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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Large outbreaks of Shigella sonnei among children in Haredi Jewish (ultra-Orthodox) communities in Brooklyn, New York have occurred every 3–5 years since at least the mid-1980s. These outbreaks are partially attributable to large numbers of young children in these communities, with transmission highest in child care and school settings, and secondary transmission within households. As these outbreaks have been prolonged and difficult to control, we developed an agent-based model of shigellosis transmission among children in these communities to support New York City Department of Health and Mental Hygiene staff. Simulated children were assigned an initial susceptible, infectious, or recovered (immune) status and interacted and moved between their home, child care program or school, and a community site. We calibrated the model according to observed case counts as reported to the Health Department. Our goal was to better understand the efficacy of existing interventions and whether limited outreach resources could be focused more effectively.
How do bots influence beliefs on social media? Why do beliefs propagated by social bots spread far and wide, yet does their direct influence appear to be limited?
This model extends Axelrod’s model for the dissemination of culture (1997), with a social bot agent–an agent who only sends information and cannot be influenced themselves. The basic network is a ring network with N agents connected to k nearest neighbors. The agents have a cultural profile with F features and Q traits per feature. When two agents interact, the sending agent sends the trait of a randomly chosen feature to the receiving agent, who adopts this trait with a probability equal to their similarity. To this network, we add a bot agents who is given a unique trait on the first feature and is connected to a proportion of the agents in the model equal to ‘bot-connectedness’. At each timestep, the bot is chosen to spread one of its traits to its neighbors with a probility equal to ‘bot-activity’.
The main finding in this model is that, generally, bot activity and bot connectedness are both negatively related to the success of the bot in spreading its unique message, in equilibrium. The mechanism is that very active and well connected bots quickly influence their direct contacts, who then grow too dissimilar from the bot’s indirect contacts to quickly, preventing indirect influence. A less active and less connected bot leaves more space for indirect influence to occur, and is therefore more successful in the long run.
The model is based on Swann and Buhrmester’s Identity Fusion behavioural theory, which seeks to explain why an individual puts the group’s priorities above their personal expectations. In order to observe the theory and validate group behaviour, a case study was carried out focusing on scenarios of group violence in football stadiums in Brazil. For the modelling, each agent has a distribution of levels of identification with the group to which they belong, with their level of fusion varying between 1 and 5. According to behavioural theory, an individual’s degree of fusion with the group directly interferes with their behaviour of replicating actions and absorbing group beliefs.
SeaROOTS ABM is a quite generic agent-based modeling system, for simulating and evaluating potential terrestrial and maritime mobility of artificial hominin groups, configured by available archaeological data and hypotheses. Necessary bathymetric, geomorphological and paleoenvironmental data are combined in order to reconstruct paleoshorelines for the study area and produce an archaeologically significant agent environment. Paleoclimatic and archaeological data are incorporated in the ABM in order to simulate maritime crossings and assess the emergent patterns of interaction between human agency and the sea.
SeaROOTS agent-based system includes completely autonomous, utility-based agents (Chliaoutakis & Chalkiadakis 2016), representing artificial hominin groups, with partial knowledge of their environment, for simulating their evolution and potential maritime mobility, utilizing alternative Least Cost Path analysis modeling techniques (Gustas & Supernant 2017, Gravel-Miguel & Wren 2021). Two groups of hominins, Neanderthals and Homo sapiens, are chosen in order to study the challenges and actions employed as a response to the fluctuating sea-levels, as well as probability scenarios with respect to sea-crossings via buoyant vessels (rafting) or the human body itself (swimming). SeaROOTS ABM aims to simulate various scenarios and investigate the degree climatic fluctuations influenced such activities and interactions in the Middle Paleolithic period.
The model focuses on simulating potential terrestrial and maritime routes, explore the interactions and relations between autonomous agents and their environment, as well as to test specific research questions; for example, when and under what conditions would Middle Paleolithic hominins be more likely to attempt a crossing and successfully reach the islands? By which agent type (Sapiens or Neanderthals) and how (e.g. swimming or by sea-vessels) could such short sea crossings be (mostly) attempted, and which (sea) routes were usually considered by the agents? When does a sea-crossing become a choice and when is it a result of forced migration, i.e. disaster- or conflict-induced displacement? Results show that the dynamic marine environment of the Inner Ionian, our case study in this work, played an important role in their decision-making process.
Transhumants move their herds based on strategies simultaneously considering several environmental and socio-economic factors. There is no agreement on the influence of each factor in these strategies. In addition, there is a discussion about the social aspect of transhumance and how to manage pastoral space. In this context, agent-based modeling can analyze herd movements according to the strategy based on factors favored by the transhumant. This article presents a reductionist agent-based model that simulates herd movements based on a single factor. Model simulations based on algorithms to formalize the behavioral dynamics of transhumants through their strategies. The model results establish that vegetation, water outlets and the socio-economic network of transhumants have a significant temporal impact on transhumance. Water outlets and the socio-economic network have a significant spatial impact. The significant impact of the socio-economic factor demonstrates the social dimension of Sahelian transhumance. Veterinarians and markets have an insignificant spatio-temporal impact. To manage pastoral space, water outlets should be at least 15 km
from each other. The construction of veterinary centers, markets and the securitization of transhumance should be carried out close to villages and rangelands.
Swidden Farming is designed to explore the dynamics of agricultural land management strategies.
This model simulates the dynamics of agricultural land use change, specifically the transition between agricultural and non-agricultural land use in a spatial context. It explores the influence of various factors such as agricultural profitability, path dependency, and neighborhood effects on land use decisions.
The model operates on a grid of patches representing land parcels. Each patch can be in one of two states: exploited (green, representing agricultural land) or unexploited (brown, representing non-agricultural land). Agents (patches) transition between these states based on probabilistic rules. The main factors affecting these transitions are agricultural profitability, path dependency, and neighborhood effects.
-Agricultural Profitability: This factor is determined by the prob-agri function, which calculates the probability of a non-agricultural patch converting to agricultural based on income differences between agriculture and other sectors. -Path Dependency: Represented by the path-dependency parameter, it influences the likelihood of patches changing their state based on their current state. It’s a measure of inertia or resistance to change. -Neighborhood Effects: The neighborhood function calculates the number of exploited (agricultural) neighbors of a patch. This influences the decision of a patch to convert to agricultural land, representing the influence of surrounding land use on the decision-making process.
This ABM
The main function of this simulation model is to simulate the onset of individual panic in the context of a public health event, and in particular to simulate how an individual’s panic develops and dies out in the context of a dual information contact network of online social media information and offline in-person perception information. In this model, eight different scenarios are set up by adjusting key parameters according to the difference in the amount and nature of information circulating in the dual information network, in order to observe how the agent’s panic behavior will change under different information exposure situations.
Agent-based models of organizational search have long investigated how exploitative and exploratory behaviors shape and affect performance on complex landscapes. To explore this further, we build a series of models where agents have different levels of expertise and cognitive capabilities, so they must rely on each other’s knowledge to navigate the landscape. Model A investigates performance results for efficient and inefficient networks. Building on Model B, it adds individual-level cognitive diversity and interaction based on knowledge similarity. Model C then explores the performance implications of coordination spaces. Results show that totally connected networks outperform both hierarchical and clustered network structures when there are clear signals to detect neighbor performance. However, this pattern is reversed when agents must rely on experiential search and follow a path-dependent exploration pattern.
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