformed to a non-cooperative one, thus providing support for archaeological theories suggesting that the volcanic eruption led to a clear breakdown of the Minoan socio-economic system.
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The purpose of this model is explore how “friend-of-friend” link recommendations, which are commonly used on social networking sites, impact online social network structure. Specifically, this model generates online social networks, by connecting individuals based upon varying proportions of a) connections from the real world and b) link recommendations. Links formed by recommendation mimic mutual connection, or friend-of-friend algorithms. Generated networks can then be analyzed, by the included scripts, to assess the influence that different proportions of link recommendations have on network properties, specifically: clustering, modularity, path length, eccentricity, diameter, and degree distribution.
We present a network agent-based model of ethnocentrism and intergroup cooperation in which agents from two groups (majority and minority) change their communality (feeling of group solidarity), cooperation strategy and social ties, depending on a barrier of “likeness” (affinity). Our purpose was to study the model’s capability for describing how the mechanisms of preexisting markers (or “tags”) that can work as cues for inducing in-group bias, imitation, and reaction to non-cooperating agents, lead to ethnocentrism or intergroup cooperation and influence the formation of the network of mixed ties between agents of different groups. We explored the model’s behavior via four experiments in which we studied the combined effects of “likeness,” relative size of the minority group, degree of connectivity of the social network, game difficulty (strength) and relative frequencies of strategy revision and structural adaptation. The parameters that have a stronger influence on the emerging dominant strategies and the formation of mixed ties in the social network are the group-tag barrier, the frequency with which agents react to adverse partners, and the game difficulty. The relative size of the minority group also plays a role in increasing the percentage of mixed ties in the social network. This is consistent with the intergroup ties being dependent on the “arena” of contact (with progressively stronger barriers from e.g. workmates to close relatives), and with measures that hinder intergroup contact also hindering mutual cooperation.
Displaying 10 of 271 results for "Aaron C Fisher" clear search