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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ForagerNet3_Demography_V2 is a non-spatial ABM for exploring hunter-gatherer demography. This version (developed from FN3D_V1) contains code for calculating the ratio of old to young adults (the “OY ratio”) in the living and dead populations.
The mode implements a variant of Ant Colony Optimization to explore routing on infrastructures through a landscape with forbidden zones, connecting multiple sinks to one source.
The purpose of this model is to better understand the dynamics of a multihost pathogen in two host system comprising of high densities of domestic hosts and sympatric wildlife hosts susceptible to the pathogen.
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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This version of the accumulated copying error (ACE) model is designed to address the following research question: how does finite population size (N) affect the coefficient of variation (CV) of a continuous cultural trait under the assumptions that the only source of copying error is visual perception error and that the continuous trait can take any positive value (i.e., it has no upper bound)? The model allows one to address this question while assuming the continuous trait is transmitted via vertical transmission, unbiased transmission, prestige biased transmission, mean conformist transmission, or median conformist transmission. By varying the parameter, p, one can also investigate the effect of population size under a mix of vertical and non-vertical transmission, whereby on average (1-p)N individuals learn via vertical transmission and pN individuals learn via either unbiased transmission, prestige biased transmission, mean conformist transmission, or median conformist transmission.
An unintended consequence of low cost maritime travel may be hyperconnectedness, creating social situations where information can be readily passed before it is verified- an issue not limited to modern digitally connected societies. In traditional Coast Salish societies, the peoples of what is now Western Washington and Southwestern British Columbia, oral traditions were vertified through a process called witnessing. Witnesses would be trained to recount and verify oral history and traditional teachings at high fidelity. Here, a simple model based on dual inheritance approaches to genes and culture, is used to compare this specific form of verifying socially important information compared to modern mass communication. The model suggests that witnessing is a high fidelity form of transmitting knowledge with a low error rate, more in line with modern apprenticeships than mass communication. Social mechanisms such as witnessing provide solutions to issues faced in contemporary discourse where the validity of information and even fact checking mechanisms may be biased or counterfactual. This effort also demonstrates the utillity of using modeling approaches to highlight how specific, historically contingent institutions such as witnesses can be drawn upon to model potential solutions to contemporary issues solved in the past in traditional Coast Salish practice.
This model extends the bounded confidence model of Deffuant and Weisbuch. It introduces online contexts in which a person can deliver his or her opinion to several other persons. There are 2 additional parameters accessibility and connectivity.
The purpose of this model is to analyze the dynamics of endogenously created oscillations in housing prices using a system dynamics simulation model, built from the perspective of construction companies.
This model is designed to show the effects of personality types and student organizations have on ones chance to making friendships in a university setting. As known from psychology studies, those that are extroverted have an easier chance making friendships in comparison to those that are introverted.
Once every tick a pair of students (nodes) will be randomly selected they will then have the chance to either be come friends or not (create an edge or not) based on their personality type (you are able to change what the effect of each personality is) and whether or not they are in the same club (you can change this value) then the model triggers the next tick cycle to begin.
Designed to capture the evolutionary forces of global society.
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