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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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Model of influence of access to social information spread via social network on decisions in a two-person game.
ViSA simulates the decision behaviors of different stakeholders showing demands for ecosystem services (ESS) in agricultural landscape. The lack of sufficient supply of ESSs triggers stakeholders to apply different management options to increase their supply. However, while attempting to reduce the supply-demand gap, conflicts arise among stakeholders due to the tradeoff nature of some ESS. ViSA investigates conditions and scenarios that can minimize such supply-demand gap while reducing the risk of conflicts by suggesting different mixes of management options and decision rules.
A proof-of-concept agent-based model ‘SimDrink’, which simulates a population of 18-25 year old heavy alcohol drinkers on a night out in Melbourne to provide a means for conducting policy experiments to inform policy decisions.
The purpose of this model is to examine equity and efficiency in crop production across a system of irrigated farms, as a function of maintenance costs, assessed water fees, and the capacity of farmers to trade water rights among themselves.
We reconstruct Cohen, March and Olsen’s Garbage Can model of organizational choice as an agent-based model. We add another means for avoiding making decisions: buck-passing difficult problems to colleagues.
The Garbage Can Model of Organizational Choice is a fundamental model of organizational decision-making originally proposed by J.D. Cohen, J.G. March and J.P. Olsen in 1972. In the 2000s, G. Fioretti and A. Lomi presented a NetLogo agent-based interpretation of this model. This code is the NetLogo 6.1.1 updated version of the Fioretti-Lomi model.
This model aims to explore how gambling-like behavior can emerge in loot box spending within gaming communities. A loot box is a purchasable mystery box that randomly awards the player a series of in-game items. Since the contents of the box are largely up to chance, many players can fall into a compulsion loop of purchasing, as the fear of missing out and belief in the gambler’s fallacy allow one to rationalize repeated purchases, especially when one compares their own luck to others. To simulate this behavior, this model generates players in different network structures to observe how factors such as network connectivity, a player’s internal decision making strategy, or even common manipulations games use these days may influence a player’s transactions.
The model aims to investigate the role of Microfinance Institutes (MFIs) in strengthening the coping capacity of slum-dwellers (residents) in case of frequent disasters. The main purpose of the model is system understanding. It aids in understanding the following research question: Are the microcredits provided by MFI to start a small business helpful in increasing coping capacity of a slum dweller for recovering from frequent and intense disasters?
LogoClim
is a NetLogo model for simulating and visualizing global climate conditions. It allows researchers to integrate high-resolution climate data into agent-based models, supporting reproducible research in ecology, agriculture, environmental sciences, and other fields that rely on climate data.
The model utilizes raster data to represent climate variables such as temperature and precipitation over time. It incorporates historical data (1951-2024) and future climate projections (2021-2100) derived from global climate models under various Shared Socioeconomic Pathways (SSPs, O’Neill et al., 2017). All climate inputs come from WorldClim 2.1, a widely used source of high-resolution, interpolated climate datasets based on weather station observations worldwide (Fick & Hijmans, 2017).
LogoClim
follows the FAIR Principles for Research Software (Barker et al., 2022) and is openly available on the CoMSES Network and GitHub. See the Logônia
model for an example of its integration into a full NetLogo simulation.
The Communication-Based Model of Perceived Descriptive Norm Dynamics in Digital Networks (COMM-PDND) is an agent-based model specifically created to examine the dynamics of perceived descriptive norms in the context of digital network structures. The model, developed as part of a master’s thesis titled “The Dynamics of Perceived Descriptive Norms in Digital Network Publics: An Agent-Based Simulation,” emphasizes the critical role of communication processes in norm formation. It focuses on the role of communicative interactions in shaping perceived descriptive norms.
The COMM-PDND is tuned to explore the effects of normative deviance in digital social networks. It provides functionalities for manipulating agents according to their network position, and has a versatile set of customizable parameters, making it adaptable to a wide range of research contexts.
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