Computational Model Library

The model combines agent-based modelling and microeconomic approach to simulate the decision behaviour of land developers and how this impacts on the spatio-temporal processes of urban expansion.

Unified Opinion Dynamics Simulator

Adam Coates | Published Wed Jun 20 06:32:45 2018

This is a simulator for the unified opinion dynamics framework, as developed by Adam Coates, Anthony Kleerekoper, and Liangxiu Han.

This model has been created with and for the researcher-farmers of the Muonde Trust (, a registered Zimbabwean non-governmental organization dedicated to fostering indigenous innovation. Model behaviors and parameters (mashandiro nemisiyano nedzimwe model) derive from a combination of literature review and the collected datasets from Muonde’s long-term (over 30 years) community-based research. The goals of this model are three-fold (muzvikamu zvitatu):
A) To represent three components of a Zimbabwean agro-pastoral system (crops, woodland grazing area, and livestock) along with their key interactions and feedbacks and some of the human management decisions that may affect these components and their interactions.
B) To assess how climate variation (implemented in several different ways) and human management may affect the sustainability of the system as measured by the continued provisioning of crops, livestock, and woodland grazing area.
C) To provide a discussion tool for the community and local leaders to explore different management strategies for the agro-pastoral system (hwaro/nzira yekudyidzana kwavanhu, zvipfuo nezvirimwa), particularly in the face of climate change.

Social Closure and the Evolution of Cooperation via Indirect Reciprocity

Simone Righi Károly Takács | Published Sat Jun 9 14:14:48 2018 | Last modified Sat Jun 9 15:11:49 2018

Righi S., Takacs K., Social Closure and the Evolution of Cooperation via Indirect Reciprocity, Resubmitted after Revisions to Scientific Reports

The Regional Security Game is a iterated public goods game with punishement based on based on life sciences work by Boyd et al. (2003 ) and Hintze & Adami (2015 ), with modifications appropriate for an international relations setting. The game models a closed regional system in which states compete over the distribution of common security benefits. Drawing on recent work applying cultural evolutionary paradigms in the social sciences, states learn through imitation of successful strategies rather than making instrumentally rational choices. The model includes the option to fit empirical data to the model, with two case studies included: Europe in 1933 on the verge of war and south-east Asia in 2013.

The model formalizes a situation where agents embedded in different types of networks (random, small world and scale free networks) interact with their neighbors and express an opinion that is the result of different mechanisms: a coherence mechanism, in which agents try to stick to their previously expressed opinions; an assessment mechanism, in which agents consider available external information on the topic; and a social influence mechanism, in which agents tend to approach their neighbor’s opinions.

The model represents a set of social actors engaged into a collegiate (composed of representants of civil society and public sector) to manage the Southern Rural Territory of Sergipe (SRTS), created by two territorial public policies, the National Program for the Sustainable Development of Rural Territories (PRONAT) and the Program Territories of Citizenship (PTC) which aim at balancing power relations between social actors of Rural Territories. The main gola of these public policies is to empower the civil society engaged in the territory to enable them to negotiate with the traditional power (mainly majors). It was designed two models of the SRTS, one that represents the situation in 2012, and other that represents the social interdependencies in 2017. For each period it is possible to measure the capability and power of each modeled social actor and see whether it is observed the empowerment of the civil society or not.

Simulations of Public Goods Games (PPGs) are usually in discrete time (one shot decisions about contributions to public goods). To our knowledge, this is the first simulation of continuous-time PGGs (where participants can change contributions at any time) which are much harder to realise within both laboratory and simulation environments. The simulation is from a journal article submitted to JASSS: Tuong Vu (2018). Overcoming the Hurdles of Continuous-Time Public Goods Games with A Simulation-Based Approach.

The paper shows how to apply our recently developed ABOOMS (Agent-Based Object-Oriented Modelling and Simulation) framework to create simulation-supported continuous-time PGG studies. The ABOOMS framework utilizes Software Engineering techniques to support the development at macro level (considering the overall study lifecycle) and at micro level (considering individual steps related to simulation model development). The case study shows that outputs from the simulation-supported continuous-time PGG generate dynamics generate dynamics that do not exist in discrete-time setting, highlighting the fact that it is important to study both, discrete and continuous-time PGGs.

The paper is a part of a PhD thesis. For further information, please read the attached pdf: Chapter 6 - Case study 3: Continuous-time settings.

Adaptive model of a consumer advice network

Peng Shao | Published Mon May 14 08:26:17 2018

In the consumer advice network, users with connections can interact with each other, and the network topology will change during the opinion interaction. When the opinion distance from i to j is greater than the confidence threshold, the two consumers cannot exchange opinions, and the link between them will disconnect with probability DE. Then, a link from node i to node k is established with probability CE and node i learning opinion from node k.

A series of studies show the applicability of the NK model in the crowdsourcing research, but it also exposes a problem that the application of NK model is not tightly integrated with crowdsourcing process, which leads to the lack of a basic crowdsourcing simulation model. Accordingly, an agent-based simulation model characterizing the problem solving process of tournament-based crowdsourcing is constructed by combining “Task-Crowd-Process-Evaluation”(TCPE) framework with the NK model. By introducing interaction relationship among task decisions to define three tasks of different structure (local task, small-world task and random task), and introducing bounded rationality to define individual ability to differentiate professional users and ordinary users, the basic simulation model is extended to study the effects of task structure and individual bounded rationality on crowdsourcing performance.

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