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We also maintain a curated database of over 7500 publications of agent-based and individual based models with 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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Resilience of humans in the Upper Paleolithic could provide insights in how to defend against today’s environmental threats. Approximately 13,000 years ago, the Laacher See volcano located in present-day western Germany erupted cataclysmically. Archaeological evidence suggests that this is eruption – potentially against the background of a prolonged cold spell – led to considerable culture change, especially at some distance from the eruption (Riede, 2017). Spatially differentiated and ecologically mediated effects on contemporary social networks as well as social transmission effects mediated by demographic changes in the eruption’s wake have been proposed as factors that together may have led to, in particular, the loss of complex technologies such as the bow-and-arrow (Riede, 2014; Riede, 2009).
This model looks at the impact of the interaction between climate change trajectory and an extreme event, such as the Laacher See eruption, on the generational development of hunter-gatherer bands. Historic data is used to model the distribution and population dynamics of hunter-gatherer bands during these circumstances.
A friendship game is a kind of network game: a game theory model on a network. This is a NetLogo model of an agent-based adaptation of “‘Friendship-based’ Games” by PJ Lamberson. The agents reach an equilibrium that depends on the strategy played and the topology of the network.
This model allows for analyzing the most efficient levers for enhancing the use of recycled construction materials, and the role of empirically based decision parameters.
Plastics and the pollution caused by their waste have always been a menace to both nature and humans. With the continual increase in plastic waste, the contamination due to plastic has stretched to the oceans. Many plastics are being drained into the oceans and rose to accumulate in the oceans. These plastics have seemed to form large patches of debris that keep floating in the oceans over the years. Identification of the plastic debris in the ocean is challenging and it is essential to clean plastic debris from the ocean. We propose a simple tool built using the agent-based modeling framework NetLogo. The tool uses ocean currents data and plastic data both being loaded using GIS (Geographic Information System) to simulate and visualize the movement of floatable plastic and debris in the oceans. The tool can be used to identify the plastic debris that has been piled up in the oceans. The tool can also be used as a teaching aid in classrooms to bring awareness about the impact of plastic pollution. This tool could additionally assist people to realize how a small plastic chunk discarded can end up as large debris drifting in the oceans. The same tool might help us narrow down the search area while looking out for missing cargo and wreckage parts of ships or flights. Though the tool does not pinpoint the location, it might help in reducing the search area and might be a rudimentary alternative for more computationally expensive models.
We built a model using R,polr package, to assess 55 published case studies from developing countries to determine what factors influence the level of compliance of local communities with protected area regulations.
The WaterScape is an agent-based model of the South African water sector. This version of the model focuses on potential barriers to learning in water management that arise from interactions between human perceptions and social-ecological system conditions.
ARMM is a theoretical agent-based model that formalizes Murra’s Theory of Verticality (Murra, 1972) to explore how multi-zonal resource management systems emerge in mountain landscapes. The model identifies the social, political, and economic mechanisms that enable vertical complementarity across ecological gradients.
Built in NetLogo, ARMM employs an abstract 111×111 grid divided into four Andean ecological zones (Altiplano, Highland, Lowland, Coast), each containing up to 18 resource types distributed according to ecological suitability. To test general theoretical principles rather than replicate specific geography, resource locations are randomized at each model initialization.
Settlement agents pursue one of two economic strategies: diversification (seeking resource variety, maximum 2 units per type) or accumulation (maximising total quantity, maximum 30 units). Agents move between adjacent zones through hierarchical decision-making, first attempting peaceful interactions—coexistence (governed by tolerance) and trading (governed by cooperation)—before resorting to conflict (theft or takeover, governed by belligerence).
The model demonstrates that vertical complementarity can emerge through fundamentally different mechanisms: either through autonomous mobility under political decentralization or through state-coordinated redistribution under centralization. Sensitivity analysis reveals that belligerence and economic strategy explain approximately 25% of outcome variance, confirming that structural inequalities between zones result from political-economic organization rather than environmental constraints alone.
As a preliminary theoretical model, ARMM intentionally maintains simplicity to isolate core mechanisms and generate testable hypotheses. This foundational framework will guide future empirically-calibrated versions that incorporate specific archaeological settlement data and geographic features from the Carangas region (Bolivia-Chile border), enabling direct comparison between theoretical predictions and observed historical patterns.
An agent-based model of Thomas Kuhn’s Structure of Scientific Revolutions
This model allows for oneshot negotiations in the Colored Trails setting. Two allocator agents simultaneously make an offer to a responder agent, who chooses which of these offers to accept, or to reject both offers. The code allows for allocator allocator agents of different orders of theory of mind reasoning to play against one another.
The intention of this model is to create an universal basis on how to model change in value prioritizations within social simulation. This model illustrates the designing of heterogeneous populations within agent-based social simulations by equipping agents with Dynamic Value-based Cognitive Architectures (DVCA-model). The DVCA-model uses the psychological theories on values by Schwartz (2012) and character traits by McCrae and Costa (2008) to create an unique trait- and value prioritization system for each individual. Furthermore, the DVCA-model simulates the impact of both social persuasion and life-events (e.g. information, experience) on the value systems of individuals by introducing the innovative concept of perception thermometers. Perception thermometers, controlled by the character traits, operate as buffers between the internal value prioritizations of agents and their external interactions. By introducing the concept of perception thermometers, the DVCA-model allows to study the dynamics of individual value prioritizations under a variety of internal and external perturbations over extensive time periods. Possible applications are the use of the DVCA-model within artificial sociality, opinion dynamics, social learning modelling, behavior selection algorithms and social-economic modelling.
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