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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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A multithreaded replication of the PPHPC model in Java for testing different ABM parallelization strategies.
The purpose of Hegmon’s Sharing model is to develop an understanding of the effect sharing strategies have on household survival.
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.
This is NetLogo code that presents two alternative implementations of Correlated Random Walk (CRW):
- 1. drawing the turning angles from the uniform distribution, i.e. drawing the angle with the same probability from a certain given range;
- 2. drawing the turning angles from von Mises distribution.
The move lengths are drawn from the lognormal distribution with the specified parameters.
Correlated Random Walk is used to represent the movement of animal individuals in two-dimensional space. When modeled as CRW, the direction of movement at any time step is correlated with the direction of movement at the previous time step. Although originally used to describe the movement of insects, CRW was later shown to sufficiently well describe the empirical movement data of other animals, such as wild boars, caribous, sea stars.
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Genetic algorithms try to solve a computational problem following some principles of organic evolution. This model has educational purposes; it can give us an answer to the simple arithmetic problem on how to find the highest natural number composed by a given number of digits. We approach the task using a genetic algorithm, where the candidate solutions to the problem are represented by agents, that in logo programming environment are usually known as “turtles”.
This model illustrates a positive ‘growth’ feedback loop in which the areal extent of an entity increases through time.
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.
Model of influence of access to social information spread via social network on decisions in a two-person game.
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