Computational Model Library

Our mission is to help computational modelers develop, document, and share their computational models in accordance with community standards and good open science and software engineering practices. Model authors can publish their model source code in the Computational Model Library with narrative documentation as well as metadata that supports open science and emerging norms that facilitate software citation, computational reproducibility / frictionless reuse, and interoperability. Model authors can also request private peer review of their computational models. Models that pass peer review receive a DOI once published.

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 feel free to contact us if you have any questions or concerns about publishing your model(s) in the Computational Model Library.

Displaying 10 of 118 results for "Taesub Yun" clear search

The Palaeo-Agulhas Plain formed an important habitat exploited by Pleistocene hunter-gatherer populations during periods of lower sea level. This productive, grassy habitat would have supported numerous large-bodied ungulates accessible to a population of skilled hunters with the right hunting technology. It also provided a potentially rich location for plant food collection, and along its shores a coastline that moved with the rise and fall of sea levels. The rich archaeological and paleontological records of Pleistocene sites along the modern Cape south coast of South Africa, which would have overlooked the Palaeo-Agulhas Plain during Pleistocene times of lower sea level, provides a paleoarchive of this extinct ecosystem. In this paper, we present a first order illustration of the “palaeoscape modeling” approach advocated by Marean et al. (2015). We use a resourcescape model created from modern studies of habitat productivity without the Palaeo-Agulhas Plain. This is equivalent to predominant Holocene conditions. We then run an agent-based model of the human foraging system to investigate several research questions. Our agent-based approach uses the theoretical framework of optimal foraging theory to model human foraging decisions designed to optimize the net caloric gains within a complex landscape of spatially and temporally variable resources. We find that during the high sea-levels of MIS 5e (+5-6 m asl) and the Holocene, the absence of the Plain left a relatively poor food base supporting a much smaller population relying heavily on edible plant resources from the current Cape flora. Despite high species diversity of plants with edible storage organs, and marine invertebrates, encounter rates with highly profitable resources were low. We demonstrate that without the Palaeo-Agulhas Plain, human populations must have been small and low density, and exploited plant, mammal, and marine resources with relatively low caloric returns. The exposure and contraction of the Palaeo-Agulhas Plain was likely the single biggest driver of behavioral change during periods of climate change through the Pleistocene and into the transition to the Holocene.

Anthill: A harvester ant colony built from the published science

Adrian Diez Cuadrado | Published Thursday, September 17, 2026 | Last modified Thursday, September 24, 2026

An agent-based model of one colony of the Florida harvester ant, Pogonomyrmex badius, from the day a mated queen lands to the death of the colony. It runs in a web browser and, unchanged, headless in Node for replicate studies.

What the ants do: a claustral queen digs her own shaft and raises the first workers on her reserves; workers dig the nest under local rules, with no ant holding a plan; a one-way, age-based division of labour set by the season of birth, which no shortage reverses; trunk-trail foraging with site fidelity and recruitment; seed storage, opening and germination in the chambers, which is what feeds the larvae; daily weather from the climate normals of the study site, with drought years; nuptial flights after heavy rain; corpse removal; alarm at a disturbance on the foraging ground; and annual nest relocation, in which the store and then the brood are carried along the trail to a new nest the colony digs.

Every value in the model is tagged as measured in this species, borrowed from another ant, or invented, with its source, in a single parameter file. The model is deterministic: one seeded stream per system and a fixed one-minute timestep, so a seed reproduces a run bit for bit in the browser and in Node, which a test pins. A study writes a methods report listing the invented values the results rest on and the acceptance tests the model fails.

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The simulation is a variant of the “ToRealSim OD variants - base v2.7” base model, which is based on the standard DW opinion dynamics model (but with the differences that rather than one agent per tick randomly influencing another, all agents randomly influence one other per tick - this seems to make no difference to the outcomes other than to scale simulation time). Influence can be made one-way by turning off the two-way? switch

Various additional variations and sources of noise are possible to test robustness of outcomes to these (compared to DW model).
In this version agent opinions change following the empirical data collected in some experiments (Takács et al 2016).

Such an algorithm leaves no role for the uncertainties in other OD models. [Indeed the data from (Takács et al 2016) indicates that there can be influence even when opinion differences are large - which violates a core assumption of these]. However to allow better comparison with other such models there is a with-un? switch which allows uncertainties to come into play. If this is on, then influence (according to above algorithm) is only calculated if the opinion difference is less than the uncertainty. If an agent is influenced uncertainties are modified in the same way as standard DW models.

Peer reviewed The Andean Resource Management Model (ARMM)

Olga Palacios | Published Tuesday, January 20, 2026

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.

This model tests whether local housing supply elasticity governs crash severity inside a single metropolitan housing market. Saiz (2010) established that across US metros, regions constrained by geography and regulation experience deeper boom-bust cycles than flexible ones. That finding is routinely applied downward to neighborhoods and ZIP codes as though the mechanism scaled without qualification.

The empirical record for the Washington DC and Northern Virginia region says it does not. Across 84 ZIP codes, measured supply elasticity ranges from 0.35 to 4.95 with a median of 1.21. The worst single-year price decline between 2007 and 2012 averaged 9.6 percent in constrained ZIP codes and 9.0 percent in flexible ones, a gap that cannot be distinguished from noise. Wide variation in the proposed cause, no meaningful separation in the proposed effect.

The model embeds households, houses and a metro-wide credit condition in the real ZIP geography of the region using three GIS layers and an empirical price panel. Local elasticity governs construction, exactly as theory predicts. Prices are driven by a shared macro drift schedule and, under the credit-amplified mode, by a leverage cycle with a financial accelerator and a deviation penalty. The design question is whether those shared forces are sufficient to override local supply differences at the sub-metropolitan scale.

