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.
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Our aim is to demonstrate how conversational AI systems, exemplified by ChatGPT, can support the conceptualisation of Agent-Based Social Simulation (ABSS) models, leading to a full ABSS model design document. Through advanced prompt engineering and adherence to the Engineering ABSS framework (Siebers and Klügl 2017), we have constructed a comprehensive script that is easy to use and that supports the design of ABSS models with or even by AI. The performance of the script is demonstrated through an illustrative case study related to the use of adaptive architecture in museums. The repository contains (1) the comprehensive script in a format that allows copying and pasting prompts for use with ChatGPT, (2) the results of the illustrative case study in the form of two conceptual ABSS models, the ground truth and the autogenerated version.
This model extends the original Artifical Anasazi (AA) model to include individual agents, who vary in age and sex, and are aggregated into households. This allows more realistic simulations of population dynamics within the Long House Valley of Arizona from AD 800 to 1350 than are possible in the original model. The parts of this model that are directly derived from the AA model are based on Janssen’s 1999 Netlogo implementation of the model; the code for all extensions and adaptations in the model described here (the Artificial Long House Valley (ALHV) model) have been written by the authors. The AA model included only ideal and homogeneous “individuals” who do not participate in the population processes (e.g., birth and death)–these processes were assumed to act on entire households only. The ALHV model incorporates actual individual agents and all demographic processes affect these individuals. Individuals are aggregated into households that participate in annual agricultural and demographic cycles. Thus, the ALHV model is a combination of individual processes (birth and death) and household-level processes (e.g., finding suitable agriculture plots).
As is the case for the AA model, the ALHV model makes use of detailed archaeological and paleoenvironmental data from the Long House Valley and the adjacent areas in Arizona. It also uses the same methods as the original model (from Janssen’s Netlogo implementation) to estimate annual maize productivity of various agricultural zones within the valley. These estimates are used to determine suitable locations for households and farms during each year of the simulation.
AMIRIS is the Agent-based Market model for the Investigation of Renewable and Integrated energy Systems.
It is an agent-based simulation of electricity markets and their actors.
AMIRIS enables researches to analyse and evaluate energy policy instruments and their impact on the actors involved in the simulation context.
Different prototypical agents on the electricity market interact with each other, each employing complex decision strategies.
AMIRIS allows to calculate the impact of policy instruments on economic performance of power plant operators and marketers.
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Non-traditional tools and mediums can provide unique methodological and interpretive opportunities for archaeologists. In this case, the Unreal Engine (UE), which is typically used for games and media, has provided a powerful tool for non-programmers to engage with 3D visualization and programming as never before. UE has a low cost of entry for researchers as it is free to download and has user-friendly “blueprint” tools that are visual and easily extendable. Traditional maritime mobility in the Salish Sea is examined using an agent-based model developed in blueprints. Focusing on the sea canoe travel of the Straits Salish northwestern Washington State and southwest British Columbia. This simulation integrates GIS data to assess travel time between Coast Salish archaeological village locations and archaeologically represented resource gathering areas. Transportation speeds informed by ethnographic data were used to examine travel times for short forays and longer inter-village journeys. The results found that short forays tended to half day to full day trips when accounting for resource gathering activities. Similarly, many locations in the Salish Sea were accessible in long journeys within two to three days, assuming fair travel conditions. While overall transportation costs to reach sites may be low, models such as these highlight the variability in transport risk and cost. The integration of these types of tools, traditionally used for entertainment, can increase the accessibility of modeling approaches to researchers, be expanded to digital storytelling, including aiding in the teaching of traditional ecological knowledge and placenames, and can have wide applications beyond maritime archaeology.
This is v0.01 of a UE5.2.1 agent based model.
The purpose of the model is to better understand, how different factors for human residential choices affect the city’s segregation pattern. Therefore, a Schelling (1971) model was extended to include ethnicity, income, and affordability and applied to the city of Salzburg. So far, only a few studies have tried to explore the effect of multiple factors on the residential pattern (Sahasranaman & Jensen, 2016, 2018; Yin, 2009). Thereby, models using multiple factors can produce more realistic results (Benenson et al., 2002). This model and the corresponding thesis aim to fill that gap.
The various technologies used inside a Dutch greenhouse interact in combination with an external climate, resulting in an emergent internal climate, which contributes to the final productivity of the greenhouse. This model examines how differing technology development styles affects the overall ability of a community of growers to approach the theoretical maximum yield.
The NIER model is intended to add qualitative variables of building owner types and peer group scales to existing energy efficiency retrofit adoption models. The model was developed through a combined methodology with qualitative research, which included interviews with key stakeholders in Cleveland, Ohio and Detroit and Grand Rapids, Michigan. The concepts that the NIER model adds to traditional economic feasibility studies of energy retrofit decision-making are differences in building owner types (reflecting strategies for managing buildings) and peer group scale (neighborhoods of various sizes and large-scale Districts). Insights from the NIER model include: large peer group comparisons can quickly raise the average energy efficiency values of Leader and Conformist building owner types, but leave Stigma-avoider owner types as unmotivated to retrofit; policy interventions such as upgrading buildings to energy-related codes at the point of sale can motivate retrofits among the lowest efficient buildings, which are predominantly represented by the Stigma-avoider type of owner; small neighborhood peer groups can successfully amplify normal retrofit incentives.
This model aims to explore how gambling-like behavior can emerge in loot box spending within gaming communities. A loot box is a purchasable mystery box that randomly awards the player a series of in-game items. Since the contents of the box are largely up to chance, many players can fall into a compulsion loop of purchasing, as the fear of missing out and belief in the gambler’s fallacy allow one to rationalize repeated purchases, especially when one compares their own luck to others. To simulate this behavior, this model generates players in different network structures to observe how factors such as network connectivity, a player’s internal decision making strategy, or even common manipulations games use these days may influence a player’s transactions.
This model is an extension of the Artificial Long House Valley (ALHV) model developed by the authors (Swedlund et al. 2016; Warren and Sattenspiel 2020). The ALHV model simulates the population dynamics of individuals within the Long House Valley of Arizona from AD 800 to 1350. Individuals are aggregated into households that participate in annual agricultural and demographic cycles. The present version of the model incorporates features of the ALHV model including realistic age-specific fertility and mortality and, in addition, it adds the Black Mesa environment and population, as well as additional methods to allow migration between the two regions.
As is the case for previous versions of the ALHV model as well as the Artificial Anasazi (AA) model from which the ALHV model was derived (Axtell et al. 2002; Janssen 2009), this version makes use of detailed archaeological and paleoenvironmental data from the Long House Valley and the adjacent areas in Arizona. It also uses the same methods as the original AA model to estimate annual maize productivity of various agricultural zones within the Long House Valley. A new environment and associated methods have been developed for Black Mesa. Productivity estimates from both regions are used to determine suitable locations for households and farms during each year of the simulation.
ReMoTe-S is an agent-based model of the residential mobility of Swiss tenants. Its goal is to foster a holistic understanding of the reciprocal influence between households and dwellings and thereby inform a sustainable management of the housing stock. The model is based on assumptions derived from empirical research conducted with three housing providers in Switzerland and can be used mainly for two purposes: (i) the exploration of what if scenarios that target a reduction of the housing footprint while accounting for households’ preferences and needs; (ii) knowledge production in the field of residential mobility and more specifically on the role of housing functions as orchestrators of the relocation process.
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