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.
All users of models published in the library must cite model authors when they use and benefit from their code.
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.
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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.
The model simulates agents in a spatial environment competing for a common resource that grows on patches. The resource is converted to energy, which is needed for performing actions and for surviving.
The MML is a hybrid modeling environment that couples an agent-based model of small-holder agropastoral households and a cellular landscape evolution model that simulates changes in erosion/deposition, soils, and vegetation.
In the face of the COVID-19 pandemic, public health authorities around the world have experimented, in a short period of time, with various combinations of interventions at different scales. However, as the pandemic continues to progress, there is a growing need for tools and methodologies to quickly analyze the impact of these interventions and answer concrete questions regarding their effectiveness, range and temporality.
COMOKIT, the COVID-19 modeling kit, is such a tool. It is a computer model that allows intervention strategies to be explored in silico before their possible implementation phase. It can take into account important dimensions of policy actions, such as the heterogeneity of individual responses or the spatial aspect of containment strategies.
In COMOKIT, built using the agent-based modeling and simulation platform GAMA, the profiles, activities and interactions of people, person-to-person and environmental transmissions, individual clinical statuses, public health policies and interventions are explicitly represented and they all serve as a basis for describing the dynamics of the epidemic in a detailed and realistic representation of space.
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Migration or other long-distance movement into other regions is a common strategy of fishers and fishworkers living and working on the coast to adapt to environmental change. This model attempts to understand the general dynamics of fisher mobility for over larger spatial scales. The model can be used for investigating the complex interplay that exists between mobility and fish stock heterogeneity across regions, and the associated outcomes of mobility at the system level.
The model design informed by the example of small-scale fisheries in the Gulf of California, Mexico but implements theoretical and stylized facts and can as such be used for different archetypical cases. Our methodological approach for designing the model aims to account for the complex causation, emergence and interdependencies in small-scale fisheries to explain the phenomenon of sequential overexploitation, i.e., overexploiting one resource after another. The model is intended to be used as a virtual laboratory to investigate when and how different levels of mobile fishers affect exploitation patterns of fisheries resources.
The TERROIR agent-based model was built for the multi-level analysis of biomass and nutrient flows within agro-sylvo-pastoral villages in West Africa. It explicitly takes into account both human organization and spatial extension of such flows.
AncientS-ABM is an agent-based model for simulating and evaluating the potential social organization of an artificial past society, configured by available archaeological data. Unlike most existing agent-based models used in archaeology, our ABM framework includes completely autonomous, utility-based agents. It also incorporates different social organization paradigms, different decision-making processes, and also different cultivation technologies used in ancient societies. Equipped with such paradigms, the model allows us to explore the transition from a simple to a more complex society by focusing on the historical social dynamics; and to assess the influence of social organization on agents’ population growth, agent community numbers, sizes and distribution.
AncientS-ABM also blends ideas from evolutionary game theory with multi-agent systems’ self-organization. We model the evolution of social behaviours in a population of strategically interacting agents in repeated games where they exchange resources (utility) with others. The results of the games contribute to both the continuous re-organization of the social structure, and the progressive adoption of the most successful agent strategies. Agent population is not fixed, but fluctuates over time, while agents in stage games also receive non-static payoffs, in contrast to most games studied in the literature. To tackle this, we defined a novel formulation of the evolutionary dynamics via assessing agents’ rather than strategies’ fitness.
As a case study, we employ AncientS-ABM to evaluate the impact of the implemented social organization paradigms on an artificial Bronze Age “Minoan” society, located at different geographical parts of the island of Crete, Greece. Model parameter choices are based on archaeological evidence and studies, but are not biased towards any specific assumption. Results over a number of different simulation scenarios demonstrate better sustainability for settlements consisting of and adopting a socio-economic organization model based on self-organization, where a “heterarchical” social structure emerges. Results also demonstrate that successful agent societies adopt an evolutionary approach where cooperation is an emergent strategic behaviour. In simulation scenarios where the natural disaster module was enabled, we observe noticeable changes in the settlements’ distribution, relating to significantly higher migration rates immediately after the modeled Theran eruption. In addition, the initially cooperative behaviour is transformed to a non-cooperative one, thus providing support for archaeological theories suggesting that the volcanic eruption led to a clear breakdown of the Minoan socio-economic system.
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InformalCity, a spatially explicit agent-based model, simulates an artificial city and allows for testing configurations of urban upgrading schemes in informal settlements.
Individually parameterized mussels (Mytilus californianus) recruit, grow, move and die in a 3D environment while facing predation (in the form of seastar agents), heat and desiccation with increased tide height, and storms. Parameterized with data collected by Wootton, Paine, Kandur, Donahue, Robles and others. See my 2019 CoMSES video presentation to learn more.
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.
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