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Peer reviewed AgModel

Isaac Ullah | Published Friday, December 06, 2024

AgModel is an agent-based model of the forager-farmer transition. The model consists of a single software agent that, conceptually, can be thought of as a single hunter-gather community (i.e., a co-residential group that shares in subsistence activities and decision making). The agent has several characteristics, including a population of human foragers, intrinsic birth and death rates, an annual total energy need, and an available amount of foraging labor. The model assumes a central-place foraging strategy in a fixed territory for a two-resource economy: cereal grains and prey animals. The territory has a fixed number of patches, and a starting number of prey. While the model is not spatially explicit, it does assume some spatiality of resources by including search times.

Demographic and environmental components of the simulation occur and are updated at an annual temporal resolution, but foraging decisions are “event” based so that many such decisions will be made in each year. Thus, each new year, the foraging agent must undertake a series of optimal foraging decisions based on its current knowledge of the availability of cereals and prey animals. Other resources are not accounted for in the model directly, but can be assumed for by adjusting the total number of required annual energy intake that the foraging agent uses to calculate its cereal and prey animal foraging decisions. The agent proceeds to balance the net benefits of the chance of finding, processing, and consuming a prey animal, versus that of finding a cereal patch, and processing and consuming that cereal. These decisions continue until the annual kcal target is reached (balanced on the current human population). If the agent consumes all available resources in a given year, it may “starve”. Starvation will affect birth and death rates, as will foraging success, and so the population will increase or decrease according to a probabilistic function (perturbed by some stochasticity) and the agent’s foraging success or failure. The agent is also constrained by labor caps, set by the modeler at model initialization. If the agent expends its yearly budget of person-hours for hunting or foraging, then the agent can no longer do those activities that year, and it may starve.

Foragers choose to either expend their annual labor budget either hunting prey animals or harvesting cereal patches. If the agent chooses to harvest prey animals, they will expend energy searching for and processing prey animals. prey animals search times are density dependent, and the number of prey animals per encounter and handling times can be altered in the model parameterization (e.g. to increase the payoff per encounter). Prey animal populations are also subject to intrinsic birth and death rates with the addition of additional deaths caused by human predation. A small amount of prey animals may “migrate” into the territory each year. This prevents prey animals populations from complete decimation, but also may be used to model increased distances of logistic mobility (or, perhaps, even residential mobility within a larger territory).

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Why do career outcomes in organizations follow highly skewed distributions when the individual traits presumed to drive success — competence, effort, and social skill — are approximately normally distributed in the population? This agent-based model investigates the relative contributions of individual attributes versus random events (“luck”) to career outcomes in hierarchically structured organizations.

The model places 500 agents in a five-level pyramid-shaped organization over 80 six-month evaluation periods (40 simulated years). Each agent is characterized by four attributes drawn from normal distributions at initialization: competence, effort, social skill, and adaptability. In each period, agents may encounter stochastic career events (good or bad projects, supportive or poor managers, market booms or busts), which modify their performance and visibility scores. Promotion decisions are made competitively when vacancies arise at higher levels, using a weighted combination of recent performance, accumulated visibility, network position, and tenure. Social connections form and decay through a proximity-based model influenced by agents’ social skills.

The model extends the talent-versus-luck framework of Pluchino et al. (2018) in four substantive directions: (1) it embeds agents in a hierarchical organization with finite positions at each level, making promotion a zero-sum competition rather than an abstract encounter with random events; (2) it represents individual differences along four independent attribute dimensions rather than a single talent score; (3) it incorporates dynamic social network formation that mediates access to career-relevant opportunities; and (4) it implements the Peter Principle mechanism through which promoted agents must acquire competence appropriate to their new role.

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Replication of ECEC model: Environmental Feedback and the Evolution of Cooperation

Pierre Bommel | Published Tuesday, April 05, 2011 | Last modified Saturday, April 27, 2013

The model, presented here, is a re-implementation of the Pepper and Smuts’ model : - Pepper, J.W. and B.B. Smuts. 2000. “The evolution of cooperation in an ecological context: an agent-based model”. Pp. 45-76 in T.A. Kohler and G.J. Gumerman, eds. Dynamics of human and primate societies: agent-based modeling of social and spatial processes. Oxford University Press, Oxford. - Pepper, J.W. and B.B. Smuts. 2002. “Assortment through Environmental Feedback”. American Naturalist, 160: 205-213 […]

01a ModEco V2.05 – Model Economies – In C++

Garvin Boyle | Published Monday, February 04, 2013 | Last modified Friday, April 14, 2017

Perpetual Motion Machine - A simple economy that operates at both a biophysical and economic level, and is sustainable. The goal: to determine the necessary and sufficient conditions of sustainability, and the attendant necessary trade-offs.

WeDiG Sim

Reza Shamsaee | Published Monday, May 14, 2012 | Last modified Saturday, April 27, 2013

WeDiG Sim- Weighted Directed Graph Simulator - is an open source application that serves to simulate complex systems. WeDiG Sim reflects the behaviors of those complex systems that put stress on scale-free, weightedness, and directedness. It has been implemented based on “WeDiG model” that is newly presented in this domain. The WeDiG model can be seen as a generalized version of “Barabási-Albert (BA) model”. WeDiG not only deals with weighed directed systems, but also it can handle the […]

Displaying 10 of 118 results for "Taesub Yun" clear search

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