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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The purpose of the model is to examine the strength of network connections in a ceremonial exchange network in a non-hierarchical society.
An agent-based simulation of a game of basketball. The model implements most components of a standard game of basketball. Additionally, the model allows the user to test for the effect of two separate cognitive biases – the hot-hand effect and a belief in the team’s franchise player.
The model implements a model that reflects features of a rural hill village in Nepal. Key features of the model include water storage, social capital and migration of household members who then send remittances back to the village.
We propose an agent-based model where a fixed finite population of tagged agents play iteratively the Nash demand game in a regular lattice. The model extends the bargaining model by Axtell, Epstein and Young.
Flibs’NLogo implements in NetLogo modelling environment, a genetic algorithm whose purpose is evolving a perfect predictor from a pool of digital creatures constituted by finite automata or flibs (finite living blobs) that are the agents of the model. The project is based on the structure described by Alexander K. Dewdney in “Exploring the field of genetic algorithms in a primordial computer sea full of flibs” from the vintage Scientific American column “Computer Recreations”
As Dewdney summarized: “Flibs […] attempt to predict changes in their environment. In the primordial computer soup, during each generation, the best predictor crosses chromosomes with a randomly selected flib. Increasingly accurate predictors evolve until a perfect one emerges. A flib […] has a finite number of states, and for each signal it receives (a 0 or a 1) it sends a signal and enters a new state. The signal sent by a flib during each cycle of operation is its prediction of the next signal to be received from the environment”
A very simple model elaborated to explore what may happens when buyers (travelers) have more information than sellers (tourist destinations)
A demonstration model showing how modellers can create a multi regional tram network with commuters, destinations and houses. The model offers options to create a random tram network made from modeller input or to load shapefiles for the Greater Manchester Metrolink.
The model uses NetLogo with gis, nw an csv extensions.
IMine is a flexible framework which can be adopt multiple criteria for convergence to solve Influence Minig problems. It can use any diffusion model, as well as resilience to compute the influence of a set of nodes base on the use case.
The code is written and tested on ‘R’ v3.5
A replication in Netlogo 5.2 of the classic model, Sugarscape (Epstein & Axtell, 1996).
Dawkins’ Weasel is a NetLogo model that illustrates the principle of evolution by natural selection. It is inspired by a thought experiment presented by Richard Dawkins in his book The Blind Watchmaker (1996).
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