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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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.
Displaying 10 of 212 results NetLogo clear search
The ana-wag model, for Analyse Wat-A-Game (WAG), is a NetLogo version of the WAG role playing game. It enables to model a river catchment with the graphical modelling language WAG and to play it as a network-game (each player is a water user).
This is a NetLogo version of Buhl et al.’s (2005) model of self-organised digging activity in ant colonies. It was built for a master’s course on self-organisation and its intended use is still educational. The ants’ behavior can easily be changed by toggling switches on the interface, or, for more advanced students, there is R code included allowing the model to be run and analysed through RNetLogo.
The Hohokam Trade Networks Model focuses on key features of the Hohokam economy to explore how differences in trade network topologies may show up in the archaeological record. The model is set in the Phoenix Basin of central Arizona, AD 200-1450.
This NetLogo model illustrates the cultural evolution of pro-environmental behaviour patterns. It illustrates how collective behaviour patterns evolve from interactions between agents and agents (in a social network) as well as agents and the affordances (action opportunities provided by the environment) within a niche. More specifically, the cultural evolution of behaviour patterns is understood in this model as a product of:
Is the mass shooter a maniac or a relatively normal person in a state of great stress? According to the FBI report (Silver, J., Simons, A., & Craun, S. (2018). A Study of the Pre-Attack Behaviors of Active Shooters in the United States Between 2000 – 2013. Federal Bureau of Investigation, U.S. Department of Justice,Washington, D.C. 20535.), only 25% of the active shooters were known to have been diagnosed by a mental health professional with a mental illness of any kind prior to the offense.
The main objects of the model are the humans and the guns. The main factors influencing behavior are the population size, the number of people with mental disabilities (“psycho” in the model terminology) per 100,000 population, the total number of weapons (“guns”) in the population, the availability of guns for humans, the intensity of stressors affecting humans and the threshold level of stress, upon reaching which a person commits an act of mass shooting.
The key difference (in the model) between a normal person and a psycho is that a psycho accumulates stressors and, upon reaching a threshold level, commits an act of mass shooting. A normal person is exposed to stressors, but reaching the threshold level for killing occurs only when the simultaneous effect of stressors on him exceeds this level.
The population dynamics are determined by the following factors: average (normally distributed) life expectancy (“life_span” attribute of humans) and population growth with the percentage of newborns set by the value of the TickReprRatio% slider of the current population volume from 16 to 45 years old.Thus, one step of model time corresponds to a year.
The model is designed to simulate the behavior and decision-making processes of individuals (agents) in a social network. It aims to represent the changes in individual probability to take any action based on changes in attributes. The action is anything that can be reasonably influenced by the three influencing methods implemented in this model: peer pressure, social media, and state campaigns, and for which the user has a decision-making model. The model is implemented in the multi-agent programmable environment NetLogo 6.3.0.
The Megafaunal Hunting Pressure Model (MHPM) is an interactive, agent-based model designed to conduct experiments to test megaherbivore extinction hypotheses. The MHPM is a model of large-bodied ungulate population dynamics with human predation in a simplified, but dynamic grassland environment. The overall purpose of the model is to understand how environmental dynamics and human predation preferences interact with ungulate life history characteristics to affect ungulate population dynamics over time. The model considers patterns in environmental change, human hunting behavior, prey profitability, herd demography, herd movement, and animal life history as relevant to this main purpose. The model is constructed in the NetLogo modeling platform (Version 6.3.0; Wilensky, 1999).
This is an extended replication of Abelson’s and Bernstein’s early computer simulation model of community referendum controversies which was originally published in 1963 and often cited, but seldom analysed in detail. This replication is in NetLogo 6.3.0, accompanied with an ODD+D protocol and class and sequence diagrams.
This replication replaces the original scales for attitude position and interest in the referendum issue which were distributed between 0 and 1 with values that are initialised according to a normal distribution with mean 0 and variance 1 to make simulation results easier compatible with scales derived from empirical data collected in surveys such as the European Value Study which often are derived via factor analysis or principal component analysis from the answers to sets of questions.
Another difference is that this model is not only run for Abelson’s and Bernstein’s ten week referendum campaign but for an arbitrary time in order that one can find out whether the distributions of attitude position and interest in the (still one-dimensional) issue stabilise in the long run.
This is an agent-based model constructed in Netlogo v6.2.2 which seeks to provide a simple but flexible tool for researchers and dog-population managers to help inform management decisions.
It replicates the basic demographic processes including:
* reproduction
* natural death
* dispersal
…
The SIM-VOLATILE model is a technology adoption model at the population level. The technology, in this model, is called Volatile Fatty Acid Platform (VFAP) and it is in the frame of the circular economy. The technology is considered an emerging technology and it is in the optimization phase. Through the adoption of VFAP, waste-treatment plants will be able to convert organic waste into high-end products rather than focusing on the production of biogas. Moreover, there are three adoption/investment scenarios as the technology enables the production of polyhydroxyalkanoates (PHA), single-cell oils (SCO), and polyunsaturated fatty acids (PUFA). However, due to differences in the processing related to the products, waste-treatment plants need to choose one adoption scenario.
In this simulation, there are several parameters and variables. Agents are heterogeneous waste-treatment plants that face the problem of circular economy technology adoption. Since the technology is emerging, the adoption decision is associated with high risks. In this regard, first, agents evaluate the economic feasibility of the emerging technology for each product (investment scenarios). Second, they will check on the trend of adoption in their social environment (i.e. local pressure for each scenario). Third, they combine these two economic and social assessments with an environmental assessment which is their environmental decision-value (i.e. their status on green technology). This combination gives the agent an overall adaptability fitness value (detailed for each scenario). If this value is above a certain threshold, agents may decide to adopt the emerging technology, which is ultimately depending on their predominant adoption probabilities and market gaps.
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