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This is a NetLogo 7.0.1 agent-based model of interdependent team productivity under O-ring production logic. The model asks when collective problem-solving capacity (CPS) improves team output and when its effect is constrained by trust, burnout, specialization diversity, weak-link quality, and team-formation rules. Agents are heterogeneous in skill, CPS, trust, burnout, effort, learning rate, openness, specialization, adaptability, and aspiration. Each tick forms temporary teams, computes individual contribution quality, combines contributions through a geometric O-ring production function with an explicit weakest-link term, records output and success, and updates agents through feedback, learning, trust change, burnout, recovery, and turnover. The paper follows the ODD protocol, reports exact implementation equations, and analyzes six BehaviorSpace experiments with 50 stochastic repetitions per condition. Scenario results show that CPS is beneficial but not sufficient: productivity is highest when CPS is combined with trust, low burnout, effective coordination, and a reliable weakest-link floor. Diversity yields only modest gains at low CPS but larger gains when CPS is high. Formation-mode results are especially informative because mixed CPS-skill formation maximizes total output, whereas random formation has the highest binary success rate, showing that output magnitude and threshold success can diverge. The study contributes a transparent computational mechanism linking collective intelligence with O-ring production and identifies boundary conditions under which high-CPS teams can still be limited by weak links and interdependence.
The Agent-Based Model for Multiple Team Membership (ABMMTM) simulates design teams searching for viable design solutions, for a large design project that requires multiple design teams that are working simultaneously, under different organizational structures; specifically, the impact of multiple team membership (MTM). The key mechanism under study is how individual agent-level decision-making impacts macro-level project performance, specifically, wage cost. Each agent follows a stochastic learning approach, akin to simulated annealing or reinforcement learning, where they iteratively explore potential design solutions. The agent evaluates new solutions based on a random-walk exploration, accepting improvements while rejecting inferior designs. This iterative process simulates real-world problem-solving dynamics where designers refine solutions based on feedback.
As a proof-of-concept demonstration of assessing the macro-level effects of MTM in organizational design, we developed this agent-based simulation model which was used in a simulation experiment. The scenario is a system design project involving multiple interdependent teams of engineering designers. In this scenario, the required system design is split into three separate but interdependent systems, e.g., the design of a satellite could (trivially) be split into three components: power source, control system, and communication systems; each of three design team is in charge of a design of one of these components. A design team is responsible for ensuring its proposed component’s design meets the design requirement; they are not responsible for the design requirements of the other components. If the design of a given component does not affect the design requirements of the other components, we call this the uncoupled scenario; otherwise, it is a coupled scenario.
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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An agent-based microsimulation of insecticide-treated net (ITN) distribution and adoption in Kenya (2003–2024), integrating the Theory of Planned Behaviour, Rogers diffusion, Weibull net decay, and a GPS-based two-layer social network. 8,561 household agents calibrated via Approximate Bayesian Computation to six DHS/MIS survey waves, achieving 2.42 pp mean absolute error on Kenya-level ownership. The analysis chain supports mechanism counterfactuals and policy experiments on equity outcomes of ITN distribution strategies.
MOOvPOPsurveillance was developed as a tool for wildlife agencies to guide collection and analysis of disease surveillance data that relies on non-probabilistic methods like harvest-based sampling.
We present a socio-epistemic model of science inspired by the existing literature on opinion dynamics. In this model, we embed the agents (or scientists) into social networks - e.g., we link those who work in the same institutions. And we place them into a regular lattice - each representing a unique mental model. Thus, the global environment describes networks of concepts connected based on their similarity. For instance, we may interpret the neighbor lattices as two equivalent models, except one does not include a causal path between two variables.
Agents interact with one another and move across the epistemic lattices. In other words, we allow the agents to explore or travel across the mental models. However, we constrain their movements based on absorptive capacity and cognitive coherence. Namely, in each round, an agent picks a focal point - e.g., one of their colleagues - and will move towards it. But the agents’ ability to move and speed depends on how far apart they are from the focal point - and if their new position is cognitive/logic consistent.
Therefore, we propose an analytical model that examines the connection between agents’ accumulated knowledge, social learning, and the span of attitudes towards mental models in an artificial society. While we rely on the example from the General Theory of Relativity renaissance, our goal is to observe what determines the creation and diffusion of mental models. We offer quantitative and inductive research, which collects data from an artificial environment to elaborate generalized theories about the evolution of science.
This model replicates the Axelrod prisoner’s dilemma tournaments. The model takes as input a file of strategies and pits them against each other to see who achieves the best payoff in the end. Change the payoff structure to see how it changes the tournament outcome!
Agent-based model of cooperation among fourteen EU member states under geopolitical shocks, 2024-2040. States are adaptive agents on the observed intra-EU trade network, updating a cooperation propensity through inertia, network influence, and a repeated-game payoff structure built from verified Eurostat, Eurobarometer and IMF data. An anchoring device makes the observed 2024 configuration exactly stationary absent shocks, so results are read as deviations from an empirical baseline. Five scenarios of increasing severity are simulated with Monte Carlo replication, up to an extreme counterfactual crisis in the Taiwan Strait. Includes six robustness batteries and a full ODD description.
At the heart of a study of Social-Ecological Systems, this model is built by coupling together two independently developed models of social and ecological phenomena. The social component of the model is an abstract model of interactions of a governing agent and several user agents, where the governing agent aims to promote a particular behavior among the user agents. The ecological model is a spatial model of spread of the Mountain Pine Beetle in the forests of British Columbia, Canada. The coupled model allowed us to simulate various hypothetical management scenarios in a context of forest insect infestations. The social and ecological components of this model are developed in two different environments. In order to establish the connection between those components, this model is equipped with a ‘FlipFlop’ - a structure of storage directories and communication protocols which allows each of the models to process its inputs, send an output message to the other, and/or wait for an input message from the other, when necessary. To see the publications associated with the social and ecological components of this coupled model please see the References section.
Dawkins’ Weasel is a NetLogo model that illustrates the principle of evolution by natural selection. It is inspired by a thought experiment presented by Richard Dawkins in his book The Blind Watchmaker (1996).
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