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 38 results for "archaeology" clear search
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.
Simulation of irrigation system management using archaeological data from southern Arizona
UPDATE in V1.1.0: missing input data files added; relative paths to input data files changed to “../data/FILENAME”
A model that allows for representing key theories of Roman amphora reuse, to explore the differences in the distribution of amphorae, re-used amphorae and their contents.
This model generates simulated distributions of prime-use amphorae, primeuse contents (e.g. olive oil) and reused amphorae. These simulated distributions will differ between experiments depending on the experiment’s variable settings representing the tested theory: variations in the probability of reuse, the supply volume, the probability of reuse at ports. What we are interested in teasing out is what the effect is of each theory on the simulated amphora distributions.
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The purpose of the model is to investigate how different factors affect the ability of researchers to reconstruct prehistoric social networks from artifact stylistic similarities, as well as the overall diversity of cultural traits observed in archaeological assemblages. Given that cultural transmission and evolution is affected by multiple interacting phenomena, our model allows to simultaneously explore six sets of factors that may condition how social networks relate to shared culture between individuals and groups:
MERCURY aims to represent and explore two descriptive models of the functioning of the Roman trade system that aim to explain the observed strong differences in the wideness of distributions of Roman tableware.
This thesis presents an abstract spatial simulation model of the Maya Central Lowlands coupled human and natural system from 1000 BCE to the present day. It’s name is the Climatically Heightened but Anothropogenically Achieved Historical Kerplunk model (CHAAHK). The simulation features features virtual human groups, population centers, transit routes, local resources, and imported resources. Despite its embryonic state, the model demonstrates how certain anthropogenic characteristics of a landscape can interact with externally induced trauma and result in a prolonged period of relative sociopolitical uncomplexity. Analysis of batch simulation output suggests decreasing empirical uncertainties about ancient wetland modification warrants more investment. This first submission of CHAAHK’s code represents the simulation’s implementation that was featured in the author’s master’s thesis.
This Agent-Based model intends to explore the conditions for the emergence and change of land use patterns in Central Asian oases and similar contexts.
Style_Net_01 is a spatial agent-based model designed to serve as a platform for exploring geographic patterns of tool transport and discard among seasonally mobile hunter-gatherer populations. The model has four main levels: artifact, person, group, and system. Persons make, use, and discard artifacts. Persons travel in groups within the geographic space of the model. The movements of groups represent a seasonal pattern of aggregation and dispersal, with all groups coalescing at an aggregation site during one point of the yearly cycle. The scale of group mobility is controlled by a parameter. The creation, use, and discard of artifacts is controlled by several parameters that specify how many tools each person carries in a personal inventory, how many times each tool can be used before it is discarded, and the frequency of tool usage. A lithic source (representing a geographically-specific, recognizable source of stone for tools) can be placed anywhere in the geographic space of the model.
This structured population model is built to address how migration (or intergroup cultural transmission), copying error, and time-averaging affect regional variation in a single selectively neutral discrete cultural trait under different mechanisms of cultural transmission. The model allows one to quantify cultural differentiation between groups within a structured population (at equilibrium) as well as between regional assemblages of time-averaged archaeological material at two different temporal scales (1,000 and 10,000 ticks). The archaeological assemblages begin to accumulate only after a “burn-in” period of 10,000 ticks. The model includes two different representations of copying error: the infinite variants model of copying error and the finite model of copying error. The model also allows the user to set the variant ceiling value for the trait in the case of the finite model of copying error.
This model represents technological and ecological behaviors of mobile hunter-gatherers, in a variable environment, as they produce, use, and discard chipped stone artifacts. The results can be analyzed and compared with archaeological sites.
Displaying 10 of 38 results for "archaeology" clear search