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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Three policy scenarios for urban expansion under the influences of the behaviours and decision modes of four agents and their interactions have been applied to predict the future development patterns of the Guangzhou metropolitan region.
The model combines the two elements of disorganization and motivation to explore their impact on teams. Effects of disorganization on team task performance (problem solving)
The agent based model matches origins and destinations using employment search methods at the individual level.
This model simulates different trade dynamics in shellmound (sambaqui) builder communities in coastal Southern Brazil. It features two simulation scenarios, one in which every site is the same and another one testing different rates of cooperation. The purpose of the model is to analyze the networks created by the trade dynamics and explore the different ways in which sambaqui communities were articulated in the past.
How it Works?
There are a few rules operating in this model. In either mode of simulation, each tick the agents will produce an amount of resources based on the suitability of the patches inside their occupation-radius, after that the procedures depend on the trade dynamic selected. For BRN? the agents will then repay their owed resources, update their reputation value and then trade again if they need to. For GRN? the agents will just trade with a connected agent if they need to. After that the agents will then consume a random amount of resources that they own and based on that they will grow (split) into a new site or be removed from the simulation. The simulation runs for 1000 ticks. Each patch correspond to a 300x300m square of land in the southern coast of Santa Catarina State in Brazil. Each agent represents a shellmound (sambaqui) builder community. The data for the world were made from a SRTM raster image (1 arc-second) in ArcMap. The sites can be exported into a shapefile (.shp) vector to display in ArcMap. It uses a UTM Sirgas 2000 22S projection system.
The computer model simulates the development of a social network (i.e. formation of friendships and cliques), the (dyadic) interactions between pupils and the development of similarities and differences in their behavioral profiles.
Least Cost Path (LCP) analysis is a recurrent theme in spatial archaeology. Based on a cost of movement image, the user can interpret how difficult it is to travel around in a landscape. This kind of analysis frequently uses GIS tools to assess different landscapes. This model incorporates some aspects of the LCP analysis based on GIS with the capabilities of agent-based modeling, such as the possibility to simulate random behavior when moving. In this model the agent will travel around the coastal landscape of Southern Brazil, assessing its path based on the different cost of travel through the patches. The agents represent shellmound builders (sambaquieiros), who will travel mainly through the use of canoes around the lagoons.
How it works?
When the simulation starts the hiker agent moves around the world, a representation of the lagoon landscape of the Santa Catarina state in Southern Brazil. The agent movement is based on the travel cost of each patch. This travel cost is taken from a cost surface raster created in ArcMap to represent the different cost of movement around the landscape. Each tick the agent will have a chance to select the best possible patch to move in its Field of View (FOV) that will take it towards its target destination. If it doesn’t select the best possible patch, it will randomly choose one of the patches to move in its FOV. The simulation stops when the hiker agent reaches the target destination. The elevation raster file and the cost surface map are based on a 1 Arc-second (30m) resolution SRTM image, scaled down 5 times. Each patch represents a square of 150m, with an area of 0,0225km². The dataset uses a UTM Sirgas 2000 22S projection system. There are four different cost functions available to use. They change the cost surface used by the hikers to navigate around the world.
The Bronze Age Collapse model (BACO model) is written using free NetLogo software v.6.0.3. The purpose of using the BACO model is to develop a tool to identify and analyse the main factors that made the Late Bronze Age and Early Iron Age socio-ecological system resilient or vulnerable in the face of the environmental aridity recorded in the Aegean. The model explores the relationship between dependent and independent variables. Independent variables are: a) inter-annual rainfall variability for the Late Bronze Age and Early Iron Age in the eastern Mediterranean, b) intensity of raiding, c) percentage of marine, agricultural and other calorie sources included in the diet, d) soil erosion processes, e) farming assets, and d) storage capacity. Dependent variables are: a) human pressure for land, b) settlement patterns, c) number of commercial exchanges, d) demographic behaviour, and e) number of migrations.
We model the epistemic dynamics preceding political uprising. Before deciding whether to start protests, agents need to estimate the amount of discontent with the regime. This model simulates the dynamics of group knowledge about general discontent.
The purpose of this model is to study the evolution of cooperation when agents are endowed with a limited set of receptors, a set of elementary actions and a neural network agents use to make decision
The model is used to study the conditions under which agents will cooperate in one-shot two-player Prisoner’s Dilemma games if they are able to withdraw from playing the game and can learn to recogniz
Displaying 10 of 104 results for "Marc Deconchat" clear search