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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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This model accompanies a paper looking at the role and limits of values and norms for modeling realistic social agents. Based on literature we synthesize a theory on norms and a theory that combines both values and norms. In contrast to previous work, these theories are checked against data on human behavior obtained from a psychological experiment on dividing money: the ultimatum game. We found that agents that act according to a theory that combines both values and norms, produce behavior quite similar to that of humans. Furthermore, we found that this theory is more realistic than theories solely concerned with norms or theories solely concerned with values. However, to explain the amount of money people accept in this ultimatum game we will eventually need an even more realistic theory. We propose that a theory that explains when people exactly choose to use norms instead of values could provide this realism.
We propose an agent-based model leading to a decrease or an increase of hostility between agents after a major cultural threat such as a terrorist attack. The model is inspired from the Terror Management Theory and the Social Judgement Theory. An agent has a cultural identity defined through its acceptance segments about each of three different cultural worldviews (i.e., Atheist, Muslim, Christian) of the considered society. An agent’s acceptance segment is composed from its acceptable positions toward a cultural worldview, including its most acceptable position. An agent forms an attitude about another agent depending on the similarity between their cultural identities. When a terrorist attack is perpetrated in the name of an extreme cultural identity, the negatively perceived agents from this extreme cultural identity point of view tend to decrease the width of their acceptance segments in order to differentiate themselves more from the threatening cultural identity
Hierarchical problem-solving model
The model simulates a hierarchical problem-solving process in which a manager delegates parts of a problem to specialists, who attempt to solve specific aspects based on their unique skills. The goal is to examine how effectively the hierarchical structure works in solving the problem, the total cost of the process, and the resulting solution quality.
Problem-solving random network model
The model simulates a network of agents (generalists) who collaboratively solve a fixed problem by iterating over it and using their individual skills to reduce the problem’s complexity. The goal is to study the dynamics of the problem-solving process, including agent interactions, work cycles, total cost, and solution quality.
Diet breadth is a classic optimal foraging theory (OFT) model from human behavioral ecology (HBE). Different resources, ranked according to their food value and processing costs, are distributed in th
Agers and non-agers agent compete over a spatial landscape. When two agents occupy the same grid, who will survive is decided by a random draw where chances of survival are proportional to fitness. Agents have offspring each time step who are born at a distance b from the parent agent and the offpring inherits their genetic fitness plus a random term. Genetic fitness decreases with time, representing environmental change but effective non-inheritable fitness can increase as animals learn and get bigger.
Evolution of Sex is a NetLogo model that illustrates the advantages and disadvantages of sexual and asexual reproductive strategies. It seeks to demonstrate the answer to the question “Why do we have sex?”
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.
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 purpose of this model is to provide a platform to test and compare four conceptual models have been proposed to explain the spread of the Impresso-Cardial Neolithic in the west Mediterranean.
A theoretical model of the emergence of climate mitigation - a two-level game theoretic representation
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